Re: [osg-users] OSG Example RPM package installing nothing?

2007-10-04 Thread David Callu
Hi Shawn

just do "rpm -ql OpenSceneGraph-examples" to show the list of all
file installed by this package.

Cheers
David

2007/10/4, Shawn Cook <[EMAIL PROTECTED]>:
>
>  Howdy, please help me before I throw my comptuer into traffic.
>
> I need to install the OSG example package and would like to do so using
> YUM onto Fedora Core 6.  I used this command:
>
> yum install OpenSceneGraph-examples.i386
>
> YUM ran and apparently installed successfully.  However, I cannot find any
> of the examples.  In fact the folder /usr/share/OpenSceneGraph is completely
> empty.  (???)  Furthermore, I can now do this fun little trick which makes
> no sense whatsoever:
>
> rpm -ivh /tmp/OpenSceneGraph-examples-1.2-1.fc6.i386.rpm
> [repsonse: "package OpenSceneGraph-examples-1.2-1.fc6 is already
> installed"]
> yum remove OpenSceneGraph-examples.i386
> [remove is successful]
> rpm -ivh /tmp/OpenSceneGraph-examples-1.2-1.fc6.i386.rpm
> [install is successful]
> [/usr/share/OpenSceneGraph is empty]
> rpm -q /tmp/OpenSceneGraph-examples-1.2-1.fc6.i386.rpm
> [says "package /tmpOpenSceneGraph-examples-1.2-1.fc6 is not installed"]
>
> Sweet!  I love a challenge!  No wait a minute, that's the last thing I
> need right now.  Please help!
>
> --
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> challenge with star power. Play 
> Now!
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Re: [osg-users] camera config file?

2007-10-04 Thread David Callu
Hi mike

update your OpenSceneGraph-Data svn, there are osgViewer configuration file
into.

David

2007/10/4, Mike Wozniewski <[EMAIL PROTECTED]>:
>
> Hi all,
>
> I can't seem to find any documentation about the configuration files
> that can be used with osgViewer to manage cameras.
>
> I have various CAVE-like configurations that I need to switch between,
> and think that the config files are the way to go.
>
> Does anyone have an example?
>
> Thanks,
> -Mike
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Re: [osg-users] dynamic_cast equivalent in osgDotNet

2007-10-04 Thread Robert Osfield
Hi Michael,

osgGA knows about core osg wher osg::View is defined, so could this work?

Robert.

On 10/4/07, Michael Wittman <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> On Wed, Oct 03, 2007 at 09:11:21AM +0100, Robert Osfield wrote:
> > On 10/3/07, Michael Wittman <[EMAIL PROTECTED]> wrote:
> > > It's possible to add support to osgDotNet for upcasts along non-leftmost
> > > inheritance branches.  But downcasting in the same situation is a much
> > > harder problem, and I don't know of a good solution for it at the moment.
> >
> > Perhaps we could add a GUIActionAdapter:asView() virtual function that
> > returns a osg::View pointer.
> >
> > Another possibility would be to have a asViewer() and
> > asCompositeViewer() methods too, but we'd have to forward declare
> > osgViewer::Viewer and osgViewer::CompositeViewer to achieve this.  I'm
> > not sure what the consequences for  the wrappers would be with this
> > though.
>
> Unfortunately I don't think those approaches would help, as there's no
> analogue to C++'s incomplete types in the CLR.  And having knowledge of
> full osgViewer wrapper types in the osgGA wrappers would necessitate a
> circular dependency between the two assemblies, which is not permitted
> (nor wise, in any case).
>
> I'm not entirely sure it would work, but best approach I can think of
> would be implemented completely within the wrappers.  It would involve
> a registry of downcast conversion functions for every inheriting type
> from all the types in its inheritance tree, indexed off the CLR's
> type IDs for the inheriting and inherited types.  A separate function
> would then be provided to index into the registry and apply the correct
> conversion function based on the CLR type IDs.  The invoking code would
> look something like this:
>
>   OsgGA.GUIActionAdapter aa;
>   OsgViewer.Viewer v = OsgWrapper.Convert.Downcast(aa.GetType(), 
> typeof(OsgViewer.Viewer)) as OsgViewer.Viewer;
>
> One thing that's not clear to me currently is how to reliably construct
> a unified conversion function registry across multiple wrapper assemblies.
>
> -Mike
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Re: [osg-users] .obj, 3DI import

2007-10-04 Thread Robert Osfield
Hi Andrej,

The OSG does not have a .3DI plugin so won't be able to load these
files, to load you'll either need to convert via another program to a
format that the OSG supports for write a plugin yourself to handle
these files.

Robert.

On 10/4/07, andrej spilak <[EMAIL PROTECTED]> wrote:
> Hello!
> As I'm pretty new to OSG, could anyone help me with reading .obj file
> extension? How should i import SolidWorks .3DI object then, which is pretty
> much similiar to the .obj?
>
> thanks in advance, andrej
>
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[osg-users] OS/X build OK

2007-10-04 Thread Adrian Egli
great work robert ! OS/X is now working

/adegli

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Re: [osg-users] camera config file?

2007-10-04 Thread Robert Osfield
Hi Mike,

On 10/4/07, Mike Wozniewski <[EMAIL PROTECTED]> wrote:
> I can't seem to find any documentation about the configuration files
> that can be used with osgViewer to manage cameras.
>
> I have various CAVE-like configurations that I need to switch between,
> and think that the config files are the way to go.
>
> Does anyone have an example?

As David mentioned there are the initial configuration files now
checked into OpenSceneGraph-Data SVN.

There isn't yet fully implemented support for configuring things a
fine grained way, at the level of windows setup and slave cameras, I'm
afraid I just haven't had the time to complete this for 2.2.  This
should be relatively straight forward addition its just time that I'm
short on.

You can also write your own plugins for loading configuration files as
osgViewer uses the standard OSG plugin framework for loading the
files.

Robert.
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Re: [osg-users] .obj, 3DI import

2007-10-04 Thread David Callu
Hi andrej

   osg load automatically the plugin require to read the file.
   This  is based on extension of the file that you want read.
   OSG have a plugin to read .obj file but I don't know the .3DI
   format and I don't know if OSG can read this format.
   You can force OSG to use a specific loader by adding -l "library"
or -e "extension" in commande line.

HTH
David


2007/10/4, andrej spilak <[EMAIL PROTECTED]>:
>
> Hello!
> As I'm pretty new to OSG, could anyone help me with reading .obj file
> extension? How should i import SolidWorks .3DI object then, which is pretty
> much similiar to the .obj?
>
> thanks in advance, andrej
>
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>
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[osg-users] how to configure camera to multi window

2007-10-04 Thread Tran Thanh Hiep
hi all!
I split my window to 4 paths and i want each window that will render 1 face of 
object.(front, left, right and perpactive). but when i debug each rendered 
window  doesn't display true. Could you help me to slove this?


   

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Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-10-04 Thread Alberto Luaces
Brian, Robert:

Brian: I'm surprised that the latest SVN version doesn't work for you. About 
the net plugin issue, gcc shold print a warning about a redefinition, but not 
an error about undefined tokens. Can you post them?

Also, before compiling anything yesterday, I ran the update tool in order to 
get the lastest Cygwin packages. Maybe you have an outdated version of 
several packages.

As for the tests, I could run osgviewer on single-threaded mode without 
problems. As soon as I changed it with 'm' key it freezed.

I could run osgconv to convert a large .obj into a .ive. The program crashed 
(no hang as Brian's) at the end, but the generated file was correct.

The examples ran fairly well, as long as I stayed in single-threaded mode, but 
some of them hang on exit.

As far as I know, when a cygwin compiled program crashes, it only spits a 
fairly useless stackdump, which consists on the register values at the exit. 
I'm investigating how to get a decent core dump or stack trace in order to 
track all of this issues.

Alberto

El Thursday 04 October 2007 01:11:05 Robert Osfield escribió:
> Hi Brian,
>
> Thanks for the clarification.
>
> For 2.2 I think I'll just go with what we have in SVN.  In might not
> work perfectly out the box under Cygwin in all combination, but at
> least there is a simple workaround for cases where it doesn't.
> Perhaps if greater clarity comes after 2.2 then we can roll some
> changes into the Cmake build system to better compile out of the box
> under Cygwin.
>
> As for the runtime errors you're seeing, I don't think this is an OSG
> bug, rather a Cygwin/OpenGL driver error of some form.
>
> Robert.
>
> On 10/3/07, Brian Keener <[EMAIL PROTECTED]> wrote:
> > Robert Osfield wrote:
> > > Hi Brian,
> > >
> > > O.K. I'm confused now.  Your previous email it sounds like you needed
> > > to add:
> > >
> > >-DWIN32 -DNOMINMAX -mnop-fun-dllimport -DOSG_LIBRARY
> >
> > This was actually the second email I sent.
> >
> > > To get things compile, but your next below sounds like you made no
> > > changes.
> > >
> > > On 10/3/07, Brian Keener <[EMAIL PROTECTED]> wrote:
> > > > Robert Osfield wrote:
> > > > > Have you updated to a different version of Cygwin since you last
> > > >
> > > > built?
> > > >
> > > > Nope,
> > > >
> > > > Only difference is I used a straight ccmake and did not make the
> > > > CMAKE_CXX_FLAG changes I had previously made and I haven't had to
> > > > make
> >
> > This was the first email I sent which got blocked and then I
> > inadvertently sent again not realizing how confusing it would be.
> >
> >  The above ">-DWIN32 -DNOMINMAX -mnop-fun-dllimport -DOSG_LIBRARY" 
> > is my most recent attempt at building which did build and hangs when run.
> >
> > > Does the SVN version of the OSG compile out of the box without any
> > > changes?  Or do you have to make the above addition, if so where to?
> >
> >  It does not - it dies on the socket error and I add the flags:
> >
> >  -DWIN32 -DNOMINMAX -mnop-fun-dllimport -DOSG_LIBRARY
> >
> >  in ccmake to the CMAKE_CXX_FLAGS line at which point it compiles 100%.
> >
> >  You posted in your other response that others had built in Cygwin
> > without making any changes (out of the box).  I had not seen those
> > responses - perhaps it is just my setup if you have other cygwin folk
> > getting it right.
> >
> >  bk


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Re: [osg-users] OS/X build OK

2007-10-04 Thread Stephan Maximilian Huber
Adrian Egli schrieb:
> great work robert ! OS/X is now working

Here, too! I did compile the XCode projects from the repository, the 
XCode projects generated by CMake and unix makefiles, all worked fine.

thanks!

Stephan
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Re: [osg-users] how to configure camera to multi window

2007-10-04 Thread Robert Osfield
Hi Tran,

You'll have to explain more about what the problem is.  A screenshot
of what you are getting.  Please also specify which version of the OSG
your are using, what operating system, what graphics hardware, and
what viewer classes you are using.  Without this information no body
has enough information to know what might be wrong and won't be able
to help you.

Robert.

On 10/4/07, Tran Thanh Hiep <[EMAIL PROTECTED]> wrote:
>
> hi all!
> I split my window to 4 paths and i want each window that will render 1 face
> of object.(front, left, right and perpactive). but when i debug each
> rendered window  doesn't display true. Could you help me to slove this?
>
>  
>  Check out the hottest 2008 models today at Yahoo! Autos.
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Re: [osg-users] OS/X build OK

2007-10-04 Thread Robert Osfield
On 10/4/07, Stephan Maximilian Huber <[EMAIL PROTECTED]> wrote:
> Adrian Egli schrieb:
> > great work robert ! OS/X is now working
>
> Here, too! I did compile the XCode projects from the repository, the
> XCode projects generated by CMake and unix makefiles, all worked fine.

Great thanks for the feedback guys.

Curious to see what Andy comes back with...

Robert.
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Re: [osg-users] how to configure camera to multi window

2007-10-04 Thread Tran Thanh Hiep
Thank! Robert 
I 'm using osg1.2 and os windowxp. I develop my project on Visual 
C++.Net-2003(MFC).
I have using 4 same class follow to render scene:

class CMyView : public CView
{
DECLARE_DYNCREATE(CMyView)
protected:
CMyView();   // protected constructor used by dynamic creation
virtual ~CMyView();
void DoFrame();
// Attributes
osg::ref_ptr m_KBM;
// Callback
osg::ref_ptr m_KBMCallback;
// We will use Producer render surface
//osg::ref_ptr m_RenderSurface;
Producer::RenderSurface *m_RenderSurface;
// THE scene
//osg::ref_ptr m_SceneView;
osgUtil::SceneView * m_SceneView;
// Database Pager
osgDB:atabasePager* m_DatabasePager;
// Tell is the render surface has been realized
BOOL m_bRenderSurfaceRealized;
// Tell is the model was loaded
BOOL m_bModelLoaded;
// Start 
 osg::Timer_t m_StartTick;
// Frame Number
unsigned int m_uiFrameNum;
BOOL m_bGotFocus;
public:
CMultiSplitterSampleDoc *GetDocument() const
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMultiSplitterSampleDoc)));
return (CMultiSplitterSampleDoc*) m_pDocument;
}
virtual void OnDraw(CDC* pDC);  // overridden to draw this view
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif
virtual void OnUpdate(CView *pSender,LPARAM lHint,CObject *pHint);
virtual void OnInitialUpdate();
protected:
DECLARE_MESSAGE_MAP()
afx_msg int  OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnShowWindow(BOOL bShow,UINT nStatus);
afx_msg BOOL OnEraseBkgnd(CDC* pDC);
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg void OnPaint();
afx_msg void OnMouseMove(UINT nFlags, CPoint point);
afx_msg LRESULT OnMouseLeaveMessage(WPARAM wp, LPARAM lp);
afx_msg LRESULT OnStartRendering(WPARAM,LPARAM);
};


and with KeyboardMouseCallback i use class follow:



// CMyView view
class MFCKeyboardMouseCallback : public Producer::KeyboardMouseCallback
{
public:
MFCKeyboardMouseCallback(osgUtil::SceneView* sceneView) :
Producer::KeyboardMouseCallback(),
_mx(0.0f),
  _my(0.0f),
  _mbutton(0),
  _done(false),
  
_trackBall(new Producer::Trackball),
_sceneView(sceneView)
{
resetTrackball();
  _mouseMovingOnPreviousRelease = false;
}
  //friend osg::Node * __classFriend::CreateBoundBox(float s,osg::Vec3 pos);
 void home()
 {
  resetTrackball();
  _mouseMovingOnPreviousRelease = false;
 }
virtual void keyPress( Producer::KeyCharacter key)
{
if (key==' ') resetTrackball();
}
virtual void mouseMotion( float mx, float my ) 
{
_mx = mx;
_my = my;
}
virtual void buttonPress( float mx, float my, unsigned int mbutton ) 
{
 _mx = mx;
 _my = my;
 _mbutton |= (1<<(mbutton-1));
 
 _mx_buttonPress = _mx;
 _my_buttonPress = _my;
}
virtual void buttonRelease( float mx, float my, unsigned int mbutton ) 
{
_mx = mx;
_my = my;
_mbutton &= ~(1<<(mbutton-1));
  
  if (_mx==_mx_buttonPress && _my_buttonPress==_my)
{
if (!_mouseMovingOnPreviousRelease)
{
// button press and release without moving so assume this means
// the users wants to pick.
pick(mx,my);
}
_mouseMovingOnPreviousRelease = false;
}
else
{
_mouseMovingOnPreviousRelease = true;
}
}
 virtual void shutdown()
{
_done = true; 
}
float mx()  { return _mx; }
float my()  { return _my; }
unsigned int mbutton()  { return _mbutton; }

void resetTrackball()
{
osg::Node* scene = _sceneView->getSceneData();
if (scene)
{
const osg::BoundingSphere& bs = scene->getBound();
_trackBall->reset();
_trackBall->setOrientation( Producer::Trackball::Z_UP );
   _trackBall->setDistance(bs.radius()*2.0);

_trackBall->translate(-bs.center().x(),-bs.center().y(),-bs.center().z());
   _trackBall->translate(-bs.center().x(),-bs.center().y(),0);
}
}

osg::Matrixd getViewMatrix()
{
  _trackBall->input( mx(), my(), mbutton() );
return osg::Matrixd(_trackBall->getMatrix().ptr());
}
 bool done(){ return _done; }
 void pick(float x, float y)
{
osg::Node* scene = _sceneView->getSceneData();
if (scene)
{
int origX, origY, width, height;
_sceneView->getViewport(origX,origY,width,height);
// convert Produce's non dimensional x,y coords back into pixel 
coords.
int winX = (int)((x+1.0f)*0.5f*(float)width);
int winY = (int)((y+1.0f)*0.5f*(float)height);
osg::Vec3 nearPoint, farPoint;
_sceneView->projectWindowXYIntoObject(winX,winY,nearPoint,farPoint);
   // make a line segment
osg::ref_ptr lineSegment = new 
osg::LineSegment(nearPoint,farPoint); 
// create the IntersectVisitor to do the line inter

[osg-users] restrictive OpenSceneGraph-Data license (was: Re: camera config file?)

2007-10-04 Thread Melchior FRANZ
Hi,

* Robert Osfield -- Thursday 04 October 2007:
> As David mentioned there are the initial configuration files now
> checked into OpenSceneGraph-Data SVN.

the license of the files in OpenSceneGraph-Data is very restrictive,
which is rather unusual for an F/OSS project. One can't even derive
his own version from one of the files and distribute it with an
(L)GPL project, due to the non-"commericial" clause. Could this,
please, be reconsidered? At least reverse the license logic to
make everything (L)GPL, *except* this and that.

FlightGear aircraft developers extracted the fire & smoke part of
cessnafire.osg and modified it, but we can't distribute anything of
that with FlightGear, as GPL explicitly allows commercial use. Is
there another, *free* source with *.osg samples demonstrating
features like particles, etc., which one can actually use?

m.
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[osg-users] Last call for feedback before 2.2

2007-10-04 Thread Robert Osfield
Hi All,

I have done my hopefully will be my last code checkin before 2.2.  If
you have SVN please do a svn update and let me know how you get on, or
test out last night 2.1.15.

I'll wait for an hour and half then tag the beast.

Cheers,
Robert.
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Re: [osg-users] Last call for feedback before 2.2

2007-10-04 Thread Cedric Pinson
I built the 2.1.15 fine on Gentoo Core 2 duo

[EMAIL PROTECTED] wrote:
> Built fine on WinXP/VS2005. I'm a little confused about the dll prefix which 
> is now osg25- for 2.1.15, what will be the prefix for 2.2?
>
> Filip
>
>   
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf
>> Of Robert Osfield
>> Sent: 4. oktober 2007 10:57
>> To: OpenSceneGraph Users
>> Subject: [osg-users] Last call for feedback before 2.2
>>
>> Hi All,
>>
>> I have done my hopefully will be my last code checkin before
>> 2.2.  If you have SVN please do a svn update and let me know
>> how you get on, or test out last night 2.1.15.
>>
>> I'll wait for an hour and half then tag the beast.
>>
>> Cheers,
>> Robert.
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> negraph.org
>   
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Re: [osg-users] restrictive OpenSceneGraph-Data license (was: Re: camera config file?)

2007-10-04 Thread Melchior FRANZ
* Robert Osfield -- Thursday 04 October 2007:
> The non commercial clause is there due to some of the files, most will
> actually be OK to copy and use of commercial use but to be rather safe
> than sorry the README is conservative.

"Actually OK" isn't really enough, when the license literally
forbids it. So, David can't take a camera config file, adjust
it to his needs and distribute it with a GPL project. This would
be derived work. 



> How I'd very much support the community rally around and creating a
> new data repository with everything under a much more permissive
> license.  I'm not a modeler or content creator though.

FlightGear's repository is full of free models, which you could take
under the GPL. But it's no source for OSG specific stuff. And without
free demos available it's unlikely that it ever becomes one.

Anyway, could you at least fix the embarrassing spelling of
"commercial" in the OpenSceneGraph-Data/README?  ;-)

m.
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Re: [osg-users] Last call for feedback before 2.2

2007-10-04 Thread filip.holm
Built fine on WinXP/VS2005. I'm a little confused about the dll prefix which is 
now osg25- for 2.1.15, what will be the prefix for 2.2?

Filip

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of Robert Osfield
> Sent: 4. oktober 2007 10:57
> To: OpenSceneGraph Users
> Subject: [osg-users] Last call for feedback before 2.2
>
> Hi All,
>
> I have done my hopefully will be my last code checkin before
> 2.2.  If you have SVN please do a svn update and let me know
> how you get on, or test out last night 2.1.15.
>
> I'll wait for an hour and half then tag the beast.
>
> Cheers,
> Robert.
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
negraph.org
>
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Re: [osg-users] restrictive OpenSceneGraph-Data license (was: Re: camera config file?)

2007-10-04 Thread Robert Osfield
Hi Melchior,

Licensing of the data is an awkward issue as copyrights aren't easy to
assign for model and image files in the same way as they are for ascii
source files.

I can't blanket assume a license for all the files as I getting
permission from all the authors will be next to impossible.  The non
commercial clause is there due to some of the files, most will
actually be OK to copy and use of commercial use but to be rather safe
than sorry the README is conservative.

How I'd very much support the community rally around and creating a
new data repository with everything under a much more permissive
license.  I'm not a modeler or content creator though.

Robert.

On 10/4/07, Melchior FRANZ <[EMAIL PROTECTED]> wrote:
> Hi,
>
> * Robert Osfield -- Thursday 04 October 2007:
> > As David mentioned there are the initial configuration files now
> > checked into OpenSceneGraph-Data SVN.
>
> the license of the files in OpenSceneGraph-Data is very restrictive,
> which is rather unusual for an F/OSS project. One can't even derive
> his own version from one of the files and distribute it with an
> (L)GPL project, due to the non-"commericial" clause. Could this,
> please, be reconsidered? At least reverse the license logic to
> make everything (L)GPL, *except* this and that.
>
> FlightGear aircraft developers extracted the fire & smoke part of
> cessnafire.osg and modified it, but we can't distribute anything of
> that with FlightGear, as GPL explicitly allows commercial use. Is
> there another, *free* source with *.osg samples demonstrating
> features like particles, etc., which one can actually use?
>
> m.
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Re: [osg-users] how to configure camera to multi window

2007-10-04 Thread Robert Osfield
Hi Tran,

It is probably best for you to upgrade to OSG-2.2 which I'm about to
tag. It has an osgviewerMFC example and well as osgcompositeviewer
example that may well be able to help your out.

Robert.

On 10/4/07, Tran Thanh Hiep <[EMAIL PROTECTED]> wrote:
>
> Thank! Robert
> I 'm using osg1.2 and os windowxp. I develop my project on Visual
> C++.Net-2003(MFC).
> I have using 4 same class follow to render scene:
>
> class CMyView : public CView
> {
> DECLARE_DYNCREATE(CMyView)
> protected:
> CMyView();   // protected constructor used by dynamic creation
> virtual ~CMyView();
> void DoFrame();
> // Attributes
> osg::ref_ptr m_KBM;
> // Callback
> osg::ref_ptr m_KBMCallback;
> // We will use Producer render surface
> //osg::ref_ptr m_RenderSurface;
> Producer::RenderSurface *m_RenderSurface;
> // THE scene
> //osg::ref_ptr m_SceneView;
> osgUtil::SceneView * m_SceneView;
> // Database Pager
> osgDB:atabasePager* m_DatabasePager;
> // Tell is the render surface has been realized
> BOOL m_bRenderSurfaceRealized;
> // Tell is the model was loaded
> BOOL m_bModelLoaded;
> // Start
>  osg::Timer_t m_StartTick;
> // Frame Number
> unsigned int m_uiFrameNum;
> BOOL m_bGotFocus;
> public:
> CMultiSplitterSampleDoc *GetDocument() const
> {
> ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMultiSplitterSampleDoc)));
> return (CMultiSplitterSampleDoc*) m_pDocument;
> }
> virtual void OnDraw(CDC* pDC);  // overridden to draw this view
> #ifdef _DEBUG
> virtual void AssertValid() const;
> virtual void Dump(CDumpContext& dc) const;
> #endif
> virtual void OnUpdate(CView *pSender,LPARAM lHint,CObject *pHint);
> virtual void OnInitialUpdate();
> protected:
> DECLARE_MESSAGE_MAP()
> afx_msg int  OnCreate(LPCREATESTRUCT lpCreateStruct);
> afx_msg void OnShowWindow(BOOL bShow,UINT nStatus);
> afx_msg BOOL OnEraseBkgnd(CDC* pDC);
> afx_msg void OnSize(UINT nType, int cx, int cy);
> afx_msg void OnPaint();
> afx_msg void OnMouseMove(UINT nFlags, CPoint point);
> afx_msg LRESULT OnMouseLeaveMessage(WPARAM wp, LPARAM lp);
> afx_msg LRESULT OnStartRendering(WPARAM,LPARAM);
> };
>
>
> and with KeyboardMouseCallback i use class follow:
>
>
>
> // CMyView view
> class MFCKeyboardMouseCallback : public Producer::KeyboardMouseCallback
> {
> public:
> MFCKeyboardMouseCallback(osgUtil::SceneView* sceneView)
> :
> Producer::KeyboardMouseCallback(),
> _mx(0.0f),
>   _my(0.0f),
>   _mbutton(0),
>   _done(false),
>
> _trackBall(new Producer::Trackball),
> _sceneView(sceneView)
> {
> resetTrackball();
>   _mouseMovingOnPreviousRelease = false;
> }
>   //friend osg::Node * __classFriend::CreateBoundBox(float
> s,osg::Vec3 pos);
>  void home()
>  {
>   resetTrackball();
>   _mouseMovingOnPreviousRelease = false;
>  }
> virtual void keyPress( Producer::KeyCharacter key)
> {
> if (key==' ') resetTrackball();
> }
> virtual void mouseMotion( float mx, float my )
> {
> _mx = mx;
> _my = my;
> }
> virtual void buttonPress( float mx, float my, unsigned int mbutton )
> {
>  _mx = mx;
>  _my = my;
>  _mbutton |= (1<<(mbutton-1));
>
>  _mx_buttonPress = _mx;
>  _my_buttonPress = _my;
> }
> virtual void buttonRelease( float mx, float my, unsigned int mbutton )
> {
> _mx = mx;
> _my = my;
> _mbutton &= ~(1<<(mbutton-1));
>
>   if (_mx==_mx_buttonPress && _my_buttonPress==_my)
> {
> if (!_mouseMovingOnPreviousRelease)
> {
> // button press and release without moving so assume this
> means
> // the users wants to pick.
> pick(mx,my);
> }
> _mouseMovingOnPreviousRelease = false;
> }
> else
> {
> _mouseMovingOnPreviousRelease = true;
> }
> }
>  virtual void shutdown()
> {
> _done = true;
> }
> float mx()  { return _mx; }
> float my()  { return _my; }
> unsigned int mbutton()  { return _mbutton; }
>
> void resetTrackball()
> {
> osg::Node* scene = _sceneView->getSceneData();
> if (scene)
> {
> const osg::BoundingSphere& bs = scene->getBound();
> _trackBall->reset();
> _trackBall->setOrientation( Producer::Trackball::Z_UP );
>_trackBall->setDistance(bs.radius()*2.0);
>
> _trackBall->translate(-bs.center().x(),-bs.center().y(),-bs.center().z());
>_trackBall->translate(-bs.center().x(),-bs.center().y(),0);
> }
> }
>
> osg::Matrixd getViewMatrix()
> {
>   _trackBall->input( mx(), my(), mbutton() );
> return osg::Matrixd(_trackBall->getMatrix().ptr());
> }
>  bool done(){ return _done; }
>  void pick(float x, float y)
> {
> osg::Node* scene = _sceneView->getSceneData();
> if (scene)
> {
> int origX, origY, width, height;
>
> _sceneView->getViewport(origX,

Re: [osg-users] restrictive OpenSceneGraph-Data license (was: Re: camera config file?)

2007-10-04 Thread Robert Osfield
On 10/4/07, Melchior FRANZ <[EMAIL PROTECTED]> wrote:
> * Robert Osfield -- Thursday 04 October 2007:
> > The non commercial clause is there due to some of the files, most will
> > actually be OK to copy and use of commercial use but to be rather safe
> > than sorry the README is conservative.
>
> "Actually OK" isn't really enough, when the license literally
> forbids it. So, David can't take a camera config file, adjust
> it to his needs and distribute it with a GPL project. This would
> be derived work.

Its fine to take the config files, you just need to ask me for permission.

> > How I'd very much support the community rally around and creating a
> > new data repository with everything under a much more permissive
> > license.  I'm not a modeler or content creator though.
>
> FlightGear's repository is full of free models, which you could take
> under the GPL. But it's no source for OSG specific stuff. And without
> free demos available it's unlikely that it ever becomes one.

Perhaps this is something the community.

> Anyway, could you at least fix the embarrassing spelling of
> "commercial" in the OpenSceneGraph-Data/README?  ;-)

What to you might seem as a incompetence is actual a disability.  If
you see a mistake fix it and send me the file.

Robert.
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Re: [osg-users] Last call for feedback before 2.2

2007-10-04 Thread Serge Lages
Everything seems to work fine here : WinXP with VS2005 SP1.

On 10/4/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> Hi Filip,
>
> The 25 prefix is the SO version for 2.1.15.  It'll also be the same
> for 2.2 as the two are binary compatible.  In an ideal world we'd be
> able to have a SO version of a dll be a symbolic link to the versioned
> 2.2 dll, but alas Windows ain't up to that task.
>
> Robert.
>
> On 10/4/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > Built fine on WinXP/VS2005. I'm a little confused about the dll prefix
> which is now osg25- for 2.1.15, what will be the prefix for 2.2?
> >
> > Filip
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf
> > > Of Robert Osfield
> > > Sent: 4. oktober 2007 10:57
> > > To: OpenSceneGraph Users
> > > Subject: [osg-users] Last call for feedback before 2.2
> > >
> > > Hi All,
> > >
> > > I have done my hopefully will be my last code checkin before
> > > 2.2.  If you have SVN please do a svn update and let me know
> > > how you get on, or test out last night 2.1.15.
> > >
> > > I'll wait for an hour and half then tag the beast.
> > >
> > > Cheers,
> > > Robert.
> > > ___
> > > osg-users mailing list
> > > osg-users@lists.openscenegraph.org
> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
> > negraph.org
> > >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> ___
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>



-- 
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http://www.magrathea-engine.org
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Re: [osg-users] osgDotNet and Windows Forms

2007-10-04 Thread Peter DeSantis



Hi Jason,
 
thanks for your
 emails. I have not been able to get your
 osg component to work.
 
I have updated the
 project references to the osgdotnet wappers
 and tao.opengl and tao.platform.windows to
 where they are on my system.
 
the build goes ok,
 but trying to run the program or view the
 component in the form designer causes an
 error, where it says 
 





Could not load file
 or assembly 'Osg.NET, Version=0.8.1.0, Culture=neutral,
 PublicKeyToken=null' or one of its dependencies.
 The system cannot find the file specified.
 Hide


at
 OSGTesting.OSGControl..ctor()


The variable
 'osgControl1' is either undeclared or was
 never assigned. HideEdit


at
 System.ComponentModel.Design.Serialization.CodeDomSerializerBase.Error(IDesignerSerializationManager
 manager, String exceptionText, String helpLink)at
 System.ComponentModel.Design.Serialization.CodeDomSerializerBase.DeserializeExpression(IDesignerSerializationManager
 manager, String name, CodeExpression _expression_)at
 System.ComponentModel.Design.Serialization.CodeDomSerializerBase.DeserializeExpression(IDesignerSerializationManager
 manager, String name, CodeExpression _expression_)at
 System.ComponentModel.Design.Serialization.CodeDomSerializerBase.DeserializeStatement(IDesignerSerializationManager
 manager, CodeStatement statement)
 
then causes visual c#
 express 2005 to crash and close.
 
As i mentioned i have
 referenced the wrappers ok, and the build
 works ok, but so far i cannot work out what
 the problem is.
 
I am using the latest
 download of the prebuilt wrappers on the
 OSG website, and the dll's
from Tao framework,
 and the runtime DLL's are in the directories.
 
I am using OSG 2.0.0
 as specified at the wrapper download page.
 
If you have any thoughts
 it would be appreciated.
 
Peter DeSantis
 
 
> Hi Gavin,Peter
 DeSantis sent me an email offline and I sent
 him the project file I'm using.  Here
 is the entire project.  It is a VS2005
 Express solution and you'll need to update
 your references to your copyof the wrappers.
 Thanks,JasonOn
 10/3/07, Gavin Pailing <[EMAIL PROTECTED]
 >wrote:Hi,Have you made any progress
 with this as I think that I am having the
 same problem?I've been able to
 build osgDotNet generator and the wrappers
 and verify thatit is working using the
 same quad code which runs osgViewer full
 screen.  Ialso followed Jason's
 example of using TAO to host osg content.
  It appears that the TAO control
 is working fine (assuming that a plain black
 backgroundis to be expected by default)
 but the OSG content does not appear.These
 are my first efforts at using OSG so I apologise
 if I'm missing anything obvious.Regards,Gavin-Original
 Message-From: [EMAIL PROTECTED][mailto:
 [EMAIL PROTECTED]
 On Behalf Of ChristofferMarkussonSent:
 19 September 2007 14:13To: osg-users@lists.openscenegraph.orgSubject:
 Re: [osg-users] osgDotNet and Windows Forms
 Hi Jason,Thanks for your
 help!I've used your code to create
 a controller in Visual Studio. But whenI
 try to use the controller in a project it
 dosen't render anything.Could you
 please give me an example of how you use
 your controller? Christoffer>2007/9/19,
 Jason Beverage <[EMAIL PROTECTED]>:>Hi
 Christoffer,>>Here is a simple
 control that uses TAO to display an OSG window
 that I've >used for testing.>>Thanks!>>Jason>>>2007/9/18,
 Christoffer Markusson <[EMAIL PROTECTED]>:>>
 I'm using OSG together with C# in Visual
 Studio 2005 using the osgDotNet wrappers.Is
 there an easy way to integrate and display
 an OSG window in aWindows Form? >>Does
 anyone have example code?
 Christoffer>>___
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 ___osg-users
 mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org<

--- Original
 Message ---
  
From: "Jason Beverage" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED],
 "OpenSceneGraph Users" 
Date: Wed, 3 Oct 2007 12:27:33
 -0400
Subject: Re: [osg-users]
 osgDotNet and Windows Forms
  Hi Gavin,Peter DeSantis
 sent me an email offline and I sent him the
 project file I'm using.  Here is the
 entire project.  It is a VS2005 Express
 solution and you'll need to update your references
 to your copy of the wrappers. Thanks,Jason
On 10/3/07,
 Gavin Pailing
 <[EMAIL PROTECTED]
 > wrote:
Hi,Have
 you made any progress with this as I think
 that I am having the same problem?I've
 been able to build osgDotNet generator and
 the wrappers and verify thatit is working
 using the same quad code which runs osgViewer
 full screen.  Ialso followed
 Jason's example of using TAO to host osg
 content.  It appears that the
 TAO control is working fine (assuming that
 a plain black backgroundis to be expected
 by default) but the OSG content does

Re: [osg-users] Last call for feedback before 2.2

2007-10-04 Thread Robert Osfield
Hi Filip,

The 25 prefix is the SO version for 2.1.15.  It'll also be the same
for 2.2 as the two are binary compatible.  In an ideal world we'd be
able to have a SO version of a dll be a symbolic link to the versioned
2.2 dll, but alas Windows ain't up to that task.

Robert.

On 10/4/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> Built fine on WinXP/VS2005. I'm a little confused about the dll prefix which 
> is now osg25- for 2.1.15, what will be the prefix for 2.2?
>
> Filip
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf
> > Of Robert Osfield
> > Sent: 4. oktober 2007 10:57
> > To: OpenSceneGraph Users
> > Subject: [osg-users] Last call for feedback before 2.2
> >
> > Hi All,
> >
> > I have done my hopefully will be my last code checkin before
> > 2.2.  If you have SVN please do a svn update and let me know
> > how you get on, or test out last night 2.1.15.
> >
> > I'll wait for an hour and half then tag the beast.
> >
> > Cheers,
> > Robert.
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
> negraph.org
> >
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Re: [osg-users] Last call for feedback before 2.2

2007-10-04 Thread Mario Valle
osglauncerd does not work if you compile in debug mode.
It does not find the ...d version of the programs.
Minor issue. For the rest no problems on Suse 10.something
Ciao!
mario


Robert Osfield wrote:
> Hi All,
> 
> I have done my hopefully will be my last code checkin before 2.2.  If
> you have SVN please do a svn update and let me know how you get on, or
> test out last night 2.1.15.
> 
> I'll wait for an hour and half then tag the beast.
> 
> Cheers,
> Robert.
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 

-- 
Ing. Mario Valle
Visualization Group  | http://www.cscs.ch/~mvalle
Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
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Re: [osg-users] Cannot compile osgconv with vrml support

2007-10-04 Thread aredmer
Hi,

now i had another try. I folowed the instructions at 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins
and the projects antlr and regex compile well. The project openvrml 
returns a bunch of errors. The first on is:

h:\openvrml-0.14.3\openvrml-0.14.3\src\libopenvrml\openvrml/basetypes.h(631) 
: error C2061: Syntaxfehler: Bezeichner 'size_t'

I really don't know what that means! "Syntaxfehler" is german for 
"syntaxerror". And the line 631 is the following:

 float (&operator[](size_t index) throw ())[4];

What is wrong with that?


Andreas



aredmer schrieb:
> Hello,
> 
> I am not a very good programmer. I am a designer. I need osgconv.exe to
> convert vrml files to osg format.
> 
> I had already tried the posted instructions to compile it by myself, but
> it did not work. I do not remember what error messages remained. Is that
> really necessary ?
> 
> It would be really very kind, if someone can give me a compiled version of
> osgconv for windows. I also think this could be a very usefull programm
> for more people like me, so I wonder why there's no binary download for
> this tool, is it?!
> 
> Regards
> 
> Andreas
> 
> 
> 
> Jean-Sébastien Guay schrieb:
>> Hello Andreas,
>>
>>> I have tried unavailingly to compile the VRML Plugin for OSG. I don't
>>> get it.
>> What have you tried? What messages do you get? Where does it fail?
>>
>> Working instructions can be found at
>>
>> http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins
>>
>>> Can someone send me a compiled windows binary of the osgconv.exe
>>> programm with enabled VRML support please. It would be very kind.
>> It would be preferable if you could find out why you aren't able to  
>> compile it yourself, that way if you ever want an updated version you  
>> can do it yourself instead of asking again on the mailing list... Try  
>> the instructions at the link above, and if you still can't figure it  
>> out, tell us what you tried and what messages you get. Without that  
>> information we can't help you.
>>
>> Good luck,
>>
>> J-S
> 
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Re: [osg-users] Last call for feedback before 2.2

2007-10-04 Thread Paul Melis
Robert Osfield wrote:

>Hi All,
>
>I have done my hopefully will be my last code checkin before 2.2.  If
>you have SVN please do a svn update and let me know how you get on, or
>test out last night 2.1.15.
>  
>
Well, the osgshadow things I reported yesterday do not appear on a 
different system with a newer gfx card and driver. So I guess the other 
machine I tested might not have all the OpenGL functionality needed.

Paul
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Re: [osg-users] full screen mode in osgviewer and options in command line

2007-10-04 Thread Cedric Pinson
Replacing the  MOTIF_HINT code by the code provided by Leif make 
fullscreen working for me without stacking problem. But i don't know how 
it will work on other plateform.



Cedric Pinson wrote:
> I will test that. On my computer the toogle fullscreen does not work. it 
> fails to go in windowed mode. I tried last day to check what could be a 
> problem. I saw that if there is always a 'window decoration' it could 
> work. i mean the switch work one time. the second time it does not work 
> because of the isFullscreen is false (the size of window is not equal to 
> the size of screen because of window decoration). The code i hacked 
> GraphicsWindowX11::setWindowDecorationImplementation() and when i 
> disable the no decoration it works. so my next step could be to replace 
> the MOTIF_WM_HINTS to something in EWMH hint.
>
> I am not a X11 expert so if you have suggestions i ll take them.
> Cedric
>
> Leif Delgass wrote:
>   
>> Robert and Cedric,
>>
>> I reported a fullscreen issue with GNOME (metacity WM) in the thread
>> Robert mentions.  For me, entering and leaving fullscreen mode works,
>> but the fullscreen window appears under the GNOME panels at the top
>> and bottom of the screen.  The fix for this is to use a fullscreen WM
>> hint that metacity honors.  I'm not sure if this qualifies as high
>> priority for 2.2 though.  Depending on the implementation,
>> incorporating the fix could involve changes to the GraphicsWindow
>> interface and all the platform-specific implementations.
>>
>> I have code to set fullscreen using the EWMH hint (see below), but
>> haven't had time to make a clean fix for submission yet.  I think the
>> simplest option might be to have a separate fullscreen state setting
>> method in the platform specific classes.  Another option is to add the
>> notion of a stacking-order trait and consider fullscreen as the
>> combination of 3 traits: no decoration, screen size window, and
>> top-level stacking.  I'm not sure about other platforms, but the EWMH
>> spec includes some additional stacking properties in addition to the
>> fullscreen state (e.g. above normal windows but below panels, and
>> below normal windows).  Then toggling fullscreen could be done
>> automatically when the corresponding traits are set.  If anyone else
>> wants to work on this, the code to set the fullscreen hint (using a
>> ClientMessage event sent to the root window) looks like this (where
>> isFullScreen is a bool set to the desired state):
>>
>> Display* display = getDisplayToUse();
>>
>> Atom netWMStateAtom = XInternAtom(display, "_NET_WM_STATE", True);
>> Atom netWMStateFullscreenAtom = XInternAtom(display,
>> "_NET_WM_STATE_FULLSCREEN", True);
>>
>> if (netWMStateAtom != None && netWMStateFullscreenAtom != None) {
>> XEvent xev;
>> xev.xclient.type = ClientMessage;
>> xev.xclient.serial = 0;
>> xev.xclient.send_event = True;
>> xev.xclient.window = _window;
>> xev.xclient.message_type = netWMStateAtom;
>> xev.xclient.format = 32;
>> xev.xclient.data.l[0] = isFullScreen ? 1 : 0;
>> xev.xclient.data.l[1] = netWMStateFullscreenAtom;
>> xev.xclient.data.l[2] = 0;
>>
>> XSendEvent(display, RootWindow(display, DefaultScreen(display)),
>> False,  SubstructureRedirectMask | SubstructureNotifyMask, &xev);
>> }
>>
>> -Leif
>>
>> On 10/3/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
>>   
>> 
>>> HI Cedric,
>>>
>>> Changing the order would be fine.  This would also apply to the camera
>>> manipulators too.  If you make some changes and your happy just post
>>> me the complete changed file and I'll do a review of it.  This is
>>> pretty low priority issue though.
>>>
>>> The window resize issue you talk about much high priority issue and
>>> one that it'd be nice to fix for 2.2.  Since I don't have Gnome here I
>>> can't chase after this one so I'd appreciate it if yourself or others
>>> can chase this one done.
>>>
>>> Cheers,
>>> Robert.
>>>
>>> On 10/3/07, Cedric Pinson <[EMAIL PROTECTED]> wrote:
>>> 
>>>   
 I checked the --help-keys option of osgviewer, in fact everything is
 here to work but all EventHandler are created after the
 process of options.

 i tested with something like that and it report the keys i know it
 changes the order of created HandlerEvent. But what do you think ?

 // add the window size toggle handler
 viewer.addEventHandler(new osgViewer::WindowSizeHandler);

 // if user request help write it out to cout.
 bool helpAll = arguments.read("--help-all");
 unsigned int helpType = ((helpAll || arguments.read("-h") ||
 arguments.read("--help"))? osg::ApplicationUsage::COMMAND_LINE_OPTION :
 0 ) |
 ((helpAll ||  arguments.read("--help-env"))?
 osg::ApplicationUsage::ENVIRONMENTAL_VARIABLE : 0 ) |
 ((helpAll ||
 arguments.read("--help-keys"))?
 osg::ApplicationUsage::KEYBOARD_MOUS

Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Robert Osfield
Hi Christophe,

The definitive answer comes from the source:

void StateSet::setRenderingHint(int hint)
{
_renderingHint = hint;
// temporary hack to get new render bins working.
switch(_renderingHint)
{
case(TRANSPARENT_BIN):
{
_binMode = USE_RENDERBIN_DETAILS;
_binNum = 10;
_binName = "DepthSortedBin";
break;
}
case(OPAQUE_BIN):
{
_binMode = USE_RENDERBIN_DETAILS;
_binNum = 0;
_binName = "RenderBin";
break;
}
default: // DEFAULT_BIN
{
setRenderBinToInherit();
break;
}
}
}

Which shows that setting rendering bin number *and* bin name is
equivalent, but not bin number alone.

Robert.

On 10/4/07, Christophe Medard <[EMAIL PROTECTED]> wrote:
>
>
> Hi all,
>
> There's something I can't get a clear vision of despite my efforts.
> To parameterize order of drawing, there are two levers : renderingHint (set
> on a node or drawable through it's stateset
> osg::StateSet::setRenderingHint()) and binnumber (set on a
> node or drawable through it's stateset
> osg::StateSet::setRenderBinDetails()).
>
> I still have two interrogations :
>
> - what is the difference (or should i say level of priority) between
> renderingHint and binnumber ? *
> - there seems to be no notion of inheritance (like there is on a
> stateattribute typically) for those renderhint or renderbindetail features :
> if you set a rendering order (through one or the other feature) on a group
> node, does that rendering order affect the whole subgraph (understand
> children and children of children) ? What happens if a renderhint or
> renderdindetail is set again on one child ?
>
> Thanks to anyone capable of clearing that because after different attemps
> for different purposes, in some cases I succeded to obtain what I wanted, in
> some cases I didn't, and I'm ending kinda confused on that.
>
> Cheers,
>
> --
> Christophe Médard
> Société OKTAL (http://www.oktal.fr)
> 2 impasse Boudeville
> 31100 Toulouse (France)
> Tél. : (+33) 5 62 11 50 10
> Fax : (+33) 5 62 11 50 29
>
>
> * There must be a difference between the two since they aren't linked
> together : setting TRANSPARENT_BIN isn't equivalent to binDetails = 10
> because you can do
> osg::StateSet::setRenderingHint(OPAQUE_BIN) and
> osg::StateSet::setRenderBinDetails(10), it's valid.
> Saying that I point out that the order of those two calls is important for
> if you make  osg::StateSet::setRenderBinDetails(10) and
> osg::StateSet::setRenderingHint(OPAQUE_BIN) your binnumber
> is 0 !!
> Is that a bug ?
>
>
>
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Re: [osg-users] OpenSceneGraph-2.1.15 dev version released

2007-10-04 Thread Martin Spott
"Robert Osfield" wrote:

> The release I never intended to have to make, but here's another one
> for safety sake, please test 2.1.15.

Builds fine on FreeBSD-6.2 with GCC-3.4.6, 'osgviewer' works as
expected,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--
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[osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Christophe Medard
Hi all,

There's something I can't get a clear vision of despite my efforts.
To parameterize order of drawing, there are two levers : renderingHint (set on 
a node or drawable through it's stateset osg::StateSet::setRenderingHint()) and 
binnumber (set on a node or drawable through it's stateset 
osg::StateSet::setRenderBinDetails()). 

I still have two interrogations :

- what is the difference (or should i say level of priority) between 
renderingHint and binnumber ? *
- there seems to be no notion of inheritance (like there is on a stateattribute 
typically) for those renderhint or renderbindetail features : if you set a 
rendering order (through one or the other feature) on a group node, does that 
rendering order affect the whole subgraph (understand children and children of 
children) ? What happens if a renderhint or renderdindetail is set again on one 
child ?

Thanks to anyone capable of clearing that because after different attemps for 
different purposes, in some cases I succeded to obtain what I wanted, in some 
cases I didn't, and I'm ending kinda confused on that.

Cheers,

-- 
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 11 50 10
Fax : (+33) 5 62 11 50 29


* There must be a difference between the two since they aren't linked together 
: setting TRANSPARENT_BIN isn't equivalent to binDetails = 10 because you can 
do osg::StateSet::setRenderingHint(OPAQUE_BIN) and 
osg::StateSet::setRenderBinDetails(10), it's valid. 
Saying that I point out that the order of those two calls is important for if 
you make  osg::StateSet::setRenderBinDetails(10) and 
osg::StateSet::setRenderingHint(OPAQUE_BIN) your binnumber is 0 !! 
Is that a bug ?


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[osg-users] OpenSceneGraph-2.2 stable released

2007-10-04 Thread Robert Osfield
Hi All,

I've now tag OpenSceneGraph-2.2, OpenThreads-2.2 and OpenSceneGraph-Data-2.2.

Press release:
http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.2

Downloads:
http://www.openscenegraph.org/projects/osg/wiki/Downloads

No binaries yet, so I'd appreciate contributions from the community.
We'll need to coordinate with Jose on the upload to the server side.

Many thanks for the effort on testing and bug fixes.

Have fun ;-)
Robert.
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Re: [osg-users] OpenSceneGraph-2.2 stable released

2007-10-04 Thread Robert Osfield
No that 2.2 has been tagged its time to tell the word about it, so I'd
appreciate your efforts in passing on the word to various news
websites etc.   Usual websites we post to can be found on the
SpreadingTheNews page:

http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/SpreadingTheNews

If you contact one of the sites please just change the (todo) to (done).

Cheers,
Robert.
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Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
> Hi Christophe,
> 
> The definitive answer comes from the source:
...
> 
> Which shows that setting rendering bin number *and* bin name is
> equivalent, but not bin number alone.
> 
> Robert.
> 
> On 10/4/07, Christophe Medard <[EMAIL PROTECTED]> wrote:
>>
>> Hi all,
>>
>> There's something I can't get a clear vision of despite my efforts.
...
>> - there seems to be no notion of inheritance (like there is on a
>> stateattribute typically) for those renderhint or renderbindetail features :
>> if you set a rendering order (through one or the other feature) on a group
>> node, does that rendering order affect the whole subgraph (understand
>> children and children of children) ? What happens if a renderhint or
>> renderdindetail is set again on one child ?

Robert didn't answer your second question; I'll have a go because I think I 
understand
it.

First of all, there aren't a fixed number of render bins. You can assign a 
StateSet
to any integer, positive or negative. This turns out to be quite useful.

When you say "set a rendering order on a group node," you mean that you've set 
the
render bin in a state set in that node. There is an inheritance effect, but it 
may
not be what you expect. Render bins can contain other render bins! If the 
children of
your group node have state sets that also set the render bin detail, their 
render bins
are stored inside the group state set's render bin, and they will be rendered 
in order
when that render bin is traversed.

This can give you unexpected results, when for example you assign a state sets 
with
TRANSPARENT_BIN or OPAQUE_BIN to nodes up and down the scene graph :) On the 
other
hand you can get very precise control of the ordering of drawables with it. In
FlightGear I just used this feature to order cloud layers. The layers are too 
big for
normal transparency sorting to work well, and you want to draw the cloud layer 
tops
from low altitude to high and the bottoms from high to low. I used the altitudes
of the layers as render bin numbers to get the right order:

  // Force the cloud layers into recursive bins of bin 4.
  osg::StateSet *rootSet = layer_root->getOrCreateStateSet();
  rootSet->setRenderBinDetails(4, "RenderBin");

Child 0 has the bottom layers and child 1 has the tops:

layer_root->getChild(0)->getStateSet()->setRenderBinDetails(-(int)layer_asl,
"RenderBin");
layer_root->getChild(1)->getStateSet()->setRenderBinDetails((int)layer_asl,
"RenderBin");

I hope someone will correct me if I've gotten this all wrong!
Tim


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

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Re: [osg-users] Last call for feedback before 2.2

2007-10-04 Thread Robert Osfield
HI Andy,

Sorry that you didn't get a chance to check the changes.  I got
positive feedback from several OSX users - both Xcode and non Xcode so
it looked safe.  I'd to crack on with the release as getting 2.2 is
not the only work I have to do, every hour spent on polishing 2.2 is
another less towards other deadlines.

Robert.

On 10/4/07, Andy Skinner <[EMAIL PROTECTED]> wrote:
> Hang on a minute.  It is 8:22 in the morning here, I've just gotten in,
> and I haven't had a chance to test the Mac stuff you just did.
>
> ...
>
> Looking up the mailing list (I've still got 19 more OSG emails to go
> this morning), I see you went ahead and released 2.2.
>
> Robert, occasionally you've asked for feedback, and there has not been
> time to actually try anything and respond because of the time
> differences.  I suggest you'd get better feedback if you'd let a little
> more time go after you ask for it.  In this case, 2.1.15 and 2.2 came
> and went before I came to work this morning (east coast USA).
>
> I'm OK with the fact that you and I are on different schedules.  But I
> can't give you the feedback you want if you don't allow me the time.
>
> I'll let you know how it goes ...
>
> thanks,
> andy
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
> Osfield
> Sent: Thursday, October 04, 2007 4:57 AM
> To: OpenSceneGraph Users
> Subject: [osg-users] Last call for feedback before 2.2
>
> Hi All,
>
> I have done my hopefully will be my last code checkin before 2.2.  If
> you have SVN please do a svn update and let me know how you get on, or
> test out last night 2.1.15.
>
> I'll wait for an hour and half then tag the beast.
>
> Cheers,
> Robert.
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> g
> ___
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Re: [osg-users] Last call for feedback before 2.2

2007-10-04 Thread Andy Skinner
Hang on a minute.  It is 8:22 in the morning here, I've just gotten in,
and I haven't had a chance to test the Mac stuff you just did.

...

Looking up the mailing list (I've still got 19 more OSG emails to go
this morning), I see you went ahead and released 2.2.

Robert, occasionally you've asked for feedback, and there has not been
time to actually try anything and respond because of the time
differences.  I suggest you'd get better feedback if you'd let a little
more time go after you ask for it.  In this case, 2.1.15 and 2.2 came
and went before I came to work this morning (east coast USA).

I'm OK with the fact that you and I are on different schedules.  But I
can't give you the feedback you want if you don't allow me the time.

I'll let you know how it goes ...

thanks,
andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, October 04, 2007 4:57 AM
To: OpenSceneGraph Users
Subject: [osg-users] Last call for feedback before 2.2

Hi All,

I have done my hopefully will be my last code checkin before 2.2.  If
you have SVN please do a svn update and let me know how you get on, or
test out last night 2.1.15.

I'll wait for an hour and half then tag the beast.

Cheers,
Robert.
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[osg-users] Compile thread without pbuffer support

2007-10-04 Thread Serge Lages
Hi Robert and all,

I have probably missed something in OSG, but I would like to know if anybody
has a suggestion on how to compile the GLObjects (display lists,
textures...) on a separated thread without having PixelBuffer support on the
graphic card ?

If I understand it well, if the compile context can't be created, the
objects are compiled using the main thread, right ?

Thanks in advance !

-- 
Serge Lages
http://www.magrathea-engine.org
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Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Robert Osfield
StateSet::setRenderingHint is merly a convenience function for setting
the bin number and bin name it has no function beyond this.

On 10/4/07, Christophe Medard <[EMAIL PROTECTED]> wrote:
> To react to what says Robert, I'm under the impression that renderingHint in
> fact isn't used internally, is it ?
> Why is there two informations in fact redundant (an order of draw),
> renderingHint and binNumber ?
>
> So if I'm correct, things must only be thought of in 'binNumber' terms.
> To react to what says Tim, I'm passing through stateset on group nodes
> indeed, but I'm not sure to perfecly understand well what you're saying.
> Let's take a over simple example, if I have the following three, what will
> be the order of draw ?
>
>
>   |
>  
> 
>  |
> |
>  osg::Group "A"
> osg::Group "B"
> [binNumber = 8]
> dft, so binNumber = 0
>  |
>   
>   | |
> |
> osg::Geode "C" osg::Geode "D" osg::Geode "E"
> [binNumber = 5]   [binNumber = 1]  |
>
>  |
> 
> ---
> |
> |
>  osg::Drawable
> E0 osg::Drawable E1
>  dft, so binNumber =
> 0[binNumber = 6]
>
> Is it   B/E0 - D - C - A - E1 ?
>
>
> Another example, closer to my current purpose test, practical to make multi
> pass drawings :
>
>|
>osg::Group
>|
>--
>| |
> |
>|  osg::Group "B" osg::Group "C"
>|   [binNumber = 20][binNumber = 30]
>|
>   osg::Geode "A"
>  [binNumber = 15]
>
>
> Is it A - B - C ?
>
>
> I think exploring a concrete example like that clear things. Thanks
>
>
>
> - Original Message -
> From: "Tim Moore" <[EMAIL PROTECTED]>
> To: "OpenSceneGraph Users" 
> Sent: Thursday, October 04, 2007 2:00 PM
> Subject: Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)
>
> > Robert didn't answer your second question; I'll have a go because I think
> > I understand
> > it.
> >
> > First of all, there aren't a fixed number of render bins. You can assign a
> > StateSet
> > to any integer, positive or negative. This turns out to be quite useful.
> >
> > When you say "set a rendering order on a group node," you mean that you've
> > set the
> > render bin in a state set in that node. There is an inheritance effect,
> > but it may
> > not be what you expect. Render bins can contain other render bins! If the
> > children of
> > your group node have state sets that also set the render bin detail, their
> > render bins
> > are stored inside the group state set's render bin, and they will be
> > rendered in order
> > when that render bin is traversed.
> >
> > This can give you unexpected results, when for example you assign a state
> > sets with
> > TRANSPARENT_BIN or OPAQUE_BIN to nodes up and down the scene graph :) On
> > the other
> > hand you can get very precise control of the ordering of drawables with
> > it. In
> > FlightGear I just used this feature to order cloud layers. The layers are
> > too big for
> > normal transparency sorting to work well, and you want to draw the cloud
> > layer tops
> > from low altitude to high and the bottoms from high to low. I used the
> > altitudes
> > of the layers as render bin numbers to get the right order:
> >
> >  // Force the cloud layers into recursive bins of bin 4.
> >  osg::StateSet *rootSet = layer_root->getOrCreateStateSet();
> >  rootSet->setRenderBinDetails(4, "RenderBin");
> >
> > Child 0 has the bottom layers and child 1 has the tops:
> >
> >
> > layer_root->getChild(0)->getStateSet()->setRenderBinDetails(-(int)layer_asl,
> >
> > "RenderBin");
> >
> > layer_root->getChild(1)->getStateSet()->setRenderBinDetails((int)layer_asl,
> >
> > "RenderBin");
> >
> > I hope someone will correct me if I've gotten this all wrong!
> > Tim
> >
>
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[osg-users] Taking a back seat for a few weeks

2007-10-04 Thread Robert Osfield
Hi All,

Over the next few weeks I will be taking a back seat from doing
osg-submisssion reviews and merges, and generally taking a low profile
on osg-users.  I will be keeping myself busy with other work so no
rest for the wicked.

I'd appreciate if the community could help out each other during this period.

Cheers,
Robert.
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[osg-users] dinamically getting uniforms

2007-10-04 Thread Enrico Villani
Hi to all!
in the app i'm developing there's a section where, in a little words, i
should load any kind of shader GLSL .vert and .frag (such these in orange
book) and apply them to any of the nodes of my loaded model...
the problem is that i can't know what kinds of uniform need to be defined to
the shader... is there a way (a part from parsing manually the vert and frag
files) to get the name and the type of the uniform that the shader need?

Many many thanks in advance..
Enrico
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Re: [osg-users] Compile thread without pbuffer support

2007-10-04 Thread Serge Lages
On 10/4/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> On 10/4/07, Serge Lages <[EMAIL PROTECTED]> wrote:
> > Hi Robert and all,
> >
> > I have probably missed something in OSG, but I would like to know if
> anybody
> > has a suggestion on how to compile the GLObjects (display lists,
> > textures...) on a separated thread without having PixelBuffer support on
> the
> > graphic card ?
>
> One could possible use an unmapped window rather than a pixelbuffer
> but have never tried it.  Most cards support pbuffer though.
>
>
Most Intel graphic cards don't support it, and it's sad to say but it's
still the leader into the video card market...

About the unmapped window, any example on how to create it with OSG ?

-- 
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http://www.magrathea-engine.org
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Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Robert Osfield
There RenderBin name exist in StateSet so you can define your own bins
with their own bin names.  There are just two default ones "RenderBin"
and "DepthSortedBin".  See include/osgUtil/RenderBIn for further
details.

On 10/4/07, Paul Melis <[EMAIL PROTECTED]> wrote:
> Robert Osfield wrote:
>
> >StateSet::setRenderingHint is merly a convenience function for setting
> >the bin number and bin name it has no function beyond this.
> >
> >
> Just chiming in here: it seems the sort-order of a renderbin is
> determined by its name. This has always bothered me a bit, as it gives
> the impression that you can assign any name, while there are only 2
> valid ones. Would it be an option to change this to a simple "sort_mode"
> variable whose value comes from an enum { SortByState, SortByDepth, ...} ?
>
> Paul
>
> >On 10/4/07, Christophe Medard <[EMAIL PROTECTED]> wrote:
> >
> >
> >>To react to what says Robert, I'm under the impression that renderingHint in
> >>fact isn't used internally, is it ?
> >>Why is there two informations in fact redundant (an order of draw),
> >>renderingHint and binNumber ?
> >>
> >>So if I'm correct, things must only be thought of in 'binNumber' terms.
> >>To react to what says Tim, I'm passing through stateset on group nodes
> >>indeed, but I'm not sure to perfecly understand well what you're saying.
> >>Let's take a over simple example, if I have the following three, what will
> >>be the order of draw ?
> >>
> >>
> >>  |
> >> 
> >> 
> >> |
> >>|
> >> osg::Group "A"
> >>osg::Group "B"
> >>[binNumber = 8]
> >>dft, so binNumber = 0
> >> |
> >>  
> >>  | |
> >>|
> >>osg::Geode "C" osg::Geode "D" osg::Geode "E"
> >>[binNumber = 5]   [binNumber = 1]  |
> >>
> >> |
> >>
> >> ---
> >>|
> >>|
> >> osg::Drawable
> >>E0 osg::Drawable E1
> >> dft, so binNumber =
> >>0[binNumber = 6]
> >>
> >>Is it   B/E0 - D - C - A - E1 ?
> >>
> >>
> >>Another example, closer to my current purpose test, practical to make multi
> >>pass drawings :
> >>
> >>   |
> >>   osg::Group
> >>   |
> >>   --
> >>   | |
> >>|
> >>   |  osg::Group "B" osg::Group "C"
> >>   |   [binNumber = 20][binNumber = 30]
> >>   |
> >>  osg::Geode "A"
> >> [binNumber = 15]
> >>
> >>
> >>Is it A - B - C ?
> >>
> >>
> >>I think exploring a concrete example like that clear things. Thanks
> >>
> >>
> >>
> >>- Original Message -
> >>From: "Tim Moore" <[EMAIL PROTECTED]>
> >>To: "OpenSceneGraph Users" 
> >>Sent: Thursday, October 04, 2007 2:00 PM
> >>Subject: Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)
> >>
> >>
> >>
> >>>Robert didn't answer your second question; I'll have a go because I think
> >>>I understand
> >>>it.
> >>>
> >>>First of all, there aren't a fixed number of render bins. You can assign a
> >>>StateSet
> >>>to any integer, positive or negative. This turns out to be quite useful.
> >>>
> >>>When you say "set a rendering order on a group node," you mean that you've
> >>>set the
> >>>render bin in a state set in that node. There is an inheritance effect,
> >>>but it may
> >>>not be what you expect. Render bins can contain other render bins! If the
> >>>children of
> >>>your group node have state sets that also set the render bin detail, their
> >>>render bins
> >>>are stored inside the group state set's render bin, and they will be
> >>>rendered in order
> >>>when that render bin is traversed.
> >>>
> >>>This can give you unexpected results, when for example you assign a state
> >>>sets with
> >>>TRANSPARENT_BIN or OPAQUE_BIN to nodes up and down the scene graph :) On
> >>>the other
> >>>hand you can get very precise control of the ordering of drawables with
> >>>it. In
> >>>FlightGear I just used this feature to order cloud layers. The layers are
> >>>too big for
> >>>normal transparency sorting to work well, and you want to draw the cloud
> >>>layer tops
> >>>from low altitude to high and the bottoms from high to low. I used the
> >>>altitudes
> >>>of the layers as render bin numbers to get the right order:
> >>>

[osg-users] sanity check build Xcode

2007-10-04 Thread Mark Lucas
Robert,
Just before your 2.2 announcement I did an svn checkout and built  
successfully under Xcode.

svn revision 7564
Mark
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Re: [osg-users] Last call for feedback before 2.2

2007-10-04 Thread Robert Osfield
Hi Andy,

On 10/4/07, Andy Skinner <[EMAIL PROTECTED]> wrote:
> OK, my OSG CMake makefile build failed in Tessellator.cpp.  But when I
> set the variable you added to OFF, it got past that file.  It is still
> building, and I need to run this past all my platforms, but this seems
> OK.

What I don't understand yet is why your setup is the only Mac one that
has reported a problem with the orignal GLU setup.  Have you installed
a custom version of OpenGL?  Are you using different build options?

Either way the new CMake option allows you to tweak things on any
platform to what works for you.

> The issue is broader than tesselating, because it is specifying types
> for callbacks, and the tesselator callback is just one.  If we ever add
> others, we'll need the same issue.

Potentially this could be an issue, but so far throughout the life of
the OSG project (now 8 years old) the only callback issue like this
has been the Mac tessellator callback issue.

Robert.
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Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Christophe Medard
Sorry for the mailer redisposing of things.
Here are the examples I wanted to submit :


 |
  
  |  |
osg::Group "A"osg::Group "B"
[binNumber = 8] dft, so binNumber = 0
  |
  -
  | ||
 osg::Geode "C"osg::Geode "D"osg::Geode "E"
 [binNumber = 5]  [binNumber = 1]  |
 |
 
  | |
  osg::Drawable E0 osg::Drawable E1
   dft, so binNumber = 0[binNumber=6]

Is it   B/E0 - D - C - A - E1 ?


Another example, closer to my current purpose test, practical to make multi
pass drawings :

  |
  osg::Group
  |
  -
  |  |   |
  |  |   |
  |   osg::Group "B"   osg::Group "C"
  |   [binNumber = 20]  [binNumber = 30]
  |
osg::Geode "A"
[binNumber = 15]


Is it A - B - C ?


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Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Paul Melis
Robert Osfield wrote:

>StateSet::setRenderingHint is merly a convenience function for setting
>the bin number and bin name it has no function beyond this.
>  
>
Just chiming in here: it seems the sort-order of a renderbin is 
determined by its name. This has always bothered me a bit, as it gives 
the impression that you can assign any name, while there are only 2 
valid ones. Would it be an option to change this to a simple "sort_mode" 
variable whose value comes from an enum { SortByState, SortByDepth, ...} ?

Paul

>On 10/4/07, Christophe Medard <[EMAIL PROTECTED]> wrote:
>  
>
>>To react to what says Robert, I'm under the impression that renderingHint in
>>fact isn't used internally, is it ?
>>Why is there two informations in fact redundant (an order of draw),
>>renderingHint and binNumber ?
>>
>>So if I'm correct, things must only be thought of in 'binNumber' terms.
>>To react to what says Tim, I'm passing through stateset on group nodes
>>indeed, but I'm not sure to perfecly understand well what you're saying.
>>Let's take a over simple example, if I have the following three, what will
>>be the order of draw ?
>>
>>
>>  |
>> 
>> 
>> |
>>|
>> osg::Group "A"
>>osg::Group "B"
>>[binNumber = 8]
>>dft, so binNumber = 0
>> |
>>  
>>  | |
>>|
>>osg::Geode "C" osg::Geode "D" osg::Geode "E"
>>[binNumber = 5]   [binNumber = 1]  |
>>
>> |
>>
>> ---
>>|
>>|
>> osg::Drawable
>>E0 osg::Drawable E1
>> dft, so binNumber =
>>0[binNumber = 6]
>>
>>Is it   B/E0 - D - C - A - E1 ?
>>
>>
>>Another example, closer to my current purpose test, practical to make multi
>>pass drawings :
>>
>>   |
>>   osg::Group
>>   |
>>   --
>>   | |
>>|
>>   |  osg::Group "B" osg::Group "C"
>>   |   [binNumber = 20][binNumber = 30]
>>   |
>>  osg::Geode "A"
>> [binNumber = 15]
>>
>>
>>Is it A - B - C ?
>>
>>
>>I think exploring a concrete example like that clear things. Thanks
>>
>>
>>
>>- Original Message -
>>From: "Tim Moore" <[EMAIL PROTECTED]>
>>To: "OpenSceneGraph Users" 
>>Sent: Thursday, October 04, 2007 2:00 PM
>>Subject: Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)
>>
>>
>>
>>>Robert didn't answer your second question; I'll have a go because I think
>>>I understand
>>>it.
>>>
>>>First of all, there aren't a fixed number of render bins. You can assign a
>>>StateSet
>>>to any integer, positive or negative. This turns out to be quite useful.
>>>
>>>When you say "set a rendering order on a group node," you mean that you've
>>>set the
>>>render bin in a state set in that node. There is an inheritance effect,
>>>but it may
>>>not be what you expect. Render bins can contain other render bins! If the
>>>children of
>>>your group node have state sets that also set the render bin detail, their
>>>render bins
>>>are stored inside the group state set's render bin, and they will be
>>>rendered in order
>>>when that render bin is traversed.
>>>
>>>This can give you unexpected results, when for example you assign a state
>>>sets with
>>>TRANSPARENT_BIN or OPAQUE_BIN to nodes up and down the scene graph :) On
>>>the other
>>>hand you can get very precise control of the ordering of drawables with
>>>it. In
>>>FlightGear I just used this feature to order cloud layers. The layers are
>>>too big for
>>>normal transparency sorting to work well, and you want to draw the cloud
>>>layer tops
>>>from low altitude to high and the bottoms from high to low. I used the
>>>altitudes
>>>of the layers as render bin numbers to get the right order:
>>>
>>> // Force the cloud layers into recursive bins of bin 4.
>>> osg::StateSet *rootSet = layer_root->getOrCreateStateSet();
>>> rootSet->setRenderBinDetails(4, "RenderBin");
>>>
>>>Child 0 has the bottom layers and child 1 has the tops:
>>>
>>>
>>>layer_root->getChild(0)->getStateSet()->setRenderBinDetails(-(int)layer_asl,
>>>
>>>"RenderBin");
>>>
>>>layer_root->getChild(1)->getStateSet()->setRenderBinDetails((int)layer_asl,
>>>
>>>"RenderBin");
>>>
>>>I hope someone will correct me if I've g

Re: [osg-users] Last call for feedback before 2.2

2007-10-04 Thread Andy Skinner
OK, my OSG CMake makefile build failed in Tessellator.cpp.  But when I
set the variable you added to OFF, it got past that file.  It is still
building, and I need to run this past all my platforms, but this seems
OK.

The issue is broader than tesselating, because it is specifying types
for callbacks, and the tesselator callback is just one.  If we ever add
others, we'll need the same issue.

andy

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Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Christophe Medard
To react to what says Robert, I'm under the impression that renderingHint in 
fact isn't used internally, is it ?
Why is there two informations in fact redundant (an order of draw), 
renderingHint and binNumber ?

So if I'm correct, things must only be thought of in 'binNumber' terms.
To react to what says Tim, I'm passing through stateset on group nodes 
indeed, but I'm not sure to perfecly understand well what you're saying.
Let's take a over simple example, if I have the following three, what will 
be the order of draw ?

 
  |
 

 | 
|
 osg::Group "A" 
osg::Group "B"
[binNumber = 8] 
dft, so binNumber = 0
 |
  
  | | 
|
osg::Geode "C" osg::Geode "D" osg::Geode "E"
[binNumber = 5]   [binNumber = 1]  |
 
 |

---
| 
|
 osg::Drawable 
E0 osg::Drawable E1
 dft, so binNumber = 
0[binNumber = 6]

Is it   B/E0 - D - C - A - E1 ?


Another example, closer to my current purpose test, practical to make multi 
pass drawings :

   |
   osg::Group
   |
   --
   | | 
|
   |  osg::Group "B" osg::Group "C"
   |   [binNumber = 20][binNumber = 30]
   |
  osg::Geode "A"
 [binNumber = 15]


Is it A - B - C ?


I think exploring a concrete example like that clear things. Thanks



- Original Message - 
From: "Tim Moore" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users" 
Sent: Thursday, October 04, 2007 2:00 PM
Subject: Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

> Robert didn't answer your second question; I'll have a go because I think 
> I understand
> it.
>
> First of all, there aren't a fixed number of render bins. You can assign a 
> StateSet
> to any integer, positive or negative. This turns out to be quite useful.
>
> When you say "set a rendering order on a group node," you mean that you've 
> set the
> render bin in a state set in that node. There is an inheritance effect, 
> but it may
> not be what you expect. Render bins can contain other render bins! If the 
> children of
> your group node have state sets that also set the render bin detail, their 
> render bins
> are stored inside the group state set's render bin, and they will be 
> rendered in order
> when that render bin is traversed.
>
> This can give you unexpected results, when for example you assign a state 
> sets with
> TRANSPARENT_BIN or OPAQUE_BIN to nodes up and down the scene graph :) On 
> the other
> hand you can get very precise control of the ordering of drawables with 
> it. In
> FlightGear I just used this feature to order cloud layers. The layers are 
> too big for
> normal transparency sorting to work well, and you want to draw the cloud 
> layer tops
> from low altitude to high and the bottoms from high to low. I used the 
> altitudes
> of the layers as render bin numbers to get the right order:
>
>  // Force the cloud layers into recursive bins of bin 4.
>  osg::StateSet *rootSet = layer_root->getOrCreateStateSet();
>  rootSet->setRenderBinDetails(4, "RenderBin");
>
> Child 0 has the bottom layers and child 1 has the tops:
>
> 
> layer_root->getChild(0)->getStateSet()->setRenderBinDetails(-(int)layer_asl,
> 
> "RenderBin");
> 
> layer_root->getChild(1)->getStateSet()->setRenderBinDetails((int)layer_asl,
> 
> "RenderBin");
>
> I hope someone will correct me if I've gotten this all wrong!
> Tim
>

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Re: [osg-users] Compile thread without pbuffer support

2007-10-04 Thread Robert Osfield
On 10/4/07, Serge Lages <[EMAIL PROTECTED]> wrote:
> Hi Robert and all,
>
> I have probably missed something in OSG, but I would like to know if anybody
> has a suggestion on how to compile the GLObjects (display lists,
> textures...) on a separated thread without having PixelBuffer support on the
> graphic card ?

One could possible use an unmapped window rather than a pixelbuffer
but have never tried it.  Most cards support pbuffer though.

> If I understand it well, if the compile context can't be created, the
> objects are compiled using the main thread, right ?

Yes original status quo will remain.

Robert.
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Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Christophe Medard wrote:
> Sorry for the mailer redisposing of things.
> Here are the examples I wanted to submit :
> 
> 
>  |
>   
>   |  |
> osg::Group "A"osg::Group "B"
> [binNumber = 8] dft, so binNumber = 0
>   |
>   -
>   | ||
>  osg::Geode "C"osg::Geode "D"osg::Geode "E"
>  [binNumber = 5]  [binNumber = 1]  |
>  |
>  
>  
> | |
>   osg::Drawable E0 osg::Drawable E1
>dft, so binNumber = 0[binNumber=6]
> 
> Is it   B/E0 - D - C - A - E1 ?
No. Assuming that E is a child of A, and by the rendering order of a group you
mean other drawables that are under that group, the order is
B-A-E0-D-C-E1. If E is not a child of A -- I can't tell from the diagram -- 
then the
order is B/E0-E1-A-D-C.

It turns out (I didn't know this) that the sign of a render bin
number is significant; negative child bins are drawn before a bin's render 
leaves,
postive bins are drawn after.
> 
> 
> Another example, closer to my current purpose test, practical to make multi
> pass drawings :
> 
>   |
>   osg::Group
>   |
>   -
>   |  |   |
>   |  |   |
>   |   osg::Group "B"   osg::Group "C"
>   |   [binNumber = 20]  [binNumber = 30]
>   |
> osg::Geode "A"
> [binNumber = 15]
> 
> 
> Is it A - B - C ?
Yes.

Tim
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Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

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Re: [osg-users] Last call for feedback before 2.2

2007-10-04 Thread Andy Skinner
I don't know why our setup is different, although we've learned how many
of our platforms have differences over the last few months.  :)

I'd love to see the preprocessed code for Tessellator.cpp on the
different systems that had different effects, and be able to compare
them.  If anyone who has been involved with this wouldn't mind
contributing and knows how to make Tessellator.i on their system, I'd
love to see them, along with details of how you're set up.  You could
mail them to me directly.  But that's stricly if you're interested in
finding the root, because we all seem to have something that works for
now.

Thanks,
andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, October 04, 2007 9:17 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Last call for feedback before 2.2

Hi Andy,

On 10/4/07, Andy Skinner <[EMAIL PROTECTED]> wrote:
> OK, my OSG CMake makefile build failed in Tessellator.cpp.  But when I
> set the variable you added to OFF, it got past that file.  It is still
> building, and I need to run this past all my platforms, but this seems
> OK.

What I don't understand yet is why your setup is the only Mac one that
has reported a problem with the orignal GLU setup.  Have you installed
a custom version of OpenGL?  Are you using different build options?

Either way the new CMake option allows you to tweak things on any
platform to what works for you.

> The issue is broader than tesselating, because it is specifying types
> for callbacks, and the tesselator callback is just one.  If we ever
add
> others, we'll need the same issue.

Potentially this could be an issue, but so far throughout the life of
the OSG project (now 8 years old) the only callback issue like this
has been the Mac tessellator callback issue.

Robert.
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g
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Re: [osg-users] osgDotNet and Windows Forms

2007-10-04 Thread Hamm, Brandon
Peter,
 
My first guess would be that you may have a couple of things setup
incorrectly:
 
1) All "native" OpenSceneGraph DLLs that your application depends upon
need to be copied into the same directory that your running your
osgDotNet assemblies are located.  Simply appending the path to the
native DLLs to your %PATH% does not work as the managed assemblies (I
believe) will only attempt to load them from the current directory.
 
* Note Step #4 on the "Getting Started" Page for details:
http://www.openscenegraph.org/projects/osgDotNet/wiki/GettingStartedWith
TheWrappers
 
2)  If you've already done the above, but didn't copy ALL of the
OpenSceneGraph dlls, then there's one or more native DLLs that your
application is dependent upon that it cannot locate.  If you're not keen
on copying all of them to your osgDotNet application's directory, then I
would recommend using Dependency Walker to identify what DLLs/symbols
that it can't find.
 
You can find dependency walker here:
http://www.dependencywalker.com/
 
Hope this helps,
Brandon Hamm
SimAuthor, Inc.




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Peter
DeSantis
Sent: Thursday, October 04, 2007 3:58 AM
To: OpenSceneGraph Users; [EMAIL PROTECTED];
OpenSceneGraph Users
Subject: Re: [osg-users] osgDotNet and Windows Forms



Hi Jason,
 
thanks for your emails. I have not been able to get your osg
component to work.
 
I have updated the project references to the osgdotnet wappers
and tao.opengl and tao.platform.windows to where they are on my system.
 
the build goes ok, but trying to run the program or view the
component in the form designer causes an error, where it says 
 
Could not load file or assembly 'Osg.NET, Version=0.8.1.0,
Culture=neutral, PublicKeyToken=null' or one of its dependencies. The
system cannot find the file specified. 
Hide

at OSGTesting.OSGControl..ctor()

The variable 'osgControl1' is either undeclared or was never assigned. 
HideEdit

at
System.ComponentModel.Design.Serialization.CodeDomSerializerBase.Error(I
DesignerSerializationManager manager, String exceptionText, String
helpLink)
at
System.ComponentModel.Design.Serialization.CodeDomSerializerBase.Deseria
lizeExpression(IDesignerSerializationManager manager, String name,
CodeExpression expression)
at
System.ComponentModel.Design.Serialization.CodeDomSerializerBase.Deseria
lizeExpression(IDesignerSerializationManager manager, String name,
CodeExpression expression)
at
System.ComponentModel.Design.Serialization.CodeDomSerializerBase.Deseria
lizeStatement(IDesignerSerializationManager manager, CodeStatement
statement)
 
then causes visual c# express 2005 to crash and close.
 
As i mentioned i have referenced the wrappers ok, and the build works
ok, but so far i cannot work out what the problem is.
 
I am using the latest download of the prebuilt wrappers on the OSG
website, and the dll's
from Tao framework, and the runtime DLL's are in the directories.
 
I am using OSG 2.0.0 as specified at the wrapper download page.
 
If you have any thoughts it would be appreciated.
 
Peter DeSantis
 
 
> Hi Gavin,

Peter DeSantis sent me an email offline and I sent him the
project file I'm using.  Here is the entire project.  It is a VS2005
Express solution and you'll need to update your references to your
copyof the wrappers. 

Thanks,

Jason


On 10/3/07, Gavin Pailing <[EMAIL PROTECTED]
  >wrote:Hi,

Have you made any progress with this as I think that I am having
the same 
problem?

I've been able to build osgDotNet generator and the wrappers and
verify that
it is working using the same quad code which runs osgViewer full
screen.  I
also followed Jason's example of using TAO to host osg content.
It appears 
that the TAO control is working fine (assuming that a plain
black background
is to be expected by default) but the OSG content does not
appear.

These are my first efforts at using OSG so I apologise if I'm
missing 
anything obvious.

Regards,

Gavin

-Original Message-
From: [EMAIL PROTECTED]
 
[mailto: [EMAIL PROTECTED]
  On Behalf Of
Christoffer
Markusson
Sent: 19 September 2007 14:13
To: osg-users@lists.openscenegraph.org
 
Subject: Re: [osg-users] osgDotNet and Windows Forms 

Hi Jason,

Thanks for your help!

I've used your code to create a controller in Visual Studio. But
when
I try to use the controller in a project it dosen't render
anythi

Re: [osg-users] osgDotNet and Windows Forms

2007-10-04 Thread Hamm, Brandon
Nix that last message...I missed this line in my initial read:
 
The variable 'osgControl1' is either undeclared or was never assigned. 
HideEdit
 
 
Brandon Hamm




From: Hamm, Brandon 
Sent: Thursday, October 04, 2007 9:25 AM
To: 'OpenSceneGraph Users'; [EMAIL PROTECTED]
Subject: RE: [osg-users] osgDotNet and Windows Forms


Peter,
 
My first guess would be that you may have a couple of things
setup incorrectly:
 
1) All "native" OpenSceneGraph DLLs that your application
depends upon need to be copied into the same directory that your running
your osgDotNet assemblies are located.  Simply appending the path to the
native DLLs to your %PATH% does not work as the managed assemblies (I
believe) will only attempt to load them from the current directory.
 
* Note Step #4 on the "Getting Started" Page for details:

http://www.openscenegraph.org/projects/osgDotNet/wiki/GettingStartedWith
TheWrappers
 
2)  If you've already done the above, but didn't copy ALL of the
OpenSceneGraph dlls, then there's one or more native DLLs that your
application is dependent upon that it cannot locate.  If you're not keen
on copying all of them to your osgDotNet application's directory, then I
would recommend using Dependency Walker to identify what DLLs/symbols
that it can't find.
 
You can find dependency walker here:
http://www.dependencywalker.com/
 
Hope this helps,
Brandon Hamm
SimAuthor, Inc.




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Peter
DeSantis
Sent: Thursday, October 04, 2007 3:58 AM
To: OpenSceneGraph Users;
[EMAIL PROTECTED]; OpenSceneGraph Users
Subject: Re: [osg-users] osgDotNet and Windows Forms



Hi Jason,
 
thanks for your emails. I have not been able to get your
osg component to work.
 
I have updated the project references to the osgdotnet
wappers and tao.opengl and tao.platform.windows to where they are on my
system.
 
the build goes ok, but trying to run the program or view
the component in the form designer causes an error, where it says 
 
Could not load file or assembly 'Osg.NET, Version=0.8.1.0,
Culture=neutral, PublicKeyToken=null' or one of its dependencies. The
system cannot find the file specified. 
Hide

at OSGTesting.OSGControl..ctor()

The variable 'osgControl1' is either undeclared or was never assigned. 
HideEdit

at
System.ComponentModel.Design.Serialization.CodeDomSerializerBase.Error(I
DesignerSerializationManager manager, String exceptionText, String
helpLink)
at
System.ComponentModel.Design.Serialization.CodeDomSerializerBase.Deseria
lizeExpression(IDesignerSerializationManager manager, String name,
CodeExpression expression)
at
System.ComponentModel.Design.Serialization.CodeDomSerializerBase.Deseria
lizeExpression(IDesignerSerializationManager manager, String name,
CodeExpression expression)
at
System.ComponentModel.Design.Serialization.CodeDomSerializerBase.Deseria
lizeStatement(IDesignerSerializationManager manager, CodeStatement
statement)
 
then causes visual c# express 2005 to crash and close.
 
As i mentioned i have referenced the wrappers ok, and the build works
ok, but so far i cannot work out what the problem is.
 
I am using the latest download of the prebuilt wrappers on the OSG
website, and the dll's
from Tao framework, and the runtime DLL's are in the directories.
 
I am using OSG 2.0.0 as specified at the wrapper download page.
 
If you have any thoughts it would be appreciated.
 
Peter DeSantis
 
 
> Hi Gavin,

Peter DeSantis sent me an email offline and I sent him
the project file I'm using.  Here is the entire project.  It is a VS2005
Express solution and you'll need to update your references to your
copyof the wrappers. 

Thanks,

Jason


On 10/3/07, Gavin Pailing
<[EMAIL PROTECTED]
  >wrote:Hi,

Have you made any progress with this as I think that I
am having the same 
problem?

I've been able to build osgDotNet generator and the
wrappers and verify that
it is working using the same quad code which runs
osgViewer full screen.  I
also followed Jason's example of using TAO to host osg
content.  It appears 
that the TAO control is working fine (assuming that a
plain black background
is to be expected 

Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-10-04 Thread Thrall, Bryan
Alberto Luaces wrote on Thursday, October 04, 2007 3:20 AM:
> As far as I know, when a cygwin compiled program crashes, it only
> spits a fairly useless stackdump, which consists on the register
> values at the exit. I'm investigating how to get a decent core dump
> or stack trace in order to track all of this issues.

See http://cygwin.com/cygwin-ug-net/using-cygwinenv.html, the section on 
error_start to get better crash reports. HTH.

> El Thursday 04 October 2007 01:11:05 Robert Osfield escribió:
>> Hi Brian,
>> 
>> Thanks for the clarification.
>> 
>> For 2.2 I think I'll just go with what we have in SVN.  In might not
>> work perfectly out the box under Cygwin in all combination, but at
>> least there is a simple workaround for cases where it doesn't.
>> Perhaps if greater clarity comes after 2.2 then we can roll some
>> changes into the Cmake build system to better compile out of the box
>> under Cygwin. 
>> 
>> As for the runtime errors you're seeing, I don't think this is an OSG
>> bug, rather a Cygwin/OpenGL driver error of some form.
>> 
>> Robert.
>> 
>> On 10/3/07, Brian Keener <[EMAIL PROTECTED]> wrote:
>>> Robert Osfield wrote:
 Hi Brian,
 
 O.K. I'm confused now.  Your previous email it sounds like you
 needed to add: 
 
-DWIN32 -DNOMINMAX -mnop-fun-dllimport -DOSG_LIBRARY
>>> 
>>> This was actually the second email I sent.
>>> 
 To get things compile, but your next below sounds like you made no
 changes. 
 
 On 10/3/07, Brian Keener <[EMAIL PROTECTED]> wrote:
> Robert Osfield wrote:
>> Have you updated to a different version of Cygwin since you last
> 
> built?
> 
> Nope,
> 
> Only difference is I used a straight ccmake and did not make the
> CMAKE_CXX_FLAG changes I had previously made and I haven't had to
> make
>>> 
>>> This was the first email I sent which got blocked and then I
>>> inadvertently sent again not realizing how confusing it would be.
>>> 
>>>  The above ">-DWIN32 -DNOMINMAX -mnop-fun-dllimport
>>> -DOSG_LIBRARY" is my most recent attempt at building which did
>>> build and hangs when run. 
>>> 
 Does the SVN version of the OSG compile out of the box without any
 changes?  Or do you have to make the above addition, if so where
 to? 
>>> 
>>>  It does not - it dies on the socket error and I add the flags:
>>> 
>>>  -DWIN32 -DNOMINMAX -mnop-fun-dllimport -DOSG_LIBRARY
>>> 
>>>  in ccmake to the CMAKE_CXX_FLAGS line at which point it compiles
>>> 100%. 
>>> 
>>>  You posted in your other response that others had built in Cygwin
>>> without making any changes (out of the box).  I had not seen those
>>> responses - perhaps it is just my setup if you have other cygwin
>>> folk getting it right. 
>>> 
>>>  bk
> 
> 
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
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Re: [osg-users] dinamically getting uniforms

2007-10-04 Thread Mihai Radu
Hi Erico,

You have given the answer, from my experience the best way is to have
some common names 'baseTexture' etc ...

If you are using shaders written by other people, parsing the source is
the way to go.
If you're writing them, you could have a common block with the uniform
declarations included for every shader.

Cheers
Mihai Radu

Enrico Villani wrote:
>
> Hi to all!
> in the app i'm developing there's a section where, in a little
> words, i should load any kind of shader GLSL .vert and .frag (such
> these in orange book) and apply them to any of the nodes of my loaded
> model...
> the problem is that i can't know what kinds of uniform need to be
> defined to the shader... is there a way (a part from parsing manually
> the vert and frag files) to get the name and the type of the uniform
> that the shader need?
>
> Many many thanks in advance..
> Enrico
> 
>
> ___
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Re: [osg-users] OpenSceneGraph-2.1.15 dev version released

2007-10-04 Thread Mihai Radu
Martin Spott wrote:
> "Robert Osfield" wrote:
>
>   
>> The release I never intended to have to make, but here's another one
>> for safety sake, please test 2.1.15.
>> 
>
> Builds fine on FreeBSD-6.2 with GCC-3.4.6, 'osgviewer' works as
> expected,
>
>   Martin.
>   

Same here:
Microsoft Visual Studio 2005
Version 8.0.50727.762  (SP.050727-7600)
Microsoft .NET Framework
Version 2.0.50727

Windows Xp

Mihai
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Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-10-04 Thread Alberto Luaces
El Thursday 04 October 2007 17:44:10 Thrall, Bryan escribió:
> See http://cygwin.com/cygwin-ug-net/using-cygwinenv.html, the section on
> error_start to get better crash reports. HTH.

Thanks Bryan, I'll look into it.
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Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Christophe Medard
Sorry if the drawing isn't clear (do the images pass the mails submitted in 
the mailing list ? If so, I could quickly make a quick drawing, more clearer 
that this "verbatim" presentation...) yes E is child of A in my diagram, so 
the answer is B-A-E0-D-C-E1.

I understand that in fact you're saying than the binNumber is the draw order 
number against other children in the parent Group, evaluated in a left-first 
traversall logic. However binNumber inside drawable list of Geode are 
evaluated at once (otherwise the answer would have be B-A-E0-E1-D-C).
If can submit small pictures I may ask a last case where B as children.

I'm sorry I missed something in my second diagram (there is no multipass in 
the one I submitted). In fact I'm wondering about that situation 
(encountered in a personnal shadowMap implementation) :

   |
  osg::Group "Root"
   |
   -
   |   |   |
   |   |   |
   |osg::Group "B"   osg::Group "C"
   |[binNumber = 20]  [binNumber = 30]
   | ||
   --
   |
 osg::Geode "A"
 [binNumber = 15]


A is child of  "Root", B and C simultaneously (therefore A is rendered three 
times, with stateset context successivley of  Root, B, and C).

Is the draw order A-B-C ?

Thanks for those explanations,

-- 
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 11 50 10
Fax : (+33) 5 62 11 50 29




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Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Christophe Medard
OK, but why introducing a _renderingHint member variable not used and 
therefore confusing (_binNum is the one taken into account, once again if 
I'm correct..) ??

It's not really exclusively an implementation matter : those member 
variables are both clearly saved in the .osg format - readable format highly 
appreciable to infer problem origins when encountered with a complex 
scene -. A newcomer examining his scene graph naturally infer they both have 
a different implication on rendering order...

Anyway thanks for clearing that : binNumber is the important data.

-- 
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 11 50 10
Fax : (+33) 5 62 11 50 29


- Original Message - 
From: "Robert Osfield" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users" 
Sent: Thursday, October 04, 2007 3:13 PM
Subject: Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)


> StateSet::setRenderingHint is merly a convenience function for setting
> the bin number and bin name it has no function beyond this.
>

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Re: [osg-users] Last call for feedback before 2.2

2007-10-04 Thread Adrian Egli
Hi Andy,

if i get a step by step user guide for mac os/x with xcode 2.4.1 i can
progress such a tessellator.i file :-)

/adegli

2007/10/4, Andy Skinner <[EMAIL PROTECTED]>:
>
> I don't know why our setup is different, although we've learned how many
> of our platforms have differences over the last few months.  :)
>
> I'd love to see the preprocessed code for Tessellator.cpp on the
> different systems that had different effects, and be able to compare
> them.  If anyone who has been involved with this wouldn't mind
> contributing and knows how to make Tessellator.i on their system, I'd
> love to see them, along with details of how you're set up.  You could
> mail them to me directly.  But that's stricly if you're interested in
> finding the root, because we all seem to have something that works for
> now.
>
> Thanks,
> andy
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
> Osfield
> Sent: Thursday, October 04, 2007 9:17 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Last call for feedback before 2.2
>
> Hi Andy,
>
> On 10/4/07, Andy Skinner <[EMAIL PROTECTED]> wrote:
> > OK, my OSG CMake makefile build failed in Tessellator.cpp.  But when I
> > set the variable you added to OFF, it got past that file.  It is still
> > building, and I need to run this past all my platforms, but this seems
> > OK.
>
> What I don't understand yet is why your setup is the only Mac one that
> has reported a problem with the orignal GLU setup.  Have you installed
> a custom version of OpenGL?  Are you using different build options?
>
> Either way the new CMake option allows you to tweak things on any
> platform to what works for you.
>
> > The issue is broader than tesselating, because it is specifying types
> > for callbacks, and the tesselator callback is just one.  If we ever
> add
> > others, we'll need the same issue.
>
> Potentially this could be an issue, but so far throughout the life of
> the OSG project (now 8 years old) the only callback issue like this
> has been the Mac tessellator callback issue.
>
> Robert.
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
> g
> ___
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>



-- 

Adrian Egli
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[osg-users] Problem with combining texture maps.

2007-10-04 Thread om
I tried to combine two texture maps with the following command line 
script using osgdem.

osgdem -t W180N90.tif  -t W180N90.tif -l 1 -a output.osga
output.osga shows the second texture map only. It'll be great if 
somebody can enlighten me on where it is going wrong.
I can send the texture maps if required

Thanks
om
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Re: [osg-users] Problem with combining texture maps.

2007-10-04 Thread Wojciech Lewandowski
If you have copied the same command as you invoked,  thats because you use
osgdem -t option twice with the same W180N90.tif file. ;-).
If you did a mistake in the email and not in real command, and actually use
two different tiffs then it may mean that your tiffs are not georeferenced
(GeoTiff) and osgDem does assume they cover the same range. You may need to
use other osgDem options to define word ranges this tiffs correspond to ...
Run osgDem --help  for the list of options.

Regards,
Wojtek

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of om
Sent: Thursday, October 04, 2007 8:53 PM
To: OpenSceneGraph Users
Subject: [osg-users] Problem with combining texture maps.


I tried to combine two texture maps with the following command line
script using osgdem.

osgdem -t W180N90.tif  -t W180N90.tif -l 1 -a output.osga
output.osga shows the second texture map only. It'll be great if
somebody can enlighten me on where it is going wrong.
I can send the texture maps if required

Thanks
om
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[osg-users] relative size of objects in a scene graph

2007-10-04 Thread Philip Hahn
Hey guys-

 Quick question, does the relative size of objects in a scene graph have any
effect on culling of objects?

 Basically I added a rather large object to a scene graph and now a
relatively small object no longer appears. The size difference is on the
order of 10^6. No code was changed in the visualization, save for adding the
larger node. If I manually reduce the size of the large object in half the
smaller one reappears, and no, according to the relative positions reported
by the PositionAttitudeTransforms it isn't encompassed by the large object.

 Thanks,

Philip Hahn
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Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-10-04 Thread Brian Keener
Alberto Luaces wrote:
> Brian: I'm surprised that the latest SVN version doesn't work for you. About 
> the net plugin issue, gcc shold print a warning about a redefinition, but 
not 
> an error about undefined tokens. Can you post them?

 [ 53%] Built target osgdb_normals
Scanning dependencies of target osgdb_net
[ 53%] Building CXX object 
src/osgPlugins/net/CMakeFiles/osgdb_net.dir/ReaderWri
terNET.o
[ 53%] Building CXX object 
src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.
o
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:66:1: warning: 
"socklen_
t" redefined
In file included from /usr/include/sys/socket.h:15,
 from 
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.h:46
,
 from 
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockinet.h:16,
 from 
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:36
:
/usr/include/cygwin/socket.h:24:1: warning: this is the location of the 
previous
 definition
[ 54%] Building CXX object 
src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockstrea
m.o
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:143:1: 
warning: "sockl
en_t" redefined
In file included from /usr/include/sys/socket.h:15,
 from 
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.h:46
,
 from 
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:
63:
/usr/include/cygwin/socket.h:24:1: warning: this is the location of the 
previous
 definition
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp: In member 
function `i
nt sockbuf::pgrp() const':
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:931: error: 
`SIOCGPGRP
' undeclared (first use this function)
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:931: error: 
(Each unde
clared identifier is reported only once for each function it appears 
in.)
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp: In member 
function `i
nt sockbuf::pgrp(int) const':
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:941: error: 
`SIOCSPGRP
' undeclared (first use this function)
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp: In member 
function `v
oid sockbuf::closeonexec(bool) const':
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:952: error: 
`FIOCLEX'
undeclared (first use this function)
/usr/src/OpenSceneGraph/src/osgPlugins/net/sockstream.cpp:955: error: 
`FIONCLEX'
 undeclared (first use this function)
make[2]: *** [src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockstream.o] 
Error 1
make[1]: *** [src/osgPlugins/net/CMakeFiles/osgdb_net.dir/all] Error 2
make: *** [all] Error 2

[EMAIL PROTECTED] /usr/develop/obj/osg
$


> Also, before compiling anything yesterday, I ran the update tool in order to 
> get the lastest Cygwin packages. Maybe you have an outdated version of 
> several packages.

I keep my installed updated regularly - usually weekly so I am current and 
just 
checked today and still current.

> As for the tests, I could run osgviewer on single-threaded mode without 
> problems. As soon as I changed it with 'm' key it freezed.
> 
> I could run osgconv to convert a large .obj into a .ive. The program crashed 
> (no hang as Brian's) at the end, but the generated file was correct.
> 
> The examples ran fairly well, as long as I stayed in single-threaded mode, 
but 
> some of them hang on exit.

That's what I have seen in the past and with osgconv - seems to hang on exit.
And I just tried again specifying the SingleThreaded and setting OSG_THREADING 
and still got the hang on exit in the bash shell.  As I say I can see the 
title 
of the window change back to my working directory but the program (osgconv r 
osgviewer) does not end.

Good luck on debugging.




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Re: [osg-users] relative size of objects in a scene graph

2007-10-04 Thread Vican, Justin E.
Hi Philip,

I had the exact same issue about a year ago.  When I added the earth to
a scene, my vehicle disappeared.  It has to do with OSG computing the
near/far clip planes.  When it does this, the smaller object often falls
outside of the computed viewing frustum.  Make sure that OSG is not
computing these for you.  In OSG 1.2, you could do this with:

   osgProducer::Viewer viewer();

   ...

 
viewer.getCullSettings().setComputeNearFarMode(osg::CullSettings::DO_NOT
_COMPUTE_NEAR_FAR);

 

I am upgrading to OSG2.2 this month, so I don't know how to do it in 2.2
yet.  Something to the effect of:

   osgViewer::Viewer viewer();

   ...

 
viewer.getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMP
UTE_NEAR_FAR);

 

 

Hope this helps,
Justin

 

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Philip
Hahn
Sent: Thursday, October 04, 2007 3:46 PM
To: OpenSceneGraph Users
Subject: [osg-users] relative size of objects in a scene graph

 

Hey guys-

 Quick question, does the relative size of objects in a scene graph have
any effect on culling of objects?

 Basically I added a rather large object to a scene graph and now a
relatively small object no longer appears. The size difference is on the
order of 10^6. No code was changed in the visualization, save for adding
the larger node. If I manually reduce the size of the large object in
half the smaller one reappears, and no, according to the relative
positions reported by the PositionAttitudeTransforms it isn't
encompassed by the large object. 

 Thanks,

Philip Hahn

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Re: [osg-users] Problem with combining texture maps.

2007-10-04 Thread Wojciech Lewandowski
Pictures you sent look like GTOPO30 elevation tile thumbnails. They don't
seem to be georefernced. Which means you need to define the mapping between
database coordinates and image pixels.

 If you want to create flat non georeferenced database you may do it as
described in the osgDem wiki page: using options -xx -yy. But you will also
need some more options to indicate image origins (--xy, --yx etc).
Unfortunately these are not documented (you would need to look at the
source) .
http://www.openscenegraph.org/index.php?page=UserGuides.Osgdem
In practice there are more options than wiki page shows. Running --help will
display all of them.

It seems that similar functionality may give the --range option. Just
precede each -t image call with  --range Xmin Xmax Ymin Ymax. This will
define world extents of the next image you load with -t option.

I don't have the osgDem at home. I cannot test this but I would try to
define extents with following options:
...
--range -180 -140 40 90  -t W180N90.tif
--range -140 -100 40 90  -t W140N90.tif
...

There is one catch, I am not sure if --range was already present in all
osgDEM versions. If you don't find it,  try VPB or ultimate method: load
these two into some image editor, merge them and use single -t option with
merged image.

Regards,
Wojtek

PS1: On a side note: option -t treats these as colour channels not elevation
are your sure you don't want to use -d option instead of -t.

PS2: osgDem was superceded by Virtual Planet Builder VPB project. You may
check it out. For sure it will have --range option.
http://www.openscenegraph.org/projects/VirtualPlanetBuilder



-Original Message-
From: om [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 04, 2007 9:50 PM
To: [EMAIL PROTECTED]; OpenSceneGraph Users
Subject: Re: [osg-users] Problem with combining texture maps.


Wojciech Lewandowski wrote:

>If you have copied the same command as you invoked,  thats because you use
>osgdem -t option twice with the same W180N90.tif file. ;-).
>If you did a mistake in the email and not in real command, and actually use
>two different tiffs then it may mean that your tiffs are not georeferenced
>(GeoTiff) and osgDem does assume they cover the same range. You may need to
>use other osgDem options to define word ranges this tiffs correspond to ...
>Run osgDem --help  for the list of options.
>
>Regards,
>Wojtek
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] Behalf Of om
>Sent: Thursday, October 04, 2007 8:53 PM
>To: OpenSceneGraph Users
>Subject: [osg-users] Problem with combining texture maps.
>
>
>I tried to combine two texture maps with the following command line
>script using osgdem.
>
>osgdem -t W180N90.tif  -t W180N90.tif -l 1 -a output.osga
>output.osga shows the second texture map only. It'll be great if
>somebody can enlighten me on where it is going wrong.
>I can send the texture maps if required
>
>Thanks
>om
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>
sorry the similarity in names was a mistake in the mail...
Could you please suggest the option to be used from osgdem as I am
unable to find it out. :-(
I am sending the texture maps also for ur reference.

thanks
Om





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[osg-users] osgGA::FlightManipulator

2007-10-04 Thread santosh
hi
can any one tell me how to use osgGA::FlightManipulator. I am trying to 
use it but it is manipulating on root node.
I had set the node and matrix but it is not working on that node.

Thanks in Advance
Santosh
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Re: [osg-users] GUI Events and Available Tutorial

2007-10-04 Thread Renan Mendes
Hello again, everyone.

I've got another question on EventHandlers, but specifically on the
PickHandler class that was shown on the Quick Start Guide (please reference
to this book as to understand my question, pages 101-104 (115 of the PDF
file))

So that I could learn a little bit more about the subject I've tried simply
copying the class and the main function to a .cpp file, then I've created a
simple scene and have tried to compile this code.

The error messages were abundant but they were all related in some way to
_selectedNode. Is this identifier correct? Am I missing the point here
somewhere? I mean, is this the place where I should write something of my
own?

Sorry if my questions are too obvious, but I really couldn't figure it out
after reading and re-reading...

Thanks again.

Renan M Z Mendes
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Re: [osg-users] dinamically getting uniforms

2007-10-04 Thread Ulrich Hertlein
Quoting Mihai Radu <[EMAIL PROTECTED]>:
> If you are using shaders written by other people, parsing the source is
> the way to go.

You can ask the osg::Progam to give you a list of active uniforms.
osg::Program::getActiveUniforms(unsigned int context);

This gives you a map of names and a struct containing location, type, and size
of the Uniform. Enough to put up a nice UI ;-)

Cheers,
/uli
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Re: [osg-users] Several RTT camera/shader issue(s) on multipass shading

2007-10-04 Thread Mihai Radu
Hi Christian,

A short comment before looking at any of the code ( can't open the zip ).

>From the snippets you posted, it looks to me like the texture
coordinates used for textureUnit 0 are not correct.
If they are set with the geometry ( per vertex ), then the first part
should work well, if they are either object-relative or eye-relative
with a TexGen to calculate them, that requires some calculations in the
vertex shader ( that are done automatically by the fixed-function
pipeline ).

Looking even more closely, I can see you are rendering to a single quad
( z values are 0 ), and the last line scales everything in the [0.0,1.0]
range, from the usual [-1.0,1.0], something that is done with projective
texturing ( see osgshadow example for the way _texGen is being scaled ).
I think the only reason your second snippet is working is because you
are using an identity matrix for the camera, if you were using anything
else, your results would probably be off.

summary: check the texture coordinates for the pass you are referring to :)

Cheers
Mihai

Christian Heine wrote:
> Hello,
>
> 2nd issue (Shader):
> If i use in the vertex shader the values of the rendering pipeline with
> the following
> setups, the RTT result is shown like in the working screenshot. The blur
> effect
> of the second pass is not effected but the shader executed (set color to
> red):
>
> gl_Position = ftransform();
> vTexCoord = gl_MultiTexCoord0;
>
> If i use this simple code sniplet (used in RenderMonkey for Shadertest)
> then the
> RTT is moved to screen center and sized up where nothing is shown (See
> defect_vertexShader
> Screenshot):
>
>  vec2 Position;
>  Position.xy = sign(gl_Vertex.xy);
>
>  gl_Position = vec4(Position.xy, 0.0, 1.0);
>  vTexCoord = Position.xy *.5 + .5;
>
> I couldn't be explain, why this simple snipplet occurs in such an
> effect. There is
> nothing special done ...
>
> Thanks for any help,
> best regards
> Chris
>
>   
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Re: [osg-users] dynamic_cast equivalent in osgDotNet

2007-10-04 Thread Michael Wittman
On Thu, Oct 04, 2007 at 08:56:55AM +0100, Robert Osfield wrote:
> osgGA knows about core osg wher osg::View is defined, so could this work?

Yes, actually that would work well in this case as it would
provide a pointer to an object in the leftmost inheritance branch of
osgViewer::Viewer.  The output from the wrapped function would be of
static type Osg.View and dynamic type OsgViewer.Viewer, so it could be
downcasted without a problem.

If you're comfortable with that change, please do go ahead and make it.
It would definitely be helpful to osgDotNet users as a workaround.

-Mike
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Re: [osg-users] relative size of objects in a scene graph

2007-10-04 Thread Philip Hahn
Justin-

Thanks for the quick response. One note:

When using osgUtil::SceneView, so it doesn't get applied to the camera, it
gets applied to the scene itself, so...

  osgUtil::SceneView *scene = new osgUtil::SceneView;

  // stuff

  scene->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

just FYI. Thanks again.

Philip


On 10/4/07, Vican, Justin E. <[EMAIL PROTECTED]> wrote:
>
>  Hi Philip,
>
> I had the exact same issue about a year ago.  When I added the earth to a
> scene, my vehicle disappeared.  It has to do with OSG computing the near/far
> clip planes.  When it does this, the smaller object often falls outside of
> the computed viewing frustum.  Make sure that OSG is not computing these for
> you.  In OSG 1.2, you could do this with:
>
>osgProducer::Viewer viewer();
>
>…
>
>viewer.getCullSettings
> ().setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
>
>
>
> I am upgrading to OSG2.2 this month, so I don't know how to do it in 2.2yet.  
> Something to the effect of:
>
>osgViewer::Viewer viewer();
>
>…
>
>viewer.getCamera
> ()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
>
>
>
>
>
> Hope this helps,
> Justin
>
>
>
>
>
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Philip Hahn
> *Sent:* Thursday, October 04, 2007 3:46 PM
> *To:* OpenSceneGraph Users
> *Subject:* [osg-users] relative size of objects in a scene graph
>
>
>
> Hey guys-
>
>  Quick question, does the relative size of objects in a scene graph have
> any effect on culling of objects?
>
>  Basically I added a rather large object to a scene graph and now a
> relatively small object no longer appears. The size difference is on the
> order of 10^6. No code was changed in the visualization, save for adding the
> larger node. If I manually reduce the size of the large object in half the
> smaller one reappears, and no, according to the relative positions reported
> by the PositionAttitudeTransforms it isn't encompassed by the large object.
>
>  Thanks,
>
> Philip Hahn
>
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Re: [osg-users] osgGA::FlightManipulator

2007-10-04 Thread Rafa Gaitan
Hi Santosh,

As far as I know, FlightManipulator only modify the view and
not manipulate any concret node. The setNode call, is only to
calculate the home position, but is not used in navigation.

If you want to manipulate a node on screen then you should
use osgManipulator nodekit.
If you want use the FlightManipulator with a node attached to
the view, then you should create your own Transform, or maybe
you could use an AutoTransform node.

Rafa.


On 10/5/07, santosh <[EMAIL PROTECTED]> wrote:
> hi
> can any one tell me how to use osgGA::FlightManipulator. I am trying to
> use it but it is manipulating on root node.
> I had set the node and matrix but it is not working on that node.
>
> Thanks in Advance
> Santosh
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-- 
Rafael Gaitán Linares
Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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