Re: [osg-users] Appeal for use of human names

2008-03-25 Thread Rizzen
I have read all the posts on this interesting topic.

Both sides has valid reasons for using actual names and for nicknames. I
believe a simple compromise can exist that should make everyone happy,
even for Robert. If a person wishes for his/her identity to be unknown
on the mailing list or forums, then that right should be honoured. Yet
to be respectful of other users, visitors, contributors, etc, the person
should choose a simple suitable false name. It may be another real name
or completely fictional, as long as it is not leetspeek (stupid
nicknames with digits and punctuation amongst the letters), or
combination of everyday words, example Night Hawk that me have here.

Though personally I have no problems with Night Hawk, for I am one of
those people that honours a person's request to be referred by the
person's nickname (their own choice or given by another) rather than
their actual name.

Rizzen is far from my real name. It is a random generated fictional name.

From past replies to my posts on this mailing list, Robert has had no
problems referring to me as Rizzen, showing that even fictional names do
work. :)

Rizzen
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[osg-users] Simple request: country codes

2008-03-25 Thread Rizzen
Seeing that we all live all over the globe and communicate with each
other no matter where we live. It would be very polite to state your
country of origin in your supplied contact details and if you supply
telephone numbers to also include your country dialling code.

No everyone knows every country's states/provinces and their
abbreviations. Even if you recognize a name to be English, there is a
handful of countries that would have citizens with that particular name.
For English names the countries could be Ireland, UK, India, Sir Lanka,
Australia, New Zealand, USA, Canada, South Africa, Zimbabwe, Zambia, the
West Indies, and the list goes on.

Thanx,
Rizzen
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[osg-users] Terrain Texturing

2008-03-25 Thread selman duatepe
Hi everyone,

I've implemented Terrain Rendering Using GPU-Based GeometryClipmaps
algorithm with frustum culling, instancing, normal maps, procedural
texturing etc... And now I want to implement texturing of terrain other than
procedural texturing. Because I want to cover terrain area with unlimited
texture data. A lot of texture data means a lot of alpha map. (Texture
Splatting) and GLSL doesn't allow more 16 sampler2D.

Can I cover terrain area with unlimited texture?

Thank you very much for your help.
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Re: [osg-users] building osg statically linked on Win32

2008-03-25 Thread Andreas.Richter
First thanks for the answer!

I can't belief that I'm the first one asking for static libs, because some 
win-apps based on OSG imho are built static. So someone already has gone this 
way...

In cmake I found the options to switch from /MDd and /MD to /MTd and /MT but I 
can't still find the option to switch from Dynamic Library to Static Library. 
In the vcproj-File it seems to be the option RuntimeLibrary, that has to set 
from 0 to 1, but I can't find an equivalent in the cmake options (and I'm 
afraid of modifying everything by hand).

And finally I'm not sure, if the preprocessor flags like OSG_LIBRARY in 
osg.vcporj have to extended to OSG_LIBRARY_STATIC like in the OSG 1.2 solution.

Gruß ;)
--  
Andreas Richter


Date: Fri, 21 Mar 2008 15:28:12 +0100
From: Stephan Huber [EMAIL PROTECTED]
Subject: Re: [osg-users] building osg statically linked on Win32

 enable static-linking (or disables dynamic-linking, not sure the 
 option's name) with ccmake and generate the solution-files. 
 (There are 
 no explicit static build configurations, the debug/release 
 configs will 
 build static libs).
 
 Try to build the osg-libs, I got problems with multiple 
 defined symbols 
 with regard of OpenThreads in my app using the static libs of osg, if 
 you encounter this, I can send you fixes for the CMake-files, and if 
 they work for you we can resubmit them to osg-submission. 
 (you are the 
 first person requesting static linking of osg on windows :)
 
 I edited the CMakescache.txt file (I don't know the exact name at the 
 moment) to change to /MTd and /MT instead of /MDd and /MDd 
 but this was 
 only necessary to be compatible with other used libs on my end.
 
 HTH,
 Stephan
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Re: [osg-users] Should RELEASE event have a button mask?

2008-03-25 Thread Robert Osfield
Hi Paul and Paul :)

On Mon, Mar 24, 2008 at 10:11 PM, Paul Speed [EMAIL PROTECTED] wrote:
 I can't be sure because my memory is fuzzy... but as I recall, osgGA
  events only tell you the current state of the buttons.  This is true for
  down or up and is evident when you are pressing more than one button at
  a time.

  At least, I'm pretty sure our application had to track button state
  separately so that we could detect which button was pressed or released
  for a given event.

Yes this is correct, the getButtonMask returns the current state of
the mouse, while getButton() returns the actual button related to the
event.

Robert.
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Re: [osg-users] Warning on Add shader to the scene

2008-03-25 Thread Art Tevs
Hi Gordon,

here change the line 99 in Program.cpp into this:
_geometryVerticesOut(1),
_geometryInputType(GL_TRIANGLES),

or with other words just set the _geometryVerticesOut
to 1 instead of 0. It should be 0 per definition,
however this does produce warnings. Changing to 1
doesn't break any functionality and also works fine.
If one would like to use the geometry shaders she/he
had to change this value in any case. Hence 0, my
opinion is, that 0 shouldn't and wouldn't be used at
all.

Best regards,
Art



--- Gordon Tomlinson [EMAIL PROTECTED]
schrieb:

 Thanks for the reply Art 
 
 Yep where not using geometry shaders
 
 

__
 Gordon Tomlinson 
 
 Email   : [EMAIL PROTECTED]
 YIM/AIM : gordon3dBrit
 MSN IM  : [EMAIL PROTECTED]
 Website : www.vis-sim.com www.gordontomlinson.com 
 

__
 Self defence is not a function of learning tricks 
 but is a function of how quickly and intensely one 
 can arouse one's instinct for survival 
 -Master Tambo Tetsura 
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]
 On Behalf Of Art Tevs
 Sent: Monday, March 24, 2008 6:03 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Warning on Add shader to
 the scene
 
 Hi Gordon, Mike,
 
 as I have posted already before (however my patch
 was not accepted ;-( ,
 this warning comes from the geometry shader
 implementation. I do not
 remember the line correctly, but you have to change
 only one value in the
 constructor of the Program.cpp
 
 There is one geometry shader value is set to 0, I
 think the number of output
 premitives. I know this is the specification,
 however if you do not use the
 geom shaders this does produce the warning. Just a
 change to any positive
 value do remove the warning and do not produce any
 errors during the
 rendering.
  
 I'll check the changings of the osg installed on my
 machine, and can provide
 you with more specified information. On the machine,
 I am writing from, I do
 not have osg installed.
 
 
 Best regards,
 Art
 
 
 
 --- Mike Weiblen [EMAIL PROTECTED] schrieb:
 
  dude, where's your repro?
  -- mew
  
  
  On Fri, Mar 21, 2008 at 12:37 PM, Gordon Tomlinson
 
  [EMAIL PROTECTED] wrote:
  
  
   Hi Y'all
  
   Ok I know this question is a little nefarious,
  
   As we continue our testing and porting to OSG
  2.3.x  we getting the
   following when ever we add out shaders to the
  scene
  
   Warning: detected OpenGL error 'invalid value'
  after RenderBin::draw(,)
   (in ...\src\osgUtil\RenderStage.cpp
  RenderStage::drawInner )
  
  
   We only get this once after we add to the scene,
  the shaders appear to be
   working fine, no compile errors etc. if we
 remove
  and then re add again we
   get one warning again,
  
  
   Any pointers would be appreciated, sorry theres
  not much info,   ( problem
   does no show on OSG 1.2 )
  
   Cards 8800 and Quadro 4500
  
  
  
  
  
  
  
   Best Regards
  
  
  
   Gordon
  
  
 

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

__
  
  
   Self defence is not a function of learning
 tricks but is a function 
   of how quickly and intensely one can arouse
 one's instinct for 
   survival
   - Master Tambo Tetsura
  
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  --
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Re: [osg-users] build errors when integrating vterrain into existing app

2008-03-25 Thread Robert Osfield
Hi Bryan,

I think there the best place to ask support questions about compiling
VTP examples is VTP lists.  There are people who staddle the OSG and
VPB communities, so you may be lucky in catching the attention of one
of these that just so happens to also know about VTP + MFC
integration, but your chances of a useful reply and much higher on VTP
lists.

Robert.

On Mon, Mar 24, 2008 at 11:00 PM, Bryan Berg [EMAIL PROTECTED] wrote:




 Hi all,



 I'm currently working with vterrain, and offshoot of osg
 (http://vterrain.org/index.html), which uses osg libraries.



 I'm trying to incorporate it into an existing application, looking at the
 mfcSimple app, but currently only using the CreateScene() method from that
 project.



 If you're not familiar with this method it might not matter, I'm mainly
 seeking assistance in building my new app.



 The mfcSimple app builds fine, but when I import vtlib, vtdata, and vtosg
 into my existing app and try to build I get the following errors (at the
 bottom).



 I reckon there is some #include not put somewhere, but haven't seemed to be
 able to locate what I missed.



 To clear up confusion, the vterrain app uses osg2.0 binaries and headers,
 which were downloaded as prepackaged.



 Thanks so much !



 -Bryan : * )~



 (and to clear up any confusion, I wish to be addressed as Bryan, but Bryan :
 * )~ will do : * )~





 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(85):
 error C2143: syntax error : missing ';' before '*'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(85):
 error C2433: 'vtStructure3d::vtGeom' : 'virtual' not permitted on data
 declarations

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(85):
 error C2501: 'vtStructure3d::vtGeom' : missing storage-class or type
 specifiers

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(85):
 error C2501: 'vtStructure3d::GetGeom' : missing storage-class or type
 specifiers

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(85):
 warning C4183: 'GetGeom': missing return type; assumed to be a member
 function returning 'int'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(150):
 error C2143: syntax error : missing ';' before '*'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(150):
 error C2501: 'vtStructInstance3d::vtGeom' : missing storage-class or type
 specifiers

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(150):
 error C2501: 'vtStructInstance3d::m_pHighlight' : missing storage-class or
 type specifiers

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\TerrainLayers.h(63):
 error C2143: syntax error : missing ';' before '*'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\TerrainLayers.h(63):
 error C2501: 'vtImageLayer::vtMultiTexture' : missing storage-class or type
 specifiers

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\TerrainLayers.h(63):
 error C2501: 'vtImageLayer::m_pMultiTexture' : missing storage-class or type
 specifiers

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(20):
 error C2065: 'vtMesh' : undeclared identifier

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(20):
 error C2059: syntax error : ''

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(22):
 error C2143: syntax error : missing ';' before '}'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(73):
 error C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(84):
 error C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(85):
 error C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(86):
 error C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(116):
 error C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(118):
 error C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(160):
 error C2143: syntax error : missing ';' before '}'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Engine.h(36): error
 C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Engine.h(39): error
 C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Engine.h(48): error
 C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Engine.h(50): error
 C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Engine.h(50): error
 C2065: 'ptr' : undeclared identifier

 

Re: [osg-users] What is the idea of CoordinateSystemNode?

2008-03-25 Thread Robert Osfield
Hi Umit,

VPB, when generating a geocentric database, decorates it with a
CoordinateSystemNode, so just find this node when you load your
database then use you camera position as the XYZ to input into the
EllipsoidModel::convertXYZToLatLongHeight(..) method.  You get the
EllipsoidModel from the CoordinateSystemNode.

Robert.

On Mon, Mar 24, 2008 at 9:53 PM, ümit uzun [EMAIL PROTECTED] wrote:

  Hi Robert,

  I have whole earth database which is created with bluemarble original 
 georeferenced data and I want to flight on it. So how can I get the lat/lot 
 information while the plane is flying on the earth model?
  Thanks so much,


  ÜMİT UZUN

  
   Date: Mon, 24 Mar 2008 21:24:36 +
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] What is the idea of CoordinateSystemNode?

 
   HI Umit,
  
   The CoordinateSystemNode decorate a scene graph assigning a coordinate
   system string and ellipsoid for it.  Its really useful for whole earth
   databases where you can use it to get lat and logs, heights above
   ellipsoid and up vector.
  
   Robert.
  

  On Mon, Mar 24, 2008 at 8:36 PM, ümit uzun  wrote:
  
Hi All;
  
Actually I can't understand CoordinateSystemNode meaning. What does it 
 do? Which condition should I use this node?
Is there any usage sample like osgSimulation?
  
Thanks.
  
ÜMİT UZUN
  
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Re: [osg-users] Detailed description of VPB osgdem options

2008-03-25 Thread Robert Osfield
Hi Scott,

There isn't a more detailed list of the options yet.  I'm still
fighting to make time to do this.

In the meantime please just ask specific questions and well try to explain them.

Robert.

On Tue, Mar 25, 2008 at 3:45 AM, Hulet, Scott S [EMAIL PROTECTED] wrote:


 I am looking for a more detailed description of the VPB osgdem command line
 options.  The --help option descriptions are fairly abbreviated.

 I have checked the VPB and OSG sites.  I have also performed several
 unsuccessful searches in an attempt to find more information.

 If desired, I can provide a specific list of the options in which I am
 interested.

 Thanks!

 Scott S. Hulet *
 Simulation Training and Support

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Re: [osg-users] Settings for the GPU Challenged?

2008-03-25 Thread Robert Osfield
On Mon, Mar 24, 2008 at 11:16 PM, Stephan Huber [EMAIL PROTECTED] wrote:
 Robert Osfield schrieb

  Its implemented under Windows, and under Linux
  aaand OS X ;)

  couldn't resist, Stephan

Thanks for the correction, like J-S even I forgot stuff that rattles
it way into the OSG ;-)

Robet.
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Re: [osg-users] ScalarBar bug (Robert Osfield)

2008-03-25 Thread Robert Osfield
Hi Steven,

On Tue, Mar 25, 2008 at 12:42 AM, IceSharK [EMAIL PROTECTED] wrote:
 -

 So that , scalarBar's Title can not display chinese by std::string 
 freetype235.

 In OSG , one way to show chinese word is using wchar_t ,  freetype235 
 chinese local font.

This limitation is one that hasn't been reported before, the OSG is
developed rapid development style - on as needed basis, rather than
guess ahead of the game when and where it might be used as doing so
tends to over engineer things.  When limitations are hit up against
bits of the OSG that are limiting things are often refactored - and
often by those hitting up against the limit.

You can use 8 bit encoding with standard strings, osgText::String
supports this, but my guess is that you won't be able to use this
route through given the text will just be set the usual default
methods.  Refactoring ScalarBar to use osgText::String is a
possibility.  I'm afraid I'm rushed off my feet as usual so if you
would like this change you'll need to chase it up yourself.  If you do
find a sensible fix then just send the changes into a osg-submissions
and I can then review to see if they are in keeping with the basic
design/implementation of ScalarBar and the wider OSG.   This is how
much of the OSG has evolved.

Robert.
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Re: [osg-users] Appeal for use of human names

2008-03-25 Thread Robert Osfield
Hi Rizzen,

  Rizzen is far from my real name. It is a random generated fictional name.

  From past replies to my posts on this mailing list, Robert has had no
  problems referring to me as Rizzen, showing that even fictional names do
  work. :)

Yes, the key is *use* you psuedo name in place of true name, rather
than just not using a name at all.

The real problem is posts that address no one, and have no signature,
where there is absolutely no indication how one is addressed.  Its
rude communitcation that all too easily can stem from hiding behind
anonymity.

Polite discussions go like this:

Hi X,

Some text

Post from X:
 Some other points

Regards,
Z

Drop the address and your have:

Some text:

 Some other point

Now which of these is likely to be taken the wrong way, and to lead to
deterioration in communications?  This is basics of human
communication.

Personally I find anonymity a slippery slow, its communication that
from the outset is based on one party being deceitful.
As Nicolas pointed out, anonymity can be used to avoid accountability,
which in turn can all too easily lead to peoples conduct dropping.

As someone who's working life is very entwined with the osg-users
community I am very exposed this conduct dropping.  Sadly poor conduct
in one poster can then rub off on to others, and all too soon its a
rabble and thoroughly unpleasant place for everybody to hang out.   As
project lead and mailing list administrator its my role to try and
sheppard things in a better direction.  This does occasionally mean
calling out behaviour which I feel is not acceptable to myself and
others.

Robert.
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Re: [osg-users] Should RELEASE event have a button mask?

2008-03-25 Thread Paul Speed


Robert Osfield wrote:
 Hi Paul and Paul :)
 
 On Mon, Mar 24, 2008 at 10:11 PM, Paul Speed [EMAIL PROTECTED] wrote:
 I can't be sure because my memory is fuzzy... but as I recall, osgGA
  events only tell you the current state of the buttons.  This is true for
  down or up and is evident when you are pressing more than one button at
  a time.

  At least, I'm pretty sure our application had to track button state
  separately so that we could detect which button was pressed or released
  for a given event.
 
 Yes this is correct, the getButtonMask returns the current state of
 the mouse, while getButton() returns the actual button related to the
 event.
 
 Robert.

Yeah, one Paul posted before checking the code and the other (me) 
responded without fully engaging brain to see that he'd already found 
his answer. ;)

Such is the nature of iterative projects, If only I'd had that method 
back when I did X, Y, Z...

-Paul (not a pseudonym) :)
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Re: [osg-users] building osg statically linked on Win32

2008-03-25 Thread Robert Osfield
Hi Andreas,

I can't really help too much with the technical side of getting the
static build working under Windows as was the last millenium when I
list used Windows box for developer, and even then it was only brief
interlude away from unices.

I can say that fixes would be welcome.  There was a submission posted
to osg-submissions about half a year ago that made changes for a
Windows static build, but in review it looked to be it might fix the
static build but break other things so I made a brief call for
feedback from other windows dev's but didn't get a response.  Rather
than risk breaking the build for 99% of people I didn't merge.  You
could possible go back into the archives to have a look at this.

Once a set of changes are made it'd be useful to invite others under
Windows to review and test them out, both under static build and
normal dynamic build.

Robert.


On Tue, Mar 25, 2008 at 8:33 AM,  [EMAIL PROTECTED] wrote:
 First thanks for the answer!

  I can't belief that I'm the first one asking for static libs, because some 
 win-apps based on OSG imho are built static. So someone already has gone this 
 way...

  In cmake I found the options to switch from /MDd and /MD to /MTd and /MT but 
 I can't still find the option to switch from Dynamic Library to Static 
 Library. In the vcproj-File it seems to be the option RuntimeLibrary, that 
 has to set from 0 to 1, but I can't find an equivalent in the cmake options 
 (and I'm afraid of modifying everything by hand).

  And finally I'm not sure, if the preprocessor flags like OSG_LIBRARY in 
 osg.vcporj have to extended to OSG_LIBRARY_STATIC like in the OSG 1.2 
 solution.

  Gruß ;)
  --
  Andreas Richter


  Date: Fri, 21 Mar 2008 15:28:12 +0100
  From: Stephan Huber [EMAIL PROTECTED]
  Subject: Re: [osg-users] building osg statically linked on Win32



   enable static-linking (or disables dynamic-linking, not sure the
   option's name) with ccmake and generate the solution-files.
   (There are
   no explicit static build configurations, the debug/release
   configs will
   build static libs).
  
   Try to build the osg-libs, I got problems with multiple
   defined symbols
   with regard of OpenThreads in my app using the static libs of osg, if
   you encounter this, I can send you fixes for the CMake-files, and if
   they work for you we can resubmit them to osg-submission.
   (you are the
   first person requesting static linking of osg on windows :)
  
   I edited the CMakescache.txt file (I don't know the exact name at the
   moment) to change to /MTd and /MT instead of /MDd and /MDd
   but this was
   only necessary to be compatible with other used libs on my end.
  
   HTH,
   Stephan
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Re: [osg-users] building osg statically linked on Win32

2008-03-25 Thread Stephan Maximilian Huber
[EMAIL PROTECTED] schrieb:
 First thanks for the answer!

 I can't belief that I'm the first one asking for static libs, because some 
 win-apps based on OSG imho are built static. So someone already has gone this 
 way...

 In cmake I found the options to switch from /MDd and /MD to /MTd and /MT but 
 I can't still find the option to switch from Dynamic Library to Static 
 Library. In the vcproj-File it seems to be the option RuntimeLibrary, that 
 has to set from 0 to 1, but I can't find an equivalent in the cmake options 
 (and I'm afraid of modifying everything by hand).

 And finally I'm not sure, if the preprocessor flags like OSG_LIBRARY in 
 osg.vcporj have to extended to OSG_LIBRARY_STATIC like in the OSG 1.2 
 solution.
this is all done by ccmake. Set DYNAMIC_OPENSCENEGGRAPH and 
DYNAMIC_OPENTHREADS to OFF and you'll get SolutionFiles to build static 
libs. (Just checked this on my windows-machine)

I did get multiple defined symbols in my app when linking against theses 
static libs, I had to change the CMakeLists.txt-files of OpenSceneGraph 
from:

IF   (DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSG_LIBRARY)
ELSE (DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
ENDIF(DYNAMIC_OPENSCENEGRAPH)

to

IF   (DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSG_LIBRARY)
ELSE (DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOT_LIBRARY_STATIC)
ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
ENDIF(DYNAMIC_OPENSCENEGRAPH)

and rebuild OpenSceneGraph entirely. I think this change is harmless, 
because it affects only the macros declared in the various Export-files, 
which are empty on Unices and are only needed for Windows anyway. (this 
change does not break building dynamic dlls)



HTH,
Stephan
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[osg-users] AP203 and OSG

2008-03-25 Thread deepu
Hi all

I am newbie to Openscenegraph.  I am developing a simulation
application, which involves the simulation of mechanical parts. I have to
import the CAD models from a STEP (AP203) file and render the models using
OSG. 

 

One solution what I have in mind is,

 

1)   Using OpenCascade for reading the STEP files and tries to render
using the OSG.

2)   But how to transfer the SOLID model data from OCC to OSG?

3)   What are the different methods/approaches, I should try to display
the SOLID models in OSG.

4)   Can anybody give some hints or directions which will help me to
finally reach the goal?

 

 

Regards

Deepu.LR

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Re: [osg-users] Warning on Add shader to the scene

2008-03-25 Thread Art Tevs
Hi Robert,

yes, I saw the specifications and in deed 0 is the
default value.

I also think that this is a driver bug. However I have
the same warning with different driver versions (older
and newer one). Maybe the nVidia guys just overseen
it.

One solution would be just to set this value to 1. I
haven't encountered any issues using it like this.
Other (maybe more elegant) solution would be not to
set this value at all if no geometry shaders are used.
However this is not so easy with the current structure
of the osg's shader implementation code, I think. 
 

It would be cool if somebody could post some comments
on this: i.e. if one have this warning and what
happens if one change the default value to non zero
one ;-)


Best regards,
Art


--- Robert Osfield [EMAIL PROTECTED] schrieb:

 HI Art,
 
 Thanks for the explanation.  Looking at the specs
 at:
 

http://www.opengl.org/registry/specs/EXT/geometry_shader4.txt
 
 It say the default value of
 GL_GEOMETRY_VERTICES_OUT_EXT is 0, which
 by convention the OSG normally tried to honour in
 its own defaults.
 From the above text:
 
 GEOMETRY_VERTICES_OUT_EXT  Z+GetProgramiv  0
   max # of
 output vertices 2.16.4-
 
 If this setting is producing a warning then its a
 bit surprising,
 might it be a driver bug?  If changing to default of
 1 fixes the
 warning then it'd be worth introducing, but... its
 not the OpenGL
 default value so we'd need to make a comment why the
 value is non
 default.
 
 Robert.
 
 On Tue, Mar 25, 2008 at 8:37 AM, Art Tevs
 [EMAIL PROTECTED] wrote:
  Hi Gordon,
 
   here change the line 99 in Program.cpp into this:
   _geometryVerticesOut(1),
   _geometryInputType(GL_TRIANGLES),
 
   or with other words just set the
 _geometryVerticesOut
   to 1 instead of 0. It should be 0 per definition,
   however this does produce warnings. Changing to 1
   doesn't break any functionality and also works
 fine.
   If one would like to use the geometry shaders
 she/he
   had to change this value in any case. Hence 0, my
   opinion is, that 0 shouldn't and wouldn't be used
 at
   all.
 
   Best regards,
   Art
 
 
 
   --- Gordon Tomlinson
 [EMAIL PROTECTED]
   schrieb:
 
 
 
Thanks for the reply Art
   
Yep where not using geometry shaders
   
   
   
  

__
Gordon Tomlinson
   
Email   : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM  : [EMAIL PROTECTED]
Website : www.vis-sim.com
 www.gordontomlinson.com
   
   
  

__
Self defence is not a function of learning
 tricks
but is a function of how quickly and intensely
 one
can arouse one's instinct for survival
-Master Tambo Tetsura
   
   
-Original Message-
From:
 [EMAIL PROTECTED]
   
 [mailto:[EMAIL PROTECTED]
On Behalf Of Art Tevs
Sent: Monday, March 24, 2008 6:03 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Warning on Add shader
 to
the scene
   
Hi Gordon, Mike,
   
as I have posted already before (however my
 patch
was not accepted ;-( ,
this warning comes from the geometry shader
implementation. I do not
remember the line correctly, but you have to
 change
only one value in the
constructor of the Program.cpp
   
There is one geometry shader value is set to 0,
 I
think the number of output
premitives. I know this is the specification,
however if you do not use the
geom shaders this does produce the warning.
 Just a
change to any positive
value do remove the warning and do not produce
 any
errors during the
rendering.
   
I'll check the changings of the osg installed
 on my
machine, and can provide
you with more specified information. On the
 machine,
I am writing from, I do
not have osg installed.
   
   
Best regards,
Art
   
   
   
--- Mike Weiblen [EMAIL PROTECTED]
 schrieb:
   
 dude, where's your repro?
 -- mew


 On Fri, Mar 21, 2008 at 12:37 PM, Gordon
 Tomlinson
   
 [EMAIL PROTECTED] wrote:
 
 
  Hi Y'all
 
  Ok I know this question is a little
 nefarious,
 
  As we continue our testing and porting to
 OSG
 2.3.x  we getting the
  following when ever we add out shaders to
 the
 scene
 
  Warning: detected OpenGL error 'invalid
 value'
 after RenderBin::draw(,)
  (in ...\src\osgUtil\RenderStage.cpp
 RenderStage::drawInner )
 
 
  We only get this once after we add to the
 scene,
 the shaders appear to be
  working fine, no compile errors etc. if we
remove
 and then re add again we
  get one warning again,
 
 
  Any pointers would be appreciated, sorry
 theres
 not much info,   ( problem
  does no show on OSG 1.2 )
 
  Cards 8800 and Quadro 4500
 
 
 
 
 
 
 
  Best Regards
 
 
 
  

Re: [osg-users] OpenFlt file causing crash in optimizer

2008-03-25 Thread Robert Osfield
Hi All,

I'm just reviewing Jason Daly's submission of Kamil Krupa's fix to
Optimizer.cpp as a workaround to the problem handling some OpenFlight
files.  Jason kindly stepped in making as alas Kamil didn't get around
to sending it to osg-submission.

I have now reviewed the fix and am not entirely comfortable with the
changes.  I'm not 100% sure of the failure mechanism as I don't have a
model that reproduces the problem first hand.  Reading the posts it
seems the LessGeode functor was buggy, and reviewing it I can see that
it could fail in certain circumstances.   The culprit is:

struct LessGeode
{
bool operator() (const osg::Geode* lhs,const osg::Geode* rhs) const
{
if (lhs-getStateSet()rhs-getStateSet()) return true;
if (lhs-getNodeMask()rhs-getNodeMask()) return true;
return false;
}
};

I think the a better implementation would be:

struct LessGeode
{
bool operator() (const osg::Geode* lhs,const osg::Geode* rhs) const
{
if (lhs-getNodeMask()rhs-getNodeMask()) return true;
if (lhs-getNodeMask()rhs-getNodeMask()) return false;

return (lhs-getStateSet()rhs-getStateSet());
}
};

I don't a model to test.  I have just tested the OpenFlight models I
have here and all run OK, but then they did before...

Soo... I've just checked in my change to Optimizer.cpp into SVN, you
can also grab it only via:

   
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/osgUtil/Optimizer.cpp

Could OpenFlight users try out this change and let me know if things
are fixed, or hooorribbly borken...

Thanks,
Robert.
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Re: [osg-users] osgViewer::View::getCameraContainingPosition() returns weird results when using slave cameras

2008-03-25 Thread Glenn Waldron
Yes, I think you are right, it's something in that vein. I can trick it into
returning the correct result by scaling the input (normalized) coordinates
to compensate for the change in the viewport aspect ratio. So that implies
that somewhere, old values are still lurking around.

Thanks again for your thoughts on this - I will revisit the issue when time
allows :)
Glenn

On Tue, Mar 25, 2008 at 12:56 AM, Guy [EMAIL PROTECTED] wrote:

 Hello,
  I'm not sure about the problem you are talking about, but just give a
 suggestion that might help.
  Maybe the slave camera cache its size, the cache does not update with
 the
 Viewport change, and then the intersection takes the data from the
 cache?
 You could try to clear the cache and see if the problem continues.
 And of course maybe it has nothing to do with it, and then I apologize
 for wasting your time.

 Guy.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Jean-S?bastien Guay
 Sent: Monday, March 24, 2008 10:03 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgViewer::View::getCameraContainingPosition()
 returns weird results when using slave cameras

 Hi Glenn,

  In a nutshell, I am using a single slave camera (in order to embed my
  OSG surface in a .NET control). If I resize the viewport after
 creation,
  computeIntersections() no longer returns correct results -- the Y
 value
  is incorrectly scaled. It only works correctly if I resize the window
  back to its original aspect ratio.

 Yes, that sounds like a different problem. In my case, I was not getting

 correct results from computeIntersections() whenever CompositeViewer was

 using a single view with slave cameras - no resizing at all involved,
 just using setUpViewAcrossAllScreens().

 You'll have to dig further. I suggest you try starting with a breakpoint

 in Viewer/CompositeViewer::eventTraversal() (depending on the viewer
 type you use) and compare the behavior before and after resizing the
 viewport.

 Good luck,

 J-S
 --
 __
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-- 
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[osg-users] SVN Update failed!

2008-03-25 Thread hesicong2006
Hi, Robert:
I can't update my SVN version of OSG these days, TortoiseSVN report that:
Error REPORT request failed on '/svn/osg/!svn/vcc/default'
Error REPORT of '/svn/osg/!svn/vcc/default': 400 Invalid header received 
from browser (http://www.openscenegraph.org)
I also tried to checkout again the OSG, but it gives me above error 
report too. I also notice I have a very slow connection to 
http://www.openscenegraph.org. I'm using China Telecom ADSL 1M 
connection, visit to other sites are normal, it could not be a 
connection problem I think.

Please check if something is going wrong with SVN. Thanks!

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Re: [osg-users] SVN Update failed!

2008-03-25 Thread Robert Osfield
Hi Hesicong,

I've been checking stuff into SVN this morning without problems, also
be browsing the repository online, an svn update just now didn't
produce any errors.

Could you try again?  I can only presume there is some local error
with the network at your end.

Robert.

On Tue, Mar 25, 2008 at 12:45 PM, hesicong2006 [EMAIL PROTECTED] wrote:
 Hi, Robert:
  I can't update my SVN version of OSG these days, TortoiseSVN report that:
  Error REPORT request failed on '/svn/osg/!svn/vcc/default'
  Error REPORT of '/svn/osg/!svn/vcc/default': 400 Invalid header received
  from browser (http://www.openscenegraph.org)
  I also tried to checkout again the OSG, but it gives me above error
  report too. I also notice I have a very slow connection to
  http://www.openscenegraph.org. I'm using China Telecom ADSL 1M
  connection, visit to other sites are normal, it could not be a
  connection problem I think.

  Please check if something is going wrong with SVN. Thanks!

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[osg-users] [VPB] Multiple textures

2008-03-25 Thread Rahul Srivastava
Hi Robert,

In osgdem, are multiple textures combined into a single temporary 
texture and then written to the output file or each texture is generated 
as a temporary texture and all these temporary textures are written, 
as separate textures, in the geode definition?

I have tried using multiple textures for the same position or 
geometry and it works.

The reason I ask this is because I want to have various layers of 
textures generated using osgdem and I would like to turn some layer on 
and off based on, say a key input.

If the above is not possible, is there a workaround for the same.

Regards,

-- 
Rahul Srivastava,
Member of Technical Staff,
Visualization Experts Limited.
www.vizexperts.com

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Re: [osg-users] osgWidget removeWidget not implemented

2008-03-25 Thread Jeremy Moles
Yeah, I just haven't got around to it yet. :) I can add it later today,
but I've been obsessed with getting some of the more difficult stuff
done with regards to layer management and text...

On Mon, 2008-03-24 at 18:21 -0400, Leontyev, Sergey wrote:
 Hello Jeremy,
 
 I noticed removeWidget function is not implemented yet...  is there a
 reason it is not implemented?
 
 I looked at the code and I am not sure how to do it at all...
 
 Sergey
 
  
 
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Re: [osg-users] building osg statically linked on Win32

2008-03-25 Thread Gordon Tomlinson
Also remember certain 3rd party libs licenses may prohibit static linking..


 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Tuesday, March 25, 2008 9:11 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] building osg statically linked on Win32

Hello Andreas,

 In cmake I found the options to switch from /MDd and /MD to /MTd and /MT
but I can't still find the option to switch from Dynamic Library to Static
Library.

DYNAMIC_OPENSCENEGRAPH is the one you're looking for I think.

And I believe most users use dynamic libraries for OSG because frankly, it
would give a huge executable. I personally prefer to have OSG installed in a
general place on my system and refer to it with environment variables in my
own projects. That way I have only one copy of it, and also I can update OSG
from SVN and then the updated version is available to all my projects at
once.

At work we have OSG in CVS alongside our projects, so we refer to it with
relative paths (..\..\OSG\lib.rel\win32-vc8\osg.lib) in our projects. That
also works well.

There's also the issue of plugins: in the past linking OSG statically would
not pick up plugins and then you'd have problems loading files from your
program. I think that was fixed, but I can't remember the specifics. The
archives will know more, my memory is not what it once was.

All in all, it's a path less traveled for sure, but it should work or if it
doesn't, it should be made to work. So try it, and please send back any
fixes you need to make for it to work.

Good luck,

J-S
--
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Re: [osg-users] osgWidget removeWidget not implemented

2008-03-25 Thread Jeremy Moles
Yes, please do...

On Tue, 2008-03-25 at 11:22 -0400, Leontyev, Sergey wrote:
 Sure, I can send it, I have the followings so don't be surprised  
   Panel inherited from Canvas
   Button Inherited from Label
   ListBox inherited from Panel
 
 Should I send a zip with my project to your email?   Right now
 background of the internal Canvas is missing
 
 Sergey
 
 
 -Original Message-
 From: Leontyev, Sergey 
 Sent: Tuesday, March 25, 2008 10:56 AM
 To: 'osg-users@lists.openscenegraph.org'
 Subject: RE: osgWidget removeWidget not implemented
 On Tue, 2008-03-25 at 10:56 -0400, Leontyev, Sergey wrote:
 
  Jeremy,
  
  Thanks
  
  I have tried implementing a listbox element, it turned out to be
  somewhat easy, however I definitely need releaseWidget:-)
 
 Glad to hear it! :) Things will continue to get much easier as the code
 matures...
 
  Another question:
  I noticed when I have a Canvas within Canvas, the internal canvas does
  not have it is own background. 
 
 Layering like this is the big thing I'm working on now. It doesn't work
 reliable 100% in any case at the moment, but it's closer every day.
 
  I tried to set different layers (low, high and etc). And when I do
 that
  widgets inside of that internal canvas disappear sometimes when the
  canvas when moved to certain parts of the screen, do you have any
 ideas
  of why this is happening?
 
 Are you in a position where you can you send me your code?
 
  Sergey
  
  
  -Original Message-
  From: Leontyev, Sergey 
  Sent: Monday, March 24, 2008 6:21 PM
  To: osg-users at lists.openscenegraph.org
  Subject: osgWidget removeWidget not implemented
  
  Yeah, I just haven't got around to it yet. :) I can add it later
 today,
  but I've been obsessed with getting some of the more difficult stuff
  done with regards to layer management and text...
  
  On Mon, 2008-03-24 at 18:21 -0400, Leontyev, Sergey wrote:
   Hello Jeremy,
   
   I noticed removeWidget function is not implemented yet...  is there
 a
   reason it is not implemented?
   
   I looked at the code and I am not sure how to do it at all...
   
   Sergey
   

   
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Re: [osg-users] building osg statically linked on Win32

2008-03-25 Thread Jean-Sébastien Guay
Hi Andreas,

Please reply directly to the thread you are engaged in instead of a 
digest mail, as this makes threads hard to follow.

 Run into the same(?) problem: Got a lot unresolved external symbols... I 
 modified all CMakeLists.txt-Files like above and recompiled the osg-Projects 
 but still get the same linker errors. I doubt that my problem is connected to 
 the CMakeLists-Modification, isn't it?

You might have to delete your CMakeCache.txt and regenerate the project 
files with CMake if you make this kind of change. CMake caches old 
values and sometimes, it does not regenerate the projects correctly and 
reuses the cached values even if it shouldn't.

Note that I haven't tried linking OSG statically myself, so others might 
have more guidance and troubleshooting help to offer on your specific 
problem.

 By the way: Is this right, that CMake attaches to all libraries the prefix 
 osg25-?

Only to DLLs. Libs should not have the prefix. If they do when building 
a static OSG, that's a bug that should be fixed. BTW the prefix depends 
on the version of OSG you have, but is not directly the version itself - 
the SVN version is now at 32.

Hope this helps,

J-S
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Re: [osg-users] building osg statically linked on Win32

2008-03-25 Thread Stephan Maximilian Huber
[EMAIL PROTECTED] schrieb:
 Run into the same(?) problem: Got a lot unresolved external symbols... 
 I modified all CMakeLists.txt-Files like above and recompiled the 
 osg-Projects but still get the same linker errors. 

Looks like you have a different problem. I had multiple defined symbols 
of Openthreads-stuff, not unresolved external symbols. Check agai if you 
are linking against the right libs.

Stephan
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Re: [osg-users] please clarify about returns

2008-03-25 Thread Robert Osfield
Hi Cole,

On Mon, Mar 24, 2008 at 10:21 PM, Night Hawk
[EMAIL PROTECTED] wrote:
 Some one in some other thread indicated about the developers of OSG
  expecting cheques. I don't know if that is just a misconception on the
  part of that user or if it is reality.

This is a misconception.  None of the developers/users/contributors
expect anything monetary for source code, the public mailing list
usage or public documentation on the website.  Use of all these
resources is free.

However, curetesy and respect on public mailing lists is very much
appreciated, in fact its the currency that oil's the cogs of the
project.

  The main reason I considered OSG is because this is in the bottom most
  10th position in the list of engines at
  http://www.devmaster.net/engines/

  If it were in any top position, I wouldn't even have looked at it. And
  I chose to work on this because of my assumption that developers of
  this are working on this because they WANT to work on it. Let me know
  if that is not the case and if the developers are doing this because
  they expect something out of it. I will reevaluate if my working on
  this could be a good idea.

I find this pretty bizarre logic, but hey ho each to there own.

W.r.t 10th position on a gaming website's like of games engines isn't
too shaby for something that isn't a game engine, and doesn't try to
be.  Its the odd one out form the list as the only pure scene graph
technology on offer.  The OpenSceneGraph's project heartland isn't
games, its visual simulation, virtual reality, GIS, scientific
visualization, serving a very different market than anything else in
the top ten.

The OpenSceneGraph is a professional grade scene graph used by the
likes of Nasa, Esa, Boeing, Lockheed-Martin and many  hundreds of
simulation companies around the worlds, it's now the world's leading
scene graph technology, nothing else now comes close in the vis-sim
market.

Try going to the front page of opengl.org, see how many headlines
mention the OpenSceneGraph.  This isn't stuff I've put up as promo,
its just stuff happening out in industry.

All this activity also means that I and others who provide consultancy
on top of the OpenSceneGraph project are very busy, both in commercial
activity and with helping keep the public and free/open source side
vibrant.  I personally have been self employed providing
OpenSceneGraph consultancy for 7 years now - yep its been 7 years
since one might been able to call OpenSceneGraph a little hobby
project.

Commercial side to the project is still tiny in the over scheme of the
project, only a small percentage of users take advantage of
consultancy, support and training services.  Most comericial users of
the project haven't ever been a client of mine or other consultants,
yet there is till plenty of work to go around the half dozen engineers
I know of who a contracting on various OSG client projects.

So... if you want a professional grade scene graph then you've come to
the right place.   If you were expecting a small hobby project then
well... happy hunting.

Robert.
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Re: [osg-users] please clarify about returns

2008-03-25 Thread Rick Pingry
From what I can tell from that site, the list is about the Most Reviewed
Open Source Engines, meaning the most number of votes, not necessarily the
quality of the engine.  That said, there are a lot of engines out there, and
I am proud to see OpenSceneGraph on the top ten of a list that is not its
primary market.

That said, I was introduced to OSG as a part of my day job, working on Vis
Sim for Northrop Grumman and the military.  I have been trying to apply that
knowledge to game development as well (with the dream of someday making THAT
my day job :)  We have a VERY early web site up, check it out at
http://www.fringe-online.com/.  (Yes, I know the OSG logo on the bottom is
pitiful, I have already told my partner to make it bigger and link back to
OSG, along with a link for RakNet and FMOD).

Glad to be a part of the community
-- Rick

On Tue, Mar 25, 2008 at 11:40 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Cole,

 On Mon, Mar 24, 2008 at 10:21 PM, Night Hawk
 [EMAIL PROTECTED] wrote:
  Some one in some other thread indicated about the developers of OSG
   expecting cheques. I don't know if that is just a misconception on the
   part of that user or if it is reality.

 This is a misconception.  None of the developers/users/contributors
 expect anything monetary for source code, the public mailing list
 usage or public documentation on the website.  Use of all these
 resources is free.

 However, curetesy and respect on public mailing lists is very much
 appreciated, in fact its the currency that oil's the cogs of the
 project.

   The main reason I considered OSG is because this is in the bottom most
   10th position in the list of engines at
   http://www.devmaster.net/engines/
 
   If it were in any top position, I wouldn't even have looked at it. And
   I chose to work on this because of my assumption that developers of
   this are working on this because they WANT to work on it. Let me know
   if that is not the case and if the developers are doing this because
   they expect something out of it. I will reevaluate if my working on
   this could be a good idea.

 I find this pretty bizarre logic, but hey ho each to there own.

 W.r.t 10th position on a gaming website's like of games engines isn't
 too shaby for something that isn't a game engine, and doesn't try to
 be.  Its the odd one out form the list as the only pure scene graph
 technology on offer.  The OpenSceneGraph's project heartland isn't
 games, its visual simulation, virtual reality, GIS, scientific
 visualization, serving a very different market than anything else in
 the top ten.

 The OpenSceneGraph is a professional grade scene graph used by the
 likes of Nasa, Esa, Boeing, Lockheed-Martin and many  hundreds of
 simulation companies around the worlds, it's now the world's leading
 scene graph technology, nothing else now comes close in the vis-sim
 market.

 Try going to the front page of opengl.org, see how many headlines
 mention the OpenSceneGraph.  This isn't stuff I've put up as promo,
 its just stuff happening out in industry.

 All this activity also means that I and others who provide consultancy
 on top of the OpenSceneGraph project are very busy, both in commercial
 activity and with helping keep the public and free/open source side
 vibrant.  I personally have been self employed providing
 OpenSceneGraph consultancy for 7 years now - yep its been 7 years
 since one might been able to call OpenSceneGraph a little hobby
 project.

 Commercial side to the project is still tiny in the over scheme of the
 project, only a small percentage of users take advantage of
 consultancy, support and training services.  Most comericial users of
 the project haven't ever been a client of mine or other consultants,
 yet there is till plenty of work to go around the half dozen engineers
 I know of who a contracting on various OSG client projects.

 So... if you want a professional grade scene graph then you've come to
 the right place.   If you were expecting a small hobby project then
 well... happy hunting.

 Robert.
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-- 
Check us out at http://fringe-online.com/
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[osg-users] unsubscribe (WAS Appeal for use of human names)

2008-03-25 Thread Mike Weiblen
at least from this thread.
Opinions noted, pls take it outside.

-- mew

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Re: [osg-users] please clarify about returns

2008-03-25 Thread Paul Martz
  And  I chose to work on this because of my assumption that 
 developers 
  of  this are working on this because they WANT to work on 
 it. Let me 
  know  if that is not the case and if the developers are doing this 
  because  they expect something out of it. I will reevaluate if my 
  working on  this could be a good idea.

Your post, taken in the context of OSG developers getting paid, implies that
if people really want to develop OSG, they'll do it for free. I don't see
the connection. I like to do OSG work, but I also like to pay my mortgage
and not get foreclosed upon. :-)

Every few months, a thread pops up on this list along the lines of, people
should develop OSG source code and/or documentation for free. See the
archives. People who start such threads need to differentiate between the
fact that OSG is free, and thinking that someone will add custom features
for them. While it might appear that new features and bug fixes just pop up
in the next release for free, I'm willing to bet that someone is funding
that work a majority of the time.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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Re: [osg-users] Warning on Add shader to the scene

2008-03-25 Thread Mike Weiblen
ah, ok I do remember that thread.  And you're saying this is the symptom
associated that setting?

If so, then the situation is a driver incorrectly reporting invalid
value on a valid but unused value.  I guess it's not too offensive to
compensate by tweaking the unused value to avoid the complaint.

Gordon, if that is the issue, could you try changing the ctor
initialization value of _geometryVerticesOut from 0 to 1
(src/osg/Program.cpp @ line 99).  See how that works, and send to
osg-submissions as appropriate.

cheers
-- mew



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Art Tevs
 Sent: Monday, March 24, 2008 5:03 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Warning on Add shader to the scene
 
 Hi Gordon, Mike,
 
 as I have posted already before (however my patch was
 not accepted ;-( , this warning comes from the
 geometry shader implementation. I do not remember the
 line correctly, but you have to change only one value
 in the constructor of the Program.cpp
 
 There is one geometry shader value is set to 0, I
 think the number of output premitives. I know this is
 the specification, however if you do not use the geom
 shaders this does produce the warning. Just a change
 to any positive value do remove the warning and do not
 produce any errors during the rendering.
 
 I'll check the changings of the osg installed on my
 machine, and can provide you with more specified
 information. On the machine, I am writing from, I do
 not have osg installed.
 
 
 Best regards,
 Art
 
 
 
 --- Mike Weiblen [EMAIL PROTECTED] schrieb:
 
  dude, where's your repro?
  -- mew
 
 
  On Fri, Mar 21, 2008 at 12:37 PM, Gordon Tomlinson
  [EMAIL PROTECTED] wrote:
  
  
   Hi Y'all
  
   Ok I know this question is a little nefarious,
  
   As we continue our testing and porting to OSG
  2.3.x  we getting the
   following when ever we add out shaders to the
  scene
  
   Warning: detected OpenGL error 'invalid value'
  after RenderBin::draw(,)
   (in ...\src\osgUtil\RenderStage.cpp
  RenderStage::drawInner )
  
  
   We only get this once after we add to the scene,
  the shaders appear to be
   working fine, no compile errors etc. if we remove
  and then re add again we
   get one warning again,
  
  
   Any pointers would be appreciated, sorry theres
  not much info,   ( problem
   does no show on OSG 1.2 )
  
   Cards 8800 and Quadro 4500
  
  
  
  
  
  
  
   Best Regards
  
  
  
   Gordon
  
  
 
 __
   Gordon Tomlinson
   Email  : gordon.tomlinson @ overwatch.com
   YIM/AIM: Gordon3dBrit
   MSN IM : Gordon3dBrit @ 3dSceneGraph.com
  
  
 
 __
  
  
   Self defence is not a function of learning tricks
   but is a function of how quickly and intensely one
   can arouse one's instinct for survival
   - Master Tambo Tetsura
  
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  --
  Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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Re: [osg-users] please clarify about returns

2008-03-25 Thread Robert Osfield
Hi Paul et al.

On Tue, Mar 25, 2008 at 5:22 PM, Paul Martz [EMAIL PROTECTED] wrote:
  While it might appear that new features and bug fixes just pop up
  in the next release for free, I'm willing to bet that someone is funding
  that work a majority of the time.

Perhaps I can add a bit more qualification to this.  The
OpenSceneGraph is a collaboration on hundreds of developers (we hit
300 contributors earlier today), only a handful of which have ever
been anything need full-time developers on OpenSceneGraph itself.
The majority of contributors work for companies, universities and
other institutions that use the OpenSceneGraph and contribute their
additions/fixes/amendments that help make their application
development easier by virtue of sharing their contributions.

From a personal level, over the years I have averaged around 30-50% of
my time being paid open source or closed source work, the rest in work
supporting and developing the OpenSceneGraph is done without payment.
The OpenSceneGraph is both a labour of love and something that pays it
way (most of the time... ;-)

Robert.
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Re: [osg-users] OpenFlt file causing crash in optimizer

2008-03-25 Thread Robert Osfield
Thanks for the feedback.

On Tue, Mar 25, 2008 at 5:39 PM, Jason Daly [EMAIL PROTECTED] wrote:

  Hi, Robert,


   Could OpenFlight users try out this change and let me know if things
   are fixed, or hooorribbly borken...
  

  I like your version better  :-)

  My test model is two-story building.  Originally, loading this building
  crashed the Optimizer.  I didn't notice before, but with Kamil's
  original fix, the roof was missing on the building.  With your version,
  it loads perfectly.  Well spotted!

  --

  --J

  I'm a castaway stranded in a desolate land,
   I can see the footprints in the virtual sand.
 --Neil Peart



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Re: [osg-users] osg-conv collada

2008-03-25 Thread skunkwerk
I've tried running the prebuilt binary for osgconv on Linux, but they don't
come with osgdb_dae.dll - could someone please send me a copy, as I don't
have visual studio?  or could someone send me their osgconv_dae.so on linux
to try on my system?

i'll try recompiling everything again...

thanks
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