Re: [osg-users] multiple windows
Hi Mario On 10/26/07, Mario Valle [EMAIL PROTECTED] wrote: I had to make some addition to have it compiling under VS 7.1 (and my wx and osg libraries). But beside this, I noticed a strange thing: load spaceship.osg (or fountain.osg) and you notice the motor plumes does not animate. If you make the model rotate, they start animate again. That is quite expected. The update traversal is not normally triggered, so no updatecallback-based animations can work if the view is not being updated. If you throw the model, the manipulator calls requestContinuousUpdate(true) so animations are updated. If you want to override this behavior, you can call Canvas::setUpdateWhenIdleOverride(true). You'll get the normal, real-time OSG loop. The rationale is that GUI based applications more often display static scenes (e.g. in a 3D modeler, the update is not continuous). It is something related to your OnIdle optimization. If you comment the if line, then everything animates as usual. Hope it helps. Glad to see if compiles under 7.1 Thanks for testing Thibault Ciao! mario Thibault Genessay wrote: Hi Emmanuel I have made a sample that demonstrate the integration of the OSG in wxWidgets. It is a simple frame with a wxAUINotebook containing OSG views. You can download source and binaries at http://ips-dil.unil.ch/osg Could you have a look at these and see if this suits your needs ? I am planning to release it as an official sample to OSG+wxWidgets, so I'll need to test it on more systems (not tested on Linux as of today) and more threading models. It uses a modified version of the osgCompositeViewer::Viewer that skips rendering if makeCurrent() returns false. Currently, the composite viewer ignores the return value of makeCurrent(). We'll need to address this issue with Robert as it is precisely the problem you and him are discussing in the thread camera switching in composite viewer. Cheers Thibault On 10/26/07, Emmanuel Roche [EMAIL PROTECTED] wrote: Okay, with this version joined, we have two tabs (not added dynamically, sure, but it's a beginning...) with animation rendered correctly... The only issue left is the mouse handling problem: I added a trackballmanipulator on the view1 on each tab, assigned an handling function to the corresponding wxGLCanvas each time, and this function is indeed called when I drag on the view1 BUT nothing moves... :-(... I'm using view-getEventQueue()... could it be somehow disconnected ? nothing happens either if I use the corresponding graphicswindow-getEventQueue()... so what's left ?? Manu. 2007/10/26, Emmanuel Roche [EMAIL PROTECTED]: Indeed, we are in a situation where the CompositeViewers don't share the GraphicsWindows and everything happen in the same thread... yet, it's currently not working for me: as soon as I had a second tab only the last compositeviewer gets updated and drawn, the others are frozen... :-(... I keep investigating... Manu. 2007/10/26, Robert Osfield [EMAIL PROTECTED]: On 10/26/07, Alberto Luaces [EMAIL PROTECTED] wrote: If I recall correctly, you can have as many CompositeViewers as you like/need. If the different viewers don't share any GaphicsWindows then it should be fine to have multiple Viewer/CompositeViewers. However, If all the viewers run in different threads then sharing a single scene graph between them would be problematic. Such usage would lead to one viewers update running in parallel with another viewer's cull/draw. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] kd-Tree LineIntersection speedUp
So what's going on for the next month, Line Intersecting behaviour: (a) integrating the code into OSG (b) testing (c) optimising and so on is there some one how can support me? (not Robert, he is still really busy, isn't he?) Only for testing the kd-Tree implementation and it's speed: http://www.openscenegraph.org/projects/osg/wiki/RayTraced /adegli 2007/10/24, Jean-Sébastien Guay [EMAIL PROTECTED]: Hello Adrian, i am working on a really general and fast implementation for reduce the number of triangles checked against a line in LineSegement Intersection Test. May question coming up while reviewing the OSG core implementation, i am not yet sure how and where i should implement this new feature. The current implementation of KD-Tree is quite fast and could be included into the osg core. are there some experience in line segement boosting? I would very much like to use your contribution, however it does not seem Robert has time to guide you in integrating it for now. It would therefore be very kind if you could help make it usable without integrating it into the Core OSG. The code as it stands does not currently support transforms. Can you help with that? I have never personally implemented a kd-tree algorithm, so I do not know where this support of transforms needs to be put in. I would really appreciate your help with this since in an example use case, my current implementation with LineSegmentIntersector takes about 2 minutes and with your kd-tree it takes about 11 seconds (with bad results, but still promising). Thanks in advance, J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] kd-Tree LineIntersection speedUp
Hi, I have been reading (most of) your messages with great interest. Your work might be interesting for a project in which I am involved so I would be glad to help you. Unfortunately I am a newbie in raytracing implementations so you need to guide me a little here and there. Feel free to contact me offline too. bye Raymond So what's going on for the next month, Line Intersecting behaviour: (a) integrating the code into OSG (b) testing (c) optimising and so on is there some one how can support me? (not Robert, he is still really busy, isn't he?) Only for testing the kd-Tree implementation and it's speed: http://www.openscenegraph.org/projects/osg/wiki/RayTraced /adegli 2007/10/24, Jean-Sébastien Guay [EMAIL PROTECTED]: Hello Adrian, i am working on a really general and fast implementation for reduce the number of triangles checked against a line in LineSegement Intersection Test. May question coming up while reviewing the OSG core implementation, i am not yet sure how and where i should implement this new feature. The current implementation of KD-Tree is quite fast and could be included into the osg core. are there some experience in line segement boosting? I would very much like to use your contribution, however it does not seem Robert has time to guide you in integrating it for now. It would therefore be very kind if you could help make it usable without integrating it into the Core OSG. The code as it stands does not currently support transforms. Can you help with that? I have never personally implemented a kd-tree algorithm, so I do not know where this support of transforms needs to be put in. I would really appreciate your help with this since in an example use case, my current implementation with LineSegmentIntersector takes about 2 minutes and with your kd-tree it takes about 11 seconds (with bad results, but still promising). Thanks in advance, J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ 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] change texture
and here is image when i run my program : http://blog.360.yahoo.com/blog-Rs6nWTU5cqM642o5YzZ2Mf_I0w--?cq=1 - Original Message From: Tran Thanh Hiep [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Monday, October 29, 2007 5:17:35 PM Subject: [osg-users] change texture hi all, in my program i want change a new texture for my model but when i apply a new texture it don't display correct follow here my code virtual void apply(osg::Geode node) { int count=node.getNumDrawables(); for(int i=0;icount;i++) { osg::Drawable *pDrawable=node.getDrawable(i); osg::Geometry *pGeo=dynamic_castosg::Geometry*(pDrawable); osg::StateSet *pStateSet=pGeo-getStateSet(); if(pStateSet!=NULL) { //pStateSet-getAttributeList(); osg::Texture2D *txtOldTexture=static_castosg::Texture2D*(pStateSet-getTextureAttribute(0,osg::StateAttribute::Type::TEXTURE)); //osg::StateAttribute *pStateAttribute=pStateSet-getTextureAttribute(0,osg::StateAttribute::Type::TEXTURE); //if(pStateAttribute!=NULL) if(txtOldTexture!=NULL) { // txtOldTexture-flushDeletedTextureObjects(0,0,0.0); // txtOldTexture-setUnRefImageDataAfterApply(false); txtOldTexture-dirtyTextureObject(); txtOldTexture-flushAllDeletedTextureObjects(0); // osg::Texture2D *txtOld=dynamic_castosg::Texture2D*(pStateAttribute); osg::Image *imgTexture=osgDB::readImageFile(strNameImageFile); //txtOldTexture-areAllTextureObjectsLoaded(); txtOldTexture-setImage(0,imgTexture); //txtOld-setImage(imgTexture); bolIsState=true; } } } please help me thanks! __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] change texture
hi all, in my program i want change a new texture for my model but when i apply a new texture it don't display correct follow here my code virtual void apply(osg::Geode node) { int count=node.getNumDrawables(); for(int i=0;icount;i++) { osg::Drawable *pDrawable=node.getDrawable(i); osg::Geometry *pGeo=dynamic_castosg::Geometry*(pDrawable); osg::StateSet *pStateSet=pGeo-getStateSet(); if(pStateSet!=NULL) { //pStateSet-getAttributeList(); osg::Texture2D *txtOldTexture=static_castosg::Texture2D*(pStateSet-getTextureAttribute(0,osg::StateAttribute::Type::TEXTURE)); //osg::StateAttribute *pStateAttribute=pStateSet-getTextureAttribute(0,osg::StateAttribute::Type::TEXTURE); //if(pStateAttribute!=NULL) if(txtOldTexture!=NULL) { // txtOldTexture-flushDeletedTextureObjects(0,0,0.0); // txtOldTexture-setUnRefImageDataAfterApply(false); txtOldTexture-dirtyTextureObject(); txtOldTexture-flushAllDeletedTextureObjects(0); // osg::Texture2D *txtOld=dynamic_castosg::Texture2D*(pStateAttribute); osg::Image *imgTexture=osgDB::readImageFile(strNameImageFile); //txtOldTexture-areAllTextureObjectsLoaded(); txtOldTexture-setImage(0,imgTexture); //txtOld-setImage(imgTexture); bolIsState=true; } } } please help me thanks! __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Intersection with osgUtil::PolytopeIntersector
Daniel Moos wrote: Hi everybody Hi Daniel, I have a question about intersection. I try to intersect lines with the osgUtil::PolytopeIntersector class. This works fine. Now how can i get the picked line from the picked geometry? I want to have the two vertices from the picked line... I do have a version that has an enhanced Intersection structure. I'll try to submit that version today. Thanks a lot! Daniel Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- creating IT solutions Peter Hrenkascience + computing ag Software Solutions Hagellocher Weg 73 phone +49 7071 9457 263 72070 Tuebingen, Germany fax +49 7071 9457 511 [EMAIL PROTECTED] www.science-computing.de -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Florian Geyer, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Prof. Dr. Hanns Ruder Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building osg on release version of leopard
Eric, yep thats the problem. i found this when building ossim as it had a bigger problem that i could not get around without changing to 10.5 sdk. thanks! Jim On Oct 29, 2007, at 6:56 AM, osg-users- [EMAIL PROTECTED] wrote: I haven't had any problems with compiling or using the freetype plugin in Leopard though I'm still on the final seed before GM. The libfreetype that ships with Leopard is already Universal 32/64-bit. The Xcode project works fine for me under 32-bit. (I haven't done 64-bit due to osgViewer's Carbon backend and the qt plugin. I just submitted an ImageIO plugin to osgsubmissions Friday but the build system isn't yet updated to do anything with it.) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multiple windows
Hi again, I check again the crash: in fact it comes from osgDB::readNodeFile(...) when it's called the second time (so after a first View is created, added to the main composite viewer, rendered correctly a few seconds, and then removed from the composite viewer and destroyed...) : Would you have any clue on this Robert ? Manu. 2007/10/29, Emmanuel Roche [EMAIL PROTECTED]: By the way, guys, I've noticed a small bug in this wxOSG_tab application (at least in the version I compiled...): Has someone already noticed that, if you remove the start page [you then create the _auiNotebook the first time it is requested] and for example add a Menu with an Open... command to load osg models, then each time you do this sequence: 1) Open an osg file, 2) Close the only tab created 3) Try to open an other file ... the application crashes... I put a zip file of the modified sources on my website: if someone wants to check this... http://utopianworld.ath.cx/web/osg/wxOSG_tab_modified.zip Or maybe it's a known issue and that's the very reason why you added the Start page and prevented its detruction ? I can't say if the problem comes from OSG or wxWidgets: sometimes I have a crash on osgViewer::View constructor but the debug version doesn't display anything useful, and sometines I have the bug in other dlls like ntdll for example... if it comes from wxWidgets, maybe that's the reason why you are using version 2.9 (I built the application with the version 2.8.4, and in non-unicode... so if you when to test this you may have to make small changed in the code I added [every thing is in MainFrame.cpp in fact]) regards, Manu. 2007/10/29, Thibault Genessay [EMAIL PROTECTED]: Hi Mario On 10/26/07, Mario Valle [EMAIL PROTECTED] wrote: I had to make some addition to have it compiling under VS 7.1 (and my wx and osg libraries). But beside this, I noticed a strange thing: load spaceship.osg (or fountain.osg) and you notice the motor plumes does not animate. If you make the model rotate, they start animate again. That is quite expected. The update traversal is not normally triggered, so no updatecallback-based animations can work if the view is not being updated. If you throw the model, the manipulator calls requestContinuousUpdate(true) so animations are updated. If you want to override this behavior, you can call Canvas::setUpdateWhenIdleOverride(true). You'll get the normal, real-time OSG loop. The rationale is that GUI based applications more often display static scenes (e.g. in a 3D modeler, the update is not continuous). It is something related to your OnIdle optimization. If you comment the if line, then everything animates as usual. Hope it helps. Glad to see if compiles under 7.1 Thanks for testing Thibault Ciao! mario Thibault Genessay wrote: Hi Emmanuel I have made a sample that demonstrate the integration of the OSG in wxWidgets. It is a simple frame with a wxAUINotebook containing OSG views. You can download source and binaries at http://ips-dil.unil.ch/osg Could you have a look at these and see if this suits your needs ? I am planning to release it as an official sample to OSG+wxWidgets, so I'll need to test it on more systems (not tested on Linux as of today) and more threading models. It uses a modified version of the osgCompositeViewer::Viewer that skips rendering if makeCurrent() returns false. Currently, the composite viewer ignores the return value of makeCurrent(). We'll need to address this issue with Robert as it is precisely the problem you and him are discussing in the thread camera switching in composite viewer. Cheers Thibault On 10/26/07, Emmanuel Roche [EMAIL PROTECTED] wrote: Okay, with this version joined, we have two tabs (not added dynamically, sure, but it's a beginning...) with animation rendered correctly... The only issue left is the mouse handling problem: I added a trackballmanipulator on the view1 on each tab, assigned an handling function to the corresponding wxGLCanvas each time, and this function is indeed called when I drag on the view1 BUT nothing moves... :-(... I'm using view-getEventQueue()... could it be somehow disconnected ? nothing happens either if I use the corresponding graphicswindow-getEventQueue()... so what's left ?? Manu. 2007/10/26, Emmanuel Roche [EMAIL PROTECTED]: Indeed, we are in a situation where the CompositeViewers don't share the GraphicsWindows and everything happen in the same thread... yet, it's currently not working for me: as soon as I had a second tab only the last compositeviewer gets updated and drawn, the others are frozen... :-(... I keep investigating... Manu. 2007/10/26, Robert Osfield [EMAIL
Re: [osg-users] multiple windows
Hi Emmanuel I've just compiled your mod, and got the sample running. Has someone already noticed that, if you remove the start page [you then create the _auiNotebook the first time it is requested] and for example add a Menu with an Open... command to load osg models, then each time you do this sequence: 1) Open an osg file, 2) Close the only tab created 3) Try to open an other file ... the application crashes... I can't reproduce this crash on my machine (VS 2005 SP1), everything seems to work smoothly. Or maybe it's a known issue and that's the very reason why you added the Start page and prevented its detruction ? No, the only reason I did this in the first place is because we would have no way to spawn the startup page if we closed it - thus we would not be able to add anymore tabs. Also, it was a good way to check that we could add any window type as a tab - not only osg canvas. I can't say if the problem comes from OSG or wxWidgets: sometimes I have a crash on osgViewer::View constructor but the debug version doesn't display anything useful, and sometines I have the bug in other dlls like ntdll for example... if it comes from wxWidgets, maybe that's the reason why you are using version 2.9 (I built the application with the version 2.8.4, and in non-unicode... so if you when to test this you may have to make small changed in the code I added [every thing is in MainFrame.cpp in fact]) I'd bet the problem is a CRT issue. The bugs in wxAUI I had in the past were always triggered inside wxWidgets when you would remove a tab, it does not seem to be the case here. Have you made sure you used the multithreaded DLL everywhere ? (osg does this by default, wxWidgets needs to be compiled in DLL [Unicode] mode), and your app must use the multithreaded DLL. Also make sure you use the correct preprocessor macros (WXUSINGDLL and such). Bugs that occur at various places are hard to track. One thing you can do is regularly check the heap to see if a corruption occurs at some point by using the _heapchk() function. If something goes wrong you can be notified before the crash occurs (at a random place because the memory layout changes from execution to execution). Finally, try to switch to VS 2005 as the compiler (and the C++ runtime) contains much less bugs than VS 7.x series. Cheers Thibault regards, Manu. 2007/10/29, Thibault Genessay [EMAIL PROTECTED]: Hi Mario On 10/26/07, Mario Valle [EMAIL PROTECTED] wrote: I had to make some addition to have it compiling under VS 7.1 (and my wx and osg libraries). But beside this, I noticed a strange thing: load spaceship.osg (or fountain.osg) and you notice the motor plumes does not animate. If you make the model rotate, they start animate again. That is quite expected. The update traversal is not normally triggered, so no updatecallback-based animations can work if the view is not being updated. If you throw the model, the manipulator calls requestContinuousUpdate(true) so animations are updated. If you want to override this behavior, you can call Canvas::setUpdateWhenIdleOverride(true). You'll get the normal, real-time OSG loop. The rationale is that GUI based applications more often display static scenes (e.g. in a 3D modeler, the update is not continuous). It is something related to your OnIdle optimization. If you comment the if line, then everything animates as usual. Hope it helps. Glad to see if compiles under 7.1 Thanks for testing Thibault Ciao! mario Thibault Genessay wrote: Hi Emmanuel I have made a sample that demonstrate the integration of the OSG in wxWidgets. It is a simple frame with a wxAUINotebook containing OSG views. You can download source and binaries at http://ips-dil.unil.ch/osg Could you have a look at these and see if this suits your needs ? I am planning to release it as an official sample to OSG+wxWidgets, so I'll need to test it on more systems (not tested on Linux as of today) and more threading models. It uses a modified version of the osgCompositeViewer::Viewer that skips rendering if makeCurrent() returns false. Currently, the composite viewer ignores the return value of makeCurrent(). We'll need to address this issue with Robert as it is precisely the problem you and him are discussing in the thread camera switching in composite viewer. Cheers Thibault On 10/26/07, Emmanuel Roche [EMAIL PROTECTED] wrote: Okay, with this version joined, we have two tabs (not added dynamically, sure, but it's a beginning...) with animation rendered correctly... The only issue left is the mouse handling problem: I added a trackballmanipulator on the view1 on each tab, assigned an handling function to the corresponding wxGLCanvas each time, and this function is indeed called when I drag on the view1 BUT
Re: [osg-users] multiple windows
Hi ! thanks for testing Thibault, if it's working on your side, it's already a good thing... I compiled everything in multithreaded DLL, this should be ok... So, as you suggest, maybe it's a good time to try VS 2005... :-) Manu. 2007/10/29, Thibault Genessay [EMAIL PROTECTED]: Hi Emmanuel I've just compiled your mod, and got the sample running. Has someone already noticed that, if you remove the start page [you then create the _auiNotebook the first time it is requested] and for example add a Menu with an Open... command to load osg models, then each time you do this sequence: 1) Open an osg file, 2) Close the only tab created 3) Try to open an other file ... the application crashes... I can't reproduce this crash on my machine (VS 2005 SP1), everything seems to work smoothly. Or maybe it's a known issue and that's the very reason why you added the Start page and prevented its detruction ? No, the only reason I did this in the first place is because we would have no way to spawn the startup page if we closed it - thus we would not be able to add anymore tabs. Also, it was a good way to check that we could add any window type as a tab - not only osg canvas. I can't say if the problem comes from OSG or wxWidgets: sometimes I have a crash on osgViewer::View constructor but the debug version doesn't display anything useful, and sometines I have the bug in other dlls like ntdll for example... if it comes from wxWidgets, maybe that's the reason why you are using version 2.9 (I built the application with the version 2.8.4, and in non-unicode... so if you when to test this you may have to make small changed in the code I added [every thing is in MainFrame.cpp in fact]) I'd bet the problem is a CRT issue. The bugs in wxAUI I had in the past were always triggered inside wxWidgets when you would remove a tab, it does not seem to be the case here. Have you made sure you used the multithreaded DLL everywhere ? (osg does this by default, wxWidgets needs to be compiled in DLL [Unicode] mode), and your app must use the multithreaded DLL. Also make sure you use the correct preprocessor macros (WXUSINGDLL and such). Bugs that occur at various places are hard to track. One thing you can do is regularly check the heap to see if a corruption occurs at some point by using the _heapchk() function. If something goes wrong you can be notified before the crash occurs (at a random place because the memory layout changes from execution to execution). Finally, try to switch to VS 2005 as the compiler (and the C++ runtime) contains much less bugs than VS 7.x series. Cheers Thibault regards, Manu. 2007/10/29, Thibault Genessay [EMAIL PROTECTED]: Hi Mario On 10/26/07, Mario Valle [EMAIL PROTECTED] wrote: I had to make some addition to have it compiling under VS 7.1 (and my wx and osg libraries). But beside this, I noticed a strange thing: load spaceship.osg (or fountain.osg) and you notice the motor plumes does not animate. If you make the model rotate, they start animate again. That is quite expected. The update traversal is not normally triggered, so no updatecallback-based animations can work if the view is not being updated. If you throw the model, the manipulator calls requestContinuousUpdate(true) so animations are updated. If you want to override this behavior, you can call Canvas::setUpdateWhenIdleOverride(true). You'll get the normal, real-time OSG loop. The rationale is that GUI based applications more often display static scenes (e.g. in a 3D modeler, the update is not continuous). It is something related to your OnIdle optimization. If you comment the if line, then everything animates as usual. Hope it helps. Glad to see if compiles under 7.1 Thanks for testing Thibault Ciao! mario Thibault Genessay wrote: Hi Emmanuel I have made a sample that demonstrate the integration of the OSG in wxWidgets. It is a simple frame with a wxAUINotebook containing OSG views. You can download source and binaries at http://ips-dil.unil.ch/osg Could you have a look at these and see if this suits your needs ? I am planning to release it as an official sample to OSG+wxWidgets, so I'll need to test it on more systems (not tested on Linux as of today) and more threading models. It uses a modified version of the osgCompositeViewer::Viewer that skips rendering if makeCurrent() returns false. Currently, the composite viewer ignores the return value of makeCurrent(). We'll need to address this issue with Robert as it is precisely the problem you and him are discussing in the thread camera switching in composite viewer. Cheers Thibault On 10/26/07, Emmanuel Roche [EMAIL PROTECTED] wrote:
Re: [osg-users] kd-Tree LineIntersection speedUp
Hello Adrian, The code as it stands does not currently support transforms. Can you help with that? I have never personally implemented a kd-tree algorithm, so I do not know where this support of transforms needs to be put in. correct, but when we have integrated it into the core of osg, then it should work as expected. I still don't understand why the code would a) not support transformations if it isn't integrated into core OSG b) support them once it is. It's the same code, it won't magically support transforms, you need to write the code for that... Please explain, because there's something I'm missing here. J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] kd-Tree LineIntersection speedUp
Hi Jean-Sebastien, what i do at the moment is, i walk trought the drawables and collect all triangles, so i don't care about material, ... nor transformations. what i should do is to transform the triangles before insertion. but i don't like this way. another possibility is: for each geometry (hard) we can attache a kd-tree object, and then the intersection visitor transforms the objects when a transformation node is used, this is the way it works with the current intersection visitor (if i am not wrong), so i like just to replace a small part of code in OSG core, to check a ray (line) against the kd-tree and not against the list of triangles in the geometry. so we can speed up the intersection testing. but what we need is to implement this into osg core. /adegli 2007/10/29, Jean-Sébastien Guay [EMAIL PROTECTED]: Hello Adrian, The code as it stands does not currently support transforms. Can you help with that? I have never personally implemented a kd-tree algorithm, so I do not know where this support of transforms needs to be put in. correct, but when we have integrated it into the core of osg, then it should work as expected. I still don't understand why the code would a) not support transformations if it isn't integrated into core OSG b) support them once it is. It's the same code, it won't magically support transforms, you need to write the code for that... Please explain, because there's something I'm missing here. J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] kd-Tree LineIntersection speedUp
Hello Adrian, what i do at the moment is, i walk trought the drawables and collect all triangles, so i don't care about material, ... nor transformations. what i should do is to transform the triangles before insertion. but i don't like this way. another possibility is: for each geometry (hard) we can attache a kd-tree object, and then the intersection visitor transforms the objects when a transformation node is used, this is the way it works with the current intersection visitor (if i am not wrong), so i like just to replace a small part of code in OSG core, to check a ray (line) against the kd-tree and not against the list of triangles in the geometry. so we can speed up the intersection testing. but what we need is to implement this into osg core. That second way makes more sense. But you don't necessarily need to integrate it into the core OSG... If you want to do that without having to wait for someone to integrate it into the core OSG, you could just copy the classes you need from the OSG source tree into your sources, rename them so they don't clash and then modify them as needed. That way we could progress on this and later, when Robert is available, you'll have even less changes needed to integrate your code into the core. J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] NVidia's GLExpert program.
I downloaded the GLExpert program from NVidia's website. It seems to give me output for regular applications that I know are using GL. Anything with OSG (osgviewer cow.osg) doesn't produce output. Has anybody tried this and figured out a way around it? I'm guessing it's due to something grabbing the output handler. Chris ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NVidia's GLExpert program.
Hi Chris, The OSG does nothing special w.r.t OpenGL setup, perhaps its something related to the windowing setup that GLExport doesn't check for. Could you try examples like the osgviewerGLUT and osgviewerSDL to see if they work OK. Robert. On 10/29/07, Dorosky, Christopher G [EMAIL PROTECTED] wrote: I downloaded the GLExpert program from NVidia's website. It seems to give me output for regular applications that I know are using GL. Anything with OSG (osgviewer cow.osg) doesn't produce output. Has anybody tried this and figured out a way around it? I'm guessing it's due to something grabbing the output handler. Chris ___ 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] NVidia's GLExpert program.
I'm running version 1.2 which doesn't seem to have those. The nvidia driver required to make use of GLExpert keeps re-acquainting me with the Blue Screen of Death, so I'm gonna back off of this for awhile. Thanks, Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Monday, October 29, 2007 10:39 AM To: OpenSceneGraph Users Subject: Re: [osg-users] NVidia's GLExpert program. Hi Chris, The OSG does nothing special w.r.t OpenGL setup, perhaps its something related to the windowing setup that GLExport doesn't check for. Could you try examples like the osgviewerGLUT and osgviewerSDL to see if they work OK. Robert. On 10/29/07, Dorosky, Christopher G [EMAIL PROTECTED] wrote: I downloaded the GLExpert program from NVidia's website. It seems to give me output for regular applications that I know are using GL. Anything with OSG (osgviewer cow.osg) doesn't produce output. Has anybody tried this and figured out a way around it? I'm guessing it's due to something grabbing the output handler. Chris ___ 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.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Quicktime/quicktime.h on Leopard
I did a fresh checkout from subversion and got this compile error. Anyone have any ideas on what would be causing this? [ 98%] Building CXX object src/osgPlugins/quicktime/CMakeFiles/ osgdb_qt.dir/MovieData.o In file included from /Users/dlarimer/Downloads/OpenSceneGraph/src/ osgPlugins/quicktime/MovieData.h:17, from /Users/dlarimer/Downloads/OpenSceneGraph/src/ osgPlugins/quicktime/MovieData.cpp:13: /Users/dlarimer/Downloads/OpenSceneGraph/src/osgPlugins/quicktime/ QTUtils.h:21:37: error: Quicktime/Quicktime.h: No such file or directory Then, if I attempt to edit the CMakeLists.txt and rebuild I get this error: [ 95%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/FileUtils.o /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:85: error: ‘io_user_reference_t’ was not declared in this scope /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:87: error: ‘io_user_reference_t’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:92: error: ‘OSAsyncReference64’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:103: error: ‘io_user_reference_t’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:85: error: ‘io_user_reference_t’ was not declared in this scope /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:87: error: ‘io_user_reference_t’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:92: error: ‘OSAsyncReference64’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:103: error: ‘io_user_reference_t’ does not name a type lipo: can't figure out the architecture type of: /var/folders/hw/ hwA6Ig5WEXaaxn+W4fN7fk+++TI/-Tmp-//ccl0XURW.out It doesn't matter what CMakeFile.txt I edit nor the exact change to the CMakeFile, the only way I can get FileUtils.o to build again is a fresh checkout and build. I also get an error with the GLU_TESS_CALLBACK and have to set force the #else clause in osg/GLU #if defined(GLU_TESS_CALLBACK_TRIPLEDOT) typedef void (APIENTRY *GLU_TESS_CALLBACK)(...); #else typedef void (APIENTRY *GLU_TESS_CALLBACK)(); #endif All in all I am not having much fun getting OSG working on Leopard. Anyone have any ideas of what might be the problem? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building osg on release version of leopard
The problem I identified is a fix for building against 10.5 and the build process would have to be smart enough to test it. It would also have to be smart enough to know when it is being built for X11 instead of AGL. I hope Apple fixes the libGL.dylib bug because it has been a thorn in my side for several of the code bases I maintain. Perhaps I didn't understand your solution, I thought your fix required installing a new version of freetype that linked against Apple's open gl instead of the X11 open gl. Dan On Oct 29, 2007, at 3:21 AM, E. Wing wrote: I haven't tried what you suggested so I could be mistaken. But if James's problem is what I think it is, your above suggestion will either not work or could potentially cause other serious/hard-to-identify problems. The problem I',m identifying is a binary interface incompatibility between 10.4 and 10.5. The fix I checked in (which is actually much shorter than your solution because I just add an $(SDKROOT) variable) makes sure to look in the correct SDK locations for things. I suspect your fix is going to try to always link to the native system framework (10.5 in this case) which will cause a linking failure if you are building against the 10.4u SDK and is generally the wrong thing to do. But again, I could be mis-identifying the problem. I do recall a cycle problem kind of like what James described many months ago in a much older seed, but that problem was supposedly fixed quite awhile ago and I haven't encountered it since. (I put together a 10.5 OSG binary package as a test run against the last seed and I did not encounter any build problems as described.) -Eric On 10/28/07, Daniel Larimer [EMAIL PROTECTED] wrote: There is a much easier work around to this X11 Open GL bug and that is to add the following to the linking command. I found this on the Fink page documenting changes required for Leopard: http://wiki.finkproject.org/index.php/Fink:Packaging:Preparing_for_10.5#OpenGL_Bug -Wl,-dylib_file,/System/Library/Frameworks/OpenGL.framework/ Versions/ A/Libraries/libGL.dylib:/System/Library/Frameworks/OpenGL.framework/ Versions/A/Librarie s/libGL.dylib Dan On Oct 28, 2007, at 10:55 AM, James E.Hopper wrote: the xcode project needs to be fixed. we can no longer use the x11 version of libfreetype as it causes a cycle error because it pulls in the x11 version of opengl. the ossim project has a universal libfreetype in their dependencies package. link to that lets osgdb_freetype build cleanly. dependencies package can be downloaded at: http://ossim.telascience.org/ossimdata/MacOSX/ best jim ___ 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 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] OSG .net readerwriterOBJ
Hi Dave, Questions are fine, although it's best to post to the osg-users mailing list so that everyone can benefit. (Also you're likely to get a quicker answer.) It's good to hear that osgDotNet is running with VS 2008; you're the first person I've heard from that's tried it. You should be able to load your Maya models in a very similar way to what you would do in unmanaged code: Osg.Node model = OsgDB.Globals.readNodeFile(file.obj); You can then set the scene of the viewer to the model. All of the magic for the .obj loader happens under the covers in unmanaged code, so you don't need to worry about it. -Mike Hi, sorry if you'd prefer to NOT hear questions from the OSG website. I am new to OSG without much experience bridging managed unmanaged code. I have the .net wrappers working with VS 2008 beta C++, creating a cone in a window. I need to be able to load .obj models I created in Maya. I see the unmanaged code for this plugin in the full OSG source I downloaded, but can't seem to figure out how to access this from my managed project. Thanks for any help, or referrals. Dave ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Install update callback during cull traversal?
Is it legal to install an update callback into a node during the cull traversal? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SetText still crashing?
[EMAIL PROTECTED] schrieb: I know there were issues with SetText crashing prior to 2.2. Was this fixed as of 2.2.0? I'm still getting consistent crashes on SetText, but only on windows and only with release builds. I'm also setting the data variance to dynamic. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Hi, are you mixing the release - builds with debug builds? This can cause those crashes, which are not osg-related but a general problem (on windows, I think) because of linking to different versions of msvcrt at the same time. Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quicktime/quicktime.h on Leopard
I appear to have solved my own problem and submitted a patch to osg- submissions. There was a bug with QTUtils.h when compiling on HFS case-sensitive file system. The #includeQuicktime/Quicktime.h line needs to be replaced with #includeQuickTime/QuickTime.h Hope this saves someone else time! On Oct 29, 2007, at 12:56 PM, Daniel Larimer wrote: I did a fresh checkout from subversion and got this compile error. Anyone have any ideas on what would be causing this? [ 98%] Building CXX object src/osgPlugins/quicktime/CMakeFiles/ osgdb_qt.dir/MovieData.o In file included from /Users/dlarimer/Downloads/OpenSceneGraph/src/ osgPlugins/quicktime/MovieData.h:17, from /Users/dlarimer/Downloads/OpenSceneGraph/src/ osgPlugins/quicktime/MovieData.cpp:13: /Users/dlarimer/Downloads/OpenSceneGraph/src/osgPlugins/quicktime/ QTUtils.h:21:37: error: Quicktime/Quicktime.h: No such file or directory Then, if I attempt to edit the CMakeLists.txt and rebuild I get this error: [ 95%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/FileUtils.o /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:85: error: ‘io_user_reference_t’ was not declared in this scope /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:87: error: ‘io_user_reference_t’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:92: error: ‘OSAsyncReference64’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:103: error: ‘io_user_reference_t’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:85: error: ‘io_user_reference_t’ was not declared in this scope /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:87: error: ‘io_user_reference_t’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:92: error: ‘OSAsyncReference64’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/ OSMessageNotification.h:103: error: ‘io_user_reference_t’ does not name a type lipo: can't figure out the architecture type of: /var/folders/hw/ hwA6Ig5WEXaaxn+W4fN7fk+++TI/-Tmp-//ccl0XURW.out It doesn't matter what CMakeFile.txt I edit nor the exact change to the CMakeFile, the only way I can get FileUtils.o to build again is a fresh checkout and build. I also get an error with the GLU_TESS_CALLBACK and have to set force the #else clause in osg/GLU #if defined(GLU_TESS_CALLBACK_TRIPLEDOT) typedef void (APIENTRY *GLU_TESS_CALLBACK)(...); #else typedef void (APIENTRY *GLU_TESS_CALLBACK)(); #endif All in all I am not having much fun getting OSG working on Leopard. Anyone have any ideas of what might be the problem? ___ 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] SetText still crashing?
No, we're on top of that one. Just doing a completely clean rebuild seems to have solved the problem, for now anyway. Sorry to clutter up the list. - Original Message From: Andreas Goebel [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, October 29, 2007 2:35:07 PM Subject: Re: [osg-users] SetText still crashing? [EMAIL PROTECTED] schrieb: I know there were issues with SetText crashing prior to 2.2. Was this fixed as of 2.2.0? I'm still getting consistent crashes on SetText, but only on windows and only with release builds. I'm also setting the data variance to dynamic. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Hi, are you mixing the release - builds with debug builds? This can cause those crashes, which are not osg-related but a general problem (on windows, I think) because of linking to different versions of msvcrt at the same time. Regards, Andreas ___ 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] Install update callback during cull traversal?
Is it legal to install an update callback into a node during the cull traversal? Strictly speaking, I'd say no. All mods to the scene graph should be done outside the cull/draw traversals. However, it might work, if you do it in a thread-safe way. (multiple cull threads can run simultaneously). -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Install update callback during cull traversal?
On 10/29/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Is it legal to install an update callback into a node during the cull traversal? It will probably be fine. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG .net readerwriterOBJ
I attempted: Osg::Node ^ model = OsgDB::Globals::readNodeFile(corner1.obj); Compiler ( intellisense) says that a ReaderWriter::Options parameter is required So I added: OsgDB::ReaderWriter::Options ^ myOpts = gcnew OsgDB:: ReaderWriter::Options(); And also with Options(CACHE_NONE); And also just ..Options ^ myOpts; Then readNodeFile(fn, myOpts); I assume I need to create an instance of Options, since with only a pointer I get past the compiler, but no model created (no errors either). But, the compiler gives error C1001 - an internal compiler error Suggests I simplify the myOpts = gcnew statement or try /P... Thanks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org