Re: [osg-users] osgdem produces strips

2007-12-14 Thread ümit uzun

Hi Robert;

I read all your advice which you wrote before! But always the result is only 
strips! At the and I give up but your last message take me a last hope to do 
this database :) 

As you say, I downloaded the VPB with svn before! And I download again,now it 
is working:) 

If anyone see my previous results like only strips! You only download the png 
texture and its elevation mode from 
http://www.cc.gatech.edu/projects/large_models/ps.html . Then use this sample 
commands;

gdal_translate ps_height_??k.png ps_height_??k.tif
gdaladdo -r average ps_height_??k.tif 2 4 8 16 32

gdal_translate ps_texture_??k.png ps_texture_??k.tif
gdaladdo -r average ps_texture_??k.tif 2 4 8 16 32

osgdem --xx 10 --yy 10 -t ps_texture_??k.tif --xx 10 --yy 10 -d 
ps_height_??k.tif  -l 4 -v 0.1 -o puget.ive -a pegout.osga

and then you run osgviewer pegout.osga, you should see good vertices on the 
images :D 

Thank you very much Robert! We are waiting of 2.4 Version impatiently!

Ümit UZUN


 Date: Thu, 13 Dec 2007 18:34:09 +
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] osgdem produces strips
 
 Hi ümit,
 
 On Nov 19, 2007 11:48 AM, ümit uzun  wrote:

 Hi Robert;
 I used ;

 osgdem --xx 10 --yy 10 -t ps_texture_1k.tif \
 --xx 10 --yy 10 -d ps_height_1k.tif \
 -l 8 -v 0.1 -o puget.ive -a pegout.osga
 options like in introductions.
 Is there any simple example about vpb? I aim to make flight simulation, I 
 have plane model and I only want to
 environment database with osga!
 
 I have just tracked down a bug in the SVN version of VPB that was
 causing problems in handling the --xx etc definition of coordinate
 systems in osgdem.
 
 An svn update update of OpenSceneGraph and VirtualPlanetBuilder will
 fix this bug, so the above settings should work once more.
 
 Robert.
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Re: [osg-users] osgIntrospection: areArgumentsCompatible() issue

2007-12-14 Thread David Callu
Hi Manu,

You right :-).

I think in the introspection concept implemented by Marco Jez, If you use a
getCompatibleConstructor(...) or other low-level method in osgIntrospection,
you have to know the API as same as you write your code without
introspection.

David

2007/12/13, Emmanuel Roche  [EMAIL PROTECTED]:

 Hi there !

 in the osgIntropsection framework, we use getCompatibleConstructor(...) or
 getCompatibleMethod(...), etc... to get a function considering the
 parameters offered. But it this process do the framework take into account
 the possible implicit parameter constructions ?

 I tried to check the sources, and as far as I understand, everything would
 happen in the function if it was the case (for example for the implicit
 convertion of a const char* object to std::string):

 bool Reflection::accum_conv_path(const Type source, const Type dest,
 ConverterList conv, std::vectorconst Type*  chain, CastType castType)
 {
 // break unwanted loops
 if (std::find( chain.begin(), chain.end(), source) != chain.end())
 return false;

 // store the type being processed to avoid loops
 chain.push_back(source);

 // search a converter from source
 StaticData::ConverterMapMap::const_iterator i =
 getOrCreateStaticData().convmap.find(source);
 if (i == getOrCreateStaticData().convmap.end())
 return false;

 // search a converter to dest
 const StaticData::ConverterMap cmap = i-second;
 StaticData::ConverterMap::const_iterator j = cmap.find(dest);
 if (j != cmap.end()  (j-second-getCastType() == castType))
 {
 conv.push_back(j-second);
 return true;
 }

 // search a undirect converter from source to ... to dest
 for (j=cmap.begin(); j!=cmap.end(); ++j)
 {
 if ((j-second-getCastType() == castType) 
 accum_conv_path(*j-first, dest, conv, chain, castType))
 {
 conv.push_front(j-second);
 return true;
 }
 }

 return false;
 }

 ... but I can't see anything concerning the type constructors here, so I
 guess that to call a function you need to pass the exact type of parameter
 needed (with an exception for the derived classes, and inheritance system),
 for example:

 with the function void myfunc(std::string arg1, osg::Node* obj)

 the reflection framework would find a compatible method with the arguments
 : { std::string(test) , and osg::Group* myGroup } but it won't find
 anything  with the pair { test, osg::Node* myNode }... Am I wrong ??

 regards,

 Manu.


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[osg-users] help

2007-12-14 Thread leven
Hi all:
   
 I have been using OSG for couples of days. But recently, I am confused by  
the management of Environment Variables. 
Here, I found this class seemed very useful:
  class OSG_EXPORT ApplicationUsage : public osg::Referenced
Well, it seemed arranging all the variables clearly. But I also found the 
following using way here and there:
   
  getenv(OSG_COMPUTE_NEAR_FAR_MODE))
  getenv( OSG_LIBRARY_PATH)
  getenv( OSG_LD_LIBRARY_PATH)
  
   
  All these variables are not exist in my System Environment Variable.  So I 
suppose it should be the following one:
 osg::ApplicationUsage::instance()-getEnvironmentalVariables[ByName]( 
const std::string str )
   
  But this function getEnvironmentalVariables[ByName] is not exist. So I wonder 
why.
   
Maybe ApplicationUsage is being in the process of dealing? Anyone can help 
me? Thanks very much.
   
  Yours sincerely,
Leven
   
  [EMAIL PROTECTED]
  07-12-24

   
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Robert Osfield
HI Paul,

I have just run osgviewer on my Linux box and the fonts are the
original size.  I wonder if this is a new cross platform issue
introduced by David's work on Text3D, or something associated with use
of the newer freetype library, or perhaps the fonts at your end have
somehow changed.

Is anyone else seeing this issue with the SVN version of the OSG?

Robert.

On Dec 13, 2007 8:11 PM, Paul Martz [EMAIL PROTECTED] wrote:


 Current SVN head seems to have extra-large screen oriented fonts. See the
 attached screen shots. This is on Windows VS8; don't know about other
 platforms? I get the same for screen oriented fonts in the osgtext example.

 While my failing eyesight certainly appreciates the increased font size, I
 can't help but think this is a bug. :-)

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 303 859 9466

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Re: [osg-users] help

2007-12-14 Thread Robert Osfield
Hi Leven,

The OSG's use of environmental variables is purely an optional way of
setting default values that various classes wish to expose to outside
control.  The ApplicationUsage::instance() is just a class used the
collect the details on the env variables that the OSG can use, is just
a fulfills a documentation role, it's not active at all in terms of
checking env vars - this instead is the role of the individual
classes.

The easiest way to use the list of supported env vars is to do:

  osgviewer --help-env

Which lists the env vars supported.  On the command line you can use this like:

   export OSG_STEREO=ON
   osgviewer cow.osg

Use set instead of export under Windows.

Robert.

On Dec 14, 2007 9:33 AM, leven [EMAIL PROTECTED] wrote:
 Hi all:

I have been using OSG for couples of days. But recently, I am confused by
 the management of Environment Variables.
   Here, I found this class seemed very useful:
 class OSG_EXPORT ApplicationUsage : public osg::Referenced
   Well, it seemed arranging all the variables clearly. But I also found the
 following using way here and there:

 getenv(OSG_COMPUTE_NEAR_FAR_MODE))
 getenv( OSG_LIBRARY_PATH)
 getenv( OSG_LD_LIBRARY_PATH)
 

 All these variables are not exist in my System Environment Variable.  So I
 suppose it should be the following one:
osg::ApplicationUsage::instance()-getEnvironmentalVariables[ByName](
 const std::string str )

 But this function getEnvironmentalVariables[ByName] is not exist. So I
 wonder why.

   Maybe ApplicationUsage is being in the process of dealing? Anyone can help
 me? Thanks very much.

 Yours sincerely,
   Leven

 [EMAIL PROTECTED]
 07-12-24


  
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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-14 Thread David Spilling
Jeremy,

I am very keen on experimenting with your HUD. However, as a Windows/VisC++
7.1 user, I have a lot of difficulty with the code. I'm not a cross-platform
expert, so I have difficulty in knowing how to simultaneously specify a
windows and linux acceptable build. I can submit my stuff to you, but don't
know how useful it will be. I did the following:

Minor points:
1) Constructions like not and and or aren't recognised by MS
.NET 7.1out of the box; I had to replace them all with !,  etc.
2) uint isn't recognised either; I replaced it with unsigned int
3) std::sort wants #include algorithm
4) I need to link to osgText, osgDB and osgGA to build; these aren't in any
of the project files
5) osgHUD::UIObjectParentosgHUD::Widget::getByName is reported as being
recursive, similar with osgHUD::Widget::getWindowManager

Major points:

I added the usual windows exports header file, something like this:

#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include windows.h

#ifdef osgHUD_EXPORTS
#define HUD_API __declspec(dllexport)
#else
#define HUD_API __declspec(dllimport)
#endif

and then declare every DLL exported class, and things like
createOrthoCamera(), with HUD_API.

This all then works OK, and all the exes run just fine.

I haven't managed to review the code yet. We have an in-house HUD system
which I would like to lever on to yours for future use; this may throw up
some design issues when I do it (although it won't be for a while)...

Hope that helps,

David







On 13/12/2007, Jeremy Moles [EMAIL PROTECTED] wrote:

 By the way: this also includes comments like, OMG THIS SUCKS LOL, if
 you're that kind of person... :)

 Not just positive feedback, so to speak.

 On Thu, 2007-12-13 at 12:19 -0500, Jeremy Moles wrote:
  Just wanted to give another heads up on the state of development and
  perhaps solicit some more feedback (which has been very small so far,
  seeing as there isn't much code yet--only about 2100 lines). There is an
  SVN tag of 0.1.1, and a new tarball in the downloads section.
 
  http://code.google.com/p/osghud/downloads/list
 
  All the normal stuff applies (seriously alpha, blah, blah), but I'm
  interested in getting opinions and perhaps having people catch any bad
  design decisions I'm making before it's too late.
 
  The biggest differences in this from the version from last week is a
  great deal of code simplification and the addition of a small skeleton
  for a table-like layout (osgHUD::Table).
 
  In the next 0.1.2 testing release I'm aiming to add support for basic
  texturing. However, it's an issue I need to approach carefully, because
  it can really start to go wrong here. :)
 
  Remember to set OSG_WINDOW before running the examples.
 
# OSG_WINDOW=0 0 1280 1024 osghudtable
 
  ...or else you'll need to modify the examples to use your fullscreen
  resolution in the 2D ortho camera for picking, moving, etc. to work as
  you might expect.
 
  Don't let the simple examples fool you! :) They (ideally) demonstrate
  the important stuff, even if they're horribly ugly at the moment.
 
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Re: [osg-users] What was reasoning behind OSG Z up axis

2007-12-14 Thread Robert Osfield
On Dec 13, 2007 9:03 PM, etrek [EMAIL PROTECTED] wrote:
 In OpenGL  Y axis is up ( world and view ).
 In DirectXY axis is up ( world and view ).

They define Y up in *eye* coordinates.  The modelview matrices put you
into eye coordinates, of which must be standardised. They don't
actually say anything about the coordinates of the world, this is what
the inverse of the view transform defines.

 The two most popular graphics API's consider Y axis as up.  So do most
 Graphics texts like Foley et al.

 OSG uses OpenGL as its graphics API, so why not use the same coord system?

 Just curious as to the reasoning behind this design decision.

The OSG is built around the concept of worlds coordinates rather than
eye coordinates - its about creating virtual worlds, which in turn
have a counter part in the real world and in the real-world
(disciplines beyond computer graphics) one generally to X going east,
Y going north, Z going up.  Z is most commonly up and refers to
height.  Not surprisingly the vis-sim market grew up around this too
rather than getting fixated on eye coordinates being akin world
coordinates...

For me one of the key things in grasping real-time computer graphics
is to get a handle on the ideal of different coordinate frames - world
coordinate and eye coordinates being two different coordinate frames
used for two different things.

Robert.
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Re: [osg-users] retrieving SceneView and contextID()

2007-12-14 Thread Robert Osfield
HI Michale,

The ContextID is associated with GraphicsContext's, and its the
Viewer's Camera's that hold the GraphicsContext (normally a
GraphicsWindowsX11/Win32/Carbon subclass), and each GraphicsContext
has the State object, each of which has the ContextID so on can do:

  viewer.getCamera()-getGraphicsContext()-getState()-getContextID();

Or if the viewer's master Camera doesn't have a GraphicsContext,
instead it delegates the rendering to its slaves then you'll need to
iterator through the slave Camera's to get the ContextID.  There is a
viewer.getContexts(osgViewer::ViewerBase::Contexts) convinience
method to help you get the lists of all the active graphics contexts,
so you could easily use this instead of iterating through.

And... not once did you need to grapple with the internal
implementation of SceneView that is used the hood.  But if you really
really must grapple then the Camera::getRenderer() will give you the
Renderer that is used to do the rendering - and its this
osgViewer::Renderer that has the SceneView that does all the internal
work.

Robert.

On Dec 13, 2007 9:52 PM, Michele Bosi [EMAIL PROTECTED] wrote:
 Hello,
 I need to retrieve the current contextID or the contextID that a
 Viewer is working on, how do I do it?
 I saw in the documentation that one should retrieve the SceneView but
 it doesn't say how / from where, and I couldn't
 figure it out, as far a I could see osg::View and its subclasses
 doesn't have such a getSceneView() method
 or similar. I saw that there were some posts about how to retrieve the
 context from a camera but that seemed
 to be more of an hack than the actual standard way so if possible I
 would like to avoid that solution.
 So, what is the clean and mean way of retrieving the SceneView given
 an osgViewer::Viewer?

 Regards,
 Michele
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Re: [osg-users] What was reasoning behind OSG Z up axis

2007-12-14 Thread Roger James
[Controversial mode on]

I think a better question to ask would be.

How consistent are all osg's plugins at enforcing osg's stated z up world
convention?

I would expect all the plugins that knew the default orientation of an
external model either by convention or by data, to ensure that models where
rotated to z_up on input and from z_up on output.

I am just wondering ;-)

Just to start the ball rolling

Plugin  Enforces
==  
Osg yes
Ive yes
Dae no
Ac  no

Roger

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Robert Osfield
 Sent: 14 December 2007 10:04
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] What was reasoning behind OSG Z up axis
 

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Re: [osg-users] What was reasoning behind OSG Z up axis

2007-12-14 Thread Robert Osfield
Hi Roger,

Which way is up for the plugins can be plugin specific, but it can
also be down to individual modeller and the convention they use.  For
instance terrapage and OpenFlight you can pretty well guarantee that
they'll come in Z up as that the convention used in the modelling
programs and the industry they are tied to.  With other modelling
packages the convention is often far less regulated.  My guess systems
that deal with whole worlds rather than individual artifacts will be
more regulated in orientation.

Robert.

On Dec 14, 2007 11:00 AM, Roger James [EMAIL PROTECTED] wrote:
 [Controversial mode on]

 I think a better question to ask would be.

 How consistent are all osg's plugins at enforcing osg's stated z up world
 convention?

 I would expect all the plugins that knew the default orientation of an
 external model either by convention or by data, to ensure that models where
 rotated to z_up on input and from z_up on output.

 I am just wondering ;-)

 Just to start the ball rolling

 Plugin  Enforces
 ==  
 Osg yes
 Ive yes
 Dae no
 Ac  no

 Roger

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users-
  [EMAIL PROTECTED] On Behalf Of Robert Osfield
  Sent: 14 December 2007 10:04
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] What was reasoning behind OSG Z up axis
 

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Re: [osg-users] readFontFile possible bug

2007-12-14 Thread Robert Osfield
Hi Sherman,

I have tried out your modified osgtext example with the --mt 5 etc
option along with a 8GB whole earth database and find the frame rate
stalling, especially when zooming in to new high res regions.

Running with on screen stats on suggests that its the GPU that is
stalling things, with a single frame taking a very long time, then
once its freed up the app runs freely once more with millisceond GPU
times.

I've put timing code into the UpdateTextOperation and neither the load
nor update methods take very long most of the time, and there isn't a
big hit here when the stall happen so it doesn't seem to be directly
associated with the extra threads running.

I haven't been able to establish the exact cause of stalls, but it
looks to be an issue with the newly introduced subgraphs forcing
compile of texture objects/display lists in such a way that the OpenGL
driver/GPU is stalling.  The texture sizes associated with osgText
shouldn't be very large so the bandwidth and memory footprint
shouldn't be a bottleneck, clearly something is happening down in the
OpenGL fifo/GPU that is causing major problems and stalling things.

One thing it doesn't look like is a threading issue, my guess running
the UpdateTextOperation synchronously i.e. from the main loop would
probably see the same big hits on the GPU, although perhaps doing it
synchronously would regulate the amount of new data added in a
subgraph per frame. Getting to the bottom of this issue will take
digging down into draw dispatch, and probably adding things like GPU
stats collection to the osgText::Text/Font rendering methods as well
as osg::Texture texture subloading.

I would suggest opening a different thread into investigations of
these GPU stall issues, as it would seem so far the multi-threaded
font crashes/bugs look resolved and this thread can be closed.

Robert,

On Dec 14, 2007 12:58 AM, sherman wilcox [EMAIL PROTECTED] wrote:
 OK, grabbed the latest copy of OSG out of SVN (latest as of about 2PM
 today) and ran my test app again. With the latest OSG the app doesn't
 crash, but there are still major issues. So, the multi-threading issue
 is still there. The database pager simply stops working, I get all
 manner of errors in the console window, etc.

 I've attached the test app. Should compile in linux, windows, etc.

 If you run this app, you will need a paged database to really stress
 things. I have one (about 148MB compressed) that I can provide if
 anyone is interested. Just email me and I'll provide a link to
 download. Oh, and be sure to pass the app an argument of --mt 5, where
 5 is the number of test threads to launch, can be any reasonable
 number.



 On Dec 12, 2007 10:21 PM, sherman wilcox [EMAIL PROTECTED] wrote:
  I spent a bit of time this evening digging up the the code that
  reproduces the crash. I'll update to the SVN snapshot of OSG and give
  it a try. I was able to reproduce the crash on 2.2.0.
 
 
  On Dec 12, 2007 4:22 AM, Robert Osfield [EMAIL PROTECTED] wrote:
   Hi Sherman,
  
   On Dec 11, 2007 11:31 PM, sherman wilcox [EMAIL PROTECTED] wrote:
I can still reliably reproduce the multithreaded osgText /
databasepager crash issue   :)
  
   Could you explain how your recreate the crash, and the circumstances
   of the crash.  It may be exactly the same problem as Serge has, but
   also just as easily could be another weakness that needs solving.
  
   Aaa you gotta love debugging multi-threaded apps remotely :-)
  
   Robert.
  
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Garrett Potts
Hello All:

I feel like I have seen this befor on a windows build I did several  
months ago.  I think I was using a system installed font on windows  
and not the font that comes in the OSG data path.  When I used the  
OSG data path font everything is OK.  Sorry if this doesn't help much.


Take care

Garrett

On Dec 14, 2007, at 5:24 AM, Robert Osfield wrote:

 HI Paul,

 I have just run osgviewer on my Linux box and the fonts are the
 original size.  I wonder if this is a new cross platform issue
 introduced by David's work on Text3D, or something associated with use
 of the newer freetype library, or perhaps the fonts at your end have
 somehow changed.

 Is anyone else seeing this issue with the SVN version of the OSG?

 Robert.

 On Dec 13, 2007 8:11 PM, Paul Martz [EMAIL PROTECTED] wrote:


 Current SVN head seems to have extra-large screen oriented fonts.  
 See the
 attached screen shots. This is on Windows VS8; don't know about other
 platforms? I get the same for screen oriented fonts in the osgtext  
 example.

 While my failing eyesight certainly appreciates the increased font  
 size, I
 can't help but think this is a bug. :-)

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 303 859 9466

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Re: [osg-users] retrieving SceneView and contextID()

2007-12-14 Thread Michele Bosi
Thank you very much to everyone for the replies,
now the situation is much clearer and I think I can solve my problem
which by the way is (should be) very easy, that is I need
the context id simply to pass it to some function that check the
support for extensions like point sprite. I am going to have
multiple opengl windows but on simple systems, with one card, one
monitor, so checking for the supported extensions in one context
should be valid for all the others.

Thank you again,
Michele

On Dec 14, 2007 11:14 AM, Robert Osfield [EMAIL PROTECTED] wrote:
 HI Michale,

 The ContextID is associated with GraphicsContext's, and its the
 Viewer's Camera's that hold the GraphicsContext (normally a
 GraphicsWindowsX11/Win32/Carbon subclass), and each GraphicsContext
 has the State object, each of which has the ContextID so on can do:

   viewer.getCamera()-getGraphicsContext()-getState()-getContextID();

 Or if the viewer's master Camera doesn't have a GraphicsContext,
 instead it delegates the rendering to its slaves then you'll need to
 iterator through the slave Camera's to get the ContextID.  There is a
 viewer.getContexts(osgViewer::ViewerBase::Contexts) convinience
 method to help you get the lists of all the active graphics contexts,
 so you could easily use this instead of iterating through.

 And... not once did you need to grapple with the internal
 implementation of SceneView that is used the hood.  But if you really
 really must grapple then the Camera::getRenderer() will give you the
 Renderer that is used to do the rendering - and its this
 osgViewer::Renderer that has the SceneView that does all the internal
 work.

 Robert.


 On Dec 13, 2007 9:52 PM, Michele Bosi [EMAIL PROTECTED] wrote:
  Hello,
  I need to retrieve the current contextID or the contextID that a
  Viewer is working on, how do I do it?
  I saw in the documentation that one should retrieve the SceneView but
  it doesn't say how / from where, and I couldn't
  figure it out, as far a I could see osg::View and its subclasses
  doesn't have such a getSceneView() method
  or similar. I saw that there were some posts about how to retrieve the
  context from a camera but that seemed
  to be more of an hack than the actual standard way so if possible I
  would like to avoid that solution.
  So, what is the clean and mean way of retrieving the SceneView given
  an osgViewer::Viewer?
 
  Regards,
  Michele

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Re: [osg-users] Development-system for Mac-OS

2007-12-14 Thread E. Wing
Ugh, that's one of the nasty Leopard bugs documented on the Wiki. We
managed to sidestep this in the Xcode project by removing
extra/unnecessary link dependencies and by properly adhering to SDK
rules. CMake's SDK support is still a bit shaky (something we're
trying to work on). But if you're lucky, you might still be able to
sidestep it in CMake too by removing any extra/unnecessary link
dependencies in building the freetype plugin. Or, you can follow the
Wiki solution and add the required link line to the build.

-Eric

On 12/13/07, Gerrick Bivins [EMAIL PROTECTED] wrote:
 What is the the suggested method to fix the build(ie avoid linking errors)
 on OSX 10.5 with CMake?Our app doesn't use frameworks etc so I run into the
 freetype linking error during compile. I'm not all that familiar
 with CMake so other than setting the couple of freetype path variables in
 the ccmake gui, I don't know
 where to tweek the build so that it picks up the correct libs. As a side
 note, I upgrade from Tiger to Leopard
 rather than a new install. I'm running on a fairly new mbp (received in
 oct).

 Here is the exact error:
 [ 86%] Built target osgdb_qt
 Linking CXX shared module ../../../lib/osgPlugins-2.2.0/osgdb_freetype.so
 ld: cycle in dylib re-exports with
 /Developer/SDKs/MacOSX10.5.sdk/usr/X11/lib/libGL.dylib for architecture i386
 collect2: ld returned 1 exit status
 ld: cycle in dylib re-exports with
 /Developer/SDKs/MacOSX10.5.sdk/usr/X11/lib/libGL.dylib for architecture ppc
 collect2: ld returned 1 exit status
 lipo: can't open input file:
 /var/folders/m2/m2u1oBxxGAqUxi2h7sbDKTI/-Tmp-//ccWn7pVI.out (No such
 file or directory)
 make[2]: *** [lib/osgPlugins-2.2.0/osgdb_freetype.so] Error 1
 make[1]: *** [src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/all]
 Error 2
 make: *** [all] Error 2
 [EMAIL PROTECTED]/devEnv/research/APIs/OpenSceneGraph_svn$
 biv

 On Dec 13, 2007 1:01 AM, Andreas Goebel [EMAIL PROTECTED] wrote:

  E. Wing schrieb:
   In my opinion, you are best off getting Leopard. Apple will not be
   updating OpenGL drivers for Tiger from this point on. Working OpenGL
   drivers is by far the most important aspect in my opinion.
  
  Thank you all,
 
  I summarize: I´d (probably) be best of with:
  - Mac OS 10.5
  - but use 10.4 sdk to target both 10.4 and 10.5
 
  right?
 
  I know that the slogan is think different, so that´s what I´ll have to
  do ...
 
 
  Regards,
 
  Andreas
 
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Re: [osg-users] What was reasoning behind OSG Z up axis

2007-12-14 Thread Roger James
You are spot on there Robert.

Most of the plugins result in a Z up model on input because they pass the
vertex data through unchanged from their native Z up environment.

The only one I know from memory that does a flip is the obj loader although
that can be suppressed by a noRotation option. Does anyone know of any
others?

Would it be a good idea if I put static transforms in the ac and dae plugins
which are by default Y up and had this behaviour controlled by a
noRotation parameter? This could be made standard across other plugins
that know when their data is not Z up. Users (like me) who have viewing
environments that are Y up by default could then have the option to specify
that parameter and avoid having to put in an extra transform to flip the
models back to their original orientation.

Ah well  maybe next year!

Roger

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Robert Osfield
 Sent: 14 December 2007 11:30
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] What was reasoning behind OSG Z up axis
 
 Hi Roger,
 
 Which way is up for the plugins can be plugin specific, but it can
 also be down to individual modeller and the convention they use.  For
 instance terrapage and OpenFlight you can pretty well guarantee that
 they'll come in Z up as that the convention used in the modelling
 programs and the industry they are tied to.  With other modelling
 packages the convention is often far less regulated.  My guess systems
 that deal with whole worlds rather than individual artifacts will be
 more regulated in orientation.
 
 Robert.
 

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[osg-users] osgDB\readerwriter header typo

2007-12-14 Thread Joseph Steel
In the osgDB\readerwriter header there's a copypaste error. The comment for
the CACHE_ARCHIVES option is the same as for CACHE_HEIGHTFIELDS. I'm not
sure what archives are so I've not made a change.

Joseph Steel
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Robert Osfield
On Dec 14, 2007 2:05 PM, Paul Martz [EMAIL PROTECTED] wrote:
 Thanks all. I don't think it's an issue with fonts on my system
 because the 2.2 and SVN screenshots were both captured on the same
 system.

Double check this assertion, use OSG_NOTIFY_LEVEL set to DEBUG to find
out which fonts have been loaded in each case.

Do they use the same version of freetype?
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Jean-Sébastien Guay
Hello Robert,

 Is anyone else seeing this issue with the SVN version of the OSG?

My last update was yesterday, and I don't see anything wrong with the  
font size... I'll try to update now and see.

J-S
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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-14 Thread Jeremy Moles
First of all, thanks a ton for the feedback! :)

Keep reading below...

On Fri, 2007-12-14 at 10:32 +, David Spilling wrote:
 Jeremy,
 
 I am very keen on experimenting with your HUD. However, as a
 Windows/VisC++ 7.1 user, I have a lot of difficulty with the code. I'm
 not a cross-platform expert, so I have difficulty in knowing how to
 simultaneously specify a windows and linux acceptable build. I can
 submit my stuff to you, but don't know how useful it will be. I did
 the following: 
 
 Minor points:
 1) Constructions like not and and or aren't recognised by
 MS .NET 7.1 out of the box; I had to replace them all with !,  etc

This is pretty frustrating, because I'm about 99% sure these are
acceptable C++ keywords. They look about a thousand times better in the
code, but if Windows won't support them I'll drop their usage.

I build with both GCC and ICC (Intel's compiler), all warnings turned
on, and neither of them have ever complained about this...

 2) uint isn't recognised either; I replaced it with unsigned int 

Whoops, I knew this but it looks like I left out 2 instances. :(

 3) std::sort wants #include algorithm

Fixed.

 4) I need to link to osgText, osgDB and osgGA to build; these aren't
 in any of the project files

Fixed.

 5) osgHUD::UIObjectParentosgHUD::Widget::getByName is reported as
 being recursive, similar with osgHUD::Widget::getWindowManager 

Hmm, weird. I've introduced an alternative implementation. It's
necessary to have const and non const version of these functions though,
and I really don't want to have the exact same code copy/pasted.

 Major points:
 
 I added the usual windows exports header file, something like this:
 
 #ifndef WIN32_LEAN_AND_MEAN
 #define WIN32_LEAN_AND_MEAN  
 #endif
 #include windows.h
 
 #ifdef osgHUD_EXPORTS
 #define HUD_API __declspec(dllexport)
 #else
 #define HUD_API __declspec(dllimport)
 #endif
 
 and then declare every DLL exported class, and things like
 createOrthoCamera(), with HUD_API.
 
 This all then works OK, and all the exes run just fine. 

Fixed (but using OSG_EXPORT instead). The WIN32_LEAN_AND_MEAN thing may
appear somewhere else in OSG, I'm not sure...

 I haven't managed to review the code yet. We have an in-house HUD
 system which I would like to lever on to yours for future use; this
 may throw up some design issues when I do it (although it won't be for
 a while)... 
 
 Hope that helps,

Yes, very much. :) Can you try the new version I've put up with your
changes (0.1.2) and let me know if it compiles on Windows okay without
you having to modify too much? If I missed anything, let me know...

 David
 
 
 
 
 
 
 
 On 13/12/2007, Jeremy Moles [EMAIL PROTECTED] wrote:
 By the way: this also includes comments like, OMG THIS SUCKS
 LOL, if 
 you're that kind of person... :)
 
 Not just positive feedback, so to speak.
 
 On Thu, 2007-12-13 at 12:19 -0500, Jeremy Moles wrote:
  Just wanted to give another heads up on the state of
 development and 
  perhaps solicit some more feedback (which has been very
 small so far,
  seeing as there isn't much code yet--only about 2100 lines).
 There is an
  SVN tag of 0.1.1, and a new tarball in the downloads
 section. 
 
  http://code.google.com/p/osghud/downloads/list
 
  All the normal stuff applies (seriously alpha, blah, blah),
 but I'm
  interested in getting opinions and perhaps having people
 catch any bad 
  design decisions I'm making before it's too late.
 
  The biggest differences in this from the version from last
 week is a
  great deal of code simplification and the addition of a
 small skeleton 
  for a table-like layout (osgHUD::Table).
 
  In the next 0.1.2 testing release I'm aiming to add support
 for basic
  texturing. However, it's an issue I need to approach
 carefully, because 
  it can really start to go wrong here. :)
 
  Remember to set OSG_WINDOW before running the examples.
 
# OSG_WINDOW=0 0 1280 1024 osghudtable
 
  ...or else you'll need to modify the examples to use your
 fullscreen 
  resolution in the 2D ortho camera for picking, moving, etc.
 to work as
  you might expect.
 
  Don't let the simple examples fool you! :) They (ideally)
 demonstrate
  the important stuff, even if they're horribly ugly at the
 moment. 
 
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Paul Martz
 Double check this assertion, use OSG_NOTIFY_LEVEL set to 
 DEBUG to find out which fonts have been loaded in each case.

Good idea. This shows that 2.2 (correct size) and SVN head (large size) are
both loading the same font file: OpenSceneGraph-Data\fonts\arial.ttf.

 Do they use the same version of freetype?

They are different versions. Current SVN head's FreeType plugin won't link
against the older version of freetype I had been using previously. Here are
the versions I'm using:

  My SVN head binaries use FreeType 2.3.5
  My 2.2 binaries use FreeType 2.1.9

J-S -- Understand you don't see the same issue. What version of FreeType are
you using? (And please confirm you're on Windows VS8.)
   -Paul

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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Jean-Sébastien Guay
Hello,

 Is anyone else seeing this issue with the SVN version of the OSG?

 My last update was yesterday, and I don't see anything wrong with the
 font size... I'll try to update now and see.

Nope, still no problem... Sorry to not be of any help, Paul.

J-S
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[osg-users] Showing aircraft model with terrain!

2007-12-14 Thread ümit uzun

Hi All;

First of all I want to make a very simple flight simulator; I have Portland 
terrain which I download from http://www.openeaagles.com/visualdb.html; sites. 
It produced by terrapage. When I try to open it instead of JoeDirt.flt in NPS 
tutorial with tank, it is open but after a second the tank get invisible! Why ?

Second question;
I have a aircraft model and I can rotate around of it. My tree like this;

mRoot
mLightGroup
  mLightSource
mLight
  mModelGroup
mTransform (osg::MatrixTransform)
  mModel (aircraft model .osg)

As you see, my aircraft could rotated with osg::MatrixTransform functions by 
user. I couldn't find out where should I XXX.addchild(mTerrainNode) my 
terrain! I try a lot of combination but anytime the terrain didn't appear on 
the screen with aircraft! What is wrong? I am using mTerrainNode = 
osgDB::readNodeFile( mTerrainPathName ); function to read. Should I use 
different class or namespace to read or manipulate?

Please help me! Thank a lot!
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Jean-Sébastien Guay
Hello Paul,

 J-S -- Understand you don't see the same issue. What version of FreeType are
 you using? (And please confirm you're on Windows VS8.)

My environment seems to be very similar to yours:

- Freetype 2.3.5 (from Mike's 3rdParty SVN)
- Windows Vista Ultimate 32bit (possibly one difference, but shouldn't  
be significant here)
- Visual Studio 8.

At home, I'm using the same freetype, Windows XP SP2 and Visual C++  
Express 2005, and it seems normal as well. Though I haven't really  
checked the size in pixels, but the glyphs don't overlap the stats  
display as they did in your screenshot.

Sorry...

J-S
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Re: [osg-users] readFontFile possible bug

2007-12-14 Thread sherman wilcox
Robert, I'm not so sure the multi-threading issue is resolved. I
wasn't getting simple GPU stalls. The database pager would stop
working after several of these stalls. By stop working I don't mean
interruptions with resumption. That database pager would not come back
at all. Also, the log messages to screen was strange. Some were
garbled messages and mentioned that it could no longer find plugins,
etc. The inability to find plugins could explain the database pager,
but the question then becomes why does running background threads dump
plugins and trash log output?

On Dec 14, 2007 5:25 AM, Robert Osfield [EMAIL PROTECTED] wrote:
 Hi Sherman,

 I have tried out your modified osgtext example with the --mt 5 etc
 option along with a 8GB whole earth database and find the frame rate
 stalling, especially when zooming in to new high res regions.

 Running with on screen stats on suggests that its the GPU that is
 stalling things, with a single frame taking a very long time, then
 once its freed up the app runs freely once more with millisceond GPU
 times.

 I've put timing code into the UpdateTextOperation and neither the load
 nor update methods take very long most of the time, and there isn't a
 big hit here when the stall happen so it doesn't seem to be directly
 associated with the extra threads running.

 I haven't been able to establish the exact cause of stalls, but it
 looks to be an issue with the newly introduced subgraphs forcing
 compile of texture objects/display lists in such a way that the OpenGL
 driver/GPU is stalling.  The texture sizes associated with osgText
 shouldn't be very large so the bandwidth and memory footprint
 shouldn't be a bottleneck, clearly something is happening down in the
 OpenGL fifo/GPU that is causing major problems and stalling things.

 One thing it doesn't look like is a threading issue, my guess running
 the UpdateTextOperation synchronously i.e. from the main loop would
 probably see the same big hits on the GPU, although perhaps doing it
 synchronously would regulate the amount of new data added in a
 subgraph per frame. Getting to the bottom of this issue will take
 digging down into draw dispatch, and probably adding things like GPU
 stats collection to the osgText::Text/Font rendering methods as well
 as osg::Texture texture subloading.

 I would suggest opening a different thread into investigations of
 these GPU stall issues, as it would seem so far the multi-threaded
 font crashes/bugs look resolved and this thread can be closed.

 Robert,


 On Dec 14, 2007 12:58 AM, sherman wilcox [EMAIL PROTECTED] wrote:
  OK, grabbed the latest copy of OSG out of SVN (latest as of about 2PM
  today) and ran my test app again. With the latest OSG the app doesn't
  crash, but there are still major issues. So, the multi-threading issue
  is still there. The database pager simply stops working, I get all
  manner of errors in the console window, etc.
 
  I've attached the test app. Should compile in linux, windows, etc.
 
  If you run this app, you will need a paged database to really stress
  things. I have one (about 148MB compressed) that I can provide if
  anyone is interested. Just email me and I'll provide a link to
  download. Oh, and be sure to pass the app an argument of --mt 5, where
  5 is the number of test threads to launch, can be any reasonable
  number.
 
 
 
  On Dec 12, 2007 10:21 PM, sherman wilcox [EMAIL PROTECTED] wrote:
   I spent a bit of time this evening digging up the the code that
   reproduces the crash. I'll update to the SVN snapshot of OSG and give
   it a try. I was able to reproduce the crash on 2.2.0.
  
  
   On Dec 12, 2007 4:22 AM, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Sherman,
   
On Dec 11, 2007 11:31 PM, sherman wilcox [EMAIL PROTECTED] wrote:
 I can still reliably reproduce the multithreaded osgText /
 databasepager crash issue   :)
   
Could you explain how your recreate the crash, and the circumstances
of the crash.  It may be exactly the same problem as Serge has, but
also just as easily could be another weakness that needs solving.
   
Aaa you gotta love debugging multi-threaded apps remotely :-)
   
Robert.
   
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Re: [osg-users] INHERIT_RENDERBIN_DETAILS

2007-12-14 Thread Paul Martz
Hi John -- Can you post an .osg file that demonstrates the problem in
osgviewer?
   -Paul


 Robert,
 
 We are using getOrCreateStateSet()-setRenderBinDetails. What 
 we have is
 this:
 
 osg::group1-osg::group2-osg::group3-osg::geode-osg::geomet
 ry, where
 group3 contains multiple geode-geometry children.
 
 group3 has setRenderBinDetails called without specifying 
 INHERIT_RENDERBIN_DETAILS, Which means it is setting to 
 USE_RENDERBIN_DETAILS by default, correct?
 
 geode has setRenderBinDetails called, specifying 
 INHERIT_RENDERBIN_DETAILS.
 
 None of the other stuff has renderbin details set in the 
 statesets, HOWEVER, there may be other statesets in the chain 
 that do exist (I call getOrCreate). Maybe they all exist 
 regardless of whether I call getOrCreate, but I am not sure of this.
 
 The geode/geometry subtrees also have a texture associated with them.
 They also have GL_DEPTH_TEST disabled, so that we should see 
 the most recently drawn (highest renderbin #) when two 
 geometries overlap or would normally conceal one another. 
 This is not what's happenning however. Any ideas why this 
 might be the case? I have been over the code and I'm quite 
 sure that I've described the situation more accurately.
 
 John Argentieri
 Software Engineer
 GENERAL DYNAMICS
 C4 Systems
 (407) 281-5568
 [EMAIL PROTECTED]

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Re: [osg-users] INHERIT_RENDERBIN_DETAILS

2007-12-14 Thread Argentieri, John-P63223
Robert,

We are using getOrCreateStateSet()-setRenderBinDetails. What we have is
this:

osg::group1-osg::group2-osg::group3-osg::geode-osg::geometry, where
group3 contains multiple geode-geometry children.

group3 has setRenderBinDetails called without specifying
INHERIT_RENDERBIN_DETAILS,
Which means it is setting to USE_RENDERBIN_DETAILS by default, correct?

geode has setRenderBinDetails called, specifying
INHERIT_RENDERBIN_DETAILS.

None of the other stuff has renderbin details set in the statesets,
HOWEVER, there may be other statesets in the chain that do exist (I call
getOrCreate). Maybe they all exist regardless of whether I call
getOrCreate, but I am not sure of this.

The geode/geometry subtrees also have a texture associated with them.
They also have GL_DEPTH_TEST disabled, so that we should see the most
recently drawn (highest renderbin #) when two geometries overlap or
would normally conceal one another. This is not what's happenning
however. Any ideas why this might be the case? I have been over the code
and I'm quite sure that I've described the situation more accurately.

John Argentieri
Software Engineer
GENERAL DYNAMICS
C4 Systems 
(407) 281-5568
[EMAIL PROTECTED]

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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, December 12, 2007 2:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] INHERIT_RENDERBIN_DETAILS

Hi John

I'm afraid there is too little info provided to know what might be up
and how to fix it.  StateSet::RenderBinDetails is what should be used to
control overall draw order, but you make not mention of this.

Robert.

On Dec 12, 2007 7:08 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:



 Hello all.

 We are using inherit renderbin details to assign a nested set of
priorities.
 We have a group node with a top-level priority which contains several 
 geodes with priorities using the inherit flag. Each of the geodes has 
 a textured polygon geometry. We want to have the polygons depth test 
 disabled and drawn in a certain order so that they will show the last
drawn on top.

 OSG is not drawing these in order as it should. Any ideas what the 
 problem might be? We haven't used the override renderbin details flag 
 anywhere, so it is bizarre that things are happening this way. We can 
 turn on blending and lower the alphas and see that both our polygons
are there.

 John Argentieri
 Software Engineer
 GENERAL DYNAMICS
 C4 Systems
 (407) 281-5568
 [EMAIL PROTECTED]

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 you are not an intended recipient, please contact the sender by reply 
 email and destroy all copies of the original message.
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Re: [osg-users] INHERIT_RENDERBIN_DETAILS

2007-12-14 Thread Argentieri, John-P63223
Paul,

That's not so easy to do, but I will try to create an osgViewer app that
hard-codes a scenegraph that duplicates the behaviors we're seeing over
the weekend so I can provide the osg file. Right now we are using
osgUtil::SceneViews, and not osgViewer.

Thanks.
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Friday, December 14, 2007 11:20 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] INHERIT_RENDERBIN_DETAILS

Hi John -- Can you post an .osg file that demonstrates the problem in
osgviewer?
   -Paul


 Robert,
 
 We are using getOrCreateStateSet()-setRenderBinDetails. What we have 
 is
 this:
 
 osg::group1-osg::group2-osg::group3-osg::geode-osg::geomet
 ry, where
 group3 contains multiple geode-geometry children.
 
 group3 has setRenderBinDetails called without specifying 
 INHERIT_RENDERBIN_DETAILS, Which means it is setting to 
 USE_RENDERBIN_DETAILS by default, correct?
 
 geode has setRenderBinDetails called, specifying 
 INHERIT_RENDERBIN_DETAILS.
 
 None of the other stuff has renderbin details set in the statesets, 
 HOWEVER, there may be other statesets in the chain that do exist (I 
 call getOrCreate). Maybe they all exist regardless of whether I call 
 getOrCreate, but I am not sure of this.
 
 The geode/geometry subtrees also have a texture associated with them.
 They also have GL_DEPTH_TEST disabled, so that we should see the most 
 recently drawn (highest renderbin #) when two geometries overlap or 
 would normally conceal one another.
 This is not what's happenning however. Any ideas why this might be the

 case? I have been over the code and I'm quite sure that I've described

 the situation more accurately.
 
 John Argentieri
 Software Engineer
 GENERAL DYNAMICS
 C4 Systems
 (407) 281-5568
 [EMAIL PROTECTED]

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Re: [osg-users] INHERIT_RENDERBIN_DETAILS

2007-12-14 Thread Paul Martz
 Paul,
 
 That's not so easy to do, but I will try to create an 
 osgViewer app that hard-codes a scenegraph that duplicates 
 the behaviors we're seeing over the weekend so I can provide 
 the osg file. Right now we are using osgUtil::SceneViews, and 
 not osgViewer.

Hm. You should be able to just add a call to osgDB::writeNodeFile( foo.osg
) to your existing application and post the output here. You don't need to
use osgViewer to do this.
   -Paul

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Re: [osg-users] What was reasoning behind OSG Z up axis

2007-12-14 Thread Mike Weiblen
Random thoughts:

COLLADA, in an attempt to address this common issue, does provide a flag
to specify which axis to call up.

For applying a static rotation, that was exactly the motivation for the
.rot and .trans pseudoloaders: to adjust coordinate systems via data
filenames rather than code or special flags in every plugin.

Eg: osgviewer mydata.anyformat.0,0,-90.rot

Cheers
-- mew



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Roger James
 Sent: Friday, December 14, 2007 7:51 AM
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] What was reasoning behind OSG Z up axis
 
 You are spot on there Robert.
 
 Most of the plugins result in a Z up model on input because they pass
 the
 vertex data through unchanged from their native Z up environment.
 
 The only one I know from memory that does a flip is the obj loader
 although
 that can be suppressed by a noRotation option. Does anyone know of
 any
 others?
 
 Would it be a good idea if I put static transforms in the ac and dae
 plugins
 which are by default Y up and had this behaviour controlled by a
 noRotation parameter? This could be made standard across other
 plugins
 that know when their data is not Z up. Users (like me) who have
 viewing
 environments that are Y up by default could then have the option to
 specify
 that parameter and avoid having to put in an extra transform to flip
 the
 models back to their original orientation.
 
 Ah well  maybe next year!
 
 Roger
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users-
  [EMAIL PROTECTED] On Behalf Of Robert Osfield
  Sent: 14 December 2007 11:30
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] What was reasoning behind OSG Z up axis
 
  Hi Roger,
 
  Which way is up for the plugins can be plugin specific, but it can
  also be down to individual modeller and the convention they use.
For
  instance terrapage and OpenFlight you can pretty well guarantee that
  they'll come in Z up as that the convention used in the modelling
  programs and the industry they are tied to.  With other modelling
  packages the convention is often far less regulated.  My guess
 systems
  that deal with whole worlds rather than individual artifacts will be
  more regulated in orientation.
 
  Robert.
 
 
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Re: [osg-users] INHERIT_RENDERBIN_DETAILS

2007-12-14 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Tim Moore wrote:
 Argentieri, John-P63223 wrote:

 osg::group1-osg::group2-osg::group3-osg::geode-osg::geometry, where
 group3 contains multiple geode-geometry children.

...
 If you want the geodes to be drawn in a relative order, you have to 
 setRenderBinDetails
 on them too, with the appropriate number in the order. It doesn't sound like 
 you're
 doing that.

That wasn't very clear. I meant setRenderBinDetails on their StateSets.

Tim
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Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

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[osg-users] Asynchronous file loading via DatabasePager questions

2007-12-14 Thread Colin Branch
Hi all,

What I'm trying to do:
Asynchronous model loading using OSG 2.2

How I'm currently doing it:
I'm trying to use the Database Pager's requestNodeFile.

I created a new node class that I can add (as well as place temporary 
objects) that I can add and will stay in the scene.

class DtDelayedModelNode : public osg::Group
{
...
DtDelayedModelNode(const std::string filename, osgDB::DatabasePager* 
pager) : osg::Group()
{
osg::FrameStamp fs;
fs.setFrameNumber(INT_MAX);
pager-requestNodeFile(filename,this,1.0,fs);
}
...
};

Problems:
#1 Very limited documentation of the Pager class and no example on how 
to use it.   I've searched the osgusers archive but haven't found 
anything too helpful, the 1.x examples don't seem relevant anymore.
#2 Occasional texture corruption.  This is difficult to reproduce 
however it appears that sometimes the width of the texture is 1px 
creating a streaking effect.
#3 Certain actions cause the main app to lock, for example bringing up 
the Stats HUD.

Questions:
Is the Database Pager the proper way to be doing this?

Are their any good examples using the Database Pager using OSG 2.x?

What if any calls should I make to the pager around frame() (ie it 
doesn't appear that startFrame endFrame are needed, any other calls)?

The value of the frame stamp appears to control deletion of requests. Ie 
if I pass in the current frame stamp, the model is actually deleted in 
compileGLObjects. Unless I set it to some value in the future (currently 
using INT_MAX) I can't guarantee it will load. Could someone explain the 
purpose of the framestamp and the proper usage?

Is there anyway to get status feedback while a file loads?

Thanks,
Colin
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Re: [osg-users] INHERIT_RENDERBIN_DETAILS

2007-12-14 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Argentieri, John-P63223 wrote:
 Robert,
 
 We are using getOrCreateStateSet()-setRenderBinDetails. What we have is
 this:
 
 osg::group1-osg::group2-osg::group3-osg::geode-osg::geometry, where
 group3 contains multiple geode-geometry children.
 
 group3 has setRenderBinDetails called without specifying
 INHERIT_RENDERBIN_DETAILS,
 Which means it is setting to USE_RENDERBIN_DETAILS by default, correct?
 
 geode has setRenderBinDetails called, specifying
 INHERIT_RENDERBIN_DETAILS.
 
 None of the other stuff has renderbin details set in the statesets,
 HOWEVER, there may be other statesets in the chain that do exist (I call
 getOrCreate). Maybe they all exist regardless of whether I call
 getOrCreate, but I am not sure of this.
 
 The geode/geometry subtrees also have a texture associated with them.
 They also have GL_DEPTH_TEST disabled, so that we should see the most
 recently drawn (highest renderbin #) when two geometries overlap or
 would normally conceal one another. This is not what's happenning
 however. Any ideas why this might be the case? I have been over the code
 and I'm quite sure that I've described the situation more accurately.

If you want the geodes to be drawn in a relative order, you have to 
setRenderBinDetails
on them too, with the appropriate number in the order. It doesn't sound like 
you're
doing that.

Tim
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

iD8DBQFHYrHBeDhWHdXrDRURAq0qAKDEB9PWXr85UIIdR6own7bIQTfA+QCg3ovt
XfwXEcua0KfRfP4X/M5paIc=
=vFy+
-END PGP SIGNATURE-
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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-14 Thread Paul Martz
Let me throw out some ideas, which Bob and I have discussed in the past and
also mentioned here on osg-users...

 * The reference manual, as it stands today, contains some nice
supplementary material, but in essence it's Doxygen output from the source
code. We could beef up the source code comments for classes and functions,
and contribute this back to osg-submissions. This would improve future
versions of the ref man. This is a big job and seems worthwhile only if we
focus our efforts on stable functionality.

 * The existing ref man documents osg, osgDB, and osgUtil. We could expand
this series to include similar reference material for things like the
NodeKits (osgText, osgSim, osgParticle), using OSG in windowing systems
(osgViewer, osgManipulator, osgGA), etc.

 * We could embark on the much-promised and long-awaited Programming
Guide. Again, this is a big job and only seems worthwhile if we focus our
efforts on stable features.

 * We could spend time writing short whitepapers on various OSG topics,
similar to Don's useful document on reference-counted memory. We could sell
these as PDFs for a couple dollars a pop or something, depending on scope.
Possible topics would include rendering order with RenderBins, deriving your
own Nodes, Drawables, or StateAttributes, platform-specific topics,
resolving build and installation issues, using the Geometry class,
performance issues, etc etc, the list is essentially endless.

 * Any other suggestions for documentation?

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466




 let me pile on and say i'm thrilled we're done with this too. :)
 
 i'd also ask of all those users out there who are interested 
 in better documentation to send us an email: 
 [EMAIL PROTECTED] - tell us what would is most important to 
 you in our next book. what you'd like to see, what you think 
 needs more elaboration, etc.
 
 we're very interested in ensuring that these books are 
 relevant, focused, and good, and that we increase overall 
 goodness of the documentation and tools available to osg users.
 
 thanks!
 bob
 
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Re: [osg-users] What was reasoning behind OSG Z up axis

2007-12-14 Thread Roger James
Mike,

For information, my latest collada plugin submission makes the axis
orientation, units and scaling information available to callers via
parameters passed back by the reader.

Roger

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Mike Weiblen
 Sent: 14 December 2007 16:35
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] What was reasoning behind OSG Z up axis
 
 Random thoughts:
 
 COLLADA, in an attempt to address this common issue, does provide a flag
 to specify which axis to call up.
 
 For applying a static rotation, that was exactly the motivation for the
 .rot and .trans pseudoloaders: to adjust coordinate systems via data
 filenames rather than code or special flags in every plugin.
 
 Eg: osgviewer mydata.anyformat.0,0,-90.rot
 
 Cheers
 -- mew
 

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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-14 Thread John Donovan
Paul Martz wrote:
  * We could spend time writing short whitepapers on various OSG topics,

I'd be very much in favour of this form of documentation.
It allows users to pick and choose which papers to read, without having to buy
lots of doxygen output or stuff they already know.
Domain experts could write a paper, with maybe a editor-in-chief to ensure
consistency. Admittedly I can see most of this work just coming down to two or
three people, but the potential is there. Or maybe the domain expert could just
write some notes and someone could be employed as a ghost-writer; this might be
attractive to foreign users.
Once enough have been written, they could be compiled into a paper book as a
sort of OSG Gems.
This is something of a Utopian vision I admit, my experience tells me it
wouldn't work out like this; but it'd be a reasonable idea to aim for.
Incidentally, my offer to proof-read still stands.

-JD


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Re: [osg-users] Asynchronous file loading via DatabasePager questions

2007-12-14 Thread Thrall, Bryan
Colin Branch wrote on Friday, December 14, 2007 10:30 AM:
 Hi all,
 
 What I'm trying to do:
 Asynchronous model loading using OSG 2.2
 
 How I'm currently doing it:
 I'm trying to use the Database Pager's requestNodeFile.
 
 I created a new node class that I can add (as well as place temporary
 objects) that I can add and will stay in the scene.
 
 class DtDelayedModelNode : public osg::Group
 {
 ...
 DtDelayedModelNode(const std::string filename, osgDB::DatabasePager*
 pager) : osg::Group()
 {
 osg::FrameStamp fs;
 fs.setFrameNumber(INT_MAX);
 pager-requestNodeFile(filename,this,1.0,fs);
 }
 ...
 };

I'm not sure what you're trying to do. It looks like you just want to be
able to load a file when needed rather than right away. Couldn't you
just use osg::ProxyNode or osg::PagedLOD?

 What if any calls should I make to the pager around frame() (ie it
 doesn't appear that startFrame endFrame are needed, any other calls)?

If you are using osgViewer or osgProducer, then everything should happen
automatically; they do all the necessary DatabasePager handling for you.

 The value of the frame stamp appears to control deletion of requests.
 Ie if I pass in the current frame stamp, the model is actually
 deleted in compileGLObjects. Unless I set it to some value in the
 future (currently using INT_MAX) I can't guarantee it will load.
 Could someone explain the purpose of the framestamp and the proper
 usage? 

You don't actually need to pass in a FrameStamp, but if you do, then the
DatabasePager uses it to see how long it's been since the last time a
particular file was requested. If it's been too many frames since the
file request, then the DatabasePager assumes the request is out of date
and discards it. Note also that this behavior is dependent on startFrame
and endFrame.

 Is there anyway to get status feedback while a file loads?

Not at present.

-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Jeremy Moles
I would just like to jump in here and say I'm also having font problems
w/ SVN as of either yesterday or the day before. My problems aren't like
the ones Paul is seeing, but they're definitely new differences that
weren't there Tuesday...

Attached is a picture of the osghudlabel example from osgHUD. In the
past, the text rendered has been nice and reasonably compact, but now
there is almost an entire row of blank space between real row of text.
This is the case for both my own fonts and the Times font provided w/
OSG.

HOWEVER, this could just be my imagination, but was the font clarity
improved with the recent changes to osgText? Even the spacing is wonky,
I can swear they actually look a little crisper... not subpixel-aligned
(as that would take a minimum of 3 passes so I hear), but still good. :)

On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote:
 Current SVN head seems to have extra-large screen oriented fonts. See
 the attached screen shots. This is on Windows VS8; don't know about
 other platforms? I get the same for screen oriented fonts in the
 osgtext example.
  
 While my failing eyesight certainly appreciates the increased font
 size, I can't help but think this is a bug. :-)
  
 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 303 859 9466
  
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Jeremy Moles
Image attached.

On Fri, 2007-12-14 at 12:53 -0500, Jeremy Moles wrote:
 I would just like to jump in here and say I'm also having font problems
 w/ SVN as of either yesterday or the day before. My problems aren't like
 the ones Paul is seeing, but they're definitely new differences that
 weren't there Tuesday...
 
 Attached is a picture of the osghudlabel example from osgHUD. In the
 past, the text rendered has been nice and reasonably compact, but now
 there is almost an entire row of blank space between real row of text.
 This is the case for both my own fonts and the Times font provided w/
 OSG.
 
 HOWEVER, this could just be my imagination, but was the font clarity
 improved with the recent changes to osgText? Even the spacing is wonky,
 I can swear they actually look a little crisper... not subpixel-aligned
 (as that would take a minimum of 3 passes so I hear), but still good. :)
 
 On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote:
  Current SVN head seems to have extra-large screen oriented fonts. See
  the attached screen shots. This is on Windows VS8; don't know about
  other platforms? I get the same for screen oriented fonts in the
  osgtext example.
   
  While my failing eyesight certainly appreciates the increased font
  size, I can't help but think this is a bug. :-)
   
  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  303 859 9466
   
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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-14 Thread Jean-Sébastien Guay
Hello Bob and Paul,

  * The reference manual, as it stands today, contains some nice
 supplementary material, but in essence it's Doxygen output from the source
 code. We could beef up the source code comments for classes and functions,
 and contribute this back to osg-submissions. This would improve future
 versions of the ref man. This is a big job and seems worthwhile only if we
 focus our efforts on stable functionality.

I'm always in favor of improving the existing online documentation, so  
this is a good idea. Some classes are particularly stark, and  
sometimes it's not clear whether there are preconditions or particular  
formats for variables. You have to kind of try it, and hopefully your  
intuition will be right...

Even for some straight OpenGL things (I was looking at  
osg::PolygonOffset lately, so that one jumps to mind), the arguments  
and units could be documented and typical usage could be discussed...  
Some things are obscure even in OpenGL's documentation.

  * The existing ref man documents osg, osgDB, and osgUtil. We could expand
 this series to include similar reference material for things like the
 NodeKits (osgText, osgSim, osgParticle), using OSG in windowing systems
 (osgViewer, osgManipulator, osgGA), etc.

The latter would be great. I haven't used the former 3 nodekits much  
(yet - apart from the occasional text) so I couldn't say personally if  
I'd find them useful or not.

  * We could spend time writing short whitepapers on various OSG topics,
 similar to Don's useful document on reference-counted memory. We could sell
 these as PDFs for a couple dollars a pop or something, depending on scope.
 Possible topics would include rendering order with RenderBins, deriving your
 own Nodes, Drawables, or StateAttributes, platform-specific topics,
 resolving build and installation issues, using the Geometry class,
 performance issues, etc etc, the list is essentially endless.

As JD mentioned, I think that's a good idea as well. The time required  
for each document would be relatively small, but the focused approach  
means that new users will probably be more inclined to read the ones  
that interest them rather than pour over a huge programming guide.

I'll see if I can think of other things, but this should keep you  
occupied for the better part of the next century don't you think? :-)

Good work, keep it up.

J-S
-- 
__
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Robert Osfield
On Dec 14, 2007 3:18 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hello,

  Is anyone else seeing this issue with the SVN version of the OSG?
 
  My last update was yesterday, and I don't see anything wrong with the
  font size... I'll try to update now and see.

 Nope, still no problem... Sorry to not be of any help, Paul.

Perhaps we have an uninitialized variable lurking in our midst?
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Robert Osfield
Hi Jeremy,

The alignment problem is a known problem that David (the author of the
recent changes to osgText) knows about and will be looking into.

The texture based fonts themselves haven't actually changed apart from
the internals being reworked in terms of the new TexBase class, the
actual rendering process should be the same.

Robert.

On Dec 14, 2007 5:53 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
 I would just like to jump in here and say I'm also having font problems
 w/ SVN as of either yesterday or the day before. My problems aren't like
 the ones Paul is seeing, but they're definitely new differences that
 weren't there Tuesday...

 Attached is a picture of the osghudlabel example from osgHUD. In the
 past, the text rendered has been nice and reasonably compact, but now
 there is almost an entire row of blank space between real row of text.
 This is the case for both my own fonts and the Times font provided w/
 OSG.

 HOWEVER, this could just be my imagination, but was the font clarity
 improved with the recent changes to osgText? Even the spacing is wonky,
 I can swear they actually look a little crisper... not subpixel-aligned
 (as that would take a minimum of 3 passes so I hear), but still good. :)


 On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote:
  Current SVN head seems to have extra-large screen oriented fonts. See
  the attached screen shots. This is on Windows VS8; don't know about
  other platforms? I get the same for screen oriented fonts in the
  osgtext example.
 
  While my failing eyesight certainly appreciates the increased font
  size, I can't help but think this is a bug. :-)
 
  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  303 859 9466
 

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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Jeremy Moles

On Fri, 2007-12-14 at 20:23 +, Robert Osfield wrote:
 Hi Jeremy,
 
 The alignment problem is a known problem that David (the author of the
 recent changes to osgText) knows about and will be looking into.
 
 The texture based fonts themselves haven't actually changed apart from
 the internals being reworked in terms of the new TexBase class, the
 actual rendering process should be the same.

Alas, my once-believedly infallible eyes fail me. :)

Maybe they were confused by the extra space...

 Robert.
 
 On Dec 14, 2007 5:53 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
  I would just like to jump in here and say I'm also having font problems
  w/ SVN as of either yesterday or the day before. My problems aren't like
  the ones Paul is seeing, but they're definitely new differences that
  weren't there Tuesday...
 
  Attached is a picture of the osghudlabel example from osgHUD. In the
  past, the text rendered has been nice and reasonably compact, but now
  there is almost an entire row of blank space between real row of text.
  This is the case for both my own fonts and the Times font provided w/
  OSG.
 
  HOWEVER, this could just be my imagination, but was the font clarity
  improved with the recent changes to osgText? Even the spacing is wonky,
  I can swear they actually look a little crisper... not subpixel-aligned
  (as that would take a minimum of 3 passes so I hear), but still good. :)
 
 
  On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote:
   Current SVN head seems to have extra-large screen oriented fonts. See
   the attached screen shots. This is on Windows VS8; don't know about
   other platforms? I get the same for screen oriented fonts in the
   osgtext example.
  
   While my failing eyesight certainly appreciates the increased font
   size, I can't help but think this is a bug. :-)
  
   Paul Martz
   Skew Matrix Software LLC
   http://www.skew-matrix.com
   303 859 9466
  
 
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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-14 Thread Lucas Goss
I started checking this library out but haven't responded yet as OSG
has been running slow for me (seemed to conflict with compiz and set
resolution doesn't seem to work on linux). But I was actually just
getting ready to start a GUI library for OSG, but looks like you've
beat me to it, haha. :)

  1) Constructions like not and and or aren't recognised by
  MS .NET 7.1 out of the box; I had to replace them all with !,  etc

 This is pretty frustrating, because I'm about 99% sure these are
 acceptable C++ keywords. They look about a thousand times better in the
 code, but if Windows won't support them I'll drop their usage.

Not sure, but I think those are reserved keywords. There may be a way
to enable them in VS.

Currently I'm finishing up a game for a company so I haven't had much
time lately, but I'll try to look at the design so maybe we can get
some discussion about this library going (I have lots of interest in
GUI's). Also if I get some time I'll try to build it on my Mac.

Thanks for contributing,
Lucas
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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-14 Thread Robert Osfield
On Dec 14, 2007 7:59 PM, Zachary Hilbun [EMAIL PROTECTED] wrote:
 To me an API is only as good as it's documentation.

I'd suggest that the OSG is proof that point of view is a perhaps just
a little flawed.

Good documentation but a poor API and implementation don't make for
successful end user applications.

However, with a good API and implementation you do have a least have
chance of making something useful.

I'm not suggesting not having good documentation is not a great thing
to have, obviously great documentation and great API and
implementation is all what a perfect project would be composed of.

From my experience with the OSG project, its the software that solves
the problems at the end of the day, and the majority of contributors
to the OSG and clients who pay for parts of the OSG to be developed
have a problem to solve so they write the code or fund the work to do
it.  One can say write the documentation first then the software, it
might work for you, but so far for the hundreds of contributors to the
OSG this hasn't been the case, the gifts that are given tend to be
source code.

Thankfully there has been exceptions, the QSG was a funded
documentation effort, and there have been efforts like the ref manual
by Paul Martz and Bob Kuehne, but alas the revenue from books does
match the level of effort put in so it is a case of labour of love.
Work on the tutorials, wiki and examples are also gifts to the
community.  However, this work is still in minority - few people have
time to spend on activities that don't directly result in getting
their project deadlines met, and alas few companies have tens of
thousands of dollars to put towards serious documentation efforts.

I do like the idea of small white papers on different topics, small
chunks of documentation are much easier to squeeze in a free day here
or there, than spending many months on a major book.  Coherency with
such works is more difficult though, but still wouldn't detract from
their usefulness.   Personally I'd love to see enough funding to
employ a fulltime technical writer, failing this perhaps part time.

Would companies be prepared to help fund documentation effort?   Such
as by sponsoring or just straight donation?  The amounts we'd need to
find would be ten of thousands of dollars to be able to do do any
significant chunks of work.

Thoughts?
Robert.
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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-14 Thread Lucas Goss
Would it be possible to implement setScreenResolution for X11? Was
it left out because it requires an X11 extension? I have some linux
machines that have older video cards that run the desktop ok at higher
resolutions, but run 3D much faster if the resolution is scaled down.

Lucas
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Re: [osg-users] OSG and DIS

2007-12-14 Thread Judd Tracy
Try looking at Delta 3D.  I think their latest version has DIS support.  
They also support HLA too.

Judd

Robert Hansford wrote:
 Hi all,
 Does anyone have any experience working with the DIS protocol 
 (http://en.wikipedia.org/wiki/Distributed_Interactive_Simulation) or 
 something similar?  I have to rewrite our OSG application to render a 
 scene described/updated via DIS and I'm unsure of the best way to go 
 about it (from a design point of view).

 DIS provides the state information for the various objects in the 
 scene (eg their position, attitude and any degree-of-freedom or other 
 attributes), so I will have to query that information before each 
 frame is rendered.  Presumably the best way to do that is to use the 
 update callbacks for each object, but what resolution should I do it 
 at?  Should I have a single callback for each entity that updates all 
 of it's data, or should each node in the graph callback to the 
 appropriate datum?

 Either way, should I create classes that extend the existing OSG 
 classes (eg a DIS-compatible PAT node, a DIS-compatible DoF node, a 
 DIS-compatible LoD node etc) and then find some way to replace the 
 appropriate instances of those nodes within the models?  Or is there 
 some other way to do it? I've never really looked at this side of OSG 
 before.

 If anyone has done anything similar and wouldn't mind giving some 
 advice, it would be greatly appreciated.

 Thanks in advance

 Rob.
 

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Institute for Simulation and Training
University of Central Florida
407-882-1405


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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Paul Martz
 Next, I'll try taking the 2.2 osgText src and include 
 directories, drop them into my SVN tree, and rebuild. So I'll 
 have the old osgText with the new OSG and 3rd party 
 dependencies. If I can get it to build, that should be a good test.

I put the 2.2 osgText include and src dirs in my svn tree. The results: A
few things didn't compile, as expected: the osgText plugin and the osgtext3D
example both failed to build because of the missing Text3D header. However,
those executables were irrelevant to my testing.

The font size was back to normal in this configuration.

So, although this might be a platform- or even user-specific issue, one
contributing factor is isolated to post-2.2 changed code somewhere in
osgText.

Maybe someone involved in the osgText code changes should take a look? I'm
available to answer questions or try out fixes, but I really do need to get
back to a couple projects that I've ignored while investigating this issue.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466

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[osg-users] osgIntrospection uninitialization

2007-12-14 Thread Emmanuel Roche
Hi everyone,

just a simple request stil on the introspection framework:

I have noticed that the Types and Converters are stored in a static
structure in the Reflection class... and this structure is totally
unaccessible. (Well we could still use Reflection::getTypes() to get the
type map and delete every type one by one after a const cast,  but for the
converters map that's not possible.

The problem with this kind of static structure, is that they are destroyed
only at the very end of your process, and when it comes to profiling
questions this gives a big mess (at least on Windows...) : My profiler
(AQTime 5) is simply considering all the reflection allocations as memory
leaks !...

I guess it would not be a bad idea to add a simple clear static function
to the reflection class to simply delete the static_data member and set it
to NULL. This could even prove useful in [I admit very specific and very
strange] cases where people would want to stop reflecting every types and
restart with new types...

Could some one remind me how to process to submit a code change ? (except if
someone else can add this clear or whatever function directly... it should
only be two lines of code anyway:

void clear() {
  if(_static_data)
  delete _static_data;
  _static_data = 0;
}

regards,

Manu.
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[osg-users] How to change my osg-users mailing list subscription options?

2007-12-14 Thread Jin WZ
How to change my osg-users mailing list subscription options? I want to get 
MIME digests. 

The URL: http://openscenegraph.net/mailman/options/osg-users/ncutjwz%40sina.com 
Can Not be Found.


- Original Message - 
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, March 25, 2007 10:12 PM
Subject: Welcome to the osg-users mailing list (Digest mode)


 Welcome to the [EMAIL PROTECTED] mailing list!
 
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Re: [osg-users] How to change my osg-users mailing list subscription options?

2007-12-14 Thread Jean-Sébastien Guay
Hello Jin,

 How to change my osg-users mailing list subscription options? I want  
  to get MIME digests.

[...]

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See the link there? It's at the bottom of every post! :-)

The mail you quoted was the old one, with the old server address...  
You probably got a new one when the server was switched over. Also,  
going to www.openscenegraph.org and clicking on Mailing Lists in the  
menu on the right would have gotten you to the right place. But try  
the address above, it should work for you.

J-S
-- 
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[osg-users] unresolved externals

2007-12-14 Thread Emre Koc
I downloaded and compiled FreeType library but it did not solve my problem,
it still gives this error both in Release and Debug compile

Error2error LNK2019: unresolved external symbol _FT_Outline_Get_BBox
referenced in function protected: void __thiscall
FreeTypeFont3D::init(void) ([EMAIL PROTECTED]@@IAEXXZ)
FreeTypeFont3D.obj
Error3fatal error LNK1120: 1 unresolved externals
 E:\OpenSceneGraph
Source\OpenSceneGraph\built\lib\Release\..\..\bin\osgPlugins-
2.2.0\osgdb_freetype.dll


Does anyone know how to solve this problem?

Thanks in advance,

/emre
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Re: [osg-users] readFontFile possible bug

2007-12-14 Thread sherman wilcox
I performed my tests using the SVN trunk of OSG (as about 2 hours ago)

Here are some of the log messages:

Warning: Could not find plugin to read objects from file
c:/system/earth/earth_L2_X1_Y0_subtile.ive.
Error r e.a.d.i.n ga nfoitlhee:r  DeartraoIrn pcuotdSet rmeanesa
mt:h:arte atdhUeI nfto(n)t:  fiFlaei lceodu ltdo  nroet
add unsign
ed in t. .v..a lbuee .
opened, read or simply that it is broken..d
Warning: Could not find plugin to read objects from file
c:/system/earth/earth_L2_X0_Y1_subtile.ive.
WarnEinrgr:o rC oruelda dniontg  ffiinlde :p lDuagtianI ntpou
trSetarde aomb:j:ercetasd UfIrnotm( )f:i lFea ilCe:d\ tWo
 irnedaodw su\Fonnstisg\nteidme s.itnttf v.alue
.
Warning: Could not find plugin to read objects from file
c:/system/earth/earth_L3_X2_Y2_subtile.ive.
Error reading file:  D.a.t.a.I napnuottShterre aemr:r:orre acdoUdIen
tm(e)a:n sF atihlaetd  tthoe  rfeoandt  ufnislieg n
ceodu lidn tn ovtadlue.

  be opened, read or simply that it is broken..d
Warning: Could not find plugin to read objects from file
c:/system/earth/earth_L2_X0_Y1_subtile.ive.
WarniEnrgr:o rC orueladd innogt  ffiilned:  pDlautgaiInnp uttoS
trreeaadm :o:brjeeacdtUsI nftr(o)m:  fFialiel edC :t\oW
 rienaddo wusn\sFiognntesd\ tiinmte sv.atltufe..

Warning: Could not find plugin to read objects from file
c:/system/earth/earth_L3_X2_Y2_subtile.ive.
 E.r.r..o ra nroetahdeirn ge rfriolre :co dDea tmaeIannpsu ttShtarte
atmh:e: rfeoandtU Ifnitl(e) : cFoauillde dn ottod r

ead unsigned i n.t. .v.a lbuee .o
pened, read or simply that it is broken..d
Warning: Could not find plugin to read objects from file
c:/system/earth/earth_L2_X1_Y0_subtile.ive.
WarniEnrgr:o rC oreualddi nngo tf iflien:d  DpaltuagIinn ptutoS
rteraeda mo:b:jreecatdsU Ifnrto(m) :f iFlaei leCd: \tWo
i nrdeowasd\ Fuonnstisg\nteidm eisn.tt tvfal.ue.

Warning: Could not find plugin to read objects from file
c:/system/earth/earth_L2_X0_Y1_subtile.ive.
Error readin g. .f.i.l ea:n oDtahtearI neprurtoSrt rceoadme:
:meraenasd UtIhnatt( )t:h eF afiolnetd  ftiol er ecaodu lud
n sniotgdn
ed int v a.l.u.e. be o.pen
ed, read or simply that it is broken..d
Warning: Could not find plugin to read objects from file
c:/system/earth/earth_L3_X2_Y2_subtile.ive.
WarnEirnrg:o rC orueladd innogt  ffiilned: p lDuagtianI ntpou trSead
torbejaemc:t:sr efarodmU Ifnitl(e) : FCa:i\lWeidn
dtowos \rFeoadn tusn\stiigmneesd. titnft .va
lue.



On Dec 14, 2007 2:13 PM, Robert Osfield [EMAIL PROTECTED] wrote:
 Hi Sherman,

 On Dec 14, 2007 3:15 PM, sherman wilcox [EMAIL PROTECTED] wrote:
  Robert, I'm not so sure the multi-threading issue is resolved. I
  wasn't getting simple GPU stalls. The database pager would stop
  working after several of these stalls. By stop working I don't mean
  interruptions with resumption. That database pager would not come back
  at all. Also, the log messages to screen was strange. Some were
  garbled messages and mentioned that it could no longer find plugins,
  etc. The inability to find plugins could explain the database pager,
  but the question then becomes why does running background threads dump
  plugins and trash log output?

 OK. This does sounds like more than just a plain stall, all I was able
 to do was recreate the stall.  Could you capture the error messages
 and post them?

 As for a thread dumping plugins etc. This suggest to be that the
 Registry is getting corrupted for some reason, but who knows, this is
 all pretty new in style of problem than we've seen before.


 Robert.
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Re: [osg-users] unresolved externals

2007-12-14 Thread Jean-Sébastien Guay
Hello Emre,

 I downloaded and compiled FreeType library but it did not solve my problem,
 it still gives this error both in Release and Debug compile

You did not need to download and compile it, just download the new 3rd  
party bundle from Mike Weiblen's SVN:

https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1/

or

https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs71/

Then, and this is important, you need to re-do the CMake config. Either

A) Delete your CMakeCache.txt file and then re-run CMakeSetup so it  
will detect
the correct library names. Or

B) Start CMakeSetup, enable Show Advanced Values, and change them manually.
From memory, the ones that need changing are:

PNG_LIBRARY= libpng.lib   -- libpng13.lib
PNG_LIBRARY_DEBUG  = libpngd.lib  -- libpng13d.lib
FREETYPE_LIBRARY   = libfreetype219.lib   -- libfreetype235.lib
FREETYPE_LIBRARY_DEBUG = libfreetype219_D.lib -- libfreetype235_D.lib
ZLIB_LIBRARY   = zlib.lib -- zlib1.lib
ZLIB_LIBRARY_DEBUG = zlibd.lib-- zlib1d.lib

(but double-check with the contents of 3rdParty/lib to be sure  
that all your
libraries have the right names)

Hope this helps,

J-S
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