Re: [osg-users] multiple windows

2007-10-29 Thread Thibault Genessay
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.
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Re: [osg-users] kd-Tree LineIntersection speedUp

2007-10-29 Thread Adrian Egli
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
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Re: [osg-users] kd-Tree LineIntersection speedUp

2007-10-29 Thread Raymond de Vries
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.


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Re: [osg-users] change texture

2007-10-29 Thread Tran Thanh Hiep
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! 



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[osg-users] change texture

2007-10-29 Thread Tran Thanh Hiep
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! 



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Re: [osg-users] Intersection with osgUtil::PolytopeIntersector

2007-10-29 Thread Peter Hrenka
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


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Re: [osg-users] building osg on release version of leopard

2007-10-29 Thread James E. Hopper
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.)

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Re: [osg-users] multiple windows

2007-10-29 Thread Emmanuel Roche
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

2007-10-29 Thread Thibault Genessay
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

2007-10-29 Thread Emmanuel Roche
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

2007-10-29 Thread Jean-Sébastien Guay
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
-- 
__
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 http://whitestar02.webhop.org/


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Re: [osg-users] kd-Tree LineIntersection speedUp

2007-10-29 Thread Adrian Egli
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/

 
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-- 

Adrian Egli
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Re: [osg-users] kd-Tree LineIntersection speedUp

2007-10-29 Thread Jean-Sébastien Guay
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
-- 
__
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[osg-users] NVidia's GLExpert program.

2007-10-29 Thread Dorosky, Christopher G
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
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Re: [osg-users] NVidia's GLExpert program.

2007-10-29 Thread Robert Osfield
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
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Re: [osg-users] NVidia's GLExpert program.

2007-10-29 Thread Dorosky, Christopher G
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
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[osg-users] Quicktime/quicktime.h on Leopard

2007-10-29 Thread Daniel Larimer
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?
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Re: [osg-users] building osg on release version of leopard

2007-10-29 Thread Daniel Larimer
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



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Re: [osg-users] OSG .net readerwriterOBJ

2007-10-29 Thread Michael Wittman
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


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[osg-users] Install update callback during cull traversal?

2007-10-29 Thread beelzebob999-osg
Is it legal to install an update callback into a node during the cull traversal?
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Re: [osg-users] SetText still crashing?

2007-10-29 Thread Andreas Goebel
[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.
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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
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Re: [osg-users] Quicktime/quicktime.h on Leopard

2007-10-29 Thread Daniel Larimer
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?
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Re: [osg-users] SetText still crashing?

2007-10-29 Thread beelzebob999-osg
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.
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 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
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Re: [osg-users] Install update callback during cull traversal?

2007-10-29 Thread Paul Martz

 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

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Re: [osg-users] Install update callback during cull traversal?

2007-10-29 Thread Robert Osfield
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.
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Re: [osg-users] OSG .net readerwriterOBJ

2007-10-29 Thread Dave Fouts
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


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