[osg-users] 'loosing' textures?

2007-09-19 Thread Raymond de Vries
Hi everyone,

Since I have upgraded to OSG 2.0 (a few months ago) I seem to 'loose' 
textures on loaded models. It is not very clear to me what happens, and 
it is not easy to describe. At the moment I was wondering if someone has 
a hint or so.

Thanks a lot,
Raymond

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Re: [osg-users] window restored to center of screen

2007-09-19 Thread David Callu
Hi Johan,


This done by the osgViewer::WindowSizeHandler::toggleFullScreen()
method. You can reimplement your own Handler to do what you want like you
want :-)

Cheers
David



2007/9/17, Johan Johnsson <[EMAIL PROTECTED]>:
>
> as i press f in fullscreenmode the windowmode arrives, the window appears
> in the center of the screen.
> is there anyway to control this position ?
>
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[osg-users] How to completely clear OSG/OpenGL? Looking for OSG/OpenGL monitor

2007-09-19 Thread Raymond de Vries
Hi everyone,

I am triggered by the discussion about releasing and flushing GL 
Objects. In my application I am frequently loading and removing osg 
nodes in the assumption that the associated OpenGL objects are deleted 
too. Reading the discussion, and setting breakpoints in 
releaseGLObjects, it seems indeed that these objects are not deleted.

I guess I need to clear the OpenGL objects myself. Isn't there an option 
or so to do this automatically?

In the same context, I have another question. Is there functionality in 
OSG to check the OpenGL resources? Before loading a model, e.g. from 
file, I would like to have an indication whether or not this is possible 
or not. Or else, when a model is loaded, how do I see if all the OpenGL 
objects can be created without OpenGL going to swap previous resources?

thanks a lot!
Raymond

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[osg-users] SoftShadowMap::setBias

2007-09-19 Thread Anders Backman
Hi, I have a minor addition I would like to see in svn for the SoftShadowMap
implementation:

SoftShadowMap::setBias/getBias()
To add a small bias to the depth test. It can sometimes reduce some
artifacts of shadowmap (adding others though).

set/getTextureSize() to change the resolution of the render target texture.

Modified files are attached.

Cheers,
Anders

-- 



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

#include 
#include 
#include 
#include 
#include 
#include 
#include 


#include 
#include 
#include 

using namespace osgShadow;


//
// fragment shader
//
// Implementation from Chapter 17, Efficient Soft-Edged Shadows Using Pixel 
Shader Branching, Yury Uralsky.
// GPU Gems 2, Matt Pharr ed. Addison-Wesley.
//
static const char fShaderSource_noBaseTexture[] =
   "#define SAMPLECOUNT 64 \n"
"#define SAMPLECOUNT_FLOAT 64.0 \n"
"#define SAMPLECOUNT_D2 32 \n"
"#define SAMPLECOUNT_D2_FLOAT 32.0 \n"
"#define INV_SAMPLECOUNT (1.0 / SAMPLECOUNT_FLOAT) \n"

"uniform sampler2DShadow shadowTexture; \n"
"uniform sampler3D jitterMapSampler; \n"

"uniform vec2 ambientBias; \n"
"uniform float softwidth; \n"
"uniform float jscale; \n"

"void main(void) \n"
"{ \n"
"  vec4 sceneShadowProj  = gl_TexCoord[1]; \n"
"  float softFactor = softwidth * sceneShadowProj.w; \n"
"  vec4 smCoord  = sceneShadowProj; \n"
"  vec3 jitterCoord = vec3( gl_FragCoord.xy / jscale, 0.0 ); \n"
"  vec4 shadow = vec4(0.0, 0.0, 0.0, 0.0); \n"
// First "cheap" sample test
"  const float pass_div = 1.0 / (2.0 * 4.0); \n"
"  for ( int i = 0; i < 4; ++i ) \n"
"  { \n"
// Get jitter values in [0,1]; adjust to have values in [-1,1]
"vec4 offset = 2.0 * texture3D( jitterMapSampler, jitterCoord ) -1.0; 
\n"
"jitterCoord.z += 1.0 / SAMPLECOUNT_D2_FLOAT; \n"

"smCoord.xy = sceneShadowProj.xy  + (offset.xy) * softFactor; \n"
"shadow +=  shadow2DProj( shadowTexture, smCoord ) * pass_div; \n"

"smCoord.xy = sceneShadowProj.xy  + (offset.zw) * softFactor; \n"
"shadow +=  shadow2DProj( shadowTexture, smCoord ) *pass_div; \n"
"  } \n"
// skip all the expensive shadow sampling if not needed
"  if ( shadow * (shadow -1.0) != 0.0 ) \n"
"  { \n"
"shadow *= pass_div; \n"
"for (int i=0; isetTextureSize(tex_width, tex_height);  
_camera->setViewport(0,0,tex_width,tex_height);
  }
}


void SoftShadowMap::init()
{
if (!_shadowedScene) return;

_texture = new osg::Texture2D;
_texture->setTextureSize(_textureSize[0], _textureSize[1]);
_texture->setInternalFormat(GL_DEPTH_COMPONENT);
_texture->setSourceType(GL_UNSIGNED_INT);

// Sets GL_TEXTURE_COMPARE_MODE_ARB to GL_COMPARE_R_TO_TEXTURE_ARB
_texture->setShadowComparison(true);
_texture->setShadowCompareFunc(osg::Texture::LEQUAL);

_texture->setShadowTextureMode(osg::Texture::LUMINANCE);
_texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
_texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
_texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
_texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);



// set up the render to texture camera.
{
// create the camera
_camera = new osg::Camera;

_camera->setCullCallback(new CameraCullCallback(this));

_camera->setClearMask(GL_DEPTH_BUFFER_BIT);
//_camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
_camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
_camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);

// set viewport
_camera->setViewport(0,0,_textureSize[0],_textureSize[1]);

// set the camera to render before the main camera.
_camera->setRenderOrder(osg::Camera::PRE_RENDER);

// tell the camera to use OpenGL frame buffer object where supported.

_camera->setRenderTar

Re: [osg-users] Use of osgDotNet Wrappers

2007-09-19 Thread Christophe Medard
The non wrapping of public variables is an issue too, that necessitates 
modification by hand too (for dynamic use of LightPoints for example).
Is that evolution (maybe less tricky than the operator issue) planned for the 
future ?

Christophe
  - Original Message - 
  From: Mike Wittman 
  To: OpenSceneGraph Users 
  Sent: Tuesday, September 18, 2007 6:08 PM
  Subject: Re: [osg-users] Use of osgDotNet Wrappers


  Hi Jason and Christophe,

   

  Operator overloading is a known deficiency.  But it's unlikely to be resolved 
in an automated fashion in the near future due to extensive changes necessary 
in osgIntrospection.

   

  The solution for now is ad-hoc support on a per-type basis, added to the 
generator.  If you know how to patch the generated files to support the 
operators you're using, then it's only a small step to add that same 
information to the generator configuration so that it is added to the generated 
code automatically in the future.  Just modify GeneratorConfiguration.cpp, send 
a patch, and I can integrate it into osgDotNet SVN.

   

  On the general question of osgDotNet use, I'm actually only using the 
wrappers intermittently at this point due to some changes in project direction. 
 But I still intend to support osgDotNet releases on top of stable OSG releases 
in the future.


   

   

  Mike Wittman

  [EMAIL PROTECTED]

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Re: [osg-users] depth buffer -> real pixel z - depth

2007-09-19 Thread zarrandreas
Thanks a lot!
This is what I need. :-) 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Daly
Sent: Wednesday, September 19, 2007 2:56 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] depth buffer -> real pixel z - depth

zarrandreas wrote:
> Hi,
>
> I render depth buffer to the image, but values I have there are between
> [0.0, 1.0].
>
> How can I get real z-depth?
>   

This page explains a simple conversion pretty well:

http://www.cs.unc.edu/~hoff/techrep/openglz.html


--"J"

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Re: [osg-users] TextureRectangle PBO behavior

2007-09-19 Thread Robert Osfield
Hi Andy,

Could you try out the SVN or 2.1.11 version of the OSG as this
contains a bug fix to Image that affect video updating.

Robert.

On 9/18/07, Andy Somerville <[EMAIL PROTECTED]> wrote:
> Hey,
>
>   I just recently retested part of my application, which uses
> osg::TextureRectangle and osg::ImageStream to display video, after
> having upgraded to 2.0, and Ive run into issues. I got past the update
> failure bug after seeing this post:
>
> http://groups.google.com/group/osg-users/browse_thread/thread/edd6d30fa1ef13f/bce9f6b9365d3407?lnk=gst&q=pbo&rnum=1#bce9f6b9365d3407
>
> but I have also noticed really slow framerates/high cpu usage where I
> didnt before. It is behaving the way it did before I switched to to
> TextureRectangle (and thus PBOs), so Im thinking that perhaps it is not
> using PBOs after the upgrade.
>
> When I turn up the notify level to INFO I see a report which indicates
> (as glxinfo does) that TextureRectangles and PBOs are supported, so I
> cant figure out why it is so slow.
>
> Is there any other way to confirm that TextureRectangle is using PBOs,
> or is this perhaps a known issue? Any Ideas ?
>
> OpenGL renderer string: GeForce FX 5500/AGP/SSE2
> OpenGL version string:   2.1.0 NVIDIA 96.31
>
>
>Thanks,
>Andy
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Re: [osg-users] Missing shader in OverlayNode.cpp

2007-09-19 Thread Robert Osfield
Hi Daniel,

The shader isn't missing, it just isn't required - its optional.  The
check for the file is just there to enable one to try out adding a
overlay_perspective_main.vert.  I'll remove this check as your not the
first one to be confused by this.

Robert.

On 9/19/07, Kallfass, Daniel, SDGE1 <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> I looked over the OverlayNode implementation and recognized that it seems 
> that a shader is missing at line 1094 in OverlayNode.cpp (latest SVN 
> version), when the overlay perspective vertex shader can't be found at 
> "shaders/overlay_perspective_main.vert".
>
> At all other shaders there is a fallback shader implementation as a char[] 
> when the shader file can't be found.
>
> Thanks,
>
> Daniel
>
>
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Re: [osg-users] 'loosing' textures?

2007-09-19 Thread Robert Osfield
Hi Raymond,

If its not clear to you then with this small amount of information is
going to be absolutely beyond comprehension for others...

First up what type of application/viewer code do you have?  Single
window, multiple cameras?  What platform?  Does it just happen with
certain types of hardware?

Does osgviewer exhibit the same problems your data?  Have you tried
disabling the optimizer?

Robert.

On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:
> Hi everyone,
>
> Since I have upgraded to OSG 2.0 (a few months ago) I seem to 'loose'
> textures on loaded models. It is not very clear to me what happens, and
> it is not easy to describe. At the moment I was wondering if someone has
> a hint or so.
>
> Thanks a lot,
> Raymond
>
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Re: [osg-users] How to completely clear OSG/OpenGL? Looking for OSG/OpenGL monitor

2007-09-19 Thread Robert Osfield
On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:
> Hi everyone,
>
> I am triggered by the discussion about releasing and flushing GL
> Objects. In my application I am frequently loading and removing osg
> nodes in the assumption that the associated OpenGL objects are deleted
> too. Reading the discussion, and setting breakpoints in
> releaseGLObjects, it seems indeed that these objects are not deleted.

releaseGLObjects can't delete the OpenGL objects as it won't have the
contexts current to do it - all it can do is place the OpenGL objects
in a queue ready for deletion by the appropriate threads.

> I guess I need to clear the OpenGL objects myself. Isn't there an option
> or so to do this automatically?

The viewer does a flush for a small time segment on each frame.  For
most apps this will steadily clean things up for you.  Alternatively
one can call osg::flushAllDeletedGLObjects(unsigned int contextID)
manually but you'll need to do this from the appropriate graphics
thread.


> In the same context, I have another question. Is there functionality in
> OSG to check the OpenGL resources? Before loading a model, e.g. from
> file, I would like to have an indication whether or not this is possible
> or not. Or else, when a model is loaded, how do I see if all the OpenGL
> objects can be created without OpenGL going to swap previous resources?

OpenGL doesn't provide any measure of how much memory is used on the
GPU and how much is left.  The OSG as consequence doesn't know this
either.

Robert.
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Re: [osg-users] SoftShadowMap::setBias

2007-09-19 Thread Robert Osfield
Hi Anders,

Thanks for the tweak, could you please send submissions to
osg-submissions in future as there makes sure that your post won't get
lost in the osg-users soup.

Robert.

On 9/19/07, Anders Backman <[EMAIL PROTECTED]> wrote:
> Hi, I have a minor addition I would like to see in svn for the SoftShadowMap
> implementation:
>
> SoftShadowMap::setBias/getBias()
> To add a small bias to the depth test. It can sometimes reduce some
> artifacts of shadowmap (adding others though).
>
> set/getTextureSize() to change the resolution of the render target texture.
>
> Modified files are attached.
>
> Cheers,
> Anders
>
> --
>
>
> 
>  Anders Backman   Email:[EMAIL PROTECTED]
>  HPC2N/VRlab  Phone:+46 (0)90-786 9936
>  Umea university  Cellular: +46 (0)70-392 64 67
>  S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
>http://www.cs.umu.se/~andersb
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Re: [osg-users] release and flush GL Objects?

2007-09-19 Thread Robert Osfield
On 9/19/07, Schmidt, Richard, SDGE1 <[EMAIL PROTECTED]> wrote:
> Another problem is, that nodes which are currently not connected to the
> sceneview/camera won't release their GL objects.

Well there isn't much the core OSG can do about this.  If you go
detect objects from the Viewer and it non longer knows anything about
it then its doesn't have any chance to clean things up for you.
You'll need to manually handle this yourself.

Robert.
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[osg-users] OpenSceneGraph with Qt multiple windowing problem

2007-09-19 Thread arnaud houegbelo
Hi Robert,

Please find in attached file the source code of a small
project based on osgViewerQT. This project create a QApplication
with a mdi. You can open many OsgWidget (inherits of osgViewerQT) 
via the menu (File -> Open). If you open many viewers you will
see that the last viewers opened are very slow and if you close some
previous viewers they delete some objects in the others viewers.
I hope that this exemple will be useful to you to find the problem.

many thanks and
best Regards

Arnaud


   

Boardwalk for $500? In 2007? Ha! Play Monopoly Here and Now (it's updated for 
today's economy) at Yahoo! Games.
http://get.games.yahoo.com/proddesc?gamekey=monopolyherenow  

Multiple windowing.rar
Description: Binary data
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[osg-users] VTP height field issue

2007-09-19 Thread Christoph Ehrler
Hi @ all,

probably it's a noob question...
I downloaded some data from NASA Blue Marble
(http://visibleearth.nasa.gov/view_set.php?categoryId=2355&p=3)
and tried to produce a whole earth representation with topography.

But the height field does not match the texture. North and South are
mixed up as well as East and West. But when I start mirroring and
flipping the height field JPG it does not resolve much.

Height field and texture are perfectly matching when using a normal
image viewer.
The problem is, if I use the height field as a texture the "mountains"
show up at a complete different location than they show up as "real
bumps" when using the same file as height map.



Height Field:
BMNG Raw Topography
srtm_ramp2.world.21600x10800.jpg

Texture:
Blue Marble Next Generation w/ Topography and Bathymetry
world.topo.bathy.200406.3x21600x10800.png


I converted both data sources with gdal_translate to TIF files and
added a image pyramid with gdaladdo but it didn't resolve anything.
I am building the paged database to single files (IVE) instead of
building to an archive (OSGA) but as I can remember it makes no
difference for this problem too.



gdal_translate srtm_ramp2.world.21600x10800.jpg srtm_ramp2.world.21600x10800.tif
gdaladdo -r average srtm_ramp2.world.21600x10800.tif 2 4 8 16 32

gdal_translate world.topo.bathy.200406.3x21600x10800.png
world.topo.bathy.200406.3x21600x10800.tif
gdaladdo -r average world.topo.bathy.200406.3x21600x10800.tif 2 4 8 16 32


osgdemd --whole-globe -d srtm_ramp2.world.21600x10800.jpg
--whole-globe -t world.topo.bathy.200406.3x21600x10800.tif -l 5 -v
1000 --geocentric -o blue_marble2.ive



Some suggestions welcome  :)
Thanks
Christoph
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Re: [osg-users] PSSM: Latest Version : Please Test and Debug

2007-09-19 Thread Robert Osfield
Hi Adrian,

To help things along I have gone ahead and merged your ShadowPSSM
implementation, but renamed it to ParallelSplitShadowMap to be in
keeping with the naming of the other shadow techniques.

I have also added the PSSM enabling into osgshadow.cpp, but haven't
merged PSSM.cpp as I didn't know what to do with this.

When enabling --pssm in osgshadow I get shadows, but also z fighting
artificats that suggest the polygon offset needs to be adjusted a bit.
 Bascially glPolygonOffset is not a standardised quantity under OpenGL
so implementations vary, if you optimize for ATI it'll not work well
under NVidia and visa versa.  We've seen this issue with osgText
before and made some tweaks to try and cope with the variance.  See
src/osg/PolgyonOffset.cpp.  It could be that the code in there that
tries to account for ATI might not be work well with recent drivers.

Robert.

On 9/19/07, Adrian Egli <[EMAIL PROTECTED]> wrote:
> Sorry Robert,
>
> i still fixed an issue this morning, and added also for debugging a define
> for enable r,g,b for 3 split maps, to color them (DEBUG)
>
> regards adrian
>
> 2007/9/19, Adrian Egli < [EMAIL PROTECTED]>:
> > Hi Robert,
> >
> > i did some changes in latest implementation, i now i have a PSSM variant
> which works quite well. I propose to check this implementation into
> osgShadow. Of course this is just the first version of our PSSM
> implementation, but we are still open to change the implementation is
> implemented it as a shadow technique as you mentioned. A future
> implementation can be the one Terry started some month ago, but i don't know
> when he will be able to post a adapted version to our shadow technique
> abstraction.
> >
> > in the attachment we have to VS2003 project:
> > * First my test case, may we can add this as new example.
> > * Second is the osgShadow example from the SVN with changes i did, marked
> with //ADEGLI
> > -> the source
> > -> test.bat, you can see what i tested, the test.ive is a database
> downloaded from
> http://www.vision.ee.ethz.ch/~pmueller/wiki/CityEngine/DownloadModelsPompeii
> >
> > others should test. some problem can cause the PolygonOffset, i tested it
> on two different system with different GPUs, all under windows, i ll test as
> soon as i have some minutes left also under os/x
> >
> >
> >
> >
> > /regards
> >
> > adegli
> >
> >
> > 2007/9/18, Robert Osfield <[EMAIL PROTECTED] >:
> >
> > > Hi Adrian and Terry,
> > >
> > > New shadow algorithms need to be implemented as a subclass from
> > > osgShadow::ShadowTechnique for them to be considered for merging with
> > > SVN. All the hooks required to implement advanced techniques are
> > > available to the shadow techniques so it shouldn't cause any
> > > significant problems in implementing the PSSM as a ShadowTechniqiue.
> > >
> > > The use of ShadowTechnique is important as it allows end users to
> > > trial out different techniques very easily and find the route which
> > > best suits their hardware and scene type.  It is even possible that
> > > different techniques will be used by one application as they load up
> > > different scenes.
> > >
> > > I did review Terry's PSSM code and did consider porting it across to
> > > work as a ShadowTechnique, but alas I've just been snowed under be
> > > other work.  The same is the case right now, while I'd love to see a
> > > good PSSM implementation checked into osgShadow I don't have the time
> > > to help out in this effort.
> > >
> > > Robert.
> > >
> > >
> > > On 9/18/07, Adrian Egli <[EMAIL PROTECTED]> wrote:
> > > > Hi Terry,
> > > >
> > > > i don't know what robert requires of PSSM. The best and easiest would
> be to
> > > > integrate it as a shadow technique, so the user can just change the
> shadow
> > > > technique
> > > > and that's it. Or ?
> > > >
> > > > adegli
> > > >
> > > > 2007/9/17, Terry Welsh < [EMAIL PROTECTED]>:
> > > > > Do you know what Robert requires of PSSM to have it included in OSG?
> > > > > Does it just need to be integrated with osgShadow?
> > > > > --
> > > > > Terry Welsh - mogumbo 'at' gmail.com
> > > > > www.reallyslick.com  |  www.mogumbo.com
> > > > >
> > > > > On 9/17/07, Terry Welsh < [EMAIL PROTECTED]> wrote:
> > > > > > Well, I took a closer look.  There are a few problems, but I still
> > > > > > can't bring myself to try and fix them since they're problems I
> > > > > > already fixed in my own shadow code.  It would really be easier
> and
> > > > > > faster to work from that code instead I think.  How badly do you
> want
> > > > > > to get this working?  I can always send you the current version of
> the
> > > > > > shadow code I have here.
> > > > > >
> > > > > > To be more specific, it looks like the big problems are 1. Shadow
> maps
> > > > > > don't always cover all of the terrain (they leave some parts
> > > > > > unshadowed) (this seems to depend on scene size), and 2.
> Off-camera
> > > > > > objects don't always cast shadows.  There are some other minor
> > > > > > problems, but

Re: [osg-users] SoftShadowMap::setBias

2007-09-19 Thread Robert Osfield
HI Anders,

I've just tried to review your changes but alas you've totally changed
the indenting, and done in a way that is totally inconsistent with the
rest of the OSG.  Could you please fix this and submit as they aren't
appropriate for merging as they stand.

Cheers,
Robert.

On 9/19/07, Anders Backman <[EMAIL PROTECTED]> wrote:
> Hi, I have a minor addition I would like to see in svn for the SoftShadowMap
> implementation:
>
> SoftShadowMap::setBias/getBias()
> To add a small bias to the depth test. It can sometimes reduce some
> artifacts of shadowmap (adding others though).
>
> set/getTextureSize() to change the resolution of the render target texture.
>
> Modified files are attached.
>
> Cheers,
> Anders
>
> --
>
>
> 
>  Anders Backman   Email:[EMAIL PROTECTED]
>  HPC2N/VRlab  Phone:+46 (0)90-786 9936
>  Umea university  Cellular: +46 (0)70-392 64 67
>  S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
>http://www.cs.umu.se/~andersb
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[osg-users] ive format and includeImageFileInIVEFile does it lose references to same image?

2007-09-19 Thread Roger James
Can anyone who is more familiar with ive ReaderWriter comment on the
following observations.

 

Setting the includeImageFileInIVEFile option when writing ive files causes
very large files to be written even if the scene contains few textures. It
appears that whenever an image object is referenced in the graph a copy of
it is placed in the output stream along with a full copy of the image data.
Am I correct in this assumption?

 

Looking at the ive input code it appears that new image objects are created
unconditionally without checking for duplication whenever they are
encountered. It appears that this results in many copies of the same image
in the graph. Am I talking complete nonsense here?

 

I was just wondering whether it would be an easy change to make to get the
code that reads the mage data from the stream to tag the data with the
filename and put it in the cache. This data could then be used on subsequent
reads. Comments anyone?

 

I will have a go at this if it seems feasible, although a more elegant
solution that stops the duplicate data getting into the file in the first
place may be better. I suspect most of the other duplications that occur can
be removed with the optimiser.

 

I will not be offended if I am told the above is utter nonsense!

 

Roger

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Re: [osg-users] 'loosing' textures?

2007-09-19 Thread Raymond de Vries
Hi Robert,

Sure, I did not provide information for the complete solution. At this 
moment I was hoping that someone else was triggered by this and he or 
she did some extensive research on this. Appearantly I did trigger ;-)

I will describe my situation here in detail:

* osg 2.0.0 on Windows XP SP2, 1 monitor
* 1 main freeglut window = 1 rendering context. Shared contexts is
  enabled in freeglut since I intend to use only 1 rendering context
  in order to preserve resources. This window exists during the
  existence of the program and I hide it just after creation. I
  don't draw this window.
* Multiple other windows, mixed glut and .net controls. In the .net
  control I create a so-called NativeWindow and get the current
  context. This way I get the context from my main window. These
  other windows and .net controls are created and deleted at runtime
* Each 'other' window (ie not the main window) has its own sceneview
* 1 scenegraph, assigned to each sceneview (setSceneData(node))
* Each 'other' window has its own camera transformation

Models are then loaded from file and added to the scenegraph. The effect 
that I see right now is that it seems that I am using multiple rendering 
contexts and that the texture of some parts of the models don't get 
uploaded to a particular rendering context. This is not the case 
however, I checked the contexts being made active and they are all the 
same. It looks like the models are only smooth shaded. Any clue?

Is it possible that I need to set a specific rendering context to a 
sceneview?

Thanks a lot (again)
Raymond




Robert Osfield wrote:
> Hi Raymond,
>
> If its not clear to you then with this small amount of information is
> going to be absolutely beyond comprehension for others...
>
> First up what type of application/viewer code do you have?  Single
> window, multiple cameras?  What platform?  Does it just happen with
> certain types of hardware?
>
> Does osgviewer exhibit the same problems your data?  Have you tried
> disabling the optimizer?
>
> Robert.
>
> On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:
>   
>> Hi everyone,
>>
>> Since I have upgraded to OSG 2.0 (a few months ago) I seem to 'loose'
>> textures on loaded models. It is not very clear to me what happens, and
>> it is not easy to describe. At the moment I was wondering if someone has
>> a hint or so.
>>
>> Thanks a lot,
>> Raymond
>>
>> ___
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>>
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[osg-users] Importing Model

2007-09-19 Thread Renan Mendes
Hello.

I'm a little short on time to learn how to use BRL-CAD or OpenCASCADE, so I
would like to know if OSG applications support importing models from other
programs like NX3 or Google SketchUp.

Thanks,

Renan
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Re: [osg-users] 'loosing' textures?

2007-09-19 Thread Raymond de Vries
Hi Robert,

Glut is effectively only used for creating the rendering context at the 
moment. From there on I use this rendering context in the .net controls. 
Apart from that the usage is for historical reasons. I understand it 
sounds strange but the glut functionality that I use right now is very 
limited. And when I do use it, it is used as a kind of debugging window 
instead of het .net control.

Rewriting the whole thing is not an option right now, and I don't need 
the full osgviewer functionality. I will try to use osg::GraphicsContext 
so that I can take a step in the right direction.

best regards
Raymond


Robert Osfield wrote:
> Hi Raymond,
>
> I am perplexed why you'd want to use GLUT for any multiple window
> work.  Why not just try the native windowing support.
>
> Robert.
>
> On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:
>   
>> Hi Robert,
>>
>> Sure, I did not provide information for the complete solution. At this
>> moment I was hoping that someone else was triggered by this and he or
>> she did some extensive research on this. Appearantly I did trigger ;-)
>>
>> I will describe my situation here in detail:
>>
>> * osg 2.0.0 on Windows XP SP2, 1 monitor
>> * 1 main freeglut window = 1 rendering context. Shared contexts is
>>   enabled in freeglut since I intend to use only 1 rendering context
>>   in order to preserve resources. This window exists during the
>>   existence of the program and I hide it just after creation. I
>>   don't draw this window.
>> * Multiple other windows, mixed glut and .net controls. In the .net
>>   control I create a so-called NativeWindow and get the current
>>   context. This way I get the context from my main window. These
>>   other windows and .net controls are created and deleted at runtime
>> * Each 'other' window (ie not the main window) has its own sceneview
>> * 1 scenegraph, assigned to each sceneview (setSceneData(node))
>> * Each 'other' window has its own camera transformation
>>
>> Models are then loaded from file and added to the scenegraph. The effect
>> that I see right now is that it seems that I am using multiple rendering
>> contexts and that the texture of some parts of the models don't get
>> uploaded to a particular rendering context. This is not the case
>> however, I checked the contexts being made active and they are all the
>> same. It looks like the models are only smooth shaded. Any clue?
>>
>> Is it possible that I need to set a specific rendering context to a
>> sceneview?
>>
>> Thanks a lot (again)
>> Raymond
>>
>>
>>
>>
>> Robert Osfield wrote:
>> 
>>> Hi Raymond,
>>>
>>> If its not clear to you then with this small amount of information is
>>> going to be absolutely beyond comprehension for others...
>>>
>>> First up what type of application/viewer code do you have?  Single
>>> window, multiple cameras?  What platform?  Does it just happen with
>>> certain types of hardware?
>>>
>>> Does osgviewer exhibit the same problems your data?  Have you tried
>>> disabling the optimizer?
>>>
>>> Robert.
>>>
>>> On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:
>>>
>>>   
 Hi everyone,

 Since I have upgraded to OSG 2.0 (a few months ago) I seem to 'loose'
 textures on loaded models. It is not very clear to me what happens, and
 it is not easy to describe. At the moment I was wondering if someone has
 a hint or so.

 Thanks a lot,
 Raymond

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>>>
>>>   
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Re: [osg-users] 'loosing' textures?

2007-09-19 Thread Raymond de Vries
Hi,

> Glut is effectively only used for creating the rendering context at the 
> moment. From there on I use this rendering context in the .net controls. 
> Apart from that the usage is for historical reasons. I understand it 
> sounds strange but the glut functionality that I use right now is very 
> limited. And when I do use it, it is used as a kind of debugging window 
> instead of het .net control.
>
> Rewriting the whole thing is not an option right now, and I don't need 
> the full osgviewer functionality. I will try to use osg::GraphicsContext 
> so that I can take a step in the right direction.
>   
Ok, I guess this GraphicsContext is only to be used as part of the 
osgviewer, so this is not an option for me right now.

More info, maybe this rings a bell: the textures only disappear after a 
few frames, when I use multiple windows (.net controls). Conceptually, I 
don't have a clue what's going on, all the windows have a view on the 
same scenegraph, using their own sceneview.

thanks a lot for your time!
Raymond

> best regards
> Raymond
>
>
> Robert Osfield wrote:
>   
>> Hi Raymond,
>>
>> I am perplexed why you'd want to use GLUT for any multiple window
>> work.  Why not just try the native windowing support.
>>
>> Robert.
>>
>> On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:
>>   
>> 
>>> Hi Robert,
>>>
>>> Sure, I did not provide information for the complete solution. At this
>>> moment I was hoping that someone else was triggered by this and he or
>>> she did some extensive research on this. Appearantly I did trigger ;-)
>>>
>>> I will describe my situation here in detail:
>>>
>>> * osg 2.0.0 on Windows XP SP2, 1 monitor
>>> * 1 main freeglut window = 1 rendering context. Shared contexts is
>>>   enabled in freeglut since I intend to use only 1 rendering context
>>>   in order to preserve resources. This window exists during the
>>>   existence of the program and I hide it just after creation. I
>>>   don't draw this window.
>>> * Multiple other windows, mixed glut and .net controls. In the .net
>>>   control I create a so-called NativeWindow and get the current
>>>   context. This way I get the context from my main window. These
>>>   other windows and .net controls are created and deleted at runtime
>>> * Each 'other' window (ie not the main window) has its own sceneview
>>> * 1 scenegraph, assigned to each sceneview (setSceneData(node))
>>> * Each 'other' window has its own camera transformation
>>>
>>> Models are then loaded from file and added to the scenegraph. The effect
>>> that I see right now is that it seems that I am using multiple rendering
>>> contexts and that the texture of some parts of the models don't get
>>> uploaded to a particular rendering context. This is not the case
>>> however, I checked the contexts being made active and they are all the
>>> same. It looks like the models are only smooth shaded. Any clue?
>>>
>>> Is it possible that I need to set a specific rendering context to a
>>> sceneview?
>>>
>>> Thanks a lot (again)
>>> Raymond
>>>
>>>
>>>
>>>
>>> Robert Osfield wrote:
>>> 
>>>   
 Hi Raymond,

 If its not clear to you then with this small amount of information is
 going to be absolutely beyond comprehension for others...

 First up what type of application/viewer code do you have?  Single
 window, multiple cameras?  What platform?  Does it just happen with
 certain types of hardware?

 Does osgviewer exhibit the same problems your data?  Have you tried
 disabling the optimizer?

 Robert.

 On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:

   
 
> Hi everyone,
>
> Since I have upgraded to OSG 2.0 (a few months ago) I seem to 'loose'
> textures on loaded models. It is not very clear to me what happens, and
> it is not easy to describe. At the moment I was wondering if someone has
> a hint or so.
>
> Thanks a lot,
> Raymond
>
> ___
> 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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>>
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Re: [osg-users] Trackball and view question

2007-09-19 Thread Poirier, Guillaume

Thanks Robert and Christophe,

I guess my question is once I have a trackball manipulator on my main camera and
read the camera's eye and center in the post draw callback, what is the 
transformation
needed to convert those eye and center vectors to the vectors I would get if 
there was
no trackball manipulator on the main camera ? Hope this is a bit clearer on what
I want to do...

Bill

-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Tue 9/18/2007 11:28 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Trackball and view question
 
Hi Bill,

The camera manipulators role is to modifying the view matrix so I'm a
bit perplexed that you are suprised by this.

Also please considering move from SimpleViewer up to osgViewer::Viewer
working as an embedded viewer in 2.x rather than using SimpleViewer as
it only existed for a short while and has been totally superseded.

Robert.

On 9/18/07, Poirier, Guillaume <[EMAIL PROTECTED]> wrote:
>
>
>
>
> Hello everyone,
>
>  I am using a SimpleViewer. I set up a post draw callback on its main
> camera. In it
>  I read the camera eye, center, and up vectors. Initially, this give me (0,
> 0, 0),
>  (0, 0, -1), and (0, 1, 0) respectively. This is what I expect and it gives
> me a
>  particular view of my scene.
>
>  Now I add a trackball manipulator to the main camera and set up the view
> similar
>  to what I had previously. When I read back the data it is quite different.
> I would have
>  expected the same camera position / orientation than before since what I
> see is
>  similar. Unless the trackball affects the model position / orientation and
> not just
>  the view ? How can I use a trackball and read back in the post draw
> callback the
>  values I want ?
>
>
>  sincerely,
>
>
>  Bill
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Re: [osg-users] osgDotNet and Windows Forms

2007-09-19 Thread Jason Beverage
Hi Christoffer,

I'd need a little more information about what is going on.  I assume you
passed a Node to the viewer using the setSceneData function.  Also, to get a
continuous update, I just dropped a timer on the form and set it to call
Invalidate on the OSG control on tick.

Jason

On 9/19/07, Christoffer Markusson <[EMAIL PROTECTED]> wrote:
>
> 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 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 a
> Windows Form? >>Does anyone have example code?
> >>
> >> Christoffer
> >>
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Re: [osg-users] 'loosing' textures?

2007-09-19 Thread Zach Deedler
Hi Raymond,

It sounds like your state sets are not being managed properly.  Are you
doing any opengl state changes outside of OSG?  If so, try removing them and
see what happens.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Raymond de
Vries
Sent: Wednesday, September 19, 2007 9:34 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 'loosing' textures?

Hi,

> Glut is effectively only used for creating the rendering context at the 
> moment. From there on I use this rendering context in the .net controls. 
> Apart from that the usage is for historical reasons. I understand it 
> sounds strange but the glut functionality that I use right now is very 
> limited. And when I do use it, it is used as a kind of debugging window 
> instead of het .net control.
>
> Rewriting the whole thing is not an option right now, and I don't need 
> the full osgviewer functionality. I will try to use osg::GraphicsContext 
> so that I can take a step in the right direction.
>   
Ok, I guess this GraphicsContext is only to be used as part of the 
osgviewer, so this is not an option for me right now.

More info, maybe this rings a bell: the textures only disappear after a 
few frames, when I use multiple windows (.net controls). Conceptually, I 
don't have a clue what's going on, all the windows have a view on the 
same scenegraph, using their own sceneview.

thanks a lot for your time!
Raymond

> best regards
> Raymond
>
>
> Robert Osfield wrote:
>   
>> Hi Raymond,
>>
>> I am perplexed why you'd want to use GLUT for any multiple window
>> work.  Why not just try the native windowing support.
>>
>> Robert.
>>
>> On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:
>>   
>> 
>>> Hi Robert,
>>>
>>> Sure, I did not provide information for the complete solution. At this
>>> moment I was hoping that someone else was triggered by this and he or
>>> she did some extensive research on this. Appearantly I did trigger ;-)
>>>
>>> I will describe my situation here in detail:
>>>
>>> * osg 2.0.0 on Windows XP SP2, 1 monitor
>>> * 1 main freeglut window = 1 rendering context. Shared contexts is
>>>   enabled in freeglut since I intend to use only 1 rendering context
>>>   in order to preserve resources. This window exists during the
>>>   existence of the program and I hide it just after creation. I
>>>   don't draw this window.
>>> * Multiple other windows, mixed glut and .net controls. In the .net
>>>   control I create a so-called NativeWindow and get the current
>>>   context. This way I get the context from my main window. These
>>>   other windows and .net controls are created and deleted at runtime
>>> * Each 'other' window (ie not the main window) has its own sceneview
>>> * 1 scenegraph, assigned to each sceneview (setSceneData(node))
>>> * Each 'other' window has its own camera transformation
>>>
>>> Models are then loaded from file and added to the scenegraph. The effect
>>> that I see right now is that it seems that I am using multiple rendering
>>> contexts and that the texture of some parts of the models don't get
>>> uploaded to a particular rendering context. This is not the case
>>> however, I checked the contexts being made active and they are all the
>>> same. It looks like the models are only smooth shaded. Any clue?
>>>
>>> Is it possible that I need to set a specific rendering context to a
>>> sceneview?
>>>
>>> Thanks a lot (again)
>>> Raymond
>>>
>>>
>>>
>>>
>>> Robert Osfield wrote:
>>> 
>>>   
 Hi Raymond,

 If its not clear to you then with this small amount of information is
 going to be absolutely beyond comprehension for others...

 First up what type of application/viewer code do you have?  Single
 window, multiple cameras?  What platform?  Does it just happen with
 certain types of hardware?

 Does osgviewer exhibit the same problems your data?  Have you tried
 disabling the optimizer?

 Robert.

 On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:

   
 
> Hi everyone,
>
> Since I have upgraded to OSG 2.0 (a few months ago) I seem to 'loose'
> textures on loaded models. It is not very clear to me what happens,
and
> it is not easy to describe. At the moment I was wondering if someone
has
> a hint or so.
>
> Thanks a lot,
> Raymond
>
> ___
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> osg-users@lists.openscenegraph.org
>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
> 
>   
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Re: [osg-users] 'loosing' textures?

2007-09-19 Thread Raymond de Vries
Hi Zach,

> It sounds like your state sets are not being managed properly.  Are you
> doing any opengl state changes outside of OSG?  If so, try removing them and
> see what happens.
>   
You mean that I do direct OpenGL calls, mixed with OSG, right? Nope, I 
am not doing that. Yes, I can imagine that that's tricky to do. 
Everything is single threaded, single rendering context.

thnx
Raymond

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Raymond de
> Vries
> Sent: Wednesday, September 19, 2007 9:34 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] 'loosing' textures?
>
> Hi,
>
>   
>> Glut is effectively only used for creating the rendering context at the 
>> moment. From there on I use this rendering context in the .net controls. 
>> Apart from that the usage is for historical reasons. I understand it 
>> sounds strange but the glut functionality that I use right now is very 
>> limited. And when I do use it, it is used as a kind of debugging window 
>> instead of het .net control.
>>
>> Rewriting the whole thing is not an option right now, and I don't need 
>> the full osgviewer functionality. I will try to use osg::GraphicsContext 
>> so that I can take a step in the right direction.
>>   
>> 
> Ok, I guess this GraphicsContext is only to be used as part of the 
> osgviewer, so this is not an option for me right now.
>
> More info, maybe this rings a bell: the textures only disappear after a 
> few frames, when I use multiple windows (.net controls). Conceptually, I 
> don't have a clue what's going on, all the windows have a view on the 
> same scenegraph, using their own sceneview.
>
> thanks a lot for your time!
> Raymond
>
>   
>> best regards
>> Raymond
>>
>>
>> Robert Osfield wrote:
>>   
>> 
>>> Hi Raymond,
>>>
>>> I am perplexed why you'd want to use GLUT for any multiple window
>>> work.  Why not just try the native windowing support.
>>>
>>> Robert.
>>>
>>> On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:
>>>   
>>> 
>>>   
 Hi Robert,

 Sure, I did not provide information for the complete solution. At this
 moment I was hoping that someone else was triggered by this and he or
 she did some extensive research on this. Appearantly I did trigger ;-)

 I will describe my situation here in detail:

 * osg 2.0.0 on Windows XP SP2, 1 monitor
 * 1 main freeglut window = 1 rendering context. Shared contexts is
   enabled in freeglut since I intend to use only 1 rendering context
   in order to preserve resources. This window exists during the
   existence of the program and I hide it just after creation. I
   don't draw this window.
 * Multiple other windows, mixed glut and .net controls. In the .net
   control I create a so-called NativeWindow and get the current
   context. This way I get the context from my main window. These
   other windows and .net controls are created and deleted at runtime
 * Each 'other' window (ie not the main window) has its own sceneview
 * 1 scenegraph, assigned to each sceneview (setSceneData(node))
 * Each 'other' window has its own camera transformation

 Models are then loaded from file and added to the scenegraph. The effect
 that I see right now is that it seems that I am using multiple rendering
 contexts and that the texture of some parts of the models don't get
 uploaded to a particular rendering context. This is not the case
 however, I checked the contexts being made active and they are all the
 same. It looks like the models are only smooth shaded. Any clue?

 Is it possible that I need to set a specific rendering context to a
 sceneview?

 Thanks a lot (again)
 Raymond




 Robert Osfield wrote:
 
   
 
> Hi Raymond,
>
> If its not clear to you then with this small amount of information is
> going to be absolutely beyond comprehension for others...
>
> First up what type of application/viewer code do you have?  Single
> window, multiple cameras?  What platform?  Does it just happen with
> certain types of hardware?
>
> Does osgviewer exhibit the same problems your data?  Have you tried
> disabling the optimizer?
>
> Robert.
>
> On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:
>
>   
> 
>   
>> Hi everyone,
>>
>> Since I have upgraded to OSG 2.0 (a few months ago) I seem to 'loose'
>> textures on loaded models. It is not very clear to me what happens,
>> 
> and
>   
>> it is not easy to describe. At the moment I was wondering if someone
>> 
> has
>   
>> a hint or so.
>>
>> Thanks a lot,
>> Raymond
>>
>> ___
>> osg-users maili

Re: [osg-users] 'loosing' textures?

2007-09-19 Thread Zach Deedler
Well it does sound like you are doing some pretty crazy things, but I don't
know why they'd cause textures to disappear.  Are there any other odd things
that you are doing?

I had similar texture problems when using ReplicantBody models in my scenes.
Are you loading any crazy file formats?

Has anything else changed since you have upgraded to OSG 2.0?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Raymond de
Vries
Sent: Wednesday, September 19, 2007 10:09 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 'loosing' textures?

Hi Zach,

> It sounds like your state sets are not being managed properly.  Are you
> doing any opengl state changes outside of OSG?  If so, try removing them
and
> see what happens.
>   
You mean that I do direct OpenGL calls, mixed with OSG, right? Nope, I 
am not doing that. Yes, I can imagine that that's tricky to do. 
Everything is single threaded, single rendering context.

thnx
Raymond

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Raymond
de
> Vries
> Sent: Wednesday, September 19, 2007 9:34 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] 'loosing' textures?
>
> Hi,
>
>   
>> Glut is effectively only used for creating the rendering context at the 
>> moment. From there on I use this rendering context in the .net controls. 
>> Apart from that the usage is for historical reasons. I understand it 
>> sounds strange but the glut functionality that I use right now is very 
>> limited. And when I do use it, it is used as a kind of debugging window 
>> instead of het .net control.
>>
>> Rewriting the whole thing is not an option right now, and I don't need 
>> the full osgviewer functionality. I will try to use osg::GraphicsContext 
>> so that I can take a step in the right direction.
>>   
>> 
> Ok, I guess this GraphicsContext is only to be used as part of the 
> osgviewer, so this is not an option for me right now.
>
> More info, maybe this rings a bell: the textures only disappear after a 
> few frames, when I use multiple windows (.net controls). Conceptually, I 
> don't have a clue what's going on, all the windows have a view on the 
> same scenegraph, using their own sceneview.
>
> thanks a lot for your time!
> Raymond
>
>   
>> best regards
>> Raymond
>>
>>
>> Robert Osfield wrote:
>>   
>> 
>>> Hi Raymond,
>>>
>>> I am perplexed why you'd want to use GLUT for any multiple window
>>> work.  Why not just try the native windowing support.
>>>
>>> Robert.
>>>
>>> On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:
>>>   
>>> 
>>>   
 Hi Robert,

 Sure, I did not provide information for the complete solution. At this
 moment I was hoping that someone else was triggered by this and he or
 she did some extensive research on this. Appearantly I did trigger ;-)

 I will describe my situation here in detail:

 * osg 2.0.0 on Windows XP SP2, 1 monitor
 * 1 main freeglut window = 1 rendering context. Shared contexts is
   enabled in freeglut since I intend to use only 1 rendering
context
   in order to preserve resources. This window exists during the
   existence of the program and I hide it just after creation. I
   don't draw this window.
 * Multiple other windows, mixed glut and .net controls. In the .net
   control I create a so-called NativeWindow and get the current
   context. This way I get the context from my main window. These
   other windows and .net controls are created and deleted at
runtime
 * Each 'other' window (ie not the main window) has its own
sceneview
 * 1 scenegraph, assigned to each sceneview (setSceneData(node))
 * Each 'other' window has its own camera transformation

 Models are then loaded from file and added to the scenegraph. The
effect
 that I see right now is that it seems that I am using multiple
rendering
 contexts and that the texture of some parts of the models don't get
 uploaded to a particular rendering context. This is not the case
 however, I checked the contexts being made active and they are all the
 same. It looks like the models are only smooth shaded. Any clue?

 Is it possible that I need to set a specific rendering context to a
 sceneview?

 Thanks a lot (again)
 Raymond




 Robert Osfield wrote:
 
   
 
> Hi Raymond,
>
> If its not clear to you then with this small amount of information is
> going to be absolutely beyond comprehension for others...
>
> First up what type of application/viewer code do you have?  Single
> window, multiple cameras?  What platform?  Does it just happen with
> certain types of hardware?
>
> Does osgviewer exhibit the same problems your data?  Have you tried
> disabling the optimizer?
>
> Robert.
>

[osg-users] Serialize mutex in DatabsePager

2007-09-19 Thread Garrett Potts
Hello All:

Was wondering what people thought about maybe moving the

bool serialize_readNodeFile = true;


In the run of the DAtabsePager as an attribute of the  
DatabasePager.   This way we can set it at runtime and change the  
need to serialize or not.  This would actually allow for multiple  
pagers to coexist without blocking another one.


Take care

Garrett

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Re: [osg-users] Use of osgDotNet Wrappers

2007-09-19 Thread Mike Wittman
Hi Christophe,

 

Public variable support is definitely simpler than general operator
support, and I'm working on an implementation.  Currently it's mostly
complete; it's just the C++/CLI code generation for the property
functions that remains to be done...  I can't predict when it'll be
finished though as I don't have much time to devote to osgDotNet in the
near future.

 

Mike Wittman

[EMAIL PROTECTED]  

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From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Christophe Medard
Sent: Wednesday, September 19, 2007 2:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Use of osgDotNet Wrappers

 

The non wrapping of public variables is an issue too, that necessitates
modification by hand too (for dynamic use of LightPoints for example).

Is that evolution (maybe less tricky than the operator issue) planned
for the future ?

 

Christophe

- Original Message - 

From: Mike Wittman   

To: OpenSceneGraph Users
  

Sent: Tuesday, September 18, 2007 6:08 PM

Subject: Re: [osg-users] Use of osgDotNet Wrappers

 

Hi Jason and Christophe,

 

Operator overloading is a known deficiency.  But it's unlikely
to be resolved in an automated fashion in the near future due to
extensive changes necessary in osgIntrospection.

 

The solution for now is ad-hoc support on a per-type basis,
added to the generator.  If you know how to patch the generated files to
support the operators you're using, then it's only a small step to add
that same information to the generator configuration so that it is added
to the generated code automatically in the future.  Just modify
GeneratorConfiguration.cpp, send a patch, and I can integrate it into
osgDotNet SVN.

 

On the general question of osgDotNet use, I'm actually only
using the wrappers intermittently at this point due to some changes in
project direction.  But I still intend to support osgDotNet releases on
top of stable OSG releases in the future.




 

Mike Wittman

[EMAIL PROTECTED]  

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Tel.  +1 (713) 464-6188

Fax. +1 (713) 464-6440

Web:  www.seismicmicro.com
http://www.seismicmicro.com> 

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Re: [osg-users] Serialize mutex in DatabsePager

2007-09-19 Thread Garrett Potts

Hello Robert:

Will do.  Just wanted to verify with you that it was an acceptable  
change.


Thank you

Take care

Garrett

On Sep 19, 2007, at 11:01 AM, Robert Osfield wrote:


osg-submissions.  It should be safer to allow multiple threaded reads


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Re: [osg-users] Importing Model

2007-09-19 Thread Roger James
You import Google Sketchup models by exporting them from Sketchup in Googe
Earth 4 format and extracting the collada format (.dae) file from the
resulting kmz file which is in fact a zip archive. I find the easiest way to
do this on a windows platform is to change the .kmz extension to .zip and
extract the contents into a new folder. You will find the .dae file in a
"models" sub-directory. Any textures it references will be in an "images"
sub-directory.

 

Roger

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Renan
Mendes
Sent: 19 September 2007 13:51
To: OSG Mailing List
Subject: [osg-users] Importing Model

 

Hello.

I'm a little short on time to learn how to use BRL-CAD or OpenCASCADE, so I
would like to know if OSG applications support importing models from other
programs like NX3 or Google SketchUp.

Thanks,

Renan

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[osg-users] Tree Creation Workflow

2007-09-19 Thread Nick Prudent

For those who deal with terrain in OSG, what tool do you use to create trees as 
textured transparent billboard to be loaded by OSG? I'm just wondering what's 
the best native format for creating the trees. 

Examples:

FLT --> OSG --> IVE
or
3DS --> OSG --> IVE
or
VRML --> OSG --> IVE
...


Thanks,

- Nick -



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Re: [osg-users] TextureRectangle PBO behavior

2007-09-19 Thread Andy Somerville

Robert,

I've implemented the image->dirty() work-around for the update
issue for the time being (I'd have to upgrade everyone in the office
otherwise), but try and test 2.1.11 today to prove that it fixes the
problem without the work-around. Any idea if it might affect the (PBO
related?) performance as well?

Andy


On Wed, 2007-09-19 at 09:28 +0100, Robert Osfield wrote:
> Hi Andy,
> 
> Could you try out the SVN or 2.1.11 version of the OSG as this
> contains a bug fix to Image that affect video updating.
> 
> Robert.
> 
> On 9/18/07, Andy Somerville <[EMAIL PROTECTED]> wrote:
> > Hey,
> >
> >   I just recently retested part of my application, which uses
> > osg::TextureRectangle and osg::ImageStream to display video, after
> > having upgraded to 2.0, and Ive run into issues. I got past the update
> > failure bug after seeing this post:
> >
> > http://groups.google.com/group/osg-users/browse_thread/thread/edd6d30fa1ef13f/bce9f6b9365d3407?lnk=gst&q=pbo&rnum=1#bce9f6b9365d3407
> >
> > but I have also noticed really slow framerates/high cpu usage where I
> > didnt before. It is behaving the way it did before I switched to to
> > TextureRectangle (and thus PBOs), so Im thinking that perhaps it is not
> > using PBOs after the upgrade.
> >
> > When I turn up the notify level to INFO I see a report which indicates
> > (as glxinfo does) that TextureRectangles and PBOs are supported, so I
> > cant figure out why it is so slow.
> >
> > Is there any other way to confirm that TextureRectangle is using PBOs,
> > or is this perhaps a known issue? Any Ideas ?
> >
> > OpenGL renderer string: GeForce FX 5500/AGP/SSE2
> > OpenGL version string:   2.1.0 NVIDIA 96.31
> >
> >
> >Thanks,
> >Andy

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Re: [osg-users] debug libraries in windows

2007-09-19 Thread sherman wilcox
> So I'd like to debug a bit, but I'm not getting any symbols.  I want to
> make sure I'm building the library correctly, and my filenames don't
> have "d" appended to them.  Should they?

Yes, they should if you've built the debug version of the libraries. I
believe all the OSG lib files should have a 'd' appended. osg.lib
would be a release lib where osgd.lib would be the debug equivalent.
Same goes for the .dll files.

If you're using Visual Studio 2005 and run in debug mode...be prepared
for sloow performance. Iterator debugging (among other things) is
turned on by default in debug builds and it really slows things down.
Can be a lifesaver if you're mangling an iterator, but it does have a
downside.

Also, I'd recommend building release with debug info for your release
build. Should provide more information if your app crashes. Are you
using minidumps? They're very helpful in diagnosing crashes.
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Re: [osg-users] debug libraries in windows

2007-09-19 Thread Andy Skinner
I'm pretty sure I'm not doing enough for debug build, since although the
CMake build type is debug, I've only got Release subdirectories, like
src/osg/osg.dir/Release.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andy
Skinner
Sent: Wednesday, September 19, 2007 11:54 AM
To: OpenSceneGraph Users
Subject: [osg-users] debug libraries in windows

I've lost track--should windows debug libraries have d appended, like
osg22-osgd.dll?  What about lib files?

Somewhere as I went from OSG 1.2 to 2.*, we lost some of our text
objects (we're using our own class).  (Not all, oddly.)  It looks like
they might be culled out, and I thought the problem was going to be
small feature culling.  (Our bounds aren't right, and have two points
for corners.)  But we're still turning that off, and it used to work.

If I change the computeBound() method to alter one of the points a bit,
it works.  So it does seem like a culling issue, but I haven't figure
out what to do with it.  As I said, we've turned off small feature
culling.  I tried making a cull callback which returns false.  (False
means don't cull, right?)  The cull callback is called, but
drawImplementation is not.

So I'd like to debug a bit, but I'm not getting any symbols.  I want to
make sure I'm building the library correctly, and my filenames don't
have "d" appended to them.  Should they?

Any help about what might have changed so that our text doesn't show, or
about whether I'm getting a debug build, would be appreciated.

CMakeCache.txt shows:
CMAKE_BUILD_TYPE:STRING=Debug

andy

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Re: [osg-users] osgDotNet and Windows Forms

2007-09-19 Thread Christoffer Markusson
Jason,

Thanks for your reply.

My program is a simple form with your control and a timer in it. The
only thing it does is to get an reference to the viewer in the control
and then use setSceneData on it. (to construct the scene data I've
used the example from
http://www.openscenegraph.org/projects/osgDotNet/wiki/GettingStartedWithTheWrappers).
After this, the application is launched using Application.Run.

>From your suggestion I invalidate the controller each timer click.

What I get when I run the application is just the form, nothing is
displayed in the control.

Christoffer

>2007/9/19, Jason Beverage <[EMAIL PROTECTED]>:
>
>Hi Christoffer,
>
>I'd need a little more information about what is going on.  I assume you
>passed a Node to the viewer using the setSceneData function.  Also, to get a
>continuous update, I just dropped a timer on the form and set it to call
>Invalidate on the OSG control on tick.
>
>Jason
>
>2007/9/19, Christoffer Markusson <[EMAIL PROTECTED]>:
> 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 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 a
> Windows Form? >>Does anyone have example code?
> >>
> >> Christoffer
> >>
>
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Re: [osg-users] osgDotNet and Windows Forms

2007-09-19 Thread Jason Beverage
Just guessing, but what happens if you hit the space bar with the app
running?  That should tell the camera manipulator to go to the home
position.

Jason

On 9/19/07, Christoffer Markusson <[EMAIL PROTECTED]> wrote:
>
> Jason,
>
> Thanks for your reply.
>
> My program is a simple form with your control and a timer in it. The
> only thing it does is to get an reference to the viewer in the control
> and then use setSceneData on it. (to construct the scene data I've
> used the example from
>
> http://www.openscenegraph.org/projects/osgDotNet/wiki/GettingStartedWithTheWrappers
> ).
> After this, the application is launched using Application.Run.
>
> >From your suggestion I invalidate the controller each timer click.
>
> What I get when I run the application is just the form, nothing is
> displayed in the control.
>
> Christoffer
>
> >2007/9/19, Jason Beverage <[EMAIL PROTECTED]>:
> >
> >Hi Christoffer,
> >
> >I'd need a little more information about what is going on.  I assume you
> >passed a Node to the viewer using the setSceneData function.  Also, to
> get a
> >continuous update, I just dropped a timer on the form and set it to call
> >Invalidate on the OSG control on tick.
> >
> >Jason
> >
> >2007/9/19, Christoffer Markusson <[EMAIL PROTECTED]>:
> > 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 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 a
> > Windows Form? >>Does anyone have example code?
> > >>
> > >> Christoffer
> > >>
> >
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[osg-users] Collision detection

2007-09-19 Thread Zach Deedler
Hello,

Has anybody used OSG to do collision detection?  Is it efficient for doing
it?  I'm not looking for details; just if it works well or not.

Thanks.

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Re: [osg-users] Use of osgDotNet Wrappers

2007-09-19 Thread Mike Wittman
Hi Zachary,

I can tell you the wrappers are fairly complete currently: about 90-95% of the 
C++ API is covered.  You'll just have to judge whether any the remaining 5-10% 
is must-have functionality for you.  The main missing areas are:

1. public variable support
2. pure-STL types support
3. operator function support

Currently, #1 is being worked and is not too far from being in place.  #2 is 
unlikely to be added soon.  #3 is unlikely to be supported generally anytime 
soon, but specific instances can be supported fairly easily.

Regarding ongoing maintenance, my intention is to gradually improve the 
coverage, while supporting wrappers for stable OSG releases from 2.0 on.  I 
have limited time to devote to osgDotNet, but the code is always there if you 
run into a problem.

-Mike


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Zachary Hilbun
> Sent: Tuesday, September 18, 2007 7:22 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Use of osgDotNet Wrappers
> 
> I plan to use the new osgDotNet wrappers.  I'm
> concerned about how complete they are though and how
> quickly any problems with them will be fixed.
> 
> 
> --- Christophe Medard <[EMAIL PROTECTED]>
> wrote:
> 
> > We are, for a use from C# projects.
> > The fact is that some accessor functions are lacking
> > of some important classes (example
> > Osg.NodeCallback.operator()()).
> > The solution adopted for instance - which isn't
> > satisfying for will raise problem when the osg API
> > evolves - is to patch manually the header and source
> > files generated by the osgDotNet Generator from the
> > osgwrapper_*.dll ...
> >
> > Regards
> > --
> > 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: Jason Beverage
> >   To: osg users
> >   Sent: Tuesday, September 18, 2007 5:27 PM
> >   Subject: [osg-users] Use of osgDotNet Wrappers
> >
> >
> >   Hi everyone,
> >
> >   I'm just curious to see how many people are
> > currently using or are interested in using the new
> > osgDotNet wrappers with their applications?  My
> > company is currently using our own custom .NET
> > wrappers for OSG but we're interested in
> > transitioning to Mike's wrappers and I wanted to get
> > a feel for the number of people in the OSG community
> > that would be using the new osgDotNet wrappers.
> >
> >   Thanks!
> >
> >   Jason
> >
> >
> >
> >
> --
> 
> >
> >
> >   ___
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> >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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> >
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> >
> 
> 
> ===
> Zachary Hilbun
> Software Contractor
> Dallas, Tx
> 
> 
> 
> __
> __
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[osg-users] osg::CameraNode doesn't render the scene behind the osgProducer::Camera

2007-09-19 Thread zarrandreas
Hello,
I use osg::CameraNode to render the scene to a texture, and then I display
this texture on the screen aligned quad. 

Problem: If I fly throw the scene, osg::CameraNode don't display anything.

1) The osg::CameraNode clips the scene and this is the reason, why it
doesn't display anything
2) osg::CameraNode has position and the osgProducer::Camera clips the
osg::CameraNode, because osg::CameraNode is behind the
osgProducer::CameraNode.

What do you think? What can it be?

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Re: [osg-users] TextureRectangle PBO behavior

2007-09-19 Thread Robert Osfield
It should have no effect on performance.

On 9/19/07, Andy Somerville <[EMAIL PROTECTED]> wrote:
>
> Robert,
>
> I've implemented the image->dirty() work-around for the update
> issue for the time being (I'd have to upgrade everyone in the office
> otherwise), but try and test 2.1.11 today to prove that it fixes the
> problem without the work-around. Any idea if it might affect the (PBO
> related?) performance as well?
>
> Andy
>
>
> On Wed, 2007-09-19 at 09:28 +0100, Robert Osfield wrote:
> > Hi Andy,
> >
> > Could you try out the SVN or 2.1.11 version of the OSG as this
> > contains a bug fix to Image that affect video updating.
> >
> > Robert.
> >
> > On 9/18/07, Andy Somerville <[EMAIL PROTECTED]> wrote:
> > > Hey,
> > >
> > >   I just recently retested part of my application, which uses
> > > osg::TextureRectangle and osg::ImageStream to display video, after
> > > having upgraded to 2.0, and Ive run into issues. I got past the update
> > > failure bug after seeing this post:
> > >
> > > http://groups.google.com/group/osg-users/browse_thread/thread/edd6d30fa1ef13f/bce9f6b9365d3407?lnk=gst&q=pbo&rnum=1#bce9f6b9365d3407
> > >
> > > but I have also noticed really slow framerates/high cpu usage where I
> > > didnt before. It is behaving the way it did before I switched to to
> > > TextureRectangle (and thus PBOs), so Im thinking that perhaps it is not
> > > using PBOs after the upgrade.
> > >
> > > When I turn up the notify level to INFO I see a report which indicates
> > > (as glxinfo does) that TextureRectangles and PBOs are supported, so I
> > > cant figure out why it is so slow.
> > >
> > > Is there any other way to confirm that TextureRectangle is using PBOs,
> > > or is this perhaps a known issue? Any Ideas ?
> > >
> > > OpenGL renderer string: GeForce FX 5500/AGP/SSE2
> > > OpenGL version string:   2.1.0 NVIDIA 96.31
> > >
> > >
> > >Thanks,
> > >Andy
>
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Re: [osg-users] debug libraries in windows

2007-09-19 Thread Robert Osfield
W.r.t objects going AWOL, double check the drawImplementation()
parameter type as this changed in 2.x

On 9/19/07, Andy Skinner <[EMAIL PROTECTED]> wrote:
> I've lost track--should windows debug libraries have d appended, like
> osg22-osgd.dll?  What about lib files?
>
> Somewhere as I went from OSG 1.2 to 2.*, we lost some of our text
> objects (we're using our own class).  (Not all, oddly.)  It looks like
> they might be culled out, and I thought the problem was going to be
> small feature culling.  (Our bounds aren't right, and have two points
> for corners.)  But we're still turning that off, and it used to work.
>
> If I change the computeBound() method to alter one of the points a bit,
> it works.  So it does seem like a culling issue, but I haven't figure
> out what to do with it.  As I said, we've turned off small feature
> culling.  I tried making a cull callback which returns false.  (False
> means don't cull, right?)  The cull callback is called, but
> drawImplementation is not.
>
> So I'd like to debug a bit, but I'm not getting any symbols.  I want to
> make sure I'm building the library correctly, and my filenames don't
> have "d" appended to them.  Should they?
>
> Any help about what might have changed so that our text doesn't show, or
> about whether I'm getting a debug build, would be appreciated.
>
> CMakeCache.txt shows:
> CMAKE_BUILD_TYPE:STRING=Debug
>
> andy
>
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Re: [osg-users] osg::CameraNode doesn't render the scene behind the osgProducer::Camera

2007-09-19 Thread Robert Osfield
On 9/19/07, zarrandreas <[EMAIL PROTECTED]> wrote:
> Hello,
> I use osg::CameraNode to render the scene to a texture, and then I display
> this texture on the screen aligned quad.
>
> Problem: If I fly throw the scene, osg::CameraNode don't display anything.
>
> 1) The osg::CameraNode clips the scene and this is the reason, why it
> doesn't display anything
> 2) osg::CameraNode has position and the osgProducer::Camera clips the
> osg::CameraNode, because osg::CameraNode is behind the
> osgProducer::CameraNode.
>
> What do you think? What can it be?

What do I think?  I'm confused.

BTW, try updating to 2.x and use osgViewer rather than osgProducer, it
might not directly solve your problem but it should clear up some of
the confusion over different camera classes as there is just one -
osg::Camera ( what was called CameraNode).

Robert.
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Re: [osg-users] Error with current osgDotNet wrapper generators

2007-09-19 Thread Mike Wittman
Hi Jason,

 

I think I saw the same thing due to the rearranging of DLL locations and
names in the Windows build.  I made some changes to try to handle that,
but they may be wrong or incomplete.  You might try setting
OSG_NOTIFY_LEVEL to DEBUG before running the generator to see if the OSG
loader is finding the proper DLLs.

 

I'm still working off 2.1.9, so I can't reproduce this at the moment.

 

Mike Wittman

[EMAIL PROTECTED]  

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http://www.seismicmicro.com> 

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CONTACT US TODAY for more information.

 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Beverage
Sent: Tuesday, September 18, 2007 9:00 PM
To: osg users
Subject: [osg-users] Error with current osgDotNet wrapper generators

 

Hi Mike,

When I try to generate the wrappers using the SVN versions of osgDotNet
and OpenSceneGraph I get "Caught exception: no undefined type was
present during augmented types creation!".

Any ideas? 

Thanks,

Jason

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Re: [osg-users] osgDotNet and Windows Forms

2007-09-19 Thread Christoffer Markusson
Unfortunately nothing happens.

Christoffer

>2007/9/19, Jason Beverage <[EMAIL PROTECTED]>:
>
>Just guessing, but what happens if you hit the space bar with the app
>running?  That should tell the camera manipulator to go to the home
>position.
>
>Jason
>
>2007/9/19, Christoffer Markusson <[EMAIL PROTECTED]>:
> Jason,
>
> Thanks for your reply.
>
> My program is a simple form with your control and a timer in it. The
> only thing it does is to get an reference to the viewer in the control
> and then use setSceneData on it. (to construct the scene data I've
> used the example from
> http://www.openscenegraph.org/projects/osgDotNet/wiki/GettingStartedWithTheWrappers).
> After this, the application is launched using Application.Run.
>
> From your suggestion I invalidate the controller each timer click.
>
> What I get when I run the application is just the form, nothing is
> displayed in the control.
>
> Christoffer
>
> >2007/9/19, Jason Beverage <[EMAIL PROTECTED]>:
> >
> >Hi Christoffer,
> >
> >I'd need a little more information about what is going on.  I assume you
> >passed a Node to the viewer using the setSceneData function.  Also, to get a
> >continuous update, I just dropped a timer on the form and set it to call
> >Invalidate on the OSG control on tick.
> >
> >Jason
> >
> >2007/9/19, Christoffer Markusson <[EMAIL PROTECTED]>:
> > 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 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 a
> > Windows Form? >>Does anyone have example code?
> > >>
> > >> Christoffer
> > >>
> >
>
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Re: [osg-users] debug libraries in windows

2007-09-19 Thread Andy Skinner
Thanks, but it is called in some situations.  We haven't figured out yet
why some text is drawn and some isn't.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, September 19, 2007 1:17 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] debug libraries in windows

W.r.t objects going AWOL, double check the drawImplementation()
parameter type as this changed in 2.x

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Re: [osg-users] Error with current osgDotNet wrapper generators

2007-09-19 Thread Jason Beverage
Sounds good Mike, I'll take a look at it when I get home from work.  I
wanted to see if some of the stability issues that people were having were
fixed by some of Robert's recent changes with regards to DeleteHandler being
replaced by just using standard ref_ptr.

Jason

On 9/19/07, Mike Wittman <[EMAIL PROTECTED]> wrote:
>
>  Hi Jason,
>
>
>
> I think I saw the same thing due to the rearranging of DLL locations and
> names in the Windows build.  I made some changes to try to handle that, but
> they may be wrong or incomplete.  You might try setting OSG_NOTIFY_LEVEL to
> DEBUG before running the generator to see if the OSG loader is finding the
> proper DLLs.
>
>
>
> I'm still working off 2.1.9, so I can't reproduce this at the moment.
>
>
>
> *Mike Wittman*
>
> [EMAIL PROTECTED]
>
> *___*
>
> *Seismic Micro-Technology, Inc.*
>
> *8584 Katy Freeway, **Suite 400 / Houston, Texas 77024*
>
> *Tel.  +1 (713) 464-6188*
>
> *Fax. +1 (713) 464-6440*
>
> *Web:  www.seismicmicro.com*
>
> *___*
>
> *CONTACT US TODAY for more information.*
>
>
>--
>
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Jason Beverage
> *Sent:* Tuesday, September 18, 2007 9:00 PM
> *To:* osg users
> *Subject:* [osg-users] Error with current osgDotNet wrapper generators
>
>
>
> Hi Mike,
>
> When I try to generate the wrappers using the SVN versions of osgDotNet
> and OpenSceneGraph I get "Caught exception: no undefined type was present
> during augmented types creation!".
>
> Any ideas?
>
> Thanks,
>
> Jason
>
> ___
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>
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Re: [osg-users] OpenSceneGraph with Qt multiple windowing problem

2007-09-19 Thread David Callu
Hi arnaud

I can't reproduce your problem. I have 4 osg window in the mainWindow and
all have the same frame rate.
Can you describe you plateform driver vertion OSG, Qt
OSG_OPTIMIZE and OSG_CAMERA_THREAD env var
...


another think is thit is preferable to use osgViewer::CompositeViewer and
osgViewer::View
instead of osgViewer::Viewer when you have many scene and so many view.
With this, all update/cull/draw/ operations are done with the Thread  Model
choose in the osgViewer::CompositeViewer, and so do the best management of
all
 update/cull/draw/ operation of each View. This include to swapping OpenGL
buffer all together.
 I never could notice this but a thread on the ML talk about this. according
to this thread,
swapping all OpenGL buffer together give best performance.

Thank

David

Joint the modified

2007/9/19, arnaud houegbelo <[EMAIL PROTECTED]>:
>
> Hi Robert,
>
> Please find in attached file the source code of a small
> project based on osgViewerQT. This project create a QApplication
> with a mdi. You can open many OsgWidget (inherits of osgViewerQT)
> via the menu (File -> Open). If you open many viewers you will
> see that the last viewers opened are very slow and if you close some
> previous viewers they delete some objects in the others viewers.
> I hope that this exemple will be useful to you to find the problem.
>
> many thanks and
> best Regards
>
> Arnaud
>
>
>
>
> 
> Boardwalk for $500? In 2007? Ha! Play Monopoly Here and Now (it's updated
> for today's economy) at Yahoo! Games.
> http://get.games.yahoo.com/proddesc?gamekey=monopolyherenow
> ___
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>
>
>
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Re: [osg-users] Error with current osgDotNet wrapper generators

2007-09-19 Thread Mike Wittman
I think the DeleteHandler changes went in pre-2.1.9, and I'm still
seeing issues with that release.  So there has to be something else
going on.

 

I've been able to pretty reliably reproduce the problem by creating a
small scenegraph and visiting it with a NodeVisitor subclass, all the
while running continuous GCs on a background thread.  This is on a dual
core box, which may or may not be relevant.  My best guess is there's
some kind of thread safety problem related to reference counting or
lifetime management that wasn't there in 2.0.

 

-Mike

 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Beverage
Sent: Wednesday, September 19, 2007 12:44 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Error with current osgDotNet wrapper generators

 

Sounds good Mike, I'll take a look at it when I get home from work.  I
wanted to see if some of the stability issues that people were having
were fixed by some of Robert's recent changes with regards to
DeleteHandler being replaced by just using standard ref_ptr. 

Jason

On 9/19/07, Mike Wittman <[EMAIL PROTECTED]> wrote:

Hi Jason,

 

I think I saw the same thing due to the rearranging of DLL locations and
names in the Windows build.  I made some changes to try to handle that,
but they may be wrong or incomplete.  You might try setting
OSG_NOTIFY_LEVEL to DEBUG before running the generator to see if the OSG
loader is finding the proper DLLs.

 

I'm still working off 2.1.9, so I can't reproduce this at the moment.

 

Mike Wittman 

[EMAIL PROTECTED]   

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Fax. +1 (713) 464-6440 

Web:  www.seismicmicro.com 

___ 

CONTACT US TODAY for more information. 

 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Beverage
Sent: Tuesday, September 18, 2007 9:00 PM
To: osg users
Subject: [osg-users] Error with current osgDotNet wrapper generators

 

Hi Mike,

When I try to generate the wrappers using the SVN versions of osgDotNet
and OpenSceneGraph I get "Caught exception: no undefined type was
present during augmented types creation!".

Any ideas? 

Thanks,

Jason


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g 

 

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[osg-users] Bum link to osgEphemeris

2007-09-19 Thread Gerrick Bivins
Hi all,
I found a link to osgEphemeris that has some "misinformation" so I figured
I'd
let people know. The cvs checkout lines point to non-existent repos.
Here is the bad link:
http://www.openscenegraph.org/html/OsgEphemeris/

biv
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Re: [osg-users] OpenSceneGraph with Qt multiple windowing problem

2007-09-19 Thread David Callu
Oups forgotten

I use Linux Fedore 7
Gcc 4.2.1

AMD Athlon(tm) XP 3200+
NVidia GForce 7600 GT

OSG_THREADING = SingleThreaded
OSG_OPTIMIZER = DEFAULT

2007/9/19, David Callu <[EMAIL PROTECTED]>:
>
> Hi arnaud
>
> I can't reproduce your problem. I have 4 osg window in the mainWindow and
> all have the same frame rate.
> Can you describe you plateform driver vertion OSG, Qt
> OSG_OPTIMIZE and OSG_CAMERA_THREAD env var
> ...
>
>
> another think is thit is preferable to use osgViewer::CompositeViewer and
> osgViewer::View
> instead of osgViewer::Viewer when you have many scene and so many view.
> With this, all update/cull/draw/ operations are done with the Thread
> Model
> choose in the osgViewer::CompositeViewer, and so do the best management of
> all
>  update/cull/draw/ operation of each View. This include to swapping OpenGL
> buffer all together.
>  I never could notice this but a thread on the ML talk about this.
> according to this thread,
> swapping all OpenGL buffer together give best performance.
>
> Thank
>
> David
>
> Joint the modified
>
> 2007/9/19, arnaud houegbelo <[EMAIL PROTECTED]>:
> >
> >  Hi Robert,
> >
> > Please find in attached file the source code of a small
> > project based on osgViewerQT. This project create a QApplication
> > with a mdi. You can open many OsgWidget (inherits of osgViewerQT)
> > via the menu (File -> Open). If you open many viewers you will
> > see that the last viewers opened are very slow and if you close some
> > previous viewers they delete some objects in the others viewers.
> > I hope that this exemple will be useful to you to find the problem.
> >
> > many thanks and
> > best Regards
> >
> > Arnaud
> >
> >
> >
> >
> > 
> > Boardwalk for $500? In 2007? Ha! Play Monopoly Here and Now (it's
> > updated for today's economy) at Yahoo! Games.
> > http://get.games.yahoo.com/proddesc?gamekey=monopolyherenow
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> >
> >
>
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Re: [osg-users] debug libraries in windows

2007-09-19 Thread Robert Osfield
On 9/19/07, Andy Skinner <[EMAIL PROTECTED]> wrote:
> Thanks, but it is called in some situations.  We haven't figured out yet
> why some text is drawn and some isn't.

This will either be a culling issue, i.e. you bounding box is wrongly
computed, or some incomplete state management in your custom code.
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Re: [osg-users] debug libraries in windows

2007-09-19 Thread Andy Skinner
Right, the bounding box isn't good (two corners are the same point).
But this used to work, with us setting the option to disable small
feature culling.  Is there another check that would have changed,
something where we could get bad results from such a bounding box, but
not from small feature culling?

We need to fix the bounds, but we'd like to see this working first.

thanks
andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, September 19, 2007 1:59 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] debug libraries in windows

On 9/19/07, Andy Skinner <[EMAIL PROTECTED]> wrote:
> Thanks, but it is called in some situations.  We haven't figured out
yet
> why some text is drawn and some isn't.

This will either be a culling issue, i.e. you bounding box is wrongly
computed, or some incomplete state management in your custom code.
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[osg-users] debug plugin library names under linux

2007-09-19 Thread Andy Skinner
I just build debug OSG on Windows and linux--thanks to those who helped
out.

In my build, the Windows OSG libraries and plugin libraries have the "d"
in their names.  But on linux, I get the "d" in the OSG library  names,
but not the plugin libraries.

So in Windows I have:
osg22-osgd.dll
osgdb_rgbd.dll

On Linux I have:
libosgd.so
osgdb_rgb.so

Shouldn't the linux plugin name be osgdb_rgbd.so?

andy

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Re: [osg-users] OpenSceneGraph with Qt multiple windowing problem

2007-09-19 Thread Robert Osfield
On 9/19/07, David Callu <[EMAIL PROTECTED]> wrote:
> I can't reproduce your problem. I have 4 osg window in the mainWindow and
> all have the same frame rate.
> Can you describe you plateform driver vertion OSG, Qt
> OSG_OPTIMIZE and OSG_CAMERA_THREAD env var
> ...

Thanks for looking in to this.

> another think is thit is preferable to use osgViewer::CompositeViewer and
> osgViewer::View
> instead of osgViewer::Viewer when you have many scene and so many view.
> With this, all update/cull/draw/ operations are done with the Thread  Model
> choose in the osgViewer::CompositeViewer, and so do the best management of
> all
>  update/cull/draw/ operation of each View. This include to swapping OpenGL
> buffer all together.
>  I never could notice this but a thread on the ML talk about this. according
> to this thread,
> swapping all OpenGL buffer together give best performance.

For apps that have multiple windows and mulitple views on to one or
more scenes that CompositeViewer is the most apporpriate tool.

There is but though, running with multiple graphics context is not
possible when one use GraphicsWindowEmbedded - only single threaded,
single context per Viewer/CompositeViewer is possible.  If you have
multiple Windows then you need a separate Viewer/CompositeViewer for
each one.

The ideal is not to have to use GraphicsWindowEmbedded and provide a
full GraphicsWindow implementation for the specific windowing system -
for instance a GraphicsWindowQt would be appropriate.  I did
originally have a bash at writing a GraphicsWindowQt but Qt didn't
provide all the required hooks for controlling the OpenGL context in a
way that a complete GraphcsWindowQt could be achieved - bascially Qt's
OpenGL & threading support isn't quite a capable/flexible as it should
be.

There other approach would be to inherit the native windowing into a
GraphicsWindowWin32/Carbon/X11 in a way that adapts a Qt window via
its native windowing implementation.  There is a but in this...
GraphicsWindowX11 does yet support windowing inheritance - but
GraphicsWindowWin32 and Carbon do, so its all typically possible just
lack of time at my end has hindered this.

Others are welcome to chip in and implement window inheritance in
GraphicsWindowX11 :-)

Robert.
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Re: [osg-users] debug plugin library names under linux

2007-09-19 Thread Robert Osfield
Hi Andy,

On 9/19/07, Andy Skinner <[EMAIL PROTECTED]> wrote:
> I just build debug OSG on Windows and linux--thanks to those who helped
> out.
>
> In my build, the Windows OSG libraries and plugin libraries have the "d"
> in their names.  But on linux, I get the "d" in the OSG library  names,
> but not the plugin libraries.
>
> So in Windows I have:
> osg22-osgd.dll
> osgdb_rgbd.dll
>
> On Linux I have:
> libosgd.so
> osgdb_rgb.so
>
> Shouldn't the linux plugin name be osgdb_rgbd.so?

Probably...

The plugins will compile without the d  and be loaded without the d so
everything will be fine.  You can mix and match debug and non debug
libs/apps under Unix so there is no technical problem.

Robert.
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Re: [osg-users] osg::CameraNode doesn't render the scene behind the osgProducer::Camera

2007-09-19 Thread zarrandreas
Thanks for the tip, but I can't use osgViewer, because I use custom
framework and this framework use osgProducer::Viewer. 
The Prerender Example in osg framework use also osgProducer::Camera and
osg::CameraNode to render the scene to the texture. Maybe the problem is in
the using of the screen aligned quad (=> I align the quad to the screen in
the vertex shader).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, September 19, 2007 7:20 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg::CameraNode doesn't render the scene behind the
osgProducer::Camera

On 9/19/07, zarrandreas <[EMAIL PROTECTED]> wrote:
> Hello,
> I use osg::CameraNode to render the scene to a texture, and then I display
> this texture on the screen aligned quad.
>
> Problem: If I fly throw the scene, osg::CameraNode don't display anything.
>
> 1) The osg::CameraNode clips the scene and this is the reason, why it
> doesn't display anything
> 2) osg::CameraNode has position and the osgProducer::Camera clips the
> osg::CameraNode, because osg::CameraNode is behind the
> osgProducer::CameraNode.
>
> What do you think? What can it be?

What do I think?  I'm confused.

BTW, try updating to 2.x and use osgViewer rather than osgProducer, it
might not directly solve your problem but it should clear up some of
the confusion over different camera classes as there is just one -
osg::Camera ( what was called CameraNode).

Robert.
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Re: [osg-users] ive format and includeImageFileInIVEFile does it losereferences to same image?

2007-09-19 Thread Roger James
I spent some more time looking at this and realise that what I suggested has
already been implemented with a private cache of file names in
DataInputStream::readImage. 

 

However, because of this I think that the reverse can be done in
DataOutputStream::writeImage and the image data omitted from the output
stream if it has already been written before.

 

I will have a go at this in the next few days.

 

Roger

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roger James
Sent: 19 September 2007 12:43
To: 'Public OpenSceneGraph Users discussion list.'
Subject: [osg-users] ive format and includeImageFileInIVEFile does it
losereferences to same image?

 

Can anyone who is more familiar with ive ReaderWriter comment on the
following observations.

 

Setting the includeImageFileInIVEFile option when writing ive files causes
very large files to be written even if the scene contains few textures. It
appears that whenever an image object is referenced in the graph a copy of
it is placed in the output stream along with a full copy of the image data.
Am I correct in this assumption?

 

Looking at the ive input code it appears that new image objects are created
unconditionally without checking for duplication whenever they are
encountered. It appears that this results in many copies of the same image
in the graph. Am I talking complete nonsense here?

 

I was just wondering whether it would be an easy change to make to get the
code that reads the mage data from the stream to tag the data with the
filename and put it in the cache. This data could then be used on subsequent
reads. Comments anyone?

 

I will have a go at this if it seems feasible, although a more elegant
solution that stops the duplicate data getting into the file in the first
place may be better. I suspect most of the other duplications that occur can
be removed with the optimiser.

 

I will not be offended if I am told the above is utter nonsense!

 

Roger

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[osg-users] osgUtil::Simplifier explained

2007-09-19 Thread Matt Franklin
Could someone please explain what conditions are needed for the Simplifier
to do its job? When I use it on a range of models I can see that some
simplification happens on the curved surfaces but there always seems to be a
limit to how much simplification takes place. For example I have a model of
a bridge with a nice curved arch on the underside. When I simplify the model
some of the curved surface is simplified away. However, I can never simplify
it further, no matter what settings I use. I would niavely expect that the
arch could be simplified to a simple triangular shape but this never
happens.

Thanks in advance

Matt
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Re: [osg-users] osg::CameraNode doesn't render the scene behind the osgProducer::Camera

2007-09-19 Thread Don Burns
Hi,

I would suggest that you post this question on the Producer list.  Robert
has dropped Producer and support for osgProducer along with it.  There are
those of us on that list that will attempt to answer your question beyond
the suggestion of upgrading.

Subscribe here:

http://www.andesengineering.com/mailman/listinfo/producer-users

-don

On 9/19/07, "zarrandreas"  wrote:
>
>
>
> Thanks for the tip, but I can't use osgViewer, because I use custom
> framework and this framework use osgProducer::Viewer.
> The Prerender Example in osg framework use also osgProducer::Camera and
> osg::CameraNode to render the scene to the texture. Maybe the problem is
> in
> the using of the screen aligned quad (=> I align the quad to the screen in
> the vertex shader).
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
> Osfield
> Sent: Wednesday, September 19, 2007 7:20 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] osg::CameraNode doesn't render the scene behind
> the
> osgProducer::Camera
>
> On 9/19/07, zarrandreas <[EMAIL PROTECTED]> wrote:
> > Hello,
> > I use osg::CameraNode to render the scene to a texture, and then I
> display
> > this texture on the screen aligned quad.
> >
> > Problem: If I fly throw the scene, osg::CameraNode don't display
> anything.
> >
> > 1) The osg::CameraNode clips the scene and this is the reason, why it
> > doesn't display anything
> > 2) osg::CameraNode has position and the osgProducer::Camera clips the
> > osg::CameraNode, because osg::CameraNode is behind the
> > osgProducer::CameraNode.
> >
> > What do you think? What can it be?
>
> What do I think?  I'm confused.
>
> BTW, try updating to 2.x and use osgViewer rather than osgProducer, it
> might not directly solve your problem but it should clear up some of
> the confusion over different camera classes as there is just one -
> osg::Camera ( what was called CameraNode).
>
> Robert.
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>
>
>
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Re: [osg-users] Error with current osgDotNet wrapper generators

2007-09-19 Thread Jason Beverage
Hi Mike,

The error was because OSG is apparently installing the osgwrapper_*.dll
files in the osgplugins directory instead of in the bin directory like
normal.  Copying them to bin generates the wrappers.  Haven't tried building
them yet though.

Jason

On 9/19/07, Mike Wittman <[EMAIL PROTECTED]> wrote:
>
>  I think the DeleteHandler changes went in pre-2.1.9, and I'm still seeing
> issues with that release.  So there has to be something else going on.
>
>
>
> I've been able to pretty reliably reproduce the problem by creating a
> small scenegraph and visiting it with a NodeVisitor subclass, all the while
> running continuous GCs on a background thread.  This is on a dual core box,
> which may or may not be relevant.  My best guess is there's some kind of
> thread safety problem related to reference counting or lifetime management
> that wasn't there in 2.0.
>
>
>
> -Mike
>
>
>--
>
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Jason Beverage
> *Sent:* Wednesday, September 19, 2007 12:44 PM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] Error with current osgDotNet wrapper generators
>
>
>
> Sounds good Mike, I'll take a look at it when I get home from work.  I
> wanted to see if some of the stability issues that people were having were
> fixed by some of Robert's recent changes with regards to DeleteHandler being
> replaced by just using standard ref_ptr.
>
> Jason
>
> On 9/19/07, *Mike Wittman* <[EMAIL PROTECTED]> wrote:
>
> Hi Jason,
>
>
>
> I think I saw the same thing due to the rearranging of DLL locations and
> names in the Windows build.  I made some changes to try to handle that, but
> they may be wrong or incomplete.  You might try setting OSG_NOTIFY_LEVEL to
> DEBUG before running the generator to see if the OSG loader is finding the
> proper DLLs.
>
>
>
> I'm still working off 2.1.9, so I can't reproduce this at the moment.
>
>
>
> *Mike Wittman*
>
> [EMAIL PROTECTED]
>
> *___*
>
> *Seismic Micro-Technology, Inc.*
>
> *8584 Katy Freeway, Suite 400 / Houston, Texas 77024*
>
> *Tel.  +1 (713) 464-6188*
>
> *Fax. +1 (713) 464-6440*
>
> *Web:  **www.seismicmicro.com*
>
> *___ *
>
> *CONTACT US TODAY for more information.*
>
>
>--
>
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Jason Beverage
> *Sent:* Tuesday, September 18, 2007 9:00 PM
> *To:* osg users
> *Subject:* [osg-users] Error with current osgDotNet wrapper generators
>
>
>
> Hi Mike,
>
> When I try to generate the wrappers using the SVN versions of osgDotNet
> and OpenSceneGraph I get "Caught exception: no undefined type was present
> during augmented types creation!".
>
> Any ideas?
>
> Thanks,
>
> Jason
>
>
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[osg-users] Install Location for osgwrappers_*.dll

2007-09-19 Thread Jason Beverage
Hi all,

Currently, the osgwrappers_*.dll files are installed in the bin\osgPlugins-
2.1.11 folder instead of in just bin.  Is this correct behavior?  It seems
to me like they should have the same versioning scheme the rest of OSG has
now and be placed in the bin folder.

Thanks,

Jason
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[osg-users] OpenThreads threading bug on creation/deletion (leads to crashes)

2007-09-19 Thread Adam Coates
I ran into a crash caused (apprently) by OpenThreads (pthread
implementation).  If you create a new thread, and then immediately
destroy it, it is possible to delete the thread before it has been
flagged as "running".  Thus, whoever in osgViewer is waiting on the
thread to close ends up deleting the thread, never realizing that it
has already been started (resulting in a crash).

The OpenThread source (see Thread::~Thread() in Pthread.c++) suggests
that even attempting to delete a thread while it's running is an
error.  But it, too, uses the "isRunning" flag as its signal that the
thread is either running or not, so it doesn't even notice the error
when the thread gets destroyed.  isRunning is not actually a correct
indicator of whether the thread is running, as presently implemented.

I temporarily solved this by adding:  pd->isRunning = true;  just
before pthread_create() in Thread::start().  This solves my problem,
but it should probably be looked at / solved by somebody more familiar
with the code.  Modifying asynchronous code you didn't write is a bad
bad feeling... =(

This is in the OpenSceneGraph-2.1.11 SVN source.

Thanks all,
AC
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Re: [osg-users] 'loosing' textures?

2007-09-19 Thread Raymond de Vries
Hi,

I know, it sounds that I'm doing strange things. But the opposite is 
true. Well, I am stripping everything and see where it is. Eventually it 
will be something small & stupid, as always ;-)

Thanks for your time!
Raymond


Zach Deedler wrote:
> Well it does sound like you are doing some pretty crazy things, but I don't
> know why they'd cause textures to disappear.  Are there any other odd things
> that you are doing?
>
> I had similar texture problems when using ReplicantBody models in my scenes.
> Are you loading any crazy file formats?
>
> Has anything else changed since you have upgraded to OSG 2.0?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Raymond de
> Vries
> Sent: Wednesday, September 19, 2007 10:09 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] 'loosing' textures?
>
> Hi Zach,
>
>   
>> It sounds like your state sets are not being managed properly.  Are you
>> doing any opengl state changes outside of OSG?  If so, try removing them
>> 
> and
>   
>> see what happens.
>>   
>> 
> You mean that I do direct OpenGL calls, mixed with OSG, right? Nope, I 
> am not doing that. Yes, I can imagine that that's tricky to do. 
> Everything is single threaded, single rendering context.
>
> thnx
> Raymond
>
>   
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Raymond
>> 
> de
>   
>> Vries
>> Sent: Wednesday, September 19, 2007 9:34 AM
>> To: OpenSceneGraph Users
>> Subject: Re: [osg-users] 'loosing' textures?
>>
>> Hi,
>>
>>   
>> 
>>> Glut is effectively only used for creating the rendering context at the 
>>> moment. From there on I use this rendering context in the .net controls. 
>>> Apart from that the usage is for historical reasons. I understand it 
>>> sounds strange but the glut functionality that I use right now is very 
>>> limited. And when I do use it, it is used as a kind of debugging window 
>>> instead of het .net control.
>>>
>>> Rewriting the whole thing is not an option right now, and I don't need 
>>> the full osgviewer functionality. I will try to use osg::GraphicsContext 
>>> so that I can take a step in the right direction.
>>>   
>>> 
>>>   
>> Ok, I guess this GraphicsContext is only to be used as part of the 
>> osgviewer, so this is not an option for me right now.
>>
>> More info, maybe this rings a bell: the textures only disappear after a 
>> few frames, when I use multiple windows (.net controls). Conceptually, I 
>> don't have a clue what's going on, all the windows have a view on the 
>> same scenegraph, using their own sceneview.
>>
>> thanks a lot for your time!
>> Raymond
>>
>>   
>> 
>>> best regards
>>> Raymond
>>>
>>>
>>> Robert Osfield wrote:
>>>   
>>> 
>>>   
 Hi Raymond,

 I am perplexed why you'd want to use GLUT for any multiple window
 work.  Why not just try the native windowing support.

 Robert.

 On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote:
   
 
   
 
> Hi Robert,
>
> Sure, I did not provide information for the complete solution. At this
> moment I was hoping that someone else was triggered by this and he or
> she did some extensive research on this. Appearantly I did trigger ;-)
>
> I will describe my situation here in detail:
>
> * osg 2.0.0 on Windows XP SP2, 1 monitor
> * 1 main freeglut window = 1 rendering context. Shared contexts is
>   enabled in freeglut since I intend to use only 1 rendering
>   
> context
>   
>   in order to preserve resources. This window exists during the
>   existence of the program and I hide it just after creation. I
>   don't draw this window.
> * Multiple other windows, mixed glut and .net controls. In the .net
>   control I create a so-called NativeWindow and get the current
>   context. This way I get the context from my main window. These
>   other windows and .net controls are created and deleted at
>   
> runtime
>   
> * Each 'other' window (ie not the main window) has its own
>   
> sceneview
>   
> * 1 scenegraph, assigned to each sceneview (setSceneData(node))
> * Each 'other' window has its own camera transformation
>
> Models are then loaded from file and added to the scenegraph. The
>   
> effect
>   
> that I see right now is that it seems that I am using multiple
>   
> rendering
>   
> contexts and that the texture of some parts of the models don't get
> uploaded to a particular rendering context. This is not the case
> however, I checked the contexts being made active and they are all the
> same. It looks like the models are only smooth shaded. Any clue?
>
> Is it possible that I need to set a specific rendering context to a
> sceneview?
>
>

Re: [osg-users] OpenThreads threading bug on creation/deletion (leads to crashes)

2007-09-19 Thread Adam Coates
So, I just realized that the OSG folks are not synonymous with the
OpenThreads folks.  ^_^  Sorry for dropping this on the wrong list
then.  In that light, it may not even be considered a bug in OT,
since, theoretically, it might be unfair to call the Thread destructor
while the thread is running (even though I'm pretty sure they intended
isRunning() to work as we'd expect).

It should be possible to add a workaround in the following way:

1.  Before starting the thread, set a flag to indicate that the thread
is "starting up".
2.  Have the thread's run() routine unset this flag.

Before deleting the Thread, make sure that both the "starting up" flag
and the isRunning flag are false.  One of these will have to be true
if the thread has not reached the run() method yet, or has not
completely exited from run() -- thus avoiding the problem.

My question:  does somebody want me to implement this workaround and
submit it to you?  Alternatively, I can just point out the break to
the OpenThreads people and we can wait for a patch...

AC

On 9/19/07, Adam Coates <[EMAIL PROTECTED]> wrote:
> I ran into a crash caused (apprently) by OpenThreads (pthread
> implementation).  If you create a new thread, and then immediately
> destroy it, it is possible to delete the thread before it has been
> flagged as "running".  Thus, whoever in osgViewer is waiting on the
> thread to close ends up deleting the thread, never realizing that it
> has already been started (resulting in a crash).
>
> The OpenThread source (see Thread::~Thread() in Pthread.c++) suggests
> that even attempting to delete a thread while it's running is an
> error.  But it, too, uses the "isRunning" flag as its signal that the
> thread is either running or not, so it doesn't even notice the error
> when the thread gets destroyed.  isRunning is not actually a correct
> indicator of whether the thread is running, as presently implemented.
>
> I temporarily solved this by adding:  pd->isRunning = true;  just
> before pthread_create() in Thread::start().  This solves my problem,
> but it should probably be looked at / solved by somebody more familiar
> with the code.  Modifying asynchronous code you didn't write is a bad
> bad feeling... =(
>
> This is in the OpenSceneGraph-2.1.11 SVN source.
>
> Thanks all,
> AC
>
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[osg-users] BUG?: mouse coordinate changes after window move

2007-09-19 Thread Anders Backman
Hi,
Im using a recent svn version (a few weeks old) of osg under windows (both
VISTA and XP).

I have noticed that if I:

1. Start osgviewer cow.osg
2. press 'f' to get into windowed mode
3. if I now move the whole window and release it, I can see that the
view/projection changes slightly.

Another illustration:

A small app that output the coordinates of a mouse click in the window

1. start that application and make it windowed 'f'
2. click on a specific point in the scene, ea.getX(), ea.getY() reports:
(132, 171)
3. move the window a little bit, click in the same point in the scene
ea.getX(), ea.getY() reports:  (139 ,121)
4. move the window again to any position on the screen, and now ea.getX(),
ea.getY() reports consistent results.

So to me it seems that the first move-window messes (or corrects) the
view/projection.

Now I tried this on a ubuntu machine, but on that one the windowed mode did
not work at all.
Pressing 'f' results in a brief flicker of the window, and I can for a
fraction of a second see a smaller cow, no window decoration in the lower
left corner of the display.


Anyone else noticed these two problems?

-- 



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