Re: [osg-users] osgdem and UTM terrain tiles...
You could try getting overlapping data, my experience is that if your input data have no overlaps it is likely to see artifacts on the boundaries. 2008/8/7 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC [EMAIL PROTECTED] Using the GDAL tools, I've built a mosaic of terrain tiles that I'm stitching together using osgdem to create a terrain database. Each terrain tile uses a UTM mapping that is reprojected from a lat/long mapping. Unfortunately when I do the reprojection for each tile, the terrain tile gets slightly shifted so that when I stitch them all together using osgdem, I have discontinuities at each tile boundary in the finished terrain database. My question is, is there a way to avoid this nasty artifact using either GDAL or osgdem? Perhaps I need to resort to another tool to massage the data before handing it over to osgdem? Thanks for any input in advance… -Shayne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg and speedtree
Hi Jon, we have tried to integrate speedtree into osg. There are serveral ways to do it: 1. alternative: Just use the opengl example from speedtree and wrap it with a custom drawable. Using this solution there are many pros: * easy to integrate cons: * your are using the texture loading/management of speedtree * you loose the ability of multithreading/multicontext stuff of osg, because the speedtree example uses CG in a non-multicontext version 2. alternative: Create a osg wrapper for CG (as custom stateattributes) in osg and use the example to build the appropiate osg geometry. pros: * no need to touch the speedtree shader * useable in multicontext/multithreaded environment. cons: * Integrating CG into osg is a daunting task. However CG does not make any guaranties about the opengl state after it has been applied, so you can't use it with other stateattributes or in a hierarchy of statesets. So I wouldn't recommend using CG at all in OSG. 3. alternative: Like above you port all the geometry to osg as well as the CG shaders to GLSL. Porting the shaders to GLSL is easy. I haven't done anything with shaders before, but if you take a look at Mike Weiblen GLSL quickrefernce it should be really easy to port the CG shader. pros: * now is pure osg, you don't have any custom drawable or wrappers in it, EXCEPT: SpeedWind - Speedtree provides a class for creating wind. Just build a basic wrapper which gets called in the update cycle. The next thing you have to care about is how you organize your scenegraph (for LOD stuff). Thats were I am currently stuck with. Richard -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jon Newell Sent: Thursday, August 07, 2008 1:56 AM To: OpenSceneGraph Users Subject: [osg-users] osg and speedtree Hi everyone, I know this question has been asked previously but I have not been able to locate a definitive answer so.. We have a need to implement speedtree into OSG, and am wondering if anyone has had prior success with this? From a cursory glance it does not appear that it will be as straight forward as the SPT documentation would have us believe. If so does anyone have any pointers, tips or perhaps even reference code they may be willing to share that may be of assistance??? I would be grateful for any help! cheers Jon Newell ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac / X-Code build problem
On Wed, Aug 6, 2008 at 10:22 PM, James Turner [EMAIL PROTECTED] wrote: On 6 Aug 2008, at 21:57, Eric Sokolowsky wrote: I can't speak about the Xcode project that comes with OSG, but I believe it is no longer actively maintained. While Xcode support is still far from perfect within CMake, I have made many recent improvements to the CMake build system Xcode generator. Give it a try. CMake 2.6 is required, and there is a nice GUI version on the CMake downloads page. It's quite unusual (in an open source project) to discover that something isn't actively maintained when it apparently works fine :) Of course, it's not 'working fine', but equally, the projects are for X-Code 3.0, and give every appearance of building all the code and generally functioning. Anyway, thanks for pointing this out. I will go and try a CMake build now. Stephan Huber has been maintaining the OSX project, but the CMake side is now our main focus. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg and speedtree
May we someone could create an example and post it to the forum :-) 2008/8/7 Schmidt, Richard [EMAIL PROTECTED] Hi Jon, we have tried to integrate speedtree into osg. There are serveral ways to do it: 1. alternative: Just use the opengl example from speedtree and wrap it with a custom drawable. Using this solution there are many pros: * easy to integrate cons: * your are using the texture loading/management of speedtree * you loose the ability of multithreading/multicontext stuff of osg, because the speedtree example uses CG in a non-multicontext version 2. alternative: Create a osg wrapper for CG (as custom stateattributes) in osg and use the example to build the appropiate osg geometry. pros: * no need to touch the speedtree shader * useable in multicontext/multithreaded environment. cons: * Integrating CG into osg is a daunting task. However CG does not make any guaranties about the opengl state after it has been applied, so you can't use it with other stateattributes or in a hierarchy of statesets. So I wouldn't recommend using CG at all in OSG. 3. alternative: Like above you port all the geometry to osg as well as the CG shaders to GLSL. Porting the shaders to GLSL is easy. I haven't done anything with shaders before, but if you take a look at Mike Weiblen GLSL quickrefernce it should be really easy to port the CG shader. pros: * now is pure osg, you don't have any custom drawable or wrappers in it, EXCEPT: SpeedWind - Speedtree provides a class for creating wind. Just build a basic wrapper which gets called in the update cycle. The next thing you have to care about is how you organize your scenegraph (for LOD stuff). Thats were I am currently stuck with. Richard -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jon Newell Sent: Thursday, August 07, 2008 1:56 AM To: OpenSceneGraph Users Subject: [osg-users] osg and speedtree Hi everyone, I know this question has been asked previously but I have not been able to locate a definitive answer so.. We have a need to implement speedtree into OSG, and am wondering if anyone has had prior success with this? From a cursory glance it does not appear that it will be as straight forward as the SPT documentation would have us believe. If so does anyone have any pointers, tips or perhaps even reference code they may be willing to share that may be of assistance??? I would be grateful for any help! cheers Jon Newell ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or ghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Offline rendering
Hello, some days ago I read some topics about offline rendering here but it was not important then. Now I need it and cant find it (Some topics were out of date using osg::Produer) Anyway, I have a seperated logic where I need to render some scene but never show it, since osgViewer renders the image to the screen I need something where I can add my scene, add my light, render it to an image, work on the raw pixel data (which is basically the osg:Image raw data) and discard it. The problem with frame buffer objects is, as far as I remember, is that they need to be linked to the output that is seen on screen which is in my case not guaranteed. Is there a possibility to achieve that? Thanks Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] render to pixelbuffer, compute average cam image
Hello everybody, 1) im new to osg, hello ;) 2) i want to compute an average image out of several camera images. My plan is using glsl: draw the cam image as a texture to a screen-filling rectangle, set orthographic projection. render the rectangle several times, and divide the pixels by the number of render passes in the fragment shader. The results of the render passes need to be saved added up in a pixelbuffer. question: how can i render to the pixelbuffer? (and is the plan ok? ;)) And is there something like a pixelbuffer? i looked through several mailinglist posts, but found nothing concrete, and no tutorial at all concerning the buffer question.. so pls help! cheers, Fabian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem using overlay node
Hi all, I am trying to overlay a shape file on a terrain using overlay node. But the two textures are not blending, instead the overlay texture has replaced the terrain texture. I am attaching the final rendered image for you to ponder upon. I am using the code of osgsimulation example which goes like this for my case. // Get coordinate system node osg::CoordinateSystemNode* csn = dynamic_castosg::CoordinateSystemNode*(terrain.get()); // Set overlay technique osgSim::OverlayNode::OverlayTechnique technique = osgSim::OverlayNode::OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; // Create overlay node osgSim::OverlayNode* overlayNode = new osgSim::OverlayNode(technique); // Set blending parameters overlayNode-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); overlayNode-getOrCreateStateSet()-setMode(GL_BLEND, osg::StateAttribute::ON); overlayNode-getOrCreateStateSet()-setTextureAttribute(1, new osg::TexEnv(osg::TexEnv::BLEND)); overlayNode-setOverlaySubgraph(shapefile.get()); overlayNode-setOverlayTextureSizeHint(1024); overlayNode-setOverlayTextureUnit(1); // Set clear color overlayNode-setOverlayClearColor(osg::Vec4(0.0, 0.0, 0.0, 0.0)); // insert the OverlayNode between the coordinate system node and its children. for(unsigned int i=0; icsn-getNumChildren(); ++i) { overlayNode-addChild( csn-getChild(i) ); } csn-removeChildren(0, csn-getNumChildren()); csn-addChild(overlayNode); // Set scene data viewer.setSceneData(csn); best regards RJ inline: combined.png___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Anybody got wxPack (wxWidgets) + OSG working?
I'm trying to get OSG and wxWidgets to play nice together. I downloaded wxPack from http://wxpack.sourceforge.net/ since it's a nice prebuilt package for Windows. The examples and new projects compile and run fine. osgviewerWX however, fails to compile with several linker errors such as LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library Has anyone used wxPack + OSG succesfully? I'm using VS2005. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anybody got wxPack (wxWidgets) + OSG working?
I have not used wxPack but that linking error is just a warning and should not usually stop you from getting a working application. What other errors do you get? /Jakob Ruhe 2008/8/7 Kimmo Kotajärvi [EMAIL PROTECTED]: I'm trying to get OSG and wxWidgets to play nice together. I downloaded wxPack from http://wxpack.sourceforge.net/ since it's a nice prebuilt package for Windows. The examples and new projects compile and run fine. osgviewerWX however, fails to compile with several linker errors such as LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library Has anyone used wxPack + OSG succesfully? I'm using VS2005. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] About viewer.addEventHandler(new PickHandler())?
Hi everyone: void PickHandler::pick(const osgGA::GUIEventAdapter ea, osgViewer::Viewer* viewer) { osg::Node* scene = viewer-getSceneData(); if (!scene) return; if(ea.getEventType() == osgGA::GUIEventAdapter::PUSH ) { scene-setUpdateCallback(new RotateCallBack()); } } My question is when next mouse PUSH , scene-setUpdateCallback(new RotateCallBack()) call again and new a RotateCallBack object. But can last time RotateCallBack object is auto-delete? Thanks in advance! - 雅虎邮箱,您的终生邮箱!___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdem and UTM terrain tiles...
Shayne, Are all of your UTM projected tiles within a single UTM zone? Stephen Haithcock General Dynamics Land Systems 38500 Mound Rd. Sterling Heights, MI 48310 MZ 436-40-15 (586) 825-8573 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDECTo [EMAIL PROTECTED] osg-users@lists.openscenegraph.org ILL.af.mil Sent by: cc osg-users-bounces @lists.opensceneg Subject raph.org [osg-users] osgdem and UTM terrain tiles... 08/06/2008 06:31 PM Please respond to OpenSceneGraph Users [EMAIL PROTECTED] openscenegraph.or g Using the GDAL tools, I’ve built a mosaic of terrain tiles that I’m stitching together using osgdem to create a terrain database. Each terrain tile uses a UTM mapping that is reprojected from a lat/long mapping. Unfortunately when I do the reprojection for each tile, the terrain tile gets slightly shifted so that when I stitch them all together using osgdem, I have discontinuities at each tile boundary in the finished terrain database. My question is, is there a way to avoid this nasty artifact using either GDAL or osgdem? Perhaps I need to resort to another tool to massage the data before handing it over to osgdem? Thanks for any input in advance… -Shayne(See attached file: smime.p7s) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This is an e-mail from General Dynamics Land Systems. It is for the intended recipient only and may contain confidential and privileged information. No one else may read, print, store, copy, forward or act in reliance on it or its attachments. If you are not the intended recipient, please return this message to the sender and delete the message and any attachments from your computer. Your cooperation is appreciated. smime.p7s Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Picking and Using Selection
Hi all, I am working at the moment on an university project and need some advices concerning picking and using selections in osg. My job is to generate and render a height number of polygons (+/- 12) and I need to pick them. In an first instance I have used the LineSegmentIntersector approach which was proposed by osg. But this solution was to slow for a high amount of geometries. Opengl provides on the other hand the GL_SELECTION render mode for this purpose. Is there any possibility to integrate this solution into osg? And if, how? Sincerely yours, Luc ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About viewer.addEventHandler(new PickHandler())?
Hi ???, First of all, a little mailing list etiquette: 1. could you please sign your posts, it's polite to let others know how to address you. 2. When asking a new question, you should start a new thread (start a new message and not reply to another message). Now, to your question. scene-setUpdateCallback(new RotateCallBack()); ... My question is when next mouse PUSH , scene-setUpdateCallback(new RotateCallBack()) call again and new a RotateCallBack object. But can last time RotateCallBack object is auto-delete? You think there may be a memory leak? Look at the code for osg::Node (header and cpp file). osg::Node::setUpdateCallback(NodeCallback* nc) does some checking, but in the end, does this: // set the app callback itself. _updateCallback = nc; and _updateCallback is declared thus: ref_ptrNodeCallback _updateCallback; So it's a ref_ptr. Reference pointers manage the reference count of the pointed objects, and if that count goes to 0, the object deletes itself. So when setUpdateCallback() assigns a new callback to _updateCallback, the old one's ref count decreases by 1, and the new one's ref count increases by 1. If the old one's ref count comes to 0, it will delete itself. See osg::Referenced and osg::ref_ptr for details. As a general tip, I find that generating the doxygen documentation for the OSG source tree with INLINE_SOURCES = YES helps a lot when learning about how OSG does things. It gives you a nice way to browse the doxygen, and then go down to the actual code directly, with cross-references everywhere. Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Picking and Using Selection
Hello Luc, I am working at the moment on an university project and need some advices concerning picking and using selections in osg. My job is to generate and render a height number of polygons (+/- 12) and I need to pick them. In an first instance I have used the LineSegmentIntersector approach which was proposed by osg. But this solution was to slow for a high amount of geometries. In OSG 2.6 you can use the new kdtree to do your intersection. This will greatly speed up LineSegmentIntersections. You just need to enable the building of kd-trees, and then they'll be built and used automatically. See these two messages for details: http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/30914/ http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/30918/ As for GL_SELECTION, I don't know why it's not offered as an alternative in OSG, but I'm sure there's a good reason. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Anomaly when intersecting a VPB terrain
Hi guys, I have encountered a small problem with intersections. I am using the IntersectionVisitor and the LineSegmentIntersector to clamp objects to a geocentric terrain built with VPB (VPB head w/ OSG 2.6). Most of the time it works. But when the intersector line segment is exactly coincident with a terrain tile boundary (at the highest LOD) at the skirt underneath it, the intersection test will sometimes return zero intersections. Not at every tile boundary, but definitely at some. I came to this conclusion be rendering my line segment and seeing it exactly coplanar with the skirt geometry between the tiles. I would appreciate any ideas or suggestions on how to track down this issue. Thanks, Glenn -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Error in online doxygen documentation
Hi All, Is anybody else having issues with the online doxygen API documentation? When I go to the Alphabetical List tab inside of the Classes tab, all of the links are screwed up. For example, clicking on the AlphaFunc class is a dead link, and the Quat class link sends me to the osg::ImageSequence::UpdateCallback class documentation. A quick check of the other tabs beneath the Classes tab is producing the same results. All of the links in the OSG namespace tabs seem to be working fine. http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/ classes.html Thanks, Justin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anybody got wxPack (wxWidgets) + OSG working?
Here's the whole bunch of them: Error 1 error LNK2005: __invoke_watson already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 2 error LNK2005: _malloc already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 3 error LNK2005: _calloc already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 4 error LNK2005: _realloc already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 5 error LNK2005: _free already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 6 error LNK2005: __CrtSetDbgFlag already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 7 error LNK2005: __CrtSetCheckCount already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 8 error LNK2005: __crt_debugger_hook already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 9 error LNK2005: _exit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 10 error LNK2005: __exit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 11 error LNK2005: __cexit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 12 error LNK2005: __amsg_exit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 13 error LNK2005: __initterm_e already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 14 error LNK2005: __configthreadlocale already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 15 error LNK2005: _setlocale already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 16 error LNK2005: __encode_pointer already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 17 error LNK2005: __decode_pointer already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 18 error LNK2005: _sprintf already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 19 error LNK2005: __errno already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 20 error LNK2005: ___xi_a already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib Error 21 error LNK2005: ___xi_z already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib Error 22 error LNK2005: ___xc_a already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib Error 23 error LNK2005: ___xc_z already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib Error 24 error LNK2005: void __cdecl terminate(void) (?terminate@@YAXXZ) already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 25 error LNK2005: __XcptFilter already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 26 error LNK2005: _strftime already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 27 error LNK2005: __lock already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 28 error LNK2005: __unlock already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 29 error LNK2005: __vsprintf_p already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 30 error LNK2005: ___set_app_type already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 31 error LNK2005: _mbstowcs already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 32 error LNK2005: __CrtDbgReportW already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 33 error LNK2005: _wcstombs already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 34 error LNK2005: __stricmp already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 35 error LNK2005: __ismbblead already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 36 error LNK2005: _getenv already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 37 error LNK2005: _tolower already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 38 error LNK2005: ___iob_func already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 39 error LNK2005: _fflush already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 40 error LNK2005: __strnicmp already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Warning 41 warning LNK4098: defaultlib 'MSVCRTD' conflicts with use of other libs; use /NODEFAULTLIB:library Examples osgviewerWX Warning 42 warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other libs; use /NODEFAULTLIB:library Examples osgviewerWX Error 43 error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup LIBCMTD.lib Error 44 fatal error LNK1120: 1 unresolved externals C:\Dev\OpenSceneGraph-SVN\OpenScenGraph\build\bin\osgviewerWXd.exe 1
Re: [osg-users] Anybody got wxPack (wxWidgets) + OSG working?
Well your mixing MS runtime flavours , this is BAD You need to resolve these conflicts, some can be done as the output tells you by using the link line command '/NODEFAULTLIB:library' You also need to ensure all the libs you are using are built with the same MS runtime do a Google, MSDN search etc for more information On this as its a project setup and compiler problem and rather than an direct OSG problem, -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kimmo Kotajärvi Sent: Thursday, August 07, 2008 9:47 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Anybody got wxPack (wxWidgets) + OSG working? Here's the whole bunch of them: Error 1 error LNK2005: __invoke_watson already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 2 error LNK2005: _malloc already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 3 error LNK2005: _calloc already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 4 error LNK2005: _realloc already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 5 error LNK2005: _free already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 6 error LNK2005: __CrtSetDbgFlag already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 7 error LNK2005: __CrtSetCheckCount already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 8 error LNK2005: __crt_debugger_hook already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 9 error LNK2005: _exit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 10 error LNK2005: __exit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 11 error LNK2005: __cexit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 12 error LNK2005: __amsg_exit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 13 error LNK2005: __initterm_e already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 14 error LNK2005: __configthreadlocale already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 15 error LNK2005: _setlocale already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 16 error LNK2005: __encode_pointer already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 17 error LNK2005: __decode_pointer already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 18 error LNK2005: _sprintf already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 19 error LNK2005: __errno already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 20 error LNK2005: ___xi_a already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib Error 21 error LNK2005: ___xi_z already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib Error 22 error LNK2005: ___xc_a already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib Error 23 error LNK2005: ___xc_z already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib Error 24 error LNK2005: void __cdecl terminate(void) (?terminate@@YAXXZ) already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 25 error LNK2005: __XcptFilter already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 26 error LNK2005: _strftime already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 27 error LNK2005: __lock already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 28 error LNK2005: __unlock already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 29 error LNK2005: __vsprintf_p already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 30 error LNK2005: ___set_app_type already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 31 error LNK2005: _mbstowcs already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 32 error LNK2005: __CrtDbgReportW already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 33 error LNK2005: _wcstombs already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 34 error LNK2005: __stricmp already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 35 error LNK2005: __ismbblead already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 36 error LNK2005: _getenv already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 37 error LNK2005: _tolower already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 38 error LNK2005: ___iob_func already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 39 error LNK2005: _fflush already defined in
Re: [osg-users] Anybody got wxPack (wxWidgets) + OSG working?
On Linux you can put/call wx-config in your link statement to generate paths and libs as known by the wx framework itself On Thu, Aug 7, 2008 at 7:46 AM, Kimmo Kotajärvi [EMAIL PROTECTED] wrote: Here's the whole bunch of them: Error 1 error LNK2005: __invoke_watson already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 2 error LNK2005: _malloc already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 3 error LNK2005: _calloc already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 4 error LNK2005: _realloc already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 5 error LNK2005: _free already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 6 error LNK2005: __CrtSetDbgFlag already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 7 error LNK2005: __CrtSetCheckCount already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 8 error LNK2005: __crt_debugger_hook already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 9 error LNK2005: _exit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 10 error LNK2005: __exit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 11 error LNK2005: __cexit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 12 error LNK2005: __amsg_exit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 13 error LNK2005: __initterm_e already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 14 error LNK2005: __configthreadlocale already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 15 error LNK2005: _setlocale already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 16 error LNK2005: __encode_pointer already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 17 error LNK2005: __decode_pointer already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 18 error LNK2005: _sprintf already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 19 error LNK2005: __errno already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 20 error LNK2005: ___xi_a already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib Error 21 error LNK2005: ___xi_z already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib Error 22 error LNK2005: ___xc_a already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib Error 23 error LNK2005: ___xc_z already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib Error 24 error LNK2005: void __cdecl terminate(void) (?terminate@@YAXXZ) already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 25 error LNK2005: __XcptFilter already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 26 error LNK2005: _strftime already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 27 error LNK2005: __lock already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 28 error LNK2005: __unlock already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 29 error LNK2005: __vsprintf_p already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 30 error LNK2005: ___set_app_type already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 31 error LNK2005: _mbstowcs already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 32 error LNK2005: __CrtDbgReportW already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 33 error LNK2005: _wcstombs already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 34 error LNK2005: __stricmp already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 35 error LNK2005: __ismbblead already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 36 error LNK2005: _getenv already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 37 error LNK2005: _tolower already defined in MSVCRTD.lib(MSVCR80D.dll)LIBCMTD.lib Error 38 error LNK2005: ___iob_func already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 39 error LNK2005: _fflush already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Error 40 error LNK2005: __strnicmp already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib Warning 41 warning LNK4098: defaultlib 'MSVCRTD' conflicts with use of other libs; use /NODEFAULTLIB:library Examples osgviewerWX Warning 42 warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other libs; use /NODEFAULTLIB:library Examples osgviewerWX Error 43 error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup LIBCMTD.lib Error 44 fatal error LNK1120: 1 unresolved externals
Re: [osg-users] Error in online doxygen documentation
Hi Justin, I can't confirm your problems. AlphaFunc and Quat links just work fine. Perhaps a cache problem on your browser side. regrds Ralph Vican, Justin E. schrieb: Hi All, Is anybody else having “issues” with the online doxygen API documentation? When I go to the “Alphabetical List” tab inside of the “Classes” tab, all of the links are screwed up. For example, clicking on the “AlphaFunc” class is a dead link, and the “Quat” class link sends me to the “osg::ImageSequence::UpdateCallback” class documentation. A quick check of the other tabs beneath the “Classes” tab is producing the same results. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error in online doxygen documentation
Hi Ralph, You're right. I had stale links stored in my cache. Many thanks! -Justin -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ralph Kern Sent: Thursday, August 07, 2008 10:09 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Error in online doxygen documentation Hi Justin, I can't confirm your problems. AlphaFunc and Quat links just work fine. Perhaps a cache problem on your browser side. regrds Ralph Vican, Justin E. schrieb: Hi All, Is anybody else having “issues” with the online doxygen API documentation? When I go to the “Alphabetical List” tab inside of the “Classes” tab, all of the links are screwed up. For example, clicking on the “AlphaFunc” class is a dead link, and the “Quat” class link sends me to the “osg::ImageSequence::UpdateCallback” class documentation. A quick check of the other tabs beneath the “Classes” tab is producing the same results. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] light Callback
Hi, I just need to move a light, and for that I try to use a callback. So I implement a simple class lightMoveCallback : public osg::StateAttribute::Callback with virtual void operator()(osg::StateAttribute* ss, osg::NodeVisitor* nv); but the callback is never called... I use : light-setUpdateCallback(new lightMoveCallback()) thanks for help, Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Coordinate system mapping from WTK to OSG...
Hi All, At the risk of appearing very dense, could I ask for a little help with a problem that I have been banging my head against a wall with for the the past week? The problem is that I have a position and orientation of an observer described by a position vector, and a vector of euler angles that represent the orientation of the observer. To complicate matters, the coordinate system in operation when this information was created was that of WorldToolKit (WTK) - in fact we were using WTK when creating this information. In this system positive Y is down, and positive Z is in towards the screen, with positive x traversing left to right. Now, I would like to represent the position and direction of view (orientation) in OSG's coordinate space. Now, as I understand it, a rotation of -90 degrees will take a point in OSG space, and represent it in WTK space - and the inverse doing the reverse. Cool. The issue I have is what should happen to the orientation vector. The euler angles were obtained from WTK's quaternion to euler function. I've looked at the order of multiplications that occur in WTK when creating the resultant rotation, yet I still can't seem to get the correct result. So, if anyone out there has experience of mapping from WTK to OSG, specifically in regards to what should happen to rotation angles, and quarternians, I would be most grateful - and perhaps my wall could then be repainted beige instead of red ;-( Many thanks for any help Neil. I am trying to bring this into OSG. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light Callback
Vincent, Have your tried deriving your class LightMoveCallback from osg::NodeCallback instead of osg::StateAttribute::Callback to see if the callback gets called? Just a thought... -Shayne -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Vincent Bourdier Sent: Thursday, August 07, 2008 8:56 AM To: osg Subject: [osg-users] light Callback Hi, I just need to move a light, and for that I try to use a callback. So I implement a simple class lightMoveCallback : public osg::StateAttribute::Callback with virtual void operator()(osg::StateAttribute* ss, osg::NodeVisitor* nv); but the callback is never called... I use : light-setUpdateCallback(new lightMoveCallback()) thanks for help, Regards, Vincent. smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light Callback
Yes, but if I did it, I cannot set my lightmovecallback in the update callback for the light, which needs a stateattribute callback... Thanks for help Vincent. 2008/8/7 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC [EMAIL PROTECTED] Vincent, Have your tried deriving your class LightMoveCallback from osg::NodeCallback instead of osg::StateAttribute::Callback to see if the callback gets called? Just a thought... -Shayne -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Vincent Bourdier Sent: Thursday, August 07, 2008 8:56 AM To: osg Subject: [osg-users] light Callback Hi, I just need to move a light, and for that I try to use a callback. So I implement a simple class lightMoveCallback : public osg::StateAttribute::Callback with virtual void operator()(osg::StateAttribute* ss, osg::NodeVisitor* nv); but the callback is never called... I use : light-setUpdateCallback(new lightMoveCallback()) thanks for help, Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light Callback
I just had seen that stateattribute::callback is a structure... I did the same for my callback, ... but still nothing append. I anyone used it before or know how to use it... Thanks, Regards, Vincent 2008/8/7 Vincent Bourdier [EMAIL PROTECTED] Yes, but if I did it, I cannot set my lightmovecallback in the update callback for the light, which needs a stateattribute callback... Thanks for help Vincent. 2008/8/7 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC [EMAIL PROTECTED] Vincent, Have your tried deriving your class LightMoveCallback from osg::NodeCallback instead of osg::StateAttribute::Callback to see if the callback gets called? Just a thought... -Shayne -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Vincent Bourdier Sent: Thursday, August 07, 2008 8:56 AM To: osg Subject: [osg-users] light Callback Hi, I just need to move a light, and for that I try to use a callback. So I implement a simple class lightMoveCallback : public osg::StateAttribute::Callback with virtual void operator()(osg::StateAttribute* ss, osg::NodeVisitor* nv); but the callback is never called... I use : light-setUpdateCallback(new lightMoveCallback()) thanks for help, Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light Callback
Vincent Bourdier wrote on Thursday, August 07, 2008 9:56 AM: Hi, I just need to move a light, and for that I try to use a callback. So I implement a simple class lightMoveCallback : public osg::StateAttribute::Callback with virtual void operator()(osg::StateAttribute* ss, osg::NodeVisitor* nv); but the callback is never called... I use : light-setUpdateCallback(new lightMoveCallback()) Not sure what you're doing with your callback, but in OSG, lights are positioned using a LightSource node, so perhaps your callback changes are being overridden by that? The LightSource node is placed in the scenegraph where you want the light to be, usually under a Transform. Typically, to move the light, you can just add a UpdateCallback to the Transform to do what you want. I don't know why your callback isn't called, though. HTH, -- Bryan Thrall FlightSafety International [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdem and UTM terrain tiles...
Jason, Perhaps you could elaborate on the gdal_merge tool? That doesn't appear to be in my set of GDAL tools. Is this something new in GDAL? I'm using version 1.51 on Windows... Regards, -Shayne -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Coposky Sent: Wednesday, August 06, 2008 8:01 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgdem and UTM terrain tiles... have you tried using gdal_merge.py to stitch them together initially and then submit the final image to osgdem to create the terrain database? if the discontinuities exist in the final image, there may be some discrepancies in the original data. --- On Wed, 8/6/08, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC [EMAIL PROTECTED] wrote: From: Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC [EMAIL PROTECTED] Subject: [osg-users] osgdem and UTM terrain tiles... To: osg-users@lists.openscenegraph.org Date: Wednesday, August 6, 2008, 6:31 PM Using the GDAL tools, I've built a mosaic of terrain tiles that I'm stitching together using osgdem to create a terrain database. Each terrain tile uses a UTM mapping that is reprojected from a lat/long mapping. Unfortunately when I do the reprojection for each tile, the terrain tile gets slightly shifted so that when I stitch them all together using osgdem, I have discontinuities at each tile boundary in the finished terrain database. My question is, is there a way to avoid this nasty artifact using either GDAL or osgdem? Perhaps I need to resort to another tool to massage the data before handing it over to osgdem? Thanks for any input in advance. -Shayne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdem and UTM terrain tiles...
Hi Shane, You can get a ton of other tools from the FWTools distribution at http://fwtools.maptools.org/ Good luck, Jason On Thu, Aug 7, 2008 at 11:44 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC [EMAIL PROTECTED] wrote: Jason, Perhaps you could elaborate on the gdal_merge tool? That doesn't appear to be in my set of GDAL tools. Is this something new in GDAL? I'm using version 1.51 on Windows... Regards, -Shayne -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Coposky Sent: Wednesday, August 06, 2008 8:01 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgdem and UTM terrain tiles... have you tried using gdal_merge.py to stitch them together initially and then submit the final image to osgdem to create the terrain database? if the discontinuities exist in the final image, there may be some discrepancies in the original data. --- On Wed, 8/6/08, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC [EMAIL PROTECTED] wrote: From: Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC [EMAIL PROTECTED] Subject: [osg-users] osgdem and UTM terrain tiles... To: osg-users@lists.openscenegraph.org Date: Wednesday, August 6, 2008, 6:31 PM Using the GDAL tools, I've built a mosaic of terrain tiles that I'm stitching together using osgdem to create a terrain database. Each terrain tile uses a UTM mapping that is reprojected from a lat/long mapping. Unfortunately when I do the reprojection for each tile, the terrain tile gets slightly shifted so that when I stitch them all together using osgdem, I have discontinuities at each tile boundary in the finished terrain database. My question is, is there a way to avoid this nasty artifact using either GDAL or osgdem? Perhaps I need to resort to another tool to massage the data before handing it over to osgdem? Thanks for any input in advance. -Shayne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Group::getNumChildren()
This method returns an unsigned int. It calls size() on the vector, which returns size_type. In our builds of software using OSG, we're getting warnings about a conversion of a 64 bit value to unsigned int. Has the OSG project had to change the type of common methods like this? Does it go well? I haven't had time to do any compiling of OSG for a long time (since we got 2.4.0 built and integrated). In this case, I'm adding a new file that gives this warning, and we've got structure in place to make it difficult to add files with warnings in compilation. I don't think it is likely to be a problem. One possibility is to cast it in the method. Is that what should be done? thanks andy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Mouse motion models across multiple viewports
I'm using OSG 2.4 in a 4-camera/projector viewport configuration (on a dome), and I'm finding (not necessarily unexpectedly) that fly, drive motion models are having difficulty operating properly, probably because the mouse is moving across viewports. Should it work OK, and I just have a configuration issue?, or suggestions on how to make them work across multiple viewports, or use a joystick instead of a mouse?? Thanks for your suggestions... Bob. -- Robert E. Balfour, Ph.D. Exec. V.P. CTO, BALFOUR Technologies LLC 960 So. Broadway, Suite 108, Hicksville NY 11801 Phone: (516)513-0030 Fax: (516)513-0027 email: [EMAIL PROTECTED] /Solutions in four dimensions with *fourDscape*®/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light Callback
Hi, Try adding your osg::Light to a StateSet, i.e. (pseudocode) group = osg::Group() lightsource = osg::LightSource() light = osg::Light() light.setLightNum(0) lightsource.setLight(light) group.addChild(lightsource) group.getOrCreateStateSet().setAttribute(light, osg::StateAttribute::ON) viewer.setSceneData(group) It seems StateAttribute callbacks are only called when the attribute is set on a StateSet. Setting the light as state attribute on lightsource does not seem to work, which is a bit surprising as a osg::LightSource is a Group and therefore also has a StateSet. Actually, I find the whole Light / LightSource (which is a Group) / Light set as a StateAttribute a bit confusing. Paul Vincent Bourdier wrote: Hi, I just need to move a light, and for that I try to use a callback. So I implement a simple class lightMoveCallback : public osg::StateAttribute::Callback with virtual void operator()(osg::StateAttribute* ss, osg::NodeVisitor* nv); but the callback is never called... I use : light-setUpdateCallback(new lightMoveCallback()) thanks for help, Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac / X-Code build problem
On 6 Aug 2008, at 22:22, James Turner wrote: Anyway, thanks for pointing this out. I will go and try a CMake build now. With a Cmake based build of 2.6.0, I can build OSG fine, but again at runtime things don't seem at all happy. (In a different way to the problems I encountered with the Xcode projects, though - no crazy crashes, so far) For example, trying to view one of the sample data files with osgviewer, I get: (with OSG_NOTIFY_LEVEL=DEBUG) MacPro:Release jmt$ ./osgviewer /Users/jmt/Code/OSG/OpenSceneGraph- Data/cow.osg GraphicsContext::setWindowingSystemInterface() 0x70a5b0 0x620c48 CullSettings::readEnvironmentalVariables() 4 repeats DriveManipulator::_height set to ==1.5 CullSettings::readEnvironmentalVariables() 9 repeats itr='/Users/jmt/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /Users/jmt/Library/Application Support/ OpenSceneGraph/PlugIns/osgPlugins-2.6.0/osgdb_osg.so ... itr='/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /usr/local/lib/osgPlugins-2.6.0/ osgdb_osg.so ... FindFileInPath() : USING /usr/local/lib/osgPlugins-2.6.0/osgdb_osg.so CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Opened DynamicLibrary osgPlugins-2.6.0/osgdb_osg.so Warning: Could not find plugin to read objects from file /Users/jmt/ Code/OSG/OpenSceneGraph-Data/cow.osg. ./osgviewer: No data loaded And the same happens with any other example - plugins are found and 'opened' fine, but that's immediately followed by an error message indicating that no suitable plugin could be found. As far as I know, I've followed the instructions in the README - unpack the zip, use the Cmake gui, build with Xcode, install to /usr/ local So I come back to, I must have screwed something up, but I'm unclear what. Regards, James ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 回复: Re: About viewer.addEv entHandler(new PickHandler())?
Thanks Jean-Sébastien Guay 1. I already update my user info. 2. I have another question, when viewer.frame() which thread listening windows message(example mouse clicked,keyboard down ,up etc) ,and when i update my scene node in updatecallback,How threads guarantee sequence? for example : mouse PUSH { mynode-setUpdateCallback(new mycallback() ); } mouse RELEASE { mynode-setUpdateCallback(new mycallback() ); } and all threads execute sequence synchronize with above code? Thanks. Jean-Sébastien Guay [EMAIL PROTECTED] 写道: Hi ???, First of all, a little mailing list etiquette: 1. could you please sign your posts, it's polite to let others know how to address you. 2. When asking a new question, you should start a new thread (start a new message and not reply to another message). Now, to your question. scene-setUpdateCallback(new RotateCallBack()); My question is when next mouse PUSH , scene-setUpdateCallback(new RotateCallBack()) call again and new a RotateCallBack object. But can last time RotateCallBack object is auto-delete? You think there may be a memory leak? Look at the code for osg::Node (header and cpp file). osg::Node::setUpdateCallback(NodeCallback* nc) does some checking, but in the end, does this: // set the app callback itself. _updateCallback = nc; and _updateCallback is declared thus: ref_ptr _updateCallback; So it's a ref_ptr. Reference pointers manage the reference count of the pointed objects, and if that count goes to 0, the object deletes itself. So when setUpdateCallback() assigns a new callback to _updateCallback, the old one's ref count decreases by 1, and the new one's ref count increases by 1. If the old one's ref count comes to 0, it will delete itself. See osg::Referenced and osg::ref_ptr for details. As a general tip, I find that generating the doxygen documentation for the OSG source tree with INLINE_SOURCES = YES helps a lot when learning about how OSG does things. It gives you a nice way to browse the doxygen, and then go down to the actual code directly, with cross-references everywhere. Hope this helps, J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - 雅虎邮箱,您的终生邮箱!___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CG for Simulation BOF at Siggraph
Hello, Shameless Plug: SCS Simulation and Computer Graphics BOF Tuesday 12:30-1:30PM Room 507 Does not conflict with the OSG BOF. Note: SCS = Society for Computer Simulation International (www.scs.org http://www.scs.org/ ) There was an OpenScengraph paper published in the SCSC '08 conference sponsored by SCS. Also, a COIN paper (standards) in the SISO (Simulation Interoperability Standards Organization) conference. My paper (VRML) mentioned COIN and OSG. I'll give a very short synopsis of the CG and simulation events at SCSC '08 and pass out flyers for SCSC '09. I'll also talk about some OSG stuff from the National Association of Broadcasters meeting. BOF Organized late and so the agenda is completely open. The authors of the OSG paper were Johann Loewen and Kaies Chaouch from the Kniversity of Kassel (DE). [EMAIL PROTECTED], [EMAIL PROTECTED] Lastly, I will bring chocolate to the BOF. John F. Richardson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Siggraph Web3D and related technologies BOFs at a glance
Hello, Web3D sort of BOF's. Plain text. Only the Siggraph conference. Web3D Plugfest and Web3D symposium left out. Hope this helps people. == | | | Monday Tuesday Wednesday Thursday | | | == | | | BlenderWeb3DCAD X3DX3D Working | | Community Consortium 10:30-12noon 10:30-12noon | | 2-3PM 10:00-11:30 Room 507 Room 501A| | Room 501A Room 501A | | | | BlenderX3D Med OpenScengraph KHRONOS Handheld | | Game 10:30-12noon12-1PM 11-2PM | | 3-4PM Room 507 Room 501ARoom 507 | | Room 501A | | | |Carto BOFWeb3D Tech TalkX3D Humanoid | | 12:30-2:30PM3:30PM-5:30PM 3:30-5PM | | Room 501A Exhibit Floor Hall G Room 507 | | | | Simulation and CG OpenGL COLLADA | | 12:30-1:30PM 6-8PM 4-6PM | | Room 507 Wilshire Grand Room 511A | |[Wilshire room] | | | == Rationale: Blender is the open source exporter for X3D/Web3D that is equivalent to high end modelers. COLLADA and KHRONOS are Web3D technologies. Open Scengraph is sort of the Open Inventor functional clone that has a totally free license and is a Web3D technology [hope this assessment is reasonably correct]. Shameless Plug: Simulation and Computer Graphics is my BOF. You must attend Lots of other BOF's. However, these listed BOF's just about fill up anyone's Web3D day for the entire conference. Then there is the conference, exhibits, art gallery, eating, sleeping, partying. I do have a pocket universe with 29 hours per day for those that have to attend more BOF's. John F. Richardson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org