[osg-users] Change the camera the near plane of perspective

2008-01-22 Thread ZHMW
Hi everyone!
In my application, I have set the projection matrix (to set the near
plane) of viewer's master as perspective (using
viewer->getCamera->setProjectionMatrixAsPerspective(...)). I did this after
I set the scene's data. However, I don't know why my setting didn't work. I
have fetched the perspective later, It's not what I setted.
Help me please!   :-(

Best wishes!
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[osg-users] osgPagedLOD & DatabasePager

2008-01-22 Thread Paul Pocock
Hi, I have a few questions as to the functionality of the DatabasePager
and PagedLODS in general.If I am mistaken could someone please help me
out – but my Understanding of the DatabasePager is this


If we have a 4x4 grid of pagedLOD tiles We start out with osg::PagedLOD
loading tiles into the _activePagedLODList if it is within the range as
specified by setRange().


So In DatabasePager - if you start within range you get:


_activePagedLODList.size()=16

_inactivePagedLODList.size()=0


the relevant pagedLOD files then request the loading of their children
based on range? 

In regards to active/inactive PagedLODs
>From a Previous Post:

“PagedLODs are registered as inactive when their frame count gets out of synch 
with the overall viewer.
Once they become inactive, their children are released.  In other words, if 
each child has an identical
bounding sphere, none of them will get freed until the lowest child is culled”

What other factors affect moving the pagedLOD's to the _inactive list?
If it is Culled?



If it is in the _inactivePagedLODList then it is no longer resident in
main memory? - (or it is up to the OS  - based on the OS policy?)





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[osg-users] Crash when trying to integrate OpenGL app into OSG viewer.

2008-01-22 Thread Stephen Northcott
I was really hoping for some kind of reply from my last email about  
this.. but perhaps my question was too vague..

To summarize:

I have a complex OpenGL program which used to run in SDL on OS X.

I am trying to change that to run inside the OSG Viewer system on OS X.
I have done this the other way around many times without any problems.
i.e. OSG inside an OpenGL program, where it used the graphics context  
provided by that program.
I don't want to do that in this case as SDL has various issues I need  
to get away from.

By changing OSG to SingleThreaded I have removed the crash, and wonder  
if the new 'main loop' in 2.2 with only one call has anything to do  
with this. Perhaps my OpenGL and OSG are conflicting somehow. My code  
is not multi-threaded either.

I am obviously preserving OpenGL settings on the stack between my  
OpenGL and OSG's code.
OSG is handling the display updating, and simply drawing a HUD and  
some triangles - this is based on the OSG Hud example.

Currently I get one frame of both OSG and my OpenGL before my OpenGL  
stuff appears to disappear.
I am not getting any OpenGL errors, and my OpenGL code is still  
clearing the screen.
I have turned that off in OSG and it just draws any objects I give it.

I make extensive use of FrameBuffers and textures in my OpenGL code..  
Could this be the cause of any problem?
Do I need to do anything clever if I am using multiple FrameBuffers  
outside of OSG?

Kind regards,
Stephen.



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[osg-users] BoundingBox Problem

2008-01-22 Thread Paul Pocock
Hi, 
Wondering if anyone from the list can help me.

 I have a 3x3 grid of tiles from a terrain database, my aim is to get an
outline representation of this 3x3 by just using lines to represent each
tile. 

My solution is the following:

osg::BoundingBox bbox ;
bbox.expandBy(node->getBound());



vertices->push_back(bbox.corner(0));
vertices->push_back(bbox.corner(1));

vertices->push_back(bbox.corner(1));
vertices->push_back(bbox.corner(3));

vertices->push_back(bbox.corner(2));
vertices->push_back(bbox.corner(3));

vertices->push_back(bbox.corner(3));
vertices->push_back(bbox.corner(2));

vertices->push_back(bbox.corner(0));
vertices->push_back(bbox.corner(2));


My problem stems from the fact that the square is way to big. I believe
it stems from the fact I'm using BoundingSphere to calculate extents.Is
there an obvious solution to this problem - To get a square that is
precisely the dimensions of the terrain tile?

Thanks in Advance

Paul





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[osg-users] ComputerGraphics / Web3D / Scenegraphs call for participation at Summer Computer Simulation Conference 08

2008-01-22 Thread John F. Richardson
Hello,

This is a Call for Participation for the Summer Computer Simulation
Conference (SCSC'08) conference in Edinburgh, Scotland on June 16-19, 2008

The Society for Modeling and Simulation international (http://www.scs.org)
is the sponsor of a Simulation conference [Summer Computer Simulation
Conference (SCSC'08)] at the 2008 International Simulation Multi-conference
& 2008 Summer Simulation Multiconference (SummerSim'08). 
(http://www.scs.org/confernc/summersim/summersim08/cfp/summersim08.htm)
Other conferences in the multi-conference are the  International Symposium
on Performance Evaluation of Computer and Telecommunication Systems
(SPECTS'08) and the Grand Challenges in Modeling & Simulation (GCMS'08)
conference.

There is a "Computer Graphics for Simulation" Paper Track at the SCSC 08
conference. One of the main topic areas in the Track is Web3D and
Simulation.
(http://www.scs.org/confernc/summersim/summersim08/cfp/CFP_CGfS.pdf) 

The conference is being held in Europe and so may be of particular interest
to European Web3D, Collada and Game researchers. Web3D, Collada and game
researchers, along with researchers in scenegraph's and scengraph
applications to simulation are encouraged to submit papers. Papers can be
full papers or "work in progress/short" papers related to Web3D, Collada,
Scenegraph's and games related to industrial or general simulation. Don't be
shy. You can also submit papers on general Computer Graphics Topics. Authors
can also submit High resolution images for a Scientific Visualization
Contest. Visit the above links for more details.

Topic Areas: (See official call for subtopics within topic areas)
General Computer Graphics.
Web3D and Simulation.
Computational Grids for Simulation.
3-D Modeling and Animation Systems use in Simulation.
Art and Esthetics in Simulation.

Key dates
Submission of Full Papers (full, short, applications)March 30, 2008
Notification of Acceptance   April 27, 2008
Final Camera-Ready Submission and Early Registration May 15, 2008

John F. Richardson


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Re: [osg-users] Compressed textures on MacOS X 10.4/nvidia

2008-01-22 Thread Stephan Huber

Ulrich Hertlein schrieb:

I've noticed a problem using ARB compressed textures on a MacBook Pro with MacOS
X 10.4.11.
works here on leopard (10.5.1) with osg 2.1.x on a MacBookPro, I 
attached a screenshot.


HTH,
Stephan
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Re: [osg-users] Compressed textures on MacOS X 10.4/nvidia

2008-01-22 Thread Ulrich Hertlein
Quoting Ulrich Hertlein <[EMAIL PROTECTED]>:
> It appears that only RGB textures work properly, everything else results in
> trashed textures (see attached screenshot) or a crash.

The left-hand side shows the image without compression, the right-hand side with
ARB compression.
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[osg-users] osgviewer crash when toggling texture

2008-01-22 Thread Mike Weiblen
Hi,

I've noticed that using the 't' key to toggle texturing in osgviewer may
sometimes not work, or cause a crash.  The errant behavior is somewhat
unreliable to reproduce.

Repros:

osgviewerd --image lz.rgb
pressing 't' once disabled texturing, but further presses may not
reenable it.  After hitting 't' many times (<20), app crashes per stack
trace below.

osgviewerd cow.osg
pressing 't' will sometimes have an effect, sometimes not; have not yet
been able to make this crash tho.

I haven't explored osgviewer's other state-toggling keypresses.

WinXP SP2, VS8 SP1, Debug build of today's OSG SVN @ r7833

Cheers
-- mew



---
Microsoft Visual C++ Debug Library
---
Debug Assertion Failed!

Program: ...
File: C:\Program Files\Microsoft Visual Studio 8\VC\include\xtree
Line: 245

Expression: map/set iterator not dereferencable





msvcp80d.dll!std::_Debug_message(const wchar_t *
message=0x0115d3b8, const wchar_t * file=0x0115a360, unsigned int
line=245)  Line 24  C++
osg29-osgd.dll!std::_Tree,std::allocator >,0>
>::const_iterator::operator*()  Line 245 + 0x17 bytes   C++
osg29-osgd.dll!std::_Tree,std::allocator >,0>
>::const_iterator::operator->()  Line 259   C++
osg29-osgd.dll!osg::State::pushModeList(std::map,std::allocator
> > & modeMap=[5]((3552,{valid=true changed=false
last_applied_value=false ...}),(3553,{valid=true changed=false
last_applied_value=false ...}),(32879,{valid=true changed=false
last_applied_value=false ...}),(34037,{valid=true changed=false
last_applied_value=false ...}),(34067,{valid=true changed=false
last_applied_value=false ...})), const std::map,std::allocator > > & modeList=[0]())  Line 1329 + 0x1a bytesC++
osg29-osgd.dll!osg::State::pushStateSet(const osg::StateSet *
dstate=0x01fba3e8)  Line 210C++
>
osg29-osgUtild.dll!osgUtil::StateGraph::moveStateGraph(osg::State &
state={...}, osgUtil::StateGraph * sg_curr=0x,
osgUtil::StateGraph * sg_new=0x)  Line 221 + 0x20 bytes C++
osg29-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo &
renderInfo={...}, osgUtil::RenderLeaf * previous=0x)  Line 69 +
0x15 bytes  C++
 
osg29-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInf
o & renderInfo={...}, osgUtil::RenderLeaf * & previous=0x)  Line
428 + 0x19 bytesC++
 
osg29-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderI
nfo & renderInfo={...}, osgUtil::RenderLeaf * & previous=0x)
Line 1053   C++
osg29-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo &
renderInfo={...}, osgUtil::RenderLeaf * & previous=0x)  Line 373
+ 0x17 bytesC++
 
osg29-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo &
renderInfo={...}, osgUtil::RenderLeaf * & previous=0x, bool &
doCopyTexture=false)  Line 722  C++
osg29-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo &
renderInfo={...}, osgUtil::RenderLeaf * & previous=0x)  Line 913
+ 0x1b bytesC++
osg29-osgUtild.dll!osgUtil::SceneView::draw()  Line 1435 + 0x34
bytes   C++
osg29-osgViewerd.dll!osgViewer::Renderer::draw()  Line 382 + 0xf
bytes   C++
 
osg29-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContex
t * context=0x01fce1b0)  Line 573   C++
osg29-osgd.dll!osg::GraphicsContext::runOperations()  Line 694 +
0x33 bytes  C++
 
osg29-osgd.dll!osg::RunOperations::operator()(osg::GraphicsContext *
context=0x01fce1b0)  Line 134   C++
osg29-osgd.dll!osg::GraphicsOperation::operator()(osg::Object *
object=0x01fce1b0)  Line 50 + 0x19 bytesC++
osg29-osgd.dll!osg::OperationThread::run()  Line 413 + 0x26
bytes   C++
osg29-osgd.dll!osg::GraphicsThread::run()  Line 40  C++
 
ot9-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void
* data=0x01fde780)  Line 112 + 0xf bytesC++
msvcr80d.dll!_callthreadstartex()  Line 348 + 0xf bytes C
msvcr80d.dll!_threadstartex(void * ptd=0x01fdf360)  Line 331
C
kernel32.dll!7c80b683() 
[Frames below may be incorrect and/or missing, no symbols loaded
for kernel32.dll]   
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Re: [osg-users] problem opening collada file

2008-01-22 Thread Nicholas Yue
On 22/01/2008, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi Nicholas,
>
> On Jan 21, 2008 8:21 PM, Nicholas Yue <[EMAIL PROTECTED]> wrote:
> >   I am also in a similar situation, I download the OpenSceneGraph 2.2.0
> > source code and compiled it on Linux and in particular, set the require
> > CMake variable to point to the COLLADA DOM/DAE library and headers.
> >
> >   OSG 2.2.0 compiles fine, the osgdb_dae.so file was compiled and installed
> > at the correct location (together with osgdb_obj.so)
> >
> >   osgviewer is able to load Wavefront OBJ files but not COLLADA DAE files
> > even though the plugins are compiled and installed in the same location.
>
> I'm a bit rusty on COLLADA, but under Linux I have had problems in the
> past with static vs dynamic version COLLADA, and that the OSG's dae
> plugin can fail to load not only if it can find the osgdb_dae.so but
> if the extra COLLADA DOM's .so's aren't found so you might need to
> stick these on your path.   COLLADA DOM has evolved over time so this
> issue seems to have meandered along with it.  Sorry I can't be
> clearer, just a bit rusty.

I had thought about that too.

I build the COLLADA DOM from the distribution and it is a static library.

I'd be happy to keep trying new ideas (any suggestion) to get this
going as I'd needed a DAE viewer base on OpenSceneGraph.

Regards
-- 
Nicholas Yue BSc (Hons) MACM
Need help with software development process?
http://www.proceduralinsight.com/about.html
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Re: [osg-users] OpenSceneGraph-2.3.2 dev release tagged.

2008-01-22 Thread Andy Skinner
I'm sure I've asked this before, and if there's an answer, sorry.  I'll
try to remember.  :)

Should the OpenThreads library version increment to keep track of the
OSG one, even when the OpenThreads library hasn't changed?

The 2.3.3 one is libOpenThreads.so.2.2.0.

andy

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Re: [osg-users] Mouse Scroll Events

2008-01-22 Thread Rogers, Shane
I actually found it thanks. 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Tuesday, January 22, 2008 12:22 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Mouse Scroll Events

On Jan 22, 2008 6:28 PM, Rogers, Shane <[EMAIL PROTECTED]> wrote:
> Where do I go to sign up for the Producer_users mailing list?

I don't the address of the list I'm afraid, I did look at the Producer
pages on andesengineering.com a while back by could spot the address of
the list there.  Perhaps someone here on osg-users knows the address.

Robert.
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Re: [osg-users] Mouse Scroll Events

2008-01-22 Thread Robert Osfield
On Jan 22, 2008 6:28 PM, Rogers, Shane <[EMAIL PROTECTED]> wrote:
> Where do I go to sign up for the Producer_users mailing list?

I don't the address of the list I'm afraid, I did look at the Producer
pages on andesengineering.com a while back by could spot the address
of the list there.  Perhaps someone here on osg-users knows the
address.

Robert.
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Re: [osg-users] About VirtualPlanetBuilder0.9.4~ ~~~

2008-01-22 Thread GuiYe
 
 
 
  Hello, robert! Thanks for your reversion. The documents that you refer to is :

To build under Windows please follow the guidelines for building the 
OpenSceneGraph VisualStudio guidelines. 

To generate database see osgdem user guide page 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.  ??

  Thank you~

>Hi GuiYe,

>As mentioned on the front page of the
>virtualplanetbuilder.osgforger.org you'll need to use OSG-2.3.x to
>compile VPB-0.9.4.

>As for docs, the front page has links to all the docs currently
>available for VPB.

>Robert.

>2008/1/22 GuiYe <[EMAIL PROTECTED]>:
>
>   Hello,robert!
>
>Today I download VirtualPlanetBuilder0.9.4's source code.When I compile
> the source code in OpenSceneGraph2.2 , there are many errors.Can you tell me
> what I can do to solve the problems?
>
>On the other hand, I want to ask how to use the
> VirtualPlanetBuilder0.9.4,it just like VirtualPlanetBuilder0.9.1? Where can
> I get a detailed document about the user guider of
> VirtualPlanetBuilder0.9.4?
>
>Thank you~~~
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Re: [osg-users] Mouse Scroll Events

2008-01-22 Thread Rogers, Shane
Where do I go to sign up for the Producer_users mailing list? 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Tuesday, January 22, 2008 11:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Mouse Scroll Events

HI Shane,

This is really a Producer question, one I can't answer personally.
You could try subscribing to the Producer-users list to see if Don can
answer your question.

Alternatively you could just try OSG-2.x, while it doesn't use Producer,
it does have its own inbuilt viewer and windowing support, there is
chance that the problem you are seeing doesn't exist as its a completely
new code base.  If it does exist then I and others more familiar with
the up to date code base will be able to help you much easily.

Robert.

On Jan 22, 2008 5:39 PM, Rogers, Shane <[EMAIL PROTECTED]> wrote:
> Hello all,
>
> We are using osg0.9.9.  I am having a problem with getting mouse 
> scroll events.  We are using Producer Keyboard mouse.  Basically the 
> problem I am having is, when I scroll the scroll wheel I am not 
> getting a notifaction that the scroll wheel was moved.  But if I 
> scroll the scroll wheel and then move the mouse I get the notification

> after the mouse has moved.  Any idea why this is happening.  I am 
> looking at KeyboardMouse.cpp for osg0.9.9 and trying to compare and 
> see if there was a fix for KeyboardMouse.cpp for osg1.2.  Has anyone 
> else seen this as an issue?
>
> Thanks,
>
> -Shane
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Re: [osg-users] wx with OSG canvas resize bug

2008-01-22 Thread Tamer El Nashar
 i do that, the following is my resize code:

void SS3DCanvas::OnSize(wxSizeEvent& event)
{
// this is also necessary to update the context on some platforms
wxGLCanvas::OnSize(event);

// set GL viewport (not called by wxGLCanvas::OnSize on all
platforms...)
int width = event.GetSize().x, height = event.GetSize().y;
//GetClientSize(&width, &height);

width = max(5, width);
height = max(5, height);

// update the window dimensions, in case the window has been resized.
getEventQueue()->windowResize(0, 0, width, height);
resized(0, 0, width, height);

m_HUD->OnSize(width, height);

// This is a HACK to un-stick the canvas windows on startup.
// For some unknown reason, the canvas windows require a single mouse
event before they'll start
// responding to user events. By posting a single, mouse up event we
un-stick the windows so they'll
// respond to the first user event.
//wxMouseEvent mouseEvent;
//mouseEvent.m_x = 10;
//mouseEvent.m_y = 10;
//mouseEvent.m_leftDown = true;
//mouseEvent.SetEventType(wxEVT_MOTION);
//wxPostEvent(this, mouseEvent);
}

Thibault Genessay wrote:

Hi Tamer,

Have you tried to pass the new graphics window size to the OSG when it
changes ? Your canvas should intercept the resize events and send the
updated sizes to all OSG views, e.g.
myView->getEventQueue()->windowResize(0, 0, width, height);

Thibault

On Jan 20, 2008 1:37 AM, Tamer El Nashar <[EMAIL PROTECTED]>
<[EMAIL PROTECTED]> wrote:

 Hi,

I am using OSG with wx and I am getting a strange bug on my  canvas when
dragging and dropping on the canvas, specifically after resizing the canvas.
So initially after the canvas is resized and I drag and drop, items show up
in the wrong place.  Then I click once on the canvas and then when I drag
and drop they show up in the write place, as if clicking initializes/fixes
something, then everything works.  I tried sending my own wxMouseEvent in
every size event, and the event does get handled by the osgGA::EventQueue,
however that doesnt work.  Only actually clicking on the canvas fixes the
problem. The code that reports the wrong values is:
osgUtil::LineSegmentIntersector::getWorldIntersectPoint().  After clicking
once on the canvas, the same code reports correct values!  Anyone crossed
this before, or any ideas what it could be?  I wouldn't even qualify as a
OSG novice, so any tips would be much appreciated.





 Thanks in advancce




 Tamer El Nashar

VRSonic Inc.
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Re: [osg-users] About VirtualPlanetBuilder0.9. 4~~~~

2008-01-22 Thread Robert Osfield
Hi GuiYe,

As mentioned on the front page of the
virtualplanetbuilder.osgforger.org you'll need to use OSG-2.3.x to
compile VPB-0.9.4.

As for docs, the front page has links to all the docs currently
available for VPB.

Robert.

2008/1/22 GuiYe <[EMAIL PROTECTED]>:
>
>   Hello,robert!
>
>Today I download VirtualPlanetBuilder0.9.4's source code.When I compile
> the source code in OpenSceneGraph2.2 , there are many errors.Can you tell me
> what I can do to solve the problems?
>
>On the other hand, I want to ask how to use the
> VirtualPlanetBuilder0.9.4,it just like VirtualPlanetBuilder0.9.1? Where can
> I get a detailed document about the user guider of
> VirtualPlanetBuilder0.9.4?
>
>Thank you~~~
>
>
>  Version.cpp
> ThreadPool.cpp
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\ThreadPool.cpp(147) : error
> C2039: 'getNumOperationsInQueue' : is not a member of 'osg::OperationQueue'
> C:\Program Files\OSG2.2.0_vc80\include\osg/OperationThread(97) : see
> declaration of 'osg::OperationQueue'
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\ThreadPool.cpp(147) : fatal
> error C1903: unable to recover from previous error(s); stopping compilation
> TaskManager.cpp
> G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53)
> : error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
> Task.cpp
> G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53)
> : error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
> System.cpp
> G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53)
> : error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
> SpatialProperties.cpp
> SourceData.cpp
> G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53)
> : error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
> Source.cpp
> G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53)
> : error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2039:
> 'Vec3dArray' : is not a member of 'osg'
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2065:
> 'Vec3dArray' : undeclared identifier
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2065:
> 'vec3darray' : undeclared identifier
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2039:
> 'Vec3dArray' : is not a member of 'osg'
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2061:
> syntax error : identifier 'Vec3dArray'
> ShapeFilePlacer.cpp
> G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53)
> : error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\ShapeFilePlacer.cpp(25) : fatal
> error C1083: Cannot open include file: 'osgUtil/ConvertVec': No such file or
> directory
> PropertyFile.cpp
> ObjectPlacer.cpp
> G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53)
> : error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
> MachinePool.cpp
> G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53)
> : error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
> HeightFieldMapper.cpp
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\HeightFieldMapper.cpp(22) :
> fatal error C1083: Cannot open include file:
> 'osgUtil/OperationArrayFunctor': No such file or directory
> GeospatialDataset.cpp
> G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53)
> : error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
> FileUtils.cpp
> FileDetails.cpp
> FileCache.cpp
> G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53)
> : error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
> ExtrudeVisitor.cpp
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\ExtrudeVisitor.cpp(8) : fatal
> error C1083: Cannot open include file: 'osgUtil/EdgeCollector': No such file
> or directory
> Destination.cpp
> G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53)
> : error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
> Date.cpp
> Generating Code...
> Compiling...
> DataSet.cpp
> G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53)
> : error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(184) : warning
> C4018: '<' : signed/unsigned mismatch
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(462) : warning
> C4018: '<' : signed/unsigned mismatch
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(555) : warning
> C4018: '<' : signed/unsigned mismatch
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(662) : warning
> C4018: '<' : signed/unsigned mismatch
> ..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(1969) : error C2039:
> 'getMinLevel' : is not a member o

Re: [osg-users] Mouse Scroll Events

2008-01-22 Thread Robert Osfield
HI Shane,

This is really a Producer question, one I can't answer personally.
You could try subscribing to the Producer-users list to see if Don can
answer your question.

Alternatively you could just try OSG-2.x, while it doesn't use
Producer, it does have its own inbuilt viewer and windowing support,
there is chance that the problem you are seeing doesn't exist as its a
completely new code base.  If it does exist then I and others more
familiar with the up to date code base will be able to help you much
easily.

Robert.

On Jan 22, 2008 5:39 PM, Rogers, Shane <[EMAIL PROTECTED]> wrote:
> Hello all,
>
> We are using osg0.9.9.  I am having a problem with getting mouse scroll
> events.  We are using Producer Keyboard mouse.  Basically the problem I
> am having is, when I scroll the scroll wheel I am not getting a
> notifaction that the scroll wheel was moved.  But if I scroll the scroll
> wheel and then move the mouse I get the notification after the mouse has
> moved.  Any idea why this is happening.  I am looking at
> KeyboardMouse.cpp for osg0.9.9 and trying to compare and see if there
> was a fix for KeyboardMouse.cpp for osg1.2.  Has anyone else seen this
> as an issue?
>
> Thanks,
>
> -Shane
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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[osg-users] About VirtualPlanetBuilder0.9.4~ ~~~

2008-01-22 Thread GuiYe
 
  Hello,robert!
  
   Today I download VirtualPlanetBuilder0.9.4's source code.When I compile the 
source code in OpenSceneGraph2.2 , there are many errors.Can you tell me what I 
can do to solve the problems?
   On the other hand, I want to ask how to use the VirtualPlanetBuilder0.9.4,it 
just like VirtualPlanetBuilder0.9.1? Where can I get a detailed document about 
the user guider of VirtualPlanetBuilder0.9.4? 
 
   Thank you~~~
 
 
 
Version.cpp
ThreadPool.cpp
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\ThreadPool.cpp(147) : error C2039: 
'getNumOperationsInQueue' : is not a member of 'osg::OperationQueue'
C:\Program Files\OSG2.2.0_vc80\include\osg/OperationThread(97) : see 
declaration of 'osg::OperationQueue'
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\ThreadPool.cpp(147) : fatal error 
C1903: unable to recover from previous error(s); stopping compilation
TaskManager.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
Task.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
System.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
SpatialProperties.cpp
SourceData.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
Source.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2039: 
'Vec3dArray' : is not a member of 'osg'
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2065: 
'Vec3dArray' : undeclared identifier
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2065: 
'vec3darray' : undeclared identifier
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2039: 
'Vec3dArray' : is not a member of 'osg'
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2061: 
syntax error : identifier 'Vec3dArray'
ShapeFilePlacer.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\ShapeFilePlacer.cpp(25) : fatal 
error C1083: Cannot open include file: 'osgUtil/ConvertVec': No such file or 
directory
PropertyFile.cpp
ObjectPlacer.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
MachinePool.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
HeightFieldMapper.cpp
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\HeightFieldMapper.cpp(22) : fatal 
error C1083: Cannot open include file: 'osgUtil/OperationArrayFunctor': No such 
file or directory
GeospatialDataset.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
FileUtils.cpp
FileDetails.cpp
FileCache.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
ExtrudeVisitor.cpp
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\ExtrudeVisitor.cpp(8) : fatal error 
C1083: Cannot open include file: 'osgUtil/EdgeCollector': No such file or 
directory
Destination.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
Date.cpp
Generating Code...
Compiling...
DataSet.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(184) : warning C4018: 
'<' : signed/unsigned mismatch
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(462) : warning C4018: 
'<' : signed/unsigned mismatch
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(555) : warning C4018: 
'<' : signed/unsigned mismatch
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(662) : warning C4018: 
'<' : signed/unsigned mismatch
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(1969) : error C2039: 
'getMinLevel' : is not a member of 'osgTerrain::Layer'
C:\Program Files\OSG2.2.0_vc80\include\osgTerrain/Layer(26) : see 
declaration of 'osgTerrain::Layer'
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(1970) : error C2039: 
'getMaxLevel' : is not a member of 'osgTerrain::Layer'
C:\Program Files\OSG2.2.0_vc80\include\osgTerrain/Layer(26) : see 
declaration of 'osgTerrain::Layer'
..\..\..\0.9.4\VirtualPlanetBuilder\s

[osg-users] Mouse Scroll Events

2008-01-22 Thread Rogers, Shane
Hello all,

We are using osg0.9.9. I am having a problem with getting mouse scroll
events. We are using Producer Keyboard mouse. Basically the problem I am
having is, when I scroll the scroll wheel I am not getting a notifaction
that the scroll wheel was moved. But if I scroll the scroll wheel and
then move the mouse I get the notification after the mouse has moved.
Any idea why this is happening. I am looking at KeyboardMouse.cpp for
osg0.9.9 and trying to compare and see if there was a fix for
KeyboardMouse.cpp for osg1.2. Has anyone else seen this as an issue?

Thanks,

-Shane

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[osg-users] Mouse Scroll Events

2008-01-22 Thread Rogers, Shane
Hello all,

We are using osg0.9.9.  I am having a problem with getting mouse scroll
events.  We are using Producer Keyboard mouse.  Basically the problem I
am having is, when I scroll the scroll wheel I am not getting a
notifaction that the scroll wheel was moved.  But if I scroll the scroll
wheel and then move the mouse I get the notification after the mouse has
moved.  Any idea why this is happening.  I am looking at
KeyboardMouse.cpp for osg0.9.9 and trying to compare and see if there
was a fix for KeyboardMouse.cpp for osg1.2.  Has anyone else seen this
as an issue?

Thanks,

-Shane
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[osg-users] About VirtualPlanetBuilder0.9.4~ ~~~

2008-01-22 Thread GuiYe
 
  Hello,robert!
  
   Today I download VirtualPlanetBuilder0.9.4's source code.When I compile the 
source code in OpenSceneGraph2.2 , there are many errors.Can you tell me what I 
can do to solve the problems?
  
   On the other hand, I want to ask how to use the VirtualPlanetBuilder0.9.4,it 
just like VirtualPlanetBuilder0.9.1? Where can I get a detailed document about 
the user guider of VirtualPlanetBuilder0.9.4? 
 
   Thank you~~~
 
 
 
Version.cpp
ThreadPool.cpp
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\ThreadPool.cpp(147) : error C2039: 
'getNumOperationsInQueue' : is not a member of 'osg::OperationQueue'
C:\Program Files\OSG2.2.0_vc80\include\osg/OperationThread(97) : see 
declaration of 'osg::OperationQueue'
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\ThreadPool.cpp(147) : fatal error 
C1903: unable to recover from previous error(s); stopping compilation
TaskManager.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
Task.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
System.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
SpatialProperties.cpp
SourceData.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
Source.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2039: 
'Vec3dArray' : is not a member of 'osg'
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2065: 
'Vec3dArray' : undeclared identifier
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2065: 
'vec3darray' : undeclared identifier
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2039: 
'Vec3dArray' : is not a member of 'osg'
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\Source.cpp(676) : error C2061: 
syntax error : identifier 'Vec3dArray'
ShapeFilePlacer.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\ShapeFilePlacer.cpp(25) : fatal 
error C1083: Cannot open include file: 'osgUtil/ConvertVec': No such file or 
directory
PropertyFile.cpp
ObjectPlacer.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
MachinePool.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
HeightFieldMapper.cpp
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\HeightFieldMapper.cpp(22) : fatal 
error C1083: Cannot open include file: 'osgUtil/OperationArrayFunctor': No such 
file or directory
GeospatialDataset.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
FileUtils.cpp
FileDetails.cpp
FileCache.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
ExtrudeVisitor.cpp
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\ExtrudeVisitor.cpp(8) : fatal error 
C1083: Cannot open include file: 'osgUtil/EdgeCollector': No such file or 
directory
Destination.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
Date.cpp
Generating Code...
Compiling...
DataSet.cpp
G:\OpenSceneGraph\OSGDEM2.2\0.9.4\VirtualPlanetBuilder\include\vpb/Source(53) : 
error C2065: 'MAXIMUM_NUMBER_OF_LEVELS' : undeclared identifier
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(184) : warning C4018: 
'<' : signed/unsigned mismatch
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(462) : warning C4018: 
'<' : signed/unsigned mismatch
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(555) : warning C4018: 
'<' : signed/unsigned mismatch
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(662) : warning C4018: 
'<' : signed/unsigned mismatch
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(1969) : error C2039: 
'getMinLevel' : is not a member of 'osgTerrain::Layer'
C:\Program Files\OSG2.2.0_vc80\include\osgTerrain/Layer(26) : see 
declaration of 'osgTerrain::Layer'
..\..\..\0.9.4\VirtualPlanetBuilder\src\vpb\DataSet.cpp(1970) : error C2039: 
'getMaxLevel' : is not a member of 'osgTerrain::Layer'
C:\Program Files\OSG2.2.0_vc80\include\osgTerrain/Layer(26) : see 
declaration of 'osgTerrain::Layer'
..\..\..\0.9.4\VirtualPlanetBuilde

Re: [osg-users] Implementing a 3D GUI

2008-01-22 Thread Jeremy Moles
On Tue, 2008-01-22 at 12:00 -0500, Brian wrote:
> Hi,
> 
> I am in the process of trying to create an interactive Macromedia Flash 
> drawable.  I am now at the point where the Flash movie is rendering, but it 
> has no available mouse input.  My problem is how to determine what the 
> coordinates of my mouse cursor are (in 2D space) when the mouse is over the 
> drawable.  Preferably, I'd like to know the 2D coordinate of the mouse 
> position in terms of (0..1, 0..1).  The drawable itself is in 3D space.
> 
> I know that the IntersectVistor allows me to do certain things, but I have 
> never really used it before.  I've taken a look at the osgPick example and 
> see that I can get the local and world coordinates of an intersection, but I 
> am unclear as to whether there are any helper OSG classes/functions that will 
> allow me to map that intersection point to the correct 2D coordinate to pass 
> to the Flash player.  Also, is it possible to restrict the intersection tests 
>  for my Flash drawables only?

osgGA::GUIEventAdapter::{getX, getY} is what I believe you want here,
but you'll need to know how to tie it all in together with your app,
which is a somewhat non-trivial thing (imo).

Of course, I'd encourage you to just use osgHUD--since it never hurts to
have more eyeballs looking at my code--but it may not be ready for your
use yet. :) However, nothing about what you've described here wouldn't
fit into osgHUD currently, though you'd need to inhert from
osgHUD::Window or osgHUD::Widget somehow. I'd be willing to help with
this if your code is public...

Also, osgHUD handles the picking exclusivity issues by requiring the
user provide a unique NodeMask when creating an osgHUD::WindowManager
object. I asked a few months back and was told this was the best way, so
I'd say the same would apply here as well.

(If you want to see how osgHUD does all this, check out SVN and look at
the osgHUD/ViewerEventHandlers file)

> Thanks,
> Brian
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> 

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Re: [osg-users] Implementing a 3D GUI

2008-01-22 Thread Robert Osfield
Hi Brain,

The osgmovie example (in OSG 2.x) has an EvenHandler in it that tracks
the mouse movement and projects this onto the quad and returns the tex
coords, these are then used to imply a position on that texture.  I
wrote this code for exactly the type of thing you are looking to do
right now.

Robert.

On Jan 22, 2008 5:00 PM, Brian <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I am in the process of trying to create an interactive Macromedia Flash 
> drawable.  I am now at the point where the Flash movie is rendering, but it 
> has no available mouse input.  My problem is how to determine what the 
> coordinates of my mouse cursor are (in 2D space) when the mouse is over the 
> drawable.  Preferably, I'd like to know the 2D coordinate of the mouse 
> position in terms of (0..1, 0..1).  The drawable itself is in 3D space.
>
> I know that the IntersectVistor allows me to do certain things, but I have 
> never really used it before.  I've taken a look at the osgPick example and 
> see that I can get the local and world coordinates of an intersection, but I 
> am unclear as to whether there are any helper OSG classes/functions that will 
> allow me to map that intersection point to the correct 2D coordinate to pass 
> to the Flash player.  Also, is it possible to restrict the intersection tests 
>  for my Flash drawables only?
>
> Thanks,
> Brian
> ___
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>
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[osg-users] Implementing a 3D GUI

2008-01-22 Thread Brian
Hi,

I am in the process of trying to create an interactive Macromedia Flash 
drawable.  I am now at the point where the Flash movie is rendering, but it has 
no available mouse input.  My problem is how to determine what the coordinates 
of my mouse cursor are (in 2D space) when the mouse is over the drawable.  
Preferably, I'd like to know the 2D coordinate of the mouse position in terms 
of (0..1, 0..1).  The drawable itself is in 3D space.

I know that the IntersectVistor allows me to do certain things, but I have 
never really used it before.  I've taken a look at the osgPick example and see 
that I can get the local and world coordinates of an intersection, but I am 
unclear as to whether there are any helper OSG classes/functions that will 
allow me to map that intersection point to the correct 2D coordinate to pass to 
the Flash player.  Also, is it possible to restrict the intersection tests  for 
my Flash drawables only?

Thanks,
Brian
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Re: [osg-users] wx with OSG canvas resize bug

2008-01-22 Thread Tamer El Nashar




i do that, the following is my resize code:

void SS3DCanvas::OnSize(wxSizeEvent& event)
{
    // this is also necessary to update the context on some platforms
    wxGLCanvas::OnSize(event);

    // set GL viewport (not called by wxGLCanvas::OnSize on all
platforms...)
    int width = event.GetSize().x, height = event.GetSize().y;
    //GetClientSize(&width, &height);

    width = max(5, width);
    height = max(5, height);

    // update the window dimensions, in case the window has been
resized.
    getEventQueue()->windowResize(0, 0, width, height);
    resized(0, 0, width, height);

    m_HUD->OnSize(width, height);

    // This is a HACK to un-stick the canvas windows on startup.
    // For some unknown reason, the canvas windows require a single
mouse event before they'll start
    // responding to user events. By posting a single, mouse up event
we un-stick the windows so they'll 
    // respond to the first user event.
    //wxMouseEvent mouseEvent;
    //mouseEvent.m_x = 10;
    //mouseEvent.m_y = 10;
    //mouseEvent.m_leftDown = true;
    //mouseEvent.SetEventType(wxEVT_MOTION);    
    //wxPostEvent(this, mouseEvent);
}

Thibault Genessay wrote:

  Hi Tamer,

Have you tried to pass the new graphics window size to the OSG when it
changes ? Your canvas should intercept the resize events and send the
updated sizes to all OSG views, e.g.
myView->getEventQueue()->windowResize(0, 0, width, height);

Thibault

On Jan 20, 2008 1:37 AM, Tamer El Nashar <[EMAIL PROTECTED]> wrote:
  
  

Hi,

I am using OSG with wx and I am getting a strange bug on my  canvas when
dragging and dropping on the canvas, specifically after resizing the canvas.
So initially after the canvas is resized and I drag and drop, items show up
in the wrong place.  Then I click once on the canvas and then when I drag
and drop they show up in the write place, as if clicking initializes/fixes
something, then everything works.  I tried sending my own wxMouseEvent in
every size event, and the event does get handled by the osgGA::EventQueue,
however that doesnt work.  Only actually clicking on the canvas fixes the
problem. The code that reports the wrong values is:
osgUtil::LineSegmentIntersector::getWorldIntersectPoint().  After clicking
once on the canvas, the same code reports correct values!  Anyone crossed
this before, or any ideas what it could be?  I wouldn't even qualify as a
OSG novice, so any tips would be much appreciated.





 Thanks in advancce




 Tamer El Nashar

VRSonic Inc.
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Re: [osg-users] osgViewer::OpenGLQuerySupport crash

2008-01-22 Thread Michele Bosi
Thanks Robert,

using MESA 7.0.2 (compiled in pure software, no dri) -> "osgviewer
mymodel.fmt --SingleThreaded" crashed at the second 'S' as usual
using MESA 7.0.0 (compiled in pure software, no dri) -> "osgviewer
mymodel.fmt --SingleThreaded" crashed at the second 'S' as usual
using MESA 6.4.2 (compiled in pure software, no dri) -> "osgviewer
mymodel.fmt --SingleThreaded" no problems

It seems that the latest MESA release introduced some bugs, at least
with my configuration/system: Ubuntu 7.04 / GCC 4.1 / Xorg 7.2.0 /
Core 2 Duo T7300, so I will stick to MESA 6.4.2.

It would be interesting to know if anyone else can reproduce the crash
in another system using MESA 7.0.x, if it's really a bug we could
report it to the MESA guys.

Michele

On Jan 22, 2008 4:55 PM, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi Michaele,
>
> Stats in working fine on my mult-core Kubunto 7.10 NVidia box.  It
> worked fine under 7.04 too.
>
> Could it be a driver problem?  Maybe?  Nothing other than trying a
> different driver will answer this
> or establishing its a different problem...
>
> Could it be a threading problem?  Maybe?  Try out:
>
>   osgviewer mymodel.fmt --SingleThreaded
>
> Robert.
>
>
> On Jan 22, 2008 3:24 PM, Michele Bosi <[EMAIL PROTECTED]> wrote:
> > My program uses osgViewer::StatsHandler, but when I press 'S' the
> > second time to show the extended statistics it crashes with the
> > following back-trace.
> > The strange thing is that if I press 'S' only once the program shows
> > the FPS without problem, but if I press 'S' again it crashes.
> > Did anyone experienced the same problem?
> > Note that the program crashes only on my Ubuntu 7.04+Mesa 7.0.2 box
> > and not under WinXP.
> >
> > Regards,
> > Michele
> >
> > Backtrace taken with gdb:
> >
> > #0  0x10c9 in ?? ()
> > #1  0xb7b38549 in osg::Drawable::Extensions::glGetQueryObjectui64v ()
> > from /usr/local/lib/libosg.so.25
> > #2  0xb7cc1012 in osgViewer::OpenGLQuerySupport::checkQuery () from
> > /usr/local/lib/libosgViewer.so.25
> > #3  0xb7cc3083 in osgViewer::Renderer::cull_draw () from
> > /usr/local/lib/libosgViewer.so.25
> > #4  0xb7cc3723 in osgViewer::Renderer::operator() () from
> > /usr/local/lib/libosgViewer.so.25
> > #5  0xb7b7ca88 in osg::GraphicsContext::runOperations () from
> > /usr/local/lib/libosg.so.25
> > #6  0xb7cf5bd6 in osgViewer::ViewerBase::renderingTraversals () from
> > /usr/local/lib/libosgViewer.so.25
> > #7  0xb7cf4e23 in osgViewer::ViewerBase::frame () from
> > /usr/local/lib/libosgViewer.so.25
> > #8  0x080610b2 in OsgQtViewer::paintGL (this=0x8107000) at
> > ../../include/osgolem/osgqtviewer.hpp:149
> > #9  0x0805c06e in EditorWidget::paintGL (this=0x8107000) at 
> > editorwidget.cpp:364
> > #10 0xb7a377ab in QGLWidget::glDraw () from /usr/lib/libQtOpenGL.so.4
> > #11 0xb7a3628f in QGLWidget::updateGL () from /usr/lib/libQtOpenGL.so.4
> > #12 0xb7a55e92 in QGLWidget::qt_metacall () from /usr/lib/libQtOpenGL.so.4
> > #13 0x08077754 in EditorWidget::qt_metacall (this=0x8107000,
> > _c=QMetaObject::InvokeMetaMethod, _id=27, _a=0xbfa304f4) at
> > moc_editorwidget.cpp:90
> > #14 0xb728 in QMetaObject::activate () from /usr/lib/libQtCore.so.4
> > #15 0xb72ab42a in QMetaObject::activate () from /usr/lib/libQtCore.so.4
> > #16 0xb72ca2b7 in QTimer::timeout () from /usr/lib/libQtCore.so.4
> > #17 0xb72b267e in QTimer::timerEvent () from /usr/lib/libQtCore.so.4
> > #18 0xb72a9834 in QObject::event () from /usr/lib/libQtCore.so.4
> > #19 0xb7440190 in QApplicationPrivate::notify_helper () from
> > /usr/lib/libQtGui.so.4
> > #20 0xb74428c1 in QApplication::notify () from /usr/lib/libQtGui.so.4
> > #21 0xb72bda43 in ?? () from /usr/lib/libQtCore.so.4
> > #22 0xb691fdf2 in g_main_context_dispatch () from /usr/lib/libglib-2.0.so.0
> > #23 0xb6922dcf in ?? () from /usr/lib/libglib-2.0.so.0
> > #24 0x080e5490 in ?? ()
> > #25 0x in ?? ()
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Re: [osg-users] Double Click under OS/X

2008-01-22 Thread Adrian Egli OpenSceneGraph (3D)
downloaded and patched, compiled and tested.

you are a genious person :-)  it works, nothing else expected.

let's check in

regards
adrian

2008/1/22, Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>:
>
> thanks i will try it out
>
> 2008/1/22, Stephan Maximilian Huber <[EMAIL PROTECTED]>:
> >
> > Adrian Egli OpenSceneGraph (3D) schrieb:
> > > hi all,
> > >
> > > is there an known issue under OS/X by detection Double Click event? If
> > there
> > > isn't i will go trough the event handling. May there is some unknown
> > issue
> > > in the latest SVN version.
> >
> > It's not implemented on OS X yet. I missed that, as I did the code for
> > the GraphicsWindowCarbon-implementation.
> >
> > Can you try the attached modified GraphicsWindowCarbon.cpp file, and
> > report back your success? If everything is well, we could submit the
> > file to osg-submissions.
> >
> > cheers,
> > Stephan
> >
> > ___
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> >
> >
> >
> >
>
>
> --
> 
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Re: [osg-users] osgViewer::OpenGLQuerySupport crash

2008-01-22 Thread Robert Osfield
Hi Michaele,

Stats in working fine on my mult-core Kubunto 7.10 NVidia box.  It
worked fine under 7.04 too.

Could it be a driver problem?  Maybe?  Nothing other than trying a
different driver will answer this
or establishing its a different problem...

Could it be a threading problem?  Maybe?  Try out:

  osgviewer mymodel.fmt --SingleThreaded

Robert.

On Jan 22, 2008 3:24 PM, Michele Bosi <[EMAIL PROTECTED]> wrote:
> My program uses osgViewer::StatsHandler, but when I press 'S' the
> second time to show the extended statistics it crashes with the
> following back-trace.
> The strange thing is that if I press 'S' only once the program shows
> the FPS without problem, but if I press 'S' again it crashes.
> Did anyone experienced the same problem?
> Note that the program crashes only on my Ubuntu 7.04+Mesa 7.0.2 box
> and not under WinXP.
>
> Regards,
> Michele
>
> Backtrace taken with gdb:
>
> #0  0x10c9 in ?? ()
> #1  0xb7b38549 in osg::Drawable::Extensions::glGetQueryObjectui64v ()
> from /usr/local/lib/libosg.so.25
> #2  0xb7cc1012 in osgViewer::OpenGLQuerySupport::checkQuery () from
> /usr/local/lib/libosgViewer.so.25
> #3  0xb7cc3083 in osgViewer::Renderer::cull_draw () from
> /usr/local/lib/libosgViewer.so.25
> #4  0xb7cc3723 in osgViewer::Renderer::operator() () from
> /usr/local/lib/libosgViewer.so.25
> #5  0xb7b7ca88 in osg::GraphicsContext::runOperations () from
> /usr/local/lib/libosg.so.25
> #6  0xb7cf5bd6 in osgViewer::ViewerBase::renderingTraversals () from
> /usr/local/lib/libosgViewer.so.25
> #7  0xb7cf4e23 in osgViewer::ViewerBase::frame () from
> /usr/local/lib/libosgViewer.so.25
> #8  0x080610b2 in OsgQtViewer::paintGL (this=0x8107000) at
> ../../include/osgolem/osgqtviewer.hpp:149
> #9  0x0805c06e in EditorWidget::paintGL (this=0x8107000) at 
> editorwidget.cpp:364
> #10 0xb7a377ab in QGLWidget::glDraw () from /usr/lib/libQtOpenGL.so.4
> #11 0xb7a3628f in QGLWidget::updateGL () from /usr/lib/libQtOpenGL.so.4
> #12 0xb7a55e92 in QGLWidget::qt_metacall () from /usr/lib/libQtOpenGL.so.4
> #13 0x08077754 in EditorWidget::qt_metacall (this=0x8107000,
> _c=QMetaObject::InvokeMetaMethod, _id=27, _a=0xbfa304f4) at
> moc_editorwidget.cpp:90
> #14 0xb728 in QMetaObject::activate () from /usr/lib/libQtCore.so.4
> #15 0xb72ab42a in QMetaObject::activate () from /usr/lib/libQtCore.so.4
> #16 0xb72ca2b7 in QTimer::timeout () from /usr/lib/libQtCore.so.4
> #17 0xb72b267e in QTimer::timerEvent () from /usr/lib/libQtCore.so.4
> #18 0xb72a9834 in QObject::event () from /usr/lib/libQtCore.so.4
> #19 0xb7440190 in QApplicationPrivate::notify_helper () from
> /usr/lib/libQtGui.so.4
> #20 0xb74428c1 in QApplication::notify () from /usr/lib/libQtGui.so.4
> #21 0xb72bda43 in ?? () from /usr/lib/libQtCore.so.4
> #22 0xb691fdf2 in g_main_context_dispatch () from /usr/lib/libglib-2.0.so.0
> #23 0xb6922dcf in ?? () from /usr/lib/libglib-2.0.so.0
> #24 0x080e5490 in ?? ()
> #25 0x in ?? ()
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Re: [osg-users] Using of osgdb_osg plugin for own formats

2008-01-22 Thread Robert Osfield
Hi Art,

The DotOsgWrapper proxy object you create for the wrapper functions
has a string entry where you'll see something like "Node Transform
Group"  or in your Text case you'd have something like "Object
Drawable TextBase Text MyText".  The osgDB internals will keep track
of all the wrappers and call the approrpriate ones in the order laid
out in this string.

Robert.

On Jan 22, 2008 3:05 PM, Art Tevs <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
>
> >
> > Have a look at how the various OSG NodeKits tackle
> > .osg support - they
> > have a normal library like libosgParticle built from
> > the directory
> > src/osgParticle and then a plugin that corresponds
> > to it that is built
> > to osgdb_osgParticle and found in
> > src/osgPlugins/osgParticle.
>
> I took a look already into it. This is the way how I
> also implement it. However in the case that I want to
> write some information of osgText::Text class into the
> file, I need to call appropriate DotOsgWrapper for
> this.
> This is done by the osgDB::Registry::writeObject
> method automagicaly. However this method depends on
> the value which is returned back from the
> Object::className() method. And since I have this
> diamond polymorphism the object of the derived class
> do return wrong value in the className() method.
> Therefor the writeObject() method of the registry can
> not find appropriate DotOsgWrapper for this.
>
> To solve that problem there is some access to the
> _objectWrapperMap attribute of the osgDB::Registry
> class required. Maybe through some method like
> Registry::getObjectDotOsgWrapper(string), which is
> unfortunately not there.
>
> I hope I was able to describe where I encounter
> problems.
>
> Best regards,
> Art
>
>
>
>
> > Robert.
> >
> > On Jan 22, 2008 1:57 PM, Art Tevs
> > <[EMAIL PROTECTED]> wrote:
> > > Hallo,
> > >
> > > Imagine I have following situation of classes:
> > >
> > >  osg::Object
> > >   / \
> > >  /   \
> > >Base osgText::Text
> > > | |
> > > | |
> > >  \   /
> > >   \ /
> > >   DerivedText
> > >
> > > I know, this is so called diamond polymorphism,
> > which
> > > is sometimes not good. However in my case I need
> > such
> > > a structure or better to say, there is no elegant
> > way
> > > to go around this.
> > >
> > > Now I have specified my own ReaderWriter to
> > serialize
> > > the content of the DerivedText into a file. The
> > format
> > > is very similar to the .osg  file format, hence I
> > > decided to use osgdb_osg plugin to write
> > information
> > > about osgText::Text into this file.
> > >
> > > This is done by calling:
> > > osgDB::ReaderWriter* rw =
> > >
> >
> osgDB::Registry::instance()->getReaderWriterForExtension("osg");
> > > rw->writeObject(static_cast > > osgText::Text&>(*derivedText), fout);
> > >
> > > Using this there is no information written by the
> > > plugin to the output stream.
> > > The problem here is, that the call of
> > > static_cast > > osgText::Text&>(*derivedText).className() returns
> > the
> > > name, which is given back by the
> > > DerivedText::className() method and not the one
> > given
> > > back by the osgText::Text::className() and
> > therefor
> > > the Registry::writeObject() method can not find
> > > appropriate DotOsgWrapper for this.
> > >
> > > One could solve this by manually retrieving the
> > > DotOsgWrapper from the osgDB::Registry. However
> > there
> > > is no such method like
> > > osgDB::Registry::getDotOsgWrapper() method
> > defined.
> > > The  counterpart to this, namely addDotOsgWrapper,
> > > method exist.
> > >
> > > Is meant to be so, or is it a feature which we
> > could
> > > need?
> > >
> > > Thanks in advance.
> > >
> > >
> > >
> > >
> > >
> > >   Machen Sie Yahoo! zu Ihrer Startseite. Los
> > geht's:
> > > http://de.yahoo.com/set
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>
>
>
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Re: [osg-users] Double Click under OS/X

2008-01-22 Thread Adrian Egli OpenSceneGraph (3D)
thanks i will try it out

2008/1/22, Stephan Maximilian Huber <[EMAIL PROTECTED]>:
>
> Adrian Egli OpenSceneGraph (3D) schrieb:
> > hi all,
> >
> > is there an known issue under OS/X by detection Double Click event? If
> there
> > isn't i will go trough the event handling. May there is some unknown
> issue
> > in the latest SVN version.
>
> It's not implemented on OS X yet. I missed that, as I did the code for
> the GraphicsWindowCarbon-implementation.
>
> Can you try the attached modified GraphicsWindowCarbon.cpp file, and
> report back your success? If everything is well, we could submit the
> file to osg-submissions.
>
> cheers,
> Stephan
>
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>
>


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[osg-users] osgViewer::OpenGLQuerySupport crash

2008-01-22 Thread Michele Bosi
My program uses osgViewer::StatsHandler, but when I press 'S' the
second time to show the extended statistics it crashes with the
following back-trace.
The strange thing is that if I press 'S' only once the program shows
the FPS without problem, but if I press 'S' again it crashes.
Did anyone experienced the same problem?
Note that the program crashes only on my Ubuntu 7.04+Mesa 7.0.2 box
and not under WinXP.

Regards,
Michele

Backtrace taken with gdb:

#0  0x10c9 in ?? ()
#1  0xb7b38549 in osg::Drawable::Extensions::glGetQueryObjectui64v ()
from /usr/local/lib/libosg.so.25
#2  0xb7cc1012 in osgViewer::OpenGLQuerySupport::checkQuery () from
/usr/local/lib/libosgViewer.so.25
#3  0xb7cc3083 in osgViewer::Renderer::cull_draw () from
/usr/local/lib/libosgViewer.so.25
#4  0xb7cc3723 in osgViewer::Renderer::operator() () from
/usr/local/lib/libosgViewer.so.25
#5  0xb7b7ca88 in osg::GraphicsContext::runOperations () from
/usr/local/lib/libosg.so.25
#6  0xb7cf5bd6 in osgViewer::ViewerBase::renderingTraversals () from
/usr/local/lib/libosgViewer.so.25
#7  0xb7cf4e23 in osgViewer::ViewerBase::frame () from
/usr/local/lib/libosgViewer.so.25
#8  0x080610b2 in OsgQtViewer::paintGL (this=0x8107000) at
../../include/osgolem/osgqtviewer.hpp:149
#9  0x0805c06e in EditorWidget::paintGL (this=0x8107000) at editorwidget.cpp:364
#10 0xb7a377ab in QGLWidget::glDraw () from /usr/lib/libQtOpenGL.so.4
#11 0xb7a3628f in QGLWidget::updateGL () from /usr/lib/libQtOpenGL.so.4
#12 0xb7a55e92 in QGLWidget::qt_metacall () from /usr/lib/libQtOpenGL.so.4
#13 0x08077754 in EditorWidget::qt_metacall (this=0x8107000,
_c=QMetaObject::InvokeMetaMethod, _id=27, _a=0xbfa304f4) at
moc_editorwidget.cpp:90
#14 0xb728 in QMetaObject::activate () from /usr/lib/libQtCore.so.4
#15 0xb72ab42a in QMetaObject::activate () from /usr/lib/libQtCore.so.4
#16 0xb72ca2b7 in QTimer::timeout () from /usr/lib/libQtCore.so.4
#17 0xb72b267e in QTimer::timerEvent () from /usr/lib/libQtCore.so.4
#18 0xb72a9834 in QObject::event () from /usr/lib/libQtCore.so.4
#19 0xb7440190 in QApplicationPrivate::notify_helper () from
/usr/lib/libQtGui.so.4
#20 0xb74428c1 in QApplication::notify () from /usr/lib/libQtGui.so.4
#21 0xb72bda43 in ?? () from /usr/lib/libQtCore.so.4
#22 0xb691fdf2 in g_main_context_dispatch () from /usr/lib/libglib-2.0.so.0
#23 0xb6922dcf in ?? () from /usr/lib/libglib-2.0.so.0
#24 0x080e5490 in ?? ()
#25 0x in ?? ()
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Re: [osg-users] osg to ive conversion...

2008-01-22 Thread Robert Osfield
The ID's is just an internally .osg plugin id used for helping shared
objects, it doesn't directly relate to the final scene graph.

On Jan 22, 2008 2:54 PM, alessandro terenzi <[EMAIL PROTECTED]> wrote:
> Thank you for your help, I turned the optimizer off before running osgconv
> and when I compared the original .osg file with the new one I found out that
> they are almost the same...they're exactly the same for my purposes, so my
> application works fine now.
>
> I just noticed one difference yet: in the converted .osg, UniqueIDs
> properties are missing, for example:
>
> UniqueID StateSet_0
>
> ...
>
> UniqueID Geode_1
>
> ...
>
> and some others UniqueIDs... could be this a problem? I don't use such IDs
> explicitly...
> Thank you again.
> Regards.
> Alessandro
>
>
>
> On Jan 22, 2008 11:01 AM, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> >
> >
> >
> > Hi Alessandro,
> >
> > Just turn of various elements of the osgUtil::Optimizer.
> >
> >  osgconv --help-env
> >
> > And then look for the entry about OSG_OPTIMIZER.
> >
> > To switch off the optimizer just use one of the below:
> >
> >  set OSG_OPTIMIZER=OFF
> >  export OSG_OPTIMZER=OFF
> >  setenv OSG_OPTIMIZER OFF
> >
> > Then rerun osgconv, doing the round trip to double check.
> >
> > The Optimizer has a purpose though... its to optimizer what may well
> > be a very poorly conditioned database, most source models are really
> > bad from a run-time performance point of view so optimization is often
> > key to getting good performance.
> >
> > Robert.
> >
> >
> >
> >
> >
> >
> >
> > On Jan 22, 2008 9:40 AM, alessandro terenzi <[EMAIL PROTECTED]> wrote:
> > > Thank you for your suggestion :) I tried it and noticed some
> differences.
> > >
> > > Comparing the .osg files I noticed that, while in the starting .osg file
> I
> > > had 'MatrixTransform' nodes, in the final .osg file those nodes are
> > > converted to 'Group' nodes...as you already told, the nodes names are
> kept
> > > but, on the other hand, nodes descriptions are discarded.
> > >
> > > Actually both these behaviours are really a problem for my application
> > > because I have to look for some nodes searching by name (and this is
> ok),
> > > but I also need to dynamic_cast the found nodes to MatrixTransform to
> get
> > > the nodes transforms (and this will fail) and then I also need to
> retrieve
> > > some information that I previously stored in the node's description
> field
> > > (which is not available anymore).
> > >
> > > Best regards.
> > > Alessandro
> > >
> > >
> > > On 1/21/08, Robert Osfield <[EMAIL PROTECTED]> wrote:
> > > >
> > > >
> > > >
> > > > Hi Alessandro,
> > > >
> > > > The names of nodes will be written and read from .ive.  The structure
> > > > of the scene graph can change though is you run the osgUtil::Optimizer
> > > > through it, but this isn't isn't directly related to .ive rather its
> > > > something that your app might be running, or something that osgconv
> > > > has invoked before writing the file.
> > > >
> > > > To know for sure what has happened do a round trip conversion i.e.
> > > >
> > > > osgconv test.osg test.ive
> > > > osgconv test.ive test2.osg
> > > >
> > > > Then compare test.osg and test2.osg.
> > > >
> > > > Robert.
> > > >
> > > > On Jan 21, 2008 6:59 PM, alessandro terenzi <[EMAIL PROTECTED] >
> wrote:
> > > > > In my application I use a .osg file which contains simple objects.
> Using
> > > a
> > > > > text editor I give those object different names and descriptions. At
> > > runtime
> > > > > I look for some nodes which I previously gave names to, and perform
> some
> > > > > actions on them.
> > > > >
> > > > > Now I need to convert those .osg files to .ive and it looks like
> that my
> > > > > application cannot find those named nodes anymore...
> > > > >
> > > > > I used osgconv.exe to do the conversion from .osg to .ive. Am I
> doing
> > > > > something wrong or maybe osgconv.exe discards nodes names?
> > > > > Anyway, I wonder if, during the conversion, the topology of the
> > > scenegraph
> > > > > is changed in some way or not?
> > > > >
> > > > > Thank you very much :)
> > > > > Regards.
> > > > > Alessandro
> > > > > ___
> > > > > osg-users mailing list
> > > > > osg-users@lists.openscenegraph.org
> > > > >
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > >
> > > > >
> > > > ___
> > > >
> > > > osg-users mailing list
> > > > osg-users@lists.openscenegraph.org
> > > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > >
> > >
> > >
> > > ___
> > > osg-users mailing list
> > > osg-users@lists.openscenegraph.org
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > >
> > ___
> >
> > osg-users mailing list
> > osg-users@lists.openscenegra

Re: [osg-users] Using of osgdb_osg plugin for own formats

2008-01-22 Thread Art Tevs
Hi Robert,


> 
> Have a look at how the various OSG NodeKits tackle
> .osg support - they
> have a normal library like libosgParticle built from
> the directory
> src/osgParticle and then a plugin that corresponds
> to it that is built
> to osgdb_osgParticle and found in
> src/osgPlugins/osgParticle.

I took a look already into it. This is the way how I
also implement it. However in the case that I want to
write some information of osgText::Text class into the
file, I need to call appropriate DotOsgWrapper for
this. 
This is done by the osgDB::Registry::writeObject
method automagicaly. However this method depends on
the value which is returned back from the
Object::className() method. And since I have this
diamond polymorphism the object of the derived class
do return wrong value in the className() method.
Therefor the writeObject() method of the registry can
not find appropriate DotOsgWrapper for this.

To solve that problem there is some access to the
_objectWrapperMap attribute of the osgDB::Registry
class required. Maybe through some method like
Registry::getObjectDotOsgWrapper(string), which is
unfortunately not there.

I hope I was able to describe where I encounter
problems.

Best regards,
Art
 

 
> Robert.
> 
> On Jan 22, 2008 1:57 PM, Art Tevs
> <[EMAIL PROTECTED]> wrote:
> > Hallo,
> >
> > Imagine I have following situation of classes:
> >
> >  osg::Object
> >   / \
> >  /   \
> >Base osgText::Text
> > | |
> > | |
> >  \   /
> >   \ /
> >   DerivedText
> >
> > I know, this is so called diamond polymorphism,
> which
> > is sometimes not good. However in my case I need
> such
> > a structure or better to say, there is no elegant
> way
> > to go around this.
> >
> > Now I have specified my own ReaderWriter to
> serialize
> > the content of the DerivedText into a file. The
> format
> > is very similar to the .osg  file format, hence I
> > decided to use osgdb_osg plugin to write
> information
> > about osgText::Text into this file.
> >
> > This is done by calling:
> > osgDB::ReaderWriter* rw =
> >
>
osgDB::Registry::instance()->getReaderWriterForExtension("osg");
> > rw->writeObject(static_cast > osgText::Text&>(*derivedText), fout);
> >
> > Using this there is no information written by the
> > plugin to the output stream.
> > The problem here is, that the call of
> > static_cast > osgText::Text&>(*derivedText).className() returns
> the
> > name, which is given back by the
> > DerivedText::className() method and not the one
> given
> > back by the osgText::Text::className() and
> therefor
> > the Registry::writeObject() method can not find
> > appropriate DotOsgWrapper for this.
> >
> > One could solve this by manually retrieving the
> > DotOsgWrapper from the osgDB::Registry. However
> there
> > is no such method like
> > osgDB::Registry::getDotOsgWrapper() method
> defined.
> > The  counterpart to this, namely addDotOsgWrapper,
> > method exist.
> >
> > Is meant to be so, or is it a feature which we
> could
> > need?
> >
> > Thanks in advance.
> >
> >
> >
> >
> >
> >   Machen Sie Yahoo! zu Ihrer Startseite. Los
> geht's:
> > http://de.yahoo.com/set
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
>
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> 



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[osg-users] Double Click under OS/X

2008-01-22 Thread Adrian Egli OpenSceneGraph (3D)
hi all,

is there an known issue under OS/X by detection Double Click event? If there
isn't i will go trough the event handling. May there is some unknown issue
in the latest SVN version.

/adegli

-- 

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Re: [osg-users] osg to ive conversion...

2008-01-22 Thread alessandro terenzi
Thank you for your help, I turned the optimizer off before running osgconv
and when I compared the original .osg file with the new one I found out that
they are almost the same...they're exactly the same for my purposes, so my
application works fine now.

I just noticed one difference yet: in the converted .osg, UniqueIDs
properties are missing, for example:

UniqueID StateSet_0

...

UniqueID Geode_1
...

and some others UniqueIDs... could be this a problem? I don't use such IDs
explicitly...
Thank you again.
Regards.
Alessandro


On Jan 22, 2008 11:01 AM, Robert Osfield <[EMAIL PROTECTED]> wrote:

> Hi Alessandro,
>
> Just turn of various elements of the osgUtil::Optimizer.
>
>  osgconv --help-env
>
> And then look for the entry about OSG_OPTIMIZER.
>
> To switch off the optimizer just use one of the below:
>
>  set OSG_OPTIMIZER=OFF
>  export OSG_OPTIMZER=OFF
>  setenv OSG_OPTIMIZER OFF
>
> Then rerun osgconv, doing the round trip to double check.
>
> The Optimizer has a purpose though... its to optimizer what may well
> be a very poorly conditioned database, most source models are really
> bad from a run-time performance point of view so optimization is often
> key to getting good performance.
>
> Robert.
>
> On Jan 22, 2008 9:40 AM, alessandro terenzi <[EMAIL PROTECTED]> wrote:
> > Thank you for your suggestion :) I tried it and noticed some
> differences.
> >
> > Comparing the .osg files I noticed that, while in the starting .osg file
> I
> > had 'MatrixTransform' nodes, in the final .osg file those nodes are
> > converted to 'Group' nodes...as you already told, the nodes names are
> kept
> > but, on the other hand, nodes descriptions are discarded.
> >
> > Actually both these behaviours are really a problem for my application
> > because I have to look for some nodes searching by name (and this is
> ok),
> > but I also need to dynamic_cast the found nodes to MatrixTransform to
> get
> > the nodes transforms (and this will fail) and then I also need to
> retrieve
> > some information that I previously stored in the node's description
> field
> > (which is not available anymore).
> >
> > Best regards.
> > Alessandro
> >
> >
> > On 1/21/08, Robert Osfield <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >
> > > Hi Alessandro,
> > >
> > > The names of nodes will be written and read from .ive.  The structure
> > > of the scene graph can change though is you run the osgUtil::Optimizer
> > > through it, but this isn't isn't directly related to .ive rather its
> > > something that your app might be running, or something that osgconv
> > > has invoked before writing the file.
> > >
> > > To know for sure what has happened do a round trip conversion i.e.
> > >
> > > osgconv test.osg test.ive
> > > osgconv test.ive test2.osg
> > >
> > > Then compare test.osg and test2.osg.
> > >
> > > Robert.
> > >
> > > On Jan 21, 2008 6:59 PM, alessandro terenzi <[EMAIL PROTECTED] >
> wrote:
> > > > In my application I use a .osg file which contains simple objects.
> Using
> > a
> > > > text editor I give those object different names and descriptions. At
> > runtime
> > > > I look for some nodes which I previously gave names to, and perform
> some
> > > > actions on them.
> > > >
> > > > Now I need to convert those .osg files to .ive and it looks like
> that my
> > > > application cannot find those named nodes anymore...
> > > >
> > > > I used osgconv.exe to do the conversion from .osg to .ive. Am I
> doing
> > > > something wrong or maybe osgconv.exe discards nodes names?
> > > > Anyway, I wonder if, during the conversion, the topology of the
> > scenegraph
> > > > is changed in some way or not?
> > > >
> > > > Thank you very much :)
> > > > Regards.
> > > > Alessandro
> > > > ___
> > > > osg-users mailing list
> > > > osg-users@lists.openscenegraph.org
> > > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > >
> > > >
> > > ___
> > >
> > > osg-users mailing list
> > > osg-users@lists.openscenegraph.org
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> ___
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Re: [osg-users] opengl to opengles

2008-01-22 Thread Robert Osfield
On Jan 22, 2008 2:19 PM, Kremser, Andreas (Praktikant)
<[EMAIL PROTECTED]> wrote:
> Hi,
>
> >Do you have to stick the the fixed point profile or do you have full
> >floating point support.  fixed point maths was one area that I was
> >concerned about w.r.t porting.
> >
>
> why where you concerned about this? Are there any significant Problems when 
> using this?
> By now we translated all unkown types into fixed - would floatingpoint have 
> been a better choice?

I was concerned because the OSG does lots of matrix and vector maths
when doing the cull traversal, all of this uses either double or float
types, and I how things all maps across when you have fixed point is
an unknown to me.

If it's not an issue and the compiler can compile double and float
types albeit as fixed point internally then great.

Robert.
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Re: [osg-users] Using of osgdb_osg plugin for own formats

2008-01-22 Thread Robert Osfield
Hi Art,

Extending the .osg format for your own custom nodes is well supported,
but the .ive format can't be extended without modifying it.

Have a look at how the various OSG NodeKits tackle .osg support - they
have a normal library like libosgParticle built from the directory
src/osgParticle and then a plugin that corresponds to it that is built
to osgdb_osgParticle and found in src/osgPlugins/osgParticle.

Robert.

On Jan 22, 2008 1:57 PM, Art Tevs <[EMAIL PROTECTED]> wrote:
> Hallo,
>
> Imagine I have following situation of classes:
>
>  osg::Object
>   / \
>  /   \
>Base osgText::Text
> | |
> | |
>  \   /
>   \ /
>   DerivedText
>
> I know, this is so called diamond polymorphism, which
> is sometimes not good. However in my case I need such
> a structure or better to say, there is no elegant way
> to go around this.
>
> Now I have specified my own ReaderWriter to serialize
> the content of the DerivedText into a file. The format
> is very similar to the .osg  file format, hence I
> decided to use osgdb_osg plugin to write information
> about osgText::Text into this file.
>
> This is done by calling:
> osgDB::ReaderWriter* rw =
> osgDB::Registry::instance()->getReaderWriterForExtension("osg");
> rw->writeObject(static_cast osgText::Text&>(*derivedText), fout);
>
> Using this there is no information written by the
> plugin to the output stream.
> The problem here is, that the call of
> static_cast osgText::Text&>(*derivedText).className() returns the
> name, which is given back by the
> DerivedText::className() method and not the one given
> back by the osgText::Text::className() and therefor
> the Registry::writeObject() method can not find
> appropriate DotOsgWrapper for this.
>
> One could solve this by manually retrieving the
> DotOsgWrapper from the osgDB::Registry. However there
> is no such method like
> osgDB::Registry::getDotOsgWrapper() method defined.
> The  counterpart to this, namely addDotOsgWrapper,
> method exist.
>
> Is meant to be so, or is it a feature which we could
> need?
>
> Thanks in advance.
>
>
>
>
>
>   Machen Sie Yahoo! zu Ihrer Startseite. Los geht's:
> http://de.yahoo.com/set
> ___
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Re: [osg-users] opengl to opengles

2008-01-22 Thread Kremser, Andreas (Praktikant)
Hi,

>Do you have to stick the the fixed point profile or do you have full 
>floating point support.  fixed point maths was one area that I was 
>concerned about w.r.t porting.
> 

why where you concerned about this? Are there any significant Problems when 
using this? 
By now we translated all unkown types into fixed - would floatingpoint have 
been a better choice?

Regards


>-Ursprüngliche Nachricht-
>Von: [EMAIL PROTECTED] 
>[mailto:[EMAIL PROTECTED] Im Auftrag 
>von Charles, Oliver
>Gesendet: Dienstag, 22. Januar 2008 14:53
>An: OpenSceneGraph Users
>Betreff: Re: [osg-users] opengl to opengles
>
>@robert:
>We have both - floating point single precision and fixed. By 
>the way the rest of our dev environment is the gcc compiler 
>and gnx neutrino.
>
>regards 
> 
>
>>-Ursprüngliche Nachricht-
>>Von: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] Im Auftrag von 
>>Robert Osfield
>>Gesendet: Dienstag, 22. Januar 2008 14:49
>>An: OpenSceneGraph Users
>>Betreff: Re: [osg-users] opengl to opengles
>>
>>On Jan 22, 2008 1:08 PM, Charles, Oliver <[EMAIL PROTECTED]> 
>>wrote:
>>> Sadly were restricted to use OpenGl ES 1.0 with Framebuffer Objects 
>>> Extension so Shaders most probably won´t work ;)
>>
>>Do you have to stick the the fixed point profile or do you have full 
>>floating point support.  fixed point maths was one area that I was 
>>concerned about w.r.t porting.
>>
>>> We have to forward Greetings from Rainer Oder to you.
>>
>>Please return the greetings ;-)
>>
>>Robert.
>>___
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>>egraph.org
>>
>> 
> 
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Re: [osg-users] OpenSceneGraph-2.3.3 dev and VirtualPlanetBuilder-0.9.4 dev releases tagged.

2008-01-22 Thread Jean-Sebastien Guay
Hello Robert,

> Darn... missed the check in, too busy juggling the different sets of
> checkins.  Now checked in...
>
> Thanks for spotting this though, shame I'm not always as observant.

:-)

J-S
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[osg-users] Using of osgdb_osg plugin for own formats

2008-01-22 Thread Art Tevs
Hallo,

Imagine I have following situation of classes:

 osg::Object
  / \
 /   \
   Base osgText::Text
| |
| |
 \   /
  \ /
  DerivedText

I know, this is so called diamond polymorphism, which
is sometimes not good. However in my case I need such
a structure or better to say, there is no elegant way
to go around this.

Now I have specified my own ReaderWriter to serialize
the content of the DerivedText into a file. The format
is very similar to the .osg  file format, hence I
decided to use osgdb_osg plugin to write information
about osgText::Text into this file.

This is done by calling:
osgDB::ReaderWriter* rw =
osgDB::Registry::instance()->getReaderWriterForExtension("osg");
rw->writeObject(static_cast(*derivedText), fout);

Using this there is no information written by the
plugin to the output stream.
The problem here is, that the call of 
static_cast(*derivedText).className() returns the
name, which is given back by the
DerivedText::className() method and not the one given
back by the osgText::Text::className() and therefor
the Registry::writeObject() method can not find
appropriate DotOsgWrapper for this.

One could solve this by manually retrieving the
DotOsgWrapper from the osgDB::Registry. However there
is no such method like
osgDB::Registry::getDotOsgWrapper() method defined.
The  counterpart to this, namely addDotOsgWrapper,
method exist.

Is meant to be so, or is it a feature which we could
need?

Thanks in advance.





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Re: [osg-users] opengl to opengles

2008-01-22 Thread Charles, Oliver
@robert:
We have both - floating point single precision and fixed. By the way the rest 
of our dev environment is the gcc compiler and gnx neutrino.

regards 
 

>-Ursprüngliche Nachricht-
>Von: [EMAIL PROTECTED] 
>[mailto:[EMAIL PROTECTED] Im Auftrag 
>von Robert Osfield
>Gesendet: Dienstag, 22. Januar 2008 14:49
>An: OpenSceneGraph Users
>Betreff: Re: [osg-users] opengl to opengles
>
>On Jan 22, 2008 1:08 PM, Charles, Oliver 
><[EMAIL PROTECTED]> wrote:
>> Sadly were restricted to use OpenGl ES 1.0 with Framebuffer Objects 
>> Extension so Shaders most probably won´t work ;)
>
>Do you have to stick the the fixed point profile or do you 
>have full floating point support.  fixed point maths was one 
>area that I was concerned about w.r.t porting.
>
>> We have to forward Greetings from Rainer Oder to you.
>
>Please return the greetings ;-)
>
>Robert.
>___
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>egraph.org
>
> 
 
***
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Re: [osg-users] opengl to opengles

2008-01-22 Thread Robert Osfield
On Jan 22, 2008 1:08 PM, Charles, Oliver <[EMAIL PROTECTED]> wrote:
> Sadly were restricted to use OpenGl ES 1.0 with Framebuffer Objects Extension 
> so Shaders most probably won´t work ;)

Do you have to stick the the fixed point profile or do you have full
floating point support.  fixed point maths was one area that I was
concerned about w.r.t porting.

> We have to forward Greetings from Rainer Oder to you.

Please return the greetings ;-)

Robert.
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Re: [osg-users] opengl to opengles

2008-01-22 Thread Charles, Oliver
@robert: Thank you for your help and perfect hints!! 
We'll  let you and the community know if we succeed in future times.
Sadly were restricted to use OpenGl ES 1.0 with Framebuffer Objects Extension 
so Shaders most probably won´t work ;)
We have to forward Greetings from Rainer Oder to you. 
 
@Ralph: Thank you very much, too, for your help! 

>-Ursprüngliche Nachricht-
>Von: [EMAIL PROTECTED] 
>[mailto:[EMAIL PROTECTED] Im Auftrag 
>von Robert Osfield
>Gesendet: Dienstag, 22. Januar 2008 13:57
>An: OpenSceneGraph Users
>Betreff: Re: [osg-users] opengl to opengles
>
>Hi Charles,
>
>On Jan 22, 2008 10:44 AM, Charles, Oliver 
><[EMAIL PROTECTED]> wrote:
>> We try to port openscenegraph to a device where only opengl es is 
>> available.
>> Does anyone know if this was tried before? And if - if the 
>sources are 
>> available?
>
>I don't know of any projects that have do so yet.
>
>> If not - does anyone have experience or any hints with 
>porting opengl 
>> applications to opengl es?
>> The problem in detail is that many of the opengl functions used by 
>> openscenegraph are not available on opengl es , eg 
>GL_POLYGON, Shading 
>> or any functions introduced in OpenGl 2.0. Is there any well 
>> performing algorithm to replace for example GL_POLYGON with 
>eg GL_TRIANGLES (etc).
>
>The osgUtil::Optimizer and osgUtil::Tessellator will be able 
>to help a bit.
>
>Items like shaders and other OpenGL state won't be able to map 
>across to all versions of OpenGL ES, the same applies to 
>display lists too.
>Most OpenGL state in the OSG is pretty loosely coupled virtue 
>of the way that OpenGL state is wrapped up in subclasses from 
>osg::StateAttribute.  You could easily just not compile the 
>problem state attributes, or perhaps have a non op 
>implementation of these.
>The non op route might help with the job reading existing 
>databases via the .ive and .osg plugins.
>
>Personally I'd tackle the task my tackling it in several 
>passes - the first pass would be a very rough attempt, just 
>commenting out or not compiling parts that don't compile.  
>Also just use a stripped down osgUtil::SceneView or 
>osgViewer::GraphicsWindowEmbedded based viewwer
>- see osgviewerGLUT and osgviewerSDL for examples of the 
>later.  Again taking an axe to bits that don't compile in 
>osgViewer would get you past some of the difficult parts.
>
>Also set yourself a set of simple models that you'd like to 
>load and see if you can get them working.
>
>Once this rough pass has been done one can reflect on what 
>parts map easily, what parts don't and how the core OSG might 
>be refactored to help a much cleaner support of OpenGL ES.
>
>Please feel free to bounce ideas off the OSG community.  I'm 
>sure I'm not the only one would love to see OpenGL ES supprt 
>added in future version.
>
>BTW, what dev tools are you using right now?
>
>Robert.
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> 
 
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Re: [osg-users] OSG KML I/O

2008-01-22 Thread Glenn Waldron
On Jan 22, 2008 4:23 AM, Robert Osfield <[EMAIL PROTECTED]> wrote:

> On Jan 22, 2008 4:11 AM, Glenn Waldron <[EMAIL PROTECTED]> wrote:
> > OGR has a driver for KML: http://www.gdal.org/ogr/drv_kml.html
> >
> > I believe someone just submitted in a new OGR plugin. Check
> osg-submissions.
>
> Yes, Cedric Pinson kindly submitted an OGR plugin, to use it you'll
> need to preload the plugin via.
>
>  osgviewer -e shapefile.shp


I believe that should read:

osgviewer -e ogr shapefile.shp

;) -gw
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Re: [osg-users] opengl to opengles

2008-01-22 Thread Ralph Kern
hi Oliver,

GL_POLYGON mode is only for convex polygons, so GL_TRIANGLE_FAN is a 
working replacement.

Concave forms are not handled by OpenGL, you have to convert them to 
triangles beforehand using tesselators.

regards Ralph

Charles, Oliver schrieb:
> @Ralph Kern:
> 
> Thank you for your support! But GL_TRIANGLE_FAN only works with convex 
> polygons.
> Do you or does anyone else know what to do if the polygon is concave? 
> 
> regards Oliver & Andreas 
> 
>> -Ursprüngliche Nachricht-
>> Von: [EMAIL PROTECTED] 
>> [mailto:[EMAIL PROTECTED] Im Auftrag 
>> von Ralph Kern
>> Gesendet: Dienstag, 22. Januar 2008 13:11
>> An: osg-users@lists.openscenegraph.org
>> Betreff: Re: [osg-users] opengl to opengles
>>
>> I don't know if porting of OSG to OpenGL ES is really 
>> feasible, but at last I can give you one hint:
>>
>> You can easily replace GL_POLYGON mode by GL_TRIANGLE_FAN.
>>
>> regards Ralph
>>
>> Charles, Oliver schrieb:
>>> Hello,
>>>
>>> We try to port openscenegraph to a device where only opengl es is 
>>> available.
>>> Does anyone know if this was tried before? And if - if the 
>> sources are 
>>> available?
>>> If not - does anyone have experience or any hints with 
>> porting opengl 
>>> applications to opengl es?
>>> The problem in detail is that many of the opengl functions used by 
>>> openscenegraph are not available on opengl es , eg 
>> GL_POLYGON, Shading 
>>> or any functions introduced in OpenGl 2.0. Is there any well 
>>> performing algorithm to replace for example GL_POLYGON with 
>> eg GL_TRIANGLES (etc).
>>> Any hints would be helpful.
>>>
>>>
>>> With best regards
>>> Oliver and Andreas
>>>  
>>> ***
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>> geschuetzte Informationen. Wenn Sie nicht der richtige 
>> Adressat sind oder diese E-Mail irrtuemlich erhalten haben, 
>> informieren Sie bitte sofort den Absender und loeschen Sie 
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>> Weitergabe dieser Mail ist nicht gestattet.
>>>  
>>> This e-mail may contain confidential and/or privileged 
>> information. If you are not the intended recipient (or have 
>> received this e-mail in error) please notify the sender 
>> immediately and delete this e-mail. Any unauthorized copying, 
>> disclosure or distribution of the contents in this e-mail is 
>> strictly forbidden.
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Re: [osg-users] opengl to opengles

2008-01-22 Thread Robert Osfield
Hi Charles,

On Jan 22, 2008 10:44 AM, Charles, Oliver <[EMAIL PROTECTED]> wrote:
> We try to port openscenegraph to a device where only opengl es is
> available.
> Does anyone know if this was tried before? And if - if the sources are
> available?

I don't know of any projects that have do so yet.

> If not - does anyone have experience or any hints with porting opengl
> applications to opengl es?
> The problem in detail is that many of the opengl functions used by
> openscenegraph are not available on opengl es , eg GL_POLYGON, Shading
> or any functions introduced in OpenGl 2.0. Is there any well performing
> algorithm to replace for example GL_POLYGON with eg GL_TRIANGLES (etc).

The osgUtil::Optimizer and osgUtil::Tessellator will be able to help a bit.

Items like shaders and other OpenGL state won't be able to map across
to all versions of OpenGL ES, the same applies to display lists too.
Most OpenGL state in the OSG is pretty loosely coupled virtue of the
way that OpenGL state is wrapped up in subclasses from
osg::StateAttribute.  You could easily just not compile the problem
state attributes, or perhaps have a non op implementation of these.
The non op route might help with the job reading existing databases
via the .ive and .osg plugins.

Personally I'd tackle the task my tackling it in several passes - the
first pass would be a very rough attempt, just commenting out or not
compiling parts that don't compile.  Also just use a stripped down
osgUtil::SceneView or osgViewer::GraphicsWindowEmbedded based viewwer
- see osgviewerGLUT and osgviewerSDL for examples of the later.  Again
taking an axe to bits that don't compile in osgViewer would get you
past some of the difficult parts.

Also set yourself a set of simple models that you'd like to load and
see if you can get them working.

Once this rough pass has been done one can reflect on what parts map
easily, what parts don't and how the core OSG might be refactored to
help a much cleaner support of OpenGL ES.

Please feel free to bounce ideas off the OSG community.  I'm sure I'm
not the only one would love to see OpenGL ES supprt added in future
version.

BTW, what dev tools are you using right now?

Robert.
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Re: [osg-users] opengl to opengles

2008-01-22 Thread Charles, Oliver
@Ralph Kern:

Thank you for your support! But GL_TRIANGLE_FAN only works with convex polygons.
Do you or does anyone else know what to do if the polygon is concave? 

regards Oliver & Andreas 

>-Ursprüngliche Nachricht-
>Von: [EMAIL PROTECTED] 
>[mailto:[EMAIL PROTECTED] Im Auftrag 
>von Ralph Kern
>Gesendet: Dienstag, 22. Januar 2008 13:11
>An: osg-users@lists.openscenegraph.org
>Betreff: Re: [osg-users] opengl to opengles
>
>I don't know if porting of OSG to OpenGL ES is really 
>feasible, but at last I can give you one hint:
>
>You can easily replace GL_POLYGON mode by GL_TRIANGLE_FAN.
>
>regards Ralph
>
>Charles, Oliver schrieb:
>> Hello,
>> 
>> We try to port openscenegraph to a device where only opengl es is 
>> available.
>> Does anyone know if this was tried before? And if - if the 
>sources are 
>> available?
>> If not - does anyone have experience or any hints with 
>porting opengl 
>> applications to opengl es?
>> The problem in detail is that many of the opengl functions used by 
>> openscenegraph are not available on opengl es , eg 
>GL_POLYGON, Shading 
>> or any functions introduced in OpenGl 2.0. Is there any well 
>> performing algorithm to replace for example GL_POLYGON with 
>eg GL_TRIANGLES (etc).
>> 
>> Any hints would be helpful.
>> 
>> 
>> With best regards
>> Oliver and Andreas
>>  
>> ***
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>geschuetzte Informationen. Wenn Sie nicht der richtige 
>Adressat sind oder diese E-Mail irrtuemlich erhalten haben, 
>informieren Sie bitte sofort den Absender und loeschen Sie 
>diese Mail. Das unerlaubte Kopieren sowie die unbefugte 
>Weitergabe dieser Mail ist nicht gestattet.
>>  
>> This e-mail may contain confidential and/or privileged 
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>received this e-mail in error) please notify the sender 
>immediately and delete this e-mail. Any unauthorized copying, 
>disclosure or distribution of the contents in this e-mail is 
>strictly forbidden.
>> ***
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Re: [osg-users] polygon index error

2008-01-22 Thread Alberto Luaces
El Tuesday 22 January 2008 13:24:43 Michele Bosi escribió:
> Updating to MESA 7.0.2 actually fixed the problem :)
> So it seems that the MESA distributed with Ubuntu 7.04 is actually
> bugged (and they didn't provide any update for it except the
> possibility to update the whole distribution to 7.10).
>
> Thanks again Alberto,
> Michele

You are welcome. I got so angry when it happened to me with 7.04 that I didn't 
wait for 7.10 and switched to Debian Lenny :)
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Re: [osg-users] polygon index error

2008-01-22 Thread Michele Bosi
Updating to MESA 7.0.2 actually fixed the problem :)
So it seems that the MESA distributed with Ubuntu 7.04 is actually
bugged (and they didn't provide any update for it except the
possibility to update the whole distribution to 7.10).

Thanks again Alberto,
Michele

On Jan 22, 2008 10:43 AM, Michele Bosi <[EMAIL PROTECTED]> wrote:
> Thank you very much Alberto,
> I will try to update my Mesa version to the latest to see if that
> fixes the problem.
>
> Regards,
> Michele
>
>
> On Jan 22, 2008 9:55 AM, Alberto Luaces <[EMAIL PROTECTED]> wrote:
> > El Monday 21 January 2008 18:12:50 Michele Bosi escribió:
> >
> > > I have a strange problem with my marching cube algorithm when the mesh
> > > generated is bigger than 3700 polygons more or less (I am using
> > > indexed polygons).
> > > The problem seems to be the Linux MESA driver (Ubuntu 7.04) since
> > > under WinXP everything works well.
> > > I also tried to disable the display lists and VBOs to see if the
> > > driver reacted in anyway but with no result.
> > >
> > > Did anyone experienced a similar problem?
> > > Is there any OSG/OpenGL limit (maybe platform or driver dependent) to
> > > the polygons one can insert in an osg::DrawElementsUInt?
> > > Cutting the mesh into 3500 polygon chunks could be a temporary (and
> > > poor) solution... any other suggestion?
> > >
> > > Thanks,
> > > Michele
> >
> > There were some problems belonging to the versions of mesa-glx package that
> > Ubuntu 7.04 and 7.10 shipped (I think it is solved on 7.10 now). I had
> > crashes on 7.04 while editing meshes in Blender related to and out-of-bounds
> > error with VBOs. I read somewhere that new versions of Mesa try to use VBOs
> > under the hood in the most situations it can, so maybe this explains why
> > activating/deactivating VBOs and display lists doesn't make a difference.
> > Here is the bug error I posted time ago:
> >
> > https://bugs.launchpad.net/mesa/+bug/109405
> >
> > With 7.04, you can either roll back to the 6.5.1 version or try to update 
> > the
> > package in order to get a fix. You can also compile from source.
> >
> > Alberto
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
>
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Re: [osg-users] opengl to opengles

2008-01-22 Thread Ralph Kern
I don't know if porting of OSG to OpenGL ES is really feasible, but at 
last I can give you one hint:

You can easily replace GL_POLYGON mode by GL_TRIANGLE_FAN.

regards Ralph

Charles, Oliver schrieb:
> Hello,
> 
> We try to port openscenegraph to a device where only opengl es is
> available. 
> Does anyone know if this was tried before? And if - if the sources are
> available?
> If not - does anyone have experience or any hints with porting opengl
> applications to opengl es?
> The problem in detail is that many of the opengl functions used by
> openscenegraph are not available on opengl es , eg GL_POLYGON, Shading
> or any functions introduced in OpenGl 2.0. Is there any well performing
> algorithm to replace for example GL_POLYGON with eg GL_TRIANGLES (etc).
> 
> Any hints would be helpful.
> 
> 
> With best regards
> Oliver and Andreas 
>  
> ***
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> loeschen Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte 
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Re: [osg-users] OpenSceneGraph-2.3.3 dev and VirtualPlanetBuilder-0.9.4 dev releases tagged.

2008-01-22 Thread Robert Osfield
On Jan 22, 2008 12:01 PM, Jean-Sebastien Guay
<[EMAIL PROTECTED]> wrote:
> Did you update the VPB version file? I still get 0.9.3 (and an SVN update this
> morning did not get anything new compared to last night).

Darn... missed the check in, too busy juggling the different sets of
checkins.  Now checked in...

Thanks for spotting this though, shame I'm not always as observant.

Robert.
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Re: [osg-users] OpenSceneGraph-2.3.3 dev and VirtualPlanetBuilder-0.9.4 dev releases tagged.

2008-01-22 Thread Jean-Sebastien Guay
Hello Robert,

> Links for downloading the VirtualPlanetBuilder-0.9.4 dev release can
> be found at:

Did you update the VPB version file? I still get 0.9.3 (and an SVN update this
morning did not get anything new compared to last night).

J-S
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[osg-users] OpenSceneGraph-2.3.3 dev and VirtualPlanetBuilder-0.9.4 dev releases tagged.

2008-01-22 Thread Robert Osfield
Hi All,

I have just tagged and updated the various webpages for the lates OSG
and VPB dev releases.

Links for downloading the VirtualPlanetBuilder-0.9.4 dev release can
be found at:

 http://virtualplanetbuilder.osgforge.org/

Details on the OpenSceneGraph-2.3.3 dev release can be found at:

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

 * OpenSceneGraph-2.3.3, released on 22nd January 2008. Changes
include : new OGR based plugin for reading geospatial vector formats,
support for cluster culling in osgTerrain::Terrain and tile skirts
making it suitable for whole earth paged databases, various bug, cross
platform build and typo fixes.

source package : OpenSceneGraph-2.3.3.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.3
OpenSceneGraph

Have fun!
Robert.
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[osg-users] opengl to opengles

2008-01-22 Thread Charles, Oliver
Hello,

We try to port openscenegraph to a device where only opengl es is
available. 
Does anyone know if this was tried before? And if - if the sources are
available?
If not - does anyone have experience or any hints with porting opengl
applications to opengl es?
The problem in detail is that many of the opengl functions used by
openscenegraph are not available on opengl es , eg GL_POLYGON, Shading
or any functions introduced in OpenGl 2.0. Is there any well performing
algorithm to replace for example GL_POLYGON with eg GL_TRIANGLES (etc).

Any hints would be helpful.


With best regards
Oliver and Andreas 
 
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Re: [osg-users] RTT Camera for Reflections

2008-01-22 Thread Kim C Bale
I have implemented an RTT reflection in OSG, it's pretty straight
forward. 

 

The code below may be of use to you.

 

camMatrix is set by viewer.getCamera()->getViewMatrix().

 

--- CODE ---

 

osg::Matrixd reflection( 1,  0,  0,  0, 

 0,  1,  0,  0,

 0,  0, -1,  0,

 0,  0,  0,  1 );

 

osg::ref_ptr camera = new osg::Camera;

 

camera.get()->setClearColor( p_clearColor );

camera.get()->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

 

camera.get()->setReferenceFrame( osg::Transform::RELATIVE_RF );

camera.get()->setProjectionMatrix( osg::Matrixd::identity() );

camera.get()->setViewMatrix( camMatrix * reflection );

 

camera.get()->setViewport(x, y, width, height );

 

camera.get()->setRenderOrder(osg::Camera::PRE_RENDER);

 

camera.get()->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OB
JECT);

 

camera.get()->attach(osg::Camera::COLOR_BUFFER, p_texture);

 

--- CODE ---

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tanja &
Paul
Sent: 22 January 2008 16:51
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] RTT Camera for Reflections

 

Hi , I've also been dealing with the problem of RTT with osgCamera and
using it as reflections in my ocean. I'e used the reflection example as
a basis However The problem I have is I've been pulling the view matrix
from osgViewer and inverting it and using that matrix in my RTT Camera .
Needless to say I'm not getting the desired results. I was wondering if
anyone else has toyed with the same problem and if they might have any
advice for me in producing reflections in  my scene.

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Re: [osg-users] osg to ive conversion...

2008-01-22 Thread Robert Osfield
Hi Alessandro,

Just turn of various elements of the osgUtil::Optimizer.

 osgconv --help-env

And then look for the entry about OSG_OPTIMIZER.

To switch off the optimizer just use one of the below:

  set OSG_OPTIMIZER=OFF
  export OSG_OPTIMZER=OFF
  setenv OSG_OPTIMIZER OFF

Then rerun osgconv, doing the round trip to double check.

The Optimizer has a purpose though... its to optimizer what may well
be a very poorly conditioned database, most source models are really
bad from a run-time performance point of view so optimization is often
key to getting good performance.

Robert.

On Jan 22, 2008 9:40 AM, alessandro terenzi <[EMAIL PROTECTED]> wrote:
> Thank you for your suggestion :) I tried it and noticed some differences.
>
> Comparing the .osg files I noticed that, while in the starting .osg file I
> had 'MatrixTransform' nodes, in the final .osg file those nodes are
> converted to 'Group' nodes...as you already told, the nodes names are kept
> but, on the other hand, nodes descriptions are discarded.
>
> Actually both these behaviours are really a problem for my application
> because I have to look for some nodes searching by name (and this is ok),
> but I also need to dynamic_cast the found nodes to MatrixTransform to get
> the nodes transforms (and this will fail) and then I also need to retrieve
> some information that I previously stored in the node's description field
> (which is not available anymore).
>
> Best regards.
> Alessandro
>
>
> On 1/21/08, Robert Osfield <[EMAIL PROTECTED]> wrote:
> >
> >
> >
> > Hi Alessandro,
> >
> > The names of nodes will be written and read from .ive.  The structure
> > of the scene graph can change though is you run the osgUtil::Optimizer
> > through it, but this isn't isn't directly related to .ive rather its
> > something that your app might be running, or something that osgconv
> > has invoked before writing the file.
> >
> > To know for sure what has happened do a round trip conversion i.e.
> >
> > osgconv test.osg test.ive
> > osgconv test.ive test2.osg
> >
> > Then compare test.osg and test2.osg.
> >
> > Robert.
> >
> > On Jan 21, 2008 6:59 PM, alessandro terenzi <[EMAIL PROTECTED] > wrote:
> > > In my application I use a .osg file which contains simple objects. Using
> a
> > > text editor I give those object different names and descriptions. At
> runtime
> > > I look for some nodes which I previously gave names to, and perform some
> > > actions on them.
> > >
> > > Now I need to convert those .osg files to .ive and it looks like that my
> > > application cannot find those named nodes anymore...
> > >
> > > I used osgconv.exe to do the conversion from .osg to .ive. Am I doing
> > > something wrong or maybe osgconv.exe discards nodes names?
> > > Anyway, I wonder if, during the conversion, the topology of the
> scenegraph
> > > is changed in some way or not?
> > >
> > > Thank you very much :)
> > > Regards.
> > > Alessandro
> > > ___
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> > > osg-users@lists.openscenegraph.org
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > >
> > ___
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> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
>
>
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Re: [osg-users] polygon index error

2008-01-22 Thread Michele Bosi
Thank you very much Alberto,
I will try to update my Mesa version to the latest to see if that
fixes the problem.

Regards,
Michele

On Jan 22, 2008 9:55 AM, Alberto Luaces <[EMAIL PROTECTED]> wrote:
> El Monday 21 January 2008 18:12:50 Michele Bosi escribió:
>
> > I have a strange problem with my marching cube algorithm when the mesh
> > generated is bigger than 3700 polygons more or less (I am using
> > indexed polygons).
> > The problem seems to be the Linux MESA driver (Ubuntu 7.04) since
> > under WinXP everything works well.
> > I also tried to disable the display lists and VBOs to see if the
> > driver reacted in anyway but with no result.
> >
> > Did anyone experienced a similar problem?
> > Is there any OSG/OpenGL limit (maybe platform or driver dependent) to
> > the polygons one can insert in an osg::DrawElementsUInt?
> > Cutting the mesh into 3500 polygon chunks could be a temporary (and
> > poor) solution... any other suggestion?
> >
> > Thanks,
> > Michele
>
> There were some problems belonging to the versions of mesa-glx package that
> Ubuntu 7.04 and 7.10 shipped (I think it is solved on 7.10 now). I had
> crashes on 7.04 while editing meshes in Blender related to and out-of-bounds
> error with VBOs. I read somewhere that new versions of Mesa try to use VBOs
> under the hood in the most situations it can, so maybe this explains why
> activating/deactivating VBOs and display lists doesn't make a difference.
> Here is the bug error I posted time ago:
>
> https://bugs.launchpad.net/mesa/+bug/109405
>
> With 7.04, you can either roll back to the 6.5.1 version or try to update the
> package in order to get a fix. You can also compile from source.
>
> Alberto
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Re: [osg-users] osg to ive conversion...

2008-01-22 Thread alessandro terenzi
Thank you for your suggestion :) I tried it and noticed some differences.

Comparing the .osg files I noticed that, while in the starting .osg file I
had 'MatrixTransform' nodes, in the final .osg file those nodes are
converted to 'Group' nodes...as you already told, the nodes names are kept
but, on the other hand, nodes descriptions are discarded.

Actually both these behaviours are really a problem for my application
because I have to look for some nodes searching by name (and this is ok),
but I also need to dynamic_cast the found nodes to MatrixTransform to get
the nodes transforms (and this will fail) and then I also need to retrieve
some information that I previously stored in the node's description field
(which is not available anymore).

Best regards.
Alessandro

On 1/21/08, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> Hi Alessandro,
>
> The names of nodes will be written and read from .ive.  The structure
> of the scene graph can change though is you run the osgUtil::Optimizer
> through it, but this isn't isn't directly related to .ive rather its
> something that your app might be running, or something that osgconv
> has invoked before writing the file.
>
> To know for sure what has happened do a round trip conversion i.e.
>
> osgconv test.osg test.ive
> osgconv test.ive test2.osg
>
> Then compare test.osg and test2.osg.
>
> Robert.
>
> On Jan 21, 2008 6:59 PM, alessandro terenzi <[EMAIL PROTECTED]> wrote:
> > In my application I use a .osg file which contains simple objects. Using
> a
> > text editor I give those object different names and descriptions. At
> runtime
> > I look for some nodes which I previously gave names to, and perform some
> > actions on them.
> >
> > Now I need to convert those .osg files to .ive and it looks like that my
> > application cannot find those named nodes anymore...
> >
> > I used osgconv.exe to do the conversion from .osg to .ive. Am I doing
> > something wrong or maybe osgconv.exe discards nodes names?
> > Anyway, I wonder if, during the conversion, the topology of the
> scenegraph
> > is changed in some way or not?
> >
> > Thank you very much :)
> > Regards.
> > Alessandro
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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Re: [osg-users] Testing of OSG and VPB SVN

2008-01-22 Thread Robert Osfield
Thanks for the feedback guys, I'll now tag the dev releases.
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Re: [osg-users] OSG KML I/O (UNCLASSIFIED)

2008-01-22 Thread Robert Osfield
On Jan 21, 2008 8:12 PM, Buckley, Bob CTR MDA/IC
<[EMAIL PROTECTED]> wrote:
> If I remember right, John Rohlf is the author of KML.
> He, along with Jim Helman, are the fathers of the modern day Scene Graph
> (i.e., Performer).
> Ah, Geek Trivia!

Paul Speed
> He's probably referring to the Google Earth mark-up language:
> http://en.wikipedia.org/wiki/Keyhole_Markup_Language
> http://code.google.com/apis/kml/documentation/
>
> (Why K for "Keyhole"?  Well, because that is the product that google
> bought to make Google earth.)

For those who love trivia, Don Burns used to work at Keyhole, in
between working at SGI and setting up Andes Engineering.  I also
almost went to work at Keyhole... but decided to set up OpenSceneGraph
Prof. Serv. instead...

If I had you'd all have to be using Vega Prime, OpenSG or one of the
game engines by now!

Funny how the wobbly world goes around ;-)

Robert.
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Re: [osg-users] OSG KML I/O

2008-01-22 Thread Robert Osfield
On Jan 22, 2008 4:11 AM, Glenn Waldron <[EMAIL PROTECTED]> wrote:
> OGR has a driver for KML: http://www.gdal.org/ogr/drv_kml.html
>
> I believe someone just submitted in a new OGR plugin. Check osg-submissions.

Yes, Cedric Pinson kindly submitted an OGR plugin, to use it you'll
need to preload the plugin via.

  osgviewer -e shapefile.shp

I don't know if it'll handle KML though.

Robert.
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Re: [osg-users] Custom Font Implementation

2008-01-22 Thread Robert Osfield
Hi Jeff,

The API for Font changed a bit in the 2.3.x dev series so if you are
planning to do a FontImplementation then I have to recommend that you
use this as your base otherwise your next update might find things
coming unstuck.

W.r.t units and meanings, they are all inspired by freetype as
interfacing with freeytpe was the guide to the implementation of
osgText i.e. I made the assumption that the freetype guys new what
they were doing are knew the most appropriate naming convetion to use.
 So if you want a definitive meaning head over the freetype docs.

Robert.

On Jan 22, 2008 1:39 AM, Jeff Peters <[EMAIL PROTECTED]> wrote:
>
>
> I am attempting to write my own FontImplementation class, but could really
> use some insight on how it all fits together.  I am using the freetype
> plugin as a model.
>
> Specifically, I am looking for details about
>
> osgText::Font::Glyph and the members
>
> setHorizontalBearing
> setHorizontalAdvance
> setVerticalBearing
> setVerticalAdvance
>
> What units are these in?  How is the the HorizontalBearing, etc used?
>
> Also, what does it mean to return true from
> osgText::Font::FontImplementation ::hasVertical()
>
> Finally, what is an implementor supposed to do in setFontResolution.  What
> units are width/height in?
>
> As I said, I have used the freetype plugin as a model, but I am not a
> typographer nor am I especially familiar with freetype or the terminology.
>
> Thank you in advance.
>
>
>
>
>
>
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Re: [osg-users] RTT Camera for Reflections

2008-01-22 Thread Robert Osfield
Hi,

It is mostly like that you've just not set up your view matrices
correctly - inverting the view matrix by itself surely won't work as
all this does is give you a matrix in which you can transform the eye
point and coordinate frame (0,0,0) into world coords.  Perhaps you
have lots of other maths going on that have you haven't talked about
that is some how supposed to magically work.  This really isn't an OSG
problem though, its a general maths/reflection algorithm issue so I
have to recommend doing some background research on it.

Robert.

On Jan 22, 2008 4:50 PM, Tanja & Paul <[EMAIL PROTECTED]> wrote:
>
>
> Hi , I've also been dealing with the problem of RTT with osgCamera and using
> it as reflections in my ocean. I'e used the reflection example as a basis
> However The problem I have is I've been pulling the view matrix from
> osgViewer and inverting it and using that matrix in my RTT Camera . Needless
> to say I'm not getting the desired results. I was wondering if anyone else
> has toyed with the same problem and if they might have any advice for me in
> producing reflections in  my scene.
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Re: [osg-users] Culling a osgCamera

2008-01-22 Thread Robert Osfield
On Jan 21, 2008 8:47 PM, Brian <[EMAIL PROTECTED]> wrote:
> I didn't realize that ActiveCulling was set false when using absolute
> ABSOLUTE_RF.

It has to be otherwise as the coordinate frame for that subgraph is in
a totally different place to the coordinate frame of its parents, one
can't compare the two and get sensible results and the bounding volume
of the parent node can't be in two places at one time, so you have to
disable culling of all nodes above.

Robert.
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Re: [osg-users] polygon index error

2008-01-22 Thread Alberto Luaces
El Monday 21 January 2008 18:12:50 Michele Bosi escribió:
> I have a strange problem with my marching cube algorithm when the mesh
> generated is bigger than 3700 polygons more or less (I am using
> indexed polygons).
> The problem seems to be the Linux MESA driver (Ubuntu 7.04) since
> under WinXP everything works well.
> I also tried to disable the display lists and VBOs to see if the
> driver reacted in anyway but with no result.
>
> Did anyone experienced a similar problem?
> Is there any OSG/OpenGL limit (maybe platform or driver dependent) to
> the polygons one can insert in an osg::DrawElementsUInt?
> Cutting the mesh into 3500 polygon chunks could be a temporary (and
> poor) solution... any other suggestion?
>
> Thanks,
> Michele

There were some problems belonging to the versions of mesa-glx package that 
Ubuntu 7.04 and 7.10 shipped (I think it is solved on 7.10 now). I had 
crashes on 7.04 while editing meshes in Blender related to and out-of-bounds 
error with VBOs. I read somewhere that new versions of Mesa try to use VBOs 
under the hood in the most situations it can, so maybe this explains why 
activating/deactivating VBOs and display lists doesn't make a difference. 
Here is the bug error I posted time ago:

https://bugs.launchpad.net/mesa/+bug/109405

With 7.04, you can either roll back to the 6.5.1 version or try to update the 
package in order to get a fix. You can also compile from source.

Alberto
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Re: [osg-users] problem opening collada file

2008-01-22 Thread Robert Osfield
Hi Nicholas,

On Jan 21, 2008 8:21 PM, Nicholas Yue <[EMAIL PROTECTED]> wrote:
>   I am also in a similar situation, I download the OpenSceneGraph 2.2.0
> source code and compiled it on Linux and in particular, set the require
> CMake variable to point to the COLLADA DOM/DAE library and headers.
>
>   OSG 2.2.0 compiles fine, the osgdb_dae.so file was compiled and installed
> at the correct location (together with osgdb_obj.so)
>
>   osgviewer is able to load Wavefront OBJ files but not COLLADA DAE files
> even though the plugins are compiled and installed in the same location.

I'm a bit rusty on COLLADA, but under Linux I have had problems in the
past with static vs dynamic version COLLADA, and that the OSG's dae
plugin can fail to load not only if it can find the osgdb_dae.so but
if the extra COLLADA DOM's .so's aren't found so you might need to
stick these on your path.   COLLADA DOM has evolved over time so this
issue seems to have meandered along with it.  Sorry I can't be
clearer, just a bit rusty.

Robert.
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