Re: [osg-users] Which version of the Collada DOM does OSG use?

2008-01-04 Thread Anders Backman
Well, it should be the latest (svn), however, the CMakeLists.txt for the
collada plugin is somewhat outdated.

Im still waiting for a response on my emails regarding this, as I (for the
last 4-5months) have to patch the cmakefile to build the osgplugin under
windows.

/Anders

On Jan 4, 2008 2:50 AM, [EMAIL PROTECTED] wrote:

 I'm trying to reply to an issue raised by someone regarding Collada
 support in OSG:
 http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263

 I made some changes to the Collada DOM that may require a few tweaks in
 client applications such as OSG's Collada plugin. Dilian reported that
 the changes broke the plugin. This raises the question of exactly what
 version of the DOM you're supposed to build OSG's Collada plugin
 against. Is it expected that the plugin will use the last official
 release of the DOM (which is version 1.3 from March 2007), or does the
 plugin require the latest development version of the DOM?

 When I went looking through the OSG sources to figure things out, I
 found something odd: the CMakeLists.txt file for the Collada plugin
 seems to have the Windows build using DOM 1.3 (there's a reference to
 collada_STLDatabase, which no longer exists in the latest version) and
 the non-Windows build seems to use the latest development version of the
 DOM (there's a reference to libpcre, which is only required by the
 latest development version of the DOM). I'm confused about what I should
 do to fix things in the Collada plugin.

 Steve

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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/~andersb
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[osg-users] Build error

2008-01-04 Thread Adrian Egli
Visual Studio 7.1 build error , whats going on, i did a rebuild of the
freetype two weeks ago

-- Build started: Project: osgText, Configuration: Release Win32 --

Linking...
   Creating library
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\lib\Release\..\osgText.lib and
object C:\dev\OpenSceneGraphSVN\OpenSceneGraph\lib\Release\..\osgText.exp
Font3D.obj : error LNK2001: unresolved external symbol public: virtual
class osgText::Font::Glyph * __thiscall osgText::Font::getGlyph(unsigned
int) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@[EMAIL PROTECTED])
FadeText.obj : error LNK2001: unresolved external symbol public: virtual
class osgText::Font::Glyph * __thiscall osgText::Font::getGlyph(unsigned
int) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@[EMAIL PROTECTED])
Font3D.obj : error LNK2001: unresolved external symbol public: virtual
class osg::Vec2f __thiscall osgText::Font::getKerning(unsigned int,unsigned
int,enum osgText::KerningType) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@@
[EMAIL PROTECTED]@@Z)
FadeText.obj : error LNK2001: unresolved external symbol public: virtual
class osg::Vec2f __thiscall osgText::Font::getKerning(unsigned int,unsigned
int,enum osgText::KerningType) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@@
[EMAIL PROTECTED]@@Z)
Font3D.obj : error LNK2001: unresolved external symbol public: virtual void
__thiscall osgText::Font::setFontResolution(unsigned int,unsigned int)
([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED])
FadeText.obj : error LNK2001: unresolved external symbol public: virtual
void __thiscall osgText::Font::setFontResolution(unsigned int,unsigned int)
([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED])
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\lib\Release\..\..\bin\osg26-
osgText.dll : fatal error LNK1120: 3 unresolved externals


-- 

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Re: [osg-users] gl_fragcolor.w

2008-01-04 Thread hermens
Hi again.
 
I found the setMode( GL_BLEND, osg::StateAttribute::ON )
 
Now it works!  Thanks a lot for the quick hint Robert.
 
Regards,
 
Hilmar.
 
 
 


Von: [EMAIL PROTECTED] im Auftrag von Robert Osfield
Gesendet: Do 03.01.2008 21:09
An: OpenSceneGraph Users
Betreff: Re: [osg-users] gl_fragcolor.w



Have you enabled blending?

On Jan 3, 2008 5:51 PM, hermens [EMAIL PROTECTED] wrote:


 Hi all.

 I implemented a water shader in a little demo. Everything looks fine but i
 can't get the alpha of the gl_FragColor to work.

 I also looked in the osgshaders example but there is the same problem. For
 example if I change the gl_FragColor in file blocky.frag to gl_FragColor =
 vec4 (color, 0.2) i don't see any difference.

 Any reasons why?

 Thanks in advance,

 Hilmar.
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Re: [osg-users] Which version of the Collada DOM does OSG use?

2008-01-04 Thread Robert Osfield
HI Anders,

On Jan 4, 2008 8:34 AM, Anders Backman [EMAIL PROTECTED] wrote:
 Well, it should be the latest (svn), however, the CMakeLists.txt for the
 collada plugin is somewhat outdated.

 Im still waiting for a response on my emails regarding this, as I (for the
 last 4-5months) have to patch the cmakefile to build the osgplugin under
 windows.

I believe did reply.  From what I recall I was concerned before that
your changes would fix the build on your setup but break it on others
so the changes wasn't merged.  There have been changes to the COLLADA
CMakeLists.txt file so could you reviewing this and then put forward
any suggestions to amendments.

Robert.
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Re: [osg-users] new osg installation blank screen on nvidia

2008-01-04 Thread Robert Osfield
Hi Stewart,

On Jan 3, 2008 9:27 PM, Stewart Andreason [EMAIL PROTECTED] wrote:
 It did not compile those versions of osgviewer. I don't see an obvious
 line in the CMakeCache.txt to provide the needed hint.

The osgviewerSDL and osgviewerGLUT example will be compiled is you
enable compilation of the examples and you have SDL or GLUT developer
libraries installed.   If you do go on to install them just remove the
CMakeCache.txt and then run ./configure once more, then run ccmake .
to enable the build of the examples.


FYI, To edit the compile options all you need to do is run:

  ccmake .

And it'll bring up a GUI within the console that you can browse and
toggle the various options, use this in preference to trying to make
sense of the CMakeCache.txt file.

 No other OSG versions have ever been installed, unless I count this one
 2 days ago, before trying to recompile, from a clean directory, with
 debug and examples enabled.

If you do plan to use the debug version add a d to the end of the
application name, so run osgviewerd etc.  The d addition is simply a
way of differentiating the different debug and release versions in a
way that is consistent across all platforms.

For you own investigation I don't think debug will help too much so
just stick with the release build.  The most likely route of the
problems will be outwith the OSG, relating to the OpenGL driver and/or
window manager.

As a word of encouragement, I spend development almost exclusively
under Linux - right now Kubuntu, but have used various flavours before
this without problems, but I haven't used Slackware though.  The last
time we did a poll around 40% of the OSG user base also develop under
Linux, I suspect this figure is even higher now.  This all points the
OSG having a great deal of exposure and testing under Linux, the vast
majority of Linux are able just to compile, install and run without
issues.

Checking your original post, you are using a 2.4.x kernel, which is
pretty old now as in the gcc version.  Perhaps there are issues with
mixing the NVidia OpenGL driver with an old setup.  Are chance you
grab one of the latest Linux distributions, some of them are very
slick, Linux has come a long way over the past few years.

Robert.
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Re: [osg-users] Which version of the Collada DOM does OSG use?

2008-01-04 Thread Robert Osfield
Hi Steven,

The SVN version of the OSG compiles just fine with 1.4.1, I'm afraid I
can't recall the situation with the other versions of the OSG.   Which
version of the OSG are you interested in?

Robert.

On Jan 4, 2008 1:50 AM,  [EMAIL PROTECTED] wrote:
 I'm trying to reply to an issue raised by someone regarding Collada
 support in OSG:
 http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263

 I made some changes to the Collada DOM that may require a few tweaks in
 client applications such as OSG's Collada plugin. Dilian reported that
 the changes broke the plugin. This raises the question of exactly what
 version of the DOM you're supposed to build OSG's Collada plugin
 against. Is it expected that the plugin will use the last official
 release of the DOM (which is version 1.3 from March 2007), or does the
 plugin require the latest development version of the DOM?

 When I went looking through the OSG sources to figure things out, I
 found something odd: the CMakeLists.txt file for the Collada plugin
 seems to have the Windows build using DOM 1.3 (there's a reference to
 collada_STLDatabase, which no longer exists in the latest version) and
 the non-Windows build seems to use the latest development version of the
 DOM (there's a reference to libpcre, which is only required by the
 latest development version of the DOM). I'm confused about what I should
 do to fix things in the Collada plugin.

 Steve

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[osg-users] OpenSceneGraph-2.3.1 dev release tagged.

2008-01-04 Thread Robert Osfield
Hi All,

This morning I tagged the OpenScenGraph-2.3.1 developer release:

   http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases

* OpenSceneGraph-2.3.1, released on 4th January 2008. Changes
include : new OcclusionQueryNode which supports the OpenGL occlusion
query extension, OpenFlight continuation record support, Bug and typo
fixes.

source package : OpenSceneGraph-2.3.1.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.1
OpenSceneGraph


Have fun!
Robert.
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[osg-users] Bizarre crash

2008-01-04 Thread Renan Mendes
Hi,

The most bizarre happened in my application during tests. When I open
the prompt window to check some printed data, the program crashes and
Windows closes it automatically. The most weird thing is that when I don't
select the prompt window on the task bar, my application runs perfectly. But
if I do the same actions and select the prompt window on the task bar, the
program stops working...

Any ideas?

   Thanks,

 Renan M Z Mendes
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Re: [osg-users] Problem with .3ds files.

2008-01-04 Thread Robert Osfield
On Jan 4, 2008 2:54 PM, deepti g [EMAIL PROTECTED] wrote:
 Hi
 3ds does not support textures.

3ds *does* support textures, not the full range of different types of
texture setup over 3DS MAX, but it does at least support single
texture unit texturing just fine.

As for this particular problem, colour changes when OpenGL lighting is
switched off suggest a difference in the models setting for materials
vs colours assigned to the geometries themselves.  When lighting is
switched off the colour comes entirely from the colour arrays assigned
to the geometries in the scene.


Robert.
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Re: [osg-users] Build error

2008-01-04 Thread Adrian Egli
Thanks Robert,

i got some problems with the SVN. now it's fine.

/adegli

2008/1/4, Robert Osfield [EMAIL PROTECTED]:

 Hi Adrian,

 The method signatures that your link are looking for are now replaced,
 I changed the parameters passed in to these methods.  As far as I'm
 aware all headers and source files now match up and compile fine.
 Could you make sure you are using the latest SVN version and do a
 clean build.

 Robert.

 On Jan 4, 2008 8:37 AM, Adrian Egli [EMAIL PROTECTED] wrote:
  Visual Studio 7.1 build error , whats going on, i did a rebuild of the
  freetype two weeks ago
 
  -- Build started: Project: osgText, Configuration: Release Win32
 --
 
  Linking...
 Creating library
  C:\dev\OpenSceneGraphSVN\OpenSceneGraph\lib\Release\..\osgText.lib and
  object
 C:\dev\OpenSceneGraphSVN\OpenSceneGraph\lib\Release\..\osgText.exp
  Font3D.obj : error LNK2001: unresolved external symbol public: virtual
  class osgText::Font::Glyph * __thiscall osgText::Font::getGlyph(unsigned
  int) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@[EMAIL PROTECTED])
  FadeText.obj : error LNK2001: unresolved external symbol public:
 virtual
  class osgText::Font::Glyph * __thiscall osgText::Font::getGlyph(unsigned
  int) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@[EMAIL PROTECTED])
  Font3D.obj : error LNK2001: unresolved external symbol public: virtual
  class osg::Vec2f __thiscall osgText::Font::getKerning(unsigned
 int,unsigned
  int,enum osgText::KerningType) (?getKerning@
  [EMAIL PROTECTED]@@[EMAIL PROTECTED]@@[EMAIL PROTECTED]@@Z)
  FadeText.obj : error LNK2001: unresolved external symbol public:
 virtual
  class osg::Vec2f __thiscall osgText::Font::getKerning(unsigned
 int,unsigned
  int,enum osgText::KerningType) (?getKerning@
  [EMAIL PROTECTED]@@[EMAIL PROTECTED]@@[EMAIL PROTECTED]@@Z)
  Font3D.obj : error LNK2001: unresolved external symbol public: virtual
 void
  __thiscall osgText::Font::setFontResolution(unsigned int,unsigned int)
  (?setFontResolution@ [EMAIL PROTECTED]@@[EMAIL PROTECTED])
  FadeText.obj : error LNK2001: unresolved external symbol public:
 virtual
  void __thiscall osgText::Font::setFontResolution(unsigned int,unsigned
 int)
  ([EMAIL PROTECTED]@osgText@@ [EMAIL PROTECTED])
  C:\dev\OpenSceneGraphSVN\OpenSceneGraph\lib\Release\..\..\bin\osg26-
 osgText.dll
  : fatal error LNK1120: 3 unresolved externals
 
 
  --
  
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Re: [osg-users] Bizarre crash

2008-01-04 Thread Robert Osfield
On Jan 4, 2008 1:14 PM, Renan Mendes [EMAIL PROTECTED] wrote:
 Hi,

 The most bizarre happened in my application during tests. When I open
 the prompt window to check some printed data, the program crashes and
 Windows closes it automatically. The most weird thing is that when I don't
 select the prompt window on the task bar, my application runs perfectly. But
 if I do the same actions and select the prompt window on the task bar, the
 program stops working...

 Any ideas?

Might I suggest running your app in a debugger and obtain a stack
trace.  Without this I can't imagine anyone being able to guess at
what is causing your app to crash.

Robert.
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Re: [osg-users] Problem with .3ds files.

2008-01-04 Thread deepti g
Hi
3ds does not support textures.If you are using 3dsmax,there is a plugin
called OSGEXP (0.9.4 is the latest one).Install that plugin  and you will be
able to export your 3ds or max file as a .osg/.ive file.A directory by name
images will be created in your with all your textures exported as .tga
files. Now all your textures will get mapped to the model.

Hope this helps
Deepti

On Jan 4, 2008 10:20 AM, omkaranathan r [EMAIL PROTECTED] wrote:

 Hi all,

 I am trying to load some .3ds files in OSG. The model becomes white in
 colour when I turn off the lighting. Is this a known issue with .3ds files
 or is it that I am doing something wrong? I am attaching the .3ds file.

 Thanks
 Om


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Re: [osg-users] Problem with .3ds files.

2008-01-04 Thread Alberto Luaces
El Friday 04 January 2008 11:20:30 omkaranathan r escribió:
 Hi all,

 I am trying to load some .3ds files in OSG. The model becomes white in
 colour when I turn off the lighting. Is this a known issue with .3ds files
 or is it that I am doing something wrong? I am attaching the .3ds file.

 Thanks
 Om

I think it's fine. If you convert the model to a .osg file through the osgconv 
program, you'll see that only materials are defined. When you disable 
lighting, you are discarding OpenGL materials, and using the OpenGL colour 
instead, which is white by default. See on the state set of every part of 
your model:

 StateSet {
DataVariance STATIC
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
Material {
  DataVariance STATIC
  ColorMode OFF
  ambientColor 0 0 0 1
  diffuseColor 0.701961 0.635294 0.576471 1
  specularColor 0 0 0 0.4
  emissionColor 0 0 0 1
  shininess 51.2
}

Alberto
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Re: [osg-users] Which version of the Collada DOM does OSG use?

2008-01-04 Thread Gerrick Bivins
I'm not sure if this is related but I get the following error when
attempting to compile the dae plugin:
/usr/bin/c++   -Dosgdb_dae_EXPORTS   -fPIC
-I/Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/include
-F/System/Library/Frameworks
-I/Users/gbivins/Library/Frameworks/Collada141Dom.framework/Headers
-I/Users/gbivins/Library/Frameworks/Collada141Dom.framework/Headers/1.4
-F/Users/gbivins/Library/Frameworks  -o
src/osgPlugins/dae/CMakeFiles/osgdb_dae.dir/daeRGeometry.o -c
/Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp
/Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp:
In member function 'osg::Node*
osgdae::daeReader::processPolylist(domPolylist*, std::mapdaeElement*,
osgdae::domSourceReader, std::lessdaeElement*,
std::allocatorstd::pairdaeElement* const, osgdae::domSourceReader  )':
/Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp:314:
error: '_Meta' is not a member of 'domP'


MacOSX 10.5.1
Collada-Dom 1.4.1 (svn head)
osg (svn head)

biv
On Jan 4, 2008 4:11 AM, Robert Osfield [EMAIL PROTECTED] wrote:

 Hi Steven,

 The SVN version of the OSG compiles just fine with 1.4.1, I'm afraid I
 can't recall the situation with the other versions of the OSG.   Which
 version of the OSG are you interested in?

 Robert.

 On Jan 4, 2008 1:50 AM,  [EMAIL PROTECTED] wrote:
  I'm trying to reply to an issue raised by someone regarding Collada
  support in OSG:
  http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263
 
  I made some changes to the Collada DOM that may require a few tweaks in
  client applications such as OSG's Collada plugin. Dilian reported that
  the changes broke the plugin. This raises the question of exactly what
  version of the DOM you're supposed to build OSG's Collada plugin
  against. Is it expected that the plugin will use the last official
  release of the DOM (which is version 1.3 from March 2007), or does the
  plugin require the latest development version of the DOM?
 
  When I went looking through the OSG sources to figure things out, I
  found something odd: the CMakeLists.txt file for the Collada plugin
  seems to have the Windows build using DOM 1.3 (there's a reference to
  collada_STLDatabase, which no longer exists in the latest version) and
  the non-Windows build seems to use the latest development version of the
  DOM (there's a reference to libpcre, which is only required by the
  latest development version of the DOM). I'm confused about what I should
  do to fix things in the Collada plugin.
 
  Steve
 
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Re: [osg-users] Text rendering

2008-01-04 Thread Bradford, Chase

You might be able to accomplish what you want by setting 
text-setCharacterSizeMode( osgText::Text::SCREEN_COORDS ).  That applies a 
scale that warps the text into pixel coordinates, instead of object coordinates.

Chase


-Original Message-
From: [EMAIL PROTECTED] on behalf of Michele Bosi
Sent: Fri 1/4/2008 8:25 AM
To: OpenSceneGraph Users
Subject: [osg-users] Text rendering
 
Hello,
in my programs I would like to show some text following the objects
that are in the scene.
Till now the solution that I found was to create an osgText::Text
object and do something like:

  text-setPosition( world space position );
  text-setAutoRotateToScreen(true);

the problem is that the text is draw very big, and is affected by
perspective projection which in this case I wouldn't like.
Basicly I need a text that behaves like if it was drawn on a HUD but
whose position on the screen is based on the objects they are
following
(that is, is the projection on the screen of some world space
coordinates). How can I accomplish this?
The only solution I have in mind is to put all the text objects on a
HUD (which complicates a lot the design of my program) and to compute
by hand, every frame, the projection of the objects they are
following, so that i can assign it to the text objects.
Isn't there a built in functionality to achieve the same result?

Thanks,
Michele
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[osg-users] Text rendering

2008-01-04 Thread Michele Bosi
Hello,
in my programs I would like to show some text following the objects
that are in the scene.
Till now the solution that I found was to create an osgText::Text
object and do something like:

  text-setPosition( world space position );
  text-setAutoRotateToScreen(true);

the problem is that the text is draw very big, and is affected by
perspective projection which in this case I wouldn't like.
Basicly I need a text that behaves like if it was drawn on a HUD but
whose position on the screen is based on the objects they are
following
(that is, is the projection on the screen of some world space
coordinates). How can I accomplish this?
The only solution I have in mind is to put all the text objects on a
HUD (which complicates a lot the design of my program) and to compute
by hand, every frame, the projection of the objects they are
following, so that i can assign it to the text objects.
Isn't there a built in functionality to achieve the same result?

Thanks,
Michele
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Re: [osg-users] OpenSceneGraph-2.3.1 dev release tagged.

2008-01-04 Thread Percy Camilo Triveño Aucahuasi
Great news ;-)

Greetings

2008/1/4, Robert Osfield [EMAIL PROTECTED]:

 Hi All,

 This morning I tagged the OpenScenGraph-2.3.1 developer release:


 http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases

 * OpenSceneGraph-2.3.1, released on 4th January 2008. Changes
 include : new OcclusionQueryNode which supports the OpenGL occlusion
 query extension, OpenFlight continuation record support, Bug and typo
 fixes.

 source package : OpenSceneGraph-2.3.1.zip
 svn tag: svn co

 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.1
 OpenSceneGraph


 Have fun!
 Robert.
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[osg-users] osgText::Text background color

2008-01-04 Thread Michele Bosi
Hello,
in my application I am using some osgText::Text objects to render some
short text, but unfortunately is not so easy to read.
I tried to put an outline and drop shadows using the function
setBackdropType() but with very poor results.
I was wondering if there was a way to make OSG draw the background of
the text with a given color/transparency and eventually if
one could visualize a frame around the text. I think I saw it done
somewhere but cannot recall where...

Thanks,
Michele
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Re: [osg-users] new osg installation blank screen on nvidia

2008-01-04 Thread Percy Camilo Triveño Aucahuasi
Checking your original post, you are using a 2.4.x kernel, which is
pretty old now as in the gcc version.  Perhaps there are issues with
mixing the NVidia OpenGL driver with an old setup.  Are chance you
grab one of the latest Linux distributions, some of them are very
slick, Linux has come a long way over the past few years.

True ;-), It is advisable to have the version 2.6.x kernel and, if possible,
new versions of the driver nvidia also sure to be well-compiled module for
this version of the kernel.

Greetings



2008/1/4, Robert Osfield [EMAIL PROTECTED]:

 Hi Stewart,

 On Jan 3, 2008 9:27 PM, Stewart Andreason [EMAIL PROTECTED] wrote:
  It did not compile those versions of osgviewer. I don't see an obvious
  line in the CMakeCache.txt to provide the needed hint.

 The osgviewerSDL and osgviewerGLUT example will be compiled is you
 enable compilation of the examples and you have SDL or GLUT developer
 libraries installed.   If you do go on to install them just remove the
 CMakeCache.txt and then run ./configure once more, then run ccmake .
 to enable the build of the examples.


 FYI, To edit the compile options all you need to do is run:

   ccmake .

 And it'll bring up a GUI within the console that you can browse and
 toggle the various options, use this in preference to trying to make
 sense of the CMakeCache.txt file.

  No other OSG versions have ever been installed, unless I count this one
  2 days ago, before trying to recompile, from a clean directory, with
  debug and examples enabled.

 If you do plan to use the debug version add a d to the end of the
 application name, so run osgviewerd etc.  The d addition is simply a
 way of differentiating the different debug and release versions in a
 way that is consistent across all platforms.

 For you own investigation I don't think debug will help too much so
 just stick with the release build.  The most likely route of the
 problems will be outwith the OSG, relating to the OpenGL driver and/or
 window manager.

 As a word of encouragement, I spend development almost exclusively
 under Linux - right now Kubuntu, but have used various flavours before
 this without problems, but I haven't used Slackware though.  The last
 time we did a poll around 40% of the OSG user base also develop under
 Linux, I suspect this figure is even higher now.  This all points the
 OSG having a great deal of exposure and testing under Linux, the vast
 majority of Linux are able just to compile, install and run without
 issues.

 Checking your original post, you are using a 2.4.x kernel, which is
 pretty old now as in the gcc version.  Perhaps there are issues with
 mixing the NVidia OpenGL driver with an old setup.  Are chance you
 grab one of the latest Linux distributions, some of them are very
 slick, Linux has come a long way over the past few years.

 Robert.
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Re: [osg-users] Text rendering

2008-01-04 Thread Michele Bosi
Thank you Chase this is exactly what i needed :)
I have another question to ask but for that I will start another
thread for clarity.

Michele

On Jan 4, 2008 5:31 PM, Bradford, Chase [EMAIL PROTECTED] wrote:

 You might be able to accomplish what you want by setting 
 text-setCharacterSizeMode( osgText::Text::SCREEN_COORDS ).  That applies a 
 scale that warps the text into pixel coordinates, instead of object 
 coordinates.

 Chase



 -Original Message-
 From: [EMAIL PROTECTED] on behalf of Michele Bosi
 Sent: Fri 1/4/2008 8:25 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Text rendering

 Hello,
 in my programs I would like to show some text following the objects
 that are in the scene.
 Till now the solution that I found was to create an osgText::Text
 object and do something like:

   text-setPosition( world space position );
   text-setAutoRotateToScreen(true);

 the problem is that the text is draw very big, and is affected by
 perspective projection which in this case I wouldn't like.
 Basicly I need a text that behaves like if it was drawn on a HUD but
 whose position on the screen is based on the objects they are
 following
 (that is, is the projection on the screen of some world space
 coordinates). How can I accomplish this?
 The only solution I have in mind is to put all the text objects on a
 HUD (which complicates a lot the design of my program) and to compute
 by hand, every frame, the projection of the objects they are
 following, so that i can assign it to the text objects.
 Isn't there a built in functionality to achieve the same result?

 Thanks,
 Michele
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Re: [osg-users] OSX installation changes

2008-01-04 Thread E. Wing
 I installed the 2.2 release, but now I'm looking for the wrappers
 (I want to try out osgLua). Are they not included in the OSX install?

 /Andreas

Sorry, I don't include the wrappers. I think you might be the first to ask.

I'm actually horribly ignorant on how they work and what you're
supposed to with them and their relation to osgIntrospection. (If
somebody wants to give a summary, I would enjoy it.)

We do include osgIntrospection (though it hasn't received much
testing). I thought you could build osgLua with just osgIntrospection,
though I haven't tried it in awhile. (Btw, osgLua has some bugs in
their CMake scripts that will need cleaning up if you plan to build it
on OS X.)

If you do need the wrappers, building via the CMake system is the way
to do it. Sorry.

-Eric
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Re: [osg-users] osgText::Text background color

2008-01-04 Thread Percy Camilo Triveño Aucahuasi
Maybe, You should try to use another font, for instance you can use the
fonts of your system:
/usr/share/fonts
Here you have a nice fonts:
/usr/share/fonts/truetype/dustin
A example:

osgText::Text *text = new osgText::Text();
text-setFont(/usr/share/fonts/truetype/ttf-bitstream-vera/VeraMono.ttf);

I hope this help you.

Greetings

2008/1/4, Michele Bosi [EMAIL PROTECTED]:

 Hello,
 in my application I am using some osgText::Text objects to render some
 short text, but unfortunately is not so easy to read.
 I tried to put an outline and drop shadows using the function
 setBackdropType() but with very poor results.
 I was wondering if there was a way to make OSG draw the background of
 the text with a given color/transparency and eventually if
 one could visualize a frame around the text. I think I saw it done
 somewhere but cannot recall where...

 Thanks,
 Michele
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Re: [osg-users] Which version of the Collada DOM does OSG use?

2008-01-04 Thread Anders Backman
I think the major issue was that we needed to build the dae plugin with the
dynamic (dll) version of the Collada DOM.
Some people prefer to use the static version, so we probably need some CMake
Option to set this, no big deal, but to get it to work on all platforms it
requires some messing with the makefiles.

/A




On Jan 4, 2008 4:36 PM, Gerrick Bivins [EMAIL PROTECTED] wrote:

 I'm not sure if this is related but I get the following error when
 attempting to compile the dae plugin:
 /usr/bin/c++   -Dosgdb_dae_EXPORTS   -fPIC
 -I/Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/include
 -F/System/Library/Frameworks
 -I/Users/gbivins/Library/Frameworks/Collada141Dom.framework/Headers
 -I/Users/gbivins/Library/Frameworks/Collada141Dom.framework/Headers/1.4
 -F/Users/gbivins/Library/Frameworks  -o
 src/osgPlugins/dae/CMakeFiles/osgdb_dae.dir/daeRGeometry.o -c
 /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp

 /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp:
 In member function 'osg::Node*
 osgdae::daeReader::processPolylist(domPolylist*, std::mapdaeElement*,
 osgdae::domSourceReader, std::lessdaeElement*,
 std::allocatorstd::pairdaeElement* const, osgdae::domSourceReader  )':

 /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp:314:
 error: '_Meta' is not a member of 'domP'


 MacOSX 10.5.1
 Collada-Dom 1.4.1 (svn head)
 osg (svn head)

 biv

 On Jan 4, 2008 4:11 AM, Robert Osfield  [EMAIL PROTECTED] wrote:

  Hi Steven,
 
  The SVN version of the OSG compiles just fine with 1.4.1, I'm afraid I
  can't recall the situation with the other versions of the OSG.   Which
  version of the OSG are you interested in?
 
  Robert.
 
  On Jan 4, 2008 1:50 AM,   [EMAIL PROTECTED] wrote:
   I'm trying to reply to an issue raised by someone regarding Collada
   support in OSG:
  
  http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263
  
   I made some changes to the Collada DOM that may require a few tweaks
  in
   client applications such as OSG's Collada plugin. Dilian reported that
   the changes broke the plugin. This raises the question of exactly what
 
   version of the DOM you're supposed to build OSG's Collada plugin
   against. Is it expected that the plugin will use the last official
   release of the DOM (which is version 1.3 from March 2007), or does the
 
   plugin require the latest development version of the DOM?
  
   When I went looking through the OSG sources to figure things out, I
   found something odd: the CMakeLists.txt file for the Collada plugin
   seems to have the Windows build using DOM 1.3 (there's a reference to
   collada_STLDatabase, which no longer exists in the latest version) and
   the non-Windows build seems to use the latest development version of
  the
   DOM (there's a reference to libpcre, which is only required by the
   latest development version of the DOM). I'm confused about what I
  should
   do to fix things in the Collada plugin.
  
   Steve
  
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-- 



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/~andersb
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Re: [osg-users] OpenSceneGraph-2.3.1 dev release tagged.

2008-01-04 Thread Martin Spott
Hi Robert,

Robert Osfield wrote:

 This morning I tagged the OpenScenGraph-2.3.1 developer release:

I think there's a bug in the bugfix-release  ;-)

Linking CXX shared library ../../../lib/libOpenThreads.so
cd /archive/FlightGear/OSG/OpenSceneGraph-2.3.1/src/OpenThreads/pthreads  
/usr/bin/cmake -P CMakeFiles/OpenThreads.dir/cmake_clean_target.cmake
cd /archive/FlightGear/OSG/OpenSceneGraph-2.3.1/src/OpenThreads/pthreads  
/usr/bin/cmake -E cmake_link_script CMakeFiles/OpenThreads.dir/link.txt 
--verbose=1
/usr/bin/g++  -O3 -march=opteron -fPIC   -O3 -DNDEBUG  -shared
  -Wl,-soname,libOpenThreads.so.9 -o ../../../lib/libOpenThreads.so.2.2.0
  CMakeFiles/OpenThreads.dir/PThread.o
  CMakeFiles/OpenThreads.dir/PThreadBarrier.o
  CMakeFiles/OpenThreads.dir/PThreadCondition.o
  CMakeFiles/OpenThreads.dir/PThreadMutex.o
  CMakeFiles/OpenThreads.dir/__/common/Version.o -lpthread
CMakeFiles/OpenThreads.dir/PThread.o: In function `e':
OpenThreads6Thread13cancelCleanupEv:(.text+0x770): multiple definition of `e'
CMakeFiles/OpenThreads.dir/PThread.o:OpenThreads6Thread13cancelCleanupEv:(.text+0xa0):
 first defined here
/usr/bin/ld: Warning: size of symbol `e' changed from 10 in 
CMakeFiles/OpenThreads.dir/PThread.o to 302 in 
CMakeFiles/OpenThreads.dir/PThread.o
collect2: ld returned 1 exit status
make[2]: *** [lib/libOpenThreads.so.2.2.0] Fehler 1


Cheers,
Martin.
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Re: [osg-users] Which version of the Collada DOM does OSG use?

2008-01-04 Thread steven_thomas
Which version of the OSG are you interested in?

I'm interested in whatever versions are going to be affected by changes 
I make to the development version of the Collada DOM. What I'm concerned 
about is that I'll make a breaking change in the DOM and then the 
Collada plugin for OSG will no longer compile. If OSG's Collada plugin 
were synced to a specific version of the DOM then it'll be shielded from 
changes in the latest development version of the DOM.

In the next month or so I'll be releasing a DOM 2.0, and then changes 
are basically going to stop, except to include support for new versions 
of the Collada schema as they're released (the schema is currently at 
1.4.1 with 1.5 expected this year). I guess for now the OSG plugin 
should continue to use the latest development version of the DOM, then 
switch to DOM 2.0 once it's released. Then people who build the OSG 
Collada plugin should be instructed to use DOM 2.0 and *not* the latest 
development version.

In the meantime I'll see about getting OSG's Collada plugin building 
with the latest version of the DOM on all platforms again.

Steve

Robert Osfield wrote:
 Hi Steven,

 The SVN version of the OSG compiles just fine with 1.4.1, I'm afraid I
 can't recall the situation with the other versions of the OSG.   Which
 version of the OSG are you interested in?

 Robert.

 On Jan 4, 2008 1:50 AM,  [EMAIL PROTECTED] wrote:
   
 I'm trying to reply to an issue raised by someone regarding Collada
 support in OSG:
 http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263

 I made some changes to the Collada DOM that may require a few tweaks in
 client applications such as OSG's Collada plugin. Dilian reported that
 the changes broke the plugin. This raises the question of exactly what
 version of the DOM you're supposed to build OSG's Collada plugin
 against. Is it expected that the plugin will use the last official
 release of the DOM (which is version 1.3 from March 2007), or does the
 plugin require the latest development version of the DOM?

 When I went looking through the OSG sources to figure things out, I
 found something odd: the CMakeLists.txt file for the Collada plugin
 seems to have the Windows build using DOM 1.3 (there's a reference to
 collada_STLDatabase, which no longer exists in the latest version) and
 the non-Windows build seems to use the latest development version of the
 DOM (there's a reference to libpcre, which is only required by the
 latest development version of the DOM). I'm confused about what I should
 do to fix things in the Collada plugin.

 Steve

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Re: [osg-users] Which version of the Collada DOM does OSG use?

2008-01-04 Thread steven_thomas
Yes, it's the same issue. I'll take a look at the Collada plugin for OSG 
and try to get it fixed.

Steve

Gerrick Bivins wrote:
 I'm not sure if this is related but I get the following error when 
 attempting to compile the dae plugin:

 /usr/bin/c++   -Dosgdb_dae_EXPORTS   -fPIC 
 -I/Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/include 
 -F/System/Library/Frameworks 
 -I/Users/gbivins/Library/Frameworks/Collada141Dom.framework/Headers 
 -I/Users/gbivins/Library/Frameworks/Collada141Dom.framework/Headers/1.4 
   -F/Users/gbivins/Library/Frameworks  -o 
 src/osgPlugins/dae/CMakeFiles/osgdb_dae.dir/daeRGeometry.o -c 
 /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp
  

 /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp:
  
 In member function 'osg::Node* 
 osgdae::daeReader::processPolylist(domPolylist*, std::mapdaeElement*, 
 osgdae::domSourceReader, std::lessdaeElement*, 
 std::allocatorstd::pairdaeElement* const, osgdae::domSourceReader  
 )':
 /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp:314:
  
 error: '_Meta' is not a member of 'domP'


 MacOSX 10.5.1
 Collada-Dom 1.4.1 (svn head)
 osg (svn head)

 biv
 On Jan 4, 2008 4:11 AM, Robert Osfield  [EMAIL PROTECTED] 
 mailto:[EMAIL PROTECTED] wrote:

 Hi Steven,

 The SVN version of the OSG compiles just fine with 1.4.1, I'm
 afraid I
 can't recall the situation with the other versions of the OSG.   Which
 version of the OSG are you interested in?

 Robert.

 On Jan 4, 2008 1:50 AM,   [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] wrote:
  I'm trying to reply to an issue raised by someone regarding Collada
  support in OSG:
 
 http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263
 http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263
 
  I made some changes to the Collada DOM that may require a few
 tweaks in
  client applications such as OSG's Collada plugin. Dilian
 reported that
  the changes broke the plugin. This raises the question of
 exactly what
  version of the DOM you're supposed to build OSG's Collada plugin
  against. Is it expected that the plugin will use the last official
  release of the DOM (which is version 1.3 from March 2007), or
 does the
  plugin require the latest development version of the DOM?
 
  When I went looking through the OSG sources to figure things out, I
  found something odd: the CMakeLists.txt file for the Collada plugin
  seems to have the Windows build using DOM 1.3 (there's a
 reference to
  collada_STLDatabase, which no longer exists in the latest
 version) and
  the non-Windows build seems to use the latest development
 version of the
  DOM (there's a reference to libpcre, which is only required by the
  latest development version of the DOM). I'm confused about what
 I should
  do to fix things in the Collada plugin.
 
  Steve
 
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
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Re: [osg-users] Bizarre crash

2008-01-04 Thread Renan Mendes
No need. Solved.

   Thanks,

 Renan
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Re: [osg-users] File comment blocks conflict with OSGPL licensing

2008-01-04 Thread Jolley, Thomas P
It looks like a few of the libraries (osgFX, osgIntrospection,
osgManipulator, osgParticle, maybe osgShadow) were mostly written by
someone other than Robert yet Robert has a copyright notice on the top
of most of the files in these libraries.  Were they assigned to Robert?
I beleive the intent on these libraries from the original authors is to
use the OSGPL license.

The osgPlugins looks like an interesting mishmash of copyright notices,
missing notices, very few license terms, and some wild claims.  You have
to like the geo loader code that claims it is proprietary and has trade
secrets.


 -Original Message-
 From: Paul Martz [mailto:[EMAIL PROTECTED] 
 Sent: Saturday, December 22, 2007 10:46 AM
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] File comment blocks conflict with 
 OSGPL licensing
 
  The OSG is a collective work, most parts are OSGPL, but 
 some are GPL 
  or other licenses.
 
 That's interesting. How would I find out what parts of OSG 
 are governed by which licenses? Especially when a source code 
 comment block makes no mention of licensing whatsoever, and 
 simply states that's its copyrighted?
 
 I understand the Terrex code and OpenFlight import plugin are 
 intended to be non-restrictive, regardless of the language in 
 their comment blocks. I fear the issue isn't limited to these 
 two groups of files.
 
 I have a law firm on retainer. I might have them take a look 
 at the OSGPL and a couple of source code files just to get an 
 opinion. If the intent is for the source to be freely 
 available and usable, I'd like to hear what a lawyer thinks 
 would be the best way to update the source code to reflect
 that: must the more restrictive comment language be stripped 
 out? Or could we just append a superseding comment block? Or 
 some other solution? With most businesses shut down for the 
 holidays, I don't expect any progress on this until early next year.
 
 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 303 859 9466
 
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Re: [osg-users] File comment blocks conflict with OSGPL licensing

2008-01-04 Thread Gordon Tomlinson
 
Uhm those are quite some claim and restrictions in the GEO code, basically
makes it not usable for many OSG users as written

__
Gordon Tomlinson 



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jolley,
Thomas P
Sent: 04 January 2008 22:19
To: OpenSceneGraph Users
Subject: Re: [osg-users] File comment blocks conflict with OSGPL licensing

It looks like a few of the libraries (osgFX, osgIntrospection,
osgManipulator, osgParticle, maybe osgShadow) were mostly written by someone
other than Robert yet Robert has a copyright notice on the top of most of
the files in these libraries.  Were they assigned to Robert?
I beleive the intent on these libraries from the original authors is to use
the OSGPL license.

The osgPlugins looks like an interesting mishmash of copyright notices,
missing notices, very few license terms, and some wild claims.  You have to
like the geo loader code that claims it is proprietary and has trade
secrets.


 -Original Message-
 From: Paul Martz [mailto:[EMAIL PROTECTED]
 Sent: Saturday, December 22, 2007 10:46 AM
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] File comment blocks conflict with OSGPL 
 licensing
 
  The OSG is a collective work, most parts are OSGPL, but
 some are GPL
  or other licenses.
 
 That's interesting. How would I find out what parts of OSG are 
 governed by which licenses? Especially when a source code comment 
 block makes no mention of licensing whatsoever, and simply states 
 that's its copyrighted?
 
 I understand the Terrex code and OpenFlight import plugin are intended 
 to be non-restrictive, regardless of the language in their comment 
 blocks. I fear the issue isn't limited to these two groups of files.
 
 I have a law firm on retainer. I might have them take a look at the 
 OSGPL and a couple of source code files just to get an opinion. If the 
 intent is for the source to be freely available and usable, I'd like 
 to hear what a lawyer thinks would be the best way to update the 
 source code to reflect
 that: must the more restrictive comment language be stripped out? Or 
 could we just append a superseding comment block? Or some other 
 solution? With most businesses shut down for the holidays, I don't 
 expect any progress on this until early next year.
 
 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 303 859 9466
 
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Re: [osg-users] OpenSceneGraph-2.3.1 dev release tagged.

2008-01-04 Thread Martin Spott
Martin Spott wrote:

 I think there's a bug in the bugfix-release  ;-)

Hmmm, this error didn't show up when re-running the same build script a
second time. Actually I _do_ use build-scripts to avoid situations like
this one  :-/

Sorry for the noise,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--
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Re: [osg-users] Link error when i compile my project int debug model(VC2005)!

2008-01-04 Thread Shuxing Xiao
Hi, maybe you’re linking the wrong version of dll according to the CRT
error, what version of osg dlls are you using? Did you compile it yourself
or download it directly from the osg website? And what’s your programming
environment?

 

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 小 杨
Sent: Saturday, January 05, 2008 10:16 AM
To: OpenSceneGraph Users
Subject: [osg-users] 回复: Re: Link error when i compile my project int
debug model(VC2005)!

 



Percy Camilo Trive�o Aucahuasi [EMAIL PROTECTED] 写道:
My release edition is ok!,dlls  is  dynamic  link lib ,they  do not need
link,when program is running,it  whill seach dlls,You only set  vc project
options --VC Directories --Executable files!  

Hello, seem like you forget to link against osg dlls.

2008/1/4, 小 杨 [EMAIL PROTECTED]:

Hi all.

 
 When i compile my project in debug model (VC2005)


 LINK : warning LNK4076: invalid incremental status file
'./bin/osgolymd.ilk'; linking nonincrementally 
1osgolym.obj : error LNK2019: unresolved external symbol
__imp___CrtDbgReportW referenced in function public: class osg::Vec3f 
__thiscall std::vectorclass osg::Vec3f,class std::allocatorclass
osg::Vec3f ::operator[](unsigned int) (??A?$vector@
[EMAIL PROTECTED]@@[EMAIL PROTECTED]@osg@@@std@@@std@@[EMAIL PROTECTED]@@[EMAIL 
PROTECTED])
1./bin/osgolymd.exe : fatal error LNK1120: 1 unresolved externals

 

Thanks in advance,

  _  

 
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Re: [osg-users] Which version of the Collada DOM does OSG use?

2008-01-04 Thread steven_thomas
I fixed the Linux build of the Collada plugin and submitted the fixed 
files to the osg-submissions list. If that wasn't the right procedure 
for submitting a patch let me know.

The fix requires the latest development version of the Collada DOM, 
including some code I just submitted today. I haven't looked at the 
Windows build yet. It didn't seem to be configured correctly and likely 
needs some work.

Steve

[EMAIL PROTECTED] wrote:
 Which version of the OSG are you interested in?

 I'm interested in whatever versions are going to be affected by changes 
 I make to the development version of the Collada DOM. What I'm concerned 
 about is that I'll make a breaking change in the DOM and then the 
 Collada plugin for OSG will no longer compile. If OSG's Collada plugin 
 were synced to a specific version of the DOM then it'll be shielded from 
 changes in the latest development version of the DOM.

 In the next month or so I'll be releasing a DOM 2.0, and then changes 
 are basically going to stop, except to include support for new versions 
 of the Collada schema as they're released (the schema is currently at 
 1.4.1 with 1.5 expected this year). I guess for now the OSG plugin 
 should continue to use the latest development version of the DOM, then 
 switch to DOM 2.0 once it's released. Then people who build the OSG 
 Collada plugin should be instructed to use DOM 2.0 and *not* the latest 
 development version.

 In the meantime I'll see about getting OSG's Collada plugin building 
 with the latest version of the DOM on all platforms again.

 Steve

 Robert Osfield wrote:
   
 Hi Steven,

 The SVN version of the OSG compiles just fine with 1.4.1, I'm afraid I
 can't recall the situation with the other versions of the OSG.   Which
 version of the OSG are you interested in?

 Robert.

 On Jan 4, 2008 1:50 AM,  [EMAIL PROTECTED] wrote:
   
 
 I'm trying to reply to an issue raised by someone regarding Collada
 support in OSG:
 http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263

 I made some changes to the Collada DOM that may require a few tweaks in
 client applications such as OSG's Collada plugin. Dilian reported that
 the changes broke the plugin. This raises the question of exactly what
 version of the DOM you're supposed to build OSG's Collada plugin
 against. Is it expected that the plugin will use the last official
 release of the DOM (which is version 1.3 from March 2007), or does the
 plugin require the latest development version of the DOM?

 When I went looking through the OSG sources to figure things out, I
 found something odd: the CMakeLists.txt file for the Collada plugin
 seems to have the Windows build using DOM 1.3 (there's a reference to
 collada_STLDatabase, which no longer exists in the latest version) and
 the non-Windows build seems to use the latest development version of the
 DOM (there's a reference to libpcre, which is only required by the
 latest development version of the DOM). I'm confused about what I should
 do to fix things in the Collada plugin.

 Steve

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[osg-users] Any example about OSG + PhysX?

2008-01-04 Thread 周萌萌
Hello ,
I'm working on a simulation project,using OSG and PhysX.
Unfortunately,I am not famaliar with both of them. So, is there any example
utilizing OSG and PhysX ?
Anyone know how to do it, or have an example to share?

Best regards,

Christina
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