[osg-users] Creating Latex Documentation .
How can I create the latex documentation file for the OpenScene graph. Amal. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Do we like the same books?
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/Register.aspx?ActivityId=1684295InvitationCode=23cce3d0-a1f5-48d4-ad52-95c0450bf05d 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 (http://www.shelfari.com/actions/[EMAIL PROTECTED]activityid=1684295) to prevent future invitations to this address. If you believe you do not know this person, you may view (http://www.shelfari.com/sashidhar) his/her Shelfari page or report him/her in our feedback (http://www.shelfari.com/Feedback.aspx) section. Shelfari, 616 1st Ave #300, Seattle, WA 98104 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Contributing to OSG.
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Has anyone tried 64-bit SUSE enterprise
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Contributing to OSG.
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDEM layers and CoordinateSystemNode
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] TextureRectangle, PBO difference between 1.2 and 2.0
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 DISCLAIMER:--- This Email may contain confidential and/or privileged information and is intended solely for the addressee(s) named. If you have received this information in error, or are advised that you have been posted this Email by accident, please notify the sender by return Email, do not redistribute it, delete the Email and keep no copies. -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About the osgTerrain segments
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creating Latex Documentation .
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Has anyone tried 64-bit SUSE enterprise
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] TextureRectangle, PBO difference between 1.2 and 2.0
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 DISCLAIMER:--- This Email may contain confidential and/or privileged information and is intended solely for the addressee(s) named. If you have received this information in error, or are advised that you have been posted this Email by accident, please notify the sender by return Email, do not redistribute it, delete the Email and keep no copies. -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org /* -*-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.
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Do we like the same books?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How OSG support multicard rendering
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? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Contributing to OSG.
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDEM layers and CoordinateSystemNode
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Announce: OSG v1.2 support
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Cullvisitor question
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 -- This message is subject to the CSIR's copyright, terms and conditions and e-mail legal notice. Views expressed herein do not necessarily represent the views of the CSIR. CSIR E-mail Legal Notice http://mail.csir.co.za/CSIR_eMail_Legal_Notice.html CSIR Copyright, Terms and Conditions http://mail.csir.co.za/CSIR_Copyright.html For electronic copies of the CSIR Copyright, Terms and Conditions and the CSIR Legal Notice send a blank message with REQUEST LEGAL in the subject line to [EMAIL PROTECTED] This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Has anyone tried 64-bit SUSE
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Has anyone tried 64-bit SUSE enterprise
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDotNet : Used from C#
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDotNet : Used from C#
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extended PSM
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] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Eye position in double
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDEM layers and CoordinateSystemNode
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cullvisitor question
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 -- This message is subject to the CSIR's copyright, terms and conditions and e-mail legal notice. Views expressed herein do not necessarily represent the views of the CSIR. CSIR E-mail Legal Notice http://mail.csir.co.za/CSIR_eMail_Legal_Notice.html CSIR Copyright, Terms and Conditions http://mail.csir.co.za/CSIR_Copyright.html For electronic copies of the CSIR Copyright, Terms and Conditions and the CSIR Legal Notice send a blank message with REQUEST LEGAL in the subject line to [EMAIL PROTECTED] This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Eye position in double
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgDem Windows Front-End
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgDotNet : Used from 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. 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Announce: OSG v1.2 support
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Announce: OSG v1.2 support
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Has anyone tried 64-bit SUSE enterprise
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFGxhPCn11XseNj94gRAv5LAKDYbaBU1YM9JdK1Nbqb8RbjkshH1wCgqIUR KuB/fvf1OlMwbxydjI/1rVU= =QFdw -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org