Re: [osg-users] osgdem and UTM terrain tiles...

2008-08-07 Thread Ralf Stokholm
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

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Re: [osg-users] osg and speedtree

2008-08-07 Thread Schmidt, Richard

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



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Re: [osg-users] Mac / X-Code build problem

2008-08-07 Thread Robert Osfield
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.
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Re: [osg-users] osg and speedtree

2008-08-07 Thread Adrian Egli OpenSceneGraph (3D)
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
 
 

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-- 

Adrian Egli
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[osg-users] Offline rendering

2008-08-07 Thread Sam

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 


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[osg-users] render to pixelbuffer, compute average cam image

2008-08-07 Thread Fabian Bützow

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

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[osg-users] problem using overlay node

2008-08-07 Thread Rahul Jain

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
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[osg-users] Anybody got wxPack (wxWidgets) + OSG working?

2008-08-07 Thread Kimmo Kotajärvi

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.
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Re: [osg-users] Anybody got wxPack (wxWidgets) + OSG working?

2008-08-07 Thread Jakob Ruhe
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.
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[osg-users] About viewer.addEventHandler(new PickHandler())?

2008-08-07 Thread 小 杨
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!



   
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Re: [osg-users] osgdem and UTM terrain tiles...

2008-08-07 Thread haithcoc
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)
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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.



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[osg-users] Picking and Using Selection

2008-08-07 Thread Luc Heischbourg
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

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Re: [osg-users] About viewer.addEventHandler(new PickHandler())?

2008-08-07 Thread Jean-Sébastien Guay

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
--
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http://whitestar02.webhop.org/
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Re: [osg-users] Picking and Using Selection

2008-08-07 Thread Jean-Sébastien Guay

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
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[osg-users] Anomaly when intersecting a VPB terrain

2008-08-07 Thread Glenn Waldron
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

-- 
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+1.703.652.4791
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[osg-users] Error in online doxygen documentation

2008-08-07 Thread Vican, Justin E.
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

 

  

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Re: [osg-users] Anybody got wxPack (wxWidgets) + OSG working?

2008-08-07 Thread Kimmo Kotajärvi
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?

2008-08-07 Thread Gordon Tomlinson
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 it’s 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?

2008-08-07 Thread Charles Cossé
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

2008-08-07 Thread Ralph Kern

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. 




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Re: [osg-users] Error in online doxygen documentation

2008-08-07 Thread Vican, Justin E.
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. 
 


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[osg-users] light Callback

2008-08-07 Thread Vincent Bourdier
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.
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[osg-users] Coordinate system mapping from WTK to OSG...

2008-08-07 Thread neil.hughes
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.

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Re: [osg-users] light Callback

2008-08-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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
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Re: [osg-users] light Callback

2008-08-07 Thread Vincent Bourdier
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.


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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] light Callback

2008-08-07 Thread Vincent Bourdier
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.


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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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Re: [osg-users] light Callback

2008-08-07 Thread Thrall, Bryan
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]
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Re: [osg-users] osgdem and UTM terrain tiles...

2008-08-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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
 
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Re: [osg-users] osgdem and UTM terrain tiles...

2008-08-07 Thread Jason Beverage
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
 
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[osg-users] Group::getNumChildren()

2008-08-07 Thread Andy Skinner
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

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[osg-users] Mouse motion models across multiple viewports

2008-08-07 Thread Bob Balfour
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*®/

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Re: [osg-users] light Callback

2008-08-07 Thread Paul Melis

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.


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Re: [osg-users] Mac / X-Code build problem

2008-08-07 Thread James Turner


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
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[osg-users] 回复: Re: About viewer.addEv entHandler(new PickHandler())?

2008-08-07 Thread YangXiao

 
  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/
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[osg-users] CG for Simulation BOF at Siggraph

2008-08-07 Thread John F. Richardson
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

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[osg-users] Siggraph Web3D and related technologies BOFs at a glance

2008-08-07 Thread John F. Richardson
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

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