Re: [osg-users] osg Node kits

2008-06-13 Thread Peter Wraae Marino
Hi Paul,

That's basically what it states in that link I supplied.

words like derives new Nodes would make me think I would have to derive
from something else than osg:Node??
and you mentioned link the NodeKit library? which library? is in the osg
project or another repositorary¨?

When I look at osgFX i.e. the Cartoon effect it derives from osgFX::Effect
which in turn derives from osg::Group - which makes me think what is the
difference? there is no nodekit involved? or is there? You said that I need
to link
with a nodekit libaray and does this mean I have to use certain functions in
that library? and if so,,.. which?

Confused,
Peter

On Thu, Jun 12, 2008 at 10:22 PM, Paul Martz [EMAIL PROTECTED] wrote:

  The OSG Quick Start Guide (www.osgbooks.com) defines a NodeKit as a
 library that derives new Nodes, Drawables, or StateAttributes from core OSG
 classes, and provides support for the .osg file format for these new
 objects. But I'd like to hear Robert's definition.

 Use them just like any core OSG Node, Drawable or StateAttribute, but note
 that your app will now have to link with the NodeKit library.
-Paul


  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Peter Wraae
 Marino
 *Sent:* Thursday, June 12, 2008 12:36 PM
 *To:* osg-users@lists.openscenegraph.org
 *Subject:* [osg-users] osg Node kits

   Hi users,

 I'm trying to understand the concept of a node kit, but the documentation
 is very limited:

 http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/NodeKit

 I believe that the osgFX is a node kit? what is it that defines a node kit?
 and how does one use them? perhaps someone can give an example how to apply
 the cartoon effect?

 I can see that they register themselves, does this mean I can apply them to
 any object
 runtime?

 anyone?
 Peter


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Re: [osg-users] Crash in osgViewerWX

2008-06-13 Thread Paul Melis

Hi,

Assuming I understand you correctly you added something like this to 
class GraphicsWindowWX:


   void setViewer(osgViewer::Viewer *v) { _viewer = v; }
   void setView() { _viewer-getCamera()-setViewMatrixAsLookAt(
   
osg::Vec3(450.,-450.,1200.),osg::Vec3(450.,450.,0.),osg::Vec3(0.,0.,1.)); };

   osg::ref_ptrosgViewer::Viewer _viewer;

You also added the setView method() but that's not necessary to cause a 
crash, as the above reproduces something similar to what you get, I think.


The problem is that the GraphicsWindowWX is destructed twice on exit. 
Once because it is a child window of the top-level wxFrame, which 
automatically destroys its children on exit. And once because 
osg::Camera holds a reference to it whose count goes to zero when the 
Camera is destructed. So the ref_ptr to osgViewer::Viewer is unref()'ed 
once too often, causing other problems with destruction of instances the 
Viewer holds references to:


(gdb) bt
#0  0x005d4715 in __gnu_cxx::__exchange_and_add () from 
/usr/lib/libstdc++.so.6
#1  0x00e659a9 in ~View (this=0x8e7322c) at 
/usr/lib/gcc/i386-redhat-linux/4.0.2/../../../../include/c++/4.0.2/bits/basic_string.h:227

#2  0x0805357b in osg::Referenced::unref ()
#3  0x08054862 in osg::ref_ptrosgViewer::Viewer::~ref_ptr ()
#4  0x08051de6 in GraphicsWindowWX::~GraphicsWindowWX ()
#5  0x00d0a78d in ~Camera (this=0x8e73380) at 
/home/paul/c/osg-2.4.0/include/osg/Referenced:155

#6  0x0805357b in osg::Referenced::unref ()
#7  0x00e66cd3 in ~View (this=0x8e7322c, __vtt_parm=0x2ab550) at 
/home/paul/c/osg-2.4.0/include/osg/ref_ptr:54
#8  0x00267f71 in ~View (this=0x8e7322c, __vtt_parm=0x2ab54c) at 
/home/paul/c/osg-2.4.0/src/osgViewer/View.cpp:169
#9  0x0027b3eb in ~Viewer (this=0x8e731e8) at 
/home/paul/c/osg-2.4.0/src/osgViewer/Viewer.cpp:172

#10 0x0805357b in osg::Referenced::unref ()
#11 0x08054862 in osg::ref_ptrosgViewer::Viewer::~ref_ptr ()
#12 0x08051de6 in GraphicsWindowWX::~GraphicsWindowWX ()
#13 0x00b6b439 in wxWindowBase::DestroyChildren () from 
/usr/lib/libwx_gtk2u_core-2.6.so.0
#14 0x00a815b8 in wxWindow::~wxWindow () from 
/usr/lib/libwx_gtk2u_core-2.6.so.0
#15 0x00b66032 in wxTopLevelWindowBase::~wxTopLevelWindowBase () from 
/usr/lib/libwx_gtk2u_core-2.6.so.0
#16 0x00a77326 in wxTopLevelWindowGTK::~wxTopLevelWindowGTK () from 
/usr/lib/libwx_gtk2u_core-2.6.so.0
#17 0x00b220dd in wxFrameBase::~wxFrameBase () from 
/usr/lib/libwx_gtk2u_core-2.6.so.0
#18 0x00acd75f in wxFrame::~wxFrame () from 
/usr/lib/libwx_gtk2u_core-2.6.so.0

#19 0x080549e6 in MainFrame::~MainFrame ()
#20 0x00afdf57 in wxAppBase::DeletePendingObjects () from 
/usr/lib/libwx_gtk2u_core-2.6.so.0
#21 0x00afdfb7 in wxAppBase::OnIdle () from 
/usr/lib/libwx_gtk2u_core-2.6.so.0
#22 0x0030d55d in wxAppConsole::HandleEvent () from 
/usr/lib/libwx_baseu-2.6.so.0
#23 0x0039649f in wxEvtHandler::ProcessEventIfMatches () from 
/usr/lib/libwx_baseu-2.6.so.0
#24 0x00396670 in wxEventHashTable::HandleEvent () from 
/usr/lib/libwx_baseu-2.6.so.0
#25 0x00396821 in wxEvtHandler::ProcessEvent () from 
/usr/lib/libwx_baseu-2.6.so.0
#26 0x00afe210 in wxAppBase::ProcessIdle () from 
/usr/lib/libwx_gtk2u_core-2.6.so.0

#27 0x00a53003 in ?? () from /usr/lib/libwx_gtk2u_core-2.6.so.0
#28 0x006a0730 in ?? () from /usr/lib/libglib-2.0.so.0
#29 0x0069e4ce in g_main_context_dispatch () from /usr/lib/libglib-2.0.so.0
#30 0x006a14d6 in ?? () from /usr/lib/libglib-2.0.so.0
#31 0x006a17c3 in g_main_loop_run () from /usr/lib/libglib-2.0.so.0
#32 0x02109a46 in gtk_main () from /usr/lib/libgtk-x11-2.0.so.0
#33 0x00a6c204 in wxEventLoop::Run () from 
/usr/lib/libwx_gtk2u_core-2.6.so.0
#34 0x00afdaaa in wxAppBase::MainLoop () from 
/usr/lib/libwx_gtk2u_core-2.6.so.0
#35 0x00afdb8f in wxAppBase::OnRun () from 
/usr/lib/libwx_gtk2u_core-2.6.so.0

#36 0x00341a44 in wxEntry () from /usr/lib/libwx_baseu-2.6.so.0
#37 0x00341afa in wxEntry () from /usr/lib/libwx_baseu-2.6.so.0
#38 0x08050c81 in main ()

I don't think there's an easy way out for this one, as wxWidgets uses a 
different memory management strategy than OSG. Even removing the 
GraphicsWindowWX as child of the main frame just before exit forces 
destruction. IMHO GraphicsWindowWX shouldn't inherit from both a 
wxWidgets class and an OSG class, as the former uses explicit memory 
management, while the latter uses an implicit style (through 
osg::Referenced and osg::ref_ptr).


A better solution would probably be to split GraphicsWindowWX into a 
class derived from wxGLCanvas and one derived from 
osgViewer::GraphicsWindow. The latter would then need to define some 
custom events for the different events handled by GraphicsWindow and use 
wxPostEvent to post these to the derived canvas class. But I'd need to 
try it out to see how this works out.


Paul


Jose Marti wrote:
i've used the osgViewerWX example for my program and I'd like to 
change the camera view inside the GraphicsWindowsWX class. I've done this:


- I pass the viewer to GraphicsWindowsWX in function 

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-06-13 Thread Serge Lages
Hi James,

I tried to look to this problem but can't find anything, moreover it seems
to work without problems in release (I'll try to make some stress tests soon
to be sure).

On Fri, Jun 13, 2008 at 1:02 AM, Lynch, James [EMAIL PROTECTED]
wrote:


 I'm having a similar issue with DatabasePager::RequestQueue::takeFirst()

 (osg trunk, Debug build, windows XP VS2005). I'm getting some assertion
 errors at _requestList.sort (sequence not ordered). Even after adding
 the updateBlock().


 I'm pretty new to this code section, so I'm probably off base here: Is
 it possible that the state of the databaseRequest objects within the
 list are being updated (from other threads) during the sort?

 IE. If the _timestampLastRequest or _priorityLastRequest are changing
 during the sort, the sort could become unstable.


 ___
 Jim Lynch

 -Original Message-
 On Tue, May 27, 2008 at 12:08 PM, Tim Moore timoore at redhat.com
 wrote:
 
  Indeed. I've made the necessary changes to FlightGear, and it seems to
  be working fine.

 Except for being a cpu hog.

 Apparently, the pager thread is not blocked properly and continuously
 spins. The fact that the queue is empty is confirmed by the debug
 messages printed after the block call:
 HANDLE_NON_HTTP 0: _pager-_requestList.size()= 0 to delete = 0

 I have been trying to find the place where the blocking is
 re-established when the queue goes empty, but could not find it. So I
 added an updateBlock() call at the end of
 DatabasePager::RequestQueue::takeFirst that seems to fix the issue.
 Could have added the call within the if-block, but this has the
 additional benefit of stopping runaway loops should somehow the pager
 thread get woken up without work to do.

 Index: DatabasePager.cpp
 ===
 --- DatabasePager.cpp   (revision 8398)
 +++ DatabasePager.cpp   (working copy)
 @@ -273,6 +273,7 @@
 databaseRequest = _requestList.front();
 _requestList.erase(_requestList.begin());
 }
 +updateBlock();
  }


 I am not sure if I need an osg-submissions mail for this?

 --
 Cheers,
 Csaba/Jester.org/listinfo.cgi/osg-users-openscenegraph.org


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-- 
Serge Lages
http://www.tharsis-software.com
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Re: [osg-users] Crash in osgViewerWX

2008-06-13 Thread Paul Melis

Paul Melis wrote:
I don't think there's an easy way out for this one, as wxWidgets uses 
a different memory management strategy than OSG. Even removing the 
GraphicsWindowWX as child of the main frame just before exit forces 
destruction. IMHO GraphicsWindowWX shouldn't inherit from both a 
wxWidgets class and an OSG class, as the former uses explicit memory 
management, while the latter uses an implicit style (through 
osg::Referenced and osg::ref_ptr).


A better solution would probably be to split GraphicsWindowWX into a 
class derived from wxGLCanvas and one derived from 
osgViewer::GraphicsWindow. The latter would then need to define some 
custom events for the different events handled by GraphicsWindow and 
use wxPostEvent to post these to the derived canvas class. But I'd 
need to try it out to see how this works out.
Here's the osgviewerWX example reworked to do the split described above. 
I'll submit it to osg-submissions later. Perhaps this can help you now.


Paul



Paul


Jose Marti wrote:
i've used the osgViewerWX example for my program and I'd like to 
change the camera view inside the GraphicsWindowsWX class. I've done 
this:


- I pass the viewer to GraphicsWindowsWX in function wxOsgApp::OnInit().
frame-SetViewer(viewer.get());
gw-setViewer(viewer.get());

Where does setViewer() come from, and what does it do?

And I set the new camera view in class GraphicsWindowWX.

void GraphicsWindowWX::setView()
{
_viewer-getCamera()-setViewMatrixAsLookAt(

osg::Vec3(450.,-450.,1200.),osg::Vec3(450.,450.,0.),osg::Vec3(0.,0.,1.)); 


}

Where is setView() called?



It works fine, but when I close the program, it crashes and i got 
this message in the console window:



 'Warning: deleting still referenced object 08E57B70 of tye 'class 
osg::Referenced *'
 the final reference count was 1189214347, memory 
corruption possible.


What am I doing wrong??

Hard to say, as you don't provide enoug details to go on.
But if you're storing the osgViewer::Viewer instance in 
GraphicsWindowWX (which seems to be what you do).


Paul
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// For compilers that support precompilation, includes wx.h.
#include wx/wxprec.h

#ifdef __BORLANDC__
#pragma hdrstop
#endif

#ifndef WX_PRECOMP
#include wx/wx.h
#endif

//#ifdef WIN32
//#include wx/msw/wx.rc
//#endif

#include osgviewerWX.h


#include osgViewer/ViewerEventHandlers
#include osgGA/TrackballManipulator
#include osgDB/ReadFile
#include wx/image.h
#include wx/menu.h

#include iostream

// `Main program' equivalent, creating windows and returning main app frame
bool wxOsgApp::OnInit()
{
if (argc2)
{
std::cout  wxString(argv[0]).mb_str() : requires filename argument.  std::endl;
return false;
}

int width = 800;
int height = 600;

// Create the main frame window

MainFrame *frame = new MainFrame(NULL, wxT(wxWidgets OSG Sample),
wxDefaultPosition, wxSize(width, height));

// create osg canvas
//- initialize

int *attributes = new int[6];
attributes[0] = int(WX_GL_DOUBLEBUFFER);
attributes[1] = WX_GL_RGBA;
attributes[2] = WX_GL_DEPTH_SIZE;
attributes[3] = 8;
attributes[4] = WX_GL_STENCIL_SIZE;
attributes[5] = 8;

OSGCanvas *canvas = new OSGCanvas(frame, wxID_ANY, wxDefaultPosition,
wxSize(width, height), wxSUNKEN_BORDER, wxT(osgviewerWX), attributes);

GraphicsWindowWX* gw = new GraphicsWindowWX(canvas);

canvas-SetGraphicsWindow(gw);
canvas-UseCursor(false);

osgViewer::Viewer *viewer = new osgViewer::Viewer;
viewer-getCamera()-setGraphicsContext(gw);
viewer-getCamera()-setViewport(0,0,width,height);
viewer-addEventHandler(new osgViewer::StatsHandler);
viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded);

// load the scene.
wxString fname(argv[1]);
osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(std::string(fname.mb_str()));
if (!loadedModel)
{
std::cout  argv[0] : No data loaded.  std::endl;
return false;
}

viewer-setSceneData(loadedModel.get());
viewer-setCameraManipulator(new osgGA::TrackballManipulator);
frame-SetViewer(viewer);

/* Show the frame */
frame-Show(true);

return true;
}

IMPLEMENT_APP(wxOsgApp)

BEGIN_EVENT_TABLE(MainFrame, wxFrame)
EVT_IDLE(MainFrame::OnIdle)
END_EVENT_TABLE()

/* My frame constructor */
MainFrame::MainFrame(wxFrame *frame, const wxString title, const wxPoint pos,
const wxSize size, long style)
: wxFrame(frame, wxID_ANY, title, pos, size, style)
{
}

void MainFrame::SetViewer(osgViewer::Viewer *viewer)
{
_viewer = viewer;
}

void MainFrame::OnIdle(wxIdleEvent event)
{
_viewer-frame();

event.RequestMore();
}

BEGIN_EVENT_TABLE(OSGCanvas, wxGLCanvas)
EVT_SIZE

Re: [osg-users] osg Node kits

2008-06-13 Thread Gordon Tomlinson
HI Peter
 
Its really is as simple as Paul says, 
 
a Node Kit simply extends a basic OSG node to do a specialised task not
support directly by the core node types,  just as an osg::Group derives from
osg::node and to provide a method to group one or more nodes , while a
osg::Transform provides a node method of introducing a matrix to trans form
any nodes attached etc. or how osg::LOD extends nodes to allow its children
to swapped in depending on there distance from the viewer or size on the
screen etc
 
Basically the OSG calls specialised nodes like osgFX or osgParticle  Node
kits because they extend the concept of the node to add something of value
by deriving from a a node of some type, think of it more in terms of an
extension of capabilities rather than a kit, that's how I seem them simply
as feature and capabilities extension to the OSG .
 
 
Look at anyone one of the existing OSG nodes, the header shows you what you
need to do. look at the osg::Node header and the virtual's etc, then say
look at osg::LOD ( quite simple how it extends osg::Group ) look at the
virtual's, note the macro META_Node this sets up most of the required
functions a derived node requires
 
Typically to derive your own node at a minimum you need
 
to 
 
use META_Node()
provide a default constructor
provide a copy constructor
 
a protected destructor as all nodes a ref counted based objects
and in most cases a  computeBound();
 
then add you specialisations that you want the node to provide etc..
 
 
 
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae
Marino
Sent: Friday, June 13, 2008 2:10 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg Node kits


Hi Paul,
 
That's basically what it states in that link I supplied.
 
words like derives new Nodes would make me think I would have to derive
from something else than osg:Node??
and you mentioned link the NodeKit library? which library? is in the osg
project or another repositorary¨?
 
When I look at osgFX i.e. the Cartoon effect it derives from osgFX::Effect
which in turn derives from osg::Group - which makes me think what is the
difference? there is no nodekit involved? or is there? You said that I need
to link
with a nodekit libaray and does this mean I have to use certain functions in
that library? and if so,,.. which?
 
Confused,
Peter


On Thu, Jun 12, 2008 at 10:22 PM, Paul Martz [EMAIL PROTECTED] wrote:


The OSG Quick Start Guide (www.osgbooks.com http://www.osgbooks.com/ )
defines a NodeKit as a library that derives new Nodes, Drawables, or
StateAttributes from core OSG classes, and provides support for the .osg
file format for these new objects. But I'd like to hear Robert's definition.
 
Use them just like any core OSG Node, Drawable or StateAttribute, but note
that your app will now have to link with the NodeKit library.
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae
Marino
Sent: Thursday, June 12, 2008 12:36 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osg Node kits


Hi users,
 
I'm trying to understand the concept of a node kit, but the documentation is
very limited:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/NodeKi
t 
 
I believe that the osgFX is a node kit? what is it that defines a node kit?
and how does one use them? perhaps someone can give an example how to apply
the cartoon effect?
 
I can see that they register themselves, does this mean I can apply them to
any object
runtime?
 
anyone?
Peter


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[osg-users] Implementing OcclusionQueryNode?

2008-06-13 Thread Todd J. Furlong
I was excited to try the OcclusionQueryNode feature in OSG 2.4, but I 
can't seem to get it to work how I was expecting it to.  I have tried 
using such a node as the root node of my scenegraph and as a parent to 
models that I load (IVE files mostly, of varying complexity).  If I 
enable DebugDisplay on my node, I see one white box that surrounds all 
of my models.  I thought I should expect a box per geometry node, but 
maybe I am mistaken?  To better try  test if it is working, I set the 
QueryFrameCount value very high hoping to catch nodes popping in  out, 
but that did not work.  I enabled debug output for may application, and 
I get the following per frame in a fairly complex scene:


oagOQ: QG: Querying for:
osgOQ: QG. OQNName: , Ctx: 0, ID: 1
osgOQ: RQCB: Using fallback path to obtain Extensions pointer.
osgOQ: RQCB: Retrieving...
osgOQ: RQCB: Retrieved 1 queries in 0.008626 seconds.

So, where have I gone wrong?  Do I need to inset OcclusionQueryNodes 
manually lower in my scenegraph?


Thanks,
Todd

--
Todd J. Furlong
Inv3rsion, LLC
http://www.inv3rsion.com
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[osg-users] Bug in regarding uniform values?

2008-06-13 Thread Christian Heine

Hello,

in the last few day's i posted in the Issue on sharing shaders between 
objects thread, that i've trouble in sharing shaders and unfiorms. If 
i create two shaders (dot3) and two objects i got the same shader 
result on each object.


Now i figured out, that the failure occurs if i use the same code for 
the geometry generation of the objects and transform them with 
osg::PositionAttitudeTransform on differend positions. It seems too 
me, that this transformations are ignored on shader execution. If i 
create (simple plane) the transformed object with transformation 
values on geometry generation all seems to handled correct ...


Is this a possible bug? Or is this intend and i have to consider 
something else?


Best regards,
Chrisitan

P.S.: I've added the manipulated shadertest source where the 2nd quad 
has a generated geometry regarding the transformation...




// Copyright (C) 2007 Binary Revolution - http://www.binary-revolution.org
//
//  This file is part of ##NAME##.
//
// ##NAME## is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 3 of the License, or
// (at your option) any later version.
//
// ##NAME## is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program.  If not, see http://www.gnu.org/licenses/.

#include osg/GraphicsContext
#include osg/GLExtensions
#include osg/Geometry
#include osgGA/GUIEventHandler

#include osgGA/TrackballManipulator
#include osgDB/WriteFile
#include osgDB/ReadFile

#include OSGView.h
#include OSGCompositeViewer.h

#include osgPPU/UnitBypass.h
#include osgPPU/UnitText.h
#include osgPPU/UnitOut.h
#include osg/PositionAttitudeTransform

#include osg/Light
#include osg/LightSource
#include osg/ShapeDrawable

osg::Light* light;
osg::ref_ptrosg::PositionAttitudeTransform sphereXForm;

enum keyCode{KEY_UP = 0xFF52, KEY_DOWN=0xFF54, KEY_LEFT=0xFF51 , 
 KEY_RIGHT=0xFF53, KEY_PAGE_DOWN = 0xFF56, KEY_PAGE_UP = 0xFF55};

const float MOVE_VALUE = 0.5f;

/** Update-Callback for light source updates */
class updateLightSource : public osg::Uniform::Callback
{
public:
   virtual void operator() 
  ( osg::Uniform* uniform, osg::NodeVisitor* nv )
   {  
  osg::Vec4 pos = light-getPosition();
  uniform-set(osg::Vec4(pos.x(), pos.y(), pos.z(), 1.0f));
   }
};


/** Update-Callback for light source updates */
class updateCamera : public osg::Uniform::Callback
{
public:
   updateCamera(osg::ref_ptrosg::Camera camera):m_camera(camera){}

   virtual void operator() 
   ( osg::Uniform* uniform, osg::NodeVisitor* nv )
   {  
 	osg::Vec3 eye, up, center;
   	m_camera-getViewMatrixAsLookAt(eye,up,center);
uniform-set(eye);
   }

private:
   osg::ref_ptrosg::Camera m_camera;
};

/** Simple key event handler to move light source */
class myKeyboardEventHandler : public osgGA::GUIEventHandler
{
public:
   virtual bool handle(const osgGA::GUIEventAdapter ea,osgGA::GUIActionAdapter);
   virtual void accept(osgGA::GUIEventHandlerVisitor v)   { v.visit(*this); };
};

bool myKeyboardEventHandler::handle(const osgGA::GUIEventAdapter ea,osgGA::GUIActionAdapter aa)
 {
   switch(ea.getEventType())
   {
   case(osgGA::GUIEventAdapter::KEYDOWN):
  {
 switch(ea.getKey())
 {
 case KEY_UP:
 {  
	osg::Vec4 pos = light-getPosition();
	light-setPosition(osg::Vec4(pos.x(), pos.y(), pos.z()+ MOVE_VALUE, pos.w()));
sphereXForm-setPosition(osg::Vec3(pos.x(), pos.y(), pos.z()+ MOVE_VALUE));

return false;
break;
 }
	 case KEY_DOWN:
 {  
 	osg::Vec4 pos = light-getPosition();
	light-setPosition(osg::Vec4(pos.x(), pos.y(), pos.z()- MOVE_VALUE, pos.w()));
sphereXForm-setPosition(osg::Vec3(pos.x(), pos.y(), pos.z()- MOVE_VALUE));

return false;
break;
 }
	 case KEY_LEFT:
 {  
 	osg::Vec4 pos = light-getPosition();
	light-setPosition(osg::Vec4(pos.x() - MOVE_VALUE, pos.y(), pos.z(), pos.w()));
	sphereXForm-setPosition(osg::Vec3(pos.x()- MOVE_VALUE, pos.y(), pos.z()));

return false;
break;
 }
	 case KEY_RIGHT:
 {  
 	osg::Vec4 pos = light-getPosition();
	light-setPosition(osg::Vec4(pos.x() + MOVE_VALUE, pos.y(), pos.z(), pos.w()));
sphereXForm-setPosition(osg::Vec3(pos.x()+ MOVE_VALUE, pos.y(), pos.z()));

return false;
break;
 }
	 case KEY_PAGE_UP:
 {  
osg::Vec4 pos = light-getPosition();
	light-setPosition(osg::Vec4(pos.x(), pos.y() + MOVE_VALUE , pos.z(), pos.w()));
  

Re: [osg-users] CMake and OSX

2008-06-13 Thread Jean-Sébastien Guay

Hi Eric,

I'm using this change (I'm using the latest svn) but it doesn't fix the 
problem on OSX. I added a conditional around line 349 that checks the 
version of cmake in use and that seems to solve the problem for me. I'm 
attaching my CMakeLists.txt to this message if anyone wants to try it 
out before I make a formal submission with it.


I had tested the change myself too, and it did fix the problem on 
Windows and Linux too.


My argument about scalability is just that this is the only line that 
needs this *for now*. If there are ever other ADD_DEFINITIONS lines that 
need internal quotes, we'll have to have a version check there too in 
order to escape the quotes for 2.4.x and not escape them for 2.6 (if we 
want to support both).


But if it's the only solution on OSX, we'll live with it (even though it 
sounds like a bug in CMake's XCode generation more than anything else...).


J-S
--
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Re: [osg-users] New versions of OSG and configuring CMake

2008-06-13 Thread Jean-Sébastien Guay

Hi Sherman and Luigi,


cmake -DWIN32_USE_MP=ON
-DGDAL_INCLUDE_DIR:PATH=%rootdir%\3rdparty\gdal\include
-DGDAL_LIBRARY:PATH=%rootdir%\3rdparty\gdal\lib\gdal_i.lib
-DCURL_LIBRARY_DEBUG:PATH=%rootdir%\3rdparty\curl\lib\debug\curllib.lib
-DCURL_LIBRARY:PATH=%rootdir%\3rdparty\curl\lib\release\curllib.lib
-DCURL_INCLUDE_DIR:PATH=%rootdir%\3rdparty\curl\include
-DCMAKE_INSTALL_PREFIX:PATH=%rootdir%\3rdparty\osg\common\OpenSceneGraph
.


Good tip on using -D to specify the paths. We should add this to the 
wiki's CMake page perhaps? (a tips and tricks section would be nice, 
since most people only use CMake for OSG and therefore are unfamiliar 
with these kinds of things)



I use this in my master build script to build everything. I simply
fire off a single script and go grab some lunch! To use Visual Studio
from the command line after cmake is done I use:

devenv OpenSceneGraph.sln /%1 Debug /project ALL_BUILD /out %logfile%
devenv OpenSceneGraph.sln /%1 Debug /project INSTALL /out %logfile%
devenv OpenSceneGraph.sln /%1 RelWithDebInfo /project ALL_BUILD
/out %logfile%
devenv OpenSceneGraph.sln /%1 RelWithDebInfo /project INSTALL /out %logfile%

where %1 is build or rebuild


Since INSTALL is dependent on ALL_BUILD, you could just use the INSTALL 
line for debug and release. It would save you the time of restarting 
VC++ and reloading the solution file twice. e.g.:


devenv OpenSceneGraph.sln /%1 Debug /project INSTALL /out %logfile%
devenv OpenSceneGraph.sln /%1 RelWithDebInfo /project INSTALL /out 
%logfile%


But this could also go on the wiki. It's been discussed a few times, I 
know, so it's in the archives, but most people read the wiki before they 
search the archives. And it's a good tip.


J-S
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[osg-users] BUG of osgviewerFOX example, How to fix it?

2008-06-13 Thread SodaWater
Hi everyone hi Robert,
At first, I am sorry for my poor english.
I find that there is a BUG of the osgviewerFOX example in the 2.4.0 version,
and I don't know how to fix it.
When I run the example, everything goes well except I press the Minimize
button. After the application is minimized, I switch back to the application
and find that the cow in the scene has disappeared.
Maybe the scene should be re-drawn again? Anybody could fix it?
Your help would be appreciated, Thank you.

Yours,
Green.
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[osg-users] osgviewerWX example: problem closing application

2008-06-13 Thread Cysneros, Nelson SPAWAR
I'm trying to integrate my application with wxWidgets.  I have the
osgviewerWX example working.  When I create a wxLogWindow to provide a
console equivalent, the log window works, but the application doesn't
close properly (get a wxWidgets assert when closing the main frame).
 
Existing code:
 
  // Create the main frame window
  MainFrame *frame = new MainFrame(NULL, wxT(wxWidgets 17apr2008A),
wxDefaultPosition, wxDefaultSize);
 
New code added after above line:
 
  wxLogWindow* logWindow = new wxLogWindow(NULL, wxT(Log Window),
true,
 true);
  logWindow-Show(true);
  wxLogMessage(This is a log window );
 
Any ideas on how to get the application to shut down properly?
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Re: [osg-users] [Depth Buffer rendering]

2008-06-13 Thread Mathieu Schoutteten
Hi Wojtek,
it works ! thanks a lot for your precious answear.
For those who will be interrested, i'll post later the complete source code
with corrections.
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Re: [osg-users] osgviewerWX example: problem closing application

2008-06-13 Thread Paul Melis

Cysneros, Nelson SPAWAR wrote:
I'm trying to integrate my application with wxWidgets.  I have the 
osgviewerWX example working.  When I create a wxLogWindow to provide a 
console equivalent, the log window works, but the application doesn't 
close properly (get a wxWidgets assert when closing the main frame).

What is the assert message? I guess this is with a debug build of wxWidgets?

Paul

PS Please start a new thread when you post about a different subject. 
Don't respond to an existing one with a different subject (in this case 
a problem with FOX)
 
Existing code:
 
  // Create the main frame window

  MainFrame *frame = new MainFrame(NULL, wxT(wxWidgets 17apr2008A),
wxDefaultPosition, wxDefaultSize);
 
New code added after above line:
 
  wxLogWindow* logWindow = new wxLogWindow(NULL, wxT(Log Window), true,

 true);
  logWindow-Show(true);
  wxLogMessage(This is a log window );
 
Any ideas on how to get the application to shut down properly?


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[osg-users] Reference Pointers

2008-06-13 Thread Tuan Do
I see references to Reference Pointers all through the OSG source, but
what are Reference pointers?
What are the differences between Reference Pointer of OSG and normal Pointer
of C++ ?
I'm newbie and don't know many reference books about OSG.
Thank you!

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Re: [osg-users] Reference Pointers

2008-06-13 Thread Paul Melis

Tuan Do wrote:
I see references to Reference Pointers all through the OSG source, 
but what are Reference pointers?
What are the differences between Reference Pointer of OSG and normal 
Pointer of C++ ?

I'm newbie and don't know many reference books about OSG.
Thank you!

http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#Whataretheseref_ptrltgtthingsIseeeverywhereinthecode

Paul


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[osg-users] SVN Trunk compile error on databasepager

2008-06-13 Thread Serge Lages
Hi Robert,

it seems you missed to commit the new DatabasePager include file, the
current DatabasePager.cpp file use types not declared into the include file
(ReadQueue). Here is the compile error :

1DatabasePager.cpp
1.\DatabasePager.cpp(243) : error C3083: 'ReadQueue': the symbol to the
left of a '::' must be a type
1.\DatabasePager.cpp(243) : error C2039: 'ReadQueue' : is not a member of
'osgDB::DatabasePager'
1D:\Code\OpenSceneGraph\include\osgDB/DatabasePager(43) : see
declaration of 'osgDB::DatabasePager'

Cheers,

-- 
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http://www.tharsis-software.com
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Re: [osg-users] osgviewerWX example: problem closing application

2008-06-13 Thread Paul Melis

Paul Melis wrote:

Cysneros, Nelson SPAWAR wrote:
I'm trying to integrate my application with wxWidgets.  I have the 
osgviewerWX example working.  When I create a wxLogWindow to provide 
a console equivalent, the log window works, but the application 
doesn't close properly (get a wxWidgets assert when closing the main 
frame).
What is the assert message? I guess this is with a debug build of 
wxWidgets?

And what version of wxWidgets? I can't reproduce this with wxGTK 2.8.7.1


Paul

PS Please start a new thread when you post about a different subject. 
Don't respond to an existing one with a different subject (in this 
case a problem with FOX)
 
Existing code:
 
  // Create the main frame window

  MainFrame *frame = new MainFrame(NULL, wxT(wxWidgets 17apr2008A),
wxDefaultPosition, wxDefaultSize);
 
New code added after above line:
 
  wxLogWindow* logWindow = new wxLogWindow(NULL, wxT(Log Window), 
true,

 true);
  logWindow-Show(true);
  wxLogMessage(This is a log window );
 
Any ideas on how to get the application to shut down properly?


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[osg-users] osgfadetext crashes

2008-06-13 Thread Mario Valle

On Linux Suse 10.3 (32 bits) the latest SVN checkout compiled with 
RelWithDbgSymbols.
osgfadetext crashes shortly after the window appears. The crash happens also when run 
single threaded.

Next week I'll try to understand what happens.
Ciao!
mario


$ gdb osgfadetext
GNU gdb 6.6.50.20070726-cvs
Copyright (C) 2007 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type show copying to see the conditions.
There is absolutely no warranty for GDB.  Type show warranty for details.
This GDB was configured as i586-suse-linux...
Using host libthread_db library /lib/libthread_db.so.1.
(gdb) r --SingleThreaded
Starting program: /local/OSG/OpenSceneGraph/bin/osgfadetext --SingleThreaded
[Thread debugging using libthread_db enabled]
[New Thread 0xb6948b00 (LWP 27339)]
[New Thread 0xb58d0b90 (LWP 27346)]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb6948b00 (LWP 27339)]
0xb7a44f99 in std::_Rb_treeosgText::FadeText*, osgText::FadeText*, 
std::_IdentityosgText::FadeText*, std::lessosgText::FadeText*, 
std::allocatorosgText::FadeText* ::find (this=0xb420117c,

[EMAIL PROTECTED]) at /usr/include/c++/4.2.1/bits/stl_tree.h:481
481   (this-_M_impl._M_header._M_parent);
(gdb) where
#0  0xb7a44f99 in std::_Rb_treeosgText::FadeText*, osgText::FadeText*, 
std::_IdentityosgText::FadeText*, std::lessosgText::FadeText*, 
std::allocatorosgText::FadeText* ::find (

this=0xb420117c, [EMAIL PROTECTED]) at 
/usr/include/c++/4.2.1/bits/stl_tree.h:481
#1  0xb7a48e69 in GlobalFadeText::update (this=0x8096298, frameNumber=957)
at /usr/include/c++/4.2.1/bits/stl_set.h:412
#2  0xb7a4a07f in osgText::FadeText::FadeTextUpdateCallback::update (this=0x806e2f8, 
nv=0x8056eb8,

drawable=0x805aca8) at 
/local/OSG/OpenSceneGraph/src/osgText/FadeText.cpp:261
#3  0xb7c83df6 in osgUtil::UpdateVisitor::apply (this=0x8056eb8, [EMAIL 
PROTECTED])
at /local/OSG/OpenSceneGraph/include/osgUtil/UpdateVisitor:98
#4  0xb7e24b38 in osg::Geode::accept (this=0x805aac8, [EMAIL PROTECTED])
at /local/OSG/OpenSceneGraph/include/osg/Geode:39
#5  0xb7e588c4 in osg::Group::traverse (this=0x805a8f0, [EMAIL PROTECTED])
at /local/OSG/OpenSceneGraph/src/osg/Group.cpp:62
#6  0xb7c84064 in osgUtil::UpdateVisitor::apply (this=0x8056eb8, [EMAIL 
PROTECTED])
at /local/OSG/OpenSceneGraph/include/osg/NodeVisitor:181
#7  0xb7e5a2ea in osg::Group::accept (this=0x805a8f0, [EMAIL PROTECTED])
at /local/OSG/OpenSceneGraph/include/osg/Group:38
#8  0xb7e588c4 in osg::Group::traverse (this=0x805a778, [EMAIL PROTECTED])
at /local/OSG/OpenSceneGraph/src/osg/Group.cpp:62
#9  0xb7c84064 in osgUtil::UpdateVisitor::apply (this=0x8056eb8, [EMAIL 
PROTECTED])
at /local/OSG/OpenSceneGraph/include/osg/NodeVisitor:181
#10 0xb7dae198 in osg::NodeVisitor::apply (this=0x8056eb8, [EMAIL PROTECTED])
at /local/OSG/OpenSceneGraph/include/osg/NodeVisitor:242
#11 0xb7deb6aa in osg::CoordinateSystemNode::accept (this=0x805a778, [EMAIL 
PROTECTED])
at /local/OSG/OpenSceneGraph/include/osg/CoordinateSystemNode:95
#12 0xb7ac6f47 in osgViewer::Viewer::updateTraversal (this=0xbfa1e9e0)
at /local/OSG/OpenSceneGraph/src/osgViewer/Viewer.cpp:885
#13 0xb7ad30eb in osgViewer::ViewerBase::frame (this=0xbfa1e9e0,
simulationTime=1.7976931348623157e+308)
at /local/OSG/OpenSceneGraph/src/osgViewer/ViewerBase.cpp:585
#14 0xb7ad3230 in osgViewer::ViewerBase::run (this=0xbfa1e9e0)
at /local/OSG/OpenSceneGraph/src/osgViewer/ViewerBase.cpp:558
#15 0xb7ac2c3f in osgViewer::Viewer::run (this=0xbfa1e9e0)
at /local/OSG/OpenSceneGraph/src/osgViewer/Viewer.cpp:322
#16 0x0804bb25 in main () at 
/local/OSG/OpenSceneGraph/examples/osgfadetext/osgfadetext.cpp:149

(gdb)


--
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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] [Depth Buffer rendering]

2008-06-13 Thread Mathieu Schoutteten
In fact i've got a new problem (perhaps it's normal), the transformations
applied with texgen are not take into account when i use my shader. Do you
have any idea of how to proceed ? I attach a screen capture of my problem.
Thanks

On Fri, Jun 13, 2008 at 4:53 PM, Mathieu Schoutteten [EMAIL PROTECTED]
wrote:

 Hi Wojtek,
 it works ! thanks a lot for your precious answear.
 For those who will be interrested, i'll post later the complete source code
 with corrections.

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Re: [osg-users] Reference Pointers

2008-06-13 Thread Paul Martz
Download the free Quick Start Guide PDF and read the section on ref ptrs. I
don't know your nationality, but the book is available in a Chinese
translation, if that helps.
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tuan Do
Sent: Friday, June 13, 2008 9:10 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Reference Pointers


I see references to Reference Pointers all through the OSG source, but
what are Reference pointers?
What are the differences between Reference Pointer of OSG and normal Pointer
of C++ ?
I'm newbie and don't know many reference books about OSG.
Thank you!

-- 
ЯicKy 

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[osg-users] OcclusionQueryNode Multiple Contexts

2008-06-13 Thread Todd J. Furlong
My OSG App renders to two screens (:0.0  :0.1) of  Linux system.  If I 
use an OcclusionQueryNode as my root, it crashes in this configuration.


First I get these messages:

Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation'

Then a series of these:

Warning: detected OpenGL error 'invalid operation' at start of 
State::apply()


Then a crash:

*** glibc detected *** ./app.bin: malloc(): memory corruption (fast): 
0x2aaab0190e66 ***

=== Backtrace: =
/lib64/libc.so.6[0x3a0f8725e0]
/lib64/libc.so.6(__libc_malloc+0x7d)[0x3a0f872e8d]
/usr/lib64/libGLcore.so.1[0x3488fd8114]

I assume that I need separate instances per GL context to make this 
work, but I am looking for advice as to how to implement?


Thanks,
Todd

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[osg-users] dynamic data and VBOs

2008-06-13 Thread Paul Martz
Hi -- a question came up in the Denver class regarding dynamic data in VBOs,
and I had to admit I encountered this as well, and needed a solution. Here's
the issue...
 
If I enable VBOs in a Geometry, and dynamically modify the data each frame,
the buffer object doesn't update unless I explicitly call dirty() on the
modified Vec3Array. When I do this, the scene updates dynamically, yes, but:
in a debugger, I see that the _entire_ block of array data is copied into
the buffer object, not just the modified portion.
 
Is there something I'm missing in the interface that would a) make it so the
VBO will update without requiring an explicit dirty() call, and b) would
allow just the modified portion to be copied (using, say, glMapBuffer, for
example)?
 
Thanks,
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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Re: [osg-users] [Depth Buffer rendering]

2008-06-13 Thread Wojciech Lewandowski
Hi Mathieu,
Good ;-). 

Regarding your question, I am no sure what can be an issue now. Maybe if I saw 
your shader it could be simpler ;-) 

I will try to guess then.

If you use vertex shader then you need to replicate texgen computations. Once 
again I recommend Emulating OpenGL functionality from OpenGL Shading Language 
book.  This is an excerpt replicating texgen in vertex shader:
 
vec4 ecPosition  = gl_ModelViewMatrix * gl_Vertex;

gl_TexCoord[i].s = dot(ecPosition, gl_EyePlaneS[i]);
gl_TexCoord[i].t = dot(ecPosition, gl_EyePlaneT[i]);
gl_TexCoord[i].p = dot(ecPosition, gl_EyePlaneR[i]);
gl_TexCoord[i].q = dot(ecPosition, gl_EyePlaneQ[i]);

But if you only use fragment shader then maybe the reason is that you use 
uniform texture2D function but need to use projective texturing ie 
texture2DProj:

vec4 tex =  texture2DProj( depthTexture, gl_TexCoord[i] );



I am leaving for one week. I hope it helps. If not maybe others on this forum 
will offer some assistance.

Cheers,
Wojtek

  - Original Message - 
  From: Mathieu Schoutteten 
  To: OpenSceneGraph Users 
  Sent: Friday, June 13, 2008 5:42 PM
  Subject: Re: [osg-users] [Depth Buffer rendering]


  In fact i've got a new problem (perhaps it's normal), the transformations 
applied with texgen are not take into account when i use my shader. Do you have 
any idea of how to proceed ? I attach a screen capture of my problem.
  Thanks


  On Fri, Jun 13, 2008 at 4:53 PM, Mathieu Schoutteten [EMAIL PROTECTED] 
wrote:

Hi Wojtek,
it works ! thanks a lot for your precious answear.
For those who will be interrested, i'll post later the complete source code 
with corrections.





--


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Re: [osg-users] Implementing OcclusionQueryNode?

2008-06-13 Thread Eduard Trulls

El 13/06/2008, a las 15:15, Todd J. Furlong escribió:

So, where have I gone wrong?  Do I need to inset OcclusionQueryNodes  
manually lower in my scenegraph?


That is correct. See the osgocclusionquery example.

Regards,
E.
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[osg-users] Problem loading plugins

2008-06-13 Thread gael
Hello,

Here is what the DEBUG log says when I try to load a 3DS file:

DynamicLibrary::failed loading osgPlugins-2.4.0/osgdb_3ds.dll
Warning: Could not find plugin to read objects from file .\minotaur.3ds.

It is the same message with the other plugins...

Thanks in advance for your any help!


Gael


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Re: [osg-users] Problem loading plugins

2008-06-13 Thread Paul Martz
It could be that you have multiple versions of OSG installed on your system,
and your runtime is different from what you linked with.

Many people experience problems loading plugins, and this is discussed
fairly often. Have you checked the archives for the past few weeks?
   -Paul


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of [EMAIL PROTECTED]
 Sent: Friday, June 13, 2008 3:29 PM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Problem loading plugins
 
 Hello,
 
 Here is what the DEBUG log says when I try to load a 3DS file:
 
 DynamicLibrary::failed loading osgPlugins-2.4.0/osgdb_3ds.dll
 Warning: Could not find plugin to read objects from file 
 .\minotaur.3ds.
 
 It is the same message with the other plugins...
 
 Thanks in advance for your any help!
 
 
 Gael
 
 
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