[osg-users] .obj, 3DI import

2007-10-04 Thread andrej spilak
Hello!
As I'm pretty new to OSG, could anyone help me with reading .obj file
extension? How should i import SolidWorks .3DI object then, which is pretty
much similiar to the .obj?

thanks in advance, andrej
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Re: [osg-users] camera config file?

2007-10-04 Thread David Callu
Hi mike

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

David

2007/10/4, Mike Wozniewski [EMAIL PROTECTED]:

 Hi all,

 I can't seem to find any documentation about the configuration files
 that can be used with osgViewer to manage cameras.

 I have various CAVE-like configurations that I need to switch between,
 and think that the config files are the way to go.

 Does anyone have an example?

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

2007-10-04 Thread Robert Osfield
Hi Andrej,

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

Robert.

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

 thanks in advance, andrej

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[osg-users] OS/X build OK

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

/adegli

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

2007-10-04 Thread David Callu
Hi andrej

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

HTH
David


2007/10/4, andrej spilak [EMAIL PROTECTED]:

 Hello!
 As I'm pretty new to OSG, could anyone help me with reading .obj file
 extension? How should i import SolidWorks .3DI object then, which is pretty
 much similiar to the .obj?

 thanks in advance, andrej

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[osg-users] how to configure camera to multi window

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


   

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

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

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

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

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

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

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

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

Alberto

El Thursday 04 October 2007 01:11:05 Robert Osfield escribió:
 Hi Brian,

 Thanks for the clarification.

 For 2.2 I think I'll just go with what we have in SVN.  In might not
 work perfectly out the box under Cygwin in all combination, but at
 least there is a simple workaround for cases where it doesn't.
 Perhaps if greater clarity comes after 2.2 then we can roll some
 changes into the Cmake build system to better compile out of the box
 under Cygwin.

 As for the runtime errors you're seeing, I don't think this is an OSG
 bug, rather a Cygwin/OpenGL driver error of some form.

 Robert.

 On 10/3/07, Brian Keener [EMAIL PROTECTED] wrote:
  Robert Osfield wrote:
   Hi Brian,
  
   O.K. I'm confused now.  Your previous email it sounds like you needed
   to add:
  
  -DWIN32 -DNOMINMAX -mnop-fun-dllimport -DOSG_LIBRARY
 
  This was actually the second email I sent.
 
   To get things compile, but your next below sounds like you made no
   changes.
  
   On 10/3/07, Brian Keener [EMAIL PROTECTED] wrote:
Robert Osfield wrote:
 Have you updated to a different version of Cygwin since you last
   
built?
   
Nope,
   
Only difference is I used a straight ccmake and did not make the
CMAKE_CXX_FLAG changes I had previously made and I haven't had to
make
 
  This was the first email I sent which got blocked and then I
  inadvertently sent again not realizing how confusing it would be.
 
   The above -DWIN32 -DNOMINMAX -mnop-fun-dllimport -DOSG_LIBRARY 
  is my most recent attempt at building which did build and hangs when run.
 
   Does the SVN version of the OSG compile out of the box without any
   changes?  Or do you have to make the above addition, if so where to?
 
   It does not - it dies on the socket error and I add the flags:
 
   -DWIN32 -DNOMINMAX -mnop-fun-dllimport -DOSG_LIBRARY
 
   in ccmake to the CMAKE_CXX_FLAGS line at which point it compiles 100%.
 
   You posted in your other response that others had built in Cygwin
  without making any changes (out of the box).  I had not seen those
  responses - perhaps it is just my setup if you have other cygwin folk
  getting it right.
 
   bk


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

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

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

thanks!

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

2007-10-04 Thread Robert Osfield
Hi Tran,

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

Robert.

On 10/4/07, Tran Thanh Hiep [EMAIL PROTECTED] wrote:

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

  
  Check out the hottest 2008 models today at Yahoo! Autos.
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[osg-users] restrictive OpenSceneGraph-Data license (was: Re: camera config file?)

2007-10-04 Thread Melchior FRANZ
Hi,

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

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

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

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

2007-10-04 Thread Robert Osfield
Hi All,

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

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

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

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

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



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

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

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

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

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

Filip

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf
 Of Robert Osfield
 Sent: 4. oktober 2007 10:57
 To: OpenSceneGraph Users
 Subject: [osg-users] Last call for feedback before 2.2

 Hi All,

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

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

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

2007-10-04 Thread Robert Osfield
Hi Melchior,

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

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

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

Robert.

On 10/4/07, Melchior FRANZ [EMAIL PROTECTED] wrote:
 Hi,

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

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

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

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

2007-10-04 Thread Robert Osfield
On 10/4/07, Melchior FRANZ [EMAIL PROTECTED] wrote:
 * Robert Osfield -- Thursday 04 October 2007:
  The non commercial clause is there due to some of the files, most will
  actually be OK to copy and use of commercial use but to be rather safe
  than sorry the README is conservative.

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

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

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

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

Perhaps this is something the community.

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

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

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

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

On 10/4/07, Robert Osfield [EMAIL PROTECTED] wrote:

 Hi Filip,

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

 Robert.

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

2007-10-04 Thread Peter DeSantis



Hi Jason,

thanks for your
 emails. I have not been able to get your
 osg component to work.

I have updated the
 project references to the osgdotnet wappers
 and tao.opengl and tao.platform.windows to
 where they are on my system.

the build goes ok,
 but trying to run the program or view the
 component in the form designer causes an
 error, where it says 






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


at
 OSGTesting.OSGControl..ctor()


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


at
 System.ComponentModel.Design.Serialization.CodeDomSerializerBase.Error(IDesignerSerializationManager
 manager, String exceptionText, String helpLink)at
 System.ComponentModel.Design.Serialization.CodeDomSerializerBase.DeserializeExpression(IDesignerSerializationManager
 manager, String name, CodeExpression _expression_)at
 System.ComponentModel.Design.Serialization.CodeDomSerializerBase.DeserializeExpression(IDesignerSerializationManager
 manager, String name, CodeExpression _expression_)at
 System.ComponentModel.Design.Serialization.CodeDomSerializerBase.DeserializeStatement(IDesignerSerializationManager
 manager, CodeStatement statement)

then causes visual c#
 express 2005 to crash and close.

As i mentioned i have
 referenced the wrappers ok, and the build
 works ok, but so far i cannot work out what
 the problem is.

I am using the latest
 download of the prebuilt wrappers on the
 OSG website, and the dll's
from Tao framework,
 and the runtime DLL's are in the directories.

I am using OSG 2.0.0
 as specified at the wrapper download page.

If you have any thoughts
 it would be appreciated.

Peter DeSantis


 Hi Gavin,Peter
 DeSantis sent me an email offline and I sent
 him the project file I'm using. Here
 is the entire project. It is a VS2005
 Express solution and you'll need to update
 your references to your copyof the wrappers.
 Thanks,JasonOn
 10/3/07, Gavin Pailing [EMAIL PROTECTED]
 wrote:Hi,Have you made any progress
 with this as I think that I am having the
 same problem?I've been able to
 build osgDotNet generator and the wrappers
 and verify thatit is working using the
 same quad code which runs osgViewer full
 screen. Ialso followed Jason's
 example of using TAO to host osg content.
 It appears that the TAO control
 is working fine (assuming that a plain black
 backgroundis to be expected by default)
 but the OSG content does not appear.These
 are my first efforts at using OSG so I apologise
 if I'm missing anything obvious.Regards,Gavin-Original
 Message-From: [EMAIL PROTECTED][mailto:
 [EMAIL PROTECTED]
 On Behalf Of ChristofferMarkussonSent:
 19 September 2007 14:13To: osg-users@lists.openscenegraph.orgSubject:
 Re: [osg-users] osgDotNet and Windows Forms
 Hi Jason,Thanks for your
 help!I've used your code to create
 a controller in Visual Studio. But whenI
 try to use the controller in a project it
 dosen't render anything.Could you
 please give me an example of how you use
 your controller? Christoffer2007/9/19,
 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!Jason2007/9/18,
 Christoffer Markusson [EMAIL PROTECTED]:
 I'm using OSG together with C# in Visual
 Studio 2005 using the osgDotNet wrappers.Is
 there an easy way to integrate and display
 an OSG window in aWindows Form? Does
 anyone have example code?
 Christoffer___
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 mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

--- Original
 Message ---

From:"Jason Beverage" [EMAIL PROTECTED]
To:[EMAIL PROTECTED],
 "OpenSceneGraph Users" osg-users@lists.openscenegraph.org
Date:Wed, 3 Oct 2007 12:27:33
 -0400
Subject:Re: [osg-users]
 osgDotNet and Windows Forms
Hi Gavin,Peter DeSantis
 sent me an email offline and I sent him the
 project file I'm using. Here is the
 entire project. It is a VS2005 Express
 solution and you'll need to update your references
 to your copy of the wrappers. Thanks,Jason
On 10/3/07,
 Gavin Pailing
 [EMAIL PROTECTED]
  wrote:
Hi,Have
 you made any progress with this as I think
 that I am having the same problem?I've
 been able to build osgDotNet generator and
 the wrappers and verify thatit is working
 using the same quad code which runs osgViewer
 full screen.Ialso followed
 Jason's example of using TAO to host osg
 content.It appears that the
 TAO control is working fine (assuming that
 a plain black backgroundis to be expected
 by default) but the OSG content does not
 appear.These are my first efforts
 

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

2007-10-04 Thread Robert Osfield
Hi Filip,

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

Robert.

On 10/4/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 Built fine on WinXP/VS2005. I'm a little confused about the dll prefix which 
 is now osg25- for 2.1.15, what will be the prefix for 2.2?

 Filip

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf
  Of Robert Osfield
  Sent: 4. oktober 2007 10:57
  To: OpenSceneGraph Users
  Subject: [osg-users] Last call for feedback before 2.2
 
  Hi All,
 
  I have done my hopefully will be my last code checkin before
  2.2.  If you have SVN please do a svn update and let me know
  how you get on, or test out last night 2.1.15.
 
  I'll wait for an hour and half then tag the beast.
 
  Cheers,
  Robert.
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Re: [osg-users] Last call for feedback before 2.2

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


Robert Osfield wrote:
 Hi All,
 
 I have done my hopefully will be my last code checkin before 2.2.  If
 you have SVN please do a svn update and let me know how you get on, or
 test out last night 2.1.15.
 
 I'll wait for an hour and half then tag the beast.
 
 Cheers,
 Robert.
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Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
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Re: [osg-users] Cannot compile osgconv with vrml support

2007-10-04 Thread aredmer
Hi,

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

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

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

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

What is wrong with that?


Andreas



aredmer schrieb:
 Hello,
 
 I am not a very good programmer. I am a designer. I need osgconv.exe to
 convert vrml files to osg format.
 
 I had already tried the posted instructions to compile it by myself, but
 it did not work. I do not remember what error messages remained. Is that
 really necessary ?
 
 It would be really very kind, if someone can give me a compiled version of
 osgconv for windows. I also think this could be a very usefull programm
 for more people like me, so I wonder why there's no binary download for
 this tool, is it?!
 
 Regards
 
 Andreas
 
 
 
 Jean-Sébastien Guay schrieb:
 Hello Andreas,

 I have tried unavailingly to compile the VRML Plugin for OSG. I don't
 get it.
 What have you tried? What messages do you get? Where does it fail?

 Working instructions can be found at

 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins

 Can someone send me a compiled windows binary of the osgconv.exe
 programm with enabled VRML support please. It would be very kind.
 It would be preferable if you could find out why you aren't able to  
 compile it yourself, that way if you ever want an updated version you  
 can do it yourself instead of asking again on the mailing list... Try  
 the instructions at the link above, and if you still can't figure it  
 out, tell us what you tried and what messages you get. Without that  
 information we can't help you.

 Good luck,

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

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

Hi All,

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

Well, the osgshadow things I reported yesterday do not appear on a 
different system with a newer gfx card and driver. So I guess the other 
machine I tested might not have all the OpenGL functionality needed.

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

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



Cedric Pinson wrote:
 I will test that. On my computer the toogle fullscreen does not work. it 
 fails to go in windowed mode. I tried last day to check what could be a 
 problem. I saw that if there is always a 'window decoration' it could 
 work. i mean the switch work one time. the second time it does not work 
 because of the isFullscreen is false (the size of window is not equal to 
 the size of screen because of window decoration). The code i hacked 
 GraphicsWindowX11::setWindowDecorationImplementation() and when i 
 disable the no decoration it works. so my next step could be to replace 
 the MOTIF_WM_HINTS to something in EWMH hint.

 I am not a X11 expert so if you have suggestions i ll take them.
 Cedric

 Leif Delgass wrote:
   
 Robert and Cedric,

 I reported a fullscreen issue with GNOME (metacity WM) in the thread
 Robert mentions.  For me, entering and leaving fullscreen mode works,
 but the fullscreen window appears under the GNOME panels at the top
 and bottom of the screen.  The fix for this is to use a fullscreen WM
 hint that metacity honors.  I'm not sure if this qualifies as high
 priority for 2.2 though.  Depending on the implementation,
 incorporating the fix could involve changes to the GraphicsWindow
 interface and all the platform-specific implementations.

 I have code to set fullscreen using the EWMH hint (see below), but
 haven't had time to make a clean fix for submission yet.  I think the
 simplest option might be to have a separate fullscreen state setting
 method in the platform specific classes.  Another option is to add the
 notion of a stacking-order trait and consider fullscreen as the
 combination of 3 traits: no decoration, screen size window, and
 top-level stacking.  I'm not sure about other platforms, but the EWMH
 spec includes some additional stacking properties in addition to the
 fullscreen state (e.g. above normal windows but below panels, and
 below normal windows).  Then toggling fullscreen could be done
 automatically when the corresponding traits are set.  If anyone else
 wants to work on this, the code to set the fullscreen hint (using a
 ClientMessage event sent to the root window) looks like this (where
 isFullScreen is a bool set to the desired state):

 Display* display = getDisplayToUse();

 Atom netWMStateAtom = XInternAtom(display, _NET_WM_STATE, True);
 Atom netWMStateFullscreenAtom = XInternAtom(display,
 _NET_WM_STATE_FULLSCREEN, True);

 if (netWMStateAtom != None  netWMStateFullscreenAtom != None) {
 XEvent xev;
 xev.xclient.type = ClientMessage;
 xev.xclient.serial = 0;
 xev.xclient.send_event = True;
 xev.xclient.window = _window;
 xev.xclient.message_type = netWMStateAtom;
 xev.xclient.format = 32;
 xev.xclient.data.l[0] = isFullScreen ? 1 : 0;
 xev.xclient.data.l[1] = netWMStateFullscreenAtom;
 xev.xclient.data.l[2] = 0;

 XSendEvent(display, RootWindow(display, DefaultScreen(display)),
 False,  SubstructureRedirectMask | SubstructureNotifyMask, xev);
 }

 -Leif

 On 10/3/07, Robert Osfield [EMAIL PROTECTED] wrote:
   
 
 HI Cedric,

 Changing the order would be fine.  This would also apply to the camera
 manipulators too.  If you make some changes and your happy just post
 me the complete changed file and I'll do a review of it.  This is
 pretty low priority issue though.

 The window resize issue you talk about much high priority issue and
 one that it'd be nice to fix for 2.2.  Since I don't have Gnome here I
 can't chase after this one so I'd appreciate it if yourself or others
 can chase this one done.

 Cheers,
 Robert.

 On 10/3/07, Cedric Pinson [EMAIL PROTECTED] wrote:
 
   
 I checked the --help-keys option of osgviewer, in fact everything is
 here to work but all EventHandler are created after the
 process of options.

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

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

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

 if (helpType)
 {
 arguments.getApplicationUsage()-write(std::cout, helpType);
 osg::ref_ptrosg::ApplicationUsage usage = new
 osg::ApplicationUsage;
 viewer.getUsage(*usage);
 usage-write(std::cout, helpType);
   

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

2007-10-04 Thread Robert Osfield
Hi Christophe,

The definitive answer comes from the source:

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

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

Robert.

On 10/4/07, Christophe Medard [EMAIL PROTECTED] wrote:


 Hi all,

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

 I still have two interrogations :

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

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

 Cheers,

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


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



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Re: [osg-users] OpenSceneGraph-2.1.15 dev version released

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

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

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

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

2007-10-04 Thread Christophe Medard
Hi all,

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

I still have two interrogations :

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

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

Cheers,

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


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


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[osg-users] OpenSceneGraph-2.2 stable released

2007-10-04 Thread Robert Osfield
Hi All,

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

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

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

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

Many thanks for the effort on testing and bug fixes.

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

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

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

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

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

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

Robert Osfield wrote:
 Hi Christophe,
 
 The definitive answer comes from the source:
...
 
 Which shows that setting rendering bin number *and* bin name is
 equivalent, but not bin number alone.
 
 Robert.
 
 On 10/4/07, Christophe Medard [EMAIL PROTECTED] wrote:

 Hi all,

 There's something I can't get a clear vision of despite my efforts.
...
 - there seems to be no notion of inheritance (like there is on a
 stateattribute typically) for those renderhint or renderbindetail features :
 if you set a rendering order (through one or the other feature) on a group
 node, does that rendering order affect the whole subgraph (understand
 children and children of children) ? What happens if a renderhint or
 renderdindetail is set again on one child ?

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

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

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

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

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

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

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

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


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

2007-10-04 Thread Robert Osfield
HI Andy,

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

Robert.

On 10/4/07, Andy Skinner [EMAIL PROTECTED] wrote:
 Hang on a minute.  It is 8:22 in the morning here, I've just gotten in,
 and I haven't had a chance to test the Mac stuff you just did.

 ...

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

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

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

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

 thanks,
 andy

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

 Hi All,

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

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

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

2007-10-04 Thread Serge Lages
On 10/4/07, Robert Osfield [EMAIL PROTECTED] wrote:

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

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


Most Intel graphic cards don't support it, and it's sad to say but it's
still the leader into the video card market...

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

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

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

On 10/4/07, Paul Melis [EMAIL PROTECTED] wrote:
 Robert Osfield wrote:

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

 Paul

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

[osg-users] sanity check build Xcode

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

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

2007-10-04 Thread Robert Osfield
Hi Andy,

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

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

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

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

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

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

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


 |
  
  |  |
osg::Group Aosg::Group B
[binNumber = 8] dft, so binNumber = 0
  |
  -
  | ||
 osg::Geode Cosg::Geode Dosg::Geode E
 [binNumber = 5]  [binNumber = 1]  |
 |
 
  | |
  osg::Drawable E0 osg::Drawable E1
   dft, so binNumber = 0[binNumber=6]

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


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

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


Is it A - B - C ?


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

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

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

Just chiming in here: it seems the sort-order of a renderbin is 
determined by its name. This has always bothered me a bit, as it gives 
the impression that you can assign any name, while there are only 2 
valid ones. Would it be an option to change this to a simple sort_mode 
variable whose value comes from an enum { SortByState, SortByDepth, ...} ?

Paul

On 10/4/07, Christophe Medard [EMAIL PROTECTED] wrote:
  

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

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


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

 |

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

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


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

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


Is it A - B - C ?


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



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



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

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

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

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

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

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


layer_root-getChild(0)-getStateSet()-setRenderBinDetails(-(int)layer_asl,

RenderBin);

layer_root-getChild(1)-getStateSet()-setRenderBinDetails((int)layer_asl,

RenderBin);

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

  

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

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

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

 
  |
 

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

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

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


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

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


Is it A - B - C ?


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



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

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

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

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

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

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

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

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

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


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

2007-10-04 Thread Robert Osfield
On 10/4/07, Serge Lages [EMAIL PROTECTED] wrote:
 Hi Robert and all,

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

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

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

Yes original status quo will remain.

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

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

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

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

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

iD8DBQFHBPP4eDhWHdXrDRURArhVAJoC5ENolBRvuwevA4O6oBtSrRWZFACgpl/1
9K7HUvn2NWv1ahs1NlEhXpc=
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Re: [osg-users] Last call for feedback before 2.2

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

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

Thanks,
andy

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

Hi Andy,

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

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

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

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

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

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

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




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



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

at OSGTesting.OSGControl..ctor()

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

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

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

Thanks,

Jason


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

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

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

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

Regards,

Gavin

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

Hi Jason,

Thanks for your help!

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

  

Re: [osg-users] osgDotNet and Windows Forms

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




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


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

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




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



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

at OSGTesting.OSGControl..ctor()

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

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

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

Thanks,

Jason


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

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

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

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

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

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

 El Thursday 04 October 2007 01:11:05 Robert Osfield escribió:
 Hi Brian,
 
 Thanks for the clarification.
 
 For 2.2 I think I'll just go with what we have in SVN.  In might not
 work perfectly out the box under Cygwin in all combination, but at
 least there is a simple workaround for cases where it doesn't.
 Perhaps if greater clarity comes after 2.2 then we can roll some
 changes into the Cmake build system to better compile out of the box
 under Cygwin. 
 
 As for the runtime errors you're seeing, I don't think this is an OSG
 bug, rather a Cygwin/OpenGL driver error of some form.
 
 Robert.
 
 On 10/3/07, Brian Keener [EMAIL PROTECTED] wrote:
 Robert Osfield wrote:
 Hi Brian,
 
 O.K. I'm confused now.  Your previous email it sounds like you
 needed to add: 
 
-DWIN32 -DNOMINMAX -mnop-fun-dllimport -DOSG_LIBRARY
 
 This was actually the second email I sent.
 
 To get things compile, but your next below sounds like you made no
 changes. 
 
 On 10/3/07, Brian Keener [EMAIL PROTECTED] wrote:
 Robert Osfield wrote:
 Have you updated to a different version of Cygwin since you last
 
 built?
 
 Nope,
 
 Only difference is I used a straight ccmake and did not make the
 CMAKE_CXX_FLAG changes I had previously made and I haven't had to
 make
 
 This was the first email I sent which got blocked and then I
 inadvertently sent again not realizing how confusing it would be.
 
  The above -DWIN32 -DNOMINMAX -mnop-fun-dllimport
 -DOSG_LIBRARY is my most recent attempt at building which did
 build and hangs when run. 
 
 Does the SVN version of the OSG compile out of the box without any
 changes?  Or do you have to make the above addition, if so where
 to? 
 
  It does not - it dies on the socket error and I add the flags:
 
  -DWIN32 -DNOMINMAX -mnop-fun-dllimport -DOSG_LIBRARY
 
  in ccmake to the CMAKE_CXX_FLAGS line at which point it compiles
 100%. 
 
  You posted in your other response that others had built in Cygwin
 without making any changes (out of the box).  I had not seen those
 responses - perhaps it is just my setup if you have other cygwin
 folk getting it right. 
 
  bk
 
 
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-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
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Re: [osg-users] OpenSceneGraph-2.1.15 dev version released

2007-10-04 Thread Mihai Radu
Martin Spott wrote:
 Robert Osfield wrote:

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

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

   Martin.
   

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

Windows Xp

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

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

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

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

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


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

Is the draw order A-B-C ?

Thanks for those explanations,

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




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

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

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

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

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


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


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


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[osg-users] Problem with combining texture maps.

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

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

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

2007-10-04 Thread Philip Hahn
Hey guys-

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

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

 Thanks,

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

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

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

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


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

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

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

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

Good luck on debugging.




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[osg-users] osgGA::FlightManipulator

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

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

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

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

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

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

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

Thanks again.

Renan M Z Mendes
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Re: [osg-users] Several RTT camera/shader issue(s) on multipass shading

2007-10-04 Thread Mihai Radu
Hi Christian,

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

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

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

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

Cheers
Mihai

Christian Heine wrote:
 Hello,

 2nd issue (Shader):
 If i use in the vertex shader the values of the rendering pipeline with
 the following
 setups, the RTT result is shown like in the working screenshot. The blur
 effect
 of the second pass is not effected but the shader executed (set color to
 red):

 gl_Position = ftransform();
 vTexCoord = gl_MultiTexCoord0;

 If i use this simple code sniplet (used in RenderMonkey for Shadertest)
 then the
 RTT is moved to screen center and sized up where nothing is shown (See
 defect_vertexShader
 Screenshot):

  vec2 Position;
  Position.xy = sign(gl_Vertex.xy);

  gl_Position = vec4(Position.xy, 0.0, 1.0);
  vTexCoord = Position.xy *.5 + .5;

 I couldn't be explain, why this simple snipplet occurs in such an
 effect. There is
 nothing special done ...

 Thanks for any help,
 best regards
 Chris

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

2007-10-04 Thread Philip Hahn
Justin-

Thanks for the quick response. One note:

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

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

  // stuff

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

just FYI. Thanks again.

Philip


On 10/4/07, Vican, Justin E. [EMAIL PROTECTED] wrote:

  Hi Philip,

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

osgProducer::Viewer viewer();

…

viewer.getCullSettings
 ().setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);



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

osgViewer::Viewer viewer();

…

viewer.getCamera
 ()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);





 Hope this helps,
 Justin





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



 Hey guys-

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

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

  Thanks,

 Philip Hahn

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Re: [osg-users] osgGA::FlightManipulator

2007-10-04 Thread Rafa Gaitan
Hi Santosh,

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

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

Rafa.


On 10/5/07, santosh [EMAIL PROTECTED] wrote:
 hi
 can any one tell me how to use osgGA::FlightManipulator. I am trying to
 use it but it is manipulating on root node.
 I had set the node and matrix but it is not working on that node.

 Thanks in Advance
 Santosh
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-- 
Rafael Gaitán Linares
Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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