Re: [osg-users] [osgppu] osgPPU examples status
Ok, I subscribed again and disabled mailing list e-mail delivery. Hopefully this will be a valid work-around until a phpBB side solution is implemented. Roland -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=4367#4367 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Depth, CULL, renderBin : what and when ?
Hi, I need some explanations about the ways OSG allow to modify the render. I am working on a function, to apply to a node, to set it always rendered over the other nodes. In other words, If I apply this on an osgText, I would be able to read the text whatever my camera position can be (of course if text is in the frustum). I make some search and I found a lot of things: * node-setCullingActive() : disable/enable the culling on a node. I am I good, disabling this on a node is not sufficient, after that we need to tell the node when to be rendered, isn't it ? * state-setMode(GL_DEPTH_TEST, OFF) : same thing ? what is the difference with the first one ? just OSG/OpenGl distinction ? * state-setRenderbinDetails(binNum, binName) : num 0 will be first rendered, num 0 will be the last ? what is the binName ? I saw LastRenderBin or RenderBin ... is there some keyword or it is just a name ? what is this word function ? * osg::Depth ... What this class can add ? I red OpenGl documentation about glDepthFunc/Mask/Range but I do not see what this class can add here. I know to set a node to be rendered last over the other nodes, I need a couple of theses function, but I've made some test and nothing look good... Any idea, explanation or Help would be very apreciated. Thanks, Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Depth, CULL, renderBin : what and when ?
Hi Vincent, There are a number of different ways you can force an object(s) to render over the top of the rest of the scene. One way is the render a HUD scene after the main scene has rendered using a in viewer Camera or in scene Camera, other is set the RenderBin details on the a StateSet attached to the object/subgraph that sets it to render after all other objects, then simply disable the depth set by setting the mode GL_DEPTH_TEST, OFF. Scene graph culling doesn't have an effect on the end result, if the object is on screen then it won't be culled and won't cause an issues. It's just the render order and the depth test that you need to control. Robert. On Fri, Jan 9, 2009 at 8:55 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, I need some explanations about the ways OSG allow to modify the render. I am working on a function, to apply to a node, to set it always rendered over the other nodes. In other words, If I apply this on an osgText, I would be able to read the text whatever my camera position can be (of course if text is in the frustum). I make some search and I found a lot of things: * node-setCullingActive() : disable/enable the culling on a node. I am I good, disabling this on a node is not sufficient, after that we need to tell the node when to be rendered, isn't it ? * state-setMode(GL_DEPTH_TEST, OFF) : same thing ? what is the difference with the first one ? just OSG/OpenGl distinction ? * state-setRenderbinDetails(binNum, binName) : num 0 will be first rendered, num 0 will be the last ? what is the binName ? I saw LastRenderBin or RenderBin ... is there some keyword or it is just a name ? what is this word function ? * osg::Depth ... What this class can add ? I red OpenGl documentation about glDepthFunc/Mask/Range but I do not see what this class can add here. I know to set a node to be rendered last over the other nodes, I need a couple of theses function, but I've made some test and nothing look good... Any idea, explanation or Help would be very apreciated. Thanks, Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MFC SDI Example
The MDI mfc version has the same problems last time I tried it. Try calling setUpViewerAsEmbeddedInWindow on your viewer. If you problems go away you're hitting threading issues. 2009/1/8 Brad Huber br...@procerusuav.com: Umit, Thanks. The SDI application that I have created so far is very simple and does nothing more than what the MDI example app does. As far as I can tell there is no difference in the way the example creates/uses/deletes the cOSG object and the way I am doing it, yet I get assertions or exceptions on exit. Anyone else? Thanks -Brad From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun Sent: Thursday, January 08, 2009 2:08 PM To: OpenSceneGraph Users Subject: Re: [osg-users] MFC SDI Example Hi Brad, I created SDI MFC project in OSG. But this was commercial and complicated to understand you very well. Because it was SDI dll to call from anywhere you need and you then delete it if you don't need to much. I haven't understood the assertion faults very well but you should only understand the cOSG class creation style. You will use it in your SDI project and be careful to delete everything while you are destroying your dialog. And be careful about the threads sleeping time to be activeted. Because sometimes sleeping times can't be enough to be threads get activated, so it may create assertion fault as you say. Hope this helps. Regards. 2009/1/8 Brad Huber br...@procerusuav.com Hello all, Does anyone know where one might find an example project of using MFC/OSG/SDI? If anyone has one sitting around on their machine I would be interested if you can email it to me as well. I've already tried adapting the MFC MDI example to an SDI project but I seem to be hitting some snags where the app won't exit properly. It either asserts the window as being still valid when it shouldn't be [CWnd::WalkPreTranslateTree's ASSERT(hWndStop == NULL || ::IsWindow(hWndStop))] or it get's The activation context being deactivated is not the most recently activated one exception within osg53-osgGAd.dll after I've deleted all osg items. I'm a little bit baffled why I'm getting this. Anyway does anyone have any SDI examples? Thanks -Brad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Depth, CULL, renderBin : what and when ?
Hi Vincent, I'll try to answer to your questions... On Fri, Jan 9, 2009 at 9:55 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, I need some explanations about the ways OSG allow to modify the render. I am working on a function, to apply to a node, to set it always rendered over the other nodes. In other words, If I apply this on an osgText, I would be able to read the text whatever my camera position can be (of course if text is in the frustum). I make some search and I found a lot of things: * node-setCullingActive() : disable/enable the culling on a node. I am I good, disabling this on a node is not sufficient, after that we need to tell the node when to be rendered, isn't it ? You don't necessarily need to disable the culling to be sure to see your node. The culling is applied depending on the view frustum or the distance (small feature culling). And you're right, it's not sufficient to disable it. * state-setMode(GL_DEPTH_TEST, OFF) : same thing ? what is the difference with the first one ? just OSG/OpenGl distinction ? This one disable depth tests with the other nodes, which means that when you'll render your node, OpenGL will not check if your object is behind another one, it will render your node on top of everything rendered so far. It's a first step to be sure to see your node, so don't forget to set the GL_DEPTH_TEST to off. * state-setRenderbinDetails(binNum, binName) : num 0 will be first rendered, num 0 will be the last ? what is the binName ? I saw LastRenderBin or RenderBin ... is there some keyword or it is just a name ? what is this word function ? RenderBins allows you to control the rendering order of your node, I must admit that it's a complex topic I don't still fully understand. But what you need to know is that if you set something like that : state-setRenderbinDetails(INT_MAX, RenderBin) ; You'll be pretty sure to have your object rendered last. In combination with the GL_DEPTH_TEST, you've got your reciepe to get an object always rendered. But be aware to not have an other osg::Camera rendering after the one where your object is attached. In this case, be sure that you render your object with the last osg::Camera rendered in your scene. Hope this helps ! -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image writers without compression support still try
Hi Roland, This sounds like a bug in the various image plugins don't detecting a pixel format that don't support. The file name extension for compressed files really should be .dds, but this isn't under the control plugins as you could load an .rgb file then compress the image at runtime, but still the original file that source it was an .rgb and this compression code doesn't have an reason to change this, nor would it even know what to change it to, this is really an app specific issue. If osgconv has been used to do the compression then perhaps there is a case for it to do the compression then change the extension of images that have been compressed. Robert. On Fri, Jan 9, 2009 at 9:05 AM, Roland Smeenk roland.sme...@tno.nl wrote: Yesterday, I wrote a small visitor to dump all images that were stored inside an .ive. Though the names of the internal textures had a .rgb extension it turned out these were compressed images. When writing the images to either .jpg, .bmp, .rgb the plugins all tried, but failed to write it succesfully. (noisy images and the .jpg even crashes) The .dds writer was of course the proper choice in this case. I did not test the image writers comprehensively, but I suspect there are more that have this problem. Does there exist a known issues/bug list that we can add this to? I know there is the general issue that not all plugins return proper read or write results. This is just a little more specific. -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=4369#4369 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Depth, CULL, renderBin : what and when ?
Hi, Thanks for your explanations. If anyone can explain me the Depth class and the binName string , I would be very grateful. For now, I've tried this : *void setNodeAlwaysRendered(osg::Node* n) { if(!n) return; osg::ref_ptrosg::StateSet state = n-getOrCreateStateSet(); //no scene graph culling n-setCullingActive(false); //set depht test off state-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); //last rendered state-setRenderBinDetails(INT_MAX, RenderBin); }* But nothing changed... I apply it on a PAT, and on a geode ... but the node it still culled by the other one... I use HUDs in the scene, but the scene graph is not attached to them... so I don't think it can explain that. Is there some properties to check on the View ? compositeViewer ? camera ? Can I apply that on every king of node ? is there a mean to force children inherit the state ? is it necessary ? Thanks for you help. Regards, Vincent. 2009/1/9 Serge Lages serge.la...@gmail.com Hi Vincent, I'll try to answer to your questions... On Fri, Jan 9, 2009 at 9:55 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, I need some explanations about the ways OSG allow to modify the render. I am working on a function, to apply to a node, to set it always rendered over the other nodes. In other words, If I apply this on an osgText, I would be able to read the text whatever my camera position can be (of course if text is in the frustum). I make some search and I found a lot of things: * node-setCullingActive() : disable/enable the culling on a node. I am I good, disabling this on a node is not sufficient, after that we need to tell the node when to be rendered, isn't it ? You don't necessarily need to disable the culling to be sure to see your node. The culling is applied depending on the view frustum or the distance (small feature culling). And you're right, it's not sufficient to disable it. * state-setMode(GL_DEPTH_TEST, OFF) : same thing ? what is the difference with the first one ? just OSG/OpenGl distinction ? This one disable depth tests with the other nodes, which means that when you'll render your node, OpenGL will not check if your object is behind another one, it will render your node on top of everything rendered so far. It's a first step to be sure to see your node, so don't forget to set the GL_DEPTH_TEST to off. * state-setRenderbinDetails(binNum, binName) : num 0 will be first rendered, num 0 will be the last ? what is the binName ? I saw LastRenderBin or RenderBin ... is there some keyword or it is just a name ? what is this word function ? RenderBins allows you to control the rendering order of your node, I must admit that it's a complex topic I don't still fully understand. But what you need to know is that if you set something like that : state-setRenderbinDetails(INT_MAX, RenderBin) ; You'll be pretty sure to have your object rendered last. In combination with the GL_DEPTH_TEST, you've got your reciepe to get an object always rendered. But be aware to not have an other osg::Camera rendering after the one where your object is attached. In this case, be sure that you render your object with the last osg::Camera rendered in your scene. Hope this helps ! -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Depth, CULL, renderBin : what and when ?
Re, Some correction : But nothing changed... I apply it on a PAT, and on a geode ... but the node it still culled by the other one... I use HUDs in the scene, but the scene graph is not attached to them... so I don't think it can explain that. Correction : Sorry I was wrong, it works on a geode, but not on a PAT. But, an other problem appear. Disabling culling, my Geode looks like bad now... that seem logical... no culling, so all faces are rendered... It's a normal problem, but is there any solution ? It looks like an all-or-nothing solution... :'( Thanks, Vincent. Is there some properties to check on the View ? compositeViewer ? camera ? Can I apply that on every king of node ? is there a mean to force children inherit the state ? is it necessary ? Thanks for you help. Regards, Vincent. 2009/1/9 Serge Lages serge.la...@gmail.com Hi Vincent, I'll try to answer to your questions... On Fri, Jan 9, 2009 at 9:55 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, I need some explanations about the ways OSG allow to modify the render. I am working on a function, to apply to a node, to set it always rendered over the other nodes. In other words, If I apply this on an osgText, I would be able to read the text whatever my camera position can be (of course if text is in the frustum). I make some search and I found a lot of things: * node-setCullingActive() : disable/enable the culling on a node. I am I good, disabling this on a node is not sufficient, after that we need to tell the node when to be rendered, isn't it ? You don't necessarily need to disable the culling to be sure to see your node. The culling is applied depending on the view frustum or the distance (small feature culling). And you're right, it's not sufficient to disable it. * state-setMode(GL_DEPTH_TEST, OFF) : same thing ? what is the difference with the first one ? just OSG/OpenGl distinction ? This one disable depth tests with the other nodes, which means that when you'll render your node, OpenGL will not check if your object is behind another one, it will render your node on top of everything rendered so far. It's a first step to be sure to see your node, so don't forget to set the GL_DEPTH_TEST to off. * state-setRenderbinDetails(binNum, binName) : num 0 will be first rendered, num 0 will be the last ? what is the binName ? I saw LastRenderBin or RenderBin ... is there some keyword or it is just a name ? what is this word function ? RenderBins allows you to control the rendering order of your node, I must admit that it's a complex topic I don't still fully understand. But what you need to know is that if you set something like that : state-setRenderbinDetails(INT_MAX, RenderBin) ; You'll be pretty sure to have your object rendered last. In combination with the GL_DEPTH_TEST, you've got your reciepe to get an object always rendered. But be aware to not have an other osg::Camera rendering after the one where your object is attached. In this case, be sure that you render your object with the last osg::Camera rendered in your scene. Hope this helps ! -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Depth, CULL, renderBin : what and when ?
Make sure your protect your mode : *state-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF|** osg::StateAttribute::PROTECTED|osg::StateAttribute::OVERRIDE**);* On Fri, Jan 9, 2009 at 10:57 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, Thanks for your explanations. If anyone can explain me the Depth class and the binName string , I would be very grateful. For now, I've tried this : *void setNodeAlwaysRendered(osg::Node* n) { if(!n) return; osg::ref_ptrosg::StateSet state = n-getOrCreateStateSet(); //no scene graph culling n-setCullingActive(false); //set depht test off state-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); //last rendered state-setRenderBinDetails(INT_MAX, RenderBin); }* But nothing changed... I apply it on a PAT, and on a geode ... but the node it still culled by the other one... I use HUDs in the scene, but the scene graph is not attached to them... so I don't think it can explain that. Is there some properties to check on the View ? compositeViewer ? camera ? Can I apply that on every king of node ? is there a mean to force children inherit the state ? is it necessary ? Thanks for you help. Regards, Vincent. 2009/1/9 Serge Lages serge.la...@gmail.com Hi Vincent, I'll try to answer to your questions... On Fri, Jan 9, 2009 at 9:55 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, I need some explanations about the ways OSG allow to modify the render. I am working on a function, to apply to a node, to set it always rendered over the other nodes. In other words, If I apply this on an osgText, I would be able to read the text whatever my camera position can be (of course if text is in the frustum). I make some search and I found a lot of things: * node-setCullingActive() : disable/enable the culling on a node. I am I good, disabling this on a node is not sufficient, after that we need to tell the node when to be rendered, isn't it ? You don't necessarily need to disable the culling to be sure to see your node. The culling is applied depending on the view frustum or the distance (small feature culling). And you're right, it's not sufficient to disable it. * state-setMode(GL_DEPTH_TEST, OFF) : same thing ? what is the difference with the first one ? just OSG/OpenGl distinction ? This one disable depth tests with the other nodes, which means that when you'll render your node, OpenGL will not check if your object is behind another one, it will render your node on top of everything rendered so far. It's a first step to be sure to see your node, so don't forget to set the GL_DEPTH_TEST to off. * state-setRenderbinDetails(binNum, binName) : num 0 will be first rendered, num 0 will be the last ? what is the binName ? I saw LastRenderBin or RenderBin ... is there some keyword or it is just a name ? what is this word function ? RenderBins allows you to control the rendering order of your node, I must admit that it's a complex topic I don't still fully understand. But what you need to know is that if you set something like that : state-setRenderbinDetails(INT_MAX, RenderBin) ; You'll be pretty sure to have your object rendered last. In combination with the GL_DEPTH_TEST, you've got your reciepe to get an object always rendered. But be aware to not have an other osg::Camera rendering after the one where your object is attached. In this case, be sure that you render your object with the last osg::Camera rendered in your scene. Hope this helps ! -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Exportable file formats
Thanks all for the info, much appreciated! Regards, Morne On Fri, Jan 9, 2009 at 2:18 AM, Paul Martz pma...@skew-matrix.com wrote: A while back, I posted a submission that tried to programmatically determine which formats were supported, did they support read or write, and did they support the read/writeNode, read/writeImage, read/writeObject, or read/writeHeightfield interface. To query for reading, the code created an empty file in a temp directory with the appropriate extension, then tried to read that file with OSG. It depended on the plugin returning the correct error code: FILE_LOADED or ERROR_READING_FILE (because it was, after all, an empty file) meant it was supported, anything else indicated a lack of support. And it tried to do something similar with writing. Unfortunately, this algorithm didn't work because many plugins contain bugs than cause them to return the incorrect error code. This caused my algorithm to return incorrect results a large percentage of the time. As a result, the submission was rejected. Ultimately, though, Robert did see value in having a way to determine some level of file support, and he coded up the osgconv --formats support. While this lists supported formats, unfortunately it provides no information about whether read or write is supported, or which interface is supported. On the plus side, the current implementation has a mechanism to display information about supported plugin Options; on the minus side, the output is somewhat incomplete, and we're still waiting for members of the community to flesh this out. In summary, the best mechanism available today to determine supported formats is to look at the code. 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 Morné Pistorius Sent: Thursday, January 08, 2009 3:11 AM To: OpenSceneGraph Users Subject: [osg-users] Exportable file formats Hi guys, I am trying to figure out which of the osg plugins support writing/exporting. Is there a list of supported formats or a way to query osg to find out which plugins support exporting? I will be happy if I can just get a handful - from comments read on the list, I think these are all supported: osg ive obj flt collada (dae) Thanks, Morne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geometry kernels?
to mary http://www.opencascade.org/ with osg is a GREAT idea! if someone want to try a cad program based on opencascade try http://www.salome-platform.org SALOME-MECA-2008.1-GPL Salome-Meca-2008 contains the newly integrated software suite combining Salome v.3.2.9 Pre-Post processor Code-Aster v9.2 FE solver and includes the new Code-Aster module for Salome and its new Analysis Wizards. http://www.caelinux.com/CMS/index.php?option=com_contenttask=viewid=44Itemid=40 http://caelinux.com/ a linux distribution for cad and cae. i think if osg would be used there it would be a great benefit for osg and for cad/cae. think about the simulation market... best regards hannes Cory Riddell wrote: The geometry engine is the software that you use to do things like fuse or intersect solids, sweep 2d shapes along a curve to generate a 3d shape, etc... From these you get faces. lines and points that you pass on to something else (like OpenGL) to render. Open Cascade is free and quite good. The ACIS kernel is what is at the heart of AutoCAD. Parasolid drives Solidworks. I was looking for advice on using one of these geometry toolkits with OSG. I assumed it was a common configuration, but I think I might be wrong about that. Cory Sukender wrote: Hi Cory, What do you mean by geometry engine? I guess you'll be able to easily create a kind of exporter that converts your geometry to an OSG/OpenGL one. Perhaps geometries would even be directly read and added to Geodes. I don't know HOOPS, but be aware that OSG is only (!) a scene graph (with many features and plugins), but not a CAD/infrastructure/mining/whatever software. Please tell us if you find useful things. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 07 Jan 2009 16:44:15 +0100, Cory Riddell c...@codeware.com a écrit: I'm looking for comments and suggestions for using OSG with a geometry engine like ACIS, Parasolid, or Open Cascade. Can they work well together? Is it a useful combination? The application is CAD-like and involves interactively building up a model from discrete components. I found OSG when looking for HOOPS competitors. Is it fair to compare HOOPS with OSG? Thanks, Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] finding switch and dof nodes in a 3D model without name
Hi all, I have a application that load some 3D models in .flt format. This models include both switches and Dof and I like to enable it. To do so i have done a research in OpenSceneGraph documentation and I have found the tutorials regarding the argument (in particular [1]). It works well but I prefer, if it could be possible, to find how many switch and dof nodes there are in a model and recover a pointer to them without knowing their name. In this manner I could configure my application changing models without take care of the name given to the particular switches and dof. I'm with version 1.2 of OSG. Is it possible to do so? Thanks in advance Francesco Argese [1] http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/FindingNodes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] finding switch and dof nodes in a 3D model without name
Hi Francesco, You just need to write a NodeVisitor that traverses through the scene and detects the osg::Switch and osgSim::DOFTransform. The NodeVisitor has an apply(osg::Switch) method, but not a DOFTransform one so you'll need to implement and apply(osg::Transform) and then dynamic_cast this to a DOFTransform to find out whether the transform is a DOFTransform. There are many examples of subclasses from NodeVisitor and their usage in the OSG sources, as well as the tutorials so review these for further guidance on what custom NodeVisitor look like. Robert. On Fri, Jan 9, 2009 at 2:42 PM, Francesco Argese kekk...@gmail.com wrote: Hi all, I have a application that load some 3D models in .flt format. This models include both switches and Dof and I like to enable it. To do so i have done a research in OpenSceneGraph documentation and I have found the tutorials regarding the argument (in particular [1]). It works well but I prefer, if it could be possible, to find how many switch and dof nodes there are in a model and recover a pointer to them without knowing their name. In this manner I could configure my application changing models without take care of the name given to the particular switches and dof. I'm with version 1.2 of OSG. Is it possible to do so? Thanks in advance Francesco Argese [1] http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/FindingNodes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] finding switch and dof nodes in a 3D model without name
Hi You can do this with a simple NodeVistor, that collect pointers in a array to yout Switch Nodes and Transfrom(DOF) nodes See something like http://www.vis-sim.com/osg/code/osgcode_bbox1.htm or http://www.vis-sim.com/osg/code/osgcode_color1.htm Add case for the swithc and transform nodes etc.. Theres plenty of node vistor examples around, but you should see the concept and what you need to do Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 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 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Francesco Argese Sent: Friday, January 09, 2009 9:42 AM To: OpenSceneGraph Users Subject: [osg-users] finding switch and dof nodes in a 3D model without name Hi all, I have a application that load some 3D models in .flt format. This models include both switches and Dof and I like to enable it. To do so i have done a research in OpenSceneGraph documentation and I have found the tutorials regarding the argument (in particular [1]). It works well but I prefer, if it could be possible, to find how many switch and dof nodes there are in a model and recover a pointer to them without knowing their name. In this manner I could configure my application changing models without take care of the name given to the particular switches and dof. I'm with version 1.2 of OSG. Is it possible to do so? Thanks in advance Francesco Argese [1] http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Findin gNodes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] finding switch and dof nodes in a 3D model without name
The example osgsidebyside contains a SwitchDOFVisitor that collects MultiSwitches and DOFTransforms. Roland -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=4401#4401 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] finding switch and dof nodes in a 3D model withoutname
Robert Osfield wrote: Hi Francesco, You just need to write a NodeVisitor that traverses through the scene and detects the osg::Switch and osgSim::DOFTransform. The NodeVisitor has an apply(osg::Switch) method, but not a DOFTransform one so you'll need to implement and apply(osg::Transform) and then dynamic_cast this to a DOFTransform to find out whether the transform is a DOFTransform. Just a heads-up... The flt loader uses osgSim::MultiSwitch (instead of osg::Switch) for its switch nodes, so you'll need to write the apply() for that as well. I checked to be sure, and this was the case even in version 1.2. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Windows wglShareLists and osg::GraphicsContext Sharing
Guys, wglShareLists requires that the context which IS GOING TO SHARE has no display lists existing. NOTE: See the italicized hglrc2 at this link: http://msdn.microsoft.com/en-us/library/ms537565(VS.85).aspx This creates a massive problem if we start with one window and wish to create more (sharing) later. I don't think this is an issue on other platforms. Does OSG watch for this, or do I have to code around the issue myself in my application? The examples which share contexts are great for learning, but they also neatly avoid this real-world problem by creating their windows at startup. John Argentieri Software Engineer GENERAL DYNAMICS C4 Systems john.argenti...@gdc4s.com This email message is for the sole use of the intended recipient(s) and may contain GDC4S confidential or privileged information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not an intended recipient, please contact the sender by reply email and destroy all copies of the original message. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] High resolution screencast
Ok forget about it it was a problem of -fPic flag in the compilation of some libraries. The next step is to make osg framerate constant in order to get smooth videos. If I undertood well what was said before this consists in rewriting the Mainloop of the viewer. I'll try this soon. Thanks once again. On Thu, Jan 8, 2009 at 10:56 AM, Simon Loic simon1l...@gmail.com wrote: Hi, I'm back at work and I can give you the details. The first problem I had was at compile time. I think it was linked with conflicting definitions. Here is the error message. /bin/mkdir -p bc/gl perl ./gengl/gengl.perl --mode=alias /usr/include/GL/gl.h /usr/include/GL/glx.h /usr/include/GL/glext.h /usr/include/GL/glxext.h bc/gl/alias.bc glFramebufferTextureLayerEXT is defined in both GL_NV_geometry_program4 and GL_EXT_texture_array at ./gengl/gengl.perl line 436, H line 10154. To solve it I did something quite ugly : I commented the mentioned line 436 of gengl/gengl.perl. After that It compiles but I looking forward a better fix. The second problem I get is the more important. The bugle filterset associated with screen capture is not recognised. I get the following warning : warning: ignoring unknown filter-set screenshot BTW, Im using the following command : BUGLE_CHAIN=video LD_PRELOAD=libbugle.so my_application with the following chain: # Captures a video file. chain video { # Press C-V to start and to stop recording. By removing the inactive # tag, recording will start immediately. filterset screenshot C-V inactive { video yes filename bugle.avi # You can in theory use any codec supported by ffmpeg codec mpeg4 # Roughly DVD size, although no high quality options are set bitrate 750 # By default, a frame is captured every 30th of a second, with # frames skipped or duplicated as necessary. Uncomment this # line to instead capture every frame exactly once to the # output. # allframes yes # Control the encoding latency. A higher latency may give # better throughput, at the expense of more memory. # lag 1 } } Just so you know, here is the recap of the configure script call (it may help): Configuration: libavcodec: yes readline: yes GUI: yes (with OpenGL) X event interception: yes Thanks very much. On Wed, Jan 7, 2009 at 11:38 PM, Simon Loic simon1l...@gmail.com wrote: I tried it but I encountered few problems. I will send you the detailed tomorrow. Still thanks for the tip. On Tue, Jan 6, 2009 at 5:40 PM, Jeremy Moles jer...@emperorlinux.comwrote: Not trying to hijack this thread--and I can't really read it all for now because I'm still fighting off lots of complications from a recent oral surgery--but what you want is called bugle. I used it to make all of the old osgWidget and osgPango videos and it works like a charm. What it does is LD_PRELOAD's glSwap() or whatever and replaces it with a version that shimmies off data to ffmpeg for encoding. Simple, clean, and easy for basic usage. On Thu, 2008-12-18 at 20:38 +0100, Simon Loic wrote: Hi, I apology in advance if this thread have been heavily answered before (if so just tell where I can find the solution). Still I would like to know the different alternative (the good ones) to record a video of my scene. So far I was using an external tool for screenCast (called istanbul). But I'm not satisfied by this because when my scene is very complex, my osg based application is lagging and this leads to a poor quality of th video. I'm especially interested if there is a way to create an RecordCameraPathHandler to record a path, and then instead of saving it as a .path file compute the video in a batch mode. By batch mode I mean that the creation of the video doesn't need to be real time. In that way I could hopefully control the lag effects and eventually the resolution of the video. Sincerely, -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Loïc Simon -- Loïc Simon -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MFC SDI Example
The OSG MFC example does not assert/unhandled exception for me. It does have the memory leaks that people have talked about. I'm not quite sure how to use the setUpViewerAsEmbeddedInWindow because the mfc example passes an dc to the camera whereas setUpViewerAsEmbeddedInWindow passes in a different dc... -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon Hammett Sent: Friday, January 09, 2009 2:21 AM To: OpenSceneGraph Users Subject: Re: [osg-users] MFC SDI Example The MDI mfc version has the same problems last time I tried it. Try calling setUpViewerAsEmbeddedInWindow on your viewer. If you problems go away you're hitting threading issues. 2009/1/8 Brad Huber br...@procerusuav.com: Umit, Thanks. The SDI application that I have created so far is very simple and does nothing more than what the MDI example app does. As far as I can tell there is no difference in the way the example creates/uses/deletes the cOSG object and the way I am doing it, yet I get assertions or exceptions on exit. Anyone else? Thanks -Brad From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun Sent: Thursday, January 08, 2009 2:08 PM To: OpenSceneGraph Users Subject: Re: [osg-users] MFC SDI Example Hi Brad, I created SDI MFC project in OSG. But this was commercial and complicated to understand you very well. Because it was SDI dll to call from anywhere you need and you then delete it if you don't need to much. I haven't understood the assertion faults very well but you should only understand the cOSG class creation style. You will use it in your SDI project and be careful to delete everything while you are destroying your dialog. And be careful about the threads sleeping time to be activeted. Because sometimes sleeping times can't be enough to be threads get activated, so it may create assertion fault as you say. Hope this helps. Regards. 2009/1/8 Brad Huber br...@procerusuav.com Hello all, Does anyone know where one might find an example project of using MFC/OSG/SDI? If anyone has one sitting around on their machine I would be interested if you can email it to me as well. I've already tried adapting the MFC MDI example to an SDI project but I seem to be hitting some snags where the app won't exit properly. It either asserts the window as being still valid when it shouldn't be [CWnd::WalkPreTranslateTree's ASSERT(hWndStop == NULL || ::IsWindow(hWndStop))] or it get's The activation context being deactivated is not the most recently activated one exception within osg53-osgGAd.dll after I've deleted all osg items. I'm a little bit baffled why I'm getting this. Anyway does anyone have any SDI examples? Thanks -Brad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Long-standing Particle System File loading IO performance trouble
This has been discussed on this list a number of times in the past, but I never saw any resolution. osgParticle systems cannot be cloned, so they can't be cached and cloned any time you want to use one. This means that each time a particle system is needed, it must either be read from disk every time or implemented entirely in code. The latter makes using tools to create them impossible, and makes them not real useful. The former cause a frame hiccup each time one is loaded. This is especially a problem if multiple ones are loaded in succession. I understand the argument against cloning a running particle system, but we really need to be able to clone the configuration of a particle system, or essentially the initial state with 0 particles. We would like to either implement clone functionality that just clones the initial settings, or write a visitor that builds a copy of the particle system. Then particle systems could be loaded as cached in OSG, solving the frame hiccup. Has anyone done something like this? Does anyone have another, perhaps better solution they have implemented already? If we were to implement this cloning functionality, which solution would be preferred? -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=4410#4410 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] High resolution screencast
On Fri, 2009-01-09 at 19:33 +0100, Simon Loic wrote: Ok forget about it it was a problem of -fPic flag in the compilation of some libraries. The next step is to make osg framerate constant in order to get smooth videos. If I undertood well what was said before this consists in rewriting the Mainloop of the viewer. I'll try this soon. It's much easier if you're using an NVidia card! :) Here are two bash functions I wrote to help: # Run an OpenGL application with antialiasing. function __fsaa() { if [ -z ${*} ]; then echo -e usage: fsaa NUM CMDLINE\n echo -e \t0 = FSAA disabled echo -e \t1 = 2x Bilinear Multisampling echo -e \t2 = 2x Quincunx Multisampling echo -e \t3 = FSAA disabled echo -e \t4 = 4x Bilinear Multisampling echo -e \t5 = 4x Gaussian Multisampling echo -e \t6 = 2x Bilinear Multisampling 4x SS echo -e \t7 = 4x Bilinear Multisampling 4x SS echo -e \t8 = 4x Bilinear Multisampling 2x SS\n return 1 else local MODE=${1} shift 1 eval __GL_FSAA_MODE=${MODE} ${*} fi } # Run an OpenGL application with vsync enabled. function __glsync() { eval __GL_SYNC_TO_VBLANK=1 ${*} } ... Once you've added these to your bashrc, you can do something like this: # __glsync osgviewer ...or... # __fsaa 4 __glsync osgviewer The general idea is to export the __GL_* variables properly. :) Thanks once again. On Thu, Jan 8, 2009 at 10:56 AM, Simon Loic simon1l...@gmail.com wrote: Hi, I'm back at work and I can give you the details. The first problem I had was at compile time. I think it was linked with conflicting definitions. Here is the error message. /bin/mkdir -p bc/gl perl ./gengl/gengl.perl --mode=alias /usr/include/GL/gl.h /usr/include/GL/glx.h /usr/include/GL/glext.h /usr/include/GL/glxext.h bc/gl/alias.bc glFramebufferTextureLayerEXT is defined in both GL_NV_geometry_program4 and GL_EXT_texture_array at ./gengl/gengl.perl line 436, H line 10154. To solve it I did something quite ugly : I commented the mentioned line 436 of gengl/gengl.perl. After that It compiles but I looking forward a better fix. The second problem I get is the more important. The bugle filterset associated with screen capture is not recognised. I get the following warning : warning: ignoring unknown filter-set screenshot BTW, Im using the following command : BUGLE_CHAIN=video LD_PRELOAD=libbugle.so my_application with the following chain: # Captures a video file. chain video { # Press C-V to start and to stop recording. By removing the inactive # tag, recording will start immediately. filterset screenshot C-V inactive { video yes filename bugle.avi # You can in theory use any codec supported by ffmpeg codec mpeg4 # Roughly DVD size, although no high quality options are set bitrate 750 # By default, a frame is captured every 30th of a second, with # frames skipped or duplicated as necessary. Uncomment this # line to instead capture every frame exactly once to the # output. # allframes yes # Control the encoding latency. A higher latency may give # better throughput, at the expense of more memory. # lag 1 } } Just so you know, here is the recap of the configure script call (it may help): Configuration: libavcodec: yes readline: yes GUI: yes (with OpenGL) X event interception: yes Thanks very much. On Wed, Jan 7, 2009 at 11:38 PM, Simon Loic simon1l...@gmail.com wrote: I tried it but I encountered few problems. I will send you the detailed tomorrow. Still thanks for the tip. On Tue, Jan 6, 2009 at 5:40 PM, Jeremy Moles jer...@emperorlinux.com wrote: Not trying to hijack this thread--and I can't really read it all for now
Re: [osg-users] MFC SDI Example
FYI, Setting mViewer-setThreadingModel(osgViewer::Viewer::ThreadingModel::SingleThreaded ) doesn't help. Not sure if that is telling or not. -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: Friday, January 09, 2009 1:47 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] MFC SDI Example The OSG MFC example does not assert/unhandled exception for me. It does have the memory leaks that people have talked about. I'm not quite sure how to use the setUpViewerAsEmbeddedInWindow because the mfc example passes an dc to the camera whereas setUpViewerAsEmbeddedInWindow passes in a different dc... -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon Hammett Sent: Friday, January 09, 2009 2:21 AM To: OpenSceneGraph Users Subject: Re: [osg-users] MFC SDI Example The MDI mfc version has the same problems last time I tried it. Try calling setUpViewerAsEmbeddedInWindow on your viewer. If you problems go away you're hitting threading issues. 2009/1/8 Brad Huber br...@procerusuav.com: Umit, Thanks. The SDI application that I have created so far is very simple and does nothing more than what the MDI example app does. As far as I can tell there is no difference in the way the example creates/uses/deletes the cOSG object and the way I am doing it, yet I get assertions or exceptions on exit. Anyone else? Thanks -Brad From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun Sent: Thursday, January 08, 2009 2:08 PM To: OpenSceneGraph Users Subject: Re: [osg-users] MFC SDI Example Hi Brad, I created SDI MFC project in OSG. But this was commercial and complicated to understand you very well. Because it was SDI dll to call from anywhere you need and you then delete it if you don't need to much. I haven't understood the assertion faults very well but you should only understand the cOSG class creation style. You will use it in your SDI project and be careful to delete everything while you are destroying your dialog. And be careful about the threads sleeping time to be activeted. Because sometimes sleeping times can't be enough to be threads get activated, so it may create assertion fault as you say. Hope this helps. Regards. 2009/1/8 Brad Huber br...@procerusuav.com Hello all, Does anyone know where one might find an example project of using MFC/OSG/SDI? If anyone has one sitting around on their machine I would be interested if you can email it to me as well. I've already tried adapting the MFC MDI example to an SDI project but I seem to be hitting some snags where the app won't exit properly. It either asserts the window as being still valid when it shouldn't be [CWnd::WalkPreTranslateTree's ASSERT(hWndStop == NULL || ::IsWindow(hWndStop))] or it get's The activation context being deactivated is not the most recently activated one exception within osg53-osgGAd.dll after I've deleted all osg items. I'm a little bit baffled why I'm getting this. Anyway does anyone have any SDI examples? Thanks -Brad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Forum alert message?
Hi Art, I got the following message when trying to send you a report on the OSG forum. __ SECURITY ALERT » » » » CBACK CrackerTracker has detected a potential attack on this site with a worm or exploit script so the Security System stopped the script. If you can see this page after including a new MOD into your board or after clicking on a link please contact the Board Administrator with this error message and a description what you have done before you could see this page, that the Admin has the possibility to fix the problem. __ Not sure what that means... I wasn't trying to do anything wrong, promise! :-) Just so I don't forget to send it to you later, here's what I was trying to send you: __ Hi Art, I was just scanning the forum's main page, and noticed that you put [vbp] as the topic abbreviation for VirtualPlanetBuilder... That's a typo, it should be [vpb] of course :-) Just thought I'd let you know. J-S __ J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forum alert message?
Hi Jean, oh, sorry, indeed there is a type, thanks. I have corrected this. To the alert message: Yes, this is a mod I have installed to prevent forum attacks. However sometimes it get false positives. I'll check it. Sorry for that ;) cheers -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=4413#4413 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows wglShareLists and osg::GraphicsContext Sharing
Hello John, You can have a render context share lists with another context that has existing display lists. You just need to pass in the context with existing display lists as the first parameter to wglShareLists and the new context as the second parameter. OSG should get the sharing right automatically if you use OSG for the creation of your contexts. If you create the contexts yourself, it becomes your responsibility to set them up to share correctly. Regards, Mark Argentieri, John-P63223 wrote: Guys, wglShareLists requires that the context which IS GOING TO SHARE has no display lists existing. NOTE: See the italicized hglrc2 at this link: http://msdn.microsoft.com/en-us/library/ms537565(VS.85).aspx http://msdn.microsoft.com/en-us/library/ms537565%28VS.85%29.aspx This creates a massive problem if we start with one window and wish to create more (sharing) later. I don't think this is an issue on other platforms. Does OSG watch for this, or do I have to code around the issue myself in my application? The examples which share contexts are great for learning, but they also neatly avoid this real-world problem by creating their windows at startup. *John Argentieri* *Software Engineer* *GENERAL DYNAMICS* *C4 Systems * *john.argenti...@gdc4s.com* *This email message is for the sole use of the intended recipient(s) and may contain GDC4S confidential or privileged information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not an intended recipient, please contact the sender by reply email and destroy all copies of the original message.* ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Python integration, take 2
I need to invoke OSG from Python code. I can't get osgswig working adequately in my environment, and I don't have time to chase the problems. So, time to write some C++. I have a Macintosh Leopard environment and a Windows XP environment. I can use either, but I prefer the Mac. I want to use the vanilla Leopard Python framework (2.5.1) with OSG 2.6.1. It would be nice-- but it is not required--if I could make the code work with the Tiger Python framework (2.3.5). I want to be able to produce a native application bundle. I have oodles of platform problems and the following initial questions: 1. Has anyone built 2.6.1 OSG frameworks (better, an umbrella framework) on 10.4 or 10.5? If so, how? 2. If not, does anyone know how to use the 2.6.1 .so files in a Mac application bundle? 3. Has anyone successfully used py2app with any version of OSG? Better, with 2.6.1? 4. Has anyone successfully used wxPython with OSG on a Mac? Please help this poor frazzled (and it's only the beginning of the term) grad student! Randolph Fritz design machine group architecture department university of washington rfr...@u.washington.edu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org