[osg-users] DLL versioned MSVC and NMAKE problem, relative paths are wrong

2008-02-10 Thread megamiller zoid

Dear OSG-Users,

I am using commandline build system nmake on windows,

since the OSG_MSVC_VERSIONED_DLL hack this does not work anymore,
because there are hard-coded paths to move the dll's, but nmake has different 
locations for the files.

There are two solutions,
1: change IF(MSVC) on line 142, 158, 299 and 301 of CMakeList.txt (r7885)
to IF(MSVC_IDE)
This fixes the problem, but the dll's are now not versioned and in the /lib dir

2: change the macro's in OsgMacroUtils.cmake for the IF(NOT MSVC_IDE) 
situation. Not sure what needs to be changed, but that way we can keep the 
versioning and /bin placements

I was wondering if this change should be in the repository, if so please 
instruct me to summit the changes, (i'am still experimenting with the solution 
2 suggestions are welcome).

I am also trying to build on other platforms (linux, sun, aix, hp) not without 
problems,
where can I sent an overview of my feedback?

Have a nice day,

René Molenaar
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[osg-users] shadow occlusion culling

2008-02-10 Thread Rahul Jain
Hi all,
I was walking through osg::CullSetting code and there i find
SHADOW_OCCLUSION_CULLING as one of the Culling mode. Can some body tell
me where it is used.
best regards
RJ
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Re: [osg-users] How to modify the array of vertex from a Geometry object

2008-02-10 Thread Rubén López
Hi,

At this point, I would recommend to use a debugger and enter into the
OSG code with it. It may not be a bug in the OSG code, but maybe by
looking at what OSG is doing you can find how to fix your own code.

As a hint on where to look. The dirty() call should be forcing a new
compileBuffer() call in the next draw stage, and this should mean a
glBufferSubData call uploading the new vertex data to the GPU. If this
is OK, then I would look at the geometry draw() call, to see if it is
using the VBO path or another one.

Maybe Robert can help you a bit more with this when he is back next
week.

Regards.
Rubén

El vie, 08-02-2008 a las 11:17 +0100, lucas Grijander escribió:
 Hi!
 
 I add the vbo-dirty() but it doesn't change anything. I had a look to
 the vbo data and it's fine, it changes, but the render is not
 updated any idea??
 
 regards,
 
 Crisalix.
 
 
 
 
 
 __
  From: [EMAIL PROTECTED]
  To: osg-users@lists.openscenegraph.org
  Date: Thu, 7 Feb 2008 23:38:00 +0100
  Subject: Re: [osg-users] How to modify the array of vertex from a
 Geometry object
  
  Hi,
  
  I think that the only thing missing is a vbo-dirty()
  
  Regards
  
  El jue, 07-02-2008 a las 19:31 +0100, lucas Grijander escribió:
   Thanks Rubén,
   
   I'm trying to use VBO, but I think something is missing... I added
   this to the creation of my geometry:
   
   myGeom-setSupportsDisplayList(false);
   myGeom-setUseDisplayList(false);
   myVertexBuffer = myGeom-getOrCreateVertexBufferObject();
   myVertexBuffer-setArray(0,v);
   myVertexBuffer-setUsage(GL_STREAM_DRAW_ARB);
   myGeom-setUseVertexBufferObjects(true);
   
   and then inside the callback I'm try to modify the vertex data:
   
   osg::Vec3Array *test = dynamic_castosg::Vec3Array
   *(testNx-myVertexBuffer-getArray(0));
   
   for(int i = 0; i  numVertex; i++)
   {
   NxMat34 pose = listShapes.at(i)-shape-getGlobalPose(); 
   osg::Vec3f trans = osg::Vec3(pose.t.x,pose.t.y,pose.t.z);
   
   test-at(i) = trans;
   } 
   
   but nothing changes in the render the object does not move.
 Does
   anybody know what is missing??
   
   thanks in advance
   
   Crisalix.
   
   
   
  
 __
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Wed, 6 Feb 2008 21:33:51 +0100
Subject: Re: [osg-users] How to modify the array of vertex from
 a
   Geometry object

Hi,

Some hints:

1. Be sure that test-size() is equal to numVertex

2. I don't know what the at method is, I couldn't find it
 either
   on
the TemplateArray class or the std::vector class. Try with the
   vector []
operator, ie: (*test)[i] = trans

3. If you are updating the vertex data once per frame, don't use
   display
lists, it is the worst thing that you can ever do! It is cheaper
   even to
use direct mode. Use vertex buffer objects and configure the VBO
(getOrCreateVertexBufferObject) in streaming mode
 (GL_STREAM_DRAW).

Hope this helps.

Regards.

Rubén

El mié, 06-02-2008 a las 14:08 +0100, lucas Grijander escribió:
 Dear all,
 
 I have to create a 3D surface, and then such surface will be
   modified during the application with several deformations. I've
 tried
   to create a Geometry object, then I set the VertexArray, and
 finally
   inside the render callback I update such vertex with the new ones.
 I
   got some errors during the rendering:
 
 Warning: detected OpenGL error value not valid after
   RenderBin::draw(,)
 
 Does anyone has an idea of such error? In addition, I'm sure
 the
   way I am accessing the vertex is not the right one, anybody knows
 the
   best way?
 
 here is the code:
 
 
 //Create the 3D geometry

  
 -
 osg::Vec3Array(m*n));
 osg::Vec2Array t = *(new osg::Vec2Array(m*n));
 osg::Vec4Array col = *(new osg::Vec4Array(1));
 
 col[0][0] = col[0][1] = col[0][2] = col[0][3] = 1.0f;
 
 int index = 0;
 for( i = 0; i  m; i++ )
 {
 for(j = 0; j  n; j++)
 {
 v[index][0] = i;
 v[index][1] = 0;
 v[index][2] = j;
 
 t[index][0] = (float)i/(m-1);
 t[index][1] = (float)j/(n-1);
 
 index++;
 }
 }
 
 myGeom = new osg::Geometry;
 
 myGeom-setVertexArray( v );
 myGeom-setTexCoordArray( 0, t );
 
 myGeom-setColorArray( col );
 myGeom-setColorBinding( osg::Geometry::BIND_OVERALL );
 
 for( i = 0; i  m-1; i++ )
 {
 osg::DrawElementsUShort* elements = new
   osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLE_STRIP);
 elements-reserve(m*2);
 for( j = 0; j  n; j++ )
 {
 elements-push_back((i+0)*n+j);
 elements-push_back((i+1)*n+j);
 }
 myGeom-addPrimitiveSet(elements);

Re: [osg-users] osg python binding

2008-02-10 Thread Hartmut Seichter

Hi Cedric,

I am the developer of osgSWIG. You can find scripts in src/Languages/Python

1) run wrap.sh
2) run compile.sh

I know this is very much suboptimal and might not even work on your 
distribution. I am working on a CMake based build system which probably 
solves quite a lot of problems. There is also one big issue I am facing 
with one of the headers in core OSG. You might stumble upon the same 
thing, there are three const variables in osg::Vec3f which use the C++ 
style of declaration and are not supported by SWIG  1.3.30

/H


Cedric Pinson wrote:
 I have found http://code.google.com/p/osgswig/ to bind osg to python, i 
 did not try yet. I would like to know if someone use it on linux.
 I would like feedback
 
 Cedric
 

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Re: [osg-users] osg python binding

2008-02-10 Thread Cedric Pinson
I tried it but i have a problem i can't create vec3array or i dont know 
how to do that. I imagine it's not so easy because of template ...
let me know if it's possible. I hope osgSWIG will grow up, often it's 
easier to use script language instead of c++

thanks

Hartmut Seichter wrote:
 Hi Cedric,

 I am the developer of osgSWIG. You can find scripts in src/Languages/Python

 1) run wrap.sh
 2) run compile.sh

 I know this is very much suboptimal and might not even work on your 
 distribution. I am working on a CMake based build system which probably 
 solves quite a lot of problems. There is also one big issue I am facing 
 with one of the headers in core OSG. You might stumble upon the same 
 thing, there are three const variables in osg::Vec3f which use the C++ 
 style of declaration and are not supported by SWIG  1.3.30

 /H


 Cedric Pinson wrote:
   
 I have found http://code.google.com/p/osgswig/ to bind osg to python, i 
 did not try yet. I would like to know if someone use it on linux.
 I would like feedback

 Cedric

 

 --
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 PhD (HKU), Dipl.-Ing. (BUW)
 www.technotecture.com


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Re: [osg-users] osg python binding

2008-02-10 Thread Luigi Calori
I' m also interested in scripting: tried introspection based osgLua and 
osgPython with not much success.
Also tried binary version of  osgSwig (version 2.1.11 I presume), was 
able to run viewer.py but not much more.
I did not found many python examples, neither in any of the project 
above, Is it because the wrapping is not yet stable or
like the example are left as an exercise to the reader
Any available example scripts would be really appreciated by a novice 
python user as I am.
Iwould also be very intersted in CMake building, and willing to help 
expecially under Windows platform.

Thanks
   Luigi


Hartmut Seichter wrote:

Hi Cedric,

I am the developer of osgSWIG. You can find scripts in src/Languages/Python

1) run wrap.sh
2) run compile.sh

I know this is very much suboptimal and might not even work on your 
distribution. I am working on a CMake based build system which probably 
solves quite a lot of problems. There is also one big issue I am facing 
with one of the headers in core OSG. You might stumble upon the same 
thing, there are three const variables in osg::Vec3f which use the C++ 
style of declaration and are not supported by SWIG  1.3.30

/H


Cedric Pinson wrote:
  

I have found http://code.google.com/p/osgswig/ to bind osg to python, i 
did not try yet. I would like to know if someone use it on linux.
I would like feedback

Cedric




--
Hartmut Seichter
PhD (HKU), Dipl.-Ing. (BUW)
www.technotecture.com


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Re: [osg-users] osg python binding

2008-02-10 Thread megamiller zoid

I have worked with the swigged version of osgPython for some time.

It works pretty well, I updated the online version (to osg22) 
and added python style vectors, cmake system and some other extra's

It is part of a bigger library, maybe I can seperate it, and share it.
It uses the swig system of cmake and works on both windows and linux.

As far as I know the swig osgPython is the best solution at this moment for 
osgPython.

René Molenaar

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Re: [osg-users] osg python binding

2008-02-10 Thread Hartmut Seichter

This looks simple enough :) Can I incorporate this into the trunk? I 
would probably use osg/io_utils for the __str__ wrappers.

If you tried the newest trunk and SWIG you certainly stumbled across the 
osg::Vec3f stuff ... do you have a solution for that?


/H


megamiller zoid wrote:
 
 Dear osgPython users,
 
 About the problem with vectors,
 There is a file in our library, called osgPyExtend, which creates python 
 access to vectors and mat.
 I have attached it.
 
 add %include osgPyExtend.i to osg.i
 
 I have more additions, but this one should be an easy to add.
 
 
 
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Re: [osg-users] osg python binding

2008-02-10 Thread megamiller zoid


Dear osgPython users,

About the problem with vectors,
There is a file in our library, called osgPyExtend, which creates python access 
to vectors and mat.
I have attached it.

add %include osgPyExtend.i to osg.i

I have more additions, but this one should be an easy to add.



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#include sstream
%}

%define VECHELPER(name)
value_type __getitem__(int i) { return (*self)[i]; }
void __setitem__(int i, value_type v) { (*self)[i] = v; }
%enddef

%define VEC2HELPER(name)
%extend osg::## name
{
std::string  __str__()
{
std::ostringstream os;
os  '['  self-x()  ,   self-y()  ']';
return os.str();
}

VECHELPER(name)
};
%enddef

%define VEC3HELPER(name)
%extend osg::## name
{
std::string  __str__()
{
std::ostringstream os;
os  '['  self-x()  ,   self-y()  ,   self-z()  ']';
return os.str();
}

VECHELPER(name)

};
%enddef

%define VEC4HELPER(name)
%extend osg::## name
{
std::string  __str__()
{
std::ostringstream os;
os  '['  self-r()  ,   self-g()  ,   self-b()  , 
  self-a()  ']';
return os.str();
}

VECHELPER(name)

};
%enddef

%define MATHELPER(name)
%extend osg::## name
{
std::string  __str__()
{
std::ostringstream os;
os  '['  self-operator()(0,0)  ,   self-operator()(0,1)  
,   self-operator()(0,2)  ,   self-operator()(0,3)  ']';
os  '['  self-operator()(1,0)  ,   self-operator()(1,1)  
,   self-operator()(1,2)  ,   self-operator()(1,3)  ']';
os  '['  self-operator()(2,0)  ,   self-operator()(2,1)  
,   self-operator()(2,2)  ,   self-operator()(2,3)  ']';
os  '['  self-operator()(3,0)  ,   self-operator()(3,1)  
,   self-operator()(3,2)  ,   self-operator()(3,3)  ']';
return os.str();
}
};
%enddef

VEC2HELPER(Vec2b)
VEC2HELPER(Vec2s)
VEC2HELPER(Vec2d)
VEC2HELPER(Vec2f)

VEC3HELPER(Vec3b)
VEC3HELPER(Vec3s)
VEC3HELPER(Vec3d)
VEC3HELPER(Vec3f)

VEC4HELPER(Vec4ub)
VEC4HELPER(Vec4b)
VEC4HELPER(Vec4s)
VEC4HELPER(Vec4d)
VEC4HELPER(Vec4f)

MATHELPER(Matrixd)
MATHELPER(Matrixf)
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[osg-users] Multi-Node?

2008-02-10 Thread Paul Pocock
Hi,
 I need to be able to run OpenSceneGraph on Multiple Nodes and was
wondering if OSG 2.X is able to handle a multi-channel (Gen locked)
setup?  - or does a whole lot of synchronization software have to be
written for it?

Regards











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