[osg-users] Creating Latex Documentation .

2007-08-17 Thread Amal
How can I create the latex documentation file for the OpenScene graph.

Amal.
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[osg-users] Do we like the same books?

2007-08-17 Thread sashidhar
I just joined Shelfari to connect with other book lovers. Come see the books I 
love and see if we have any in common. Then pick my next book so I can keep on 
reading.

Click below to join my group of friends on Shelfari!

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Shelfari is a free site that lets you share book ratings and reviews with 
friends and meet people who have similar tastes in books.  It also lets you 
build an online bookshelf, join book clubs, and get good book recommendations 
from friends.  You should check it out.



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[osg-users] Contributing to OSG.

2007-08-17 Thread Amal
I have developed a osgImplcit class which renders the Implicit surfaces in
OSG. So If I want it to be added to OpenScene graph for distribution with
the later versions then what is the precedure I should be following . And is
there any sort of commitment required from me like maintaining the code etc.

Amal.
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-17 Thread Brede Johansen
Hi,

On 8/16/07, Jan Ciger [EMAIL PROTECTED] wrote:

 Do you have problems displaying the stats in the osgviewer as well?



I also have a problem with the stats in osgviewer and I'm running on Windows
XP (32-bit) with GeForce hardware.
The framerate starts to drop as soon as the bar graphs are enabled.  The
framerate is restored when the bar graphs are removed.

Regards,
Brede
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Re: [osg-users] Contributing to OSG.

2007-08-17 Thread Robert Osfield
Hi Amal,

On 8/17/07, Amal [EMAIL PROTECTED] wrote:
 I have developed a osgImplcit class which renders the Implicit surfaces in
 OSG. So If I want it to be added to OpenScene graph for distribution with
 the later versions then what is the precedure I should be following . And is
 there any sort of commitment required from me like maintaining the code etc.

With new NodeKits the best way to progress is to first up to open
source the code, make sure all licenses are in place (if you want to
integrate with the OSG its best to go with OSGPL) then put a source
archive up on the community section of the OSG website or your own
website.  This will allows others to try it out.

Whether the NodeKit is ready and appropriate for inclusion withe core
OSG I can't say without others including myself reviewing the code.
If its not appropriate for inclusion then it could possible join the
family of OSG related NodeKits and applications that live on the
osgforge.org, alongside osgDotNet, osgLua, osgPython, osgProducer and
Present3D that already existing.

The osgforge is hosted on the same server as the main osg website, and
the projects there all have SVN access and a Tracs website.

Robert.
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Re: [osg-users] osgDEM layers and CoordinateSystemNode

2007-08-17 Thread Robert Osfield
Forgot to mention,  use osgconv on the root tile in your database to
have a look at what node layout its generated i.e.

  osgconv mydatabase.ive mydatabase.osg
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[osg-users] TextureRectangle, PBO difference between 1.2 and 2.0

2007-08-17 Thread Christiansen, Brad
Hi Robert,

As part of the task in moving our applications to OSG 2.0 I discovered
there is a change in the behaviour of the API when binding an image with
a PBO to a TextureRectangle.

Using 1.2 we could set the image on the texture and then simply call
setImage on the image object and the TextureRectangle would automaticaly
update. Since moving to 2.0 we have to call dirty on the Image after the
setImage call. This is not a big deal for me as it is an easy change to
make but I thought this might not have been an intentional change. I had
a quick look to see what this was the case but couldn't track it down.

This is what the code looks like:

//set things up
image = new Image();
image-setPixelBufferObject(new PixelBufferObject(image));
m_YTexture-setImage(image);

//the on update call...
Vimage-setImage(0.5 * m_imageWidth,0.5 * m_imageHeight,1,GL_LUMINANCE,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,VBuffer,Image::AllocationMode::NO_DELETE);
//Since 2.0 we now also have to call the following for the texture to
update
Vimage-dirty(); 


As I said this is not an issue as such just thought you might have
wanted the behaviour to be consistent between versions.

Cheers,

Brad



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Re: [osg-users] About the osgTerrain segments

2007-08-17 Thread Robert Osfield
Hi Lix,

On 8/17/07, lix xs [EMAIL PROTECTED] wrote:
 what is the heightFile 's format,  jpg?  png? or others?
 thanks.

Do you mean HeightField?  Or just how to assign an ElevationLayer to a
Terrain.  The ElevationLayer can be either of a HeightFieldLayer or an
ImageLayer.  An ImageLayer can tack any image object so any of jpg,
png etc.

For height fields you have a move limited set of formats that directly
support readHeightField, the principle one being the GDAL plugin now
restored to the SVN version of the OSG - this you'll use DEMs.

Robert.
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Re: [osg-users] Creating Latex Documentation .

2007-08-17 Thread Robert Osfield
On 8/17/07, Amal [EMAIL PROTECTED] wrote:
 How can I create the latex documentation file for the OpenScene graph.

I don't know myself, but doxygen might be able to help so read up on it.

Robert.
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-17 Thread Robert Osfield
Hi Garret,

On 8/16/07, Garrett Potts [EMAIL PROTECTED] wrote:
 I think you are right that it's a ATI problem more than likely the
 drivers for SUSE.  The MAC drivers work great.

Mac ATI drivers seem to be the only place that ATI's actually have
good drivers...

One thing you could try is to disable the incremental subloading of glyphs

   export OSG_TEXT_INCREMENTAL_SUBLOADING=OFF

Robert.
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[osg-users] osgDotNet : Used from C#

2007-08-17 Thread Christophe Medard
Hi again,

Thanks for all those answers ! 

 Did you rebuild the osgWrappers/osgSim DLL?  If that builds without error the 
 osgDotNet generator
 should see your additions.  Note that the build of the osgWrappers DLLs is 
 not enabled in the 
 default CMake configuration; you need to turn on BUILD_OSG_WRAPPERS.

Well in fact, I didn't pay attention to the osgwrapper_osgxxx.dlls since I 
thought the input for the Generator was the cpp source files of the wrappers 
and not the built dlls. 
You're perfectly right about the CMake built .sln (make sure to call Rebuild 
Wrapper osgSim and not simply Build, since I left OFF the BUILD_OSG_WRAPPERS in 
CMake), anyway that's what I did yesterday, and had that DLL rebuilt indeed. 
I don't understay what goes wrong since I see - using Depends.exe for example - 
my additions' symbols inside the native osgSim.dll. The OPENSCENEGRAPH_X86_DIR 
variable is okay too. I don't get it for now...

 Virtual function invocation among wrappers, user-defined subclasses of 
 wrappers, and native code works

 in all directions by virtue of the design of osgDotNet.  This support also 
 extends to hand-coded virtual 

 function wrappers if their implementations mimic the auto-generated support 
 code for virtual functions.



Ok, that soothe my mind on that !! 

Knowing that, solving the operator wrapping problem becomes the right point to 
work on.. 



 Take a look at the custom code items in the GeneratorConfiguration.cpp file 
 in the osgDotNet generator 

 source.  That mechanism is used to insert arbitrary code into 
 osgDotNet-generated wrapper classes, so 

 hand-coded wrapper functions to support NodeCallback::operator() could be 
 added there.



I see, you're talking about the getCustomCode() thing. 

I may try something there... if I get to something clean enough I may submit it 
to the team.


Thanks very much for giving those clues !

-- 
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] TextureRectangle, PBO difference between 1.2 and 2.0

2007-08-17 Thread Robert Osfield
Hi Brad,

This is a bug, there shouldn't be a change in behavior w.r.t Texture
updating and PBO's.  The mechanism behind is much changed but the
behavior should be the same.

I have looked at the code and found the that setImage and many other
others are doing a ++_modifiedCount rather than calling dirty().  This
will be bypassing the new mechanism that keeps the PBO in sync.  I
have just gone through Image.cpp changing all the ++_modifiedCount
case to dirty().  The modified file is attached.  The change are also
checked in to SVN.

I have tested the change on a movie file on my box and its working
fine, where a couple of days ago it wasn't working it was just loading
the first frame.  I assumed it was a bug in the xine-lib plugin,
but... now know it wasn't, and now is fixed thanks to you uncovering
the right rock :-)

Could you test it out and let me know how you get on.

Robert.

On 8/17/07, Christiansen, Brad [EMAIL PROTECTED] wrote:
 Hi Robert,

 As part of the task in moving our applications to OSG 2.0 I discovered
 there is a change in the behaviour of the API when binding an image with
 a PBO to a TextureRectangle.

 Using 1.2 we could set the image on the texture and then simply call
 setImage on the image object and the TextureRectangle would automaticaly
 update. Since moving to 2.0 we have to call dirty on the Image after the
 setImage call. This is not a big deal for me as it is an easy change to
 make but I thought this might not have been an intentional change. I had
 a quick look to see what this was the case but couldn't track it down.

 This is what the code looks like:

 //set things up
 image = new Image();
 image-setPixelBufferObject(new PixelBufferObject(image));
 m_YTexture-setImage(image);

 //the on update call...
 Vimage-setImage(0.5 * m_imageWidth,0.5 * m_imageHeight,1,GL_LUMINANCE,
 GL_LUMINANCE,
 GL_UNSIGNED_BYTE,VBuffer,Image::AllocationMode::NO_DELETE);
 //Since 2.0 we now also have to call the following for the texture to
 update
 Vimage-dirty();


 As I said this is not an issue as such just thought you might have
 wanted the behaviour to be consistent between versions.

 Cheers,

 Brad



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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/
#include osg/GL
#include osg/GLU

#include osg/Image
#include osg/Notify

#include osg/Geode
#include osg/Geometry
#include osg/StateSet
#include osg/Texture2D
#include osg/Texture3D

#include dxtctool.h

using namespace osg;
using namespace std;

Image::Image()
{
setDataVariance(STATIC); 

_fileName   = ;
_origin = BOTTOM_LEFT;
_s = _t = _r= 0;
_internalTextureFormat  = 0;
_pixelFormat= (unsigned int)0;
_dataType   = (unsigned int)0;
_packing= 4;

_allocationMode = USE_NEW_DELETE;
_data   = (unsigned char *)0L;

_modifiedCount = 0;
}

Image::Image(const Image image,const CopyOp copyop):
Object(image,copyop),
_fileName(image._fileName),
_origin(image._origin),
_s(image._s), _t(image._t), _r(image._r),
_internalTextureFormat(image._internalTextureFormat),
_pixelFormat(image._pixelFormat),
_dataType(image._dataType),
_packing(image._packing),
_data(0L),
_modifiedCount(image._modifiedCount),
_mipmapData(image._mipmapData)
{
if (image._data)
{
int size = image.getTotalSizeInBytesIncludingMipmaps();
setData(new unsigned char [size],USE_NEW_DELETE);
memcpy(_data,image._data,size);
}

}

Image::~Image()
{
deallocateData();
}

void Image::deallocateData()
{
if (_data) {
if (_allocationMode==USE_NEW_DELETE) delete [] _data;
else if 

Re: [osg-users] Contributing to OSG.

2007-08-17 Thread Robert Osfield
On 8/17/07, Amal [EMAIL PROTECTED] wrote:

 Hi Robert,

 So can I know what are the requirements for the Nodekit. Like Makefile etc
 or some Cmake configuration etc.

Writing CMake or Makefiles would be fine.  Make it easy for other to
try out on their own systems is generally a good way to start.  CMake
is great for this.  Have a look at VirtualPlanetBuilder and Present3D
for examples of CMake in separate projects can use CMake and OSG.

   http://present3d.osgforge.org/
   http://virtualplanetbuilder.osgforge.org/

Robert.
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Re: [osg-users] Do we like the same books?

2007-08-17 Thread Robert Osfield
Hi Sashidar,

This type of email to the list really is not appropriate and what I
consider spam. Please do not be tempted to send similar messages
again, otherwise you will be removed from the list.  This is forum for
discussion of matters petaining to the OpenSceneGraph only.

Robert.

On 17 Aug 2007 00:27:28 -0700, sashidhar [EMAIL PROTECTED] wrote:



 I just joined Shelfari to connect with other book lovers. Come see the books
 I love and see if we have any in common. Then pick my next book so I can
 keep on reading.

 Click below to join my group of friends on Shelfari!

 http://www.shelfari.com/

 sashidhar


 Shelfari is a free site that lets you share book ratings and reviews with
 friends and meet people who have similar tastes in books. It also lets you
 build an online bookshelf, join book clubs, and get good book
 recommendations from friends. You should check it out.

  You have received this email because sashidhar ([EMAIL PROTECTED])
 directly invited you to join his/her community on Shelfari.

  It is against Shelfari's policies to invite people who you don't know
 directly. Follow this link to prevent future invitations to this address. If
 you believe you do not know this person, you may view his/her Shelfari page
 or report him/her in our feedback section.

  Shelfari, 616 1st Ave #300, Seattle, WA 98104
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Re: [osg-users] How OSG support multicard rendering

2007-08-17 Thread Robert Osfield
Hi Lizheng,

First up you need to split up the problem into single machine,
multiple CPU/GPU and clustering of machines.

The osgViewer library supports multiple CPU/GPU set ups out of the
box.  In fact in you run any of the examples it will be default querry
all the available displays and open up the view across all of them and
automatically run multiple threads/multiple contexts.

Doing SLI/CrossFire relies upon the graphics drivers being set up for
this type of rendering, it isn't really something the OSG can get
involved in.

The OSG doesn't not directly support clustering, there is a very
simple example osgcluster that illustrates how you might use UDP
packets to run a simple viewer across a network.  For more complete
solutions you need to look further afield to tools like Equalizer,
Vrjuggler etc.

Robert.
On 8/17/07, Lizheng [EMAIL PROTECTED] wrote:



 From OpenSceneGraph Quick Start Guide V2.0,I know the OSG support
 multicard rendering,it is the feature I'm very interested,but I have below
 question:

 - this feature need SLI of NVIDIA,or CrossFire of ATI?

 - Is is support multi machine rendering?For instance, I had 5 computers with
 highspeed net connected,so can I dispatch OSG rendering frame1 in
 machine1,rendernig frame2 in machine?

 - I want to see OSG how to implement MultiCard rendering,so from OSG source
 solution,which project or part I should read?Is there any documents to
 describe the tec it use?
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Re: [osg-users] Contributing to OSG.

2007-08-17 Thread Amal
Hi Robert,

So can I know what are the requirements for the Nodekit. Like Makefile etc
or some Cmake configuration etc.

Amal.


On 8/17/07, Robert Osfield [EMAIL PROTECTED] wrote:

 Hi Amal,

 On 8/17/07, Amal [EMAIL PROTECTED] wrote:
  I have developed a osgImplcit class which renders the Implicit surfaces
 in
  OSG. So If I want it to be added to OpenScene graph for distribution
 with
  the later versions then what is the precedure I should be following .
 And is
  there any sort of commitment required from me like maintaining the code
 etc.

 With new NodeKits the best way to progress is to first up to open
 source the code, make sure all licenses are in place (if you want to
 integrate with the OSG its best to go with OSGPL) then put a source
 archive up on the community section of the OSG website or your own
 website.  This will allows others to try it out.

 Whether the NodeKit is ready and appropriate for inclusion withe core
 OSG I can't say without others including myself reviewing the code.
 If its not appropriate for inclusion then it could possible join the
 family of OSG related NodeKits and applications that live on the
 osgforge.org, alongside osgDotNet, osgLua, osgPython, osgProducer and
 Present3D that already existing.

 The osgforge is hosted on the same server as the main osg website, and
 the projects there all have SVN access and a Tracs website.

 Robert.
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Re: [osg-users] osgDEM layers and CoordinateSystemNode

2007-08-17 Thread Gert van Maren
Hi Robert,

 You don't say how you check for the CoordinateSystemNode as I suspect
 this might be the source of your problem.

Very simple:

if((_osg_terrain = osgDB::readNodeFile(filename)))
{
/* check if coordinate system */
osg::CoordinateSystemNode* csn =  
dynamic_castosg::CoordinateSystemNode*(_osg_terrain);

This result in csn == NULL;

Had a look at the .osg and indeed the CoordinateSystemNode is a child node  
of the
MultiTextureControl node.

Thanks Gert


-- 
Gert van Maren

Head of Research  Development
K2Vi Virtual Reality Software
Data Interface Technologies Ltd

Phone: +64 21 2855581
Email: [EMAIL PROTECTED]
Web: http://www.k2vi.com

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Re: [osg-users] Announce: OSG v1.2 support

2007-08-17 Thread Alan Harris
Paul

Does this mean that your 1.2 bug fixes will be freely available (via 
source code download) even if a support contract is not taken out?

Regards
Alan Harris

Paul Martz wrote:
 Hi OSG community -- Here's a press release to follow-up with my 
 announcement at the BOF.
 -Paul
 As was announced at the SIGGRAPH ’07 OSG BOF, Blue Newt Software and 
 Skew Matrix Software have partnered to provide OpenSceneGraph (OSG) 
 support services, which includes support on a new branch of OSG v1.2 
 as well as the current OSG development head. The v1.2 branch will be 
 licensed under the OSGPL and available for free download.
 “Many clients have applications that use OSG v1.2. They can’t port to 
 OSG v2.x at this time, so they still need bug fixes and minor feature 
 additions on v1.2,” said Paul Martz, Skew Matrix Software president. 
 “Bob Kuehne and I will support these customers on v1.2, and help them 
 move to v2.x as their schedule allows.”
 Changes to the v1.2 branch will be funded primarily through support 
 contract sales, and driven by the needs of clients with active support 
 contracts. The branch will remain active as long as clients continue 
 to purchase support.
 For information on purchasing a support contract:
 http://www.blue-newt.com/products/osgsupport.html
 Paul Martz
 *Skew Matrix Software LLC*
 http://www.skew-matrix.com http://www.skew-matrix.com/
 303 859 9466
 

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[osg-users] Cullvisitor question

2007-08-17 Thread J.P. Delport
Hi Robert/others,

while stepping through some of my code in a debugger I stumbled across 
the following in include/osgUtil/CullVisitor. (It can easily be found by 
searching for zn;)

In both functions clampProjectionMatrix for Matrixf/d:

if (result)
{
znear = zn;
zfar = zn;
return true;
}

Is the setting of zfar to zn intentional? (I do not know the code good 
enough to know.) If so, maybe a comment that explains why would be in 
order?

regards
jp

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Re: [osg-users] Has anyone tried 64-bit SUSE

2007-08-17 Thread Garrett Potts

Hello All:

Hmmm,  Just saw a new driver release as of August 13th.  Has anyone  
tried that on SUSE 64-bit??



Take care

Garrett

On Aug 17, 2007, at 3:39 AM, Brede Johansen wrote:


Hi,

On 8/16/07, Jan Ciger [EMAIL PROTECTED] wrote:
Do you have problems displaying the stats in the osgviewer as well?


I also have a problem with the stats in osgviewer and I'm running  
on Windows XP (32-bit) with GeForce hardware.
The framerate starts to drop as soon as the bar graphs are  
enabled.  The framerate is restored when the bar graphs are removed.


Regards,
Brede
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-17 Thread Garrett Potts
Hello Robert:

Thank you for the tip.  I am doing a fly through test without text to  
see if I get crashes.  Will let that rn for several hours.  I'll then  
try the SUBLOADING and turn the hud back on and see what happens.

Thank you again


Take care

Garrett

On Aug 17, 2007, at 5:07 AM, Robert Osfield wrote:

 Hi Garret,

 On 8/16/07, Garrett Potts [EMAIL PROTECTED] wrote:
 I think you are right that it's a ATI problem more than likely the
 drivers for SUSE.  The MAC drivers work great.

 Mac ATI drivers seem to be the only place that ATI's actually have
 good drivers...

 One thing you could try is to disable the incremental subloading of  
 glyphs

export OSG_TEXT_INCREMENTAL_SUBLOADING=OFF

 Robert.
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Re: [osg-users] osgDotNet : Used from C#

2007-08-17 Thread Mike Wittman
Hi Christophe,

 

 Well in fact, I didn't pay attention to the osgwrapper_osgxxx.dlls since

 I thought the input for the Generator was the cpp source files of the

 wrappers and not the built dlls.  You're perfectly right about the CMake

 built .sln (make sure to call Rebuild Wrapper osgSim and not simply

 Build, since I left OFF the BUILD_OSG_WRAPPERS in CMake), anyway that's

 what I did yesterday, and had that DLL rebuilt indeed.  I don't

 understay what goes wrong since I see - using Depends.exe for example -

 my additions' symbols inside the native osgSim.dll. The

 OPENSCENEGRAPH_X86_DIR variable is okay too. I don't get it for now...

 

It sounds like the generator may be picking up an old or wrong 
osgwrapper_osgSim.dll for some reason.  If you set the environment variable 
OSG_NOTIFY_LEVEL to DEBUG before executing the generator it'll cause the OSG 
DLL loader to tell you exactly which wrapper DLLs are being loaded.

 

Also, the symbols in osgSim.dll are not used for the introspection information; 
all of that is contained in the osgwrapper_osgSim.dll.  In crude ASCII art 
form, the basic information flow looks something like this:

 

 doxygen   

OSG headers -

 

 genwrapper

  XML interface description 

  

   MSVC++

osgWrapper source 



osgDotNet Generator

  osgwrapper_*.dll -

  

  MSVC++

osgDotNet wrapper source 



  osg*.NET.dll assemblies

 

-Mike

 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christophe Medard
Sent: Friday, August 17, 2007 4:14 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgDotNet : Used from C#

 

Hi again,

 

Thanks for all those answers ! 

 

 Did you rebuild the osgWrappers/osgSim DLL?  If that builds without error the 
 osgDotNet generator

 should see your additions.  Note that the build of the osgWrappers DLLs is 
 not enabled in the 

 default CMake configuration; you need to turn on BUILD_OSG_WRAPPERS.

 

Well in fact, I didn't pay attention to the osgwrapper_osgxxx.dlls since I 
thought the input for the Generator was the cpp source files of the wrappers 
and not the built dlls. 

You're perfectly right about the CMake built .sln (make sure to call Rebuild 
Wrapper osgSim and not simply Build, since I left OFF the BUILD_OSG_WRAPPERS in 
CMake), anyway that's what I did yesterday, and had that DLL rebuilt indeed. 

I don't understay what goes wrong since I see - using Depends.exe for example - 
my additions' symbols inside the native osgSim.dll. The OPENSCENEGRAPH_X86_DIR 
variable is okay too. I don't get it for now...

 

 

 Virtual function invocation among wrappers, user-defined subclasses of 
 wrappers, and native code works

in all directions by virtue of the design of osgDotNet.  This support also 
extends to hand-coded virtual 

 function wrappers if their implementations mimic the auto-generated support 
 code for virtual functions.

 

Ok, that soothe my mind on that !! 

Knowing that, solving the operator wrapping problem becomes the right point to 
work on.. 

 

 Take a look at the custom code items in the GeneratorConfiguration.cpp file 
 in the osgDotNet generator 

 source.  That mechanism is used to insert arbitrary code into 
 osgDotNet-generated wrapper classes, so 

 hand-coded wrapper functions to support NodeCallback::operator() could be 
 added there.

 

I see, you're talking about the getCustomCode() thing. 

I may try something there... if I get to something clean enough I may submit it 
to the team.

 

Thanks very much for giving those clues !

 

-- 
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] osgDotNet : Used from C#

2007-08-17 Thread Mike Wittman
Hi Christophe (again),

 

You're part of the way there: that code will handle calls from C# to C++.  
You'll need to add code to the adapter and unknown object classes in the same 
file to complete the support.  Take a look at, for example, the generated 
wrapper code for osg::Group::replaceChild for a model of what the code should 
look like.

 

The GeneratedCode.uml file in the doc directory has some class and sequence 
diagrams covering the design of the virtual function support if you'd like more 
background.  It can be viewed with StarUML. 

 

-Mike

 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christophe Medard
Sent: Friday, August 17, 2007 8:32 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgDotNet : Used from C#

 

Continuing on that second issue (still trying to uderstand the first one) :

 

 Virtual function invocation among wrappers, user-defined subclasses of 
 wrappers, and native code 

 works in all directions by virtue of the design of osgDotNet. This support 
 also extends to hand-coded 

 virtual function wrappers if their implementations mimic the auto-generated 
 support code for virtual

 functions.

 

Well I managed to add the following code in osgDotNet's Osg's NodeCallback.cpp :

void NodeCallback::operator()(Osg::Node ^ node, Osg::NodeVisitor ^ nv)
{
___vtnp(this)-operator()(___vtnp(node), ___vtnp(nv));
}

and of course this one in osgDotNet's Osg's NodeCallback.h :

virtual void operator()(Osg::Node ^ node, Osg::NodeVisitor ^ nv);

 

 

Everything builds right and I can see the following addition : 
Osg.NodeCallback.op_FunctionCall(Osg.Node node, Osg.NodeVisitor nv)  from my C# 
application which allows me to write my UpdateCB inherited from 
Osg.NodeCallback, but in real time my UpdateCB.op_FunctionCall(...) isn't 
called. 

 

In fact, I don't see the mecanics that'd allow in the first place the osgDotNet 
NodeCallback.operator()() to be called when native NodeCallback.operator()() 
is...

Are you sure this use case works ?

 

Sorry for bothering with that, but I don't see any other way to manage to do 
scenegraph update without having it colliding with cull and draw (at least in 
osg = 2.0.0).

 

-- 
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] Extended PSM

2007-08-17 Thread Vladislav Gusev
Hi,

Mihai Radu wrote,
 The implementation that Vlad has on the site is based on Dx9, so to
 bring it to OSG it would need to be re-written in OpenGL.
 I'll take a look at the paper to see the math involved, and maybe
 Vlad's
 interested in getting involved in the re-implementation, I certainly am.
From what I saw in the running demo, XPSM seems to have way less surface
artifacts, so it's got my attention.

i think it can be easily implemented  based on some current OSG shadow map
code. + you need to check right-left hand coordinates and
row-vector\column-vector math issues. if you have any questions\problems
feel free to contact me at [EMAIL PROTECTED]
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[osg-users] Eye position in double

2007-08-17 Thread Serge Lages
Hi Robert and all,

I am wondering if there is any way to get the eye point from a cull visitor
in a double precision ?
Thanks in advance for any help !

-- 
Serge Lages
http://www.magrathea-engine.org
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Re: [osg-users] osgDEM layers and CoordinateSystemNode

2007-08-17 Thread Robert Osfield
Try the child below the MultTextureControl, this should be the
CoordinateSystemNode you are after.

On 8/17/07, Gert van Maren [EMAIL PROTECTED] wrote:
 Hi Robert,

  You don't say how you check for the CoordinateSystemNode as I suspect
  this might be the source of your problem.

 Very simple:

 if((_osg_terrain = osgDB::readNodeFile(filename)))
 {
 /* check if coordinate system */
 osg::CoordinateSystemNode* csn =
 dynamic_castosg::CoordinateSystemNode*(_osg_terrain);

 This result in csn == NULL;

 Had a look at the .osg and indeed the CoordinateSystemNode is a child node
 of the
 MultiTextureControl node.

 Thanks Gert


 --
 Gert van Maren

 Head of Research  Development
 K2Vi Virtual Reality Software
 Data Interface Technologies Ltd

 Phone: +64 21 2855581
 Email: [EMAIL PROTECTED]
 Web: http://www.k2vi.com

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Re: [osg-users] Cullvisitor question

2007-08-17 Thread Robert Osfield
Hi J.P,

Thanks for the pointer.  The code is wrong, so I've fixed it.  None of
the calling code was using the set values so the bug won't have
resulted in any downstream problems, but this doesn't mean a problem
might not have been introduced further down the line.

Robert.

On 8/17/07, J.P. Delport [EMAIL PROTECTED] wrote:
 Hi Robert/others,

 while stepping through some of my code in a debugger I stumbled across
 the following in include/osgUtil/CullVisitor. (It can easily be found by
 searching for zn;)

 In both functions clampProjectionMatrix for Matrixf/d:

 if (result)
 {
 znear = zn;
 zfar = zn;
 return true;
 }

 Is the setting of zfar to zn intentional? (I do not know the code good
 enough to know.) If so, maybe a comment that explains why would be in
 order?

 regards
 jp

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Re: [osg-users] Eye position in double

2007-08-17 Thread Robert Osfield
Hi Serge,

On 8/17/07, Serge Lages [EMAIL PROTECTED] wrote:
 I am wondering if there is any way to get the eye point from a cull visitor
 in a double precision ?
 Thanks in advance for any help !

The current method just returns a Vec3f right now.  You could compute
the eye point yourself in doubles though, just transform the 0,0,0 by
the inverse of the current modelview matrix.

Robert.
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[osg-users] osgDem Windows Front-End

2007-08-17 Thread Nick Prudent
Anyone knows of a Windows front-end for osgDem? I am writing one right now 
and would like to check out some examples first.

Thanks,

- Nick -

_
Get Cultured With Arts  Culture Festivals On Live Maps 
http://local.live.com/?mkt=en-cav=2cid=A6D6BDB4586E357F!2010encType=1style=hFORM=SERNEP

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[osg-users] osgDotNet : Used from C#

2007-08-17 Thread Christophe Medard
 You'll need to add code to the adapter and unknown object classes in the same 
 file to complete the 
 support.  Take a look at, for example, the generated wrapper code for 
 osg::Group::replaceChild for 
 a model of what the code should look like.

oops... I missed the ___NodeCallback_adapter and 
___NodeCallback_unknown_object_ classes... The first one seems to deal with 
what puzzled me.
Right on : it works !!

 It sounds like the generator may be picking up an old or wrong 
 osgwrapper_osgSim.dll for some reason.  

 If you set the environment variable OSG_NOTIFY_LEVEL to DEBUG before 
 executing the generator it'll 

 cause the OSG DLL loader to tell you exactly which wrapper DLLs are being 
 loaded.



Again you're right : the generator took the osgwrapper_osgSim.dll in the 
location pointed by my Windows Path, not by the OPENSCENEGRAPH_X86_DIR.

Since I have multiple versions of OSG on the computer, you see the mistake...

However that local OSG copy patching is just a a quick-and-ugly solution, as 
you wrote. I'll keep an eye on osgIntrospection roadmap and even try to see if 
I can help (even if I'm much more familiar with .NET System.Reflection and 
System.Attribute classes -- not responding portability issues, even if Mono 
exists -- to deal with interface discovering issues).  



Everything works perfectly well knowing that, thanks a bunch !!

I think I get the whole thing now. 



Thanks a lot again.



-- 
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] Announce: OSG v1.2 support

2007-08-17 Thread Alan Harris
Thanks
Alan

Paul Martz wrote:
 Paul

 Does this mean that your 1.2 bug fixes will be freely 
 available (via source code download) even if a support 
 contract is not taken out?
 

 The short answer is yes. We'll announce more about this branch later, such
 as how to access it, etc.

 Additionally, any bugs we fix on our 1.2 branch that are also present on the
 current development head, will (of course) be folded into the current
 development head.
-Paul

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Re: [osg-users] Announce: OSG v1.2 support

2007-08-17 Thread Robert Osfield
On 8/17/07, Paul Martz [EMAIL PROTECTED] wrote:
  Paul
 
  Does this mean that your 1.2 bug fixes will be freely
  available (via source code download) even if a support
  contract is not taken out?

 The short answer is yes. We'll announce more about this branch later, such
 as how to access it, etc.

 Additionally, any bugs we fix on our 1.2 branch that are also present on the
 current development head, will (of course) be folded into the current
 development head.

Just to clarify, I have added Paul Martz and Bob Kuehne to the writers
list from http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches
SVN directories which will allow them to create branches for each of
the stable releases and then make 1.2.1, 1.2.2, 2.0.0 2.0.1 etc
releases from these.

No branches have yet been made, but when they are they'll be there
alongside the  trunk in same SVN respository.  I will remain focused
on SVN, the dev releases (2.1.x etc) and getting the first stable
release out (i.e. 2.0, 2.2, 2.4 etc)., which Paul and Bob will handle
the binary compatible point releases of the stable releases.

Its also worth remembering virtue of the OSGPL license all changes to
the core OSG have to be made publicly available and under the OSGPL.
so this includes bug fixes.  So keeping them public is not only a good
thing for the community and the project as whole, its also a legal
requirement.

Robert.
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-17 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Brede Johansen wrote:
 Hi,
 
 On 8/16/07, Jan Ciger [EMAIL PROTECTED] wrote:
 Do you have problems displaying the stats in the osgviewer as well?

 
 
 I also have a problem with the stats in osgviewer and I'm running on Windows
 XP (32-bit) with GeForce hardware.
 The framerate starts to drop as soon as the bar graphs are enabled.  The
 framerate is restored when the bar graphs are removed

That's true, but that is likely unrelated. The framerate drop is normal,
because there are at least two rendering passes being done - one for the
main camera and one for the stats/help/whatever which are attached to a
secondary camera.

Regards,

Jan
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