[osg-users] NewSight display, information anyone?

2009-01-05 Thread Raymond de Vries
Hi everyone,

I was wondering if someone has experience with using OSG or OpenGL with a
NewSight display (http://www.newsight.com/3d-products/displays.html)? Or
else does anyone have any documentation for using these displays? I don't
have such a display in my office yet so I can not yet try the current
stereo modes in osg, that's the reason why I am asking this now.

Thanks a lot already.

Best regards
Raymond

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[osg-users] Unused Mailing Lists

2009-01-05 Thread Roland Smeenk
In the wiki the following mailing lists are mentioned:
* osg-news
* osg-build
* osg-crew
(See http://www.openscenegraph.org/projects/osg/wiki/MailingLists)

Are these still being used?
If so they can be linked to the forum otherwise I will remove them from the 
wiki page.

Roland

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Re: [osg-users] Warnings in VS

2009-01-05 Thread Paul Martz
With latest svn and a clean cache, setting OSG_USE_AGGRESSIVE_WARNINGS to
OFF produces zero warnings for OpenThreads, osg, osgDB, and osgUtil. The
rest is still building.

This is a good thing! Thanks to all who helped resolve this.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Monday, January 05, 2009 4:21 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Warnings in VS

Sorry I missed the other thread before posting. The extra work involved in
having to reinstall my OS has caused me to skip a lot of osg-users email.

I read the other thread, and I see changes have been submitted to remove
/Wall. This is great -- we don't want the build to be bottlenecked by output
to the console. :-/

But has anything been done to fix the problem that
OSG_USE_AGGRESSIVE_WARNINGS is always ON and can't be disabled? If this was
discussed in the other thread, I missed it.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Monday, January 05, 2009 7:46 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Warnings in VS

Hi Paul,

> Anyone else seeing this issue?

Yes, see the thread "Warning level" I started over the holidays. :-)

> The default behavior appears to be /W4, and there doesn't appear to be 
> a CMake switch to change it. OSG_DISABLE_MSVC_WARNINGS is set to OFF, 
> but this variable is ignore in the CMake scripts, as near as I can tell.
> OSG_USE_AGGRESSIVE_WARNINGS defaults to ON, but setting it to OFF has 
> no effect.

It has an effect only if you set it to OFF before clicking Configure the
first time. After that, it seems to be cached and changing the value doesn't
change anything, you need to delete your cache and run CMake again.

J-S
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Re: [osg-users] DatabasePager failed when loading ive with outside image

2009-01-05 Thread Huidong
Sorry, it's my first time to sent an email to a mailing list,and i'm not
deliberately repeated the message on the same topic, I'll beware in future.
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Re: [osg-users] Warnings in VS

2009-01-05 Thread Paul Martz
Sorry I missed the other thread before posting. The extra work involved in
having to reinstall my OS has caused me to skip a lot of osg-users email.

I read the other thread, and I see changes have been submitted to remove
/Wall. This is great -- we don't want the build to be bottlenecked by output
to the console. :-/

But has anything been done to fix the problem that
OSG_USE_AGGRESSIVE_WARNINGS is always ON and can't be disabled? If this was
discussed in the other thread, I missed it.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Monday, January 05, 2009 7:46 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Warnings in VS

Hi Paul,

> Anyone else seeing this issue?

Yes, see the thread "Warning level" I started over the holidays. :-)

> The default behavior appears to be /W4, and there doesn't appear to be 
> a CMake switch to change it. OSG_DISABLE_MSVC_WARNINGS is set to OFF, 
> but this variable is ignore in the CMake scripts, as near as I can tell.
> OSG_USE_AGGRESSIVE_WARNINGS defaults to ON, but setting it to OFF has 
> no effect.

It has an effect only if you set it to OFF before clicking Configure the
first time. After that, it seems to be cached and changing the value doesn't
change anything, you need to delete your cache and run CMake again.

J-S
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Re: [osg-users] wldap32.lib / osgdb_curl fix

2009-01-05 Thread Paul Martz
Yes, it is odd that my version of VS 2005 doesn't install this by default,
but apparently everyone else's VS 2005 does. After doing the install, I did
a full search by filename for wldap32.lib under C:\Program Files, but only
found the AMD64 version installed, which seems odd considering my system is
a dual core Intel.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Monday, January 05, 2009 7:47 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] wldap32.lib / osgdb_curl fix

Hi Paul,

> After installing the operating system, I installed Visual Studio 2005 
> Standard Edition, and accepted all the defaults. When building OSG, 
> everything built fine except for osgdb_curl, which could not find 
> wldap32.lib. This file was not installed as part of the Visual Studio
> 2005 installation.

That's weird, as the Platform / Windows SDK should be installed by default
for all Visual Studio 2005 installs except the Express Edition...

Anyways, thanks for posting, it'll surely help others who do the same.

J-S
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Re: [osg-users] DatabasePager failed when loading ive with outside image

2009-01-05 Thread Roland Smeenk
I will ping the OP tomorrow, because I happen to know where he's hiding. ;)

Roland

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Re: [osg-users] DatabasePager failed when loading ive with outside image

2009-01-05 Thread Huidong
Hi Robert,

The following is STACK DUMP.

MSVCR80D!FindCompleteObject+0xb[f:\sp\vctools\crt_bld\self_x86\crt\prebuild\eh\rtti.cpp
@ 343]
MSVCR80D!__RTDynamicCast+0x57[f:\sp\vctools\crt_bld\self_x86\crt\prebuild\eh\rtti.cpp
@ 247]
osg53_osgd!osg::Texture2D::setImage+0xde
[e:\openscenegraph-2.7.8\openscenegraph\src\osg\texture2d.cpp
@ 123]
osgdb_ived!ive::Texture2D::read+0x10d[e:\openscenegraph-2.7.8\openscenegraph\src\osgplugins\ive\texture2d.cpp
@
56]
osgdb_ived!ive::DataInputStream::readStateAttribute+0xa6a[e:\openscenegraph-2.7.8\openscenegraph\src\osgplugins\ive\datainputstream.cpp
@ 1362]
osgdb_ived!ive::StateSet::read+0x415[e:\openscenegraph-2.7.8\openscenegraph\src\osgplugins\ive\stateset.cpp
@
173]
osgdb_ived!ive::DataInputStream::readStateSet+0x143[e:\openscenegraph-2.7.8\openscenegraph\src\osgplugins\ive\datainputstream.cpp
@ 1269]
osgdb_ived!ive::Drawable::read+0x146[e:\openscenegraph-2.7.8\openscenegraph\src\osgplugins\ive\drawable.cpp
@
100]
osgdb_ived!ive::Geometry::read+0xbe[e:\openscenegraph-2.7.8\openscenegraph\src\osgplugins\ive\geometry.cpp
@
180]
osgdb_ived!ive::DataInputStream::readDrawable+0x185[e:\openscenegraph-2.7.8\openscenegraph\src\osgplugins\ive\datainputstream.cpp
@ 1514]
osgdb_ived!ive::Geode::read+0x138[e:\openscenegraph-2.7.8\openscenegraph\src\osgplugins\ive\geode.cpp
@ 86]
osgdb_ived!ive::DataInputStream::readNode+0xdb5[e:\openscenegraph-2.7.8\openscenegraph\src\osgplugins\ive\datainputstream.cpp
@ 1710]
osgdb_ived!ReaderWriterIVE::readNode+0x82[e:\openscenegraph-2.7.8\openscenegraph\src\osgplugins\ive\readerwriterive.cpp
@ 98]
osgdb_ived!ReaderWriterIVE::readNode+0x30f[e:\openscenegraph-2.7.8\openscenegraph\src\osgplugins\ive\readerwriterive.cpp
@ 72]
osg53_osgDBd!osgDB::Registry::ReadNodeFunctor::doRead+0x40[e:\openscenegraph-2.7.8\openscenegraph\src\osgdb\registry.cpp
@ 1401]
osg53_osgDBd!osgDB::Registry::read+0x70f
[e:\openscenegraph-2.7.8\openscenegraph\src\osgdb\registry.cpp
@ 1503]
osg53_osgDBd!osgDB::Registry::readImplementation+0x42e
[e:\openscenegraph-2.7.8\openscenegraph\src\osgdb\registry.cpp
@ 1647]
osg53_osgDBd!osgDB::Registry::readNodeImplementation+0x98[e:\openscenegraph-2.7.8\openscenegraph\src\osgdb\registry.cpp
@ 1852]
osg53_osgDBd!osgDB::Registry::readNode+0xe6[e:\openscenegraph-2.7.8\openscenegraph\include\osgdb\registry
@ 237]
osg53_osgDBd!osgDB::DatabasePager::DatabaseThread::run+0x683[e:\openscenegraph-2.7.8\openscenegraph\src\osgdb\databasepager.cpp
@ 548]


The following is sequence of routine is executed.
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Re: [osg-users] Warning level

2009-01-05 Thread Jean-Sébastien Guay

Hi Robert,


Chnaged CMakeLists.txt now merged and submitted to SVN.


OK, thanks!


Can you just stick the warnings into a file and post this so I can
then do a review.


I can, but I would think you'd prefer to "offload" that tedious task to 
some other developers (me in this case) since it can be pretty time 
consuming...


I suggest you let me have a bash at fixing them (at least the most 
obvious of them, which may well be 95% of them) and then I'll send you 
the others.


J-S
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Re: [osg-users] Warning level

2009-01-05 Thread Robert Osfield
Hi J-S,

Chnaged CMakeLists.txt now merged and submitted to SVN.

On Mon, Jan 5, 2009 at 5:20 PM, Jean-Sébastien Guay
 wrote:
> By the way, a bunch of the warnings I get are of the "unreferenced formal
> parameter" variety. I thought GCC flagged those? For example:
>
>void apply(osg::Node& node) { return; }
>
> where 'node' is not used, for which the solution is of course:
>
>void apply(osg::Node&) { return; }
>
> Also, there are some warnings I don't think I can fix, like for example on
> this line:
>
>OSGANIMATION_ASSERT(0 && "invalid input data");
>
> I get "conditional expression is constant" (because of the string of
> course). But when I get a chance, I'll go through it and try to fix most
> warnings.

Can you just stick the warnings into a file and post this so I can
then do a review.

Robert.
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Re: [osg-users] Help! A simple problem~~ Driving me crazy

2009-01-05 Thread Robert Osfield
Hi Yingpeng,

The OSG by default computes the near/far planes on the fly overriding
the values set by the projection matrix, this default behaviour
ensures that a wide range of models are loadable in OSG application
without application programmers having to check the size of the model
and manual setting of the near/far to this range.

If you want to explictly control the near/far planes then simply
switch off the compute near/far via:

 
viewer.getCamera()->setComputeNearFearMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

Robert.

On Mon, Jan 5, 2009 at 5:44 PM, Yinpeng Li
 wrote:
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
>
> void main(){
>  osgViewer::Viewer viewer ;
>  osg::Camera *cam = viewer.getCamera() ;
>
>  osg::ref_ptr geode = new osg::Geode() ;
>
>  osg::Geometry *geom = new osg::Geometry() ;
>  osg::Vec3Array *vertices = new osg::Vec3Array() ;
>  vertices->push_back(osg::Vec3(0.0, 0.0, 0.0)) ;
>  vertices->push_back(osg::Vec3(1.0, 0.0, 0.0)) ;
>  vertices->push_back(osg::Vec3(1.0, 1.0, 1.0)) ;
>  vertices->push_back(osg::Vec3(0.0, 1.0, 1.0)) ;
>  geom->setVertexArray(vertices) ;
>  geom->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON, 0, 4)) ;
>  geode->addDrawable(geom) ;
>
>  viewer.setSceneData(geode.get()) ;
>  viewer.realize() ;
>
>  cam->setViewMatrixAsLookAt(osg::Vec3(.0, -16, 0), osg::Vec3(0, 1, 0),
> osg::Vec3(0, 0, 1)) ;
>  cam->setProjectionMatrixAsOrtho(-3, 3, -3, 3, 17, 100) ;
>
>  while(!viewer.done()){
>   viewer.frame() ;
>  }
>  //viewer.run() ;
> }
>
> As is shown above, I think the geometry should not be able to display~~
> However, it is not culled, although it is in front of the near clipping
> plane!
>
> Why??? Someone please tell me!! Thanks!!
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Re: [osg-users] osgwidgets shader fix

2009-01-05 Thread Robert Osfield
Thanks Gerrick, the shader works fine under Linux, change merged and
submitted to OpenSceneGraph-Data svn.

On Fri, Dec 19, 2008 at 7:30 PM, Gerrick Bivins
 wrote:
> This shader failed to compile on my mac and I noticed there was a TODO note
> in the code to fix it...
> This should work now, although I don't have a linux or windows box to test
> it at the moment.
> Gerrick
>
>
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Re: [osg-users] osgviewerQT example

2009-01-05 Thread Robert Osfield
Thanks Don, build fix merged and submitted to SVN.  In future could
you post to osg-submissions to avoid the possibility of such a fix
dropping through the cracks.  Thanks Robert.

On Wed, Dec 24, 2008 at 7:12 PM, Don Leich  wrote:
> I've found a patch that Julian Scheid posted along with the thread
>
>  Re: [osg-users] Shadows in osgviewerQT ? (solved / patch)
>
> is needed to run this standard example on my Mac with OS X 10.5.2 :
>
>  osgviewerQT cow.osg --QOSGWidget
>
>
> At minimum, these changes are required:
>
>  diff   QOSGWidget.cpp.O  QOSGWidget.cpp
> 53c53
> < #elif defined(__APPLE__) && defined(APPLE_PRE_10_3)
> ---
>> #elif defined(__APPLE__)
> 148a149,151
>> #if defined(__APPLE__)
>> traits->inheritedWindowData = new
>> WindowData(HIViewGetWindow((HIViewRef)winId()));
>> #else
> 149a153
>> #endif
>
> It also assumes the build has specified OSG_WINDOWING_SYSTEM="Carbon".
> Julian had some other useful if not essential changes.
>
>
> There is still a problem with combining these switches:
>
>  osgviewerQT cow.osg --QOSGWidget --MTCompositeViewer
>
>
> Only one view appears correctly rendered and the other views are filled with
> frame buffer garbage.
>
> Julian - thanks for the gift!
>
>
> -Don Leich
>
>
>>
>>> The osgviewerQT example with the --QOSGWidget option has exposed some
>>> problems at the juction of OSG and the windowing system.  I was aware
>>> of a
>>> problem running this on Mac OS X for a couple of weeks, but didn't
>>> pay much
>>> attention to it.  I spent some time testing on a variey of Linux
>>> systems and
>>> found a problem there too.  Please note I'm running OSG version
>>> 2.6.0.
>>>
>>> On Mac OS X osgviewerQT crashes after getting a BadWindow error from
>>> XGetWindowAttributes when called by
>>> osgViewer::GraphicsWindowX11::setWindow.
>>> The window attributes are garbage values.
>>
>
> /* OpenSceneGraph example, osganimate.
> *
> *  Permission is hereby granted, free of charge, to any person obtaining a
> copy
> *  of this software and associated documentation files (the "Software"), to
> deal
> *  in the Software without restriction, including without limitation the
> rights
> *  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
> *  copies of the Software, and to permit persons to whom the Software is
> *  furnished to do so, subject to the following conditions:
> *
> *  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
> OR
> *  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
> *  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
> THE
> *  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
> *  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
> FROM,
> *  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
> *  THE SOFTWARE.
> */
>
> #if USE_QT4
>
>#include 
>#include 
>#include 
>#include 
>#include 
>#include 
>#include 
>using Qt::WindowFlags;
>
> #else
>
>class QWidget;
>#include 
>#include 
>#include 
>
>#define WindowFlags WFlags
>
> #endif
>
>
> #include 
> #include 
> #include 
> #include 
>
> #include 
>
> #if defined(WIN32) && !defined(__CYGWIN__)
> #include 
> typedef HWND WindowHandle;
> typedef osgViewer::GraphicsWindowWin32::WindowData WindowData;
> #elif defined(__APPLE__)
> #include 
> typedef WindowRef WindowHandle;
> typedef osgViewer::GraphicsWindowCarbon::WindowData WindowData;
> #else // all other unix
> #include 
> typedef Window WindowHandle;
> typedef osgViewer::GraphicsWindowX11::WindowData WindowData;
> #endif
>
>
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
>
> #include 
>
> #include 
> #include 
>
> class QOSGWidget : public QWidget
> {
>public:
>
>QOSGWidget( QWidget * parent = 0, const char * name = 0, WindowFlags
> f = 0, bool overrideTraits = false);
>
>virtual ~QOSGWidget() {}
>
>osgViewer::GraphicsWindow* getGraphicsWindow() { return _gw.get(); }
>const osgViewer::GraphicsWindow* getGraphicsWindow() const { return
> _gw.get(); }
>
>protected:
>
>void init();
>void createContext();
>
>virtual void mouseDoubleClickEvent ( QMouseEvent * event );
>virtual void closeEvent( QCloseEvent * event );
>virtual void destroyEvent( bool destroyWindow = true, bool
> destroySubWindows = true);
>virtual void resizeEvent( QResizeEvent * event );
>virtual void keyPressEvent( QKeyEvent* event );
>virtual void keyReleaseEvent( QKeyEvent* event );
>virtual void mousePressEvent( QMouseEvent* event );
>virtual void mouseReleaseEvent( QMouseEvent* event );
>virtual void mouseMoveEvent( QMouseEvent* event );
>
>osg::ref_ptr _gw;
>bool _overrideTraits;
> };
>
> QOSGWidget::QOSGWidget( QWidget * parent, const char *

[osg-users] Help! A simple problem~~ Driving me crazy

2009-01-05 Thread Yinpeng Li
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 

void main(){
 osgViewer::Viewer viewer ;
 osg::Camera *cam = viewer.getCamera() ;

 osg::ref_ptr geode = new osg::Geode() ;

 osg::Geometry *geom = new osg::Geometry() ;
 osg::Vec3Array *vertices = new osg::Vec3Array() ;
 vertices->push_back(osg::Vec3(0.0, 0.0, 0.0)) ;
 vertices->push_back(osg::Vec3(1.0, 0.0, 0.0)) ;
 vertices->push_back(osg::Vec3(1.0, 1.0, 1.0)) ;
 vertices->push_back(osg::Vec3(0.0, 1.0, 1.0)) ;
 geom->setVertexArray(vertices) ;
 geom->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON, 0, 4)) ;
 geode->addDrawable(geom) ;

 viewer.setSceneData(geode.get()) ;
 viewer.realize() ;

 cam->setViewMatrixAsLookAt(osg::Vec3(.0, -16, 0), osg::Vec3(0, 1, 0),
osg::Vec3(0, 0, 1)) ;
 cam->setProjectionMatrixAsOrtho(-3, 3, -3, 3, 17, 100) ;
 while(!viewer.done()){
  viewer.frame() ;
 }
 //viewer.run() ;
}

As is shown above, I think the geometry should not be able to display~~
However, it is not culled, although it is in front of the near clipping
plane!

Why??? Someone please tell me!! Thanks!!
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Re: [osg-users] Warning level

2009-01-05 Thread Matthew Fuesz
J-S,

/W4 is generally sufficient. I run all of my projects at warning level 4, and 
effectively treat warnings as errors for my purposes. I don't enable /WX on the 
off chance that I get some crazy warning that I can't suppress and isn't 
meaningful in my application. I know of several such warnings for the linker 
(which are VERY annoying, and generally only deal with debug info), though I 
haven't actually come across any in the compiler.

I suppose some of the warnings that are suppressed by default could be 
individually turned on if they were deemed beneficial, but this would require 
sorting through the list of default-off warnings and deciding whether we want 
each one on or off.

My standard Win32 compile options, as relating to warnings, are the following:
/D "_CRT_SECURE_NO_DEPRECATE"
/D "_CRT_SECURE_NO_WARNINGS"
/D "_CRT_NONSTDC_NO_DEPRECATE"
/W4

So, set at warning level 4 with all of the crazy warnings about MS replacement 
of standard-C/C++ functions supressed.


Matthew W Fuesz
Software Engineer Asc
Lockheed Martin STS

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Re: [osg-users] Warning level

2009-01-05 Thread Jean-Sébastien Guay

Hi Robert,


Could VS users please do an svn update and see how the build now fares?


I'll do this in a few minutes.


I've just done a full build in both debug and release, with /W4 only and 
OSG_USE_AGGRESSIVE_WARNINGS set to ON. All built fine. There are a bunch 
of warnings I could fix, but these will wait, I've got to get back on 
top of things with the "real work" first :-)


So here's the changed CMakeLists.txt file with /Wall removed, and /W3 
changed to /W4 when OSG_USE_AGGRESSIVE_WARNINGS is ON.


By the way, a bunch of the warnings I get are of the "unreferenced 
formal parameter" variety. I thought GCC flagged those? For example:


void apply(osg::Node& node) { return; }

where 'node' is not used, for which the solution is of course:

void apply(osg::Node&) { return; }

Also, there are some warnings I don't think I can fix, like for example 
on this line:


OSGANIMATION_ASSERT(0 && "invalid input data");

I get "conditional expression is constant" (because of the string of 
course). But when I get a chance, I'll go through it and try to fix most 
warnings.


Thanks,

J-S
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IF(WIN32)
CMAKE_MINIMUM_REQUIRED(VERSION 2.4.6 FATAL_ERROR)
ELSE(WIN32)
IF(APPLE)
CMAKE_MINIMUM_REQUIRED(VERSION 2.6.0 FATAL_ERROR)
IF(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 4 
AND ${CMAKE_PATCH_VERSION} LESS 7)
MESSAGE("Warning: A critical CMake bug exists in 2.4.6 and below. 
Trying to build Universal Binaries will result in a compile error that seems 
unrelated. Either avoid building Universal Binaries by changing the 
CMAKE_OSX_ARCHITECTURES field to list only your architecture, or upgrade to the 
current CVS version of CMake or a newer stable version if it exists.")
ENDIF(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 4 
AND ${CMAKE_PATCH_VERSION} LESS 7)
ELSE(APPLE)
CMAKE_MINIMUM_REQUIRED(VERSION 2.4.0 FATAL_ERROR)
ENDIF(APPLE)
ENDIF(WIN32)

if(COMMAND cmake_policy)
# Works around warnings libraries linked against that don't
# have absolute paths (e.g. -lpthreads)
cmake_policy(SET CMP0003 NEW)

# Works around warnings about escaped quotes in ADD_DEFINITIONS
# statements.
cmake_policy(SET CMP0005 NEW)

# cmake-2.6.1 introduces policy cmp0008 decide how to treat full path 
libraries that do not appear to be valid library file names
# quote from cvslog "Such libraries worked by accident in the VS IDE and 
Xcode generators in CMake 2.4 and below."
if(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} GREATER 4 AND 
${CMAKE_PATCH_VERSION} GREATER 0)
cmake_policy(SET CMP0008 OLD)
endif(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} GREATER 4 
AND ${CMAKE_PATCH_VERSION} GREATER 0)
endif(COMMAND cmake_policy)

PROJECT(OpenSceneGraph)

SET(OPENSCENEGRAPH_MAJOR_VERSION 2)
SET(OPENSCENEGRAPH_MINOR_VERSION 7)
SET(OPENSCENEGRAPH_PATCH_VERSION 8)
SET(OPENSCENEGRAPH_SOVERSION 53)

# set to 0 when not a release candidate, non zero means that any generated
# svn tags will be treated as release candidates of given number
SET(OPENSCENEGRAPH_RELEASE_CANDIDATE 0)

SET(OPENSCENEGRAPH_VERSION 
${OPENSCENEGRAPH_MAJOR_VERSION}.${OPENSCENEGRAPH_MINOR_VERSION}.${OPENSCENEGRAPH_PATCH_VERSION})

SET(OSG_PLUGINS osgPlugins-${OPENSCENEGRAPH_VERSION})

SET(OSG_PLUGIN_PREFIX "")

IF (CYGWIN)
SET(OSG_PLUGIN_PREFIX "cygwin_")
ENDIF(CYGWIN)

IF(MINGW)
SET(OSG_PLUGIN_PREFIX "mingw_")
ENDIF(MINGW)


# We want to build SONAMES shared librariess
SET(OPENSCENEGRAPH_SONAMES TRUE)
SET(OPENTHREADS_SONAMES TRUE)

SET(OpenThreads_SOURCE_DIR ${OpenSceneGraph_SOURCE_DIR})

# We have some custom .cmake scripts not in the official distribution.
# Maybe this can be used override existing behavior if needed?
SET(CMAKE_MODULE_PATH 
"${OpenSceneGraph_SOURCE_DIR}/CMakeModules;${CMAKE_MODULE_PATH}")


# Okay, here's the problem: On some platforms, linking against OpenThreads
# is not enough and explicit linking to the underlying thread library
# is also required (e.g. FreeBSD). But OpenThreads may be built with different
# backends (Pthreads, Sproc, Windows) so we don't know what the underlying
# thread library is because some platforms support multiple backends (e.g.
# IRIX supports Sproc and Pthreads). Linking all libraries won't work
# because the libraries may be incompatible.
# So the current solution is to attempt best guess linking and exempt certain
# cases. With IRIX, we're going to hope explicit linking to the underlying
# library is not necessary. We currently don't case for pthreads on Windows
# which might be an issue on things like Cygwin. This may need to be fixed.
FIND_PACKAGE(Threads)
IF(CMAKE_SYSTEM MATCHES IRIX)
# Erase CMAKE_THREAD_LIBS_INIT and ho

Re: [osg-users] Warning level

2009-01-05 Thread Jean-Sébastien Guay

Hello Matthew,

/Wall enables *ALL* warnings, including those automatically supressed by VS under any other circumstances. /W1 through /W4 set the warning level; /Wall goes far beyond /W4 by enabling normally disabled warnings. 


I'm not sure if /Wall ignores #pragma warning supression as well, as I have 
never used it in any real situation. If it does ignore the #pragmas, then you 
would be getting even *more* warnings, on top of all of those that would 
otherwise be supressed by VS internally.


OK, thanks a lot for the information. So I think we can deduce that 
/Wall is pretty much useless for any real situation.


Next question, is /W4 sufficient to use with 
OSG_USE_AGGRESSIVE_WARNINGS, or is there some other option we could use 
in addition to get even more informative warnings (without going as far 
as /Wall...)?


Thanks,

J-S
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Re: [osg-users] osgAL now has a CMake script

2009-01-05 Thread Sukender
Yep! Good idea!

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

Le Mon, 05 Jan 2009 16:39:38 +0100, Wang Rui  a écrit:

> Hi Sukender,
>
> Thanks. I always make an out-of-source build, to keep the source tree clean.
> Glad to see that osgAudio goes well on its way. Maybe we'd better also start
> the osgPhysics project a few days later? :-)
>
> Wang Rui
> 2009/1/5 Sukender 
>
>> Hi Wang,
>>
>> That's okay! I made some modifications to the source files and commited;
>> now it should be okay. If you test, please delete your CMake cache since I
>> did some modifications.
>> Oh, I forgot: did you make an in-source or out-of-the-source build?
>> Thanks.
>>
>> Sukender
>> PVLE - Lightweight cross-platform game engine -
>> http://pvle.sourceforge.net/

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Re: [osg-users] Warning level

2009-01-05 Thread Matthew Fuesz
/Wall combined with any other /Wn option is redundant.

/Wall enables *ALL* warnings, including those automatically supressed by VS 
under any other circumstances. /W1 through /W4 set the warning level; /Wall 
goes far beyond /W4 by enabling normally disabled warnings. 

I'm not sure if /Wall ignores #pragma warning supression as well, as I have 
never used it in any real situation. If it does ignore the #pragmas, then you 
would be getting even *more* warnings, on top of all of those that would 
otherwise be supressed by VS internally.


Matthew W Fuesz
Software Engineer Asc
Lockheed Martin STS

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[osg-users] create window from a thread on windows

2009-01-05 Thread Cedric Pinson

Hi,

I create a an osgViewer from a thread not the main, and i dont have key 
sent to my windows when i hit the keyboard. Is there something special 
on windows to have this work ? I know there is a difference between 
console application and window application is it something related ? In 
my case i let the console application because the window is not created 
at the beginning but later from another thread.
A side effect is that the window display "not responding" but the opengl 
inside window is displayed and refresh.



Any clue or suggest will be welcome.
Cheers,
Cedric

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Re: [osg-users] Warning level

2009-01-05 Thread Jean-Sébastien Guay

Hi Robert,


I think option A is better, since then people who want to use more
aggressive warnings (and can accept the consequences) still have that
option. Option B simply makes the flag the same whether
OSG_USE_AGGRESSIVE_WARNINGS is ON or OFF, so the option has no use on
Windows...


Is -Wall /W3 the default then?  This is what is now used when enabling
OSG_USE_AGGRESSIVE_WARNINGS.


No, when OSG_USE_AGGRESSIVE_WARNINGS is OFF then only /W3 is enabled, 
/Wall is not.


I just checked, and it seems /Wall is the option causing the noise. 
Setting OSG_AGGRESSIVE_WARNING_FLAGS to "/Wall /W3" (as you had done) 
still blurted out a great number of warnings in the standard C++ headers 
/ headers provided by the compiler.


I tried setting OSG_AGGRESSIVE_WARNING_FLAGS to /W4 only (no /Wall) and 
I got a few warnings which I didn't get before with only /W3, and no 
warnings in the standard headers:


1>-- Build started: Project: OpenThreads, Configuration: Debug Win32 
--

1>Compiling...
1>Atomic.cpp
1>..\..\..\..\src\OpenThreads\common\Atomic.cpp(133) : warning C4239: 
nonstandard extension used : 'static_cast' : conversion from 'volatile 
const long' to 'volatile const unsigned int &'

1>A non-const reference may only be bound to an lvalue
1>Version.cpp
1>Win32ThreadBarrier.cpp
1>Win32Thread.cpp
1>..\..\..\..\src\OpenThreads\win32\Win32Thread.cpp(136) : warning 
C4189: 'pd' : local variable is initialized but not referenced

1>Win32Mutex.cpp
1>WIN32Condition.cpp
1>Generating Code...
1>c:\dev\openscenegraph-svn\openscenegraph\src\openthreads\win32\win32thread.cpp(440) 
: warning C4702: unreachable code

1>Compiling manifest to resources...
1>Linking...
1>LINK : 
C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\build\bin\RelWithDebInfo\..\..\bin\ot11-OpenThreads.dll 
not found or not built by the last incremental link; performing full link
1>   Creating library 
C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\build\lib\RelWithDebInfo\..\OpenThreads.lib 
and object 
C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\build\lib\RelWithDebInfo\..\OpenThreads.exp

1>Embedding manifest...
1>Build log was saved at 
"file://c:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\build\src\OpenThreads\win32\OpenThreads.dir\RelWithDebInfo\BuildLog.htm"

1>OpenThreads - 0 error(s), 3 warning(s)
== Build: 1 succeeded, 0 failed, 1 up-to-date, 0 skipped ==

So I suggest setting OSG_AGGRESSIVE_WARNING_FLAGS to /W4. The effect 
will be that when OSG_USE_AGGRESSIVE_WARNINGS is OFF, then /W3 is used, 
and when it's on, /W4 will be used. The default of 
OSG_USE_AGGRESSIVE_WARNINGS being ON will mean we'll have a few warnings 
to fix to get a clean bill of health I imagine.


Could someone more knowledgeable than me in these things (Matthew Fuesz 
for example?) comment? Are there other flags we could use to be even 
more aggressive on warnings, but still not get warnings in the standard 
headers which we have no control over?


Thanks,

J-S
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Re: [osg-users] osgAL now has a CMake script

2009-01-05 Thread Wang Rui
Hi Sukender,

Thanks. I always make an out-of-source build, to keep the source tree clean.
Glad to see that osgAudio goes well on its way. Maybe we'd better also start
the osgPhysics project a few days later? :-)

Wang Rui
2009/1/5 Sukender 

> Hi Wang,
>
> That's okay! I made some modifications to the source files and commited;
> now it should be okay. If you test, please delete your CMake cache since I
> did some modifications.
> Oh, I forgot: did you make an in-source or out-of-the-source build?
> Thanks.
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
>
>
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Re: [osg-users] Warning level

2009-01-05 Thread Robert Osfield
Hi J-S,

On Mon, Jan 5, 2009 at 2:56 PM, Jean-Sébastien Guay
 wrote:
> Just to be sure, this is a Windows-only path right? To be clear:
>
> A) Did you set OSG_USE_AGGRESSIVE_WARNINGS to OFF on Windows but ON
> everywhere else?

No. OSG_USE_AGRESSIVE_WARNINGS is ON on all build combinatios.

> B) Or did you set the flag to /W3 when OSG_USE_AGGRESSIVE_WARNINGS is ON?

This is what I opted for.

> I think option A is better, since then people who want to use more
> aggressive warnings (and can accept the consequences) still have that
> option. Option B simply makes the flag the same whether
> OSG_USE_AGGRESSIVE_WARNINGS is ON or OFF, so the option has no use on
> Windows...

Is -Wall /W3 the default then?  This is what is now used when enabling
OSG_USE_AGGRESSIVE_WARNINGS.

The other aspect that could be looked into is the #pragma's in the
include/osg/Export, could some of these be removed now that I've done
the warning purge?

>> Could VS users please do an svn update and see how the build now fares?
>
> I'll do this in a few minutes.

Thanks.
Robert.
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Re: [osg-users] osgAL now has a CMake script

2009-01-05 Thread Sukender
Hi Wang,

That's okay! I made some modifications to the source files and commited; now it 
should be okay. If you test, please delete your CMake cache since I did some 
modifications.
Oh, I forgot: did you make an in-source or out-of-the-source build?
Thanks.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Mon, 05 Jan 2009 15:42:48 +0100, Sukender  a écrit:

> Hi Wang,
>
> I commited your FindOGG. I forgot a few things in that module and you found 
> them! Thanks.
> About OPENAL_VERSION, I'm a bit embarassed since I don't know why it's not 
> defined for linux (see "WindowsStuff" header). I asked the author, and I'll 
> change the source according to his answer.
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
>
> Le Mon, 05 Jan 2009 14:30:50 +0100, Wang Rui  a écrit:
>
>> Hi Sukender,
>>
>> I have tested osgAL on Arch Linux 0.72 and GCC 4.0.3. It also works after
>> some changes. :-)
>>
>> First, I think there should be an important definition for openalpp. Modify
>> the CMakeLists.txt in src/openalpp:
>>
>> add_definitions(
>>  -DOPENALPP_EXPORTS
>>  -DOPENAL_VERSION=2007
>>  #-D_USRDLL
>> )
>>
>> Otherwise I got lots of compile errors because of missing the OpenAL
>> version. The OPENAL_VERSION macro had been defined in the configure.in before
>> and maybe it could be made as an CMake option to users from now on.
>>
>> And I would suggest do a few changes to the FindOGG.cmake, especially the
>> FIND_LIBRARY(OGG_LIBRARY ...) macro, to make it work in Linux. See
>> attachment for details.
>> Cheers,
>>
>> Wang Rui
>> 2009/1/5 Sukender 
>>
>>> Hi again,
>>>
>>> I commited the "INCLUDE_WITH_VARIABLES" changes and fixed a few bugs. I
>>> also tested with dependencies in a single directory and now it works.
>>> I hope that's ok under linux/gcc (and other platforms/compilers); could you
>>> test it please? Thanks.
>>>
>>> Sukender
>>> PVLE - Lightweight cross-platform game engine -
>>> http://pvle.sourceforge.net/
>
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Re: [osg-users] Warning level

2009-01-05 Thread Jean-Sébastien Guay

Hi Robert,

I agree with your rationale over warnings etc.


In this instance the Windows build is now broken due to aggressive
warnings  


Well, it wasn't really broken, just building *really* slowly due to 
thousands of warnings being printed (probably hundreds for each source 
file, since they all include mostly the same headers).



Clearly this big step backwards and isn't viable, so we'll
need to pull back on the warnings levels under Windows, the suggestion
of /W3 seems a reasonable compromise so I've just change the VS
aggressive warning CmakeLists.txt script path to use this.  An svn
update will get this change.


Just to be sure, this is a Windows-only path right? To be clear:

A) Did you set OSG_USE_AGGRESSIVE_WARNINGS to OFF on Windows but ON 
everywhere else?


B) Or did you set the flag to /W3 when OSG_USE_AGGRESSIVE_WARNINGS is ON?

I think option A is better, since then people who want to use more 
aggressive warnings (and can accept the consequences) still have that 
option. Option B simply makes the flag the same whether 
OSG_USE_AGGRESSIVE_WARNINGS is ON or OFF, so the option has no use on 
Windows...



Could VS users please do an svn update and see how the build now fares?


I'll do this in a few minutes.

Thanks,

J-S
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Re: [osg-users] wldap32.lib / osgdb_curl fix

2009-01-05 Thread Jean-Sébastien Guay

Hi Paul,

After installing the operating system, I installed Visual Studio 2005 
Standard Edition, and accepted all the defaults. When building OSG, 
everything built fine except for osgdb_curl, which could not find 
wldap32.lib. This file was not installed as part of the Visual Studio 
2005 installation.


That's weird, as the Platform / Windows SDK should be installed by 
default for all Visual Studio 2005 installs except the Express Edition...


Anyways, thanks for posting, it'll surely help others who do the same.

J-S
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Re: [osg-users] Warnings in VS

2009-01-05 Thread Jean-Sébastien Guay

Hi Paul,


Anyone else seeing this issue?


Yes, see the thread "Warning level" I started over the holidays. :-)

The default behavior appears to be /W4, and there doesn't appear to be a 
CMake switch to change it. OSG_DISABLE_MSVC_WARNINGS is set to OFF, but 
this variable is ignore in the CMake scripts, as near as I can tell. 
OSG_USE_AGGRESSIVE_WARNINGS defaults to ON, but setting it to OFF has no 
effect.


It has an effect only if you set it to OFF before clicking Configure the 
first time. After that, it seems to be cached and changing the value 
doesn't change anything, you need to delete your cache and run CMake again.


J-S
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Re: [osg-users] osgAL now has a CMake script

2009-01-05 Thread Sukender
Hi Wang,

I commited your FindOGG. I forgot a few things in that module and you found 
them! Thanks.
About OPENAL_VERSION, I'm a bit embarassed since I don't know why it's not 
defined for linux (see "WindowsStuff" header). I asked the author, and I'll 
change the source according to his answer.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Mon, 05 Jan 2009 14:30:50 +0100, Wang Rui  a écrit:

> Hi Sukender,
>
> I have tested osgAL on Arch Linux 0.72 and GCC 4.0.3. It also works after
> some changes. :-)
>
> First, I think there should be an important definition for openalpp. Modify
> the CMakeLists.txt in src/openalpp:
>
> add_definitions(
>  -DOPENALPP_EXPORTS
>  -DOPENAL_VERSION=2007
>  #-D_USRDLL
> )
>
> Otherwise I got lots of compile errors because of missing the OpenAL
> version. The OPENAL_VERSION macro had been defined in the configure.in before
> and maybe it could be made as an CMake option to users from now on.
>
> And I would suggest do a few changes to the FindOGG.cmake, especially the
> FIND_LIBRARY(OGG_LIBRARY ...) macro, to make it work in Linux. See
> attachment for details.
> Cheers,
>
> Wang Rui
> 2009/1/5 Sukender 
>
>> Hi again,
>>
>> I commited the "INCLUDE_WITH_VARIABLES" changes and fixed a few bugs. I
>> also tested with dependencies in a single directory and now it works.
>> I hope that's ok under linux/gcc (and other platforms/compilers); could you
>> test it please? Thanks.
>>
>> Sukender
>> PVLE - Lightweight cross-platform game engine -
>> http://pvle.sourceforge.net/

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Re: [osg-users] osgAL now has a CMake script

2009-01-05 Thread Wang Rui
Hi Sukender,

I have tested osgAL on Arch Linux 0.72 and GCC 4.0.3. It also works after
some changes. :-)

First, I think there should be an important definition for openalpp. Modify
the CMakeLists.txt in src/openalpp:

add_definitions(
 -DOPENALPP_EXPORTS
 -DOPENAL_VERSION=2007
 #-D_USRDLL
)

Otherwise I got lots of compile errors because of missing the OpenAL
version. The OPENAL_VERSION macro had been defined in the configure.in before
and maybe it could be made as an CMake option to users from now on.

And I would suggest do a few changes to the FindOGG.cmake, especially the
FIND_LIBRARY(OGG_LIBRARY ...) macro, to make it work in Linux. See
attachment for details.
Cheers,

Wang Rui
2009/1/5 Sukender 

> Hi again,
>
> I commited the "INCLUDE_WITH_VARIABLES" changes and fixed a few bugs. I
> also tested with dependencies in a single directory and now it works.
> I hope that's ok under linux/gcc (and other platforms/compilers); could you
> test it please? Thanks.
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
>
# Locate OGG
# This module defines
# OGG_LIBRARY
# OGG_FOUND, if false, do not try to link to OGG 
# OGG_INCLUDE_DIR, where to find the headers
#
# $OGGDIR is an environment variable that would
# correspond to the ./configure --prefix=$OGGDIR
# used in building OGG.
#
# Created by Sukender (Benoit Neil). Based on FindOGG.cmake module.

FIND_PATH(OGG_INCLUDE_DIR
NAMES ogg/ogg.h ogg/os_types.h
HINTS
$ENV{OGGDIR}
$ENV{OGG_PATH}
PATH_SUFFIXES include
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)

FIND_LIBRARY(OGG_LIBRARY 
ogg
HINTS
$ENV{OGGDIR}
$ENV{OGG_PATH}
PATH_SUFFIXES win32/Dynamic_Release lib
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw
/opt/local
/opt/csw
/opt
)

FIND_LIBRARY(OGG_LIBRARY_DEBUG 
ogg_d
HINTS
$ENV{OGGDIR}
$ENV{OGG_PATH}
PATH_SUFFIXES win32/Dynamic_Debug lib
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw
/opt/local
/opt/csw
/opt
)


SET(OGG_FOUND "NO")
IF(OGG_LIBRARY AND OGG_INCLUDE_DIR)
  SET(OGG_FOUND "YES")
ENDIF(OGG_LIBRARY AND OGG_INCLUDE_DIR)

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Re: [osg-users] osgAL now has a CMake script

2009-01-05 Thread Sukender
Hi again,

I commited the "INCLUDE_WITH_VARIABLES" changes and fixed a few bugs. I also 
tested with dependencies in a single directory and now it works.
I hope that's ok under linux/gcc (and other platforms/compilers); could you 
test it please? Thanks.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Mon, 05 Jan 2009 12:11:30 +0100, Sukender  a écrit:

> Hi Wang
>
> Thank you very much.
>
> Dependencies are normally in different directories. But if you put all of 
> them together, then you may change inlude and lib dirs variables in CMake... 
> I have to chek it.
> And thanks for the "INCLUDE_WITH_VARIABLES" modification. I'll write it and 
> commit soon (this afternoon for me ~= 12:30 PM GMT).
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
>
> Le Mon, 05 Jan 2009 11:45:24 +0100, Wang Rui  a écrit:
>
>> Hi Sukender,
>>
>> I have just built osgAL on my Windows XP and VS9. It works for me after some
>> modifications. I had put the ogg, vorbis and openal headers into 3 different
>> directories. The structure is:
>>
>> 3rdParty -> include -> AL, ogg, vorbis
>>  -> lib -> ...
>>
>> And there were building errors while using the CMake 2.6 system to generate
>> Makefiles, simply because some projects couldn't find the vorbis header
>> "vorbis/vorbisfile.h". I modified the CMakeLists.txt of src/osgAL and all
>> example directories and solved them.
>>
>> For example, in examples/osgal/CMakeLists.txt, change the line
>>
>> INCLUDE_WITH_VARIABLES( ${EXE_NAME} OPENAL ALUT)
>>
>> into
>>
>> INCLUDE_WITH_VARIABLES( ${EXE_NAME} OPENAL ALUT VORBIS )
>>
>> Hope that helps. Best wishes,
>>
>> Wang Rui
>>
>> 2009/1/5 Sukender 
>>
>>> Hi all,
>>>
>>> I created a CMake script for osgAL, so that it would be much easier to
>>> build.
>>> However, I need testing! So if you're interested in audio (and maybe in the
>>> osgAudio layer, in the future), please test building (and using if you have
>>> enough time) osgAL *from the trunk*. I personally tested it under
>>> Windows+MSVC8 (out-of-the-source build) and it works fine. Feel free to
>>> email me directly.
>>>
>>> Thank you.
>>>
>>>
>>> Checkout osgAL SVN trunk at
>>> https://osgal.svn.sourceforge.net/svnroot/osgal
>>>
>>> Dependencies:
>>> - OpenAL or OpenAL-Soft ( http://kcat.strangesoft.net/openal.html#download)
>>> - ALUT or freeALUT ( Maybe
>>> http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx?RootFolder=%2fopenal%2fDownloads%2fALUT&FolderCTID=&View=%7b6A9700C6%2d7248%2d4CD2%2d83F5%2d268F2C176072%7d)
>>> - libOGG and libVorbis ( http://xiph.org/downloads/ )
>>> - And of course OSG!
>>>
>>> Sukender
>>> PVLE - Lightweight cross-platform game engine -
>>> http://pvle.sourceforge.net/
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-05 Thread Robert Osfield
Hi Art,

On Mon, Jan 5, 2009 at 11:34 AM, Art Tevs  wrote:
> of course this would be ok for me. Just create a subdomain and register it on 
> your nameserver with the IP-adress of this forum: 78.46.220.153
> As soon as you have it, I would try to setup my server in the way, so that it 
> works with this subdomain. Shouldn't be a big act ;)
>
>
> Best regards,
> Art
>
> P.S. Now I am waiting for old messages in the MBox file format, to import 
> them into the forum ;)

Once I've merged all the submissions I'll contact Dreamhost about
getting the mbox file.

I'll also have a bash a setting up forum.openscenegraph.org.

Robert.
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Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-05 Thread Art Tevs
Hi Robert,

of course this would be ok for me. Just create a subdomain and register it on 
your nameserver with the IP-adress of this forum: 78.46.220.153
As soon as you have it, I would try to setup my server in the way, so that it 
works with this subdomain. Shouldn't be a big act ;)

Best regards,
Art

P.S. Now I am waiting for old messages in the MBox file format, to import them 
into the forum ;)

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=4114#4114





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Re: [osg-users] osgAL now has a CMake script

2009-01-05 Thread Sukender
Hi Wang

Thank you very much.

Dependencies are normally in different directories. But if you put all of them 
together, then you may change inlude and lib dirs variables in CMake... I have 
to chek it.
And thanks for the "INCLUDE_WITH_VARIABLES" modification. I'll write it and 
commit soon (this afternoon for me ~= 12:30 PM GMT).

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Mon, 05 Jan 2009 11:45:24 +0100, Wang Rui  a écrit:

> Hi Sukender,
>
> I have just built osgAL on my Windows XP and VS9. It works for me after some
> modifications. I had put the ogg, vorbis and openal headers into 3 different
> directories. The structure is:
>
> 3rdParty -> include -> AL, ogg, vorbis
>  -> lib -> ...
>
> And there were building errors while using the CMake 2.6 system to generate
> Makefiles, simply because some projects couldn't find the vorbis header
> "vorbis/vorbisfile.h". I modified the CMakeLists.txt of src/osgAL and all
> example directories and solved them.
>
> For example, in examples/osgal/CMakeLists.txt, change the line
>
> INCLUDE_WITH_VARIABLES( ${EXE_NAME} OPENAL ALUT)
>
> into
>
> INCLUDE_WITH_VARIABLES( ${EXE_NAME} OPENAL ALUT VORBIS )
>
> Hope that helps. Best wishes,
>
> Wang Rui
>
> 2009/1/5 Sukender 
>
>> Hi all,
>>
>> I created a CMake script for osgAL, so that it would be much easier to
>> build.
>> However, I need testing! So if you're interested in audio (and maybe in the
>> osgAudio layer, in the future), please test building (and using if you have
>> enough time) osgAL *from the trunk*. I personally tested it under
>> Windows+MSVC8 (out-of-the-source build) and it works fine. Feel free to
>> email me directly.
>>
>> Thank you.
>>
>>
>> Checkout osgAL SVN trunk at
>> https://osgal.svn.sourceforge.net/svnroot/osgal
>>
>> Dependencies:
>> - OpenAL or OpenAL-Soft ( http://kcat.strangesoft.net/openal.html#download)
>> - ALUT or freeALUT ( Maybe
>> http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx?RootFolder=%2fopenal%2fDownloads%2fALUT&FolderCTID=&View=%7b6A9700C6%2d7248%2d4CD2%2d83F5%2d268F2C176072%7d)
>> - libOGG and libVorbis ( http://xiph.org/downloads/ )
>> - And of course OSG!
>>
>> Sukender
>> PVLE - Lightweight cross-platform game engine -
>> http://pvle.sourceforge.net/
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] DatabasePager failed when loading ive with outside image

2009-01-05 Thread Robert Osfield
HI ??

Gordon's reply is perfectly reasonable.  It is bad etiquette to keep
posting on the same topic using different threads.  You are misusing
this mailing list and the abusing the goodwill of those who use it.

It is perfectly reasonable to raise problems that you encounter and
seek assistance in resolving it, but you should reply to the existing
threads on this topic if it has already been discussed.  This makes it
much easier for others to follow the topic.  Trying to follow broken
topics like what your posts instigate is a nightmare.  If you want
assistance make it easy to assist you otherwise others will not be
able help you.

Robert.

On Mon, Jan 5, 2009 at 1:59 AM, gzdmgd al  wrote:
> I 'm sorry for the multiple times posting of the same issue, only.
>
> But, I dont think your reply is reasonable. I am standing on the testing
> position and only mean to   find a bug in the program. Also , the error
> status and some reason  I have described in the mail.I am sure I can modify
> the program to fix the bug, but,I am only a OSG fans and want to tell the
> author, something is wrong. Can I ?  In my opinion, to develop the OSG ,
> everyone is authorized to give his suggestion and idea!
>
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>
>
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Re: [osg-users] osgAL now has a CMake script

2009-01-05 Thread Wang Rui
Hi Sukender,

I have just built osgAL on my Windows XP and VS9. It works for me after some
modifications. I had put the ogg, vorbis and openal headers into 3 different
directories. The structure is:

3rdParty -> include -> AL, ogg, vorbis
 -> lib -> ...

And there were building errors while using the CMake 2.6 system to generate
Makefiles, simply because some projects couldn't find the vorbis header
"vorbis/vorbisfile.h". I modified the CMakeLists.txt of src/osgAL and all
example directories and solved them.

For example, in examples/osgal/CMakeLists.txt, change the line

INCLUDE_WITH_VARIABLES( ${EXE_NAME} OPENAL ALUT)

into

INCLUDE_WITH_VARIABLES( ${EXE_NAME} OPENAL ALUT VORBIS )

Hope that helps. Best wishes,

Wang Rui

2009/1/5 Sukender 

> Hi all,
>
> I created a CMake script for osgAL, so that it would be much easier to
> build.
> However, I need testing! So if you're interested in audio (and maybe in the
> osgAudio layer, in the future), please test building (and using if you have
> enough time) osgAL *from the trunk*. I personally tested it under
> Windows+MSVC8 (out-of-the-source build) and it works fine. Feel free to
> email me directly.
>
> Thank you.
>
>
> Checkout osgAL SVN trunk at
> https://osgal.svn.sourceforge.net/svnroot/osgal
>
> Dependencies:
> - OpenAL or OpenAL-Soft ( http://kcat.strangesoft.net/openal.html#download)
> - ALUT or freeALUT ( Maybe
> http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx?RootFolder=%2fopenal%2fDownloads%2fALUT&FolderCTID=&View=%7b6A9700C6%2d7248%2d4CD2%2d83F5%2d268F2C176072%7d)
> - libOGG and libVorbis ( http://xiph.org/downloads/ )
> - And of course OSG!
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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Re: [osg-users] wldap32.lib / osgdb_curl fix

2009-01-05 Thread Robert Osfield
Hi Paul,

I wonder if it would be possible to doing an optional link of this
lib, only adding it if it's required.  I really don't know enough
about Windows or the libcurl build under Windows to suggest how it
might be done, but at it's crudest perhaps one could make it an user
editable option.

Robert.

On Sun, Jan 4, 2009 at 11:47 PM, Paul Martz  wrote:
> Hi all -- I recently did a scratch install of WinXP Pro on my laptop, and
> was (once again) bitten by osgdb_curl dependency on wldap32.lib.
>
> After installing the operating system, I installed Visual Studio 2005
> Standard Edition, and accepted all the defaults. When building OSG,
> everything built fine except for osgdb_curl, which could not find
> wldap32.lib. This file was not installed as part of the Visual Studio 2005
> installation.
>
> To resolve this issue, I did two things:
>
> 1. I downloaded and installed "MS Windows SDK for MS Server 2008". Anyone
> should be able to find where to download this by doing a web search. This is
> a huge download / install, so plan accordingly.
>
> 2. In the VS GUI, open Tools > Options. Then open Projects and Solutions >
> VC++ Directories, and select Library files from the "Show Directories For"
> menu. Add this directory to the list:
> C:\Program Files\Microsoft SDKs\Windows\v6.1\Lib
> I hope this info will help others who might encounter this issue in the
> future, though from reading posts by others it sounds like it's not an issue
> with VS 2008.
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> +1 303 859 9466
>
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>
>
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Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2009-01-05 Thread Robert Osfield
Hi Michael,

Using libzip would be reasonable thing to do.  Thanks to the Cmake
build system it's easy to pick up on optional dependencies, and if you
don't have them that plugin simply won't compile so it won't affect
end users that don't need the functionality.

Cheers,
Robert.

On Sun, Jan 4, 2009 at 5:18 PM, Michael Bosse'  wrote:
> On Thu, Dec 18, 2008 at 4:43 AM, Ulrich Hertlein  
> wrote:
>> On 17/12/08 10:56 AM, Jason Daly wrote:
>>>
>>> Ulrich Hertlein wrote:

 I agree that the implementation is hacky but the functionality is
 definitively useful (speaking for zip files only):
 - they are a common way to distribute a complete model (non-OSG objects,
 textures, etc.)
 - they can be easily created by the artists, no need to have OSG
 installed
 - usable by other packages; .osg, .osga, and .ive are leaf file
 formats if you will
>>>
>>> That, and couldn't they be re-implemented using zlib (which is already
>>> necessary for the png plugin)?
>>
>> That's probably the prefered solution for everybody.
>>
>> One problem that might rise up is that not all plugins support reading from
>> std::stream but require to read directly from a file.
>>
>> /ulrich
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
> Before I start working on this in my spare time, would it be
> acceptable to utilize libzip in the final plugin? Libzip depends only
> on the use of zlib and has a complete implementation of the zip file
> format. Otherwise, using only zlib would result in a very nontrivial
> and redundant implementation of a zip utility library.
>
>
> "It is only necessary to make war with five things: with the maladies
> of the body, with the ignorances of the mind, with the passions of the
> body, with the seditions of the city, with the discords of families."
> - Tacitus
>
> "The desire for safety stands against every great and noble
> enterprise." - Tacitus
>
> "Those who would give up essential liberty to purchase a little
> temporary safety deserve neither liberty nor safety." - Benjamin
> Franklin
>
> "Numquam ponenda est pluralitas sine necessitate." - William of Ockham
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Re: [osg-users] Spatial View : Wazabee Test Implementation

2009-01-05 Thread Robert Osfield
HI Adrian,

I'd just implement it as a Viewer Camera configuration, in the same
way that the WoW implementation is done.  You needn't modify the
src/osgViewer/View.cpp file to add this though - you can set up the
viewer's slave cameras in your own application code.

Robert.

On Sun, Jan 4, 2009 at 10:49 AM, Adrian Egli OpenSceneGraph (3D)
<3dh...@gmail.com> wrote:
> Hi Robert,
>
> this is my first implementation test for a wazabee 3D Multiview (fullscreen)
> display. this implementation has the right interlacer implement as a GLSL
> shader. i am awar of the fact that the osgFX Effect / Technic wouldn't be
> the
> correct place to implement just display support, but it was the fastest way
> for prototyping of the interlacer. I don't longer need the spatial view
> interlacing SDK, even under Mac or Linux this should work.
>
> /adrian
>
> --
> 
> Adrian Egli
>
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Re: [osg-users] CMake DLL/Lib adding a Prefix ?

2009-01-05 Thread Robert Osfield
Hi Gordon,

The current CMake system under VS has support for mapping an osg.lib
to osg-versioned.dll which mimics the symbolic link system available
under unices.  This should be default.  The SO number is used for the
version number.

Robert.

On Sun, Jan 4, 2009 at 8:29 AM, Gordon Tomlinson
 wrote:
> Hi
>
>
>
>
>
> My cmake knowledge is very limited and was wondering is there a easy way to
> add a prefix to all the DLL's/LIB's being build and being pulled in
>
>
>
> In order to stop possible conflicts with maybe other version of OSG being on
> machine we get installed on we add a prefix to all these such as 'tg_'
>
> So we get tg_osgD.dll and tg_osgD.lib
>
>
>
> Is there an easy or more straight forward way to do this with cmake other
> than me having to edit each  CMakeLists.txt for every project as this is now
> a long task ;(
>
>
>
> Thanks
>
>
>
>
>
> Gordon
>
>
>
> __
> Gordon Tomlinson
>
> gor...@gordontomlinson.com  IM: gordon3db...@3dscenegraph.com
> www.vis-sim.com  www.gordontomlinson.com
>
> __
> US-C: 571 265 2612   UK-C: +44(0) 7976 454329
>
> "Self defence is not a function of learning tricks  but is a function of how
>
> quickly and intensely one can arouse one's instinct for survival"
> -Master Tambo Tetsura
>
>
>
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>
>
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Re: [osg-users] Happy New Year!

2009-01-05 Thread Sukender
> Happy new year Robert and all !
> Or "Bonne années" for the other frenchies here !

Ouaiiis ! Bonne annééée ! Champagne !
(Yeh! Happy new yeeaaar! Champagne!)

Sukender, posting even when having nothing special to say
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] VirtualPlanetBuilder: Adding to an existing database

2009-01-05 Thread Robert Osfield
Hi Bred,

I've just replied to the other post on this so will assume that this
is sufficient.

Robert.

On Fri, Jan 2, 2009 at 10:32 PM, Brad Huber  wrote:
> My coworker recently posted a similar question but I haven't seen any
> response yet.
>
>
>
> We are interested in whether you could have a whole planet database (perhaps
> earth.ive?) and "add" imagery to it.  As in generate the scene graph for the
> whole world once.  Then later come and add high resolution insets of
> particular areas without having to do a complete rebuild.
>
>
>
> Thoughts?
>
>
>
> Thanks
>
> -Brad
>
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Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-05 Thread Robert Osfield
Hi Art & Sukender, et. al,

On Thu, Jan 1, 2009 at 10:56 PM, Sukender  wrote:
> About spammers, I think osg-users is quite free of them. So maybe the posts 
> coming from the mailing list or an user that is also registered in the 
> mailing list could be marked as "sure" and thus not having URL jamming? I 
> only tell this beacause sometimes you post a link saying "look at this 
> previous post", and then the link is not visible. That's quite annoying, 
> according to me, since non-registered users could not click it and see the 
> answer to the question.


The osg-users list is free from spam because I have enabled the policy
of discarding all posts from non subscribed posters, originally I did
try to use mailman's filter of spam but it ended up being a big drain
on my time and life force keeping on top of it.  There are downsides
to this policy in that posts from genuine posters who aren't
subscribed just go into an email black hole, this is price we've had
to pay for my sanity.

--

On the topic of net searchings, and visibility having the forum under
forum.openscenegraph.org would probably be better.  It should be easy
to set a forum subdomain for openscenegraph.org that directls one to
forum.  Art would this work for you?

Robert.
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Re: [osg-users] Happy New Year!

2009-01-05 Thread Serge Lages
Happy new year Robert and all !
Or "Bonne années" for the other frenchies here !

On Mon, Jan 5, 2009 at 10:20 AM, Robert Osfield wrote:

> Hi All,
>
> I'm now back from my festive holiday, so will catch up with
> submissions and user discussions.  Once I'm back ontop of my inbox
> I'll get back to putting down some of my thoughts on the year gone by
> and the year(s) ahead, something I had intended to do before Christmas
> but... was just too busy with urgent work and festive preparations ;-)
>
> Best wishes for peace and prosperity to all for this new year,
> Robert.
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Re: [osg-users] DatabasePager failed when loading ive with outside image

2009-01-05 Thread Robert Osfield
Hi ??? Please can you sign with your name so we know who to address.

W.r.t the threading on crashing I was awaiting a report on the issue
from the original reporter, as this was required to properly diagnose
the cause of the problem.

Robert.

On Fri, Jan 2, 2009 at 3:33 PM, gzdmgd al  wrote:
> Hi Robert,
>
> pls come back to the mail "Multi-threading bug related to Registry" .
> Recently ,we met the same error.
>
> In our issue,  when using databasePager, we disabled the Node Cache of the
> Registry, but enabled the image cache, also, ive plugs-in was used.
> Program always crashed when ive plugs-in finished the osgDB::readImageFile()
> .  In release version , this crash occured very quickly after some ive
> loading from the hard-disk. Also , the  databasePager thread stopped after
> the error.
>
> We solved the problem by disabled the image cache, but, loading speed
> obsviously come down. So, we guess the main bug is in the ive plugs-in.
>
> We hope to know your solution and if it can be done in the OSG2.8 ?
>
>
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Re: [osg-users] website down

2009-01-05 Thread Robert Osfield
Hi Hannes(?)

The server is up right now, but has been unreliable over the last six
months due to issues with the present server handling many
simultaneous server connections, with it occasionally locking up.

The server is being transferred across to work as virtual server on a
new machine, this is allow upgrade of the software components that are
causing the instability.  The new server should be online in the not
too distant future.

Robert.

On Wed, Dec 31, 2008 at 11:00 AM, hanne...@gmx.at  wrote:
> http://uptime.netcraft.com/up/graph?site=www.openscenegraph.org
> Site name or availability problem for www.openscenegraph.org
>
> We could not get any results for your selected site. There can be a several
> reasons for this:
>
>   * The host name you have selected is not valid, perhaps it was mistyped.
>   * We could not contact it, and we do not have any cached information for
> it. This can be because there is no server running on that site yet, or
> because it is a new site and the DNS has not yet propagated to Netcraft. It
> can be also be because of a temporary routing problem from Netcraft to the
> site.
> We cannot tell you anything about this server, and have ignored it.
>
>
>
> time to move the website to another server?
>
> kind regards
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Re: [osg-users] map/set iterator not dereferencable

2009-01-05 Thread Vincent Bourdier
Hi

Have a look on your coordinateText pointer.
Check it if it is always valid...

Maybe, as Robert said, you loose some data due to a bad memory management ?

Advice : always use ref_ptr<> for osg::Referenced elements.

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Re: [osg-users] Warning level

2009-01-05 Thread Robert Osfield
Hi All,

I turned on the aggressive warnings by default following my warnings
purge.  I can disable this, but doing so would allow users to post
code with warnings without realising it, then I or others have to go
and guess at what the appropriate warning fix would be which is the
danger of introducing bugs can come in.  Fixing warnings as you
develop code highly preferable as it allows the person with the most
knowledge about the code to avoid ambiguities as they write it,
learning how to write cleaner code in the process.

My hesitancy over upping warning levels is that most warnings don't
directly map to bugs, and changing code to avoid warnings can involve
jumping through some rather odd coding strategies where the code
actually becomes less readable, less maintainable and more prone to
introducing bugs.  If you don't really understand what the warning
relates to, and what the code that producing the warning is trying to
do then there is a real risk of unintentional breaking once working
code.  "If it ain't broke don't fix it" is a good phrase to keep in
mind when thinking about fixing warnings.

In my role as maintainer I get to see the full life cycle of code,
including warning fixes that fix bugs, and ones that introduce bugs, I
include my own attempts at warning fixes as well as others.  The most
experienced engineers tend to have a better hit rate with fixing more
bugs than introducing new ones as they will be better at reading the
actual intention of the algorithm and it's caveats, but I've haven't
yet seen any engineer make no mistakes...  One can only strive for
perfection, no one can achieve it.

In this instance the Windows build is now broken due to aggressive
warnings  so the double edge sword of warnings has raised it's
ugly head in a different aspect, the code was actually in pretty good
shape but now won't compile at all for some without changing the build
system.  Clearly this big step backwards and isn't viable, so we'll
need to pull back on the warnings levels under Windows, the suggestion
of /W3 seems a reasonable compromise so I've just change the VS
aggressive warning CmakeLists.txt script path to use this.  An svn
update will get this change.

Could VS users please do an svn update and see how the build now fares?
Robert.
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[osg-users] osgAL now has a CMake script

2009-01-05 Thread Sukender
Hi all,

I created a CMake script for osgAL, so that it would be much easier to build.
However, I need testing! So if you're interested in audio (and maybe in the 
osgAudio layer, in the future), please test building (and using if you have 
enough time) osgAL *from the trunk*. I personally tested it under Windows+MSVC8 
(out-of-the-source build) and it works fine. Feel free to email me directly.

Thank you.


Checkout osgAL SVN trunk at https://osgal.svn.sourceforge.net/svnroot/osgal

Dependencies:
- OpenAL or OpenAL-Soft ( http://kcat.strangesoft.net/openal.html#download )
- ALUT or freeALUT ( Maybe 
http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx?RootFolder=%2fopenal%2fDownloads%2fALUT&FolderCTID=&View=%7b6A9700C6%2d7248%2d4CD2%2d83F5%2d268F2C176072%7d
 )
- libOGG and libVorbis ( http://xiph.org/downloads/ )
- And of course OSG!

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] What is the best way to record a game scene?

2009-01-05 Thread Robert Osfield
Hi Rick,

The OSG's animations are typically based on the
FrameStamp::getSimulationTime() which by default is the
FrameStamp::getReferenceTime() which is set by the viewer on each new
frame. You can specify your own simulation time by passing the time
into the viewer.frame(simulationTime) call.

This will work for types of animation that are directly computable at
any time point, but objects that compute their position iteratively
like particle systems it won't work.

Robert.

On Tue, Dec 30, 2008 at 3:49 AM,   wrote:
> Oh, I almost forgot the thorniest thing I am trying to understand ...
>
> In the game I am using particle effects for things like vapor trails,
> explosions, smoke, etc.  They seem to have their own relationship with time,
> and I do not know that they are "rewindable".  Lets say that I am in the
> middle of an explosion and I want to replay that explosion, but not from the
> very beginning, perhaps from somewhere in the middle.  Is there a way to
> rewind the time and play the particle effect from a given time, or do I need
> to somehow start a new effect over and fast-forward it to the appropriate
> time?
>
> Hope that makes some kind of sense,
> -- Rick
>
> On Mon, Dec 29, 2008 at 8:33 PM,  wrote:
>>
>> Hello all,
>>
>> I am wondering about the best way to record some aspect of a scene that is
>> playing from a game.  Quite often in games when your character gets killed,
>> you want to see an "instant replay" of getting killed.  The camera motion in
>> these cases is probably overridden to show the reverse angle of the killing
>> character.  Being able to record and playback some aspect of the game has
>> lots of other uses as well.  There are times I might want to read in an
>> entire scene from a file, but there may be times as well that
>>
>> So if you guys were to tackle this one, how would you do it?  The game is
>> obviously interactive, so it is not just a matter of having an AnimationPath
>> and writing out an .osg file of the scene (or perhaps I could, and there is
>> just something I am not understanding).  Most of the objects in the scene
>> are read in from other files.  If I were to write things out to an osg file,
>> is there a way to do it in such a way that the file references are written
>> out rather than all of the geometry explicity?
>>
>> In my primary example, the primary scene is already built, and I just need
>> to keep track of the motions of everything,  I should be able to do that
>> ok.  I was thinking of creating a seperate scene with new Transform nodes,
>> but the original geometry nodes, so I would not have to read them all in
>> again, but I could keep the structure of my primary game scene in tact and
>> just replace the scene nodes that my viewer is looking at.  Sound
>> reasonable?
>>
>> Thanks for all your help and advice.
>> -- Rick
>
>
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Re: [osg-users] VirtualPlanetBuilder: Adding a data set to an existing database

2009-01-05 Thread Robert Osfield
Hi Even,

I'm afraid I haven't yet implemented database patching.  It's the last
feature item I have to do for VPB 1.0.  Right now I'm focused on
wrapping up OSG 2.8 which will be the base for VPB 1.0, once 2.8 is
out the way the way I'll be wrapping up VPB 1.0.

Robert.

On Mon, Dec 29, 2008 at 5:48 PM, Evan Andersen  wrote:
> I am interested in updating an existing terrain database created with vpb to
> include new imagery and terrain.  I have seen this feature listed on the vpb
> development plans page and I came across a post by Robert from last April
> indicating that this feature was expected to be implemented by May 2008, but
> I haven't been able to find any further information.  Has this feature been
> implemented or is it still on the todo list?
>
> -Evan
>
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Re: [osg-users] map/set iterator not dereferencable

2009-01-05 Thread Robert Osfield
Hi Malcom,

There really isn't enough info from your post about what your wider
application code and how it relates to this callback and the data is
referencing to guess at what might be wrong.   The only thing hint
that code provides is that you're using a global to pass in the data
to modify, this is not a recommended programming practice and may well
be the cause of your problems.

Robert.

On Sun, Dec 28, 2008 at 1:41 PM, Malcom Poiter  wrote:
> Hello,
> I'm getting this error "map/set iterator not dereferencable" after few
> frames. It only occurs if I update an osg::text object I use to
> display the camera coordinates on screen using a HUD.
>
>
> osgText::Text* coordinateText;
> .
> .
> .
> struct DrawableUpdateCallback : public osg::Drawable::UpdateCallback
> {
> char buf[400];
> sprintf_s(buf,"%d %d
> %d\n",(int)(cam_pos.x()/1000),(int)(cam_pos.y()/1000),(int)(cam_pos.z()/1000));
> coordinateText->setText(buf);
> }
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Re: [osg-users] Both orthographic and perspective projections for the same camera

2009-01-05 Thread Robert Osfield
Hi Guher(?),

You can nest Camera's to override the project and modelview matrices,
or as your follow up post mentionds you can use osg::Projection that
just overrides the projection matrix.

On Sat, Dec 27, 2008 at 6:17 PM, guher b  wrote:
> Hi,
>
> while trying to implement rtt textures,
> I came a cross a situation that I can not solve in anyway.
> A camera (this camera is  a post render camera (which was added to 
> scenegraph) which draws to frame buffer.and meanwhile,  the main camera (of 
> the viewer) produces a texture (via fbo) that this camera uses to draw to 
> frame buffer)
>
> This camera(post render camera) should draw two different geometries; a 
> simple quad, which is used to render a textured quad with orthographic 
> projection (to draw the main camera's fbo's generated texture in to the frame 
> buffer), and secondly a geometry(a sphere) with perspective projection to be 
> drawn to the frame buffer afterwards.
>
> To handle different projections, I reimplemented the drawcallback of the  
> first geometry (which needed orthographic projection) and did nothing for the 
> sphere which used the camera's original projection (perspective projection). 
> However, when the sphere is visible, sphere is not rendered as it should be, 
> the whole scene becomes the sphere's color, when the sphere is visible, and 
> nothing is drawn when the sphere is not visible. There is no sphere shape at 
> all. I belive that the drawcallback of the first geometry does something 
> wrong which produces this behavior, cause when the drawcallback is not done, 
> the first geom is not drawn but the sphere is drawn as it should be. The 
> following code shows my drawcallback of the first geometry,
>  class TmpDrawCallback : public osg::Drawable::DrawCallback
>{
>public:
>TmpDrawCallback() : osg::Drawable::DrawCallback(){
>projectionMatrix=new 
> osg::RefMatrix(osg::Matrix::ortho(0,1,0,1,0,1));
>osg::Matrix m;
>
> m.getLookAt(osg::Vec3d(0,0,0),osg::Vec3d(0,0,-2),osg::Vec3d(0,1,0));
>modelViewMatrix=new osg::RefMatrix(m);
>}
>~TmpDrawCallback() {}
>
>void drawImplementation (osg::RenderInfo& ri, const 
> osg::Drawable* dr) const;
>osg::RefMatrix * projectionMatrix;
>osg::RefMatrix * modelViewMatrix;
>
>
>
>
>};
> void TmpDrawCallback::drawImplementation (osg::RenderInfo& ri, const 
> osg::Drawable* dr) const
> {
>osg::RefMatrix  * originalPm=new 
> osg::RefMatrix(ri.getState()->getProjectionMatrix());
>osg::RefMatrix  * originalMvm=new 
> osg::RefMatrix(ri.getState()->getModelViewMatrix());
>
>ri.getState()->applyProjectionMatrix(projectionMatrix);
>ri.getState()->applyModelViewMatrix(modelViewMatrix);
>
>dr->drawImplementation(ri);
>
>ri.getState()->applyProjectionMatrix(originalPm);
>ri.getState()->applyModelViewMatrix(originalMvm);
> }
>
>
> Does anyone see the flaw here? Or, is there any other way of implementing 2 
> different projections for the samecamera(without reimplementing the 
> drawcallback)?
> Thanks in advance
>
>
>
>
>
>
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Re: [osg-users] prerender camera's color mask

2009-01-05 Thread Robert Osfield
Hi David,

There really isn't enough info about your scene graph setup to say
what might be amiss.  My best guess is to check that your texture have
an alpha channel.

Robert.

On Thu, Dec 25, 2008 at 5:53 AM, ZHMW  wrote:
> Hi, Every One.
> I have a pre render camera in my scene graph. and i have set the clear
> mask by GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, set the color mask by
> four tures parameters. and the clear color by osg::Vec4(0.0, 0.0, 0.0,
> 0.0)(other clear colors I have tried also);  And then I attach the camera to
> a texture or a image( also have four color channels ).
>
>Every thing is OK except the result of alpha channel. there is always
> 1.0(It should be 0.0 because of the clear color), I don't know why.
>
> Merry ChristMas And Happy New Year.
>
> Best Wishes.
> David.
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[osg-users] Happy New Year!

2009-01-05 Thread Robert Osfield
Hi All,

I'm now back from my festive holiday, so will catch up with
submissions and user discussions.  Once I'm back ontop of my inbox
I'll get back to putting down some of my thoughts on the year gone by
and the year(s) ahead, something I had intended to do before Christmas
but... was just too busy with urgent work and festive preparations ;-)

Best wishes for peace and prosperity to all for this new year,
Robert.
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[osg-users] Donations poll reminder

2009-01-05 Thread Sukender
Hi all,

For those who didn't answer the poll ("How much would you donate to OSG if 
there was a call for donations?"): 
http://spreadsheets.google.com/viewform?key=pjqNRx7sg7XqtfbsKBomuKg&hl=en
Remember that you can fill in the form even if your answer is "0" :)
Poll will end on 2008-01-10.

Thank you very much for taking a minute for this.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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