[osg-users] Error while building Virtual Planet Builder

2007-09-21 Thread om
hi,
I am using Open Scene Graph version 2.1.11 and I have checked out latest 
version of Virtual Planet Builder dated 20/09/07.
I am getting the following errors while build.

/VirtualPlanetBuilder/src/vpb/DatabaseBuilder.cpp: In member function 
`bool TemplateSerializerC, P::read(osgDB::Input, osg::Object , bool)':
/VirtualPlanetBuilder/src/vpb/DatabaseBuilder.cpp:212:  error: 'class 
osgDB::Input' has no member named 'read'

/VirtualPlanetBuilder/src/vpb/DatabaseBuilder.cpp: In member function 
`bool Vec4SerializerC::read(osgDB::Input, osg::Object, bool )':
/VirtualPlanetBuilder/src/vpb/DatabaseBuilder.cpp:255:  error: 'class 
osgDB::Input' has no member named 'read'

/VirtualPlanetBuilder/src/vpb/DatabaseBuilder.cpp: In member function `bool
GeospatialExtentsSerializerC::read(osgDB::Input, osg::O bject, bool)':
/VirtualPlanetBuilder/src/vpb/DatabaseBuilder.cpp:343:  error: 'class 
osgDB::Input' has no member named 'read'

Can anybody please suggest which version of OSG to be used or how to 
resolve this problem?

Thanks

Omkaranathan.
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Re: [osg-users] Error while building Virtual Planet Builder

2007-09-21 Thread Robert Osfield
Hi Omkaranathan,

You'll need to use the SVN version of OSG for the SVN version of
VirtualPlanetBuilder (VPB).  VPB is undergoing a lot of structural
changes right now so is not appropriate to use a base until I've got
further through this work.  If you want a stable version you'll need
to use the 1.9.2 release I made a few weeks back.

Robert.

On 9/21/07, om [EMAIL PROTECTED] wrote:
 hi,
 I am using Open Scene Graph version 2.1.11 and I have checked out latest
 version of Virtual Planet Builder dated 20/09/07.
 I am getting the following errors while build.

 /VirtualPlanetBuilder/src/vpb/DatabaseBuilder.cpp: In member function
 `bool TemplateSerializerC, P::read(osgDB::Input, osg::Object , bool)':
 /VirtualPlanetBuilder/src/vpb/DatabaseBuilder.cpp:212:  error: 'class
 osgDB::Input' has no member named 'read'

 /VirtualPlanetBuilder/src/vpb/DatabaseBuilder.cpp: In member function
 `bool Vec4SerializerC::read(osgDB::Input, osg::Object, bool )':
 /VirtualPlanetBuilder/src/vpb/DatabaseBuilder.cpp:255:  error: 'class
 osgDB::Input' has no member named 'read'

 /VirtualPlanetBuilder/src/vpb/DatabaseBuilder.cpp: In member function `bool
 GeospatialExtentsSerializerC::read(osgDB::Input, osg::O bject, bool)':
 /VirtualPlanetBuilder/src/vpb/DatabaseBuilder.cpp:343:  error: 'class
 osgDB::Input' has no member named 'read'

 Can anybody please suggest which version of OSG to be used or how to
 resolve this problem?

 Thanks

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

2007-09-21 Thread Alberto Luaces
Hi Robert,

thanks for the information about the contexts. Now my task seems to me easier 
that I thought. I'm subclassing from osgViewer::GraphicsWindow, so I think 
I'll have to take account for the context IDs and the osg::State, as the 
osgwxviewer does (though only for one view). Anyways, I have the aid of the 
osgViewer::GraphicsWindowEmbedded class to copy some of its implementation 
details.

Alberto

El Thursday 20 September 2007 17:51:57 Robert Osfield escribió:
 Hi Alberto,

 On 9/20/07, Alberto Luaces [EMAIL PROTECTED] wrote:
  I'm a bit confused about the naming.  What do you mean by graphics
  context? An OpenGL one or an osg::GraphicsContext?

 osg::GraphicsContext maps directly to an OpenGL context so there
 should not be any confusion.

  I ask because currently I have a wxWidgets application with two views of
  the same scene. Each view is attached to an osgViewer::GraphicsWindow
  which in turn controls its wxGLcanvas. The two wxGLcanvas were created
  with a common OpenGL context, so all the GL objects as display lists,
  textures... are shared. Each osgViewer::GraphicsWindow has one
  osg::State.

 A sharing OpenGL contexts doesn't mean actually sharing of the
 context, its just sharing some data between contexts, so you don't
 have a common OpenGL context, you have two separate OpenGL contexts
 that are sharing display lits/texture objects etc.

 Each GraphicsWindow is a GraphicsContext which maps directly to a
 single OpenGL graphics context.  Each OpenGL graphics context has its
 own state machine which is mapped by a single osg::State object -
 which you'll find on the GraphicsContext.

 Sharing of display lists/texture objects between contexts on the OSG
 just requires you to set the State::ContextID to same value.  If the
 GraphicsWindow implementation is set up correctly then it'll
 automatically assign the same ContextID for each of the seperate
 osg::State objects.

  In summary I have
 
  2 wxGLCanvas ( sharing GL objects, one only common wxGLContext)
  2 osgViewer::GraphicsWindow ( which are in fact 2 osg::GraphicContext)
  2 osgViewer::View (I'm using osgViewer::CompositeViewer)
  2 osg::State (not sure if only one would do)
 
  If, in addition, I wanted to show two more views of a new different
  scene, should I do the same as before (creating 2 GraphicsWindows, 2
  Views, 2 States and connect them to the 2 wxGLCanvas with a new shared
  OpenGL context) and attaching the Views to the existing CompositeViewer
  or should I create a new CompositeViewer and attach the 2 new Views
  there?

 Ideally a single CompositeViewer should be used per app, and the
 various Views and associate GraphicsWindow managed according to your
 needs.  The osg::State objects should all be managed as an
 implementation detail, you shouldn't need to concern yourself with it.

 Robert.



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Re: [osg-users] 'loosing' textures? = How to create a proper .osg file with multi-texturing?

2007-09-21 Thread Raymond de Vries
Hi Robert,

 State the leaks out of one subgraph into the next is typically down to
 some geometry not having color or normal arrays attached to them when
 they need it, or in your case it could be that your are enabling the
 second texture unit for all the scene, but only defining tex coords
 for that texture unit for a small proportion of the scene.

Agreed, this makes sense, I had come up with this myself too. In the
scene, it looks as loosing textures, which is not really the case.

I assume that osg disables the texture units when no texture and/or
texture coordinates are set for these units, right? At the moment it seems
that there is a dependancy whether or not models are in the same frustum.

 BTW, if you want other people to try out your models its best to zip
 them all up together as copying and pasting text files is really error
 prone.

Ok.

I will dive into this deeper.

thanks again,
Raymond


 Robert.

 On 9/21/07, Raymond de Vries [EMAIL PROTECTED] wrote:
 Hi Robert, good morning,

 I fully understand your point of view about the osgViewer, and I support
 that. Actually, I've set up a test project to give it a try.

 It seems that my problem has to do with my (hand-made) multi-textured
 models! So it seems that I am not handling the statesets properly... I
 created a multi-textured .osg file by hand, and I suspect that I forgot
 to set/change something. It looks ok when I load it in osgviewer and I
 don't see any errors reported by osgviewer (env var set to DEBUG_FP).
 Other models then this multi-textured plane loose their texture in this
 situation:
 - 2 windows, each has its own sceneview
 - sceneview's frustums are set so that the multi-textured plane is only
 visible in 1 sceneview
 - it doesn't matter if the other models are in the viewing frustum of
 each window

 This is how I created the multi-textured plane in .osg file format:
 1) export a textured plane from 3dsmax
 2) added the textureUnit 1 section by copying from the textureUnit 0
 section
 3) added the TexCoordArray 1 section by copying from the
 TexCoordArray 0 section
 3) added TexEnv section
 I tried to change the renderbin but it does not change anything.

 Can someone please take a look at the attached model? Or point me to a
 properly multi-textured model in .osg format?

 pfew, it's driving me nuts.

 Thanks a lot for your time!
 Raymond

 Btw I'm now using osg 2.1.11 on WindowsXP, Visual Studio 2005 SP1


 Robert Osfield wrote:
  On 9/20/07, Raymond de Vries [EMAIL PROTECTED] wrote:
 
  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 ;-)
 
 
  I'm afraid your set up is novel enough that others will only be clutch
  at straws at what the issue.  One of the reasons for the new osgViewer
  library is to pull a whole range of disparate usage models together
  under one family of classes to avoid the issues of users rolling a lot
  of functionality on their own as its almost impossible to remotely
  support such bespoke configurations.
 
  The OSG does support multiple graphics context just fine, but your
  have to be careful about management of threads, contextIDs.  In the
  case of 2.x it is more robust than ever in multi-threaded
  multi-context role, and with osgViewer the vast majority of the
  complexity of supporting these configurations is wrapped for you.
 
  Robert.
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 MatrixTransform {
   DataVariance STATIC
   name Scene Root
   nodeMask 0xff
   cullingActive TRUE
   StateSet {
 UniqueID StateSet_0
 DataVariance STATIC
 rendering_hint DEFAULT_BIN
 renderBinMode INHERIT
 GL_LIGHTING ON
   }
   referenceFrame RELATIVE
   Matrix {
 1 0 0 0
 0 1 0 0
 0 0 1 0
 0 0 0 1
   }
   num_children 1
   MatrixTransform {
 DataVariance STATIC
 name Front
 nodeMask 0xff
 cullingActive TRUE
 referenceFrame RELATIVE
 Matrix {
   1 0 0 0
   0 1 0 0
   0 0 1 0
   0 0 0 1
 }
 num_children 1
 Geode {
   UniqueID Geode_1
   DataVariance STATIC
   nodeMask 0xff
   cullingActive TRUE
   num_drawables 1
   Geometry {
 DataVariance DYNAMIC
 StateSet {
   UniqueID StateSet_2
   DataVariance STATIC
   rendering_hint DEFAULT_BIN
   renderBinMode INHERIT
   GL_CULL_FACE ON
   GL_LIGHTING ON
   0xba1 ON
   Material {
 DataVariance STATIC
 ColorMode OFF
 ambientColor 0.588235 0.588235 0.588235 1
 diffuseColor 1 1 1 1
 specularColor 0 0 0 1
 emissionColor 0 0 0 1
 shininess 0
   }
   textureUnit 0 {
 GL_TEXTURE_2D 

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

2007-09-21 Thread Robert Osfield
Hi Alberto,

On 9/21/07, Alberto Luaces [EMAIL PROTECTED] wrote:
 thanks for the information about the contexts. Now my task seems to me easier
 that I thought. I'm subclassing from osgViewer::GraphicsWindow, so I think
 I'll have to take account for the context IDs and the osg::State, as the
 osgwxviewer does (though only for one view). Anyways, I have the aid of the
 osgViewer::GraphicsWindowEmbedded class to copy some of its implementation
 details.

Have a look at the way the constructor/init is done for the
GraphicsWindowWin32/X11/Carbon - they all provide a path for detecting
use of shared contexts and manage the contextID accordingly.
GraphicsWindowEmbedded itself is just a shell.

Robert.
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[osg-users] How to activate precaching of textures on current version?

2007-09-21 Thread Carlos Zoido
Hi all,

Could anyone please tell me how can i activate the textures precache
in current stable version ?
In the past I had this piece of code to do that task, wich piece of
code would substitute this one ?

for(osgProducer::OsgCameraGroup::SceneHandlerList::iterator
itr=viewer-getSceneHandlerList().begin();itr!=viewer-getSceneHandlerList().end();++itr)
{
osgUtil::SceneView* sceneview = (*itr)-getSceneView();
sceneview-setInitVisitor(new
osgUtil::GLObjectsVisitor(osgUtil::GLObjectsVisitor::COMPILE_DISPLAY_LISTS));
}

Thanks a lot!


Carlos.
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Re: [osg-users] How to activate precaching of textures on current version?

2007-09-21 Thread Robert Osfield
Hi Carlos,

The osgViewer automatically pre compiles the subgraph when the windows
are created.

Is it that you are looking for a compile pass during the running of the app?

Robert.

On 9/21/07, Carlos Zoido [EMAIL PROTECTED] wrote:
 Hi all,

 Could anyone please tell me how can i activate the textures precache
 in current stable version ?
 In the past I had this piece of code to do that task, wich piece of
 code would substitute this one ?

 for(osgProducer::OsgCameraGroup::SceneHandlerList::iterator
 itr=viewer-getSceneHandlerList().begin();itr!=viewer-getSceneHandlerList().end();++itr)
 {
 osgUtil::SceneView* sceneview = (*itr)-getSceneView();
 sceneview-setInitVisitor(new
 osgUtil::GLObjectsVisitor(osgUtil::GLObjectsVisitor::COMPILE_DISPLAY_LISTS));
 }

 Thanks a lot!


 Carlos.
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Re: [osg-users] PSSM: Latest Version : Please Test and Debug

2007-09-21 Thread Adrian Egli
Hi Roberts

i am working on the texture selection in GLSL, but unfortunately the
gl_FragCoord.z is not for all situation between 0 .. 1. I n some cases,
if a triangles, has a visible part in the [near,far] range and a hidden part
behind the current viewing camera near, the value is from x..1, with x  0.
Why is the value not
from near .. far allways 0..1, is this an know ATI bug or do i something
missunderstand. Or should i add a special matrix? or how can i fix this
issue in fragment shader.

/adegli

2007/9/19, Adrian Egli [EMAIL PROTECTED]:

 Thanks robert,

 i will working on NVidea System (Friday) and i hope that i can fix the
 problems.
 The z fighting is a know problem, but i don't yet know wether it come with
 ati / nvidea.

 i will fix it friday.

 regards adrian

 2007/9/19, Robert Osfield [EMAIL PROTECTED]:
 
  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/DownloadModelsPompeiihttp://www.vision.ee.ethz.ch/%7Epmueller/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 - 

Re: [osg-users] ive format and includeImageFileInIVEFile does itlosereferences to same image?

2007-09-21 Thread Roger James
I now publicly admit that this whole thread had been nonsense. The writer
does maintain a map of statesets so duplicating image data is in fact very
rare.

 

I still don't understand how a 2.3Mb (uncompressed) dae file plus 0.3Mb of
jpeg data ends up as a 20Mbyte ive file!

 

Roger

 

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

 

Roger

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Re: [osg-users] problem with HDR, values clamped?

2007-09-21 Thread Benoit bossavit
ok, now I understand :)

thanks for your answer

bnua

2007/9/21, Art Tevs [EMAIL PROTECTED]:

 Hi, Benoit.

 Yes there is a kind of clamp. 16 Bit float values can
 only represent values upto 65504. Thus it is a good
 practice to add something like:

 color = min(color, 65504);

 At the end of your shaders.

 See nVidia's FP_Specials.pdf for more info.


 Cheers, Art


 --- Benoit bossavit [EMAIL PROTECTED] schrieb:

  Hi all,
 
  I'm trying to do a render in HDR with a CameraNode
  (osg1.2).
  I have a texture where I set an Image wich contains
  float values :
 
  img-setImage( width, height, 1,
  GL_INTENSITY16F_ARB, GL_LUMINANCE,
  GL_FLOAT, data, osg::Image::USE_NEW_DELETE );
  texture-setImage(img.get());
  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 );
  texture-setWrap( osg::Texture::WRAP_T,
  osg::Texture::CLAMP );
 
 
  In data I put values between 0.0 and 7.0
  I give this texture to my shaders and I project it
  with glsl function
  texture2DProj().
  I have an artefact with the render (after tone
  mapping). Values upper than
  65510 (not 65536) seems wrong.
  It's possible there is a max for float value with
  texture 16 bits ? and
  these max is the same that integer value? the rest
  of values or good, I
  can obtain for exemple a value like 25630.56.
 
  Someone can see something?
 
  thanks you.
 
  bnua
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Re: [osg-users] ive format and includeImageFileInIVEFile does itlosereferences to same image?

2007-09-21 Thread Serge Lages
If you don't specify it, you image data will be written uncompressed, and it
can explain the size of the ive file.

To have your images written in a compressed format add to your option string
:
compressImageData JPEG_QUALITY 90
(for rgba images you have similar options with the PNG plugin)

On 9/21/07, Roger James [EMAIL PROTECTED] wrote:

  I now publicly admit that this whole thread had been nonsense. The writer
 does maintain a map of statesets so duplicating image data is in fact very
 rare.



 I still don't understand how a 2.3Mb (uncompressed) dae file plus 0.3Mb of
 jpeg data ends up as a 20Mbyte ive file!



 Roger



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



 Roger

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[osg-users] SVN osgViewer plugin build error

2007-09-21 Thread Serge Lages
Hi,

I have just updated and tried to build but I am having this error on the
osgViewer plugin :

Compiling...
ReaderWriterOsgViewer.cpp
CompositeViewer.cpp
Viewer.cpp
View.cpp
Generating Code...
Linking...
Viewer.obj : error LNK2001: unresolved external symbol public:
virtual class osg::Object * __thiscall
osgViewer::Viewer::cloneType(void)const 
([EMAIL PROTECTED]@osgViewer@@[EMAIL PROTECTED]@@XZ)
Viewer.obj : error LNK2001: unresolved external symbol public:
virtual class osg::Object * __thiscall osgViewer::Viewer::clone(class
osg::CopyOp const )const 
([EMAIL PROTECTED]@osgViewer@@[EMAIL PROTECTED]@@[EMAIL PROTECTED]@@Z)
Viewer.obj : error LNK2001: unresolved external symbol public:
virtual bool __thiscall osgViewer::Viewer::isSameKindAs(class
osg::Object const *)const 
([EMAIL PROTECTED]@osgViewer@@[EMAIL PROTECTED]@@@Z)
Viewer.obj : error LNK2001: unresolved external symbol public:
virtual char const * __thiscall
osgViewer::Viewer::libraryName(void)const 
([EMAIL PROTECTED]@osgViewer@@UBEPBDXZ)
Viewer.obj : error LNK2001: unresolved external symbol public:
virtual char const * __thiscall
osgViewer::Viewer::className(void)const 
([EMAIL PROTECTED]@osgViewer@@UBEPBDXZ)
D:\Code\Magrathea\Dependencies\Main\OpenSceneGraph\lib\Release\..\..\bin\osgPlugins-2.1.11\osgdb_osgviewer.dll
: fatal error LNK1120: 5 unresolved externals


It lead to another problem, during the INSTALL process of CMAKE I have this
error :

CMake Error: Error in cmake code at
D:/Code/Magrathea/Dependencies/Main/OpenSceneGraph/src/osgPlugins/osgViewer/cmake_install.cmake:34:
FILE INSTALL cannot find file
D:/Code/Magrathea/Dependencies/Main/OpenSceneGraph/lib/Release/../../bin/osgPlugins-2.1.11/osgdb_osgviewer.dll
to install.
Current CMake stack:
[4] 
D:/Code/Magrathea/Dependencies/Main/OpenSceneGraph/src/osgPlugins/osgViewer/cmake_install.cmake
[3] 
D:/Code/Magrathea/Dependencies/Main/OpenSceneGraph/src/osgPlugins/cmake_install.cmake
[2] D:/Code/Magrathea/Dependencies/Main/OpenSceneGraph/src/cmake_install.cmake
[1] D:/Code/Magrathea/Dependencies/Main/OpenSceneGraph/cmake_install.cmake


Should it be possible to tell CMake to continue to install even if it didn't
find one of the plugins ?

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Re: [osg-users] ive format and includeImageFileInIVEFile doesitlosereferences to same image?

2007-09-21 Thread Roger James
Serge,

 

I was running osgconv with includeImageFileInIVEFile set, so it should have
been streming the jpegs into the ive file. If I run osgconv with no options
the file is not much bigger (about 23MByte).

 

Roger

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Serge Lages
Sent: 21 September 2007 14:29
To: OpenSceneGraph Users
Subject: Re: [osg-users] ive format and includeImageFileInIVEFile
doesitlosereferences to same image?

 

If you don't specify it, you image data will be written uncompressed, and it
can explain the size of the ive file.

To have your images written in a compressed format add to your option string
:
compressImageData JPEG_QUALITY 90 
(for rgba images you have similar options with the PNG plugin)

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Re: [osg-users] BUG?: mouse coordinate changes after window move

2007-09-21 Thread Leif Delgass
On 9/21/07, Robert Osfield [EMAIL PROTECTED] wrote:
 HI Lief,

 Thanks for the looking into this.  I'm open to your suggest for a
 virtual fullscreen method.  Possible this could be wrapped up into the
 setWindowRectangleImplementation which is automatically detects that
 the dimensions are fullsize.  Any changes we make will need rolling
 out to Win32 and Carbon as well.

I just tried the approach of setting the fullscreen state in
setWindowRectangleImplementation,  and this works without changing the
GraphicsWindow base class.  The only issue is: it has the side effect
that changing the window size to the screen size through
setWindowRectangle makes the window fullscreen, even if the window
decorations have not been disabled through setWindowDecoration (this
also leaves the windowDecoration context trait out of sync unless I
set it to false in setWindowRectangle when going fullscreen).

That means, for example, that cycling through the windowed resolutions
with , in osgviewer will put the window into fullscreen when you
reach the screen resolution (and back to windowed when you reduce the
resolution).  I could check the decoration trait (in addition to
window size) to determine if the window should be fullscreen, but that
would mean you'd need to turn decorations on/off before setting the
window size (ViewerEventHandler uses this order, but it could be a
source of confusion).  I suppose I could also add the screen size
dimensions check and fullscreen state code in the
setWindowDecorationImplementation, so that disabling decorations with
a screen size window goes into fullscreen.  What are your thoughts on
this?

By the way, I found that GNOME/metacity does also honor the Motif
hints regarding decorations, but the fullscreen state is the only way
I've found to get top-level stacking of a window.  Leaving the
fullscreen state only adds window decorations back if they haven't
been disabled with the Motif hint.

 Would you be able to try out tweaking GraphicsWindow/GraphicsWindowX11
 to see if you can get the new window hints working?

 Robert.

 On 9/20/07, Leif Delgass [EMAIL PROTECTED] wrote:
  On 9/20/07, Robert Osfield [EMAIL PROTECTED] wrote:
   On 9/20/07, Anders Backman [EMAIL PROTECTED] wrote:
Problem 2 (windowed):
   
We are using gnome on Ubuntu, and
  osgviewer --window 100 100 500 500 cow.osg
   
works fine, but after 'f' is pressed two times (first into fullscreen, 
and
then back to windows), we dont get a window.
So it seems that it is not possible to go back from fullscreen  windowed
mode.
  
   This is a bug in the window manager ignoring request to add decoration
   back in.  It might be possible to code a workaround for working with
   such windowing managers but alas I can't divine what the problem might
   be as everything works just fine on all my linux boxes.
  
Robert.
 
  Hi Robert,
 
  I have been experimenting with window manager hints regarding a
  different but related issue.  I'm running GNOME under Fedora 5, and
  the fullscreen mode in osgviewer creates a window that stays under the
  top and bottom toolbar panels.   For me, switching to windowed mode
  properly adds the window decorations.  But what I discovered is that
  to get true fullscreen windows in GNOME, I need to use the Extended
  Window Manager Hints (EWMH):
 
  http://standards.freedesktop.org/wm-spec/wm-spec-latest.html
 
  Sending a ClientMessage event (or using XChangeProperty before mapping
  the window) to toggle the _NET_WM_STATE_FULLSCREEN Atom for the
  _NET_WM_STATE property works as expected -- the window is undecorated
  and appears on top of the toolbars in fullscreen state.  I was looking
  into the OSG implementation and it seems that fullscreen is
  implemented using a window resize to screen dimensions + the Motif
  window manager hints to remove decorations.  The EWMH spec is intended
  to replace Motif hints, and it has a slightly different philosophy.
  You specify the usage/type of window rather than directly controlling
  the use of decorations.
 
  I think what would be needed is a virtual fullscreen() method in
  GraphicsWindow that can be overriden in GraphicsWindowX11 using this
  implementation if the window manager supports it, and then the
  toggleFullscreen() method in ViewerEventHandler could call this
  function rather than setting the window rectangle and decoration (in
  the EWMH spec, the window manager is responsible for restoring the
  original window geometry and decoration when leaving fullscreen
  state).
 
  --
  Leif Delgass
  [EMAIL PROTECTED]

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[osg-users] using Mesa instead of opengl

2007-09-21 Thread Jonathan Richard
Hi, did someone try to run open scene graph with Mesa instead of
opengl? Is it working? Or is it possible to use 16 bits color channel
with opengl instead of 8 bits color channel? Thanks

Jo
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Re: [osg-users] using Mesa instead of opengl

2007-09-21 Thread Andy Skinner
We have used Mesa with OSG, and it seems to have worked for us.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jonathan Richard
Sent: Friday, September 21, 2007 10:42 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] using Mesa instead of opengl

Hi, did someone try to run open scene graph with Mesa instead of
opengl? Is it working? Or is it possible to use 16 bits color channel
with opengl instead of 8 bits color channel? Thanks

Jo
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[osg-users] osgdb_dae - Collada runtime database

2007-09-21 Thread Mattias Linde
Hi Robert,

When a Collada file is read in and parsed (with osgdb_dae plugin) the contents 
is stored in 
a runtime database. The data is accessed through a DAE interface which have 
load and save 
functionality and methods to access the object model.

Since we are working with both Collada for graphics and physics it would be 
really convenient 
if the same runtime database could be used for both. This would greatly 
simplify saving collada 
data and save time and memory (no need to parse the collada files twice and 
have two runtime 
databases at the same time with the same info).

When saving, the graphics state updates would be in one database and the 
physics in another and 
getting that into one correct collada-file would be somewhat unpleasant.

Currently we have solved this by making it possible for plugins to return a 
void-pointer 
virtual void* ReaderWrite::getPluginData() { return 0l; }
which plugins can overload if needed such as
virtual void* ReaderWriterDAE::getPluginData() { return reinterpret_castvoid 
*(_dae); }

Then we use callbacks in the application on file loads so we get a way to 
access the DAE 
instance within the collada plugin.

Would it be possible to make some sort of update to OSG to solve this problem, 
or
perhaps you have some better suggestion how to do this?


/ Mattias
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Re: [osg-users] SVN osgViewer plugin build error

2007-09-21 Thread Robert Osfield
HI Serge,

Sorry about this error.  I've been checking in a set of changes to
osgViewer and the osgViewer plugin for the support the reading of
viewer configuration files.  There has been a series of check-ins, so
there is chance that the error you've seen is now fixed.  Could you do
another svn update and let me know how you get on.

If an svn update doesn't work then I'm a bit stumped, as the missing
methods should be defined by the META_Object macro that can be now
found in include/osgViewer/Viewer.

Robert.

On 9/21/07, Serge Lages [EMAIL PROTECTED] wrote:
 Hi,

 I have just updated and tried to build but I am having this error on the
 osgViewer plugin :

 Compiling...
 ReaderWriterOsgViewer.cpp
 CompositeViewer.cpp
 Viewer.cpp
 View.cpp
 Generating Code...

 Linking...
 Viewer.obj : error LNK2001: unresolved external symbol public: virtual
 class osg::Object * __thiscall
 osgViewer::Viewer::cloneType(void)const 
 ([EMAIL PROTECTED]@osgViewer@@[EMAIL PROTECTED]@@XZ)

 Viewer.obj : error LNK2001: unresolved external symbol public: virtual
 class osg::Object * __thiscall osgViewer::Viewer::clone(class osg::CopyOp
 const )const  ([EMAIL PROTECTED]@osgViewer@@[EMAIL PROTECTED]
 @@[EMAIL PROTECTED]@@Z)
 Viewer.obj : error LNK2001: unresolved external symbol public: virtual bool
 __thiscall osgViewer::Viewer::isSameKindAs(class
 osg::Object const *)const 
 ([EMAIL PROTECTED]@osgViewer@@[EMAIL PROTECTED]
 @@@Z)
 Viewer.obj : error LNK2001: unresolved external symbol public: virtual char
 const * __thiscall
 osgViewer::Viewer::libraryName(void)const 
 ([EMAIL PROTECTED]@osgViewer@@UBEPBDXZ)
 Viewer.obj : error LNK2001: unresolved external symbol public: virtual char
 const * __thiscall osgViewer::Viewer::className(void)const
  (?className@
 [EMAIL PROTECTED]@@UBEPBDXZ)
 D:\Code\Magrathea\Dependencies\Main\OpenSceneGraph\lib\Release\..\..\bin\osgPlugins-2.1.11\osgdb_osgviewer.dll
 : fatal error LNK1120: 5 unresolved externals


 It lead to another problem, during the INSTALL process of CMAKE I have this
 error :

 CMake Error: Error in cmake code at
 D:/Code/Magrathea/Dependencies/Main/OpenSceneGraph/src/osgPlugins/osgViewer/cmake_install.cmake:34:
 FILE INSTALL cannot find file
 D:/Code/Magrathea/Dependencies/Main/OpenSceneGraph/lib/Release/../../bin/osgPlugins-
 2.1.11/osgdb_osgviewer.dll to install.
 Current CMake stack:
 [4]
 D:/Code/Magrathea/Dependencies/Main/OpenSceneGraph/src/osgPlugins/osgViewer/cmake_install.cmake
 [3]
 D:/Code/Magrathea/Dependencies/Main/OpenSceneGraph/src/osgPlugins/cmake_install.cmake

 [2]
 D:/Code/Magrathea/Dependencies/Main/OpenSceneGraph/src/cmake_install.cmake
 [1]
 D:/Code/Magrathea/Dependencies/Main/OpenSceneGraph/cmake_install.cmake


 Should it be possible to tell CMake to continue to install even if it didn't
 find one of the plugins ?

 --
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Re: [osg-users] SVN osgViewer plugin build error

2007-09-21 Thread Jean-Sébastien Guay
Hello Serge,

 Should it be possible to tell CMake to continue to install even if it didn't
 find one of the plugins ?

I agree, this would be very useful. Sometimes a given (optional)  
plugin does not compile or link, and then in INSTALL target tries to  
copy everything in the right place and stops at the missing file. It  
should be possible to give a warning instead of an error and continue  
copying the other files.

I think I've seen something like that in the CMake docs, but I don't  
remember. Luigi, is this possible?

Thanks,

J-S
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Re: [osg-users] osgdb_dae - Collada runtime database

2007-09-21 Thread Robert Osfield
Hi Mattias,

I'm not particularly up to speed on the Collada plugin (I'm not the
author of it) so only can speak at very high level w.r.t OSG
integration.  If you want extra information into a plugin one uses the
Options object, potentially you could use this to pass back extra
plugin related data too - for instance by attaching it to the UseData
of the Options object.

Robert.

On 9/21/07, Mattias Linde [EMAIL PROTECTED] wrote:
 Hi Robert,

 When a Collada file is read in and parsed (with osgdb_dae plugin) the 
 contents is stored in
 a runtime database. The data is accessed through a DAE interface which have 
 load and save
 functionality and methods to access the object model.

 Since we are working with both Collada for graphics and physics it would be 
 really convenient
 if the same runtime database could be used for both. This would greatly 
 simplify saving collada
 data and save time and memory (no need to parse the collada files twice and 
 have two runtime
 databases at the same time with the same info).

 When saving, the graphics state updates would be in one database and the 
 physics in another and
 getting that into one correct collada-file would be somewhat unpleasant.

 Currently we have solved this by making it possible for plugins to return a 
 void-pointer
 virtual void* ReaderWrite::getPluginData() { return 0l; }
 which plugins can overload if needed such as
 virtual void* ReaderWriterDAE::getPluginData() { return reinterpret_castvoid 
 *(_dae); }

 Then we use callbacks in the application on file loads so we get a way to 
 access the DAE
 instance within the collada plugin.

 Would it be possible to make some sort of update to OSG to solve this 
 problem, or
 perhaps you have some better suggestion how to do this?


 / Mattias
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Re: [osg-users] PSSM: Latest Version : Please Test and Debug

2007-09-21 Thread Robert Osfield
Hi Adrian,

On 9/21/07, Adrian Egli [EMAIL PROTECTED] wrote:
 No problem, i played arround and got new variant of shading. the latest
 version is using antialised shadow mapping, of course it needs some
 calculation's for doing this, but the result looks much nicer.

 latest pssm code will be posted as soon as i will have more time left. i
 will send just the latest implementation, robert you don't have to merge it.
 i will do it next week.

Could you please merge your changes to the changes I made when I
integrated your first code drop into the SVN version.  I made name
changes and fixed some minor compile issues.  It'd be great to have
these fixes before Monday as I'll be making a the 2.1.12 dev release
on Monday and want to make sure it compiles cleanly.  We are very
close to 2.2 so I don't want to take any risks right now.

Robert.

Robert.
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Re: [osg-users] BUG?: mouse coordinate changes after window move

2007-09-21 Thread Robert Osfield
On 9/21/07, Robert Osfield [EMAIL PROTECTED] wrote:
   setWindowRectangle(x,y,width,height,enableDecoration);

 Would this help things?

I forget to see enableDecroation above would be a bool.

Robert.
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Re: [osg-users] BUG?: mouse coordinate changes after window move

2007-09-21 Thread Robert Osfield
Hi Lief,

On 9/21/07, Leif Delgass [EMAIL PROTECTED] wrote:
 I just tried the approach of setting the fullscreen state in
 setWindowRectangleImplementation,  and this works without changing the
 GraphicsWindow base class.  The only issue is: it has the side effect
 that changing the window size to the screen size through
 setWindowRectangle makes the window fullscreen, even if the window
 decorations have not been disabled through setWindowDecoration (this
 also leaves the windowDecoration context trait out of sync unless I
 set it to false in setWindowRectangle when going fullscreen).

I am wondering about having an extra option to for setWindowRectangle
which sets the window decoration at the same time. i..e

  setWindowRectangle(x,y,width,height,enableDecoration);

Would this help things?

Robert.
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Re: [osg-users] PSSM: Latest Version : Please Test and Debug

2007-09-21 Thread Adrian Egli
Thanks Paul,

fixed in my private working directory.

/adegli

2007/9/21, Paul Melis [EMAIL PROTECTED]:

 Adrian Egli wrote:

  For those you are interest in see how the latest version looks like...

 There is a slight compile issue with gcc:

 ShadowPSSM.cpp: In member function 'virtual void
 osgShadow::ShadowPSSM::init()':
 ShadowPSSM.cpp:196: error: 'class osg::Texture2D::FilterMode' is not a
 class or namespace
 ShadowPSSM.cpp:196: error: 'LINEAR' was not declared in this scope

 Line 196 of ShadowPSSM.cpp needs to refer to osg::Texture2D::LINEAR.

 Paul

 
 
  2007/9/21, Adrian Egli [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:
 
  No problem, i played arround and got new variant of shading. the
  latest version is using antialised shadow mapping, of course it
  needs some calculation's for doing this, but the result looks much
  nicer.
 
  latest pssm code will be posted as soon as i will have more time
  left. i will send just the latest implementation, robert you don't
  have to merge it. i will do it next week.
 
 
  /adegli
 
  2007/9/21, Robert Osfield [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED]:
 
  Hi Adrian,
 
  I understand the technique enough to comment I'm afraid.
 
  Robert.
 
  On 9/21/07, Adrian Egli  [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED] wrote:
  Hi Roberts
 
  i am working on the texture selection in GLSL, but
  unfortunately the
  gl_FragCoord.z is not for all situation between 0 .. 1. I n
  some cases,
  if a triangles, has a visible part in the [near,far] range
  and a hidden part
  behind the current viewing camera near, the value is from
  x..1, with x  0.
  Why is the value not
  from near .. far allways 0..1, is this an know ATI bug or do
  i something
  missunderstand. Or should i add a special matrix? or how can
  i fix this
  issue in fragment shader.
 
  /adegli
 
 
   2007/9/19, Adrian Egli [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED]:
   Thanks robert,
  
   i will working on NVidea System (Friday) and i hope that i
  can fix the
  problems.
   The z fighting is a know problem, but i don't yet know
  wether it come with
  ati / nvidea.
  
   i will fix it friday.
  
   regards adrian
  
  
   2007/9/19, Robert Osfield [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED] :
  
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]
  mailto:[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]
  mailto:[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
  
 

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

2007-09-21 Thread Andy Skinner
I'm running into another problem now.

On Windows, I wasn't able to use the osg plugin.  The library was
osgplugins-2.1.22/osgdb_osgd.dll.

I renamed it to osgdb_osg.dll, and it worked.  So it seems to have not
found the plugin with the 'd' in it.

Is there a bug with how we find the plugin libraries, or should the 'd'
not be in the plugin name?  (The 'd' is already not there on linux, just
windows.)

It seems someone would have had this problem before me.  Are plugins not
be tested on windows?

andy

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Re: [osg-users] SVN osgViewer plugin build error

2007-09-21 Thread Serge Lages
On 9/21/07, Robert Osfield [EMAIL PROTECTED] wrote:

 HI Serge,

 Sorry about this error.  I've been checking in a set of changes to
 osgViewer and the osgViewer plugin for the support the reading of
 viewer configuration files.  There has been a series of check-ins, so
 there is chance that the error you've seen is now fixed.  Could you do
 another svn update and let me know how you get on.

 If an svn update doesn't work then I'm a bit stumped, as the missing
 methods should be defined by the META_Object macro that can be now
 found in include/osgViewer/Viewer.

 Robert.


Just updated but it fails again to build. but you should resolve it easily :

\openscenegraph\src\osgviewer\compositeviewer.cpp(122) : error C4716:
'osgViewer::CompositeViewer::readConfiguration' : must return a value


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

2007-09-21 Thread Serge Lages
On 9/21/07, Andy Skinner [EMAIL PROTECTED] wrote:

 I'm running into another problem now.

 On Windows, I wasn't able to use the osg plugin.  The library was
 osgplugins-2.1.22/osgdb_osgd.dll.

 I renamed it to osgdb_osg.dll, and it worked.  So it seems to have not
 found the plugin with the 'd' in it.

 Is there a bug with how we find the plugin libraries, or should the 'd'
 not be in the plugin name?  (The 'd' is already not there on linux, just
 windows.)

 It seems someone would have had this problem before me.  Are plugins not
 be tested on windows?

 andy


Personally I work under Windows and I have no problems with debug plugins.
In my debug directory I only have the debug plugins so I am sure OSG loads
the correct ones.

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Re: [osg-users] SVN osgViewer plugin build error

2007-09-21 Thread Serge Lages
On 9/21/07, Serge Lages [EMAIL PROTECTED] wrote:

 On 9/21/07, Robert Osfield [EMAIL PROTECTED] wrote:
 
  HI Serge,
 
  Sorry about this error.  I've been checking in a set of changes to
  osgViewer and the osgViewer plugin for the support the reading of
  viewer configuration files.  There has been a series of check-ins, so
  there is chance that the error you've seen is now fixed.  Could you do
  another svn update and let me know how you get on.
 
  If an svn update doesn't work then I'm a bit stumped, as the missing
  methods should be defined by the META_Object macro that can be now
  found in include/osgViewer/Viewer.
 
  Robert.
 
 
 Just updated but it fails again to build. but you should resolve it easily
 :

 \openscenegraph\src\osgviewer\compositeviewer.cpp(122) : error C4716: 
 'osgViewer::CompositeViewer::readConfiguration' : must return a value



Actually even the first time if I had problems building the osgViewer plugin
it was because osgViewer failed to build, but I've just noticed it now. :)

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Re: [osg-users] PSSM: Latest Version : Please Test and Debug

2007-09-21 Thread Adrian Egli
Hi Robert,

I will posting it to the OSG submission (
[EMAIL PROTECTED]) as soon as i have rebuild it
myself (SVN version of OSG).

there is a little issue i have to / like to fix before sunday. I tested it
on ATI and NVidea the polygonOffset is quite different
for ATI : Factor = -0.02f, Unit = 1.0f
for NVidea: Factor = 15.0f, Unit = 10.0f
ends in really nice output.

How should i implement it, ? GL_VENDOR ? ...

adegli

2007/9/21, Robert Osfield [EMAIL PROTECTED]:

 Hi Adrian,

 On 9/21/07, Adrian Egli [EMAIL PROTECTED] wrote:
  No problem, i played arround and got new variant of shading. the latest
  version is using antialised shadow mapping, of course it needs some
  calculation's for doing this, but the result looks much nicer.
 
  latest pssm code will be posted as soon as i will have more time left. i
  will send just the latest implementation, robert you don't have to merge
 it.
  i will do it next week.

 Could you please merge your changes to the changes I made when I
 integrated your first code drop into the SVN version.  I made name
 changes and fixed some minor compile issues.  It'd be great to have
 these fixes before Monday as I'll be making a the 2.1.12 dev release
 on Monday and want to make sure it compiles cleanly.  We are very
 close to 2.2 so I don't want to take any risks right now.

 Robert.

 Robert.
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-- 

Adrian Egli
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[osg-users] OSGEXP

2007-09-21 Thread Bill Castello
I'm unable to use the installer for this because it doesn't locate my copy
of 3DS Max.  Shouldn't it give me an option to manually locate Max if it
can't find it?  Possible that because I'm using the evaluation version that
the installer isn't seeing it where it expects to?

-bc
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[osg-users] ScalarBar Text Properties (UNCLASSIFIED)

2007-09-21 Thread Craig, Joel S. (SED/TMI)
Classification:  UNCLASSIFIED 
Caveats: NONE


Greetings,
   We use a ScalarBar in our app (OSG 2.0, x86-dual core, Red Hat). When it
is created, we get the warning that the file fonts/arial.ttf cannot be
found. We have our fonts files in a different location (under a
configuration directory, rather than in the fonts directory beneath the
executable). Is there a way to construct a ScalarBar without getting this
warning? We will be setting a different font anyway (times.ttf, I think) for
use with the ScalarBar, so we're not even using arial.ttf.

Thanks for your help,
Joel

Classification:  UNCLASSIFIED 
Caveats: NONE



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Re: [osg-users] SVN osgViewer plugin build error

2007-09-21 Thread Robert Osfield
On 9/21/07, Serge Lages [EMAIL PROTECTED] wrote:
 Just updated but it fails again to build. but you should resolve it easily :

 \openscenegraph\src\osgviewer\compositeviewer.cpp(122) :
 error C4716:
 'osgViewer::CompositeViewer::readConfiguration' : must
 return a value

Now fixed and checked in.
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Re: [osg-users] PSSM: Latest Version : Please Test and Debug

2007-09-21 Thread Robert Osfield
On 9/21/07, Adrian Egli [EMAIL PROTECTED] wrote:
 Hi Robert,

 I will posting it to the OSG submission
 ([EMAIL PROTECTED] ) as soon as i
 have rebuild it myself (SVN version of OSG).

 there is a little issue i have to / like to fix before sunday. I tested it
 on ATI and NVidea the polygonOffset is quite different
 for ATI : Factor = - 0.02f, Unit = 1.0f
 for NVidea: Factor = 15.0f, Unit = 10.0f
 ends in really nice output.

 How should i implement it, ? GL_VENDOR ? ...

There is already some hacks in place in PolygonOffset, see
src/osg/PolygonOffset.cpp:

void PolygonOffset::setFactorAndUnitsMultipliersUsingBestGuessForDriver()
{
s_MultiplerSet = true;
// 
osg::notify(osg::NOTICE)PolygonOffset::setFactorAndUnitMultipliersUsingBestGuessForDriver()std::endl;

const GLubyte* renderer = glGetString(GL_RENDERER);
if (renderer)
{
if ((strstr((const char*)renderer,Radeon)!=0) ||
(strstr((const char*)renderer,RADEON)!=0))
{
setFactorMultiplier(1.0f);
setUnitsMultiplier(128.0f);

osg::notify(osg::INFO)PolygonOffset::setFactorAndUnitsMultipliersUsingBestGuessForDriver()
apply ATI workaround.std::endl;
}
}
}

So you above factor/units should be multiplier against these.

Robert.
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Re: [osg-users] texturing osgSim::SphereSegment

2007-09-21 Thread Robert Osfield
Hi Sylvain,

osgSim::SphereSegment is very specialist class that has been designed
not to be used with texturing, and its complex shape preclude any easy
tex coord mapping for them

Is there a reason why you aren't just rolling your own osg::Geometry?
This is exactly how I'd set up a sphere segment geometry with
texturing.

Robert.

On 9/21/07, sylvain cormier [EMAIL PROTECTED] wrote:
 Hi,

 I would like some help for texturing a movie on a sphere segment.

 I noticed by pressing s on the surface of a sphere segment I have
 created , that there are 10 drawables, no vertices and no primitives.
 Why is this?
 After having applied a texture,
 I can see something going on on the sphere segment because pressing
 s(start) and p(pause) cause the sphere segment to flicker with
 lines.
 I can also toggle the texture on and off.

 On the contrary, texturing a cylinder with:

 geode-addDrawable(newosg::ShapeDrawable(newosg::Cylinder(osg::Vec3(0.0f,0.0f,0.0f),20,20)));

 was easy and contained 1 drawable, 166 vertices and 120 primitives.

 Not really knowing what to do, I tried removing some drawables with

 geode-removeDrawables(1,9);

 just to see.

 I still was able to get a sphere segment which gave me 1 drawable while
 pressing s.
 Why is this? are those other 9 drawables not important?

 I do not know where to go from here, any help would be appreciated.

 thanks in advance.

 Sylvain



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