Re: [osg-users] What's the mpr.dll ?

2008-04-24 Thread xyc508
After installed,my app is all ok on no-installed .Net Framework machine ,
but on installed .Net Framework machine ,it doesn't works.use DEPENDS.exe
to find mpr.dll have Error and Warning, no ways at all recently!!!
who can give a help? 
 
 
 

在2008-04-23,"Mike Weiblen" <[EMAIL PROTECTED]> 写道:

to remove an unknown from your diagnosis, are you able to install and
run the prebuilt win32 binary installer on the target machine?
-- mew



2008/4/23  <[EMAIL PROTECTED]>:
>  I still no ways. is it the reason of opengl32.dll,because use DEPENDS.exe
> to find opengl32.dll is the root of mpr.dll, does opengl32.dll conflict with
> mpr.dll?
>
>  Donlin
>
>
> [EMAIL PROTECTED] 写道:
>
>
>
>
> Hi,Neil,
>
> Nice receive from you.
>
> Yes,it's really the mpr.dll problem.I notice that on all installed .Net
> Framework cann't run my osg app,on all no-installed .Net Framework can run
> my osg app freely.
>
> It may be that the two mpr.dll is different. is it really the problem of
> .Net Framework?
>
> I have copy all necessary osg dlls.
>
> (my osg app is run on internet use .cab including all dlls zipped in it ,it
> can automantic download dlls,when downlaod mpr.dll,it give notice: cann't
> copy mpr.dll ,the current mpr.dll is used by system...)
>
> not only the file mpr.dll,there are the files commctrl.dll CoreDll.dll
> ws2_32.dll and ws2help.dll, sometimes the file msjava.dll msvcr80.dll
> msvcp80.dll and  mfc80u.dll show errors while copy.
>
> How to do? I still have no ways. who can help?
>
> Donlin
>
>
> [EMAIL PROTECTED] 写道:
>
> Hi,
>
> You've just encountered the wonderful world of Windows.
>
> If you look up the mpr.dll problem on the internet, you eventually get to
> find out that the Depends.exe of windows has problems with late binding
> dependencies. This is really an issue with Depends, not your programme. The
> best advice I can give - having spent many an hour trying to resolve this
> myself - is that you can safely ignore this warning, and any to do with
> shlapi(?) as well. At run time, the relavent stubs run, and everything is
> fine.
>
> If you application is failing on another machine, it is highly unlikely that
> these warnings can contribute to tracking down what the problem is.
>
> If the app is an osg one, did you copy across all the osg dlls? I usualy
> forget openthreads myself ;-(
>
> Hope this shortens your search.
>
> Neil.
>
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Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released

2008-04-24 Thread Cedric Pinson
I compiled the svn version on gentoo linux, and ran some test, it did 
not notice issue

Cedric

Robert Osfield wrote:
> Hi All long suffering testers! ;-)
>
> I have just tagged 2.3.11, the release candidate 3 for OSG-2.4,
> details can be found at:
>
> http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
>
> * OpenSceneGraph-2.3.11, released on 24th April 2008.
> OpenSceneGraph-2.3.11 is the 3rd release candidate for 2.4. Minor
> changes are to NEWS, ChangeLog?, AUTHORS, and a small tweak of osgDB
> for Quicktime live plugin support, and Win32 build support of libcurl.
>
> source package : OpenSceneGraph-2.3.11.zip
> svn tag: svn co
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.11
> OpenSceneGraph
>
>
> I'd appreciate any further testing that you can muster, my plan is
> that this is our last release candidate, and baring major problems
> will tag OSG-2.4 tomorrow morning.
>
> Thanks for you help,
> Robert.
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Re: [osg-users] Off-screen rendering

2008-04-24 Thread Tessier, Philip
Thank you,
Phil

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
Moles
Sent: Thursday, April 24, 2008 4:08 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Off-screen rendering

On Thu, 2008-04-24 at 15:48 -0500, Tessier, Philip wrote:
> All,
> 
> I was able to use the osgprerender example to obtain most of what I 
> need - the rendering of a scene into an osg::Image.  As that's ALL I 
> want, I need help with a tweak to it.  It uses a viewer.run() to do 
> the work.  I've replaced this with a viewer.frame().  This produces a 
> flicker on the screen as the viewer realizes the frame.  As I'm 
> interested in an off-screen grab, this is annoying.
> 
> I'm reasonably sure that I don't want a viewer at all, but I don't 
> know what to simplify it to.

This is a copy/paste of a response Robert gave to a question like this a
few months ago...

--

Where supported one can use a pbuffer on Win32, X11 and Carbon
implementations in osgViewer. Just create the Traits with the pbuffer
option set to true, then create your GraphicsContext as per the
osgcamera or osgwindows examples.

--

I had recommended looking at how SDL hides the Window, but this is
almost certainly a better solution. :) If you want to get real crazy you
could do something like:

# OSG_WINDOW="0 0 1 1" ./myApp

...but that's an abysmal hack, and still ends up showing a little tiny
block you can't do anything about. :)

> Thanks, in advance,
> Phil
> 
> Philip A. Tessier
> Northrop Grumman IT
> [EMAIL PROTECTED]
> 210-867-6775
> 
> 
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Re: [osg-users] Off-screen rendering

2008-04-24 Thread Jeremy Moles
On Thu, 2008-04-24 at 15:48 -0500, Tessier, Philip wrote:
> All,
> 
> I was able to use the osgprerender example to obtain most of what I
> need - the rendering of a scene into an osg::Image.  As that's ALL I
> want, I need help with a tweak to it.  It uses a viewer.run() to do
> the work.  I've replaced this with a viewer.frame().  This produces a
> flicker on the screen as the viewer realizes the frame.  As I'm
> interested in an off-screen grab, this is annoying.
> 
> I'm reasonably sure that I don't want a viewer at all, but I don't
> know what to simplify it to.

This is a copy/paste of a response Robert gave to a question like this a
few months ago...

--

Where supported one can use a pbuffer on Win32, X11 and Carbon
implementations in osgViewer. Just create the Traits with the pbuffer
option set to true, then create your GraphicsContext as per the
osgcamera or osgwindows examples.

--

I had recommended looking at how SDL hides the Window, but this is
almost certainly a better solution. :) If you want to get real crazy you
could do something like:

# OSG_WINDOW="0 0 1 1" ./myApp

...but that's an abysmal hack, and still ends up showing a little tiny
block you can't do anything about. :)

> Thanks, in advance, 
> Phil
> 
> Philip A. Tessier 
> Northrop Grumman IT 
> [EMAIL PROTECTED] 
> 210-867-6775
> 
> 
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[osg-users] Off-screen rendering

2008-04-24 Thread Tessier, Philip
All,

I was able to use the osgprerender example to obtain most of what I need
- the rendering of a scene into an osg::Image.  As that's ALL I want, I
need help with a tweak to it.  It uses a viewer.run() to do the work.
I've replaced this with a viewer.frame().  This produces a flicker on
the screen as the viewer realizes the frame.  As I'm interested in an
off-screen grab, this is annoying.

I'm reasonably sure that I don't want a viewer at all, but I don't know
what to simplify it to.

Thanks, in advance,
Phil

Philip A. Tessier
Northrop Grumman IT
[EMAIL PROTECTED]
210-867-6775


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Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released

2008-04-24 Thread Mike Weiblen
Hi Robert,

Builds of OSG svn trunk @ r8221 in both Release and Debug configs on
VS2005sp1/WinXPsp2 succeeded without issue, just some mild warnings in
osgIntrospection.

will continue w/ spot testing...

-- mew





> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Thursday, April 24, 2008 10:59 AM
> To: OpenSceneGraph Users
> Subject: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3
> released
> 
> Hi All long suffering testers! ;-)
> 
> I have just tagged 2.3.11, the release candidate 3 for OSG-2.4,
> details can be found at:
> 
>
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperRele
> ases
> 
> * OpenSceneGraph-2.3.11, released on 24th April 2008.
> OpenSceneGraph-2.3.11 is the 3rd release candidate for 2.4. Minor
> changes are to NEWS, ChangeLog?, AUTHORS, and a small tweak of osgDB
> for Quicktime live plugin support, and Win32 build support of libcurl.
> 
> source package : OpenSceneGraph-2.3.11.zip
> svn tag: svn co
>
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGrap
> h-2.3.11
> OpenSceneGraph
> 
> 
> I'd appreciate any further testing that you can muster, my plan is
> that this is our last release candidate, and baring major problems
> will tag OSG-2.4 tomorrow morning.
> 
> Thanks for you help,
> Robert.
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Re: [osg-users] mouse location (x,y) in pixel units

2008-04-24 Thread Andrew Lett
I found a workaround to my problems, my thanks to Jeremy for pointing a few
things out.

If I make the following setting:
  camera->setAllowEventFocus(false);


Then in Viewer::eventTraversal()  this will avoid   setCameraWithFocus(camera);
code.

As to the reasoning of why there is separate handling for this case in OSG, I
don't know. It's certainly an issue that can come up in osgWidget sometime in
the future.

- Andrew


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Re: [osg-users] GeoTIFF dem coordinate system?

2008-04-24 Thread Linh Phan

Hi Robert,

 I didn't use any options except:

osgdem -d DEM_1m_VictoriaCrater_1.tif -l 4 -o test.ive -a test.osga

DEM_1m_VictoriaCrater_1.tif was generated using OpenEV from the data set on:
http://webgis.wr.usgs.gov/download/VictoriaCrater_HiRISE/VictoriaCrater_HiRISE.zip

After you unzip it, you will find under the directory 
VictoriaCrater_HiRISE/GIS_EQUI360_OC:

DEM_1m_VictoriaCrater.tif
DEM_1m_VictoriaCrater.prj
DEM_1m_VictoriaCrater.rrd
DEM_1m_VictoriaCrater.aux
DEM_1m_VictoriaCrater.asc.gz

I then open DEM_1m_VictoriaCrater.tif using the OpenEV tool, and export 
DEM_1m_VictoriaCrater_1.tif
as GTiff.  I don't know if going through OpenEV is neccessary but when I 
ran


osgdem -d DEM_1m_VictoriaCrater.tif -l 4 -o test.ive -a test.osga

on the original DEM_1m_VictoriaCrater.tif file, osgdem died with:

ERROR 6: Unable to load PROJ.4 library (libproj.so), creation of
OGRCoordinateTransformation failed.

Thanks alot Robert,

Linh
Robert Osfield wrote:


Hi Linh,

VPB/osgdem decorates databases with a CoordinateSystemNode which will
record the cooridnate system it uses.  VPB does default to using WGS84
when working geocentric, but you haven't mentioned any of the osgdem
options so I can't really say whether this will have been applied.

I must admit I have yet to work with anything other than earth bound
imagery/dem's so have not been able to test it out on other planetary
data.  Would it be possible to provide me with some?

Robert.

On Thu, Apr 24, 2008 at 3:40 AM, Linh Phan <[EMAIL PROTECTED]> wrote:
 


Hi,

I have GeoTIFF file with a DEM_1m_VictoriaCrater.prj:

PROJCS["Plate_Carree",GEOGCS["EQUIRECTANGULAR_CYLINDRICAL_MARS",DATUM["D_MARS",
 
SPHEROID["MARS",3396190,0]],PRIMEM["Reference_Meridian",0],UNIT["Degree",0.017453292519943295]],
PROJECTION["Plate_Carree"],PARAMETER["latitude_of_origin",0],PARAMETER["central_meridian",180],
PARAMETER["false_easting",0],PARAMETER["false_northing",0],UNIT["Meter",1]]

osgdem successfully generate a dem for the DEM_1m_VictoriaCrater.tif.
I  was wondering if osg's getWorldIntersectPoint:

intersectPoint=hlist.front().getWorldIntersectPoint();

will return the intersectPoint in the Mars body frame, ie will the norm
of "intersectPoint._v" be around 3396190  meters, the Mars radius?

Thanks alot,

Linh


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Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released

2008-04-24 Thread Jean-Sébastien Guay
Hi Mike,

>>  > echo OSG_FILE_PATH
>> OSG_FILE_PATH
> 
> heh perhaps instead, but your point taken:
> echo %OSG_FILE_PATH%

Of course you're right... D'oh. :-)

J-S
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 http://whitestar02.webhop.org/
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Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released

2008-04-24 Thread Mike Weiblen
Hi J-S,

> > I haven't yet uploaded a paged database to openscenegraph.org, but I
> > guess we could just reference the SVN repository directly:
> >
> >osgviewer
http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk/cow.osg
> 
>  > set OSG_FILE_PATH=
> 
>  > echo OSG_FILE_PATH
> OSG_FILE_PATH

heh perhaps instead, but your point taken:
echo %OSG_FILE_PATH%
 
>  > osgviewer
http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk/cow.osg
> 
> It displays the cow, with textures and all! Nice job, really cool.

Almost too easy, so I mangled the filenames on my remote testdata, to
avoid any possible shortcircuit to local data.  and yes, it really does
work.  Nice!

cheers
-- mew

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Re: [osg-users] mouse location (x,y) in pixel units

2008-04-24 Thread Andrew Lett
Jeremy Moles <[EMAIL PROTECTED]> writes:

> 
> Again, I never get the normalized values in osgWidget (and haven't since
> I began writing it). This has to have something to do with the kind of
> camera the event appears within, as looking through the code I see that
> the event{X,Y} values are calculated two different ways depending on
> whether a function getFocusedCamera() returns true or not...

You're right, that there are two ways that the event (X,Y) is calculated, and in
my case, the first branch is used  [ if (getCameraWithFocus()) ]. If I comment
out this branch, then the (X,Y) locations can be used correctly (after
transforming them back). One of these two branches will be used, since
pointerEvent is set to true earlier.

I don't think I'm doing anything special with my camera setup (looks pretty
plain vanilla to me),so I'll have to look into it a bit more. Thanks for the 
tip.

As a note related to osgWidget, you might want to also keep this issue in mind -
the mouse X,Y can be transformed in a different way, depending on a setting
related to the camera.

> 
> How is your scene laid out? I've never used CEGUI with OSG, so I'm not
> sure how people in the past have done it.
> 
I'm just using fairly standard settings. To get CEGUI to render last, I've done
a stateset->setRenderBinDetails( 11, "RenderBin"); for the group containing
CEGUI. As well, I'm using singlethreading for drawing. The rest of the code I'm
trying looks pretty standard...

  mViewer = new osgViewer::Viewer();
  osg::ref_ptr traits = 
new osg::GraphicsContext::Traits;
  osg::ref_ptr windata = new 
osgViewer::GraphicsWindowWin32::WindowData((HWND)this->Handle.ToInt32());

  // Setup traits
  traits->x = 0;
  traits->y = 0;
  traits->width = this->Width;
  traits->height = this->Height;
  traits->windowDecoration = false;
  traits->doubleBuffer = true;
  traits->sharedContext = 0;
  traits->setInheritedWindowPixelFormat = true;
  traits->inheritedWindowData = windata;

  // graphics context
  osg::GraphicsContext* gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());

  // new camera initialization
  osg::ref_ptr camera = new osg::Camera();

  // Assign Graphics Context to the Camera
  camera->setGraphicsContext(gc);

  // camera viewport
  camera->setViewport(new osg::Viewport(traits->x, traits->y, 
traits->width, traits->height));

  mViewer->addSlave(camera.get());
  mViewer->setCameraManipulator(new osgGA::TrackballManipulator());


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Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Steven Powers

I've added a _geometry->dirtyBound() to be called each visit but that
didn't help.

I printed out the bounding sphere data and as it does change slightly it
looks correct even when the square sections of the point cloud disappear
and reappear.

Any other ideas? Could this have something to do with the terrain being
visible? This only seems to happen if the terrain is visible to the
camera via its NodeMask. 
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian R
Hill
Sent: Thursday, April 24, 2008 1:02 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud culling/paging

Steve,

Verify that your bounding sphere is what you think it should be. Print
out
the point cloud's bounding sphere every frame and check that it's
correct.

osg::BoundingSphere bs = pointcloud->getBound():
std::cout << "Ctr " << bs.center() << " rad " << bs.radius() << "\n";

Brian

[EMAIL PROTECTED] wrote: -


To: "OpenSceneGraph Users" 
From: "Steven Powers" <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 04/24/2008 11:11AM
Subject: [osg-users] Point cloud culling/paging


I'm experiencing some weird problems with my point cloud.

I have a fairly large terrain and a point cloud that expands the whole
terrain. When I build the point cloud and look around the environment
whole
sections of the point cloud disappear when they aren't centered within
the
camera's view. They will then reappear when the center of the missing
section is within view.

The point cloud is a POINTS primitive set and I have turned culling off
(
setCullingActive (false)) as well as display lists.

I've noticed that if I do not add the terrain model to the scene it
works
ok.

What culling/paging option do I need to set to make sure this doesn't
happen?

-Steve



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Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released

2008-04-24 Thread Martin Spott
"Robert Osfield" wrote:

> I have just tagged 2.3.11, [...]

Would you mind putting the ZIP file onto the web site ?

Martin.
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Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Brian R Hill
Steve,

Verify that your bounding sphere is what you think it should be. Print out
the point cloud's bounding sphere every frame and check that it's correct.

osg::BoundingSphere bs = pointcloud->getBound():
std::cout << "Ctr " << bs.center() << " rad " << bs.radius() << "\n";

Brian

[EMAIL PROTECTED] wrote: -


To: "OpenSceneGraph Users" 
From: "Steven Powers" <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 04/24/2008 11:11AM
Subject: [osg-users] Point cloud culling/paging


I’m experiencing some weird problems with my point cloud.

I have a fairly large terrain and a point cloud that expands the whole
terrain. When I build the point cloud and look around the environment whole
sections of the point cloud disappear when they aren’t centered within the
camera’s view. They will then reappear when the center of the missing
section is within view.

The point cloud is a POINTS primitive set and I have turned culling off (
setCullingActive (false)) as well as display lists.

I’ve noticed that if I do not add the terrain model to the scene it works
ok.

What culling/paging option do I need to set to make sure this doesn’t
happen?

-Steve



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Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released

2008-04-24 Thread Jean-Sébastien Guay
Hello Robert,

> I haven't yet uploaded a paged database to openscenegraph.org, but I
> guess we could just reference the SVN repository directly:
> 
>osgviewer 
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk/cow.osg

 > set OSG_FILE_PATH=

 > echo OSG_FILE_PATH
OSG_FILE_PATH

 > osgviewer 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk/co
w.osg

It displays the cow, with textures and all! Nice job, really cool.

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Andy Skinner
We use cmake for everything, and don't treat the mac differently than
unix at this point.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 24, 2008 12:30 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph

On Thu, Apr 24, 2008 at 5:12 PM, Andy Skinner
<[EMAIL PROTECTED]> wrote:
> The latest SVN reports version 2.3.11, and builds on our solaris, mac,
>  win32, and linux 64 systems.

Thanks for the feedback Andy, its good to hear things working.

What version of Mac/build system are you using?
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[osg-users] cullface problem

2008-04-24 Thread erf
I cant seem to turn off cullface on the geometry.

I am doing the following:

_stateSet = new osg::StateSet;
_cullFaceState = new osg::CullFace;
_stateSet->setAttributeAndModes(_cullFaceState.get(), osg::StateAttribute::OFF 
| osg::StateAttribute::OVERRIDE);
_someGeometry->setStateSet(_stateSet);

still only renders when i'm on one side of the geometry

ps. i do this in a class which inherits from osg::Group, also tried to just set:

getOrCreateStateSet()->setMode(GL_CULL_FACE, osg::StateAttribute::OFF | 
osg::StateAttribute::OVERRIDE);

in my class..

using: osg2.3.7, SceneView

Erlend
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Re: [osg-users] using the .curl plugin

2008-04-24 Thread Mike Weiblen
Hi J-S,

well after a little experimenting, I've answered my own question.  the
new curl plugin seems to work just fine for a couple small testcases
I've put at http://mew.cx/testing/

Try for youself...

a simple model, completely contained in 1 file:
osgviewer http://mew.cx/testing/xyz1_curltest.osg

simple quad geometry, with a reference to an external texture file:
osgviewer http://mew.cx/testing/colorbars_curltest.osg

certainly deserves more sophisticated testcases, but this is
sufficient for a basic smoketest imho.

cheers
-- mew


On Thu, Apr 24, 2008 at 11:10 AM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Hi all,
>
>
>  > Not being familiar w/ that plugin, what's the basic method of
>  > operation for testing?  I'd like to see it (or at least hear about it)
>  > actually working.
>
>  I'd also like a test case for the curl plugin. I noticed that CMake
>  picked up Mike's curllib, and the plugin is being compiled, but how can
>  I test it? (potentially just a command line I can use to see if it works)
>
>  Thanks,
>
>  J-S
>  --
>  __
>  Jean-Sebastien Guay[EMAIL PROTECTED]
> http://www.cm-labs.com/
>  http://whitestar02.webhop.org/
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>



-- 
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Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Robert Osfield
HI Steven,

Are you calling _geometry->dirtyBound() anywhere in your update code??
 If not then there's your problem.

Robert.

On Thu, Apr 24, 2008 at 5:28 PM, Steven Powers <[EMAIL PROTECTED]> wrote:
>
>
>  Currently I'm entering all points as 0,0,0 and update them with values
>  within the render loop.
>
>  Except for these:
> addPoint(PCPoint(9, 0, 0), PCColor(0,0,0,0));
> addPoint(PCPoint(-9, 0, 0), PCColor(0,0,0,0));
> addPoint(PCPoint(0, 9, 0), PCColor(0,0,0,0));
> addPoint(PCPoint(0, -9, 0), PCColor(0,0,0,0));
> addPoint(PCPoint(0, 0, 9), PCColor(0,0,0,0));
> addPoint(PCPoint(0, 0, -9), PCColor(0,0,0,0));
>
>  Which I wont ever update with new values. I never force an update of the
>  bounding box.
>
>  The farthest extent of a point that I modify should be +/- 1000.
>
>  Here is my code for creating the pointCloud:
>
> void PointCloud::factory()
> {
> _lastEntered = -1;
> _geometry = new osg::Geometry();
>
> _geometry->setSupportsDisplayList(false);
> _geometry->setUseDisplayList(false);
>
> _cloud3DRep = new osg::Geode();
> _points = new osg::Vec3Array();
> _colors = new osg::Vec4Array();
>
> PCPoint p(0,0,0);
> PCColor c(0,0,0,0);
>
> double px, py, pz, cr, cb, cg, ca(1.0);
> for (int i = 0; i < _maxSize; i++)
> {
> _points->push_back(p);
> _colors->push_back(c);
> }
>
> _geometry->setVertexArray(_points.get());
>
> _geometry->setColorArray(_colors.get());
>
>  _geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
> _geometry->addPrimitiveSet(new
>  osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, _maxSize));
>
> _cloud3DRep->setCullingActive(false);
> _cloud3DRep->addDrawable(_geometry.get());
> addChild(_cloud3DRep.get());
>
> osg::StateSet *set = new osg::StateSet();
>
> /// Give some size to the points to be able to see the
>  sprite
> osg::Point *point = new osg::Point();
> point->setSize(2.0f);
> set->setAttribute(point);
>
> /// Disable depth test to avoid sort problems and
>  Lighting
> set->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
> set->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
>
> _cloud3DRep->setStateSet(set);
>
> addPoint(PCPoint(9, 0, 0), PCColor(0,0,0,0));
> addPoint(PCPoint(-9, 0, 0), PCColor(0,0,0,0));
> addPoint(PCPoint(0, 9, 0), PCColor(0,0,0,0));
> addPoint(PCPoint(0, -9, 0), PCColor(0,0,0,0));
> addPoint(PCPoint(0, 0, 9), PCColor(0,0,0,0));
> addPoint(PCPoint(0, 0, -9), PCColor(0,0,0,0));
> }
>
>
>  And my code for editing each point:
>
> void PointCloud::addPoint(PCPoint p, PCColor c)
> {
> //if we hit the end of the array start at the beginning
> _lastEntered++;
> if (_lastEntered >= _maxSize && _maxSize >= 0)
> _lastEntered = 0;
> (*_points.get())[_lastEntered] = p;
> (*_colors.get())[_lastEntered] = c;
>
> }
>
>
>  -Original Message-
>  From: [EMAIL PROTECTED]
>
> [mailto:[EMAIL PROTECTED] On Behalf Of Gordon
>  Tomlinson
>  Sent: Thursday, April 24, 2008 12:15 PM
>  To: 'OpenSceneGraph Users'
>  Subject: Re: [osg-users] Point cloud culling/paging
>
>
> Hi
>
>  Sounds like it could be a bounding sphere/box issue
>
>  How are you loading and creating the point cloud ?
>
>  You might possibly have one or more errant points that are out side the
>  range/volume of all the other points of a geode
>
>  Depending on how your loading/creating the geodes,  you should check the
>  bounding box/spheres against the expected
>  Extents of the point cloud for the geode etc...
>
>
>
> ___
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Robert Osfield
On Thu, Apr 24, 2008 at 5:12 PM, Andy Skinner
<[EMAIL PROTECTED]> wrote:
> The latest SVN reports version 2.3.11, and builds on our solaris, mac,
>  win32, and linux 64 systems.

Thanks for the feedback Andy, its good to hear things working.

What version of Mac/build system are you using?
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Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released

2008-04-24 Thread Robert Osfield
Hi J-S,

On Thu, Apr 24, 2008 at 5:16 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
>  Still would like to see a command line to test the curl support, as it's
>  pretty much the only new feature I haven't tested yet.

I haven't yet uploaded a paged database to openscenegraph.org, but I
guess we could just reference the SVN repository directly:

   osgviewer 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk/cow.osg

Robert.
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Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Steven Powers


Currently I'm entering all points as 0,0,0 and update them with values
within the render loop.

Except for these:
addPoint(PCPoint(9, 0, 0), PCColor(0,0,0,0));
addPoint(PCPoint(-9, 0, 0), PCColor(0,0,0,0));
addPoint(PCPoint(0, 9, 0), PCColor(0,0,0,0));
addPoint(PCPoint(0, -9, 0), PCColor(0,0,0,0));
addPoint(PCPoint(0, 0, 9), PCColor(0,0,0,0));
addPoint(PCPoint(0, 0, -9), PCColor(0,0,0,0)); 

Which I wont ever update with new values. I never force an update of the
bounding box.

The farthest extent of a point that I modify should be +/- 1000.

Here is my code for creating the pointCloud:

void PointCloud::factory()
{
_lastEntered = -1;
_geometry = new osg::Geometry();

_geometry->setSupportsDisplayList(false);
_geometry->setUseDisplayList(false);

_cloud3DRep = new osg::Geode();
_points = new osg::Vec3Array();
_colors = new osg::Vec4Array();

PCPoint p(0,0,0);
PCColor c(0,0,0,0);

double px, py, pz, cr, cb, cg, ca(1.0);
for (int i = 0; i < _maxSize; i++)
{
_points->push_back(p);
_colors->push_back(c);
}

_geometry->setVertexArray(_points.get());

_geometry->setColorArray(_colors.get());

_geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
_geometry->addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, _maxSize));

_cloud3DRep->setCullingActive(false);
_cloud3DRep->addDrawable(_geometry.get());
addChild(_cloud3DRep.get());

osg::StateSet *set = new osg::StateSet();

/// Give some size to the points to be able to see the
sprite
osg::Point *point = new osg::Point();
point->setSize(2.0f);
set->setAttribute(point);

/// Disable depth test to avoid sort problems and
Lighting
set->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
set->setMode(GL_LIGHTING, osg::StateAttribute::OFF);

_cloud3DRep->setStateSet(set);

addPoint(PCPoint(9, 0, 0), PCColor(0,0,0,0));
addPoint(PCPoint(-9, 0, 0), PCColor(0,0,0,0));
addPoint(PCPoint(0, 9, 0), PCColor(0,0,0,0));
addPoint(PCPoint(0, -9, 0), PCColor(0,0,0,0));
addPoint(PCPoint(0, 0, 9), PCColor(0,0,0,0));
addPoint(PCPoint(0, 0, -9), PCColor(0,0,0,0));
}
 

And my code for editing each point:

void PointCloud::addPoint(PCPoint p, PCColor c)
{
//if we hit the end of the array start at the beginning
_lastEntered++;
if (_lastEntered >= _maxSize && _maxSize >= 0)
_lastEntered = 0;
(*_points.get())[_lastEntered] = p;
(*_colors.get())[_lastEntered] = c;
}


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gordon
Tomlinson
Sent: Thursday, April 24, 2008 12:15 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Point cloud culling/paging

Hi

Sounds like it could be a bounding sphere/box issue 

How are you loading and creating the point cloud ?

You might possibly have one or more errant points that are out side the
range/volume of all the other points of a geode

Depending on how your loading/creating the geodes,  you should check the
bounding box/spheres against the expected
Extents of the point cloud for the geode etc...

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Re: [osg-users] mouse location (x,y) in pixel units

2008-04-24 Thread Jeremy Moles

On Thu, 2008-04-24 at 16:21 +, Andrew Lett wrote:
> Hello Donald,
> 
> I actually tried something along the lines of what you wrote:
> 
>   int my_x = (int) ( ((ea.getX() + 1.0) / 2.0) * 640.0 );
>   int my_y = 480 - (int)(((ea.getY() + 1.0) / 2.0) * 480.0);
> 
> Your lines basically do the same thing (except flip the y axis). However, my
> problem is that the mouse tracking in x is still off by a little bit, 
> especially
> near the left and right hand side of the screen. It appears that the values in
> OSG aren't exactly normalized as expected (e.g. with getXnormalized() ). I 
> even
> tried the following code, but it didn't solve my problems with the tracking 
> in x:
> 
>   int my_x = (int) ( ((ea.getXnormalized() + 1.0) / 2.0) * 640.0 );
>   int my_y = 480 - (int)(((ea.getYnormalized() + 1.0) / 2.0) * 480.0);
> 
> This is why I'm trying to get the raw pixel position. So if there are any 
> other
> suggestions, please pass them along.

Again, I never get the normalized values in osgWidget (and haven't since
I began writing it). This has to have something to do with the kind of
camera the event appears within, as looking through the code I see that
the event{X,Y} values are calculated two different ways depending on
whether a function getFocusedCamera() returns true or not...

How is your scene laid out? I've never used CEGUI with OSG, so I'm not
sure how people in the past have done it.

> Best regards,
> - Andrew
> 
> 
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> 

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Re: [osg-users] mouse location (x,y) in pixel units

2008-04-24 Thread Andrew Lett
Hello Donald,

I actually tried something along the lines of what you wrote:

  int my_x = (int) ( ((ea.getX() + 1.0) / 2.0) * 640.0 );
  int my_y = 480 - (int)(((ea.getY() + 1.0) / 2.0) * 480.0);

Your lines basically do the same thing (except flip the y axis). However, my
problem is that the mouse tracking in x is still off by a little bit, especially
near the left and right hand side of the screen. It appears that the values in
OSG aren't exactly normalized as expected (e.g. with getXnormalized() ). I even
tried the following code, but it didn't solve my problems with the tracking in 
x:

  int my_x = (int) ( ((ea.getXnormalized() + 1.0) / 2.0) * 640.0 );
  int my_y = 480 - (int)(((ea.getYnormalized() + 1.0) / 2.0) * 480.0);

This is why I'm trying to get the raw pixel position. So if there are any other
suggestions, please pass them along.

Best regards,
- Andrew


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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Andy Skinner
The latest SVN reports version 2.3.11, and builds on our solaris, mac,
win32, and linux 64 systems.

andy

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Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released

2008-04-24 Thread Jean-Sébastien Guay
Hi Robert,

> I have just tagged 2.3.11, the release candidate 3 for OSG-2.4,

Built fine here (Vista 32bit, VS2005). All tested examples run fine.

Still would like to see a command line to test the curl support, as it's 
pretty much the only new feature I haven't tested yet.

J-S
-- 
__
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 http://whitestar02.webhop.org/
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Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Gordon Tomlinson
Hi

Sounds like it could be a bounding sphere/box issue 

How are you loading and creating the point cloud ?

You might possibly have one or more errant points that are out side the
range/volume of all the other points of a geode

Depending on how your loading/creating the geodes,  you should check the
bounding box/spheres against the expected
Extents of the point cloud for the geode etc...



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Powers
Sent: Thursday, April 24, 2008 12:08 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud culling/paging

I should mention that perfect square sections of the point cloud will be
missing.   

 
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Powers
Sent: Thursday, April 24, 2008 11:39 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud culling/paging

Thanks for the reply.

I thought the near clippling plane might have been the problem but its not
clipping the terrain adjacent to the points.

It also makes me wonder why this would only happen if the terrain is
visible.

I've set my near clipping plane to .1 and the far to 1000.
The camera I'm using is the default one created by the viewer. 

double fovY, aspectRatio, near, far;
mcam->getProjectionMatrixAsPerspective(fovY, aspectRatio, near, far); 
mcam->setProjectionMatrixAsPerspective(fovY, aspectRatio, .1, 1000);

mcam
->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
mcam ->setCullingMode(osg::CullSettings::NO_CULLING);

Even with these settings the problem still occurs.

Any other Ideas?
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 24, 2008 11:25 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud culling/paging

On Thu, Apr 24, 2008 at 4:22 PM, Robert Osfield <[EMAIL PROTECTED]>
wrote:
> HI Steve,
>
>  It's much more likely that near plane clipping is at fault than  
> culling, unless your bounding volume for the point clouds is not  
> correct.

I should clarify, when I said "near plane clipping is at fault" I didn't
mean to imply that it might be a bug lurking, but that even normal near
plane clipping by can result in parts of the scene looking like they are
being culled.  The near and far planes are totally under your control so if
you want you can set them explictly to what you want.  So rather than a bug
is just an aspect of OpenGL/OSG rendering that one has to be aware of and
mange accoridingly.

Robert.
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Re: [osg-users] using the .curl plugin

2008-04-24 Thread Jean-Sébastien Guay
Hi all,

> Not being familiar w/ that plugin, what's the basic method of
> operation for testing?  I'd like to see it (or at least hear about it)
> actually working.

I'd also like a test case for the curl plugin. I noticed that CMake 
picked up Mike's curllib, and the plugin is being compiled, but how can 
I test it? (potentially just a command line I can use to see if it works)

Thanks,

J-S
-- 
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Steven Powers
I should mention that perfect square sections of the point cloud will be
missing.   

 
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Powers
Sent: Thursday, April 24, 2008 11:39 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud culling/paging

Thanks for the reply.

I thought the near clippling plane might have been the problem but its
not clipping the terrain adjacent to the points.

It also makes me wonder why this would only happen if the terrain is
visible.

I've set my near clipping plane to .1 and the far to 1000.
The camera I'm using is the default one created by the viewer. 

double fovY, aspectRatio, near, far;
mcam->getProjectionMatrixAsPerspective(fovY, aspectRatio, near, far);
mcam->setProjectionMatrixAsPerspective(fovY, aspectRatio, .1, 1000);

mcam
->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
mcam ->setCullingMode(osg::CullSettings::NO_CULLING);

Even with these settings the problem still occurs.

Any other Ideas?
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 24, 2008 11:25 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud culling/paging

On Thu, Apr 24, 2008 at 4:22 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> HI Steve,
>
>  It's much more likely that near plane clipping is at fault than
>  culling, unless your bounding volume for the point clouds is not
>  correct.

I should clarify, when I said "near plane clipping is at fault" I
didn't mean to imply that it might be a bug lurking, but that even
normal near plane clipping by can result in parts of the scene looking
like they are being culled.  The near and far planes are totally under
your control so if you want you can set them explictly to what you
want.  So rather than a bug is just an aspect of OpenGL/OSG rendering
that one has to be aware of and mange accoridingly.

Robert.
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Re: [osg-users] Race conditionUpdateCallbackvsGLCompileObjectVisitor ?

2008-04-24 Thread Wojciech Lewandowski

Hi Robert,

Attached is a modified version of prerender.cpp.

Waving flag geometry has commented /*setSupportsDisplayLists( false )*/ to 
actually allow display list compilation on it.
Without display list compilation, race condition existed but did not cause 
obvious visual problems in this example, because drawable was actually 
applied in draw phase. It was possible to notice it in Debugger, though.


I modified update callback to set flag color to red at the beginning, wait 
one second (to see results and yield control to other threads) and set 
colour to green just before returning from update callback.


In other words if  gl compile objects gets called concurently with update it 
will be possible to see red flag.
If everything is fine we should constantly see green flag. (See attached 
screenhots)


My Testing (Windows XP, NVidia 7800, Athlon x2)
   Red flag is always shown at application startup on first frame then 
changes to green in subsequent frames.
   If one is lucky, red can be also noticed when threading mode gets 
changed with threading handler (does not happen always).


I hope this test is reproducible at your site ;-)
I am going home now, will be back tomorrow.

Cheers,
Wojtek Lewandowski




Hi Wojtek,

On Thu, Apr 24, 2008 at 3:10 PM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
 I will try to create a simpler example that clearly shows the issue. I 
hope

 this issue its not Windows only and you will be able to repeat it.


Thanks for pursuing this.  I wouldn't have thought this is a windows
specific issue, but.. threading bugs are often hard to reproduce and
track down, slight timing differences can mean a crash or not, so
slight differences in timing across platforms can make it seem like
the problem is platform specific when it isn't really.

Distilling an example down to what makes it break, and charaterising
when and where it happens is what will lead us to properly
characterising the problem, the shortly after this it's likely we'll
know how to fix it.

FYI, on multi-threading rendering to texture effects on my dual head
machine I do see occasional flickers that suggest a threading issue,
but I don't see a crash, but there is a least a hint that things
aren't quite right.

Robert.
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<><>
/* OpenSceneGraph example, osgprerender.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the "Software"), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 

#include 
#include 
#include 

#include 

#include 
#include 

#include 
#include 

#include 

// call back which creates a deformation field to oscillate the model.
class MyGeometryCallback : 
   public osg::Drawable::UpdateCallback, 
   public osg::Drawable::AttributeFunctor

{
   public:
   
   MyGeometryCallback(const osg::Vec3& o,

  const osg::Vec3& x,const osg::Vec3& y,const 
osg::Vec3& z,
  double period,double xphase,double amplitude):
   _firstCall(true),
   _startTime(0.0),
   _time(0.0),
   _period(period),
   _xphase(xphase),
   _amplitude(amplitude),
   _origin(o),
   _xAxis(x),
   _yAxis(y),
   _zAxis(z) {}
   
   virtual void update(osg::NodeVisitor* nv,osg::Drawable* drawable)

   {
   const osg::FrameStamp* fs = nv->getFrameStamp();
   double simulationTime = fs->getSimulationTime();
   if (_firstCall)
   {
   _firstCall = false;
   _startTime = simulationTime;
   }
   
   _time = simulationTime-_startTime;
   
			osg::Geometry* geometry = dynamic_cast(drawable);


// Change flag color to red !!!
			static_cast( geometry->getColorArray() )->at(0) 
= osg::Vec4( 1, 0, 0, 1 );
   
   drawable->accept(*this)

Re: [osg-users] Newbie question about concave polygons

2008-04-24 Thread Mike Weiblen
from a quick look, it appears your geometry is just two adjacent quads
(ie 4 triangles), no?
No need to invoke a tesselator for a concave polygon.
Just use 3 verts for each of the 4 triangles (12 verts total) and draw
as GL_TRIANGLES.

cheers
-- mew


On Wed, Apr 23, 2008 at 2:34 PM, R Schwantes <[EMAIL PROTECTED]> wrote:
> Hi list,
>
> I've been a long time lurker.  Finally have some free time to get my hands
> dirty with OSG.  I'm new to computer graphics, and so far its definitely
> been an adventure.
>
> I'm stuck trying to draw a concave polygon, it looks like I need to use
> tessellation to break the geometry down into smaller convex parts?  I wrote
> some code using osgUtil::Tessellator but it doesn't work quite right.  If I
> set boundryOnly = true, it looks how I would want it.  If boundryOnly is set
> to false the polygon is not shaped correctly, and in this example is
> splintered into two parts.
>
> I've attached my code, can someone point me in the right direction?
>
>
> Thanks,
> Rick
>
> .
>
> /*  Polygon should look similar to
>  *
>  *   ___
>  *   ||
>  *   | |_
>  *   |   |
>  *   |   |
>  *   |   |
>  *   ||
>  */
> osg::Geometry* geom = new osg::Geometry;
>
> osg::Vec3Array* vertices = new osg::Vec3Array;
> vertices->push_back(osg::Vec3(0,68,0));
> vertices->push_back(osg::Vec3(0,57,0));
> vertices->push_back(osg::Vec3(86,57,0));
> vertices->push_back(osg::Vec3(86,0,0));
>  vertices->push_back(osg::Vec3(98,0,0));
> vertices->push_back(osg::Vec3(98,57,0));
> vertices->push_back(osg::Vec3(92,57,0));
> vertices->push_back(osg::Vec3(92,68,0));
> geom->setVertexArray(vertices);
>
> geom->addPrimitiveSet(new
> osg::DrawArrays(GL_POLYGON,0,vertices->getNumElements()));
>
> osgUtil::Tessellator* tessellator = new osgUtil::Tessellator();
> tessellator->setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY);
> tessellator->setBoundaryOnly(True);
> tessellator->setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD);
>  tessellator->retessellatePolygons(*geom);
>
> buildingGeode->addDrawable(geom);
> ___
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>



-- 
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[osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released

2008-04-24 Thread Robert Osfield
Hi All long suffering testers! ;-)

I have just tagged 2.3.11, the release candidate 3 for OSG-2.4,
details can be found at:

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

* OpenSceneGraph-2.3.11, released on 24th April 2008.
OpenSceneGraph-2.3.11 is the 3rd release candidate for 2.4. Minor
changes are to NEWS, ChangeLog?, AUTHORS, and a small tweak of osgDB
for Quicktime live plugin support, and Win32 build support of libcurl.

source package : OpenSceneGraph-2.3.11.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.11
OpenSceneGraph


I'd appreciate any further testing that you can muster, my plan is
that this is our last release candidate, and baring major problems
will tag OSG-2.4 tomorrow morning.

Thanks for you help,
Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Mario Valle

Mike Weiblen wrote:
> Hi,
> 
> If there are any files or docs I can put in the 3rdParty repo that
> would've helped avoid any confusion, pls let me know.  I strongly
> believe a repo should be self-documenting, and users (rather than
> authors) are the best judges of what constitutes sufficient
> documentation.
> 
> The 7.1 binaries are frozen, since I dont have access to a 7.1
> devsystem anymore.  Besides, one version is more than enough to
> maintain, I'm sure you understand ;-)

I understand, I understand. Also I have the Visual Studio version frozen (at 
least till my 
main user return from Hong Kong).
Anyway, many thanks for your work!
Ciao!
mario

> 
> -- mew
> 
> 

-- 
Ing. Mario Valle
Data Analysis and Visualization Services | http://www.cscs.ch/~mvalle
Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
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Re: [osg-users] Newbie question about concave polygons

2008-04-24 Thread Robert Osfield
Hi Rick,

On Thu, Apr 24, 2008 at 4:31 PM, R Schwantes <[EMAIL PROTECTED]> wrote:
>  So now I'm left wondering what is wrong with my computer?  I deleted
>  osg and rebuilt ver 2.2.0, updated the driver for my Nvidia GeForce
>  8600GTS, still no success.  Are their any known issues simialr to
>  this?

The tessellation is done by glu, and is effectively just a software
utility library that sits ontop of OpenGL.  Have a look it which
version of the glu you have on the different machines as it would seem
that this is what is buggy in your instance.

Robert.
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Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Steven Powers
Thanks for the reply.

I thought the near clippling plane might have been the problem but its
not clipping the terrain adjacent to the points.

It also makes me wonder why this would only happen if the terrain is
visible.

I've set my near clipping plane to .1 and the far to 1000.
The camera I'm using is the default one created by the viewer. 

double fovY, aspectRatio, near, far;
mcam->getProjectionMatrixAsPerspective(fovY, aspectRatio, near, far);
mcam->setProjectionMatrixAsPerspective(fovY, aspectRatio, .1, 1000);

mcam
->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
mcam ->setCullingMode(osg::CullSettings::NO_CULLING);

Even with these settings the problem still occurs.

Any other Ideas?
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 24, 2008 11:25 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud culling/paging

On Thu, Apr 24, 2008 at 4:22 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> HI Steve,
>
>  It's much more likely that near plane clipping is at fault than
>  culling, unless your bounding volume for the point clouds is not
>  correct.

I should clarify, when I said "near plane clipping is at fault" I
didn't mean to imply that it might be a bug lurking, but that even
normal near plane clipping by can result in parts of the scene looking
like they are being culled.  The near and far planes are totally under
your control so if you want you can set them explictly to what you
want.  So rather than a bug is just an aspect of OpenGL/OSG rendering
that one has to be aware of and mange accoridingly.

Robert.
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Re: [osg-users] Newbie question about concave polygons

2008-04-24 Thread R Schwantes
Thanks for the input. I first tried using GL_TRIANGLES, incorrect
output was 2 triangles.  Then I read Glenn's response and tried my
code on a different computer, and it worked fine.

So now I'm left wondering what is wrong with my computer?  I deleted
osg and rebuilt ver 2.2.0, updated the driver for my Nvidia GeForce
8600GTS, still no success.  Are their any known issues simialr to
this?

I've attached screen shots of setBoundaryOnly=false, and using
GL_Triangles with no tessellation .

Other specs on my computer: Intel core 2 quad, 4gb ram, Windows XP
32bit, 2x19" NEC LCDs

Thanks,
Rick
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Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Robert Osfield
On Thu, Apr 24, 2008 at 4:22 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> HI Steve,
>
>  It's much more likely that near plane clipping is at fault than
>  culling, unless your bounding volume for the point clouds is not
>  correct.

I should clarify, when I said "near plane clipping is at fault" I
didn't mean to imply that it might be a bug lurking, but that even
normal near plane clipping by can result in parts of the scene looking
like they are being culled.  The near and far planes are totally under
your control so if you want you can set them explictly to what you
want.  So rather than a bug is just an aspect of OpenGL/OSG rendering
that one has to be aware of and mange accoridingly.

Robert.
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Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Robert Osfield
HI Steve,

It's much more likely that near plane clipping is at fault than
culling, unless your bounding volume for the point clouds is not
correct.

Robert.

On Thu, Apr 24, 2008 at 4:11 PM, Steven Powers <[EMAIL PROTECTED]> wrote:
>
>
>
>
> I'm experiencing some weird problems with my point cloud.
>
>
>
> I have a fairly large terrain and a point cloud that expands the whole
> terrain. When I build the point cloud and look around the environment whole
> sections of the point cloud disappear when they aren't centered within the
> camera's view. They will then reappear when the center of the missing
> section is within view.
>
>
>
> The point cloud is a POINTS primitive set and I have turned culling off
> (setCullingActive(false)) as well as display lists.
>
>
>
> I've noticed that if I do not add the terrain model to the scene it works
> ok.
>
>
>
> What culling/paging option do I need to set to make sure this doesn't
> happen?
>
>
>
> -Steve
>
>
>
>
>
>
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Re: [osg-users] Point cloud culling/paging

2008-04-24 Thread Vincent Bourdier
Hello

it is just an idea, but maybe your camera's frustrum is not good...

Regard,
   Vincent.

2008/4/24 Steven Powers <[EMAIL PROTECTED]>:

>  I'm experiencing some weird problems with my point cloud.
>
>
>
> I have a fairly large terrain and a point cloud that expands the whole
> terrain. When I build the point cloud and look around the environment whole
> sections of the point cloud disappear when they aren't centered within the
> camera's view. They will then reappear when the center of the missing
> section is within view.
>
>
>
> The point cloud is a POINTS primitive set and I have turned culling off (
> setCullingActive(false)) as well as display lists.
>
>
>
> I've noticed that if I do not add the terrain model to the scene it works
> ok.
>
>
>
> What culling/paging option do I need to set to make sure this doesn't
> happen?
>
>
>
> -Steve
>
>
>
>
>
>
>
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Andy Skinner
I recently tested 2.3.9 in our software, and although I haven't been
able to give it a thorough testing, it does work.  I'm currently
building SVN (downloaded this morning after your request) on windows, 64
bit linux, solaris, and mac.  (We use cmake on everything.)

I'll let you know when it is done building, but I won't be able to hook
it up to our software at this time.  Since I did that very recently, I
think it'll be OK.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 24, 2008 6:51 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph

Hi All,

I have just reverted yesterdays changes that I made to the various
CMakeLists.txt files, and also merged a fix the Windows 3rd party
checking sent in my Mattias, these changes are all now in SVN. So...

Could you please do another svn update and build to make sure that
things are still working fine.  Under OSX there may be problems left
unresolved with the CMake build but these I'm afraid we'll need to
live with for 2.4, so the hand maintained XCode projects will remain
the official build route for OSX.   Under Windows Visual Studio build
could you please check to see if header files are now coming in
correctly.

Once I have positive reports of builds under Windows, OSX and the
unices I'll tag 2.3.11, then tag 2.4 tomorrow morning.

Thanks,
Robert.
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[osg-users] Point cloud culling/paging

2008-04-24 Thread Steven Powers
I'm experiencing some weird problems with my point cloud.
 
I have a fairly large terrain and a point cloud that expands the whole
terrain. When I build the point cloud and look around the environment
whole sections of the point cloud disappear when they aren't centered
within the camera's view. They will then reappear when the center of the
missing section is within view.
 
The point cloud is a POINTS primitive set and I have turned culling off
(setCullingActive(false)) as well as display lists.
 
I've noticed that if I do not add the terrain model to the scene it
works ok.
 
What culling/paging option do I need to set to make sure this doesn't
happen?
 
-Steve 
 
 
 
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Mike Weiblen
Hi,

If there are any files or docs I can put in the 3rdParty repo that
would've helped avoid any confusion, pls let me know.  I strongly
believe a repo should be self-documenting, and users (rather than
authors) are the best judges of what constitutes sufficient
documentation.

The 7.1 binaries are frozen, since I dont have access to a 7.1
devsystem anymore.  Besides, one version is more than enough to
maintain, I'm sure you understand ;-)

-- mew



On Thu, Apr 24, 2008 at 9:47 AM, Mario Valle <[EMAIL PROTECTED]> wrote:
>
>
>  Jean-Sébastien Guay wrote:
>  > Hello Mario,
>  >
>  >> Downloaded and installed FreeType 2.3.5 from
>  >> http://gnuwin32.sourceforge.net/downlinks/freetype-bin-zip.php
>  >> Updated FREETYPE_LIBRARY AND FREETYPE_LIBRARY_DEBUG in Cmake (my fault:
>  >> I was pointing to the wrong library)
>  >> So maybe it is better for 2.4 to upgrade the 3rdParty Zip file to
>  >> contain Freetype 2.3.5 and no more 2.1.9
>  >
>  > See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
>  >
>  > It is clearly stated that for OSG 2.3.x +, you should get your 3rd party
>  > dependencies from Mike's SVN repo and *NOT* the 3rdParty zip file. That
>
>  Done exactly this...
>
>
>  > file is only there for versions of OSG prior to 2.3.x . The SVN repo
>  > contains, among other things, pre-compiled freetype 2.3.5 binaries.
>  >
>  But not the 7.1 one (the critical missing piece of info, shame on me...)
>
>
>  > So, it was not necessary to download freetype from gnuwin32, only to get
>  > the 3rdParty dependencies from the right place. The zip file will not be
>  > updated (perhaps Mike can make a new zip file for people who don't have
>  > SVN, but that's another matter).
>
>  Anyway, now everything is back to normality.
>  Ciao!
> mario
>
>
>  >
>  > Hope this helps,
>  >
>  > J-S
>
>  --
>
> Ing. Mario Valle
>  Data Analysis and Visualization Services | http://www.cscs.ch/~mvalle
>  Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
>  v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
>  ___
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>



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Re: [osg-users] Race condition UpdateCallback vsGLCompileObjectVisitor ?

2008-04-24 Thread Robert Osfield
Hi Wojtek,

Thanks for the explanation.  I don't see any crashes here
unfortunately, it's typically a relief when I can as it gives a chance
of debugging first hand.  I've done of a review of the ViewerBase.cpp
and Renderer.cpp codes that are responsible for set up the threading
and running the draw traversals and it looks to me like the
DataVariance changed should prevent the next frame from advancing
before the GLObjectVisitor has completed.

I would have liked to get this bug fully characterised and fixed
before 2.4, but given how close we are to the release, and how open
ended this quest might be, I feel that we should push ahead on 2.4,
and in the 2.5.x dev series fully shake down the multi-threaded RTT
beast.

Robert.

On Thu, Apr 24, 2008 at 2:42 PM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
>
>  > What issues were you seeing at your end?  Also how did you monitor the
>  > race condition?
>  > Did problems still occur after you added the DataVariance setting?
>
>  I have some  time now, and I decided to investigate what is the context of
>  these Windows/multimonitor/multithread/FBO crashes. I don't have any hard
>  evidence but usually when such crashes occured I had some GLObjectsVisitor
>  traversals on the call stack.
>
>  So I started to debug with VS 2008 and after some breakpoint stop I noticed
>  such case on Threads/Cull Stack. I was surpirsed to see that one thread was
>  inside drawable->apply( state ) method and main thread was in Update
>  Callback.
>
>  I noticed that drawable did not have DYNAMIC variance set so I added it but
>  issue did not disappear.
>
>  I believe that when threading is stopped and restarted GLObjectsVisitors are
>  invoked. So I started to suspect that this race condition might be involved
>  in crashses when changing threading modes with Threading Handler. I suppose
>  multimonitor use might be also affect it somehow (at least initialization of
>  synchronization barriers and blocks is).
>
>  Currently I am  further investigating it by freezing and activating some
>  threads and stepping through selected threads but I am freely able to repeat
>  this scenarios without deadlocks(caused by my debug thread suspends). So it
>  looks like synchronization blocks and barriers do allow for such case. Of
>  course  without my manual  interventions it does not happen so often but it
>  still occurs every few runs.
>
>  Thanks,
>  Wojtek
>
>
>
>
>
>
>
>
>
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Mario Valle


Jean-Sébastien Guay wrote:
> Hello Mario,
> 
>> Downloaded and installed FreeType 2.3.5 from 
>> http://gnuwin32.sourceforge.net/downlinks/freetype-bin-zip.php
>> Updated FREETYPE_LIBRARY AND FREETYPE_LIBRARY_DEBUG in Cmake (my fault: 
>> I was pointing to the wrong library)
>> So maybe it is better for 2.4 to upgrade the 3rdParty Zip file to 
>> contain Freetype 2.3.5 and no more 2.1.9
> 
> See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
> 
> It is clearly stated that for OSG 2.3.x +, you should get your 3rd party 
> dependencies from Mike's SVN repo and *NOT* the 3rdParty zip file. That 

Done exactly this...

> file is only there for versions of OSG prior to 2.3.x . The SVN repo 
> contains, among other things, pre-compiled freetype 2.3.5 binaries.
> 
But not the 7.1 one (the critical missing piece of info, shame on me...)

> So, it was not necessary to download freetype from gnuwin32, only to get 
> the 3rdParty dependencies from the right place. The zip file will not be 
> updated (perhaps Mike can make a new zip file for people who don't have 
> SVN, but that's another matter).

Anyway, now everything is back to normality.
Ciao!
mario

> 
> Hope this helps,
> 
> J-S

-- 
Ing. Mario Valle
Data Analysis and Visualization Services | http://www.cscs.ch/~mvalle
Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Paul Melis
Robert Osfield wrote:

>Hi All,
>
>Hiccups under OSX/Cmake and Windows/FreeType builds have held back
>making 2.4 today, I haven't yet received any update on the
>Windows/FreeType but on the OSX/Cmake side we "may" have a bit of
>progress.  However, this progress was made via tweaks to the core osg
>libs' CMakeLists.txt, while in theory nothing should change on other
>platforms, we cannot assume this.  So far my linux build looks OK, and
>Stephan suggests that the changes should work under OSX, but under
>other platforms we need feedback, in particular Windows as this is
>very different in needs to unices.
>
>So... once again I have a ask, with a pretty please, for more testing,
>this time of the SVN version of the OSG.  I things look OK with this
>tomorrow morning I'll tag the next dev release (2.3.11).   Ideally
>overnight we'll magically see resolution of the remaining problems
>under OSX and Windows, alas the "magic" will only come about via hard
>labour for engineers under Windows and OSX, so good luck on this
>front.
>  
>
Compiling went fine on linux. Just noticed that the in osgtext3D example 
one of the text objects gets clipped (the "CharacterSizeMode ..." one), 
while I don't see anything in the code to suggest that automatic 
clipping plane placement is disabled. Perhaps the clipping is the result 
of a faulty bounding box?

Paul

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Re: [osg-users] Shader Program on Slave Computer

2008-04-24 Thread Steven Powers
Thanks for the input.
 
I realized this before and made the correction but it still seems to
ignore the shader when it is applied to a slave camera's state set.
 
Do slave cameras ignore their state sets?
 
I'm running OSG 2.2
 
-Steve
 
 
Hi Steven,
 
You're using the logical or operator "||" rather than bitwise or "|". If

any parents of the camera are using the OVERRIDE flag on a shader, this 
can cause the problem you describe.
 
Mark
 
Steven Powers wrote:
> Let me know if you need more code than this. I can throw together a
full 
> executable if it is needed.
> 
> So far I've added a camera as a slave camera to the viewer. I have no 
> problems doing that.
> 
> viewer->addSlave(_camera);
> 
> Then when I add a shader to the slave camera:
> 
>osg::ref_ptr ss =
_camera->getOrCreateStateSet();
>  //shaders
> osg::ref_ptr mode = new osg::PolygonMode;
> mode->setMode(osg::PolygonMode::FRONT_AND_BACK, 
> osg::PolygonMode::FILL);
> osg::ref_ptr program = new osg::Program;
> program->setName( "SimpleShader");
> program->addShader( new osg::Shader( osg::Shader::VERTEX, 
> simpleVertexShaderSrc ) );
> program->addShader( new osg::Shader( osg::Shader::FRAGMENT, 
> simpleFragShaderSrc ) );
> 
> ss->addUniform(0);
> ss->setAttributeAndModes( program.get(),
osg::StateAttribute::ON || 
> osg::StateAttribute::OVERRIDE || osg::StateAttribute::PROTECTED);
> ss->setAttributeAndModes( mode.get(), osg::StateAttribute::ON
|| 
> osg::StateAttribute::OVERRIDE || osg::StateAttribute::PROTECTED);
>
> 
> The shader does not seem to be invoked. If I use this same code and
but add 
> the shader to the root node:
> 
> //osg::ref_ptr ss =
_camera->getOrCreateStateSet();
> osg::ref_ptr ss =
_renderRoot->getOrCreateStateSet();
> 
> the shader works appropriately but is used on all cameras. I can throw

> together a quick example program that will illustrate the problem if
you need 
> more code than this.
> 
> I have also tried removing the slave camera then re-adding it after I
attach 
> the shader to it.
> This same code works if I add the camera to the scene rather than
adding it 
> as a slave camera.
> 
> 
> 
> Thanks,
> 
>   
 
 
 
 
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Re: [osg-users] osg::SceneView thread model

2008-04-24 Thread Robert Osfield
Hi Erland,

osg::Camera has threading support, but this is in support of
osgViewer, and isn't used at all by SceneView.   SceneView simple
knows nothing about threading, it really just existing for backwards
compatibility for old apps, and temporarily within osgViewer as an
implementation detail, its something that will be replaced though.

As for integrating osgViewer with existing renderers/apps, this is
what osgViewer::GraphicsWindowEmbedded can help out with.  See
osgviewerGLUT and osgviewerSDL for examples of it in action.  This
makes it easy to embed a viewer into an existing window without any
need for complex wiring up of windows.

Robert.

On Thu, Apr 24, 2008 at 3:14 PM,  <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
>  I mean the osgUtil::SceneView, which has a osg::Camera, which has a method 
> setCameraThread(OperationsThread *gt). Whats the point of OperationsThread in 
> camera then? Im using osg as a scenegraph now with a other renderer which 
> calls cull/draw in it's own thread So I was concerned there could be some 
> threading issue using osgUtil::SceneView. I would like to use Viewer but at 
> the time im afraid chaning the rendering/window/event system would involve 
> too much time/risk.
>
>  Erlend
>
>
>
>  -Original Message-
>  From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
>  Sent: 24. april 2008 16:00
>  To: OpenSceneGraph Users
>  Subject: Re: [osg-users] osg::SceneView thread model
>
>  Hi Erland,
>
>  I don't know what part of the OSG you are refering to when you say
>  SceneView-Camera.
>
>  SceneView doesn't do any threading whatsoever.
>
>  Its only osgViewer that added threading, and here SceneView is just an
>  implementation details, its not something
>  you'll typically interact with.
>
>  I don't personally recommend using SceneView directly anymore as
>  osgViewer classes are far more functional.
>
>
>  Robert.
>
>  On Thu, Apr 24, 2008 at 2:48 PM,  <[EMAIL PROTECTED]> wrote:
>  >
>  >
>  >
>  >
>  > Do SceneView->Camera create a own thread / using multiple threads when
>  > drawing and culling? If so is it possible to use a single threaded model?
>  >
>  >
>  >
>  > Erlend
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>  >
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Re: [osg-users] Race condition UpdateCallbackvsGLCompileObjectVisitor ?

2008-04-24 Thread Robert Osfield
Hi Wojtek,

On Thu, Apr 24, 2008 at 3:10 PM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
>  I will try to create a simpler example that clearly shows the issue. I hope
>  this issue its not Windows only and you will be able to repeat it.

Thanks for pursuing this.  I wouldn't have thought this is a windows
specific issue, but.. threading bugs are often hard to reproduce and
track down, slight timing differences can mean a crash or not, so
slight differences in timing across platforms can make it seem like
the problem is platform specific when it isn't really.

Distilling an example down to what makes it break, and charaterising
when and where it happens is what will lead us to properly
characterising the problem, the shortly after this it's likely we'll
know how to fix it.

FYI, on multi-threading rendering to texture effects on my dual head
machine I do see occasional flickers that suggest a threading issue,
but I don't see a crash, but there is a least a hint that things
aren't quite right.

Robert.
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Re: [osg-users] osg::SceneView thread model

2008-04-24 Thread erf
Hi Robert,

I mean the osgUtil::SceneView, which has a osg::Camera, which has a method 
setCameraThread(OperationsThread *gt). Whats the point of OperationsThread in 
camera then? Im using osg as a scenegraph now with a other renderer which calls 
cull/draw in it's own thread So I was concerned there could be some threading 
issue using osgUtil::SceneView. I would like to use Viewer but at the time im 
afraid chaning the rendering/window/event system would involve too much 
time/risk.

Erlend

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: 24. april 2008 16:00
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg::SceneView thread model

Hi Erland,

I don't know what part of the OSG you are refering to when you say
SceneView-Camera.

SceneView doesn't do any threading whatsoever.

Its only osgViewer that added threading, and here SceneView is just an
implementation details, its not something
you'll typically interact with.

I don't personally recommend using SceneView directly anymore as
osgViewer classes are far more functional.


Robert.

On Thu, Apr 24, 2008 at 2:48 PM,  <[EMAIL PROTECTED]> wrote:
>
>
>
>
> Do SceneView->Camera create a own thread / using multiple threads when
> drawing and culling? If so is it possible to use a single threaded model?
>
>
>
> Erlend
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Re: [osg-users] Race condition UpdateCallbackvsGLCompileObjectVisitor ?

2008-04-24 Thread Wojciech Lewandowski
Robert,

I will try to create a simpler example that clearly shows the issue. I hope 
this issue its not Windows only and you will be able to repeat it.

Cheers,
Wojtek

> Hi Wojtek,
>
> Thanks for the explanation.  I don't see any crashes here
> unfortunately, it's typically a relief when I can as it gives a chance
> of debugging first hand.  I've done of a review of the ViewerBase.cpp
> and Renderer.cpp codes that are responsible for set up the threading
> and running the draw traversals and it looks to me like the
> DataVariance changed should prevent the next frame from advancing
> before the GLObjectVisitor has completed.
>
> I would have liked to get this bug fully characterised and fixed
> before 2.4, but given how close we are to the release, and how open
> ended this quest might be, I feel that we should push ahead on 2.4,
> and in the 2.5.x dev series fully shake down the multi-threaded RTT
> beast.
>
> Robert.
>
> On Thu, Apr 24, 2008 at 2:42 PM, Wojciech Lewandowski
> <[EMAIL PROTECTED]> wrote:
>> Hi Robert,
>>
>>
>>  > What issues were you seeing at your end?  Also how did you monitor the
>>  > race condition?
>>  > Did problems still occur after you added the DataVariance setting?
>>
>>  I have some  time now, and I decided to investigate what is the context 
>> of
>>  these Windows/multimonitor/multithread/FBO crashes. I don't have any 
>> hard
>>  evidence but usually when such crashes occured I had some 
>> GLObjectsVisitor
>>  traversals on the call stack.
>>
>>  So I started to debug with VS 2008 and after some breakpoint stop I 
>> noticed
>>  such case on Threads/Cull Stack. I was surpirsed to see that one thread 
>> was
>>  inside drawable->apply( state ) method and main thread was in Update
>>  Callback.
>>
>>  I noticed that drawable did not have DYNAMIC variance set so I added it 
>> but
>>  issue did not disappear.
>>
>>  I believe that when threading is stopped and restarted GLObjectsVisitors 
>> are
>>  invoked. So I started to suspect that this race condition might be 
>> involved
>>  in crashses when changing threading modes with Threading Handler. I 
>> suppose
>>  multimonitor use might be also affect it somehow (at least 
>> initialization of
>>  synchronization barriers and blocks is).
>>
>>  Currently I am  further investigating it by freezing and activating some
>>  threads and stepping through selected threads but I am freely able to 
>> repeat
>>  this scenarios without deadlocks(caused by my debug thread suspends). So 
>> it
>>  looks like synchronization blocks and barriers do allow for such case. 
>> Of
>>  course  without my manual  interventions it does not happen so often but 
>> it
>>  still occurs every few runs.
>>
>>  Thanks,
>>  Wojtek
>>
>>
>>
>>
>>
>>
>>
>>
>>
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Re: [osg-users] mouse location (x,y) in pixel units

2008-04-24 Thread Donald Cipperly
How about:

float fMouseX = ((ea.getX() + 1.0)*0.5) * (float)ea.getWindowWidth();
float fMouseY = ((ea.getY() + 1.0)*0.5) * (float)ea.getWindowHeight();


- Donny


On Thu, Apr 24, 2008 at 8:56 AM, Andrew Lett <[EMAIL PROTECTED]> wrote:

> In OSG2.2 I'd like to find the 'real' x,y location of the mouse cursor. If
> my
> window is 640x480, then the value for x should be between 0 and 639, while
> y
> should be from 0 to 479. I need the x,y values in this form so that it can
> be
> injected into CEGUI correctly.
>
> The GUIEventAdapter has protected members _mx and _my, along with the
> access
> methods getX() and getY(). However, these methods both yield values between
> -1
> and 1. While stepping through the code, the _mx and _my actually correctly
> hold
> the pixel based values I need until encountering the following section in
> Viewer.cpp:
>
>   osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix;
>   x = new_coord.x();
>   y = new_coord.y();
>   ...
>   event->setX(x);
>   event->setY(y);
>
> Aside from making private changes on GUIEventAdapter, is there any other
> way to
> read the mouse x,y location in the format I need?
>
> All suggestions are very much appreciated.
>
> Sincerely,
> - Andrew
>
>
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Re: [osg-users] mouse location (x,y) in pixel units

2008-04-24 Thread Jeremy Moles
osgWidget does this, and converts the origin to the upper-left instead
of lower-left in the WindowManager object just using getX/getY. They
have never returned "normalized" coordinates in my usage... but perhaps
I've been benefiting from a bug all along...?

On Thu, 2008-04-24 at 13:56 +, Andrew Lett wrote:
> In OSG2.2 I'd like to find the 'real' x,y location of the mouse cursor. If my
> window is 640x480, then the value for x should be between 0 and 639, while y
> should be from 0 to 479. I need the x,y values in this form so that it can be
> injected into CEGUI correctly.
> 
> The GUIEventAdapter has protected members _mx and _my, along with the access
> methods getX() and getY(). However, these methods both yield values between -1
> and 1. While stepping through the code, the _mx and _my actually correctly 
> hold
> the pixel based values I need until encountering the following section in
> Viewer.cpp:
> 
>osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix;
>x = new_coord.x();
>y = new_coord.y();
>...
>event->setX(x);
>event->setY(y);
> 
> Aside from making private changes on GUIEventAdapter, is there any other way 
> to
> read the mouse x,y location in the format I need?
> 
> All suggestions are very much appreciated.
> 
> Sincerely,
> - Andrew
> 
> 
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Re: [osg-users] osg::SceneView thread model

2008-04-24 Thread Robert Osfield
Hi Erland,

I don't know what part of the OSG you are refering to when you say
SceneView-Camera.

SceneView doesn't do any threading whatsoever.

Its only osgViewer that added threading, and here SceneView is just an
implementation details, its not something
you'll typically interact with.

I don't personally recommend using SceneView directly anymore as
osgViewer classes are far more functional.


Robert.

On Thu, Apr 24, 2008 at 2:48 PM,  <[EMAIL PROTECTED]> wrote:
>
>
>
>
> Do SceneView->Camera create a own thread / using multiple threads when
> drawing and culling? If so is it possible to use a single threaded model?
>
>
>
> Erlend
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Re: [osg-users] Newbie question, when to use osg::Object datavariance on update

2008-04-24 Thread Robert Osfield
Hi Erland,

For StateSet and Drawable that are dynamically updated (or their
contents are dynamically updated)  you'd should set the DataVariance
to DYNAMIC on them to ensure that when using a multi-threaded viewer
you don't have updates and rendering happening at the same time.

Robert.

On Thu, Apr 24, 2008 at 2:45 PM,  <[EMAIL PROTECTED]> wrote:
>
>
>
>
> I have a osg objects (Drawables, StateAttributes ( Texture2D) Image, Arrays)
> that need frequent update's, do I have to set datavariance DYNAMIC on all of
> those objects?
>
>
>
> For  example a Geode has Geometry of type DrawArrays and Vec3Array, do i set
> DYNAMIC on all four objects in addition to set dirty() dirtyBound() and
> dirtyDisplayList() or else the update will not be noticed by the scenegraph,
> etc bounding box will not be recalculated, displaylists not recreated..? Is
> it not easier if osg implmented so that a dirty flag is set each time an
> object's value set?
>
>
>
> Erlend
>
>
>
>
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[osg-users] mouse location (x,y) in pixel units

2008-04-24 Thread Andrew Lett
In OSG2.2 I'd like to find the 'real' x,y location of the mouse cursor. If my
window is 640x480, then the value for x should be between 0 and 639, while y
should be from 0 to 479. I need the x,y values in this form so that it can be
injected into CEGUI correctly.

The GUIEventAdapter has protected members _mx and _my, along with the access
methods getX() and getY(). However, these methods both yield values between -1
and 1. While stepping through the code, the _mx and _my actually correctly hold
the pixel based values I need until encountering the following section in
Viewer.cpp:

   osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix;
   x = new_coord.x();
   y = new_coord.y();
   ...
   event->setX(x);
   event->setY(y);

Aside from making private changes on GUIEventAdapter, is there any other way to
read the mouse x,y location in the format I need?

All suggestions are very much appreciated.

Sincerely,
- Andrew


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Re: [osg-users] plugin gif

2008-04-24 Thread Mike Weiblen
yes, since the patent expired, the project expanded to cover both gif
creation & extraction,rather than just extraction.  If you are
targeting win32, have a look at the 3rdParty binary repo.

-- mew



On Thu, Apr 24, 2008 at 8:25 AM, LeRetha Childress
<[EMAIL PROTECTED]> wrote:
> Hello
>
> I just read that libungif is no longer supported and that giflib is taking
> its place.
> Will giflib work in place of libungif with the osg plugin gif?
>
> Thanks
> LeRetha
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-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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[osg-users] osg::SceneView thread model

2008-04-24 Thread erf
Do SceneView->Camera create a own thread / using multiple threads when drawing 
and culling? If so is it possible to use a single threaded model?

Erlend
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[osg-users] Newbie question, when to use osg::Object datavariance on update

2008-04-24 Thread erf
I have a osg objects (Drawables, StateAttributes ( Texture2D) Image, Arrays) 
that need frequent update's, do I have to set datavariance DYNAMIC on all of 
those objects?

For  example a Geode has Geometry of type DrawArrays and Vec3Array, do i set 
DYNAMIC on all four objects in addition to set dirty() dirtyBound() and 
dirtyDisplayList() or else the update will not be noticed by the scenegraph, 
etc bounding box will not be recalculated, displaylists not recreated..? Is it 
not easier if osg implmented so that a dirty flag is set each time an object's 
value set?

Erlend


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Re: [osg-users] Race condition UpdateCallback vsGLCompileObjectVisitor ?

2008-04-24 Thread Wojciech Lewandowski
Hi Robert,

> What issues were you seeing at your end?  Also how did you monitor the 
> race condition?
> Did problems still occur after you added the DataVariance setting?

I have some  time now, and I decided to investigate what is the context of 
these Windows/multimonitor/multithread/FBO crashes. I don't have any hard 
evidence but usually when such crashes occured I had some GLObjectsVisitor 
traversals on the call stack.

So I started to debug with VS 2008 and after some breakpoint stop I noticed 
such case on Threads/Cull Stack. I was surpirsed to see that one thread was 
inside drawable->apply( state ) method and main thread was in Update 
Callback.

I noticed that drawable did not have DYNAMIC variance set so I added it but 
issue did not disappear.

I believe that when threading is stopped and restarted GLObjectsVisitors are 
invoked. So I started to suspect that this race condition might be involved 
in crashses when changing threading modes with Threading Handler. I suppose 
multimonitor use might be also affect it somehow (at least initialization of 
synchronization barriers and blocks is).

Currently I am  further investigating it by freezing and activating some 
threads and stepping through selected threads but I am freely able to repeat 
this scenarios without deadlocks(caused by my debug thread suspends). So it 
looks like synchronization blocks and barriers do allow for such case. Of 
course  without my manual  interventions it does not happen so often but it 
still occurs every few runs.

Thanks,
Wojtek







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Re: [osg-users] plugin gif

2008-04-24 Thread Robert Osfield
Hi LeRetha,

On Thu, Apr 24, 2008 at 2:25 PM, LeRetha Childress
<[EMAIL PROTECTED]> wrote:
> I just read that libungif is no longer supported and that giflib is taking
> its place.

What is your source for this information?  I'd like to found out the situation.

> Will giflib work in place of libungif with the osg plugin gif?

It is likely to work OK, it's a quite a few years since I last looked
at giflib.  There recall there was originally IP issues with giflib
which is why libungif exists, it it that the patents have expired and
giflib is free of legal doubt now?

Robert.
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[osg-users] plugin gif

2008-04-24 Thread LeRetha Childress
Hello

I just read that libungif is no longer supported and that giflib is taking
its place.
Will giflib work in place of libungif with the osg plugin gif?

Thanks
LeRetha
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Jean-Sébastien Guay
Hello Mario,

> Downloaded and installed FreeType 2.3.5 from 
> http://gnuwin32.sourceforge.net/downlinks/freetype-bin-zip.php
> Updated FREETYPE_LIBRARY AND FREETYPE_LIBRARY_DEBUG in Cmake (my fault: 
> I was pointing to the wrong library)
> So maybe it is better for 2.4 to upgrade the 3rdParty Zip file to 
> contain Freetype 2.3.5 and no more 2.1.9

See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

It is clearly stated that for OSG 2.3.x +, you should get your 3rd party 
dependencies from Mike's SVN repo and *NOT* the 3rdParty zip file. That 
file is only there for versions of OSG prior to 2.3.x . The SVN repo 
contains, among other things, pre-compiled freetype 2.3.5 binaries.

So, it was not necessary to download freetype from gnuwin32, only to get 
the 3rdParty dependencies from the right place. The zip file will not be 
updated (perhaps Mike can make a new zip file for people who don't have 
SVN, but that's another matter).

Hope this helps,

J-S
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Jean-Sébastien Guay
Hi Robert,

> Small suggestion: is it possible to remove references to freetype219 
> from FindFreeType.cmake?
> This version does not works with 2.3.10 anyway (and helps generate my 
> error...)

That's a good idea, would help remove these errors.

J-S
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Re: [osg-users] antialiased lines

2008-04-24 Thread Robert Osfield
On Thu, Apr 24, 2008 at 1:26 PM, Gianluca Natale
<[EMAIL PROTECTED]> wrote:
> Thank you.
>  So, the filter specified via osg::Hint
>  can be set only from OSG ver. 2.0, isn't it?

osg::Hint only exists in 2.x.  You should be able to add the osg::Hint
StateAttribute into a OSG-1.2 build if you so wished, its just a
standard StateAttribute.

Robert.
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Re: [osg-users] antialiased lines

2008-04-24 Thread Michele Bosi
AFAIK osg::Hint(GL_LINE_SMOOTH_HINT, GL_NICEST) worked well for me
under 2.0, 2.2, 2.4, no idea bout pre 2.0 though. Note that smoothing
works also without setting such flag, that's simply an hint sent to
the driver which is free to ignore it or interpret it in which ever
way.

Michele

On Thu, Apr 24, 2008 at 2:26 PM, Gianluca Natale
<[EMAIL PROTECTED]> wrote:
> Thank you.
>  So, the filter specified via osg::Hint
>  can be set only from OSG ver. 2.0, isn't it?
>
>  Gianluca
>
>
>
>  -Original Message-
>  From: [EMAIL PROTECTED]
>  [mailto:[EMAIL PROTECTED] On Behalf Of Robert
>  Osfield
>  Sent: Thursday, April 24, 2008 12:35 PM
>  To: OpenSceneGraph Users
>  Subject: Re: [osg-users] antialiased lines
>
>  Hi Gianluca,
>
>  The OSG just passes state along to the OpenGL, the glHint support is
>  just another means to setting OpenGL state.  How the OpenGL driver
>  responds to the that State is down to the driver/hardware.  In the
>  case of line smoothing I believe that you still need to enable
>  GL_LINE_SMOOTH even when using the hints, the mode simply enables the
>  use of filtering that the hints specify.
>
>  Robert.
>
>  On Thu, Apr 24, 2008 at 11:20 AM, Gianluca Natale
>  <[EMAIL PROTECTED]> wrote:
>  >
>  >
>  >
>  >
>  > Hi OSG developers!
>  >
>  >
>  >
>  > I'm trying to draw antialiased lines with OSG ver .2.2, but I'm having
>  > problems.
>  >
>  >
>  >
>  > This is my code:
>  >
>  >
>  >
>  >osg::ref_ptr antialiasHint = new
>  > osg::Hint(GL_LINE_SMOOTH_HINT, GL_NICEST);
>  >
>  >StateSet->setAttributeAndModes(antialiasHint.get(),
>  > osg::StateAttribute::ON);
>  >
>  >
>  >
>  > Obviously I've also set a blending function.
>  >
>  > Is there something wrong in my code, or a well-known bug in OSG 2.2?
>  >
>  >
>  >
>  > Note that in OSG ver. 1.2 I obtained the same effect just by calling:
>  >
>  >
>  >
>  >StateSet->setMode(GL_LINE_SMOOTH, osg::StateAttribute::ON);
>  >
>  >
>  >
>  > This still does work in OSG ver 2.2, but I wanted to update my code to the
>  > correct use of glHint
>  >
>  > under OSG.
>  >
>  >
>  >
>  > Thank you in advance.
>  >
>  > Gianluca Natale
>  >
>  >
>  > ___
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Re: [osg-users] OS X / cmake-problems, was: Re: OpenSceneGraph-2.3.10 dev release tagged

2008-04-24 Thread Robert Osfield
Hi Luigi,

Thanks for the note, its nice to know why what I did din't work.  I've
gone ahead a reverted the change as it looks like the build problem
under OSX due to the headers is most likely a CMake bug, and for
frameworks these headers will actually be needed, so once the CMake
side is fixed this problem should go away, if we remove the headers
then we'll preclude the frameworks side from working.

Robert.

On Thu, Apr 24, 2008 at 1:01 PM, Luigi Calori <[EMAIL PROTECTED]> wrote:
> I think the problem with recent changes  not showing headers in
>  VisualStudio, is related to a typo:
>  the ELSEIF in this context is bad:
>
>  so, instead of reverting patches, at least under visualstudio, one can
>  substitute
>  ELSEIF(APPLE) with ELSE(APPLE)
>
>  so
>
>
>
>  IF(APPLE)
> SET(ADD_LIBRARY_HEADERS "")
>  ELSE(APPLE)
>
> SET(ADD_LIBRARY_HEADERS ${LIB_PUBLIC_HEADERS} )
>  ENDIF(APPLE)
>
>  then the headers appers again
>
>  Hope it helps
>
>
>
>
>  Robert Osfield wrote:
>
>  >Hi Eric,
>  >
>  >Thanks for chiming in.
>  >
>  >Looks like I'll have to revert the header change then... and leave
>  >resolution of the problems that Stephan has seen to a later CMake &
>  >OSG revision.
>  >
>  >Robert.
>  >
>  >
>  >On Wed, Apr 23, 2008 at 11:06 PM, E. Wing <[EMAIL PROTECTED]> wrote:
>  >
>  >
>  >>Hi, sorry, I've been really busy with other work (day job) which happens 
> to have no OSG or CMake at the moment so it has been hard for me to finish 
> fixing everything up. I have some stuff written, but it is incomplete and am 
> still trying to get over various CMake bugs which requires me to write 
> additional unit tests for CMake to help the authors isolate things.
>  >>
>  >> I'm thinking I could use some help, particularly in the area of testing. 
> So if there are any volunteers, please let me know. I've put up a quick/dirty 
> snapshot things on a Mercurial repo. I probably should have spent more time 
> making a proper bridge to Subversion so I can also refresh against the OSG 
> SVN head (so help is welcome there too).
>  >>
>  >>
>  >>
>  >>
>  >> > I can "fix" these warnings when I comment out the line
>  >> > "${LIB_PUBLIC_HEADERS}" from the CMakeLists.txt-files (here for osg):
>  >> >
>  >> > ADD_LIBRARY(${LIB_NAME}
>  >> > ${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC}
>  >> > # ${LIB_PUBLIC_HEADERS}
>  >> > AlphaFunc.cpp
>  >> > .
>  >> > .
>  >> > .
>  >> >
>  >> > I don't know if this change can break other platforms.
>  >>
>  >> Ironically, this will break the the Mac framework support. The CMake 
> proper thing to do is include the headers as is. I'm not sure why you're 
> seeing those warnings. We might need to file a CMake bug. It could be the 
> extensionless headers are confusing things, but I haven't noticed the error 
> myself.
>  >>
>  >> Anyway let me know if you can help out.
>  >>
>  >> Thanks,
>  >> Eric
>  >>
>  >>
>  >>
>  >> ___
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>  >>
>  >>
>  >>
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Re: [osg-users] antialiased lines

2008-04-24 Thread Gianluca Natale
Thank you.
So, the filter specified via osg::Hint
can be set only from OSG ver. 2.0, isn't it?

Gianluca

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 24, 2008 12:35 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] antialiased lines

Hi Gianluca,

The OSG just passes state along to the OpenGL, the glHint support is
just another means to setting OpenGL state.  How the OpenGL driver
responds to the that State is down to the driver/hardware.  In the
case of line smoothing I believe that you still need to enable
GL_LINE_SMOOTH even when using the hints, the mode simply enables the
use of filtering that the hints specify.

Robert.

On Thu, Apr 24, 2008 at 11:20 AM, Gianluca Natale
<[EMAIL PROTECTED]> wrote:
>
>
>
>
> Hi OSG developers!
>
>
>
> I'm trying to draw antialiased lines with OSG ver .2.2, but I'm having
> problems.
>
>
>
> This is my code:
>
>
>
>osg::ref_ptr antialiasHint = new
> osg::Hint(GL_LINE_SMOOTH_HINT, GL_NICEST);
>
>StateSet->setAttributeAndModes(antialiasHint.get(),
> osg::StateAttribute::ON);
>
>
>
> Obviously I've also set a blending function.
>
> Is there something wrong in my code, or a well-known bug in OSG 2.2?
>
>
>
> Note that in OSG ver. 1.2 I obtained the same effect just by calling:
>
>
>
>StateSet->setMode(GL_LINE_SMOOTH, osg::StateAttribute::ON);
>
>
>
> This still does work in OSG ver 2.2, but I wanted to update my code to the
> correct use of glHint
>
> under OSG.
>
>
>
> Thank you in advance.
>
> Gianluca Natale
>
>
> ___
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Re: [osg-users] Newbie question about concave polygons

2008-04-24 Thread Glenn Waldron
Rick,
Can you post an image of what you are seeing? I ran your code (without the
setBoundaryOnly line) and it seems to render correctly. Screenshot is
attached.

Glenn

On Wed, Apr 23, 2008 at 3:34 PM, R Schwantes <[EMAIL PROTECTED]> wrote:

> Hi list,
>
> I've been a long time lurker.  Finally have some free time to get my hands
> dirty with OSG.  I'm new to computer graphics, and so far its definitely
> been an adventure.
>
> I'm stuck trying to draw a concave polygon, it looks like I need to use
> tessellation to break the geometry down into smaller convex parts?  I wrote
> some code using osgUtil::Tessellator but it doesn't work quite right.  If I
> set boundryOnly = true, it looks how I would want it.  If boundryOnly is set
> to false the polygon is not shaped correctly, and in this example is
> splintered into two parts.
>
> I've attached my code, can someone point me in the right direction?
>
>
> Thanks,
> Rick
>
> .
>
> /*  Polygon should look similar to
>  *
>  *   ___
>  *   ||
>  *   | |_
>  *   |   |
>  *   |   |
>  *   |   |
>  *   ||
>  */
> osg::Geometry* geom = new osg::Geometry;
>
> osg::Vec3Array* vertices = new osg::Vec3Array;
> vertices->push_back(osg::Vec3(0,68,0));
> vertices->push_back(osg::Vec3(0,57,0));
> vertices->push_back(osg::Vec3(86,57,0));
> vertices->push_back(osg::Vec3(86,0,0));
> vertices->push_back(osg::Vec3(98,0,0));
> vertices->push_back(osg::Vec3(98,57,0));
> vertices->push_back(osg::Vec3(92,57,0));
> vertices->push_back(osg::Vec3(92,68,0));
> geom->setVertexArray(vertices);
> geom->addPrimitiveSet(new
> osg::DrawArrays(GL_POLYGON,0,vertices->getNumElements()));
> osgUtil::Tessellator* tessellator = new osgUtil::Tessellator();
> tessellator->setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY);
> tessellator->setBoundaryOnly(True);
> tessellator->setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD);
> tessellator->retessellatePolygons(*geom);
> buildingGeode->addDrawable(geom);
>
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[osg-users] Job Opportunity

2008-04-24 Thread Matteo Campana
The Bio-imaging and Vision group at the Electronics, Computer Sciences and 
Systems department , University of Bologna invites application for a 
job/position. The successful candidate will work on an international and 
multidisciplinary project funded under the FP6  programme.


Minimum requirements:

-Experience using Object Oriented paradigms (C++).
-Working knowledge of real-time  3D visualization systems (OSG).
-Solid communication skills and abilities to work with an heterogeneous and 
international research group. 


Desired:

-Knowledge of  3D immersive/stereo visualization systems.
-Knowledge of  3D image processing an scientific visualization techniques.
-Experience using ITK, VTK libraries.
-Experience  with multiple 3D data formats for importing and conversion.
-Parallel/Distributed/threaded processing.
-Knowledge of 3D modeling and rendering.
-Knowledge of relational database.
-A good first degree in an appropriate subject, and/or a PhD in a related 
discipline (or be close to completion) 

For further informations about the position please contact us at [EMAIL 
PROTECTED]

The Bio-Imaging and Vision group
Electronics, Computer Sciences and Systems department.
University of Bologna
Italy


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Re: [osg-users] OS X / cmake-problems, was: Re: OpenSceneGraph-2.3.10 dev release tagged

2008-04-24 Thread Luigi Calori
I think the problem with recent changes  not showing headers in 
VisualStudio, is related to a typo:
the ELSEIF in this context is bad:

so, instead of reverting patches, at least under visualstudio, one can 
substitute
ELSEIF(APPLE) with ELSE(APPLE)

so


IF(APPLE)
SET(ADD_LIBRARY_HEADERS "")
ELSE(APPLE)
SET(ADD_LIBRARY_HEADERS ${LIB_PUBLIC_HEADERS} )
ENDIF(APPLE)

then the headers appers again

Hope it helps


Robert Osfield wrote:

>Hi Eric,
>
>Thanks for chiming in.
>
>Looks like I'll have to revert the header change then... and leave
>resolution of the problems that Stephan has seen to a later CMake &
>OSG revision.
>
>Robert.
>
>
>On Wed, Apr 23, 2008 at 11:06 PM, E. Wing <[EMAIL PROTECTED]> wrote:
>  
>
>>Hi, sorry, I've been really busy with other work (day job) which happens to 
>>have no OSG or CMake at the moment so it has been hard for me to finish 
>>fixing everything up. I have some stuff written, but it is incomplete and am 
>>still trying to get over various CMake bugs which requires me to write 
>>additional unit tests for CMake to help the authors isolate things.
>>
>> I'm thinking I could use some help, particularly in the area of testing. So 
>> if there are any volunteers, please let me know. I've put up a quick/dirty 
>> snapshot things on a Mercurial repo. I probably should have spent more time 
>> making a proper bridge to Subversion so I can also refresh against the OSG 
>> SVN head (so help is welcome there too).
>>
>>
>>
>>
>> > I can "fix" these warnings when I comment out the line
>> > "${LIB_PUBLIC_HEADERS}" from the CMakeLists.txt-files (here for osg):
>> >
>> > ADD_LIBRARY(${LIB_NAME}
>> > ${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC}
>> > # ${LIB_PUBLIC_HEADERS}
>> > AlphaFunc.cpp
>> > .
>> > .
>> > .
>> >
>> > I don't know if this change can break other platforms.
>>
>> Ironically, this will break the the Mac framework support. The CMake proper 
>> thing to do is include the headers as is. I'm not sure why you're seeing 
>> those warnings. We might need to file a CMake bug. It could be the 
>> extensionless headers are confusing things, but I haven't noticed the error 
>> myself.
>>
>> Anyway let me know if you can help out.
>>
>> Thanks,
>> Eric
>>
>>
>>
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>>
>>
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Re: [osg-users] Race condition UpdateCallback vs GLCompileObjectVisitor ?

2008-04-24 Thread Robert Osfield
Hi Wojeciech,

What issues were you seeing at your end?  Also how did you monitor the
race condition?  Did problems still occur after you added the
DataVariance setting?

Robert.

On Thu, Apr 24, 2008 at 12:01 PM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
>
>
> Hi Everyone,
>
> Is it normal to see UpdateCallback runninig concurently with
> GLObjectsVisitor on the same drawable ? Drawable has DYNAMIC data variance
> set.
>
> If the anwer is not, then I will tell a bit about the example code. Its
> osgprerender ran by default in DrawThreadPerContext ? All I did was adding
> DYNAMIC data variance to waving flag geometry and 1 second sleep to update
> callback to slow down drawing to see the changes beetween frames. I have
> added standard ViewerHnadlers but they dont affect this case. Code attached.
>
> Wojtek Lewandowski
>
> ___
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>
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Re: [osg-users] antialiased lines

2008-04-24 Thread Michele Bosi
Ciao Gialluca,
you absolutely need to enable GL_LINE_SMOOTH and GL_BLEND and to setup
a blending function like for example osg::BlendFunc(GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA). The same goes for GL_POINT_SMOOTH.

Michele

On Thu, Apr 24, 2008 at 12:20 PM, Gianluca Natale
<[EMAIL PROTECTED]> wrote:
>
>
>
>
> Hi OSG developers!
>
>
>
> I'm trying to draw antialiased lines with OSG ver .2.2, but I'm having 
> problems.
>
>
>
> This is my code:
>
>
>
>osg::ref_ptr antialiasHint = new osg::Hint(GL_LINE_SMOOTH_HINT, 
> GL_NICEST);
>
>StateSet->setAttributeAndModes(antialiasHint.get(), 
> osg::StateAttribute::ON);
>
>
>
> Obviously I've also set a blending function.
>
> Is there something wrong in my code, or a well-known bug in OSG 2.2?
>
>
>
> Note that in OSG ver. 1.2 I obtained the same effect just by calling:
>
>
>
>StateSet->setMode(GL_LINE_SMOOTH, osg::StateAttribute::ON);
>
>
>
> This still does work in OSG ver 2.2, but I wanted to update my code to the 
> correct use of glHint
>
> under OSG.
>
>
>
> Thank you in advance.
>
> Gianluca Natale
>
>
> ___
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>
>
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Re: [osg-users] Race condition UpdateCallback vs GLCompileObjectVisitor ?

2008-04-24 Thread Robert Osfield
Hi Wojciech,

On Thu, Apr 24, 2008 at 12:01 PM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
> Is it normal to see UpdateCallback runninig concurently with
> GLObjectsVisitor on the same drawable ? Drawable has DYNAMIC data variance
> set.

I must admit to not having thought about the issues of
GLObjectsVisitor running in parallel with the update traversal.
GLObjectsVisitor isn't part of the rendering back end that knows about
DataVariance being critical, and it isn't really something that should
need to - what should be happening is that the osgViewer itself should
hold back the next frame till the GLObjectsVisitor has completed.

I'll have a look at the code to see if I can spot a straight forward fix.

Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Robert Osfield
Hi Stephan,

On Thu, Apr 24, 2008 at 12:18 PM, Stephan Maximilian Huber
<[EMAIL PROTECTED]> wrote:
> > Something must have changed though, as only a couple of months ago I
>  > witnessed first hand the CMake Makefille working perfectly on an OSX
>  > box.
>  With 10.4 or 10.5? All my reported issues are for 10.5. On 10.4
>  everything should work as expected. I did even test the cmake build of
>  osg 2.3.2, same issues.

Thanks for the clarification, its the OSX version number that has
changed, it's what has broken the CMake build then.

The OSX box I sway most likely had 10.4 on it.

> > The problems you have described are new.
>  > What CMake version are you using?
>  2.4.8 on OS X 10.5
>
> > OK. We'll tackle this after 2.4, and for 2.4 rely upon the XCode
>  > projects. I presume the XCode project are ready for 2.4?
>
>  Yes, everything is compiling fine (for 10.4u and 10.5), and I tested
>  most of the examples. Not all new examples and plugins are part of the
>  handcrafted XCode-project, though.

Good to hear, lack of support for new examples and plugins aren't show stoppers.

I'm keen to see the CMake build work seemlessly under all versions of
OSX, something we can chase up after 2.4.

Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Stephan Maximilian Huber
Hi Robert,

Robert Osfield schrieb:
> Something must have changed though, as only a couple of months ago I
> witnessed first hand the CMake Makefille working perfectly on an OSX
> box. 
With 10.4 or 10.5? All my reported issues are for 10.5. On 10.4 
everything should work as expected. I did even test the cmake build of 
osg 2.3.2, same issues.
> The problems you have described are new.
> What CMake version are you using?
2.4.8 on OS X 10.5
> OK. We'll tackle this after 2.4, and for 2.4 rely upon the XCode
> projects. I presume the XCode project are ready for 2.4?

Yes, everything is compiling fine (for 10.4u and 10.5), and I tested 
most of the examples. Not all new examples and plugins are part of the 
handcrafted XCode-project, though.

Stephan
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[osg-users] Race condition UpdateCallback vs GLCompileObjectVisitor ?

2008-04-24 Thread Wojciech Lewandowski
Hi Everyone,

Is it normal to see UpdateCallback runninig concurently with GLObjectsVisitor 
on the same drawable ? Drawable has DYNAMIC data variance set.

If the anwer is not, then I will tell a bit about the example code. Its 
osgprerender ran by default in DrawThreadPerContext ? All I did was adding 
DYNAMIC data variance to waving flag geometry and 1 second sleep to update 
callback to slow down drawing to see the changes beetween frames. I have added 
standard ViewerHnadlers but they dont affect this case. Code attached.

Wojtek Lewandowski
/* OpenSceneGraph example, osgprerender.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the "Software"), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 

#include 
#include 
#include 

#include 

#include 
#include 

#include 
#include 

#include 

// call back which creates a deformation field to oscillate the model.
class MyGeometryCallback : 
public osg::Drawable::UpdateCallback, 
public osg::Drawable::AttributeFunctor
{
public:

MyGeometryCallback(const osg::Vec3& o,
   const osg::Vec3& x,const osg::Vec3& y,const 
osg::Vec3& z,
   double period,double xphase,double amplitude):
_firstCall(true),
_startTime(0.0),
_time(0.0),
_period(period),
_xphase(xphase),
_amplitude(amplitude),
_origin(o),
_xAxis(x),
_yAxis(y),
_zAxis(z) {}

virtual void update(osg::NodeVisitor* nv,osg::Drawable* drawable)
{
OpenThreads::Thread::microSleep( 1000 );
const osg::FrameStamp* fs = nv->getFrameStamp();
double simulationTime = fs->getSimulationTime();
if (_firstCall)
{
_firstCall = false;
_startTime = simulationTime;
}

_time = simulationTime-_startTime;

drawable->accept(*this);
drawable->dirtyBound();

osg::Geometry* geometry = dynamic_cast(drawable);
if (geometry)
{
osgUtil::SmoothingVisitor::smooth(*geometry);
}

}

virtual void apply(osg::Drawable::AttributeType type,unsigned int 
count,osg::Vec3* begin) 
{
if (type == osg::Drawable::VERTICES)
{
const float TwoPI=2.0f*osg::PI;
const float phase = -_time/_period;

osg::Vec3* end = begin+count;
for (osg::Vec3* itr=begin;itrgetPixelFormat()==GL_RGBA && 
_image->getDataType()==GL_UNSIGNED_BYTE)
{
// we'll pick out the center 1/2 of the whole image,
int column_start = _image->s()/4;
int column_end = 3*column_start;

int row_start = _image->t()/4;
int row_end = 3*row_start;


// and then invert these pixels
for(int r=row_start; rdata(column_start, r);
for(int c=column_start; cdirty();
}
else if (_image && _image->getPixelFormat()==GL_RGBA && 
_image->getDataType()==GL_FLOAT)
{
// we'll pick out the center 1/2 of the whole image,
int column_start = _image->s()/4;
int column_end = 3*column_start;

int row_start = _image->t()/4;
int row_end = 3*row_start;

// and then invert these pixels
for(int r=row_start; rdata(column_start, r);
for(int c=column_start; cdirty();
}
   
}

osg::Image* _image;
};


osg::Node* createPreRenderSubGraph(osg::Node* subgraph, unsigned tex_width, 
unsigned tex_height, osg::Camera::RenderTargetImplementation 
renderImplementation, bool useImage, bool useTextureRectangle, bool useHDR)
{
if (!subgraph) return 0;

// create a group to contain the flag and the pre rend

Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Robert Osfield
Hi All,

I have just reverted yesterdays changes that I made to the various
CMakeLists.txt files, and also merged a fix the Windows 3rd party
checking sent in my Mattias, these changes are all now in SVN. So...

Could you please do another svn update and build to make sure that
things are still working fine.  Under OSX there may be problems left
unresolved with the CMake build but these I'm afraid we'll need to
live with for 2.4, so the hand maintained XCode projects will remain
the official build route for OSX.   Under Windows Visual Studio build
could you please check to see if header files are now coming in
correctly.

Once I have positive reports of builds under Windows, OSX and the
unices I'll tag 2.3.11, then tag 2.4 tomorrow morning.

Thanks,
Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Robert Osfield
HI Stephan,

On Thu, Apr 24, 2008 at 11:28 AM, Stephan Maximilian Huber
<[EMAIL PROTECTED]> wrote:
>  > The CMake makefile build used to work not long ago, and very little
>  > has changed since then to the OSG itslef, it it simply the the various
>  > SDK's that come from Apple are breaking things?  Is it a CMake version
>  > issues?
>  >
>  No, I don't think that the SDKs from Apple broke things. With regard to
>  the freetype-issues the linker tries to be smart and fails, but this can
>  be fixed adding some options to the linker-flags (I tried hard, but
>  nothing worked -- I must doing something stupidly wrong)

Something must have changed though, as only a couple of months ago I
witnessed first hand the CMake Makefille working perfectly on an OSX
box.  The problems you have described are new.

What CMake version are you using?

> > Given there are a number of unresolved issues under OSX with the CMake
>  > build on certainly OSX version/SDK version/CMake combinations I'm
>  > inclined to put these as issues to resolve after 2.4 is out.
>  >
>  Yes, please. I am no CMake expert and I have no idea what to do next to
>  fix these outstanding issues.

OK.  We'll tackle this after 2.4, and for 2.4 rely upon the XCode
projects.  I presume the XCode project are ready for 2.4?

Robert.
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Re: [osg-users] antialiased lines

2008-04-24 Thread Robert Osfield
Hi Gianluca,

The OSG just passes state along to the OpenGL, the glHint support is
just another means to setting OpenGL state.  How the OpenGL driver
responds to the that State is down to the driver/hardware.  In the
case of line smoothing I believe that you still need to enable
GL_LINE_SMOOTH even when using the hints, the mode simply enables the
use of filtering that the hints specify.

Robert.

On Thu, Apr 24, 2008 at 11:20 AM, Gianluca Natale
<[EMAIL PROTECTED]> wrote:
>
>
>
>
> Hi OSG developers!
>
>
>
> I'm trying to draw antialiased lines with OSG ver .2.2, but I'm having
> problems.
>
>
>
> This is my code:
>
>
>
>osg::ref_ptr antialiasHint = new
> osg::Hint(GL_LINE_SMOOTH_HINT, GL_NICEST);
>
>StateSet->setAttributeAndModes(antialiasHint.get(),
> osg::StateAttribute::ON);
>
>
>
> Obviously I've also set a blending function.
>
> Is there something wrong in my code, or a well-known bug in OSG 2.2?
>
>
>
> Note that in OSG ver. 1.2 I obtained the same effect just by calling:
>
>
>
>StateSet->setMode(GL_LINE_SMOOTH, osg::StateAttribute::ON);
>
>
>
> This still does work in OSG ver 2.2, but I wanted to update my code to the
> correct use of glHint
>
> under OSG.
>
>
>
> Thank you in advance.
>
> Gianluca Natale
>
>
> ___
>  osg-users mailing list
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Stephan Maximilian Huber
Robert Osfield schrieb:
> Hi Stephan,
>
> The CMake makefile build used to work not long ago, and very little
> has changed since then to the OSG itslef, it it simply the the various
> SDK's that come from Apple are breaking things?  Is it a CMake version
> issues?
>   
No, I don't think that the SDKs from Apple broke things. With regard to 
the freetype-issues the linker tries to be smart and fails, but this can 
be fixed adding some options to the linker-flags (I tried hard, but 
nothing worked -- I must doing something stupidly wrong)
> Given there are a number of unresolved issues under OSX with the CMake
> build on certainly OSX version/SDK version/CMake combinations I'm
> inclined to put these as issues to resolve after 2.4 is out.
>   
Yes, please. I am no CMake expert and I have no idea what to do next to 
fix these outstanding issues.

Stephan
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[osg-users] antialiased lines

2008-04-24 Thread Gianluca Natale
Hi OSG developers!

 

I'm trying to draw antialiased lines with OSG ver .2.2, but I'm having
problems.

 

This is my code:

 

   osg::ref_ptr antialiasHint = new
osg::Hint(GL_LINE_SMOOTH_HINT, GL_NICEST);

   StateSet->setAttributeAndModes(antialiasHint.get(),
osg::StateAttribute::ON);

 

Obviously I've also set a blending function.

Is there something wrong in my code, or a well-known bug in OSG 2.2?

 

Note that in OSG ver. 1.2 I obtained the same effect just by calling:

 

   StateSet->setMode(GL_LINE_SMOOTH, osg::StateAttribute::ON);

 

This still does work in OSG ver 2.2, but I wanted to update my code to the
correct use of glHint

under OSG.

 

Thank you in advance.

Gianluca Natale

 

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Re: [osg-users] Newbie question about concave polygons

2008-04-24 Thread Michele Bosi
Hi Schwantes,
yes, OpenGL (and DirectX) don't directly support concave polygons, you have
to use several triangles to make a polygon look concave.
You don't really need a Tessellator, you could simply divide your concave
polygon in a bunch of triangles like in the attached picture.

You simply specify a vertex for each corner of each triangle and then call:

geom->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLES, 0,
vertices->getNumElements()));

Good luck,
Michele

On Wed, Apr 23, 2008 at 9:34 PM, R Schwantes <[EMAIL PROTECTED]> wrote:

> Hi list,
>
> I've been a long time lurker.  Finally have some free time to get my hands
> dirty with OSG.  I'm new to computer graphics, and so far its definitely
> been an adventure.
>
> I'm stuck trying to draw a concave polygon, it looks like I need to use
> tessellation to break the geometry down into smaller convex parts?  I wrote
> some code using osgUtil::Tessellator but it doesn't work quite right.  If I
> set boundryOnly = true, it looks how I would want it.  If boundryOnly is set
> to false the polygon is not shaped correctly, and in this example is
> splintered into two parts.
>
> I've attached my code, can someone point me in the right direction?
>
>
> Thanks,
> Rick
>
> .
>
> /*  Polygon should look similar to
>  *
>  *   ___
>  *   ||
>  *   | |_
>  *   |   |
>  *   |   |
>  *   |   |
>  *   ||
>  */
> osg::Geometry* geom = new osg::Geometry;
>
> osg::Vec3Array* vertices = new osg::Vec3Array;
> vertices->push_back(osg::Vec3(0,68,0));
> vertices->push_back(osg::Vec3(0,57,0));
> vertices->push_back(osg::Vec3(86,57,0));
> vertices->push_back(osg::Vec3(86,0,0));
> vertices->push_back(osg::Vec3(98,0,0));
> vertices->push_back(osg::Vec3(98,57,0));
> vertices->push_back(osg::Vec3(92,57,0));
> vertices->push_back(osg::Vec3(92,68,0));
> geom->setVertexArray(vertices);
> geom->addPrimitiveSet(new
> osg::DrawArrays(GL_POLYGON,0,vertices->getNumElements()));
> osgUtil::Tessellator* tessellator = new osgUtil::Tessellator();
>
> tessellator->setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY);
> tessellator->setBoundaryOnly(True);
> tessellator->setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD);
> tessellator->retessellatePolygons(*geom);
> buildingGeode->addDrawable(geom);
>
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Robert Osfield
Hi Stephan,

The CMake makefile build used to work not long ago, and very little
has changed since then to the OSG itslef, it it simply the the various
SDK's that come from Apple are breaking things?  Is it a CMake version
issues?

Given there are a number of unresolved issues under OSX with the CMake
build on certainly OSX version/SDK version/CMake combinations I'm
inclined to put these as issues to resolve after 2.4 is out.

Thoughts?
Robert.

On Thu, Apr 24, 2008 at 10:20 AM, Stephan Maximilian Huber
<[EMAIL PROTECTED]> wrote:
> Robert Osfield schrieb:
>
> > Hi All,
>  >
>  > Hiccups under OSX/Cmake and Windows/FreeType builds have held back
>  > making 2.4 today, I haven't yet received any update on the
>  > Windows/FreeType but on the OSX/Cmake side we "may" have a bit of
>  > progress.  However, this progress was made via tweaks to the core osg
>  > libs' CMakeLists.txt, while in theory nothing should change on other
>  > platforms, we cannot assume this.  So far my linux build looks OK, and
>  > Stephan suggests that the changes should work under OSX, but under
>  > other platforms we need feedback, in particular Windows as this is
>  > very different in needs to unices.
>
>  OS X cmake with unix makefiles does not compile when using the 10.4u sdk
>  (on 10.5):
>
>  [ 17%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/FileUtils.o
>  
> /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:85:
>  error: 'io_user_reference_t' was not declared in this scope
>  
> /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:87:
>  error: 'io_user_reference_t' does not name a type
>  
> /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:92:
>  error: 'OSAsyncReference64' does not name a type
>  
> /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:103:
>  error: 'io_user_reference_t' does not name a type
>  
> /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:85:
>  error: 'io_user_reference_t' was not declared in this scope
>  
> /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:87:
>  error: 'io_user_reference_t' does not name a type
>  
> /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:92:
>  error: 'OSAsyncReference64' does not name a type
>  
> /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:103:
>  error: 'io_user_reference_t' does not name a type
>  lipo: can't figure out the architecture type of:
>  /var/folders/FI/FIKjn7B7E5Ki2YvG6bwbwU+++TM/-Tmp-//ccDqI0iR.out
>  make[2]: *** [src/osgDB/CMakeFiles/osgDB.dir/FileUtils.o] Error 1
>  make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2
>  make: *** [all] Error 2
>
>
>  I suspect the include of AvailabilityMacros.h in FileUtils.cpp, where a
>  wrong version (from the 10.5 sdk) is picked up. Don't know how to fix
>  this, this is not an issue, when using cmake for Xcode.
>
>  Still compiling the other variations ...
>
>  cheers,
>  Stephan
>
>
>
>
>
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Stephan Maximilian Huber
Robert Osfield schrieb:
> Hi All,
>
> Hiccups under OSX/Cmake and Windows/FreeType builds have held back
> making 2.4 today, I haven't yet received any update on the
> Windows/FreeType but on the OSX/Cmake side we "may" have a bit of
> progress.  However, this progress was made via tweaks to the core osg
> libs' CMakeLists.txt, while in theory nothing should change on other
> platforms, we cannot assume this.  So far my linux build looks OK, and
> Stephan suggests that the changes should work under OSX, but under
> other platforms we need feedback, in particular Windows as this is
> very different in needs to unices.

OS X cmake with unix makefiles does not compile when using the 10.4u sdk 
(on 10.5):

[ 17%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/FileUtils.o
/System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:85: 
error: ‘io_user_reference_t’ was not declared in this scope
/System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:87: 
error: ‘io_user_reference_t’ does not name a type
/System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:92: 
error: ‘OSAsyncReference64’ does not name a type
/System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:103: 
error: ‘io_user_reference_t’ does not name a type
/System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:85: 
error: ‘io_user_reference_t’ was not declared in this scope
/System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:87: 
error: ‘io_user_reference_t’ does not name a type
/System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:92: 
error: ‘OSAsyncReference64’ does not name a type
/System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:103: 
error: ‘io_user_reference_t’ does not name a type
lipo: can't figure out the architecture type of: 
/var/folders/FI/FIKjn7B7E5Ki2YvG6bwbwU+++TM/-Tmp-//ccDqI0iR.out
make[2]: *** [src/osgDB/CMakeFiles/osgDB.dir/FileUtils.o] Error 1
make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2
make: *** [all] Error 2


I suspect the include of AvailabilityMacros.h in FileUtils.cpp, where a 
wrong version (from the 10.5 sdk) is picked up. Don't know how to fix 
this, this is not an issue, when using cmake for Xcode.

Still compiling the other variations ...

cheers,
Stephan



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Re: [osg-users] OS X / cmake-problems, was: Re: OpenSceneGraph-2.3.10 dev release tagged

2008-04-24 Thread Robert Osfield
Hi Eric,

Thanks for chiming in.

Looks like I'll have to revert the header change then... and leave
resolution of the problems that Stephan has seen to a later CMake &
OSG revision.

Robert.


On Wed, Apr 23, 2008 at 11:06 PM, E. Wing <[EMAIL PROTECTED]> wrote:
> Hi, sorry, I've been really busy with other work (day job) which happens to 
> have no OSG or CMake at the moment so it has been hard for me to finish 
> fixing everything up. I have some stuff written, but it is incomplete and am 
> still trying to get over various CMake bugs which requires me to write 
> additional unit tests for CMake to help the authors isolate things.
>
>  I'm thinking I could use some help, particularly in the area of testing. So 
> if there are any volunteers, please let me know. I've put up a quick/dirty 
> snapshot things on a Mercurial repo. I probably should have spent more time 
> making a proper bridge to Subversion so I can also refresh against the OSG 
> SVN head (so help is welcome there too).
>
>
>
>
>  > I can "fix" these warnings when I comment out the line
>  > "${LIB_PUBLIC_HEADERS}" from the CMakeLists.txt-files (here for osg):
>  >
>  > ADD_LIBRARY(${LIB_NAME}
>  > ${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC}
>  > # ${LIB_PUBLIC_HEADERS}
>  > AlphaFunc.cpp
>  > .
>  > .
>  > .
>  >
>  > I don't know if this change can break other platforms.
>
>  Ironically, this will break the the Mac framework support. The CMake proper 
> thing to do is include the headers as is. I'm not sure why you're seeing 
> those warnings. We might need to file a CMake bug. It could be the 
> extensionless headers are confusing things, but I haven't noticed the error 
> myself.
>
>  Anyway let me know if you can help out.
>
>  Thanks,
>  Eric
>
>
>
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Re: [osg-users] GLSL Setting up gl_EyePlane

2008-04-24 Thread Wojciech Lewandowski
Hi Paul,

> Hi,Just a small one -
> Are the gl_EyePlanes automatically setup when calling
> texgen->setPlanesFromMatrix(...)?
>
> I'm trying to replicate simple Projective texturing using glsl.

I am not sure what you mean by automatically... It will be applied to OpenGL 
in draw phase.
When used with TexGenNode it will be applied globally for whole render stage 
nad used for all the scene.
If used as TextureStateAttribute it will be applied  by lazy state update 
when drawables using this attribute are drawn.

Small warning: If you intend to use EYE_LINEAR TexGen as a texture state 
attribute it won't most probably work as you expect. Its due to 
unpredictability of glModelView matrix which will be current when TexGen 
gets applied by lazy state update. Basically TexGen as texture state 
attribute will work in predictable way with modes that use vertex coords 
(not require eye coords).

Cheers,
Wojtek Lewandowski

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Re: [osg-users] GeoTIFF dem coordinate system?

2008-04-24 Thread Robert Osfield
Hi Linh,

VPB/osgdem decorates databases with a CoordinateSystemNode which will
record the cooridnate system it uses.  VPB does default to using WGS84
when working geocentric, but you haven't mentioned any of the osgdem
options so I can't really say whether this will have been applied.

I must admit I have yet to work with anything other than earth bound
imagery/dem's so have not been able to test it out on other planetary
data.  Would it be possible to provide me with some?

Robert.

On Thu, Apr 24, 2008 at 3:40 AM, Linh Phan <[EMAIL PROTECTED]> wrote:
> Hi,
>
>  I have GeoTIFF file with a DEM_1m_VictoriaCrater.prj:
>
>  
> PROJCS["Plate_Carree",GEOGCS["EQUIRECTANGULAR_CYLINDRICAL_MARS",DATUM["D_MARS",
>   
> SPHEROID["MARS",3396190,0]],PRIMEM["Reference_Meridian",0],UNIT["Degree",0.017453292519943295]],
>  
> PROJECTION["Plate_Carree"],PARAMETER["latitude_of_origin",0],PARAMETER["central_meridian",180],
>  PARAMETER["false_easting",0],PARAMETER["false_northing",0],UNIT["Meter",1]]
>
>  osgdem successfully generate a dem for the DEM_1m_VictoriaCrater.tif.
>  I  was wondering if osg's getWorldIntersectPoint:
>
>  intersectPoint=hlist.front().getWorldIntersectPoint();
>
>  will return the intersectPoint in the Mars body frame, ie will the norm
>  of "intersectPoint._v" be around 3396190  meters, the Mars radius?
>
>  Thanks alot,
>
>  Linh
>
>
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Mattias Helsing
Hi Robert, all,

Quick note while I'm building after starting fresh after delete of
cmake cache. It didn't find the curllib in Mike's 3rdParty since
Find3rdPartyLibraries only searches for libcurl and not culrlib.
Posting my cmake mod on osg-sub in a minute

cheers,
Mattias

On 4/24/08, Mattias Helsing <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> I build fine on Win32 XPsp2 MSVS8sp1. Now deleteing the CMake cache to
> see if  I can build it fresh.
>
> Mattias
>
> On 4/23/08, Robert Osfield <[EMAIL PROTECTED]> wrote:
> > Hi All,
> >
> > So... once again I have a ask, with a pretty please, for more testing,
> > this time of the SVN version of the OSG.  I things look OK with this
> > tomorrow morning I'll tag the next dev release (2.3.11).   Ideally
> > overnight we'll magically see resolution of the remaining problems
> > under OSX and Windows, alas the "magic" will only come about via hard
> > labour for engineers under Windows and OSX, so good luck on this
> > front.
> >
> > Thanks,
> > Robert.
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> >
>
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Re: [osg-users] Error building v2.3.10 with OSX 10.5 using cmake

2008-04-24 Thread Stephan Huber
Emerald Fox Software, LLC. schrieb:
> Not sure if this is the correct way to submit a bug report so please  
> let me know if I need to submit this somewhere else.
> 
> I am getting an the following error messages when I build v2.3.10  
> under OSX 10.5 using cmake.

switch the option OSG_GLU_TESS_CALLBACK_TRIPLEDOT in ccmake from OFF to
ON and try a rebuild.

hth,
Stephan
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Mattias Helsing
Hi Robert,

I build fine on Win32 XPsp2 MSVS8sp1. Now deleteing the CMake cache to
see if  I can build it fresh.

Mattias

On 4/23/08, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi All,
>
> So... once again I have a ask, with a pretty please, for more testing,
> this time of the SVN version of the OSG.  I things look OK with this
> tomorrow morning I'll tag the next dev release (2.3.11).   Ideally
> overnight we'll magically see resolution of the remaining problems
> under OSX and Windows, alas the "magic" will only come about via hard
> labour for engineers under Windows and OSX, so good luck on this
> front.
>
> Thanks,
> Robert.
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