Re: [osg-users] Terrain Paging: Knowing Which Tiles are loaded

2008-01-09 Thread Robert Osfield
Hi Paul,

The OSG natively supports database paging, and its automatically set
up in osgViewer::Viewer/CompositeViewer when your scene contains
osg::PagedLOD nodes - it's PagedLOD nodes that provide the information
about the what to page in.

The OpenFlight loaders doesn't know about paging itself, the format
itself doesn't support as far as I'm aware.  If you wish to use it for
paging then you'll need to take the database and convert to an OSG
native format and insert PagedLOD nodes where appropriate.

Robert.

On Jan 8, 2008 11:26 PM, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 Hi, Im currently working with paged databases and need to
 further my knowlwdge on the way OSG handles terrain paging.

 I have a 30G OpenFlight database with LOD

 osgviewer handles paging nativelely yes? Or do I have to
 manually give osg the name and number of tiles I'm using
 from my database? or can I just feed it master.flt ?

 I would also like to know which tiles are being loaded in
 and which tiles are being loaded out - Does anyone know
 which are the releveant classes handling this?

 Best Regards
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Re: [osg-users] Font Corruption Issue

2008-01-09 Thread Robert Osfield
Hi Gordon,

If the graphics context being shared?  If not the contextID will need
updating for the osg::State associated with the pbuffer.

Robert.

On Jan 8, 2008 8:39 PM, Gordon Tomlinson [EMAIL PROTECTED] wrote:


 Hi Y'all

 We having some issues with osg 1.2 and font corruption ( I know but we
 cannot yet move on, curse of commercial software and 20k users base, soon
 though soon... )


 Basically we have some fonts and they show normal all is good, we then
 render to a Pbuffer and the fonts work great in the Pbuffer, the resultant
 video all is good
 we then switch back to the normal render and the fonts are now hosed.
 classic black box/white box syndrome...

 Is there something we need to do in the fonts to ensure they survive these
 context switches,

 Thanks in advance





 Best Regards



 Gordon

 __
 Gordon Tomlinson
 Email  : gordon.tomlinson @ overwatch.com
 YIM/AIM: Gordon3dBrit
 MSN IM : Gordon3dBrit @ 3dSceneGraph.com

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[osg-users] dynamic shadows

2008-01-09 Thread Botorabi
hi,

currently we use the classic shadow mapping technique in our work for shadowing 
an outdoor scene (see VRC at http://yag2002.sf.net).

as the shadow quality is not that good, we try to use a better approach, such 
as parallel split shadow mapping which is integrated into osg in the meantime.

what i would like to know is:

1. are any suggestions/considerations for shadowing our outdoor scene in 
general? is parallel split shadow mapping a good way to do that? reading papers 
which pray for their techniques can sometimes be misleading :-)

2. is someone willing to help us with integrating the shadow mapping 
implementation in osg into our project?


cheers
boto
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[osg-users] osgViewer Bug+Fix report - traversal number of UpdateVisitor is not incremented

2008-01-09 Thread Kallfass, Daniel, SDGE1
Hello,

I have encountered a bug at osgViewer::CompositeViewer in the current
SVN version: the traversal number of the UpdateVisitor is not
incremented automatically from frame to frame.

The bug can be fixed by incrementing the traversal number of the
UpdateVisitor in the osgViewer::CompositeViewer::advance() or
updateTraversal() method.

The problem I had was the fact that osgSim::DOFTransform supports
animation - but the animation requires that the traversal number of the
UpdateVisitor needs to be incremented between two frames.

Another solution to fix this problem would also be to adjust the
osgSim::DOFTransform::traverse() method to use the FrameNumber of the
FrameStamp instead of the TraversalNumber.

Kind regards,
Daniel Kallfass
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Re: [osg-users] osgViewer Bug+Fix report - traversal number of UpdateVisitor is not incremented

2008-01-09 Thread Robert Osfield
HI Daniel,

I believe the best fix for this bug looks to be adding code to the
begining of CompositeViewer::updateTraversal() method that sets the
UpdateVisitor in the same way as the Viewer::updateTraversal() does.

Could you do an svn update and let me know if this fixes the problem.

Robert.

On Jan 9, 2008 1:30 PM, Kallfass, Daniel, SDGE1
[EMAIL PROTECTED] wrote:
 Hello,

 I have encountered a bug at osgViewer::CompositeViewer in the current
 SVN version: the traversal number of the UpdateVisitor is not
 incremented automatically from frame to frame.

 The bug can be fixed by incrementing the traversal number of the
 UpdateVisitor in the osgViewer::CompositeViewer::advance() or
 updateTraversal() method.

 The problem I had was the fact that osgSim::DOFTransform supports
 animation - but the animation requires that the traversal number of the
 UpdateVisitor needs to be incremented between two frames.

 Another solution to fix this problem would also be to adjust the
 osgSim::DOFTransform::traverse() method to use the FrameNumber of the
 FrameStamp instead of the TraversalNumber.

 Kind regards,
 Daniel Kallfass
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Re: [osg-users] osgShadow::ShadowMap not reacting to changes

2008-01-09 Thread Jean-Sébastien Guay
Hello Raymond,

 Can you try to use a ref pointer instead of the regular pointer for
 osg::Shader* shader. I believe I encountered exactly this issue when
 working on the PSSM, please see a patch that I sent +/- a week ago.

It has no effect, and anyways, it would not have explained why  
setAmbientBias did not take effect either...

Anything else?

Just to reiterate, only setTextureSize() takes effect, not  
setAmbientBias or addShader. Plus, it works in a straight OSG project  
(modified from the osgshadow example), but not in our application. So  
I'm just looking for possible explanations. I know fully that the  
problem is in our code, I'm just puzzled as to what could cause that.

Thanks,

J-S
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Re: [osg-users] what binaries and libs can be used with visual studio 2008 ?

2008-01-09 Thread Jean-Sébastien Guay
Hello Peter,

 1. Can the visual studio 2008 use the
 compiled  win32 binaries and libs in the osg 2.2 release or not ?

Which compiler was your 2.2 compiled with?

VS2008 is still pretty new, but from what I have seen, it is  
binary-compatible with 2005 (please don't kill me if this ends up not  
being true... :-) ). So if your OSG 2.2 binaries and 3rdParty packages  
were compiled with 2005 (8.0), you should be able to use them with  
2008 (9.0). At least, I use the 3rdParty binaries for 8.0 with 9.0 and  
it seems to work (until now! *crosses fingers*).

 If the naswer is no, then what do i need to do to get compatiable libs or
 binaries to use with visual studio 2008 ?

If the answer turns out to be no, you can compile OSG from source  
using VS2008. You need CMake 2.5 (which is in the nightly CVS  
snapshots section on cmake.org - http://www.cmake.org/files/vCVS/ )  
or 2.6 when it comes out. See the compilation instructions on  
openscenegraph.org, and pay heed to the platform specific info for  
VS2005, which still applies to 2008.

 2. My c++ is a bit
 rusty, but when you link the libs into your project, and build a
 final result does it not embed the libs into you application exe and
 eleiminate the need for the run time osg DLL's. I thought that was
 the reason to link in the libs ? If this is not the case why not ?

In a nutshell, when linking with a dynamic library, you still need a  
.lib (which is then called an import library instead of just a  
library). That way, the executable links without undefined symbols.  
But then at runtime, the symbols that were defined in the import  
library will try to use those in the DLL. So your application needs to  
be able to find this DLL, which is the reason we usually either

A) place the DLLs needed for an app in the same directory as the app,  
which is a bit less clean but is useful to create a package that can  
just be downloaded and run regardless of the DLLs a user has on their  
machine, or
B) change the PATH environment variable to include the directory where  
the DLLs are contained.

The other option is to statically link OSG to your app, but I don't  
know how well that is supported at the moment (and particularly on  
Windows). It would likely make a huge executable however...

 and   then what exasctly is needed to run a final application on a
 XP/vista machine that has a clean install of the os ?   EG osg
 runtime dll + c++ runtime or what ?

Exactly. You need any DLLs that your app requires and which are not  
part of the standard Windows XP/Vista install. In most cases, this  
will mean OSG's DLLs and the Visual C++ runtime for the version you  
compiled with (8.0, 8.0SP1, or 9.0 for example). You can use  
dependency walker (http://www.dependencywalker.com/) to see which DLLs  
your app depends on, and whether it's able to find them.

Other people can help you a bit more on this, but I believe the  
3rdParty binaries on  
https://osgtoy.svn.sourceforge.netsvnroot/osgtoy/3rdParty/branches/  
(for the compiler you have) contain all that is needed (and if I'm not  
mistaken, the binaries installer includes those as well). So you could  
conceivably make a directory in which you put the DLLs from that  
package and your executable, and that should work. Correct me if I'm  
wrong though.

Good luck,

J-S
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[osg-users] question about cleaning up an OpenGL context

2008-01-09 Thread Andy Skinner
We are using the OSG along with JOGL to provide and manage contexts.  In
general, this has worked well, and we have seen others reporting the
same thing on this mailing list.  (We're not yet using the embedded
graphics window, however, but have our own SceneView, etc.)

One thing that we had to be careful to do was manage context IDs
correctly.  We use multiple windows, and windows can be removed and
return, so that their contexts can be removed and remade.  We discovered
that if we were removing a window and creating it again, we could use
JOGL and some fancy footwork to tell the OSG to clean up a context
(releaseAllGLObjects() and flushAllDeletedGLObjects()) and stop drawing
in it until the context is initialized again.  We seem to be doing
alright with that, since it seems we're getting notified about the
context going away (removeNotify() in Java).

However, in some cases, as with the JOGL lightweight canvas, which uses
a PBuffer, a context can be recreated when the object is resized.  We
don't seem to be getting any messages in time to clean up OSG's OpenGL
objects while the context is current.

Is there a way, or would it make sense, to allow us to clean up all of
the OpenGL objects associated with a context, without that context being
current?  I don't know what happens to OpenGL objects when their context
goes away, and I'm wondering whether, in this case, we can tell OSG to
clean up its stuff but it doesn't need to tell OpenGL anything.

thanks,
andy

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Re: [osg-users] osgViewer Bug+Fix report - traversal number ofUpdateVisitor is not incremented

2008-01-09 Thread Kallfass, Daniel, SDGE1
Hi Robert,

I have tried your latest SVN fix and it worked fine for me! Thank you
very much.

Daniel

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, January 09, 2008 2:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgViewer Bug+Fix report - traversal number
ofUpdateVisitor is not incremented

HI Daniel,

I believe the best fix for this bug looks to be adding code to the
begining of CompositeViewer::updateTraversal() method that sets the
UpdateVisitor in the same way as the Viewer::updateTraversal() does.

Could you do an svn update and let me know if this fixes the problem.

Robert.

On Jan 9, 2008 1:30 PM, Kallfass, Daniel, SDGE1
[EMAIL PROTECTED] wrote:
 Hello,

 I have encountered a bug at osgViewer::CompositeViewer in the current
 SVN version: the traversal number of the UpdateVisitor is not
 incremented automatically from frame to frame.

 The bug can be fixed by incrementing the traversal number of the
 UpdateVisitor in the osgViewer::CompositeViewer::advance() or
 updateTraversal() method.

 The problem I had was the fact that osgSim::DOFTransform supports
 animation - but the animation requires that the traversal number of
the
 UpdateVisitor needs to be incremented between two frames.

 Another solution to fix this problem would also be to adjust the
 osgSim::DOFTransform::traverse() method to use the FrameNumber of the
 FrameStamp instead of the TraversalNumber.

 Kind regards,
 Daniel Kallfass
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Re: [osg-users] question about cleaning up an OpenGL context

2008-01-09 Thread Robert Osfield
Hi Andy,

Sharing contexts should be able to get around some of the issues of
resizing cause contexts to be recreated, although this depends very
much on the window API your using.

W.r.t cleaning all contexts, your can use node-relaseGLObjects()
without passing in State*  and it'll release all the GL obejcts for
all contexts.  Now this dumps the GL Object ID's in the respective
deleted OpenGL object caches that the OSG maintains, these you then
need to flush from the appropriate graphics context, or... if you are
using the latest OSG SVN you can use the new discard functionality,
that just throws away the cached OpenGL ID's without calling OpenGL at
all, so its doesn't require the context to be current, or even still
alive.

The new functions for doing flush and discard can be found in
include/osg/GLObjects:

/** Flush all deleted OpenGL objects within the specified availableTime.
  * Note, must be called from a thread which has current the graphics
context associated with contextID. */
extern OSG_EXPORT void flushDeletedGLObjects(unsigned int contextID,
double currentTime, double availableTime);

/** Flush all deleted OpenGL objects.
  * Note, must be called from a thread which has current the graphics
context associated with contextID. */
extern OSG_EXPORT void flushAllDeletedGLObjects(unsigned int contextID);

/** Discard all deleted OpenGL objects.
  * Note, unlike flushAllDeletedObjectObjects discard does not
  * do any OpenGL calls so can be called from any thread, but as a
consequence it
  * also doesn't remove the associated OpenGL resource so discard
should only be
  * called when the associated graphics context is being/has been closed. */
extern OSG_EXPORT void discardAllDeletedGLObjects(unsigned int contextID);


I presume this is exactly what you're looking for :-)

Robert.


On Jan 9, 2008 2:58 PM, Andy Skinner [EMAIL PROTECTED] wrote:
 We are using the OSG along with JOGL to provide and manage contexts.  In
 general, this has worked well, and we have seen others reporting the
 same thing on this mailing list.  (We're not yet using the embedded
 graphics window, however, but have our own SceneView, etc.)

 One thing that we had to be careful to do was manage context IDs
 correctly.  We use multiple windows, and windows can be removed and
 return, so that their contexts can be removed and remade.  We discovered
 that if we were removing a window and creating it again, we could use
 JOGL and some fancy footwork to tell the OSG to clean up a context
 (releaseAllGLObjects() and flushAllDeletedGLObjects()) and stop drawing
 in it until the context is initialized again.  We seem to be doing
 alright with that, since it seems we're getting notified about the
 context going away (removeNotify() in Java).

 However, in some cases, as with the JOGL lightweight canvas, which uses
 a PBuffer, a context can be recreated when the object is resized.  We
 don't seem to be getting any messages in time to clean up OSG's OpenGL
 objects while the context is current.

 Is there a way, or would it make sense, to allow us to clean up all of
 the OpenGL objects associated with a context, without that context being
 current?  I don't know what happens to OpenGL objects when their context
 goes away, and I'm wondering whether, in this case, we can tell OSG to
 clean up its stuff but it doesn't need to tell OpenGL anything.

 thanks,
 andy

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[osg-users] VPB in SVN

2008-01-09 Thread Jean-Sébastien Guay
Hello Robert,

I tried fetching VPB from SVN and compiling it on Windows, and I  
wonder if the current SVN version is in a state of flux. Apart from a  
few errors that are down to it not having been tested on Windows,  
there are a lot of errors that should be flagged on any compiler  
(methods not returning a value when they should, functions not  
included, etc.).

We can use 0.9.1 for the time being, but is this expected?

Thanks,

J-S
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Re: [osg-users] VPB in SVN

2008-01-09 Thread Robert Osfield
Hi J-S,

VPB from SVN does need porting to Windows, in particular the posix
functions used for managing the file systems need to have equivalents
found.  I'd appreciate Windows users tackling this as I don't have the
Windows here to test and work on.

A sort cut to Windows support would also be to compile using Cygwin as
this will provide all the posix functions for you.

W.r.t warnings, g++ 4.2.1 isn't reporting any warnings, I haven't
upped the warning level from default so perhaps this might winkle so
more out.  I guess some of the warnings might be related to just
targeting posix so far.

W.r.t fallback that does work under Windows, 0.9.1 should work fine.

Robert.

On Jan 9, 2008 3:00 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hello Robert,

 I tried fetching VPB from SVN and compiling it on Windows, and I
 wonder if the current SVN version is in a state of flux. Apart from a
 few errors that are down to it not having been tested on Windows,
 there are a lot of errors that should be flagged on any compiler
 (methods not returning a value when they should, functions not
 included, etc.).

 We can use 0.9.1 for the time being, but is this expected?

 Thanks,

 J-S
 --
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Re: [osg-users] VPB in SVN

2008-01-09 Thread Jean-Sébastien Guay
Hello Robert,

 VPB from SVN does need porting to Windows, in particular the posix
 functions used for managing the file systems need to have equivalents
 found.  I'd appreciate Windows users tackling this as I don't have the
 Windows here to test and work on.

OK, I'll probably be able to help there in the coming weeks.

 W.r.t warnings, g++ 4.2.1 isn't reporting any warnings, I haven't
 upped the warning level from default so perhaps this might winkle so
 more out.  I guess some of the warnings might be related to just
 targeting posix so far.

I didn't mean warnings, there are some errors that should show up on  
any compiler, such as a method declared as bool someMethod() not  
returning a value... For example, in include/vpb/FileCache :

 bool sync() { if (_requiresWrite) write(_filename); }

should be

 bool sync() { if (_requiresWrite) return write(_filename); return false; }

or something to that effect. I would have thought gcc would give an  
error there... MSVC certainly does.

BTW, to correct the methods, I would like to know what is your  
standard for methods returning error? 0/false = no error and 1/true =  
error? Or 0/false = failed and 1/true = succeeded?

 W.r.t fallback that does work under Windows, 0.9.1 should work fine.

Yep, works fine.

Thanks,

J-S
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Re: [osg-users] question about cleaning up an OpenGL context

2008-01-09 Thread Andy Skinner
Thanks, we'll study this.  This is the kind of stuff you make changes in
very carefully.  :)

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, January 09, 2008 10:27 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] question about cleaning up an OpenGL context

Hi Andy,

Sharing contexts should be able to get around some of the issues of
resizing cause contexts to be recreated, although this depends very
much on the window API your using.

W.r.t cleaning all contexts, your can use node-relaseGLObjects()
without passing in State*  and it'll release all the GL obejcts for
all contexts.  Now this dumps the GL Object ID's in the respective
deleted OpenGL object caches that the OSG maintains, these you then
need to flush from the appropriate graphics context, or... if you are
using the latest OSG SVN you can use the new discard functionality,
that just throws away the cached OpenGL ID's without calling OpenGL at
all, so its doesn't require the context to be current, or even still
alive.

The new functions for doing flush and discard can be found in
include/osg/GLObjects:

/** Flush all deleted OpenGL objects within the specified availableTime.
  * Note, must be called from a thread which has current the graphics
context associated with contextID. */
extern OSG_EXPORT void flushDeletedGLObjects(unsigned int contextID,
double currentTime, double availableTime);

/** Flush all deleted OpenGL objects.
  * Note, must be called from a thread which has current the graphics
context associated with contextID. */
extern OSG_EXPORT void flushAllDeletedGLObjects(unsigned int contextID);

/** Discard all deleted OpenGL objects.
  * Note, unlike flushAllDeletedObjectObjects discard does not
  * do any OpenGL calls so can be called from any thread, but as a
consequence it
  * also doesn't remove the associated OpenGL resource so discard
should only be
  * called when the associated graphics context is being/has been
closed. */
extern OSG_EXPORT void discardAllDeletedGLObjects(unsigned int
contextID);


I presume this is exactly what you're looking for :-)

Robert.


On Jan 9, 2008 2:58 PM, Andy Skinner [EMAIL PROTECTED] wrote:
 We are using the OSG along with JOGL to provide and manage contexts.
In
 general, this has worked well, and we have seen others reporting the
 same thing on this mailing list.  (We're not yet using the embedded
 graphics window, however, but have our own SceneView, etc.)

 One thing that we had to be careful to do was manage context IDs
 correctly.  We use multiple windows, and windows can be removed and
 return, so that their contexts can be removed and remade.  We
discovered
 that if we were removing a window and creating it again, we could use
 JOGL and some fancy footwork to tell the OSG to clean up a context
 (releaseAllGLObjects() and flushAllDeletedGLObjects()) and stop
drawing
 in it until the context is initialized again.  We seem to be doing
 alright with that, since it seems we're getting notified about the
 context going away (removeNotify() in Java).

 However, in some cases, as with the JOGL lightweight canvas, which
uses
 a PBuffer, a context can be recreated when the object is resized.  We
 don't seem to be getting any messages in time to clean up OSG's OpenGL
 objects while the context is current.

 Is there a way, or would it make sense, to allow us to clean up all of
 the OpenGL objects associated with a context, without that context
being
 current?  I don't know what happens to OpenGL objects when their
context
 goes away, and I'm wondering whether, in this case, we can tell OSG to
 clean up its stuff but it doesn't need to tell OpenGL anything.

 thanks,
 andy

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Re: [osg-users] VPB in SVN

2008-01-09 Thread David Callu
Hi Robert,


Have you put -W -Wall in CMAKE_CXX_FLAGS.
I have a lot of warning too, but I know that your code work fine with
this warning.
So I never take the time to fix them.

Cheers
David

2008/1/9, Robert Osfield [EMAIL PROTECTED]:

 On Jan 9, 2008 3:45 PM, Jean-Sébastien Guay
 [EMAIL PROTECTED] wrote:
  OK, I'll probably be able to help there in the coming weeks.

 Great, much appreciated.

  I didn't mean warnings, there are some errors that should show up on
  any compiler, such as a method declared as bool someMethod() not
  returning a value... For example, in include/vpb/FileCache :
 
   bool sync() { if (_requiresWrite) write(_filename); }
 
  should be
 
   bool sync() { if (_requiresWrite) return write(_filename); return
 false; }
 
  or something to that effect. I would have thought gcc would give an
  error there... MSVC certainly does.

 I've just done a clean build and g++ isn't reporting any warnings
 whatsoever.

 The above is an error of course, I'll fix this.


  BTW, to correct the methods, I would like to know what is your
  standard for methods returning error? 0/false = no error and 1/true =
  error? Or 0/false = failed and 1/true = succeeded?

 Typically true for succeeded/did operation.

 Robert.
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Re: [osg-users] VPB in SVN

2008-01-09 Thread Robert Osfield
On Jan 9, 2008 3:45 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 OK, I'll probably be able to help there in the coming weeks.

Great, much appreciated.

 I didn't mean warnings, there are some errors that should show up on
 any compiler, such as a method declared as bool someMethod() not
 returning a value... For example, in include/vpb/FileCache :

  bool sync() { if (_requiresWrite) write(_filename); }

 should be

  bool sync() { if (_requiresWrite) return write(_filename); return false; 
 }

 or something to that effect. I would have thought gcc would give an
 error there... MSVC certainly does.

I've just done a clean build and g++ isn't reporting any warnings whatsoever.

The above is an error of course, I'll fix this.


 BTW, to correct the methods, I would like to know what is your
 standard for methods returning error? 0/false = no error and 1/true =
 error? Or 0/false = failed and 1/true = succeeded?

Typically true for succeeded/did operation.

Robert.
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[osg-users] Fwd: CMake and VS 2008

2008-01-09 Thread Jean-Sébastien Guay
Hello everyone,

I just got this from Bill Hoffman, one of the CMake developers, in  
relation to my saying that you need CMake 2.5.x or eventually 2.6 to  
use it with VS2008 (9.0). They added support for it in the next  
version of CMake, and would appreciate it if we could test it.

Personally, I only use 9.0 at home for now, so I will test it out  
tonight when I get back.

J-S

- Forwarded message from [EMAIL PROTECTED] -
 Date: Wed, 09 Jan 2008 12:43:58 -0500
 From: Bill Hoffman [EMAIL PROTECTED]
Reply-To: Bill Hoffman [EMAIL PROTECTED]
  Subject: CMake and VS 2008
   To: [EMAIL PROTECTED] [EMAIL PROTECTED]

Via a google alert on CMake, I noticed this post of yours:

 Re: [osg-users] what binaries and libs can be used with visual ...
 You need CMake 2.5 (which is in the nightly CVS snapshots section  
 on cmake.org -
 http://www.cmake.org/files/vCVS/ ) or 2.6 when it comes out. See the  
 compilation
 instructions on openscenegraph.org, and pay heed to the platform  
 specific info
 for VS2005, which still applies to 2008. 2. My c++ is a bit rusty, ...

I have added support for VS 2008 to 2.4.8 RC 11, that you can find here:

http://www.cmake.org/files/v2.4/cmake-2.4.8-RC-11-win32-x86.exe

I am not on that list, but it would be nice if you could forward this
information to the list.  I am about to make the 2.4.8 final release,
and it would be good to get some feedback from OSG users.  Thanks.

-Bill




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Re: [osg-users] osgShadow::ShadowMap not reacting to changes

2008-01-09 Thread Andreas Goebel
Jean-Sébastien Guay schrieb:
 Hello Raymond,

   
 Can you try to use a ref pointer instead of the regular pointer for
 osg::Shader* shader. I believe I encountered exactly this issue when
 working on the PSSM, please see a patch that I sent +/- a week ago.
 

 It has no effect, and anyways, it would not have explained why  
 setAmbientBias did not take effect either...

 Anything else?

 Just to reiterate, only setTextureSize() takes effect, not  
 setAmbientBias or addShader. Plus, it works in a straight OSG project  
 (modified from the osgshadow example), but not in our application. So  
 I'm just looking for possible explanations. I know fully that the  
 problem is in our code, I'm just puzzled as to what could cause that.

 Thanks,

 J-S
   
Hi,

have you run the project with OSG_NOTIFY_LEVEL=debug?

There you can see, if your shader-program is faulty.

Regards,

Andreas
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Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-09 Thread Markus Hein


Hi Art,
 All the issues with the new nVidia driver are
 corrected now. It seems that nVidia drivers starts to
 be more restrictive to the shader code. The shaders
 were rewritten to be supported on the Shader Model 3.0
 hardware. Hence the shaders should link now (However
 let me know if they still not).

thanks, I have tested again and it works fine. I have used a 7600GS for 
testing.
I will try to implement other tests based on osgPPU nodekit. Cool nodekit!

regards, Markus.

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Re: [osg-users] Fwd: CMake and VS 2008

2008-01-09 Thread Jean-Sébastien Guay
Hi again,

 They added support for it in the next
 version of CMake, and would appreciate it if we could test it.

Sorry, should have mentioned more specifically the next version of  
the 2.4.x series which is why it's interesting. 2.4.8 RC 11 is the  
version in the 2.4 series that contains VS9.0 support.

So once 2.4.8 is out of release-candidate status, you'll be able to  
grab that instead of getting a nightly snapshot of 2.5.x .

Sorry for the confusion,

J-S
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Re: [osg-users] New osgPPU NodeKit (RTT, multipass postprocessing), take a look!

2008-01-09 Thread Art Tevs
Hi Markus!

Cool, I am glad to hear that the library also runs on
another machines.

As I have mentioned on the osgPPU Homepage I am
planning to release Depth of Field example
application. In my application I had already that
effect running. Hence there is only a proper example
application needed to setup it.

Currently I have to prepare some video sequences for
the upcoming Siggraph deadline, therefor I do not have
a lot of free time to improve osgPPU. Because you like
to implement another testing application you can try
to implement the depth of field effect. I can upload
all the shaders and a xml description of the ppu setup
to run depth of field as in Eikonal Rendering (demo
video on my homepage). What do you think?


Best regards,
Art




 
 
 Hi Art,
  All the issues with the new nVidia driver are
  corrected now. It seems that nVidia drivers starts
 to
  be more restrictive to the shader code. The
 shaders
  were rewritten to be supported on the Shader Model
 3.0
  hardware. Hence the shaders should link now
 (However
  let me know if they still not).
 
 thanks, I have tested again and it works fine. I
 have used a 7600GS for 
 testing.
 I will try to implement other tests based on osgPPU
 nodekit. Cool nodekit!
 
 regards, Markus.
 
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[osg-users] Texture mipmapping parameters (Request)

2008-01-09 Thread Art Tevs
Hi, folks!

I am wonder why the current implementation do not
provide any method to specify GL_TEXTURE_MIN_LOD,
GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and
GL_TEXTURE_MAX_LEVEL (it exists already since OpenGL
v1.2)

I need to change the base and max level parameters of
a texture (maybe I do not really need this, but there
are some bugs which disapears when I use this texture
parameters). 
Would it be a good idea if I provide a
patch which do implement this to the osg core? This
would probably introduce at least 4 more variables in
the osg::Texture class and couple of methods. 
Are there some objections against this?


Best,
Art



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[osg-users] INT32 redeifinition with Win32 and VS8 binary package

2008-01-09 Thread Somerville, Andrew

It appears that the VS8 binary package for osg2.2.0 has a problem in
one of the 3rd party header files included. (jmorecfg.h)

Compiling against it causes an error regarding redefinition of INT32.

Im not sure if there are any repercussions, but there is a simple fix
seen in an old patch on the secondlife wiki which protects the define
with a check against WIN32

https://wiki.secondlife.com/wiki/Patch_jpeglib
in jmorecfg.h:

#ifndef XMD_H
typedef long INT32;
#endif

is changed to:

#if !defined( XMD_H )  !defined( WIN32 )
typedef long INT32;
#endif


It also does an #undef on FAR just before it blanks it to remove a
warning about redifinition.

Im not sure how hard it would be to repackage the current 2.2 VS8
binary package, but at least it can be fixed for for future Visual
Studio packages.

Regards,
Andy
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Re: [osg-users] INT32 redeifinition with Win32 and VS8 binary package

2008-01-09 Thread Philip Taylor
Just an idle thought in passing 

with the advent of 64 bit builds, it may not be such a good idea to mark a
long as a 32 bit quantity since I believe the redmond 64 bit model defines
long as a 64 bit quantity where as an int is 32 bits. On 32 bit systems, the
two are the same size and can be freely interchanged. So apply the patch but
ensure the build is 32 bits only.

Happy New Year
PhilT

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
Somerville, Andrew
Sent: 09 January 2008 21:43
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] INT32 redeifinition with Win32 and VS8 binary
package



It appears that the VS8 binary package for osg2.2.0 has a problem in
one of the 3rd party header files included. (jmorecfg.h)

Compiling against it causes an error regarding redefinition of INT32.

Im not sure if there are any repercussions, but there is a simple fix
seen in an old patch on the secondlife wiki which protects the define
with a check against WIN32

https://wiki.secondlife.com/wiki/Patch_jpeglib
in jmorecfg.h:

#ifndef XMD_H
typedef long INT32;
#endif

is changed to:

#if !defined( XMD_H )  !defined( WIN32 )
typedef long INT32;
#endif


It also does an #undef on FAR just before it blanks it to remove a
warning about redifinition.

Im not sure how hard it would be to repackage the current 2.2 VS8
binary package, but at least it can be fixed for for future Visual
Studio packages.

Regards,
Andy
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[osg-users] Implementing picking using C#

2008-01-09 Thread Ke Li

Hi all, I'm trying to implement picking in OSG using C#. I refer to C++ 
examples for such an implementation. 
 
Part of the C++ example code is as follows, 
 
class PickHandler : public osgGA::GUIEventHandler
{
public:
   PickHandler() : _mX( 0. ),_mY( 0. ) {}
  bool handle( const osgGA::GUIEventAdapter ea,
 osgGA::GUIActionAdapter aa )
  {
osgViewer::Viewer* viewer =
dynamic_castosgViewer::Viewer*( aa );
if (!viewer)
return false;
  
  }
 
  bool pick( const double x, const double y,
  osgViewer::Viewer* viewer )
  {
  
  }
 
 
.
}
 
The method GUIEventHandler::handle() is overridden and the pointer to the 
osgGA::GUIActionAdapter object (aa) is cast into a osgViewer::Viewer pointer 
(viewer). Then the osgViewer::Viewer pointer is passed to the pick() method.
 
My problem is that I think such a casting from aa to viewer is infeasible in 
C#. Does anyone know deal with this problem? 
 
 
Thanks!
 
 
Ke Li
 
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Re: [osg-users] Implementing picking using C#

2008-01-09 Thread Ke Li
Adding to the following email:
 
osgViewer::Viewer is derived from osgViewer::View and osgViewer::Viewerbase, 
and osgViewer::View is derived from 
osg::View and osgGA::GUIActionAdapter. These classes are modeled in a typical 
way of multiple implementation inheritance which is unacceptable in C#. 
 
Thanks!
 
 
Ke Li


From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Wed, 9 Jan 2008 16:06:42 
-0700Subject: [osg-users] Implementing picking using C#



Hi all, I'm trying to implement picking in OSG using C#. I refer to C++ 
examples for such an implementation.  Part of the C++ example code is as 
follows,  
class PickHandler : public osgGA::GUIEventHandler
{
public:
   PickHandler() : _mX( 0. ),_mY( 0. ) {}
  bool handle( const osgGA::GUIEventAdapter ea,
 osgGA::GUIActionAdapter aa )
  {
osgViewer::Viewer* viewer =
dynamic_castosgViewer::Viewer*( aa );
if (!viewer)
return false;
  
  }
 
  bool pick( const double x, const double y,
  osgViewer::Viewer* viewer )
  {
  
  }
 
 
.
}
 
The method GUIEventHandler::handle() is overridden and the pointer to the 
osgGA::GUIActionAdapter object (aa) is cast into a osgViewer::Viewer pointer 
(viewer). Then the osgViewer::Viewer pointer is passed to the pick() method.
 
My problem is that I think such a casting from aa to viewer is infeasible in 
C#. Does anyone know deal with this problem? 
 
 
Thanks!
 
 
Ke Li 

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now! 
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Re: [osg-users] INT32 redeifinition with Win32 and VS8 binary package

2008-01-09 Thread Jean-Sébastien Guay
Hello Andrew,

 It appears that the VS8 binary package for osg2.2.0 has a problem in
 one of the 3rd party header files included. (jmorecfg.h)
 Compiling against it causes an error regarding redefinition of INT32.

[...]

 in jmorecfg.h:

 #ifndef XMD_H
 typedef long INT32;
 #endif

 is changed to:

 #if !defined( XMD_H )  !defined( WIN32 )
 typedef long INT32;
 #endif

I just checked, and on my systems, the first block of code is in  
jmorecfg.h (*no* include guard for WIN32), yet I never got the  
redefinition warning. I'm using both Windows XP and Vista, with both  
VC++ 2005 and 2008. Are you sure this isn't caused by some other  
headers you're including in your app? That is to say, one definition  
is in jmorecfg.h, where is the other one?

If you can post the entire warning (with file names and line numbers)  
it would be easier to see what's going on. Just to check that this  
isn't a red herring.


To reply to Philip Taylor about the 64-bit issues, this is a 3rd party  
header, so OSG has little control over it. On the other hand, it comes  
from libjpeg, which is very popular and is used on almost all linux  
distros (most of which are  built both 32 and 64 bit these days), so I  
imagine if there were any 64-bit-cleanliness issues, they would have  
heard about them by now. That is not to discount your point, which  
could very well be correct, but it's out of OSG's hands anyways.


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

2008-01-09 Thread Omkaranathan

Alberto Luaces wrote:

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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Thanks for the suggestion.

Is there any tool available to transfer the per-vertex material colour 
to OpenGL colour(instead of default white) while converting to any of 
the OSG supported formats?

Or is there any other way by which I can overcome this?

Thanks .

Om.

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