Re: [osg-users] Integrationg OpenALpp
I wanted to do the same ... but the problem is that i have installed OpenSceneGraph 2.0 from a tar ball ... and now when i try to install OSGAL .. .its says that OpenSceneGraph not found :( ... i am working in fedora 7. I was unable to understand so i thought it would be better if i implemented it myself ... If somebody knows how to work-out OSGAL with my specifications :( please help me out . On Dec 6, 2007 2:30 AM, Anders Backman [EMAIL PROTECTED] wrote: Try to use osgAL, it is a nodekut for integrating OpenAL++ and osg, lots of examples of how o use ut. THe standalone OpenAL++ can be considered depricated. You will find it at: http://sourceforge.net/projects/osgal/ (just not right now as sf.net is down). /Anders On Dec 5, 2007 6:41 PM, maruti borker [EMAIL PROTECTED] wrote: I am using OSG 2.0 , i wanted to use OpenAL++ in my application . For that i need to have the present position of my Viewer ... But i am unable to find it :( . I tried searchin the documentation but wasnt able to get any information . Can u please help me out Thank in advance -- Maruti Borker IIIT Hyderabad Website:- http://students.iiit.ac.in/~maruti http://students.iiit.ac.in/%7Emaruti Blog:- http://marutiborker.wordpress.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Anders Backman Email: [EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersbhttp://www.cs.umu.se/%7Eandersb ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- -- Maruti Borker IIIT Hyderabad Website:- http://students.iiit.ac.in/~maruti Blog:- http://marutiborker.wordpress.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting the window handle generically.
Hi David, You can get the platform specific window handles by casing the osgViewer::GraphicsWindow to GraphicsWindowWin32/X11/Carbon and then getting the handle from them. The platform specific windowing interfaces to osgViewer can be found in include/osgViewer/api/Win32, include/osgViewer/api/X11, include/osgViewer/api/Carbon. Robert. On Dec 5, 2007 9:15 PM, David Guthrie [EMAIL PROTECTED] wrote: Every System, at some point, has a window handle, and that is necessary to get in order to do any functionality that OSG windowing does not support. The OSGViewer windowing code does not provide any generic way to access that handle. With embedded windows, there is no window handle at all, even though the window(s) to which the viewer is actually being drawn has one somewhere. Is there some workaround, or does anyone envision a way to implement such code in OSG? I need this because we are bugfixing the Delta3D upgrade to OSG 2.2. --- David Guthrie [EMAIL PROTECTED] Alion Science and Technology BMH Operation - A CMMI Maturity Level 3 Organization 5365 Robin Hood Road, Suite 100 Norfolk, VA 23513-2416 (757) 857-5670, ext 269, Fax (757) 857-6781 ___ 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] Some OSG examples doesn't work !
Hi Stephane, I haven't seen reports of problems with these examples before. Could you provide a stack trace from the crashes apps? Robert. On Dec 6, 2007 7:03 AM, Stephane Lamoliatte [EMAIL PROTECTED] wrote: Hello, osgOccluder and osgTexture2D crash during their execution in debug mode on Windows. (I built them with Visual studio 2008 in debug mode) It is very strange because they seem to work perfectly in release mode. Is it a bug, or may I choose another compilation mode to step inside these examples ? -- Stephane ___ 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] Some OSG examples doesn't work !
Hi Stephane, The two stack traces aren't similar and nothing obvious jumps out as a possible cause. The only thing I can suggest to try is to run both examples with different threading models to see if there is a pattern. i.e. osgoccluder glider.osg --SingleThreaded Robert. On Dec 6, 2007 9:52 AM, Stephane Lamoliatte [EMAIL PROTECTED] wrote: Here is the stack traces. Robert Osfield a écrit : Hi Stephane, I haven't seen reports of problems with these examples before. Could you provide a stack trace from the crashes apps? Robert. On Dec 6, 2007 7:03 AM, Stephane Lamoliatte [EMAIL PROTECTED] wrote: Hello, osgOccluder and osgTexture2D crash during their execution in debug mode on Windows. (I built them with Visual studio 2008 in debug mode) It is very strange because they seem to work perfectly in release mode. Is it a bug, or may I choose another compilation mode to step inside these examples ? -- Stephane ___ 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
[osg-users] osg multithreading doc.
Hey ! I wonder if there is any documentation regarding the threadingmodes osg uses, is there any design tips how my application synchronizes with the osg threads in the best way? is there something i need to know about the threads while coding?, i need to know as much as possible. So all documentation regarding this topic whould helpfulll to me. -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Some OSG examples doesn't work !
Hi Stephane, are you running with any of the bundled OSG distro of 3rd-party libs? Either http://www.mew.cx/osg/ or http://www.openscenegraph.org/downloads/dependencies/ I think these are only built Release for WIN32 and your mileage may vary depending on the moon phase as to whether you may get a mismatch of Debug/Release. Also regarding these binaries they are built with either MSVS 2003 or MSVS 2005 SP1 and may not be binary compatible with MSVS 2008. If you have all the 3rd-party and entire source built using 2008 then apologies for barking up the wrong tree ;) Cheers, Colin. Robert Osfield wrote: Hi Stephane, The two stack traces aren't similar and nothing obvious jumps out as a possible cause. The only thing I can suggest to try is to run both examples with different threading models to see if there is a pattern. i.e. osgoccluder glider.osg --SingleThreaded Robert. On Dec 6, 2007 9:52 AM, Stephane Lamoliatte [EMAIL PROTECTED] wrote: Here is the stack traces. Robert Osfield a écrit : Hi Stephane, I haven't seen reports of problems with these examples before. Could you provide a stack trace from the crashes apps? Robert. On Dec 6, 2007 7:03 AM, Stephane Lamoliatte [EMAIL PROTECTED] wrote: Hello, osgOccluder and osgTexture2D crash during their execution in debug mode on Windows. (I built them with Visual studio 2008 in debug mode) It is very strange because they seem to work perfectly in release mode. Is it a bug, or may I choose another compilation mode to step inside these examples ? -- Stephane ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Finding Textures to be drawn
Hi Robert, I need to update many textures every frame, but ideally I'd only update those that will actually be drawn. So after I've called SceneView::cull() what's the best way to identify all textures to be drawn? The maximum size at which the textures will be drawn is also important, so how can I get the bounding box and projection and modelview matrices for each Drawable to be drawn with that texture? Thanks very much Michael Platings| Software Developer| Pixel Power Ltd College Business Park | Coldhams Lane | Cambridge | CB1 3HD Tel: +44 (0) 1223 721 000 | Fax: +44 (0) 1223 72 | http://www.pixelpower.com http://www.pixelpower.com/ ** This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This footnote also confirms that this email message has been swept by MIMEsweeper for the presence of computer viruses. www.mimesweeper.com ** ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using osgIntrospection for own library
Well, nobody has even a simple advise about this ?? Manu. 2007/12/5, Emmanuel Roche [EMAIL PROTECTED]: Helle there !! I'm currently testing the osg reflection framework, so I got GenWrapper, an now I'm using it to try to build wrappers for my own libraries... Here is the situation: I've got a file typedefs.h containing something like: #include osg/Node #include osg/ref_ptr typedef osg::ref_ptrosg::Node RefNode; And when I use genwrapper with such a file, just before the output * INFO: creating file `gen/src/osgWrappers/ogl/Typedefs.cpp' I get: * WARNING: could not write a reflector for undefined type `osg::ref_ptr osg::Node ' I'm quite new to the introspection, so please correct me if I'm wrong: 1) Am I right to assume that this warning is not important and everything will be all right as long as I load the osg wrapper library as this one would provide everything needed to access the reflector for this type ? 2) And, if it's really the case, is this assumption dangerous because osg::ref_ptr osg::Node is a particularly common type and the same assumption would not work for something more exotic (like using osg:ref_ptr MyObjectType where MyObjectType is introspected in a first library (lib1) and this referenced type defined only in a second library... If someone sees what I mean...) ? Thanks for you help !! Manu. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Still on osgintrospection...
Nobody has no idea about this either ? I thought the introspection was more famous than that 2007/12/5, Emmanuel Roche [EMAIL PROTECTED]: Suppose I have a class MyClass introspected I also some kind of template class MyTemplaceclass T, which can be built with the type T=MyClass, BUT this construction is done nowhere in our base library... I guess if I try to generate wrappers, the type MyTemplateMyClass will not be defined (ie reflected). What is best way to solve this problem ? And by the way, I noticed that (with the SVN version of the genwrapper at least) it is not possible to use the option -p to generate VisualStudio project files. The option simply doesn't appear anywhere in the source code in fact, it that normal ? Manu. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using osgIntrospection for own library
Hi Manu 2007/12/5, Emmanuel Roche [EMAIL PROTECTED]: Helle there !! I'm currently testing the osg reflection framework, so I got GenWrapper, an now I'm using it to try to build wrappers for my own libraries... Here is the situation: I've got a file typedefs.h containing something like: #include osg/Node #include osg/ref_ptr typedef osg::ref_ptrosg::Node RefNode; And when I use genwrapper with such a file, just before the output * INFO: creating file `gen/src/osgWrappers/ogl/Typedefs.cpp' I get: * WARNING: could not write a reflector for undefined type `osg::ref_ptr osg::Node ' I'm quite new to the introspection, so please correct me if I'm wrong: 1) Am I right to assume that this warning is not important and everything will be all right as long as I load the osg wrapper library as this one would provide everything needed to access the reflector for this type ? You right 2) And, if it's really the case, is this assumption dangerous because osg::ref_ptr osg::Node is a particularly common type and the same assumption would not work for something more exotic (like using osg:ref_ptr MyObjectType where MyObjectType is introspected in a first library (lib1) and this referenced type defined only in a second library... If someone sees what I mean...) ? I am not sure to see what you mean. can you explain this please David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Still on osgintrospection...
Hi Manu 2007/12/5, Emmanuel Roche [EMAIL PROTECTED]: Suppose I have a class MyClass introspected I also some kind of template class MyTemplaceclass T, which can be built with the type T=MyClass, BUT this construction is done nowhere in our base library... I guess if I try to generate wrappers, the type MyTemplateMyClass will not be defined (ie reflected). What is best way to solve this problem ? Template reflection is not supported in osgIntrospection. You have to reflect each class create with a template. Done automatically by genWrapper when it found a template instantiation. Take a look to src/osgWrapper/osg/Array, each osg::Vec2, osg::Vec2s, osg::Vec3 ... are reflected. And by the way, I noticed that (with the SVN version of the genwrapper at least) it is not possible to use the option -p to generate VisualStudio project files. The option simply doesn't appear anywhere in the source code in fact, it that normal ? Well. really few person use genWrapper. I use it on Linux, Robert too. Never try on Windows. So perhaps this feature is firstly intended but never implemented. You can do it if you want :-) Manu. ___ 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] using osgIntrospection for own library
Hi David, What I mean in my ponit 2 is: - Suppose I have a library lib1 where I define my class Class1 - Suppose I build a wrapper for this library: lib1_wrapper Now, I build another library, lib2 where I define a templated class Class2T In this second library, I define the typedef : typedef Class2Class1 MyTypedef; - And now I try to build a wrapper for this lib2, lib2_wrapper. As Class1 is not in lib2, I guess the genwrapper will complain about no reflector being built for Class2 Class1 , but since Class2 is defined only in lib2, I don't see how it would be possible to use the type Class2Class1 in my wrappers in this case... I also have a similar question on the same issue, more generally speaking: Suppose in my lib1, I define Class1 and the template Class2T, but never instantiating Class4Class1... Would there be a way to instanciate this type with through the wrapper then ? Manu. 2007/12/6, David Callu [EMAIL PROTECTED]: Hi Manu 2007/12/5, Emmanuel Roche [EMAIL PROTECTED]: Helle there !! I'm currently testing the osg reflection framework, so I got GenWrapper, an now I'm using it to try to build wrappers for my own libraries... Here is the situation: I've got a file typedefs.h containing something like: #include osg/Node #include osg/ref_ptr typedef osg::ref_ptrosg::Node RefNode; And when I use genwrapper with such a file, just before the output * INFO: creating file `gen/src/osgWrappers/ogl/Typedefs.cpp' I get: * WARNING: could not write a reflector for undefined type `osg::ref_ptr osg::Node ' I'm quite new to the introspection, so please correct me if I'm wrong: 1) Am I right to assume that this warning is not important and everything will be all right as long as I load the osg wrapper library as this one would provide everything needed to access the reflector for this type ? You right 2) And, if it's really the case, is this assumption dangerous because osg::ref_ptr osg::Node is a particularly common type and the same assumption would not work for something more exotic (like using osg:ref_ptr MyObjectType where MyObjectType is introspected in a first library (lib1) and this referenced type defined only in a second library... If someone sees what I mean...) ? I am not sure to see what you mean. can you explain this please David ___ 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] Creator vs 3D Studo Max
Hi, An alternative to Creator is Remo 3D, available from www.remograph.com. Regards /Andreas Hi, I've a flight simulator project running on OSG 2.2 whereby we need to model a geo-specific airport. We will need features like creating the airport lighting system, geo-specific buildings, multiple LODs. We are considering whether to use Multigen Creator or 3D Studio Max to do the job, any advice? Thanks a lot ___ 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] osgIntrospection and operators ?
Hi Manu 2007/12/5, Emmanuel Roche [EMAIL PROTECTED]: It's me again, sorry to ask so much, but I keep being surprised with this introspection stuff: Correct me if I'm missing something but since the operators of a class are not reflected (why ?), Well, you right again. Operator are not supported in osgIntrospection. how can you expect to do something as simple as the addition of two osg::Vec3 introspectively ??? Good question. OSG is bind in many other language than C++ with osgIntrospection and I don't know how this bind does to use operator. Perhaps simply not use operator at all. After look in OsgDotNet TODO list, a see that operator have to be implemented. So no solution for now. Again, feel free to do it :-). David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using osgIntrospection for own library
2007/12/6, Emmanuel Roche [EMAIL PROTECTED]: Hi David, What I mean in my ponit 2 is: - Suppose I have a library lib1 where I define my class Class1 - Suppose I build a wrapper for this library: lib1_wrapper Now, I build another library, lib2 where I define a templated class Class2T In this second library, I define the typedef : typedef Class2Class1 MyTypedef; - And now I try to build a wrapper for this lib2, lib2_wrapper. As Class1 is not in lib2, I guess the genwrapper will complain about no reflector being built for Class2 Class1 , GenWrapper work on one Header at time. So if your typedef Class2Class1 MyTypedef; is define in the same file of the template definition Class2T, It will create the Class2Class1 reflector. I also have a similar question on the same issue, more generally speaking: Suppose in my lib1, I define Class1 and the template Class2T, but never instantiating Class4Class1... Would there be a way to instanciate this type with through the wrapper then ? If you think to add typedef Class4Class1 myClass; in the wrapper source with the optional genWrapper.conf file, this is theoretically possible (from the compiler and linker view). But genWrapper don't support this kind of operation. A solution is to create a template reflector for your template Class2 and instanciate this template reflector in the wrapper source. Alre Manu. 2007/12/6, David Callu [EMAIL PROTECTED]: Hi Manu 2007/12/5, Emmanuel Roche [EMAIL PROTECTED] : Helle there !! I'm currently testing the osg reflection framework, so I got GenWrapper, an now I'm using it to try to build wrappers for my own libraries... Here is the situation: I've got a file typedefs.h containing something like: #include osg/Node #include osg/ref_ptr typedef osg::ref_ptrosg::Node RefNode; And when I use genwrapper with such a file, just before the output * INFO: creating file `gen/src/osgWrappers/ogl/Typedefs.cpp' I get: * WARNING: could not write a reflector for undefined type `osg::ref_ptr osg::Node ' I'm quite new to the introspection, so please correct me if I'm wrong: 1) Am I right to assume that this warning is not important and everything will be all right as long as I load the osg wrapper library as this one would provide everything needed to access the reflector for this type ? You right 2) And, if it's really the case, is this assumption dangerous because osg::ref_ptr osg::Node is a particularly common type and the same assumption would not work for something more exotic (like using osg:ref_ptr MyObjectType where MyObjectType is introspected in a first library (lib1) and this referenced type defined only in a second library... If someone sees what I mean...) ? I am not sure to see what you mean. can you explain this please David ___ 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] Texture problem
Hi, I have a node with a texture2d applied. I retrive the thexture object, I can for example change the texture image, but if I try to modify ather parameters (for example texture's size, texture coordinates, or the environment mode), I don't see any changes. How is it possible? Thank you Davide ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using osgIntrospection for own library
okay ! thanks a lot for your explanations !! I'm checking this... Manu. 2007/12/6, David Callu [EMAIL PROTECTED]: oupss don't finish and google send it, arrr Take a look to osg/include/osgIntrospection/Reflector. Some template reflector is define for std::list, std::vector, ... This is the best way a found to generate a reflector for a instantiated template not instantiate in the code to reflect. David 2007/12/6, David Callu [EMAIL PROTECTED]: 2007/12/6, Emmanuel Roche [EMAIL PROTECTED]: Hi David, What I mean in my ponit 2 is: - Suppose I have a library lib1 where I define my class Class1 - Suppose I build a wrapper for this library: lib1_wrapper Now, I build another library, lib2 where I define a templated class Class2T In this second library, I define the typedef : typedef Class2Class1 MyTypedef; - And now I try to build a wrapper for this lib2, lib2_wrapper. As Class1 is not in lib2, I guess the genwrapper will complain about no reflector being built for Class2 Class1 , GenWrapper work on one Header at time. So if your typedef Class2Class1 MyTypedef; is define in the same file of the template definition Class2T, It will create the Class2Class1 reflector. I also have a similar question on the same issue, more generally speaking: Suppose in my lib1, I define Class1 and the template Class2T, but never instantiating Class4Class1... Would there be a way to instanciate this type with through the wrapper then ? If you think to add typedef Class4Class1 myClass; in the wrapper source with the optional genWrapper.conf file, this is theoretically possible (from the compiler and linker view). But genWrapper don't support this kind of operation. A solution is to create a template reflector for your template Class2 and instanciate this template reflector in the wrapper source. Alre Manu. 2007/12/6, David Callu [EMAIL PROTECTED]: Hi Manu 2007/12/5, Emmanuel Roche [EMAIL PROTECTED] : Helle there !! I'm currently testing the osg reflection framework, so I got GenWrapper, an now I'm using it to try to build wrappers for my own libraries... Here is the situation: I've got a file typedefs.h containing something like: #include osg/Node #include osg/ref_ptr typedef osg::ref_ptrosg::Node RefNode; And when I use genwrapper with such a file, just before the output * INFO: creating file `gen/src/osgWrappers/ogl/Typedefs.cpp' I get: * WARNING: could not write a reflector for undefined type `osg::ref_ptr osg::Node ' I'm quite new to the introspection, so please correct me if I'm wrong: 1) Am I right to assume that this warning is not important and everything will be all right as long as I load the osg wrapper library as this one would provide everything needed to access the reflector for this type ? You right 2) And, if it's really the case, is this assumption dangerous because osg::ref_ptr osg::Node is a particularly common type and the same assumption would not work for something more exotic (like using osg:ref_ptr MyObjectType where MyObjectType is introspected in a first library (lib1) and this referenced type defined only in a second library... If someone sees what I mean...) ? I am not sure to see what you mean. can you explain this please David ___ 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] Some OSG examples doesn't work !
osgtexture2D works well in SingleThreaded mode, but not osgoccluder Robert Osfield a écrit : Hi Stephane, The two stack traces aren't similar and nothing obvious jumps out as a possible cause. The only thing I can suggest to try is to run both examples with different threading models to see if there is a pattern. i.e. osgoccluder glider.osg --SingleThreaded Robert. On Dec 6, 2007 9:52 AM, Stephane Lamoliatte [EMAIL PROTECTED] wrote: Here is the stack traces. Robert Osfield a écrit : Hi Stephane, I haven't seen reports of problems with these examples before. Could you provide a stack trace from the crashes apps? Robert. On Dec 6, 2007 7:03 AM, Stephane Lamoliatte [EMAIL PROTECTED] wrote: Hello, osgOccluder and osgTexture2D crash during their execution in debug mode on Windows. (I built them with Visual studio 2008 in debug mode) It is very strange because they seem to work perfectly in release mode. Is it a bug, or may I choose another compilation mode to step inside these examples ? -- Stephane ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to generate cultures on terrain
Another related project to check out is osgTDS, which I believe is designed to cut in models to a pre-built terrain. I have not tried it myself but here's the link: http://www.andesengineering.com/Projects/TDS/ -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 On Dec 5, 2007 10:37 PM, Weng Heng [EMAIL PROTECTED] wrote: Hi Robert, Thanks. I'll look forward to the inbuilt support for cultural data for paged database. Hi Glenn, Thanks for the tips. I'm checking it out now. Thanks Regards Weng Heng ___ 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] Some OSG examples doesn't work !
I work with http://www.openscenegraph.org/downloads/dependencies/3rdParty_Win32binaries_2005_05_10.zip on visual studio 2005 (vs8). I will try http://www.mew.cx/osg/osg2.2.0_vs80_setup_2007-10-08.exe which is more recent. Thanks -- Stephane Colin Dunlop a écrit : Hi Stephane, are you running with any of the bundled OSG distro of 3rd-party libs? Either http://www.mew.cx/osg/ or http://www.openscenegraph.org/downloads/dependencies/ I think these are only built Release for WIN32 and your mileage may vary depending on the moon phase as to whether you may get a mismatch of Debug/Release. Also regarding these binaries they are built with either MSVS 2003 or MSVS 2005 SP1 and may not be binary compatible with MSVS 2008. If you have all the 3rd-party and entire source built using 2008 then apologies for barking up the wrong tree ;) Cheers, Colin. Robert Osfield wrote: Hi Stephane, The two stack traces aren't similar and nothing obvious jumps out as a possible cause. The only thing I can suggest to try is to run both examples with different threading models to see if there is a pattern. i.e. osgoccluder glider.osg --SingleThreaded Robert. On Dec 6, 2007 9:52 AM, Stephane Lamoliatte [EMAIL PROTECTED] wrote: Here is the stack traces. Robert Osfield a écrit : Hi Stephane, I haven't seen reports of problems with these examples before. Could you provide a stack trace from the crashes apps? Robert. On Dec 6, 2007 7:03 AM, Stephane Lamoliatte [EMAIL PROTECTED] wrote: Hello, osgOccluder and osgTexture2D crash during their execution in debug mode on Windows. (I built them with Visual studio 2008 in debug mode) It is very strange because they seem to work perfectly in release mode. Is it a bug, or may I choose another compilation mode to step inside these examples ? -- Stephane ___ 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 ___ 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] osgText quality
Hi, have anybody any hints about which parameters values give the best quality with osgText? In my app i must show some text (normally 10-20 pixel height), and the quality i have been able to achieve is not good. I noticed also in osgText that some characters are clipped ( most visible for e and c characters, event at a great font resolution). I was also looking for a way to look at the texture that osgText is creating, but haven't found one. Thanks a lot, Himar. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] distance to a node tracked by a NodeTracker manipulator
Hello all, I attached a node tracker to a node. I'd like to know the easiest wait to increase the distance from the view to a node (ie same effect as RIGHT clik + mouse up). Here is my code... tm1 = new osgGA::NodeTrackerManipulator; tm1-setTrackerMode(trackerMode2); rotationMode1 = osgGA::NodeTrackerManipulator::ELEVATION_AZIM; rotationMode2 = osgGA::NodeTrackerManipulator::TRACKBALL; tm1-setRotationMode(rotationMode1); viewer.setCameraManipulator(tm1.get()); BR, stephane ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText quality
Hi, I've also had cases with characters clipped, sometimes not even on the same edge. There has been a discussion about this quite some time ago, maybe you can find it if you search for my name, and I remember some other people also proposed solutions. What worked for me was to set the resolution and character size to the same values, e.g. osg::ref_ptrosgText::Text t = new osgText::Text(); t-setCharacterSize(textheight); t-setFontResolution(textheight,textheight); t-setText(TEST); cheers jp Himar Carmona wrote: Hi, have anybody any hints about which parameters values give the best quality with osgText? In my app i must show some text (normally 10-20 pixel height), and the quality i have been able to achieve is not good. I noticed also in osgText that some characters are clipped ( most visible for e and c characters, event at a great font resolution). I was also looking for a way to look at the texture that osgText is creating, but haven't found one. Thanks a lot, Himar. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] distance to a node tracked by a NodeTracker manipulator
I used tm1-setHomePosition(osg::Vec3d(0.0,-100.0,10.0),//homeEye osg::Vec3d(0.0,0.0,0.0),//homeCenter osg::Vec3d(0.0,0.0,1.0),//homeUp false); // do not auto calculate home is it the best way? BR, Stephane De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Stephane DUGUET Envoyé : jeudi 6 décembre 2007 14:46 À : osg-users@lists.openscenegraph.org Objet : [osg-users] distance to a node tracked by a NodeTracker manipulator Hello all, I attached a node tracker to a node. I'd like to know the easiest wait to increase the distance from the view to a node (ie same effect as RIGHT clik + mouse up). Here is my code... tm1 = new osgGA::NodeTrackerManipulator; tm1-setTrackerMode(trackerMode2); rotationMode1 = osgGA::NodeTrackerManipulator::ELEVATION_AZIM; rotationMode2 = osgGA::NodeTrackerManipulator::TRACKBALL; tm1-setRotationMode(rotationMode1); viewer.setCameraManipulator(tm1.get()); BR, stephane ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText quality
Hi FYI I guess JP was talking about this thread http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/9932/focus=9937 Using two equal values for the resolution worked for me too. You have to try various values because some rounding is performed in background and you won't necessarily notice any change if you increment them by one, for instance. Cheers Thibault On Dec 6, 2007 2:57 PM, J.P. Delport [EMAIL PROTECTED] wrote: Hi, I've also had cases with characters clipped, sometimes not even on the same edge. There has been a discussion about this quite some time ago, maybe you can find it if you search for my name, and I remember some other people also proposed solutions. What worked for me was to set the resolution and character size to the same values, e.g. osg::ref_ptrosgText::Text t = new osgText::Text(); t-setCharacterSize(textheight); t-setFontResolution(textheight,textheight); t-setText(TEST); cheers jp Himar Carmona wrote: Hi, have anybody any hints about which parameters values give the best quality with osgText? In my app i must show some text (normally 10-20 pixel height), and the quality i have been able to achieve is not good. I noticed also in osgText that some characters are clipped ( most visible for e and c characters, event at a great font resolution). I was also looking for a way to look at the texture that osgText is creating, but haven't found one. Thanks a lot, Himar. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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] Integrationg OpenALpp
Hi, I seem to remember something similar myself under Ubuntu. I was using the autotools configure script and it needed PKG_CONFIG_PATH to include the path to the openscenegraph.pc file This resides in packaging/pkgconfig relative to the OpenSceneGraph source root It may require others too, for the other dependencies like OpenAL, vorbis etc. Take a look at the man page for pkg-config to get the idea. So, you would issue a command like so: export PKG_CONFIG_PATH=/path/to/OpenSceneGraph/packaging/pkgconfig:/path/to/OpenAL/admin/pkgconfig: ... before running configure Looking at my OpenSceneGraph installation, it doesn't seem to copy the pc file when it installs the headers and libraries, so that might cause some confusion. Hope this helps, -Tony ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting the window handle generically.
I understand that you can cast to the window type, but I was wondering what one should do if the window is an embedded window? I mean this from a generic coding perspective. --- David Guthrie [EMAIL PROTECTED] Alion Science and Technology BMH Operation - A CMMI Maturity Level 3 Organization 5365 Robin Hood Road, Suite 100 Norfolk, VA 23513-2416 (757) 857-5670, ext 269, Fax (757) 857-6781 On Dec 6, 2007, at 3:49 AM, Robert Osfield wrote: Hi David, You can get the platform specific window handles by casing the osgViewer::GraphicsWindow to GraphicsWindowWin32/X11/Carbon and then getting the handle from them. The platform specific windowing interfaces to osgViewer can be found in include/osgViewer/api/Win32, include/osgViewer/api/X11, include/osgViewer/api/Carbon. Robert. On Dec 5, 2007 9:15 PM, David Guthrie [EMAIL PROTECTED] wrote: Every System, at some point, has a window handle, and that is necessary to get in order to do any functionality that OSG windowing does not support. The OSGViewer windowing code does not provide any generic way to access that handle. With embedded windows, there is no window handle at all, even though the window(s) to which the viewer is actually being drawn has one somewhere. Is there some workaround, or does anyone envision a way to implement such code in OSG? I need this because we are bugfixing the Delta3D upgrade to OSG 2.2. --- David Guthrie [EMAIL PROTECTED] Alion Science and Technology BMH Operation - A CMMI Maturity Level 3 Organization 5365 Robin Hood Road, Suite 100 Norfolk, VA 23513-2416 (757) 857-5670, ext 269, Fax (757) 857-6781 ___ 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] distance to a node tracked by a NodeTracker manipulator
Hi Stephane, The easist route would probably be to extend the public interface of NodeTrackerManipulator to allow setting of the radius etc. Robert. On Dec 6, 2007 2:27 PM, Stephane DUGUET [EMAIL PROTECTED] wrote: I used tm1-setHomePosition(osg::Vec3d(0.0,-100.0,10.0),//homeEye osg::Vec3d(0.0,0.0,0.0),//homeCenter osg::Vec3d(0.0,0.0,1.0),//homeUp false); // do not auto calculate home is it the best way? BR, Stephane De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Stephane DUGUET Envoyé : jeudi 6 décembre 2007 14:46 À : osg-users@lists.openscenegraph.org Objet : [osg-users] distance to a node tracked by a NodeTracker manipulator Hello all, I attached a node tracker to a node. I'd like to know the easiest wait to increase the distance from the view to a node (ie same effect as RIGHT clik + mouse up). Here is my code… tm1 = new osgGA::NodeTrackerManipulator; tm1-setTrackerMode(trackerMode2); rotationMode1 = osgGA::NodeTrackerManipulator::ELEVATION_AZIM; rotationMode2 = osgGA::NodeTrackerManipulator::TRACKBALL; tm1-setRotationMode(rotationMode1); viewer.setCameraManipulator(tm1.get()); BR, stephane ___ 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] Getting the window handle generically.
On Dec 6, 2007 2:36 PM, David Guthrie [EMAIL PROTECTED] wrote: I understand that you can cast to the window type, but I was wondering what one should do if the window is an embedded window? I mean this from a generic coding perspective. If its an embedded window then osgViewer doesn't know anything about the window, and its entirely up to calling app to manage its own windowing support - that's the whole point of the embedded windowing support. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Finding Textures to be drawn
HI Michael, This is no trivial tasks. You'll need to grapple with the internals of RenderStage/RenderBin/RenderLeaves that the cull traversal populates and the draw traversals reads. I'm afraid I don't have the time to walk you through all this. There are probably other ways to tackle this task via custom cull callbacks or nodes that decorate your scene and have knowledge about your geometry, textures. Robert. On Dec 6, 2007 10:54 AM, Michael Platings [EMAIL PROTECTED] wrote: Hi Robert, I need to update many textures every frame, but ideally I'd only update those that will actually be drawn. So after I've called SceneView::cull() what's the best way to identify all textures to be drawn? The maximum size at which the textures will be drawn is also important, so how can I get the bounding box and projection and modelview matrices for each Drawable to be drawn with that texture? Thanks very much Michael Platings| Software Developer| Pixel Power Ltd College Business Park | Coldhams Lane | Cambridge | CB1 3HD Tel: +44 (0) 1223 721 000 | Fax: +44 (0) 1223 72 | http://www.pixelpower.com ** This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This footnote also confirms that this email message has been swept by MIMEsweeper for the presence of computer viruses. www.mimesweeper.com ** ___ 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] Win32 crash
Hi again. Just in case anyone is interested, it seems that I solved it, (at least now I can't reproduce it). My solution uses 4 projects. 3 of them used C++ exceptions and one did not. So I enabled C++ exceptions and for the other one and it seems that now everything is Ok. Panagiotis Papadakos ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creator vs 3D Studo Max
Hi Have a look at Remo3D www.remograph.com its nice and much cheaper option to Creator Regards Gordon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Loong Hin Sent: Wednesday, December 05, 2007 8:59 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Creator vs 3D Studo Max Hi, I've a flight simulator project running on OSG 2.2 whereby we need to model a geo-specific airport. We will need features like creating the airport lighting system, geo-specific buildings, multiple LODs. We are considering whether to use Multigen Creator or 3D Studio Max to do the job, any advice? Thanks a lot ___ 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] Creator vs 3D Studo Max
Another option to look at Geo Pro from Carbon Graphics, more expensive than Remo3d though http://www.carbongraphics.com/ Gordon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Loong Hin Sent: Wednesday, December 05, 2007 8:59 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Creator vs 3D Studo Max Hi, I've a flight simulator project running on OSG 2.2 whereby we need to model a geo-specific airport. We will need features like creating the airport lighting system, geo-specific buildings, multiple LODs. We are considering whether to use Multigen Creator or 3D Studio Max to do the job, any advice? Thanks a lot ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to manage different model types
Hi all, I have a general question about model orientation. If I get several models from several sources (flt, 3ds etc...). Their original orientation may be different depending on how they have been built. Is there a way to convert them automatically to follow a terrain orientation for ex? For instance, I'm working today with a plane and a copter. If I place these two models at origin one is pointing head to north and the second is pointing head to east. Meaning that the views, position and transformations for plane and copter have to be different. Is it possible to make it generic (at least linked to a terrain)? Best regards, Stephane ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to manage different model types
Probably the easiest (and perhaps only sensible) way is to use osgconv to adjust the model transformations before loading them into your app, and not to address the issue at all with any kind of code. Its really up to the asset to encode this information consistently within itself... osgconv -h ...will tell you almost everything you ever wanted to know. :) On Thu, 2007-12-06 at 17:13 +0100, Stephane DUGUET wrote: Hi all, I have a general question about model orientation. If I get several models from several sources (flt, 3ds etc…). Their original orientation may be different depending on how they have been built. Is there a way to convert them automatically to follow a terrain orientation for ex? For instance, I’m working today with a plane and a copter. If I place these two models at origin one is pointing head to north and the second is pointing head to east. Meaning that the views, position and transformations for plane and copter have to be different. Is it possible to make it generic (at least linked to a terrain)? Best regards, Stephane ___ 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] how to manage different model types
Stephane, On Thursday 06 December 2007 09:13:08 Stephane DUGUET wrote: For instance, I'm working today with a plane and a copter. If I place these two models at origin one is pointing head to north and the second is pointing head to east. Meaning that the views, position and transformations for plane and copter have to be different. Is it possible to make it generic (at least linked to a terrain)? I use a small XML configuration to tie a model to some additional parameters. For instance, when I request a tank model, the XML configuration includes the model file to load, along with a top-level rotation, translation, and scale for that model. When loading the model, I add the model node as a child of a matrix transformation node if the configuration says that a rotation, translation, or scale is required. Having such a configuration file allows a client to add their own models without needing special tools or an expert to preprocess the model. Hope This Helps, Justin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEphemeris
I believe you're trying to download from the wrong server. Go to www.andesengineering.com to find instructions for downloading osgEphemeris. Message: 1 Date: Thu, 6 Dec 2007 06:33:23 +0800 (CST) From: topsail2007 [EMAIL PROTECTED] Subject: [osg-users] osgEphemeris To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=gbk I am interested in osgEphemeris,I use the Tortoise CVS to download,but the error as follow: CVSROOT=cvs -d :pserver:[EMAIL PROTECTED]:/cvs/osg co osgEphemeris cvs [checkout aborted]: end of file from server (consult above messages if any) Error, CVS operation failed why? how to download the osgEphemeris,thouk you ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 6, Issue 12
On Dec 6, 2007 5:13 AM, [EMAIL PROTECTED] wrote: Send osg-users mailing list submissions to osg-users@lists.openscenegraph.org To subscribe or unsubscribe via the World Wide Web, visit http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of osg-users digest... Today's Topics: 1. osgEphemeris (topsail2007) 2. Creator vs 3D Studo Max (Loong Hin) 3. Re: How to generate cultures on terrain (Weng Heng) 4. Re: Creator vs 3D Studo Max (Daniel Holz) 5. Some OSG examples doesn't work ! (Stephane Lamoliatte) 6. Re: Integrationg OpenALpp (maruti borker) 7. Re: Getting the window handle generically. (Robert Osfield) 8. Re: Some OSG examples doesn't work ! (Robert Osfield) 9. Re: Some OSG examples doesn't work ! (Stephane Lamoliatte) 10. Re: Some OSG examples doesn't work ! (Robert Osfield) 11. osg multithreading doc. (Johan Johnsson) 12. Re: Some OSG examples doesn't work ! (Colin Dunlop) 13. Finding Textures to be drawn (Michael Platings) 14. Re: using osgIntrospection for own library (Emmanuel Roche) 15. Re: Still on osgintrospection... (Emmanuel Roche) 16. Re: using osgIntrospection for own library (David Callu) 17. Re: Still on osgintrospection... (David Callu) 18. Re: using osgIntrospection for own library (Emmanuel Roche) 19. Re: Creator vs 3D Studo Max ([EMAIL PROTECTED]) 20. Re: osgIntrospection and operators ? (David Callu) 21. Re: using osgIntrospection for own library (David Callu) -- Message: 1 Date: Thu, 6 Dec 2007 06:33:23 +0800 (CST) From: topsail2007 [EMAIL PROTECTED] Subject: [osg-users] osgEphemeris To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=gbk I am interested in osgEphemeris,I use the Tortoise CVS to download,but the error as follow: CVSROOT=cvs -d :pserver:[EMAIL PROTECTED]:/cvs/osg co osgEphemeris cvs [checkout aborted]: end of file from server (consult above messages if any) Error, CVS operation failed why? how to download the osgEphemeris,thouk you -- next part -- An HTML attachment was scrubbed... URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20071206/5eb6e0cd/attachment-0001.htm -- Message: 2 Date: Thu, 6 Dec 2007 09:59:15 +0800 From: Loong Hin [EMAIL PROTECTED] Subject: [osg-users] Creator vs 3D Studo Max To: osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=Windows-1252 Hi, I've a flight simulator project running on OSG 2.2 whereby we need to model a geo-specific airport. We will need features like creating the airport lighting system, geo-specific buildings, multiple LODs. We are considering whether to use Multigen Creator or 3D Studio Max to do the job, any advice? Thanks a lot -- Message: 3 Date: Thu, 6 Dec 2007 11:37:24 +0800 From: Weng Heng [EMAIL PROTECTED] Subject: Re: [osg-users] How to generate cultures on terrain To: osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=us-ascii Hi Robert, Thanks. I'll look forward to the inbuilt support for cultural data for paged database. Hi Glenn, Thanks for the tips. I'm checking it out now. Thanks Regards Weng Heng -- next part -- An HTML attachment was scrubbed... URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20071206/84318dbf/attachment.html -- Message: 4 Date: Wed, 05 Dec 2007 23:30:13 -0500 From: Daniel Holz [EMAIL PROTECTED] Subject: Re: [osg-users] Creator vs 3D Studo Max To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=ISO-8859-1; format=flowed hi, first of all: the words modeling and creator should not appear in the same sentence :). probably you can use creator for cad tasks but thats all. the texturing tools are quite ok though... i would go with a combination of both. using 3dsmax for the model and creator to compose everything in a nice hierarchy. that's all i can say for now. cheers, daniel Loong Hin wrote: Hi, I've a flight simulator project running on OSG 2.2 whereby we need to model a geo-specific airport. We will need features like creating the airport lighting system, geo-specific buildings, multiple LODs. We are considering whether to use Multigen Creator or 3D Studio
Re: [osg-users] Creator vs 3D Studo Max
(Sorry about my previous messages to the list I seem to have a button pushing problem today.) Creator is just fine for modeling depending on what you're looking for. I use it for modeling aircraft, buildings, and pieces of cities all the time. I believe newer versions of it even do multitexturing and shaders, but I have only used older versions of Creator that can only handle a single texture. Creator saves .flt which maps very cleanly to OSG's scenegraph structure. Artsy modelers like 3ds max are powerful and let you do lots of pretty stuff such as making very organic (curvy) models and use really complex material properties, but they don't map as well to OSG's structure. You'll need to rely on an exporter like OSGexp to get your models into OSG. I have used OSGexp successfully, although sometimes I needed to hack it a bit to get exactly what I wanted. For an airport I'm guessing you could get the job done faster with Creator, but there's no simple answer to your question. It's best to do a test model in each package and get it loading in OSG. Depending on the types of models you want, one modeler might be a whole lot better than the other. - Terry Message: 2 Date: Thu, 6 Dec 2007 09:59:15 +0800 From: Loong Hin [EMAIL PROTECTED] Subject: [osg-users] Creator vs 3D Studo Max To: osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=Windows-1252 Hi, I've a flight simulator project running on OSG 2.2 whereby we need to model a geo-specific airport. We will need features like creating the airport lighting system, geo-specific buildings, multiple LODs. We are considering whether to use Multigen Creator or 3D Studio Max to do the job, any advice? Thanks a lot ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgDB::Archive - is there a way to set the master filename?
When generating OSGA archives, I need to write the master file last. However the OSGA plugin seems to automatically choose the first file added as the master. I am able to work around this by first writing an empty group node as master.ive, and then writing the real master file at the end (with the same filename) ... but is there a more elegant solution? Thanks. -gw -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEphemeris
FYI Don's site is currently down -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Terry Welsh Sent: Thursday, December 06, 2007 11:59 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] osgEphemeris I believe you're trying to download from the wrong server. Go to www.andesengineering.com to find instructions for downloading osgEphemeris. Message: 1 Date: Thu, 6 Dec 2007 06:33:23 +0800 (CST) From: topsail2007 [EMAIL PROTECTED] Subject: [osg-users] osgEphemeris To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=gbk I am interested in osgEphemeris,I use the Tortoise CVS to download,but the error as follow: CVSROOT=cvs -d :pserver:[EMAIL PROTECTED]:/cvs/osg co osgEphemeris cvs [checkout aborted]: end of file from server (consult above messages if any) Error, CVS operation failed why? how to download the osgEphemeris,thouk you ___ 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] osgText quality (UNCLASSIFIED)
Classification: UNCLASSIFIED Caveats: NONE I leveraged the Font class and its internal Glyph sets for calling glBitmap. This is how Glut does text, which is nice and crisp. However, it results in purely billboarded text, unless you do the rotations yourself. I would like to have used XFonts but I'll be cross platform. But, I'm able to leverage TrueTypeFonts. Bob Buckley Raytheon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Himar Carmona Sent: Thursday, December 06, 2007 6:45 AM To: OpenSceneGraph Users Subject: [osg-users] osgText quality Hi, have anybody any hints about which parameters values give the best quality with osgText? In my app i must show some text (normally 10-20 pixel height), and the quality i have been able to achieve is not good. I noticed also in osgText that some characters are clipped ( most visible for e and c characters, event at a great font resolution). I was also looking for a way to look at the texture that osgText is creating, but haven't found one. Thanks a lot, Himar. Classification: UNCLASSIFIED Caveats: NONE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Documentation Building Problem
Hello to all, I was trying to build the documentation for OSG 2.2 under WinXP using CMake but apparently there is a problem, when I configure the makefiles CMake complains that there isn't the file [...]/doc/Doxyfiles/doxyfile.cmake, which in fact does not exist. Is that a bug or a feature? How can I build the documentation? Just wanted to add that I already built and use daily the library itself without the documentation and everything went smooth till now. Thanks, Michele ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Taking an image of an intermediate node.
Hi Lindmark, I added the camera to the group node and changed the view.Still no luck :( ..Here arethe steps which Iam following: osg::Image* shot = new osg::Image(); // the image object where I want to store my image osg::Camera* camera = new osg::Camera; //the camera shot-allocateImage(width, height, 24, GL_RGB,GL_UNSIGNED_BYTE); camera-setProjectionMatrixAsOrtho2D(0,width,0,height); camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setViewMatrix(findNode.returnMatrix()); camera-setViewport(new osg::Viewport(0,0, width, height)); camera-setRenderOrder(osg::Camera::PRE_RENDER); camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); camera-attach(osg::Camera::COLOR_BUFFER, shot); camera-addChild(loadedModel); camera-setPostDrawCallback(new MyCameraPostDrawCallback(shot)); osg::Group *grp=new osg::Group; grp-addChild(camera); viewer-setSceneData(grp); In MyCameraPostDrawCallback's operator function,I just wrote the image into a file.. Adding this camera to the viewer is taking me to some part of the scene which doesnt have the model..And the image Iam getting is completely black Where am I going wrong?? On Nov 30, 2007 12:41 PM, [EMAIL PROTECTED] wrote: Add the camera to your scenegraph. Straight from the osgprerender.cpp example parent-addChild(camera); osg will find the camera and try to render using this camera as well. /Andreas Lindmark - Original Message - From: deepti g [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Taking an image of an intermediate node. Date: Fri, 30 Nov 2007 12:02:24 + Hi Robert I need to take the image without changing the present view on the screen.. The view which my camera has and the view which my screen has are completely different.If I add the camera to the viewer,the screen might be showing what view my camera has which I dont want.. Can you please guide as to how this could be achieved. ThankYou Deepti On Nov 30, 2007 11:53 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Deepti, A Camera has to be rendered before the image is populated, you have to add it to a viewer and run a frame. Robert. On Nov 30, 2007 10:19 AM, deepti g [EMAIL PROTECTED] wrote: Hi My problem is regarding taking an image of any intermediate node. If the user gives the name of a node,I need to display its image on screen. The algorithm I used is : 1)set up a node visitor and make it traverse the entire scenegraph 2) If there is a node with the same name as that given by the user,get the nodepath which was used to reach that node and get the transformation matrix..(i.e., the entire transformation which is required to get to that node's position) osg::Matrix matrix= osg::computeWorldToLocal(NodeVisitor-getNodePath() ); //the transformation matrix 3)Now,according to me,all I need to do is create a camera and set its view matrix to be this matrix.So , I did this: osg::Camera *camera=new osg::Camera(); camera-setViewport(new osg::Viewport(0,0, width, height)); camera-setProjectionMatrixAsOrtho2D(0,width,0,height); //FIXME camera-setRenderTargetImplementation ( osg::Camera::FRAME_BUFFER_OBJECT); camera-setViewMatrix(matrix); 4) Then I attached an osg::Image object to this camera and tried to record the image. osg::Image* shot = new osg::Image(); shot-allocateImage(width, height, 24, GL_RGB, GL_UNSIGNED_BYTE); camera-attach(osg::Camera::COLOR_BUFFER, shot); osgDB::writeImageFile(*shot,image_file.png); But the image which Iam getting is completely black.I have no idea where Iam going wrong..Can anybody please point out where my mistake is? ThankYou Deepti. ___ 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 = -- Powered by Outblaze ___ 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] Two viewer problem
Hi! I have this viewer running and on pressing a button, I need to generate an image of the scene as seen from a different angle and position without using the original viewer or changing the viewer position and orientation. How is it possible? thanks! yours Sashidhar ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] old win32 3rdParty binaries (WAS: Some OSG examples doesn't work !)
Hi, Regarding the use of 3rdParty_Win32binaries_2005_05_10.zip with VS8, please note the following from the enclosed README_3rdParty.txt: quote These binaries were built using Microsoft VisualStudio 2003 v7.1 from the sources listed below, with minor modifications to the makefiles/projectfiles for consistent use of the multi-threaded DLL version of the Microsoft runtime libraries. It is not known whether these binaries will work with anything other than VS7.1 2003. /quote Please see the next message for details on the current 3rdParty binary distribution policy Cheers -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephane Lamoliatte Sent: Thursday, December 06, 2007 7:40 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Some OSG examples doesn't work ! I work with http://www.openscenegraph.org/downloads/dependencies/3rdParty_ Win32binaries_2005_05_10.zip on visual studio 2005 (vs8). I will try http://www.mew.cx/osg/osg2.2.0_vs80_setup_2007-10-08.exe which is more recent. Thanks -- Stephane Colin Dunlop a écrit : Hi Stephane, are you running with any of the bundled OSG distro of 3rd-party libs? Either http://www.mew.cx/osg/ or http://www.openscenegraph.org/downloads/dependencies/ I think these are only built Release for WIN32 and your mileage may vary depending on the moon phase as to whether you may get a mismatch of Debug/Release. Also regarding these binaries they are built with either MSVS 2003 or MSVS 2005 SP1 and may not be binary compatible with MSVS 2008. If you have all the 3rd-party and entire source built using 2008 then apologies for barking up the wrong tree ;) Cheers, Colin. Robert Osfield wrote: Hi Stephane, The two stack traces aren't similar and nothing obvious jumps out as a possible cause. The only thing I can suggest to try is to run both examples with different threading models to see if there is a pattern. i.e. osgoccluder glider.osg --SingleThreaded Robert. On Dec 6, 2007 9:52 AM, Stephane Lamoliatte [EMAIL PROTECTED] wrote: Here is the stack traces. Robert Osfield a écrit : Hi Stephane, I haven't seen reports of problems with these examples before. Could you provide a stack trace from the crashes apps? Robert. On Dec 6, 2007 7:03 AM, Stephane Lamoliatte [EMAIL PROTECTED] wrote: Hello, osgOccluder and osgTexture2D crash during their execution in debug mode on Windows. (I built them with Visual studio 2008 in debug mode) It is very strange because they seem to work perfectly in release mode. Is it a bug, or may I choose another compilation mode to step inside these examples ? -- Stephane ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText quality (UNCLASSIFIED)
Is this the Bob Buckley that was famous for the Buckley Flop on the Big Piney? Stephen Haithcock General Dynamics Land Systems 38500 Mound Rd. Sterling Heights, MI 48310 MZ 436-40-15 (586) 825-8573 Buckley, Bob CTR MDA/IC [EMAIL PROTECTED] Sent by: [EMAIL PROTECTED] 12/06/2007 12:48 PM Please respond to OpenSceneGraph Users osg-users@lists.openscenegraph.org To OpenSceneGraph Users osg-users@lists.openscenegraph.org cc Subject Re: [osg-users] osgText quality (UNCLASSIFIED) Classification: UNCLASSIFIED Caveats: NONE I leveraged the Font class and its internal Glyph sets for calling glBitmap. This is how Glut does text, which is nice and crisp. However, it results in purely billboarded text, unless you do the rotations yourself. I would like to have used XFonts but I'll be cross platform. But, I'm able to leverage TrueTypeFonts. Bob Buckley Raytheon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Himar Carmona Sent: Thursday, December 06, 2007 6:45 AM To: OpenSceneGraph Users Subject: [osg-users] osgText quality Hi, have anybody any hints about which parameters values give the best quality with osgText? In my app i must show some text (normally 10-20 pixel height), and the quality i have been able to achieve is not good. I noticed also in osgText that some characters are clipped ( most visible for e and c characters, event at a great font resolution). I was also looking for a way to look at the texture that osgText is creating, but haven't found one. Thanks a lot, Himar. Classification: UNCLASSIFIED Caveats: NONE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This is an e-mail from General Dynamics Land Systems. It is for the intended recipient only and may contain confidential and privileged information. No one else may read, print, store, copy, forward or act in reliance on it or its attachments. If you are not the intended recipient, please return this message to the sender and delete the message and any attachments from your computer. Your cooperation is appreciated. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Taking an image of an intermediate node.
Hi, i'm not completely sure, but i think that shot-allocateImage(width, height, 24, GL_RGB, GL_UNSIGNED_BYTE) must be shot-allocateImage(width, height, 1, GL_RGB, GL_UNSIGNED_BYTE)... i.e. Changing the 24 by the 1. The third component is the 3rd dimension of the image. Also, you need not to call allocateImage at all, i think it is done by OSG, and will set the correct format and size. The initialization of the camera seems ok, perhaps your error is setting the view or projection matrix? I would first test that focusing the camera to a known place instead of calculating the node position. Hope this helps. Himar. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] call for a shader from within .osg/ive file
Hello After much trial and error got a glsl shader running from within an .osg mesh file by using 'program'. Wondering if it is possible to simply make a call for a shader file (.cg..etc) from within the .osg mesh file, instead of having to place the whole shader code into the file. No samples out there on this subject. Mr. D ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using osgSim::OverlayNode
My application utilizes a large terrain database, and it relies heavily on osgSim::OverlayNode. Originally, I used OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY for the overlay technique. With this technique, my application works properly; however, it is very resource intensive, and the overlay shapes are noticeably pixelated. Ideally, I would like to switch to using VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY as the overlay technique. With this technique, the overlay shapes look much better (no noticeable pixelation). Additionally, this technique significantly reduces the memory footprint and increases the frame rate of my application. Unfortunately, my application does not work properly. It appears that many of the overlay shapes are getting partially or completely clipped, which results in an incomplete overlay. VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY appears to be highly-dependent on the value of the overlay base height. This is a problem, as the terrain elevation of my database is variable, and I am not able to find a value that works well from all viewing angles. What can I do to allow the VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY technique to work better in my environment? Thanks, Justin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Integrationg OpenALpp
Ya osgAL can build with OSG 2.0. that error you are getting is because in that package file (openscenegraph.pc ) OpenThreads dependancy is mentioned. As Open scene graph build with OpenThreads so edit in the package file. In package file given Requires- OpenThreads delete OpenThreads from package file - Santosh maruti borker wrote: I am extremly sorry .. i found the openscenegraph.pc from openscenegraph.net http://openscenegraph.net ... but now the problem is that its giving many errors containing this :- undefined reference to OpenThreads Does OSGAL support OSG2.0 ??? On Dec 7, 2007 12:57 AM, maruti borker [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Hi, Thanks for the info ... but i am unable to find the pkgconfig of OpenSceneGraph i.e openscenegraph.pc ... i was able to find the .pc of vorbis openal etc etc Thanks in advance On Dec 6, 2007 7:41 PM, Tony Horrobin [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Hi, I seem to remember something similar myself under Ubuntu. I was using the autotools configure script and it needed PKG_CONFIG_PATH to include the path to the openscenegraph.pc file This resides in packaging/pkgconfig relative to the OpenSceneGraph source root It may require others too, for the other dependencies like OpenAL, vorbis etc. Take a look at the man page for pkg-config to get the idea. So, you would issue a command like so: export PKG_CONFIG_PATH=/path/to/OpenSceneGraph/packaging/pkgconfig:/path/to/OpenAL/admin/pkgconfig: ... before running configure Looking at my OpenSceneGraph installation, it doesn't seem to copy the pc file when it installs the headers and libraries, so that might cause some confusion. Hope this helps, -Tony ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- -- Maruti Borker IIIT Hyderabad Website:- http://students.iiit.ac.in/~maruti http://students.iiit.ac.in/%7Emaruti Blog:- http://marutiborker.wordpress.com -- -- Maruti Borker IIIT Hyderabad Website:- http://students.iiit.ac.in/~maruti http://students.iiit.ac.in/%7Emaruti Blog:- http://marutiborker.wordpress.com ___ 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] OpenFlight Continuation Record support
Hi Brede -- I see the current OpenFlight importer doesn't support Continuation Records. I haven't looked at what it would take to add it, but wondered what your thoughts were? Was this left out because it wasn't a requirement, or because it didn't fit into the design? I'm finding I need it for large LocalVertexPool records. I wonder if it could be supported on a record-by-record basis... Thoughts? Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenFlight Continuation Record support
Continuation records are great when writing out FLT files but a * when reading them back in - I had to abandon upgrading some proprietary FLT reader code because it required a complete rewrite of the FLT file decoder just to support this one new record type. The FLT file record structure requires every record to include a known length not exceeding 1024 bytes, so all the decoder had to do was read the correct number of bytes from the file into a 1024 byte buffer and then start processing the record. The existing FLT record structure was retained with no hint to give advance warning the current record has a following continuation record. The only way I saw to support this record type was to strip out the entire file reading mechanism and craft/hack/jam in a new layer that assembled internal records from one or more FLT file records, and then sent each internal record into the decoder core. Unfortunately this broke the entire design which was based on a long winded while( !eof() ) { readrecord(); processrecord() } architecture. PhilT -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Paul Martz Sent: 06 December 2007 21:56 To: 'OpenSceneGraph Users' Subject: [osg-users] OpenFlight Continuation Record support Hi Brede -- I see the current OpenFlight importer doesn't support Continuation Records. I haven't looked at what it would take to add it, but wondered what your thoughts were? Was this left out because it wasn't a requirement, or because it didn't fit into the design? I'm finding I need it for large LocalVertexPool records. I wonder if it could be supported on a record-by-record basis... Thoughts? Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText quality (UNCLASSIFIED)
Classification: UNCLASSIFIED Caveats: NONE That was a tremendously Heroic Dive as a last ditch effort to save the ship and all the innocent and vulnerable women and children aboard. We were doomed to sinking given the water we were taking on and faced most certain death in Killer Bass invested waters! Surprisingly, my 'courageous' first officer (i.e., Gilligan) chose to drop oar (so to speak) and abandon ship as I watched him dive over the bow into thunderously towering waves. Nothing remained as he disappeared beneath the waves ... well, except a bunch of chicken feathers floatin' around. Given the ferocity of the mighty waves crashing upon the massive boulders (and Killer Bass) he was all but destined for Davey Jones' Footlocker. Alas, to my astonishment, he somehow barely made it to shore. Luckily, a cold beer saved his life. I was the sole survivor and struggled to single handedly salvage the ship back to sea worthy condition. Luckily, the remainer of the trip was uneventful and we didn't run into anyone playin' Banjo's. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Thursday, December 06, 2007 1:19 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgText quality (UNCLASSIFIED) Is this the Bob Buckley that was famous for the Buckley Flop on the Big Piney? Stephen Haithcock General Dynamics Land Systems 38500 Mound Rd. Sterling Heights, MI 48310 MZ 436-40-15 (586) 825-8573 Buckley, Bob CTR MDA/IC [EMAIL PROTECTED] Sent by: [EMAIL PROTECTED] 12/06/2007 12:48 PM Please respond to OpenSceneGraph Users osg-users@lists.openscenegraph.org To OpenSceneGraph Users osg-users@lists.openscenegraph.org cc Subject Re: [osg-users] osgText quality (UNCLASSIFIED) Classification: UNCLASSIFIED Caveats: NONE I leveraged the Font class and its internal Glyph sets for calling glBitmap. This is how Glut does text, which is nice and crisp. However, it results in purely billboarded text, unless you do the rotations yourself. I would like to have used XFonts but I'll be cross platform. But, I'm able to leverage TrueTypeFonts. Bob Buckley Raytheon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Himar Carmona Sent: Thursday, December 06, 2007 6:45 AM To: OpenSceneGraph Users Subject: [osg-users] osgText quality Hi, have anybody any hints about which parameters values give the best quality with osgText? In my app i must show some text (normally 10-20 pixel height), and the quality i have been able to achieve is not good. I noticed also in osgText that some characters are clipped ( most visible for e and c characters, event at a great font resolution). I was also looking for a way to look at the texture that osgText is creating, but haven't found one. Thanks a lot, Himar. Classification: UNCLASSIFIED Caveats: NONE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g This is an e-mail from General Dynamics Land Systems. It is for the intended recipient only and may contain confidential and privileged information. No one else may read, print, store, copy, forward or act in reliance on it or its attachments. If you are not the intended recipient, please return this message to the sender and delete the message and any attachments from your computer. Your cooperation is appreciated. Classification: UNCLASSIFIED Caveats: NONE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two viewer problem
Hi Sashidhar, some weeks ago somebody had the same problem. here his mail and the last response: Hi, try this: in groups.google.com search for this: osg-users ralph kern screenshot in google.com osg-users Taking a screenshot with cheers jp maruti borker wrote: Can anbody point me to the older mails atleast :( Waiting in anticipation On Nov 28, 2007 3:06 PM, maruti borker [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Hi all , I know this question has been asked again and again . But i am sorry i wasnt able to find the previous mails in the archive :( . What i want to do is when a user presses some key he should see some 3-4 screenshots of some specific nodes . So basically i am thinking of doing the following :- - Set up some dummy cameras - Bring them near the node ( at some distance ) - Take screenshots and write them in some directory - Load the images and use it as a texture to a plane - Display it to the user So what i did was i took a seperate viewer , and put the scene-data of the viewer to be the node .And then attached a slave camera to the viewer and took a screenshot . But it gave a black image as output .I tried doing frame() too , but that changed the window on which i was working on and also gave a black output. Can somebody help me out ?? And is there a way by which i can just use dummy cameras instead of dummy viewers to take a screenshot ? And how should i place the camera near the node ? Thanx a lot in advance -- Maruti Borker IIIT Hyderabad Website:- http://students.iiit.ac.in/~maruti http://students.iiit.ac.in/%7Emaruti Blog:- http://marutiborker.wordpress.com http://marutiborker.wordpress.com -- -- Maruti Borker IIIT Hyderabad Website:- http://students.iiit.ac.in/~maruti http://students.iiit.ac.in/~maruti Blog:- http://marutiborker.wordpress.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org hope this helps! cheers, daniel Sashidhar Guntury wrote: Hi! I have this viewer running and on pressing a button, I need to generate an image of the scene as seen from a different angle and position without using the original viewer or changing the viewer position and orientation. How is it possible? thanks! yours Sashidhar ___ 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