Re: [osg-users] [osgppu] osgPPU examples status

2009-01-09 Thread Roland Smeenk
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

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http://osgforum.tevs.eu/viewtopic.php?p=4367#4367





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[osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Vincent Bourdier
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.
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Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Robert Osfield
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.

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Re: [osg-users] MFC SDI Example

2009-01-09 Thread Simon Hammett
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

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Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Serge Lages
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
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Re: [osg-users] Image writers without compression support still try

2009-01-09 Thread Robert Osfield
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.

 --
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 http://osgforum.tevs.eu/viewtopic.php?p=4369#4369





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Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Vincent Bourdier
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

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Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Vincent Bourdier
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

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Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Serge Lages
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

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



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-- 
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http://www.tharsis-software.com
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Re: [osg-users] Exportable file formats

2009-01-09 Thread Morné Pistorius
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
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Re: [osg-users] Geometry kernels?

2009-01-09 Thread hanne...@gmx.at

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



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[osg-users] finding switch and dof nodes in a 3D model without name

2009-01-09 Thread Francesco Argese
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
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Re: [osg-users] finding switch and dof nodes in a 3D model without name

2009-01-09 Thread Robert Osfield
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
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Re: [osg-users] finding switch and dof nodes in a 3D model without name

2009-01-09 Thread Tomlinson, Gordon
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
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g
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Re: [osg-users] finding switch and dof nodes in a 3D model without name

2009-01-09 Thread Roland Smeenk
The example osgsidebyside contains a SwitchDOFVisitor that collects 
MultiSwitches and DOFTransforms.

Roland

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Re: [osg-users] finding switch and dof nodes in a 3D model withoutname

2009-01-09 Thread Jason Daly

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

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[osg-users] Windows wglShareLists and osg::GraphicsContext Sharing

2009-01-09 Thread Argentieri, John-P63223
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.

 
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Re: [osg-users] High resolution screencast

2009-01-09 Thread Simon Loic
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
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 Loïc Simon




 --
 Loïc Simon




-- 
Loïc Simon
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Re: [osg-users] MFC SDI Example

2009-01-09 Thread Brad Huber
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

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 --
 Ümit Uzun

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[osg-users] Long-standing Particle System File loading IO performance trouble

2009-01-09 Thread David Guthrie
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?

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Re: [osg-users] High resolution screencast

2009-01-09 Thread Jeremy Moles
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

2009-01-09 Thread Brad Huber
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

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[osg-users] Forum alert message?

2009-01-09 Thread Jean-Sébastien Guay

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
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Forum alert message?

2009-01-09 Thread Art Tevs
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

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Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=4413#4413





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Re: [osg-users] Windows wglShareLists and osg::GraphicsContext Sharing

2009-01-09 Thread Mark Sciabica

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 
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[osg-users] OSG Python integration, take 2

2009-01-09 Thread R Fritz
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

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