Re: [osg-users] Appeal for use of human names
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Simple request: country codes
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Terrain Texturing
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building osg statically linked on Win32
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Should RELEASE event have a button mask?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Warning on Add shader to the scene
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org E-Mails jetzt auf Ihrem Handy. www.yahoo.de/go ___ 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 Lesen Sie Ihre E-Mails jetzt einfach von unterwegs. www.yahoo.de/go ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build errors when integrating vterrain into existing app
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?
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 _ Aileye katılmanın tam zamanı! Windows Live Messenger'ın 2008 versiyonunu yükleyin! Ücretsiz! http://get.live.com ___ 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 _ Windows Live Messenger'ın yeni 2008 versiyonunu buradan ÜCRETSİZ yükleyin! http://get.live.com/messenger/overview ___ 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
Re: [osg-users] Detailed description of VPB osgdem options
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 They never forget who they're dying for... We can never forget who we're working for... Lockheed Martin Corp - STS Akron 1210 Massillon Road Mailpoint C2E, AB-33 Akron, OH 44315-0001 ( Phone Numbers: 330.796.6616 (Desk) 330.796.1059 (Lab) 330.242.2385 (Cell) 6 Fax: 330.796.4050 ___ 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
Re: [osg-users] Settings for the GPU Challenged?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ScalarBar bug (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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Appeal for use of human names
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Should RELEASE event have a button mask?
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) :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building osg statically linked on Win32
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 ___ 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
Re: [osg-users] building osg statically linked on Win32
[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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] AP203 and OSG
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Warning on Add shader to the scene
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
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer::View::getCameraContainingPosition() returns weird results when using slave cameras
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or ghttp://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 -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SVN Update failed!
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! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SVN Update failed!
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! ___ 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] [VPB] Multiple textures
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 ___ 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
Re: [osg-users] building osg statically linked on Win32
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.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
Re: [osg-users] osgWidget removeWidget not implemented
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 ___ osg-users mailing list osg-users at lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users at lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ 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
Re: [osg-users] building osg statically linked on Win32
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building osg statically linked on Win32
[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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] please clarify about returns
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] please clarify about returns
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] unsubscribe (WAS Appeal for use of human names)
at least from this thread. Opinions noted, pls take it outside. -- mew ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] please clarify about returns
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Warning on Add shader to the scene
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org E-Mails jetzt auf Ihrem Handy. www.yahoo.de/go ___ 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
Re: [osg-users] please clarify about returns
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenFlt file causing crash in optimizer
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 ___ 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
Re: [osg-users] osg-conv collada
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org