Re: [osg-users] Integrationg OpenALpp

2007-12-06 Thread maruti borker
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.

2007-12-06 Thread Robert Osfield
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 !

2007-12-06 Thread Robert Osfield
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 !

2007-12-06 Thread Robert Osfield
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.

2007-12-06 Thread Johan Johnsson
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 !

2007-12-06 Thread Colin Dunlop
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

2007-12-06 Thread Michael Platings
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

2007-12-06 Thread Emmanuel Roche
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...

2007-12-06 Thread Emmanuel Roche
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

2007-12-06 Thread David Callu
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...

2007-12-06 Thread David Callu
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

2007-12-06 Thread Emmanuel Roche
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

2007-12-06 Thread andreas . ekstrand
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 ?

2007-12-06 Thread David Callu
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

2007-12-06 Thread David Callu
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

2007-12-06 Thread Davide Vitali
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

2007-12-06 Thread Emmanuel Roche
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 !

2007-12-06 Thread Stephane Lamoliatte
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

2007-12-06 Thread Glenn Waldron
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 !

2007-12-06 Thread Stephane Lamoliatte
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

2007-12-06 Thread Himar Carmona
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

2007-12-06 Thread Stephane DUGUET
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

2007-12-06 Thread J.P. Delport
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

2007-12-06 Thread Stephane DUGUET
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

2007-12-06 Thread Thibault Genessay
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

2007-12-06 Thread Tony Horrobin
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.

2007-12-06 Thread David Guthrie
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

2007-12-06 Thread Robert Osfield
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.

2007-12-06 Thread Robert Osfield
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

2007-12-06 Thread Robert Osfield
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

2007-12-06 Thread Panagiotis Papadakos
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

2007-12-06 Thread Gordon Tomlinson
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

2007-12-06 Thread Gordon Tomlinson
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

2007-12-06 Thread Stephane DUGUET
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

2007-12-06 Thread Jeremy Moles
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

2007-12-06 Thread KSpam
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

2007-12-06 Thread Terry Welsh
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

2007-12-06 Thread Terry Welsh
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

2007-12-06 Thread Terry Welsh
(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?

2007-12-06 Thread Glenn Waldron
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

2007-12-06 Thread Gordon Tomlinson
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)

2007-12-06 Thread Buckley, Bob CTR MDA/IC
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

2007-12-06 Thread Michele Bosi
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.

2007-12-06 Thread deepti g
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

2007-12-06 Thread Sashidhar Guntury
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 !)

2007-12-06 Thread Mike Weiblen
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)

2007-12-06 Thread haithcoc
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.

2007-12-06 Thread Himar Carmona
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

2007-12-06 Thread Dunhour, Mike (CIV)


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

2007-12-06 Thread KSpam
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

2007-12-06 Thread santosh
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

2007-12-06 Thread Paul Martz
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

2007-12-06 Thread Philip Taylor
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)

2007-12-06 Thread Buckley, Bob CTR MDA/IC
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

2007-12-06 Thread Daniel Holz
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