[osg-users] .obj, 3DI import
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] camera config file?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] .obj, 3DI import
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OS/X build OK
great work robert ! OS/X is now working /adegli -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] .obj, 3DI import
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to configure camera to multi window
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? Be a better Heartthrob. Get better relationship answers from someone who knows. Yahoo! Answers - Check it out. http://answers.yahoo.com/dir/?link=listsid=396545433___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN version of OpenSceneGraph
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OS/X build OK
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to configure camera to multi window
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] restrictive OpenSceneGraph-Data license (was: Re: camera config file?)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] restrictive OpenSceneGraph-Data license (was: Re: camera config file?)
* 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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Last call for feedback before 2.2
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] restrictive OpenSceneGraph-Data license (was: Re: camera config file?)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] restrictive OpenSceneGraph-Data license (was: Re: camera config file?)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Last call for feedback before 2.2
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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(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___ osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___osg-users 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
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Last call for feedback before 2.2
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ing. Mario Valle Visualization Group | http://www.cscs.ch/~mvalle Swiss National Supercomputing Centre (CSCS) | Tel: +41 (91) 610.82.60 v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax: +41 (91) 610.82.82 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cannot compile osgconv with vrml support
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Last call for feedback before 2.2
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] full screen mode in osgviewer and options in command line
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)
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 ? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.1.15 dev version released
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 ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RenderingHint vs binNumber(RenderBinDetails)
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 ? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph-2.2 stable released
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.2 stable released
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFHBNXNeDhWHdXrDRURAt9NAJ4kiuDzr0ZFCj7iATsgs+1J0aQHjwCfUzqc 9A/Otv/kDQZCBcdR7VPozqg= =eU+I -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Last call for feedback before 2.2
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compile thread without pbuffer support
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)
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
Robert, Just before your 2.2 announcement I did an svn checkout and built successfully under Xcode. svn revision 7564 Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)
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 ? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list
Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compile thread without pbuffer support
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFHBPP4eDhWHdXrDRURArhVAJoC5ENolBRvuwevA4O6oBtSrRWZFACgpl/1 9K7HUvn2NWv1ahs1NlEhXpc= =nulc -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Last call for feedback before 2.2
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 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
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Bryan Thrall FlightSafety International [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.1.15 dev version released
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with combining texture maps.
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN version of OpenSceneGraph
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgGA::FlightManipulator
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GUI Events and Available Tutorial
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Several RTT camera/shader issue(s) on multipass shading
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] relative size of objects in a scene graph
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgGA::FlightManipulator
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rafael Gaitán Linares Instituto de Automática e Informática Industrial http://www.ai2.upv.es Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org