Re: [osg-users] Server migration
Hi Sukender, On Mon, Feb 9, 2009 at 8:16 AM, Sukender suky0...@free.fr wrote: Do your server have a protection software or something similar (I heard some free exist and are quite good, butn I don't know more)? Of course, we have a firewall that works quite well, the only thing I needed to do is fill it with a blacklist (collected by a script that parses the apache output). I'm looking for a long term solution, more general, an IDS capable of detect and block this kind of attack. Is the 948 machines attack a Distributed DoS? Sure, they are doing an stupid access to the machine, thanks to that I can easily filter the traffic, right now it is almost under control. I though every IP was from Australia, but actually it is from all over places. Does anybody know a good technique to join single IP to block bigger networks? I find this quite alarming and have two questions that may never have a perfect answer: who?, and why?. No clue, I suppose our server is easy to attack, that's enough. Given the enough time every server is tested, that's not new... but still a pity. But don't see this very alarming, we will work out a solution and right now the server is working fine. The fact is that it causes the server to be less user friendly (slowdowns, need to login before seeing the timeline). I of course understand your position, but if all of this is really an attack, this is bad news. Maybe our previous problems with the server came from here?... Could be, the other apache was shared among other projects, and was difficult to spot that kind of traffic... I will look at it, anyway the migration to a virtualized machine gives us more control, so it's a good move. Cheers, Jose-L. -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Server migration
Hi, I can't seem to get my email address verified from trac. Tried 2 addresses and pressed resend email multiple time. I have not received anything yet. regards jp Jose Luis Hidalgo wrote: HI All, The migration is beta-completed, we need now to test it and fix the errors that surely will arise. As I've previously told you there is no more OSG user to make changes on the wiki, now everybody should register itself (but please do not use the e-mail feature, currently the server doesn't send messages and your account won't be active). For those who had a subversion account your username/password is the same on Trac, now users from trac and subversion share the same database (that will make easier to grant svn access in the future). Users are the same for every project hosted on OSG server, no need to register twice. Also please do not use your super-very-secret password here, just in case. Next week, I will setup the FTP service which will replace our webdav service to upload content (for those who had access), I will thank a lot if those who need access to the server could refresh my memory sending me an email (with copy to Robert). Remember that we are testing the server, I would be very thankful if you shared with me any flaw you detect in order to solve it as fast as possible. Thank you all for your patience. Cheers, Jose-Luis H. On Sun, Feb 8, 2009 at 12:29 PM, Jose Luis Hidalgo joseluis.hida...@gmail.com wrote: Hi All, The migration is almost complete: http://beta.openscenegraph.org I've also changed all the Center macro, for those with curiosity: mkdir -p $TMP trac-admin . wiki dump $TMP for file in $TMP/*; do sed -i -e 's/\[\[Center(begin)\]\]/{{{\n#!div style=text-align: center\n/g' -e 's/\[\[Center(end)\]\]/\n}}}/g' $file done trac-admin . wiki load $TMP Now I'm going to have a little break, then update macro permissions, configure properly the plugins, and ftp (but this one won't work until tomorrow because I need the UPV to open the 21 port). then a little bit of testing... cross your fingers. Cheers, Jose-Luis H. On Sun, Feb 8, 2009 at 11:35 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Jose, On Sun, Feb 8, 2009 at 8:45 AM, Jose Luis Hidalgo joseluis.hida...@gmail.com wrote: 2nd step: The server is going down for several minutes while I sync the copy on the new one... Just checked openscenegraph.org, nice front page notification and link to old.openscenegraph.org ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi, I updated the OpenSceneGraph-2.8.0 branch to 9711. Must I rather check out the tag? All built fine (debug build) with 0 errors and 0 warnings. Debian Sid gcc version 4.3.3 (Debian 4.3.3-3). Results also on cdash website under experimental. jp Robert Osfield wrote: Hi All, It turns out that the 2.8.0-rc2 was made from svn/trunk rather than the OpenSceneGraph-2.8 from which it was meant to be made. I've spotted the error in my OSG maintainer section of OpenSceneGraph/CMakeLists.txt and now when I make an rc it should indeed come from the 2.8 branch. As well as fixing the source of the rc I've also made a couple of minor bug fixes. As usual you can grab the latest from: http://www.openscenegraph.org/projects/osg/wiki/Downloads Details: Stable Release 2.8.0, release candidate 3, released 8th February 2009. Further information... Please test this release candidate, and report success/failure to the osg-users mailing list. Source Code: source package : OpenSceneGraph-2.8.0-rc3.zip svn tag: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0-rc3 OpenSceneGraph The source package isn't generated yet, as the new server isn't automatically generating the source packages like the previous server was. So grab the svn tag. I'll get a source package upload tomorrow if Jose Luis doesn't get to before I do. I would very much like to make the final 2.8.0 release tomorrow, so if rc3 compiles and runs well across platforms I'll make no further changes other than release dates, and resetting the release candidate number back to 0 to signify a final stable release. Thanks in advance for all the testing :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc2 tagged, please test
Hi Adrian, I don't think this is an OSG bug, rather your application/plugin isn't managing the clean up of graphics contexts in the right order. Doing a ref on the PerContextProgram object shouts out memory leak, which I'd guess is you way of preventing proper cleanup. It should possible to manage the clean up correctly without resorting to these hacks, I don't know enougth about your particular application/OSG usage to spot what you are doing wrong. Might I suggest a separate thread on this issue as it's really about correct OSG usage rather than the 2.8. release. Cheers, Robert. On Mon, Feb 9, 2009 at 7:16 AM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi Robert, I came around a long nightly tests, because i have a strange behaviour in our application w.r.t. to closing. For some models it raise an access violation error, for some not. now i worked out the problem we have. It's only raised (0x5 : access violation) : - when we append a slave at run time and remove it - when we have a shader attached (user shader) osg::Programm the code for adding removing the slave, just a look at the attachement (GuiEventHandler.cpp) releaseGLObjects then the error / crash can avoided. the problem comes from invalid pointer in _pcpList[x] = 0; the unref gets crashed. because the objects is still invalid, removed, in other program, or somewhere else or the initalization, or .. is not correct but only we renderer slave, and removed the slave (context) otherwise it works ok. i don't yet know where the bugs come from. or how we have to fix it. what does the _pcpList store? shared objects ? /adrian class WebaddonProgram : public osg::Program { public: virtual void releaseGLObjects(osg::State* state=0) const { for( unsigned int i=0; i _shaderList.size(); ++i ) { if (_shaderList[i].valid()) _shaderList[i]-releaseGLObjects(state); } // begin hack (FIX) // i don't understand why this has to be done by a such hack. // but we believe that under full screen the OSG engine does't right copy // the pcp buffer (we are running under single threaded) for (unsigned int i(0);i_pcpList.size();i++ ) { _pcpList[i]-ref(); } // end hack osg::buffered_valuedouble ARR; if (!state) { // FIX _pcpList.setAllElementsTo(0); } else { unsigned int contextID = state-getContextID(); // FIX _pcpList[contextID] = 0; (FULL SCREEN BUG) } } }; 2009/2/8 Robert Osfield robert.osfi...@gmail.com Hi Paul, The fix is now checked into svn/trunk and OSG-2.8. Robert. On Sun, Feb 8, 2009 at 5:35 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Paul, After a tea break I got back on the horse and tracked the problem down to the osgText::Text::computeGlyphRepresentation() skipping every second repeated \n due to the way the if(){}else{} were set up. I moved the end of lip skip to prevent this. Changed file attached. I can't check the file in right now, I'll try later on. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Server migration
Hi J.P., I told on the list to not use the email-feature, is optional so avoid it, right now the server can not send emails (due to our University Policy). I will remove the username so you can register ir again (this time without the email). Cheers, Jose-L. On Mon, Feb 9, 2009 at 9:45 AM, J.P. Delport jpdelp...@csir.co.za wrote: Hi, I can't seem to get my email address verified from trac. Tried 2 addresses and pressed resend email multiple time. I have not received anything yet. regards jp Jose Luis Hidalgo wrote: HI All, The migration is beta-completed, we need now to test it and fix the errors that surely will arise. As I've previously told you there is no more OSG user to make changes on the wiki, now everybody should register itself (but please do not use the e-mail feature, currently the server doesn't send messages and your account won't be active). For those who had a subversion account your username/password is the same on Trac, now users from trac and subversion share the same database (that will make easier to grant svn access in the future). Users are the same for every project hosted on OSG server, no need to register twice. Also please do not use your super-very-secret password here, just in case. Next week, I will setup the FTP service which will replace our webdav service to upload content (for those who had access), I will thank a lot if those who need access to the server could refresh my memory sending me an email (with copy to Robert). Remember that we are testing the server, I would be very thankful if you shared with me any flaw you detect in order to solve it as fast as possible. Thank you all for your patience. Cheers, Jose-Luis H. On Sun, Feb 8, 2009 at 12:29 PM, Jose Luis Hidalgo joseluis.hida...@gmail.com wrote: Hi All, The migration is almost complete: http://beta.openscenegraph.org I've also changed all the Center macro, for those with curiosity: mkdir -p $TMP trac-admin . wiki dump $TMP for file in $TMP/*; do sed -i -e 's/\[\[Center(begin)\]\]/{{{\n#!div style=text-align: center\n/g' -e 's/\[\[Center(end)\]\]/\n}}}/g' $file done trac-admin . wiki load $TMP Now I'm going to have a little break, then update macro permissions, configure properly the plugins, and ftp (but this one won't work until tomorrow because I need the UPV to open the 21 port). then a little bit of testing... cross your fingers. Cheers, Jose-Luis H. On Sun, Feb 8, 2009 at 11:35 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Jose, On Sun, Feb 8, 2009 at 8:45 AM, Jose Luis Hidalgo joseluis.hida...@gmail.com wrote: 2nd step: The server is going down for several minutes while I sync the copy on the new one... Just checked openscenegraph.org, nice front page notification and link to old.openscenegraph.org ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Server migration
Hi, Jose Luis Hidalgo wrote: Hi J.P., I told on the list to not use the email-feature, is optional so avoid it, right now the server can not send emails (due to our University Policy). I will remove the username so you can register ir again (this time without the email). OK, works fine now. thanks jp Cheers, Jose-L. -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Server migration
Hi All, I've found the setting that removes the email verification, so now there is no problem in giving the email. Sorry ! I'm still tweaking Trac. Right now the email verification when notification is off, is a little bug: http://trac-hacks.org/ticket/3989 Cheers, Jose L. On Mon, Feb 9, 2009 at 10:02 AM, J.P. Delport jpdelp...@csir.co.za wrote: Hi, Jose Luis Hidalgo wrote: Hi J.P., I told on the list to not use the email-feature, is optional so avoid it, right now the server can not send emails (due to our University Policy). I will remove the username so you can register ir again (this time without the email). OK, works fine now. thanks jp Cheers, Jose-L. -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About game source!
www.pok3d.com has been developped with osg YangXiao wrote: Hi Everyone: Is someone know about a opensource game code(about navy) developed use osg? Thanks YangXiao. 好玩贺卡等你发,邮箱贺卡全新上线! http://cn.rd.yahoo.com/mail_cn/tagline/card/*http://card.mail.cn.yahoo.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi Robert, Robert Osfield wrote: I would very much like to make the final 2.8.0 release tomorrow, so if rc3 compiles and runs well across platforms I'll make no further changes other than release dates, and resetting the release candidate number back to 0 to signify a final stable release. I saw you updated NEWS.txt in svn. I made some minor textual changes to the release notes on the wiki yesterday. Should I sync the svn version with the one in the 2.8 branch? Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Server migration
Hi Jose-Luis, Do your server have a protection software or something similar (I heard some free exist and are quite good, butn I don't know more)? Of course, we have a firewall that works quite well, the only thing I needed to do is fill it with a blacklist (collected by a script that parses the apache output). I'm looking for a long term solution, more general, an IDS capable of detect and block this kind of attack. Yes... I was actually talking about a specific software that does the analysis and do real-time detection and dynamic blocking. I know it exists but never used it. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About game source!
YangXiao wrote: Hi Everyone: Is someone know about a opensource game code(about navy) developed use osg? Thanks YangXiao. The Combat Simulator Project http://csp.sourceforge.net 1st person view, in development Global Conflict Blue http://www.gcblue.com/ strategy, 1st version is using osg in both cases look into the forum, both are friendly and don't bite if you post. ;) regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi Paul, On Mon, Feb 9, 2009 at 10:20 AM, Paul Melis p...@science.uva.nl wrote: I saw you updated NEWS.txt in svn. I made some minor textual changes to the release notes on the wiki yesterday. Should I sync the svn version with the one in the 2.8 branch? Yes could you sync with the NEWS.txt and send me the changes. It would be worth double checking your changes are still there as the server migration may have lots them if you made them at the wrong point. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About game source!
Hi YangXiao, I develop a tiny game and a small engine that uses OSG, ODE, osgAL (and thus OpenAL) and other libraries (boost, gettext, cURL...). See them both at: http://pvle.sourceforge.net/ http://sukender.free.fr/paratrooper/index_en.php Please note the engine is still alpha, but is useable and does not hide OSG. So think about it as kind of OSG helper, or OSG + some features that don't fall under the definition of a scene graph. However, you may have a look to delta3D if you need a more sophisticated engine. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi JP, On Mon, Feb 9, 2009 at 8:49 AM, J.P. Delport jpdelp...@csir.co.za wrote: I updated the OpenSceneGraph-2.8.0 branch to 9711. Must I rather check out the tag? Testing out the tag is useful as it's a release candidate. Testing out the the branch with the same rev should also get you the same sources - if my edits to the script have worked correct All built fine (debug build) with 0 errors and 0 warnings. Debian Sid gcc version 4.3.3 (Debian 4.3.3-3). Results also on cdash website under experimental. Thanks. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Build Errors on Dashboard
Checking the dashboard this morning I see that a new error has been reported for one of the Visual Studio builds, with site name ARNY: http://www.cdash.org/CDashPublic/buildSummary.php?buildid=9353 The errors are all in osgversion.cpp and of the form: 1..\..\..\tag2.4.0\OpenSceneGraph-2.8.0-rc1\applications\osgversion\osgversion.cpp(248) : error C2001: newline in constant 1..\..\..\tag2.4.0\OpenSceneGraph-2.8.0-rc1\applications\osgversion\osgversion.cpp(249) : error C2143: syntax error : missing ';' before 'if' 1..\..\..\tag2.4.0\OpenSceneGraph-2.8.0-rc1\applications\osgversion\osgversion.cpp(301) : error C2001: newline in constant There is also warning emitted for osgversion.cpp: 1..\..\..\tag2.4.0\OpenSceneGraph-2.8.0-rc1\applications\osgversion\osgversion.cpp : warning C4819: The file contains a character that cannot be represented in the current code page (949). Save the file in Unicode format to prevent data loss I did a search on the web for the later and came across an MS pag List of bugs that are fixed in Visual Studio 2005 Service Pack 1 http://support.microsoft.com/kb/918526 Which might suggests that this warning and associated errors might well be a VS bug. I do wonder if a locale setting is a fault too. It's worth noting that this file has contained these problem characters for years, they aren't anything new, and most VS users are compiling it without problem. So my guess it is a VS bug or settings issue. There is also a chance that a VS #pramga might be prevent locale problems. Thoughts? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada Plugin for Mac OS X...some building problems
Sorry to bother again with this problem, but I still cannot manage to build Collada plugin for Mac...(now trying with OSG 2.7.9+Collada DOM 2.1) ...I suppose that the OSG's Xcode project does not work for target osgdb_dae.so, I expected to build successfully the project 'out of the box', but first I had to manually add a reference to boost headers, and moreover Collada14Dom.dylib is not found by the linker... ...I also used Cmake to generate just make files and tryied to build from command line, but again I got a linking error... ...I manually set both LD_LIBRARY_PATH and DYLD_LIBRARY_PATH to the directory where Collada14Dom.dylib is but I still cannot link agaist it... At this point I'd just like to know if it is a problem about my dev environmet or if there is something wrong about OSG's Xcode project and/or make files... By the way, does anyone managed to build Collada plugin for Mac OS X (10.5)? Thank you. Alessandro On Thu, Feb 5, 2009 at 3:58 PM, alessandro terenzi a.tere...@gmail.comwrote: I moved a step forward but still didn't manage to build dae plugin. One of the problems was that the ColladaDOM's Xcode project build only static version of the dom, so I manually used 'make' from the shell to build the dynamic library. On the OSG side, although I set cmake paramters for COLLADA, it looks like they are ignored in the Xcode project, so I had to manually set again the include dir for osgdb_dae.so target and I also added the path my Collada14Dom.dylib...but the linker continues to give me a 'library not found' error: *ld: library not found for -lcollada14dom* *collect2: ld returned 1 exit status* Can anyone help please? Thank you. Best regards. Alessandro On Mon, Feb 2, 2009 at 10:49 AM, alessandro terenzi a.tere...@gmail.comwrote: I need to build collada plugin for Mac OS X (10.5) but I didn't manage to build it. Actually I did not understand which version of Collada DOM must be used with which OSG's version. In my last try (OSG 2.7.8 + Collada DOM 2.2) I had an error concerning BOOST...it looks like that many collada plugin files try to include boost/filesystem/convenience.hpp but unsuccessfully. Anyway I found it somewhere in the Collada files, so I manually added that path to build the plugin, but the linking failed because collada14dom was not found. Actually the Xcode project for Collada DOM builds just libdom.a (which I choose with Cmake). Am I missing something? Any suggestion? Thank. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi All, I would like to tag 2.8.0 this afternoon, which means in the next hour or two. I'm basically ready. The code this last week has actually looked pretty stable considering the relatively small number of problems reported. I would have liked more feedback on the niche platforms such as Solaris, IRIX, HP-UX and AIX, but we can't hold back the release indefinitely - we all have other work to get on with. Please shout now if you are about to do some testing and wish to hold the release till you get your results. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi Robert, Built 2.8.0 branch, revision 9716 on Windows, VS 2005 SP1. Everything built fine, 0 errors, 0 warnings. Cheers, Morne On Mon, Feb 9, 2009 at 12:37 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi All, I would like to tag 2.8.0 this afternoon, which means in the next hour or two. I'm basically ready. The code this last week has actually looked pretty stable considering the relatively small number of problems reported. I would have liked more feedback on the niche platforms such as Solaris, IRIX, HP-UX and AIX, but we can't hold back the release indefinitely - we all have other work to get on with. Please shout now if you are about to do some testing and wish to hold the release till you get your results. Thanks, Robert. ___ 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] OpenSceneGraph-2.8.0-rc3 tagged, please test
Robert Osfield schrieb: Hi All, I would like to tag 2.8.0 this afternoon, which means in the next hour or two. Can you please wait a little bit, I am compiling osg on OS X against the 10.4 sdk and there seems to be a problem, compiling against the 10.5 does work fine. I have to make a clean build, but that takes a long time on my machine. I'll report success/errors back ASAP. Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Done! Everything bult successfully with MinGW. Cheers Legeo 2009/2/9 Morné Pistorius mpistorius@googlemail.com Hi Robert, Built 2.8.0 branch, revision 9716 on Windows, VS 2005 SP1. Everything built fine, 0 errors, 0 warnings. Cheers, Morne On Mon, Feb 9, 2009 at 12:37 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi All, I would like to tag 2.8.0 this afternoon, which means in the next hour or two. I'm basically ready. The code this last week has actually looked pretty stable considering the relatively small number of problems reported. I would have liked more feedback on the niche platforms such as Solaris, IRIX, HP-UX and AIX, but we can't hold back the release indefinitely - we all have other work to get on with. Please shout now if you are about to do some testing and wish to hold the release till you get your results. Thanks, Robert. ___ 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] OpenSceneGraph-2.8.0-rc3 tagged, please test
On Mon, Feb 9, 2009 at 1:24 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Can you please wait a little bit, I am compiling osg on OS X against the 10.4 sdk and there seems to be a problem, compiling against the 10.5 does work fine. I have to make a clean build, but that takes a long time on my machine. I'll report success/errors back ASAP. OK, I'll hang back till you report on progress. What issues are you seeing pop up so far? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph 2.8.0-rc3 testing
Hi Robert. OSG2.8.0-rc3 on Windows with Visual Studio produces one error... Project wrappers fails to build... genwrapper is not recognised as an internal or external command Also found some more typos in the output text of various examples... http://vr3/osg280rc1/osg280rc3SpellingErrors.txt Gary. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] multi camera
Hi, i am trying to apply multi camera on my project. I am referencing Examples osgcamera. Here i did almost the same with your examples but there are few changes. Maybe this changes causes problems because in your examples runs in 60fps even there are 6 windows. My fps is 60fps/numberOfWindows :( so i want to ask some questions about this. Here is my code about multi window: void MyApplication::multipleWindowMultipleCameras() { const int numberOfWindows = 4; osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface(); unsigned int screenWidth, screenHeight; wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), screenWidth, screenHeight); double aspectRatioScale = (double)numberOfWindows / 2; double translate_x = double(numberOfWindows) - 1; simBase::SimCamera* camera; //SimCamera encapsulates osgCamera. for (int i = 0; i numberOfWindows ; i++, translate_x -= 2.0) { if (i == 0) { camera = getCamera(); //myApplication main camera. } else { camera = new simBase::SimCamera(); //new camera which shows other parts of scene. } osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-screenNum = 0; traits-x = (i * screenWidth) / numberOfWindows; traits-y = 0; traits-width = screenWidth/numberOfWindows - 1; traits-height = screenHeight; traits-windowDecoration = true; traits-doubleBuffer = true; traits-sharedContext = 0; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); osg::Camera* osgCamera = camera-getOSGCamera(); osgCamera-setGraphicsContext(gc.get()); osgCamera-setViewport(new osg::Viewport(0,0, screenWidth / numberOfWindows, screenHeight)); GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT; osgCamera-setDrawBuffer(buffer); osgCamera-setReadBuffer(buffer); simBase::SimView* view = getView(); //SimView encapsulates osgViewer::View. if (i != 0) //if i apply this process to main camera, then i see nothing on the scene. So i disabled this for first camera. view-addSlave(camera, osg::Matrix::scale(aspectRatioScale, 1.0, 1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() ); } } One important distance here is: i use osgViewer::View directly. I dont use osgViewer::Viewer. and MyApplication has a osgViewer::CompositeViewer. Even if i call the function as getCompositeViewer()-getView(0)-addSlave(osgCamera, osg::Matrix::scale(aspectRatioScale, 1.0, 1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() ); So i wonder, is it really that much different to use CompositeViewer or Viewer. Our design looks like a bit Delta3D (maybe you know) so i wanted to get some advices about this.. I wanted to know if Viewer has capability show multiscreen better than CompositeViewer or something else... -- Ufuk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Trac error
Hi J-L, I surfed to http://www.openscenegraph.org/projects/osg/log/OpenSceneGraph/branches?rev=9721 and got the following: Oops… Trac detected an internal error: TypeError: expecting datetime, int, long, float, or None; got class 'genshi.template.eval.Undefined' There was an internal error in Trac. It is recommended that you inform your local Trac administrator and give him all the information he needs to reproduce the issue. The action that triggered the error was: GET: /log/OpenSceneGraph/branches rgds jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 2.8.0-rc3 testing
HI Gary, On Mon, Feb 9, 2009 at 1:41 PM, Quinn, Gary g.qu...@tees.ac.uk wrote: OSG2.8.0-rc3 on Windows with Visual Studio produces one error... Project wrappers fails to build... genwrapper is not recognised as an internal or external command wrappers is designed to run the genwrappers utility to generate the osgIntrospection wrappers. You'll need to pull this down from the genwrapper svn and build it locally. Normal OSG usage doesn't require you to run wrapper target, only if you need to update the wrappers do you need it. Also found some more typos in the output text of various examples... http://vr3/osg280rc1/osg280rc3SpellingErrors.txt I clicked on this link and don't get anything valid. Could you please just post the file to whole file to the osg-users lists. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi Robert, Robert Osfield schrieb: OK, I'll hang back till you report on progress. What issues are you seeing pop up so far? there were some bogus linker errors with some of the libraries, seems that Xcode mixed up object-files for 10.5 and 10.4. The clean build does not produce any errors, everthing's fine now on my end. Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Server migration
Hi Jose Luis, The migration is beta-completed, we need now to test it and fix the errors that surely will arise. Do we need to test on beta.openscenegraph.org or just plain www.openscenegraph.org? Thanks a lot for all your efforts, 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] multi camera
Hi Ufuk, The CompositeViewer and Viewer should have exactly the same performance characteristics w.r.t managing multiple cameras - as it's exactly the same ViewerBase code underneath that is managing all the threading and graphics rendering. If you own app is not performing the same then it could be down to the threading model used, or something else particular. Please note that some graphics drivers will do swap buffers in sequence if you have multiple windows being rendered too, with each swap doing a vsync, which ends up with each window blocking till the end of each screen refresh. Use of the swap groups extension would be one way around this issue, unfortunately osgViewer doesn't yet provide this functionality, it should be possible to integrate it though. Robert. On Mon, Feb 9, 2009 at 1:44 PM, Ufuk ufuk@gmail.com wrote: Hi, i am trying to apply multi camera on my project. I am referencing Examples osgcamera. Here i did almost the same with your examples but there are few changes. Maybe this changes causes problems because in your examples runs in 60fps even there are 6 windows. My fps is 60fps/numberOfWindows :( so i want to ask some questions about this. Here is my code about multi window: void MyApplication::multipleWindowMultipleCameras() { const int numberOfWindows = 4; osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface(); unsigned int screenWidth, screenHeight; wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), screenWidth, screenHeight); double aspectRatioScale = (double)numberOfWindows / 2; double translate_x = double(numberOfWindows) - 1; simBase::SimCamera* camera; //SimCamera encapsulates osgCamera. for (int i = 0; i numberOfWindows ; i++, translate_x -= 2.0) { if (i == 0) { camera = getCamera(); //myApplication main camera. } else { camera = new simBase::SimCamera(); //new camera which shows other parts of scene. } osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-screenNum = 0; traits-x = (i * screenWidth) / numberOfWindows; traits-y = 0; traits-width = screenWidth/numberOfWindows - 1; traits-height = screenHeight; traits-windowDecoration = true; traits-doubleBuffer = true; traits-sharedContext = 0; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); osg::Camera* osgCamera = camera-getOSGCamera(); osgCamera-setGraphicsContext(gc.get()); osgCamera-setViewport(new osg::Viewport(0,0, screenWidth / numberOfWindows, screenHeight)); GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT; osgCamera-setDrawBuffer(buffer); osgCamera-setReadBuffer(buffer); simBase::SimView* view = getView(); //SimView encapsulates osgViewer::View. if (i != 0) //if i apply this process to main camera, then i see nothing on the scene. So i disabled this for first camera. view-addSlave(camera, osg::Matrix::scale(aspectRatioScale, 1.0, 1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() ); } } One important distance here is: i use osgViewer::View directly. I dont use osgViewer::Viewer. and MyApplication has a osgViewer::CompositeViewer. Even if i call the function as getCompositeViewer()-getView(0)-addSlave(osgCamera, osg::Matrix::scale(aspectRatioScale, 1.0, 1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() ); So i wonder, is it really that much different to use CompositeViewer or Viewer. Our design looks like a bit Delta3D (maybe you know) so i wanted to get some advices about this.. I wanted to know if Viewer has capability show multiscreen better than CompositeViewer or something else... -- Ufuk ___ 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] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi Stephan, On Mon, Feb 9, 2009 at 1:56 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: there were some bogus linker errors with some of the libraries, seems that Xcode mixed up object-files for 10.5 and 10.4. The clean build does not produce any errors, everthing's fine now on my end. So do we have a thumbs up for OSX for both 10.5 and 10.4 then? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trac error
Hi, as an additional note, the timeline stops at revision 9703, but the last revision is currently 9722. When browsing the source, trac reports an error No changeset 9722 in the repository cheers, Stephan J.P. Delport schrieb: Hi J-L, I surfed to http://www.openscenegraph.org/projects/osg/log/OpenSceneGraph/branches?rev=9721 and got the following: Oops… Trac detected an internal error: TypeError: expecting datetime, int, long, float, or None; got class 'genshi.template.eval.Undefined' There was an internal error in Trac. It is recommended that you inform your local Trac administrator and give him all the information he needs to reproduce the issue. The action that triggered the error was: GET: /log/OpenSceneGraph/branches rgds jp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi Robert, Robert Osfield schrieb: What issues are you seeing pop up so far? can you please merge Changeset 9722 with the 2.8-branch? It's only the local OpenThreads/Config-file for the xcode-project. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Blending with osgAnimation
I move the discussion to osg-users. The TimeLineAnimationManager does not really seems appropriate for my needs. Let me explain better. I want to do cross-fade between two animations loop. The example shows continuous blend not cross-fade and between an endless animations and short animations. The figures in the following link show what i mean by cross-fade and continuous blend : http://www.gamasutra.com/features/20030704/edsall_02.shtml Maybe it is possible to do cross-fade with TimeLine (using BlendOut for exemple?), but i have preferred to hack a simple method to start... Then for my blending problems, I see into the code you are just doing addition and substraction on quaternion for blending, is it exact ? Fabien. -Original Message- From: osg-submissions-boun...@lists.openscenegraph.org [mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of Cedric Pinson Sent: lundi 9 février 2009 14:30 To: OpenSceneGraph Submissions Subject: Re: [osg-submissions] Small fixes for osgAnimation Hi, If you check the osganimationtimline, it blends the two animations. The idle and the scratch. It could help you i guess. The screenshoot is funny :) Cheers, Cedric Fabien Lavignotte wrote: For blending I have checked osganimationtimeline, the TimeLine thing is quite nice but i am not sure it cover my needs. I just wanted to blend smoothly when going from one animation loop to another (for exemple run-walk, then walk-stand). Looking at TimeLine code i wasn't sure it was possible. So, i ended up hacking a node callback with BasicAnimationManager, by setting weight on the 2 Animation and then let osgAnimation engine blend properly the two animations. Blending seems to be done but result is quite weird, even funny sometimes (check the screenshot) but i don't know if it is osgAnimation fault, my code or even the animations. I have to dig further into it but unfortunately i don't have much time to dedicate to character animation, it is just a side project. Fabien. -Original Message- From: osg-submissions-boun...@lists.openscenegraph.org [mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of Cedric Pinson Sent: lundi 9 février 2009 12:41 To: OpenSceneGraph Submissions Subject: Re: [osg-submissions] Small fixes for osgAnimation Hi Fabien, I will check them for integration, could send me in futur a patch it's easier for me to watch what changed. I know Robert prefer entire file, so i propose you send both. Can you describe the problem you have about blending ? Did you check in the osganimationtimeline example ? Thank you for your contribution Cheers, Cedric Fabien Lavignotte wrote: Some other litte changes just to clean up the API. TimeLine : remove virtual inheritance that is not needed RigGeometry : put some methods/members in private section (everything was public), use META_Object macro osganimationskinning.cpp : remove two lines that are not needed By the way, i have some good result with osgAnimation. I should post a screenshot soon. I still have some problems with blending for the moment... Thanks, Fabien -Original Message- From: osg-submissions-boun...@lists.openscenegraph.org [mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of Cedric Pinson Sent: jeudi 5 février 2009 20:03 To: OpenSceneGraph Submissions Subject: Re: [osg-submissions] Small fixes for osgAnimation Here the file without the virtual osg::Object Cheers, Cedric Cedric Pinson wrote: Hi Fabien, Thanks for the fix, The virtual inherit from osg::Object was due some previous test, it's not require. Cheers, Cedric Fabien Lavignotte wrote: Hi Robert and Cedric, Here is some various small fixes i have done while playing with osgAnimation. - Animation : removed the _name attribute that is never used. - BasicAnimationManager : fix a crash on Windows with the example osganimationviewer. The _lastUpdate attribute was not initialized when using copy constructor. - CMakeLists.txt : add RigGeometry to the headers list And just a small comment on the Animation class, it uses virtual inheritance on osg::Object, is it really needed ? Thanks, Fabien Lavignotte ___ _ _ _ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ___ _ _ _ --- - - --- ___ osg-submissions mailing list osg-submissi...@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-opensc e n egraph.org - - --
Re: [osg-users] Trac error
Hi All, I've stopped the apache and I'm re-syncing the history of Trac... It is probably that. Cheers, Jose-L. PS: Sorry for the apache being down... please wait a few moments. On Mon, Feb 9, 2009 at 3:02 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi, as an additional note, the timeline stops at revision 9703, but the last revision is currently 9722. When browsing the source, trac reports an error No changeset 9722 in the repository cheers, Stephan J.P. Delport schrieb: Hi J-L, I surfed to http://www.openscenegraph.org/projects/osg/log/OpenSceneGraph/branches?rev=9721 and got the following: Oops… Trac detected an internal error: TypeError: expecting datetime, int, long, float, or None; got class 'genshi.template.eval.Undefined' There was an internal error in Trac. It is recommended that you inform your local Trac administrator and give him all the information he needs to reproduce the issue. The action that triggered the error was: GET: /log/OpenSceneGraph/branches rgds jp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi All, I'm ready to tag the 2.8.0. Feedback on the 2.8 branch and 2.8.0-rc2 has been positive so far, so it looks like the code is pretty ready. Do you agree/disagree that we are ready to tag? Now is your last opportunity to report a show stopper! Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Robert Osfield wrote: Hi All, I'm ready to tag the 2.8.0. Feedback on the 2.8 branch and 2.8.0-rc2 has been positive so far, so it looks like the code is pretty ready. Do you agree/disagree that we are ready to tag? Now is your last opportunity to report a show stopper! Did you see the message about rev 9722 not being in the branch yet? Paul Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today. Cheers, Robert. ___ 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] OpenSceneGraph-2.8.0-rc3 tagged, please test
On Mon, Feb 9, 2009 at 2:04 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: can you please merge Changeset 9722 with the 2.8-branch? It's only the local OpenThreads/Config-file for the xcode-project. Is this something you've checked into svn/trunk? I can't check right now as the server is just rebooting. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
On Mon, Feb 9, 2009 at 2:10 PM, Paul Melis p...@science.uva.nl wrote: Did you see the message about rev 9722 not being in the branch yet? It arrived just after I pressed send :-) So yes have spotted it, currently waiting on the server. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Robert Osfield wrote: On Mon, Feb 9, 2009 at 2:10 PM, Paul Melis p...@science.uva.nl wrote: Did you see the message about rev 9722 not being in the branch yet? It arrived just after I pressed send :-) So yes have spotted it, currently waiting on the server. Good ;-) BTW, you asked Stephan if he had committed it to the trunk, but I thought only you had permission to commit there? Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi Robert, Robert Osfield schrieb: On Mon, Feb 9, 2009 at 2:04 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: can you please merge Changeset 9722 with the 2.8-branch? It's only the local OpenThreads/Config-file for the xcode-project. Is this something you've checked into svn/trunk? I can't check right now as the server is just rebooting. yes. I had to modify the local Config-file for OpenThreads which is needed for the XCode-project. AFAIK I have no write-access to the xcode-folder of the 2.8-branch. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi Robert, Robert Osfield schrieb: So do we have a thumbs up for OSX for both 10.5 and 10.4 then? with changeset 9722 merged to 2.8-branch, yes. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Server migration
Hi Jean-Sébastien, Right now www.openscenegraph.org is our new server. J-L. On Mon, Feb 9, 2009 at 2:58 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Jose Luis, The migration is beta-completed, we need now to test it and fix the errors that surely will arise. Do we need to test on beta.openscenegraph.org or just plain www.openscenegraph.org? Thanks a lot for all your efforts, 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 -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 2.8.0-rc3 testing
Hi Robert. Project wrappers fails to build... genwrapper is not recognised as an internal or external command wrappers is designed to run the genwrappers utility to generate the osgIntrospection wrappers. You'll need to pull this down from the genwrapper svn and build it locally. I've seen this error before when testing an earlier rc. Paul ??? replied saying something like the wrappers needed to be updated or checked-in or something at your end. Sorry I can't be more specific, the osg website seems to be down at the moment so I can't get at the archives. Gary. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trac error
Done... please test it... it should work now. On Mon, Feb 9, 2009 at 3:07 PM, Jose Luis Hidalgo joseluis.hida...@gmail.com wrote: Hi All, I've stopped the apache and I'm re-syncing the history of Trac... It is probably that. Cheers, Jose-L. PS: Sorry for the apache being down... please wait a few moments. On Mon, Feb 9, 2009 at 3:02 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi, as an additional note, the timeline stops at revision 9703, but the last revision is currently 9722. When browsing the source, trac reports an error No changeset 9722 in the repository cheers, Stephan J.P. Delport schrieb: Hi J-L, I surfed to http://www.openscenegraph.org/projects/osg/log/OpenSceneGraph/branches?rev=9721 and got the following: Oops… Trac detected an internal error: TypeError: expecting datetime, int, long, float, or None; got class 'genshi.template.eval.Undefined' There was an internal error in Trac. It is recommended that you inform your local Trac administrator and give him all the information he needs to reproduce the issue. The action that triggered the error was: GET: /log/OpenSceneGraph/branches rgds jp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi, * Robert Osfield -- Monday 09 February 2009: Do you agree/disagree that we are ready to tag? you'll probably not be surprised if I say: I disagree. :-) I had reported a segfault and the diagnose output of valgrind/helgrind, which affirms that there is a threading bug (maybe in the particles code?). It's very likely that this is exactly the bug which causes the segfaults. m. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi Robert, I did not test many things but IMHO, and seeing what was posted on mailing lists, I agree to tag the 2.8.0. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 09 Feb 2009 15:08:40 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: Hi All, I'm ready to tag the 2.8.0. Feedback on the 2.8 branch and 2.8.0-rc2 has been positive so far, so it looks like the code is pretty ready. Do you agree/disagree that we are ready to tag? Now is your last opportunity to report a show stopper! Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today. Cheers, Robert. ___ 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] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi Robert, On Monday 09 February 2009 15:08, Robert Osfield wrote: I'm ready to tag the 2.8.0. Feedback on the 2.8 branch and 2.8.0-rc2 has been positive so far, so it looks like the code is pretty ready. Do you agree/disagree that we are ready to tag? Now is your last opportunity to report a show stopper! Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today. I successfully compiled today morning's 2.8 branch on solaris, hpux and two linux variants. Looking forward to the release. Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 2.8.0-rc3 testing
Hi Gary, On Mon, Feb 9, 2009 at 2:22 PM, Quinn, Gary g.qu...@tees.ac.uk wrote: Hi Robert. Project wrappers fails to build... genwrapper is not recognised as an internal or external command wrappers is designed to run the genwrappers utility to generate the osgIntrospection wrappers. You'll need to pull this down from the genwrapper svn and build it locally. I've seen this error before when testing an earlier rc. Paul ??? replied saying something like the wrappers needed to be updated or checked-in or something at your end. Sorry I can't be more specific, the osg website seems to be down at the moment so I can't get at the archives. Compiling the wrappers is different from generating them. The wrappers target runs genwrapper to generate the wrappers. While enable compiling osgIntrospection will compile the wrappers, but if I have haven't updated the wrappers to fit with changes to the core header files then compile of the wrappers can break - which is what Paul will have been refering to. I believe all the wrappers are up to date (I've been running genwrapper via make wrappers on my system to keep OG-2.8.), and the wrapper target itself is a specialist target that you will only need to run the wrappers target if you modify the headers and you are using osgIntrospection. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi Melchior, On Mon, Feb 9, 2009 at 2:24 PM, Melchior FRANZ melchior.fr...@gmail.com wrote: you'll probably not be surprised if I say: I disagree. :-) I had reported a segfault and the diagnose output of valgrind/helgrind, which affirms that there is a threading bug (maybe in the particles code?). It's very likely that this is exactly the bug which causes the segfaults. The segfault I saw with your example was because the example was broken as the viewer wasn't ref counted, this wasn't an OSG bug. I haven't had a chance to investigate the valgrind report though, have you had a chance? Has anyone else reproduce/investigated this issue? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi Stephan, On Mon, Feb 9, 2009 at 2:18 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi Robert, Robert Osfield schrieb: So do we have a thumbs up for OSX for both 10.5 and 10.4 then? with changeset 9722 merged to 2.8-branch, yes. It turns out that I needed the 9653 changeset as well. Could you please check the OSG-2.8 branch to make sure all the files look present and correct. snv/trunk's OpenThrads/Config: http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/Xcode/OpenSceneGraph/config/OpenThreads/Config svn/OSG-2.8 branches OpenThreads/Config: http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/branches/OpenSceneGraph-2.8/Xcode/OpenSceneGraph/config/OpenThreads/Config Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
* Robert Osfield -- Monday 09 February 2009: The segfault I saw with your example was because the example was broken as the viewer wasn't ref counted, this wasn't an OSG bug. But valgrind/helgrind reported a bug in *OSG*, in the same area where FlightGear crashes. I didn't let it run over FlightGEar, but over osgparticleeffects. No broken example involved here. (Unless osgparticleeffects is broken, too, of course. :-) I haven't had a chance to investigate the valgrind report though, have you had a chance? I'm sorry. I know that patches are more welcomed than bug reports. But it would probably have taken me many hours, if not days, to understand how the code is supposed to work, before I could even start to search for the bug. Time that I better spend on (OSS) projects where I know the code (and that need as much bugfixing). m. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPango (Stop Worrying Love The Bomb)
On Fri, 2009-02-06 at 09:15 +, David Spilling wrote: Jeremy, Thanks for that. I must admit I am a little bit confused between the various things that have been mentioned for text rendering, and would appreciate a one liner explanation of what the difference between osgPango and osgCairo is. Plus I've seen other libraries mentioned in this context (Poppler?). I guess my question is, in the end, is osgPango meant as a replacement for osgText? osgCairo is just a nodekit for gluing Cairo's vector drawing API onto an osg::Image object. osgPango uses Cairo to physically draw the fonts on the textures. Will it replace osgText? I don't know. I hope so, but it introduces a dependency on Pango that Robert may not be happy with. Also, there is so much going on now with OSG that I doubt he'd even bother looking until sometime a few months from now, at least. Thanks, David ___ 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] Blending with osgAnimation
Hi Fabien, You can hack for start if you prefer. But the timeline api give you the ability to do cross fade. If you want to experiment, you can start an animation manager from the basic one, it's simple enough to hack inside. You can add quaternion and renormalize after. For more complicated quaternion interpolation you the order you do the operation has influence. I used the simpliest from this reference http://mollyrocket.com/911?first=10action=download I think we would need to add explanation on the wiki page Cheers, Cedric Fabien Lavignotte wrote: I move the discussion to osg-users. The TimeLineAnimationManager does not really seems appropriate for my needs. Let me explain better. I want to do cross-fade between two animations loop. The example shows continuous blend not cross-fade and between an endless animations and short animations. The figures in the following link show what i mean by cross-fade and continuous blend : http://www.gamasutra.com/features/20030704/edsall_02.shtml Maybe it is possible to do cross-fade with TimeLine (using BlendOut for exemple?), but i have preferred to hack a simple method to start... Then for my blending problems, I see into the code you are just doing addition and substraction on quaternion for blending, is it exact ? Fabien. -Original Message- From: osg-submissions-boun...@lists.openscenegraph.org [mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of Cedric Pinson Sent: lundi 9 février 2009 14:30 To: OpenSceneGraph Submissions Subject: Re: [osg-submissions] Small fixes for osgAnimation Hi, If you check the osganimationtimline, it blends the two animations. The idle and the scratch. It could help you i guess. The screenshoot is funny :) Cheers, Cedric Fabien Lavignotte wrote: For blending I have checked osganimationtimeline, the TimeLine thing is quite nice but i am not sure it cover my needs. I just wanted to blend smoothly when going from one animation loop to another (for exemple run-walk, then walk-stand). Looking at TimeLine code i wasn't sure it was possible. So, i ended up hacking a node callback with BasicAnimationManager, by setting weight on the 2 Animation and then let osgAnimation engine blend properly the two animations. Blending seems to be done but result is quite weird, even funny sometimes (check the screenshot) but i don't know if it is osgAnimation fault, my code or even the animations. I have to dig further into it but unfortunately i don't have much time to dedicate to character animation, it is just a side project. Fabien. -Original Message- From: osg-submissions-boun...@lists.openscenegraph.org [mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of Cedric Pinson Sent: lundi 9 février 2009 12:41 To: OpenSceneGraph Submissions Subject: Re: [osg-submissions] Small fixes for osgAnimation Hi Fabien, I will check them for integration, could send me in futur a patch it's easier for me to watch what changed. I know Robert prefer entire file, so i propose you send both. Can you describe the problem you have about blending ? Did you check in the osganimationtimeline example ? Thank you for your contribution Cheers, Cedric Fabien Lavignotte wrote: Some other litte changes just to clean up the API. TimeLine : remove virtual inheritance that is not needed RigGeometry : put some methods/members in private section (everything was public), use META_Object macro osganimationskinning.cpp : remove two lines that are not needed By the way, i have some good result with osgAnimation. I should post a screenshot soon. I still have some problems with blending for the moment... Thanks, Fabien -Original Message- From: osg-submissions-boun...@lists.openscenegraph.org [mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of Cedric Pinson Sent: jeudi 5 février 2009 20:03 To: OpenSceneGraph Submissions Subject: Re: [osg-submissions] Small fixes for osgAnimation Here the file without the virtual osg::Object Cheers, Cedric Cedric Pinson wrote: Hi Fabien, Thanks for the fix, The virtual inherit from osg::Object was due some previous test, it's not require. Cheers, Cedric Fabien Lavignotte wrote: Hi Robert and Cedric, Here is some various small fixes i have done while playing with osgAnimation. - Animation : removed the _name attribute that is never used. - BasicAnimationManager : fix a crash on Windows with the example osganimationviewer. The _lastUpdate attribute was not initialized when using copy constructor. - CMakeLists.txt : add RigGeometry to the headers list And just a small comment on the Animation class, it uses virtual inheritance on osg::Object, is it really needed ? Thanks, Fabien Lavignotte ___ _ _ _ This email has been scanned by the MessageLabs Email Security System. For more information please
[osg-users] problem with imageSequence in example osgvolume
Hi, I would like to use the new features osgvolume to visualize scalar 4D data (3D+time) I started by using the example osgvolume provided with v2.8.0, I have just added code to read my data: ... while (...) { osg::ref_ptrosg::Image my_3d_image = new osg::Image (); ... / / Read data from disk and fill my_3d_image ... images.push_back (my_3d_image.get()); } ... Unfortunately, although the sequence image is actually created: Creating sequence of 10 volumes. I just can visualize the first image on screen, not the sequence. Do I forget something? I'm fairly new, so please excuse my question if it is stupid. Thx a lot. -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6298#6298 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi Robert, Robert Osfield schrieb: Hi Stephan, On Mon, Feb 9, 2009 at 2:18 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi Robert, Robert Osfield schrieb: So do we have a thumbs up for OSX for both 10.5 and 10.4 then? with changeset 9722 merged to 2.8-branch, yes. It turns out that I needed the 9653 changeset as well. Could you please check the OSG-2.8 branch to make sure all the files look present and correct. I did a svn switch http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8; and a recompile of the osg-libraries and it worked well. Thumbs up from me. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPango (Stop Worrying Love The Bomb)
Hi David, Jeremy et. al, On Mon, Feb 9, 2009 at 2:54 PM, Jeremy Moles jer...@emperorlinux.com wrote: Will it replace osgText? I don't know. I hope so, but it introduces a dependency on Pango that Robert may not be happy with. Also, there is so much going on now with OSG that I doubt he'd even bother looking until sometime a few months from now, at least. I would certainly like to see better text support integrated into core OSG. Exactly what form this might take I can't say until I spend time reviewing both the existing code, osgPango and needs of the community. Having two text libraries doesn't make sense for the community, having a basic text library with optional components/plugins would be my preference. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with imageSequence in example osgvolume
Hi David, I'm afraid I have testing the ImageSequence/osgvolume code paths recently. What happens if you just add the image filenames via the commandline? Robert. On Mon, Feb 9, 2009 at 3:12 PM, David MichÃ(c)a osgfo...@tevs.eu wrote: Hi, I would like to use the new features osgvolume to visualize scalar 4D data (3D+time) I started by using the example osgvolume provided with v2.8.0, I have just added code to read my data: ... while (...) { osg::ref_ptrosg::Image my_3d_image = new osg::Image (); ... / / Read data from disk and fill my_3d_image ... images.push_back (my_3d_image.get()); } ... Unfortunately, although the sequence image is actually created: Creating sequence of 10 volumes. I just can visualize the first image on screen, not the sequence. Do I forget something? I'm fairly new, so please excuse my question if it is stupid. Thx a lot. -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6298#6298 ___ 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] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
* Robert Osfield -- Monday 09 February 2009: I've just run valgrind and it generates a number of what it thinks are errors, You are aware that I didn't use valgrind's standard tool mecheck, but its threading checker helgrind? $ valgrind --tool=helgrind ./osgparticleeffects ==31276== Thread #1: lock order 0x58F499C before 0x58F494C violated ==31276== Thread #1: lock order 0x58F6A9C before 0x58F6AEC violated OpenThreads and osgParticle have not changed in any substantial way for quite some while, so these errors have likely been there for a long time. Sure, it may well be that the broken threading is old and has caused segfaults before. :-P Do you get a crash in osgparticleeffects? If so how quickly? None. But OSG is a library. Whether examples crash or not is IMHO not really relevant, *if* there are bugs in the lib. Sure, we can just assume/pretend that helgrind is buggy and osg is bugfree. ;-) m. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi Melchior, El Lunes 09 Febrero 2009ES 16:34:45 Melchior FRANZ escribió: You are aware that I didn't use valgrind's standard tool mecheck, but its threading checker helgrind? $ valgrind --tool=helgrind ./osgparticleeffects ==31276== Thread #1: lock order 0x58F499C before 0x58F494C violated ==31276== Thread #1: lock order 0x58F6A9C before 0x58F6AEC violated Did you know that you can also attach a debugger so you can inspect directly every error reported by Valgrind? It is done adding --db-attach=yes to the command-line. Maybe the error could be more evident this way without having to dive into the code. Just my 2 cents, Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
HI Melchoir, On Mon, Feb 9, 2009 at 3:34 PM, Melchior FRANZ melchior.fr...@gmail.com wrote: You are aware that I didn't use valgrind's standard tool mecheck, but its threading checker helgrind? In my testing here I'm using the tool=helgrind Do you get a crash in osgparticleeffects? If so how quickly? None. But OSG is a library. Whether examples crash or not is IMHO not really relevant, *if* there are bugs in the lib. Sure, we can just assume/pretend that helgrind is buggy and osg is bugfree. ;-) 3rd party debugging tools aren't infaluable. The can and do produce false positives. They can and do also miss real problems. How much we can rely upon valgraind/helgrind is not something I can vouch for as this is the first time I'm attempted to use tool=helgrind. If we get a one to one mapping between a crash site and the helgrind warnings then we have something very tangible to go on. Right now I have an osgparticleeffects and osgviewer that doesn't crash, but have a valgraind/helgrind suggesting errors, but it's rather unclear on how to interpret those errors. We don't have this one to one mapping. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi Alberto, On Mon, Feb 9, 2009 at 3:54 PM, Alberto Luaces alua...@udc.es wrote: Did you know that you can also attach a debugger so you can inspect directly every error reported by Valgrind? It is done adding --db-attach=yes to the command-line. Maybe the error could be more evident this way without having to dive into the code. Could you provide an example command line example of what you mean? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi Robert, El Lunes 09 Febrero 2009ES 16:56:40 Robert Osfield escribió: Hi Alberto, On Mon, Feb 9, 2009 at 3:54 PM, Alberto Luaces alua...@udc.es wrote: Did you know that you can also attach a debugger so you can inspect directly every error reported by Valgrind? It is done adding --db-attach=yes to the command-line. Maybe the error could be more evident this way without having to dive into the code. Could you provide an example command line example of what you mean? Yes. By issuing valgrind --tool=helgrind --db-attach=yes osgparticleeffects valgrind stops on every error it reports with the question: Attach to debugger ? --- [Return/N/n/Y/y/C/c] if you answer yes, gdb is automatically attached and you can inspect thread's stacks. You can also quit the debugger without quitting the program and continue valgrind's run. Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
* Alberto Luaces -- Monday 09 February 2009: Did you know that you can also attach a debugger Yes, of course. But the helgrind output already contained *exact* line numbers where it found the locking order to be wrong. There wasn't much point in staring at the lines. Those by themselves aren't the bug, just the order in which they are called. And for that I would have needed a lot more (or any ;-) insight into the osg workings. m. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi, * Robert Osfield -- Monday 09 February 2009: In my testing here I'm using the tool=helgrind Oh, sorry then. 3rd party debugging tools aren't infaluable. The can and do produce false positives. Yes, of course. But if I get a segfault in FlightGear which gdb traces back to some lines of code in OSG, and then helgrind points out a bug in pretty much exactly the same lines, then my first assumption is not that helgrind is buggy. And helgrind's report was IMHO very precise. How much we can rely upon valgraind/helgrind is not something I can vouch for as this is the first time I'm attempted to use tool=helgrind. Yeah, same here. I'm a total helgrind newbie. But still: segfault and threading bug reported by two independent tools in the same code. But before I annoy the last person here, I stop bitching. Just release OSG as it is. Maybe gdb and helgrind and FlightGear get fixed and the problem goes away all by itself. ;-) m. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FlattenStaticTransformsVisitor corrupts StateSet
Robert Osfield wrote on Saturday, February 07, 2009 5:32 AM: Thanks for the example file, I was able to reproduce the problem and apply a fix. The fix is now checked into the OSG-2.8 and svn/trunk. This is after 2.8.0-rc2, so you'll need to test the 2.8 branch rather than the 2.8.0-rc2 tag. Modified src/osgUtil/Optimizer.cpp also attached. I tested with 2.8.0-rc3 and it fixes the problem. Thanks! On Fri, Feb 6, 2009 at 10:20 PM, Thrall, Bryan bryan.thr...@flightsafety.com wrote: OSG version: 2.8 rc1 (svn 9676) OS: Windows XP Compiler: Visual Studio 2005 The OSG Optimizer::FlattenStaticTransformsVisitor appears to be altering StateSets when it shouldn't; when I run the following command (see attached, bzip2 compressed model), The StateSet at the top loses its Texture and Program: osgconv -s 10,10,10 cloud_surface.osg cloud_surface2.osg You can get similar results with osgviewer cloud_surface.osg.10,10,10.scale (of course, you need to have some actual shaders to load to see the difference there) Setting OSG_OPTIMIZER=OFF fixes the problem. I don't really have time to debug this further at the moment, but hopefully someone else can, or I'll get to it later. -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
HI Melchior, On Mon, Feb 9, 2009 at 4:11 PM, Melchior FRANZ melchior.fr...@gmail.com wrote: 3rd party debugging tools aren't infaluable. The can and do produce false positives. Yes, of course. But if I get a segfault in FlightGear which gdb traces back to some lines of code in OSG, and then helgrind points out a bug in pretty much exactly the same lines, then my first assumption is not that helgrind is buggy. And helgrind's report was IMHO very precise. How easy is it to build FlightGear these days? I was hoping to get it up and running on my machine so I could you it as another test platform for the OSG. I don't want to spend several days chasing up stuff though... have my own release to make... How much we can rely upon valgraind/helgrind is not something I can vouch for as this is the first time I'm attempted to use tool=helgrind. Yeah, same here. I'm a total helgrind newbie. But still: segfault and threading bug reported by two independent tools in the same code. But before I annoy the last person here, I stop bitching. Just release OSG as it is. Maybe gdb and helgrind and FlightGear get fixed and the problem goes away all by itself. ;-) As much as having bugs reported is annoying... if it's a real bug in the OSG then I want to see it fixed. A crash is enough to warrant holding back the release. At my end I do have the helgrind output that suggests a problem, but I don't have a crash, which makes it a bit more difficult for me to fully diagnose the problem and confirm a fix of the problem. The helgrind output is just a hint that somewhere in access of the ReadWriteMutex there is an issue, it doesn't actually pinpoint the actual failure mechanism. I am current reviewing the ReadWriterMutex implementation, and think I have a handle on a possible failure mechanism of the read and write threads changing the locks/unlocks in an unsafe way. I am looking into ways of refactoring this class to fix the potential problems. While it seems likely right now this this could be the cause of the seg faults you are seeing, I can't say this for certain. Also as I can't reproduce the crash the best I can hope is the valigrind will give the refactored code the all clear and FlighGear crash will be solved - but I'll need others to test this for me as I don't have FlightGear to test against. Are you around for the rest of the day? Can I push a testing question of new code in your direction? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
* Robert Osfield -- Monday 09 February 2009: How easy is it to build FlightGear these days? Shouldn't be too hard for you, as you probably have a lot of the necessary components installed already (osg, libpng, libjpg, openal, alut etc.) So all you'll need is a decent scene graph lib:;-) $ svn co https://plib.svn.sourceforge.net/svnroot/plib/trunk plib We still use some parts of that -- networking, joystick, GUI. Then you need SimGear: $ cvs -d :pserver:cvsgu...@cvs.simgear.org:/var/cvs/SimGear-0.3 login CVS passwd: guest $ cvs -d :pserver:cvsgu...@cvs.simgear.org:/var/cvs/SimGear-0.3 co source And FlightGear itself: $ cvs -d :pserver:cvsgu...@cvs.flightgear.org:/var/cvs/FlightGear-0.9 login CVS passwd: guest $ cvs -d :pserver:cvsgu...@cvs.flightgear.org:/var/cvs/FlightGear-0.9 co source It's the usual ./autogen.sh ./configure make sudo make install everywhere, IIRC. At my end I do have the helgrind output that suggests a problem, but I don't have a crash, [...] I cannot reproduce the crash every time either. Happens once in a while, but *if* it happens, then the origin is always the same. There's nothing fuzzy about it. I am looking into ways of refactoring this class to fix the potential problems. That sounds much too dangerous shortly before a release. I'd rather look into that afterwards. Crashes aren't nice, but messing up a lib before a release is far worse. :-) Are you around for the rest of the day? Can I push a testing question of new code in your direction? Yes, and sure. But note that I can't reproduce it with every fgfs run. I'd have to run fgfs dozens of times and hope that it segfaults. m. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] collada
Roger, Thanks for your help, I was able to get it to link correctly under the MAC. Here is what I did: Index: src/osgPlugins/dae/CMakeLists.txt === --- src/osgPlugins/dae/CMakeLists.txt (revision 9676) +++ src/osgPlugins/dae/CMakeLists.txt (working copy) @@ -45,9 +45,9 @@ # # ...so what we need is a conditional way to properly SET() the right one. IF(COLLADA_USE_STATIC) -SET(TARGET_EXTERNAL_LIBRARIES collada14dom xml2 pcrecpp) +SET(TARGET_EXTERNAL_LIBRARIES collada14dom xml2 pcrecpp $ {Boost_SYSTEM_LIBRARY}) ELSE(COLLADA_USE_STATIC) -SET(TARGET_EXTERNAL_LIBRARIES collada14dom xml2) +SET(TARGET_EXTERNAL_LIBRARIES collada14dom xml2 $ {Boost_SYSTEM_LIBRARY}) ENDIF(COLLADA_USE_STATIC) ENDIF(WIN32) Index: CMakeLists.txt === --- CMakeLists.txt (revision 9676) +++ CMakeLists.txt (working copy) @@ -619,3 +619,7 @@ ADD_CUSTOM_TARGET(uninstall ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/ cmake_uninstall.cmake) +#fix for collada +ADD_DEFINITIONS(-DBOOST_ALL_NO_LIB) +FIND_PACKAGE( Boost 1.36 COMPONENTS system ) + Matt On Feb 6, 2009, at 11:24 AM, Roger James wrote: alessandro terenzi wrote: Roger, are there also some changes that we should make to build collada plugin on Mac? I'm experiencing some problem when building collada plugin on Mac OS X (10.5). I'm quite new to Mac's developinng environment (as well as Unix and Linux), so maybe it is my fault and I apologize if I make silly questions, anyway here is what I did: 1) I built Collada DOM 2.2 (resulting in Collada14Dom.dylib) 2) I set OSG's cmake parameters for COLLADA in order to point to the just built Collada14Dom.dylib and to Collada DOM's headers too 3) I tried to build OSG using Xcode project as generated by cmake, but building failed So, I manually added the path to boost headers (that was a problem) and compiling was successful, but linking failed becuase it looks like that the collada lib is still not found (even though I also added the path to Collada14Dom.dylib). Please can you tell me if there are some steps to follow in order to build dae plugin against DOM 2.2? By the way I'm using OSG 2.7.9? Thanks. Alessandro On Fri, Feb 6, 2009 at 2:10 PM, Roger James ro...@beardandsandals.co.uk wrote: Matt Fair wrote: I am trying to get collada compiled into OSG and am having some trouble. It looks like collada-dom comes with boost and statically links to it, I have another version of boost on my system also, but how the make files are setup it is using the provided copy. When I compile OSG I get: Matt, To build against 2.2 on Windows I had to mod the CMake generated build files as follows:- 1. Added a path for boost to the additional include directories. 2. Added BOOST_ALL_NO_LIB to the preprocessor defines. 3. Added a path for boost to the linker additional library directories. 4. Added libboost_system-d.lib to the linker additional dependencies. However you can still build against https://collada-dom.svn.sourceforge.net/svnroot/collada-dom/tags/2.1/dom without making any changes. I suppose these changes should realy go into CMake, but I find CMake somewhat opaque :-) Roger Alessandro, I suspect you will have to make similar changes to the Xcode build files to successfully link against the Collada DOM api version 2.2. However there is really not much to gain from linking against this version rather than the 2.1 version. Roger ___ 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] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi Melchior, Thanks for the instructions on getting flight gear I'll have bash. On Mon, Feb 9, 2009 at 5:00 PM, Melchior FRANZ melchior.fr...@gmail.com wrote: I am looking into ways of refactoring this class to fix the potential problems. That sounds much too dangerous shortly before a release. I'd rather look into that afterwards. Crashes aren't nice, but messing up a lib before a release is far worse. :-) I think we have three choices: 1) Refactor OpenThreads::ReadWriteMutex to fix it. 2) Refactor osgParticle::ParticleSystem to use a Mutex instead of a ReadWriteMutext. 3) Ignore it and fix it after the release. There are pros and cons of each of these routes. My preference would be 1) fix the problem, but would fixing it also introduce the risk of breaking it even more? Solution 2) would introduce a performance bottleneck. Solution 3) isn't a solution :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Books (was: RE: Number of contributors)
Could I suggest a wiki cookbook which could then be turned into a printed book? This seems to have worked for Python (the O'Reilly Python Cookbook is in it's 3rd Ed) Paul's excellent intro book covers getting started and the source provides the details but there is a need for 'the OSG way to do X' guide. I can certainly think of a dozen questions which are more community type answers than strictly programming. eg. Whats the best way to handle something like a grid which is part of the scenegraph but not part of the model? Do I store things like switch/PAT nodes in the file or create them from scratch when I load it? Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
* Robert Osfield -- Monday 09 February 2009: Thanks for the instructions on getting flight gear I'll have bash. You'd also need the data. And ~2GB free disk space, though you could leave most aircraft away, which saves a lot: $ cvs -d :pserver:cvsgu...@cvs.flightgear.org:/var/cvs/FlightGear-0.9 login CVS passwd: guest $ cvs -d :pserver:cvsgu...@cvs.flightgear.org:/var/cvs/FlightGear-0.9 co data I wrote that I can't reliably reproduce, but what I can do is put lots of particle-using aircraft in the scenery, which should increase the crashiness. Will try that now ... m. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
At my end I do have the helgrind output that suggests a problem, but I don't have a crash, which makes it a bit more difficult for me to fully diagnose the problem and confirm a fix of the problem. The helgrind output is just a hint that somewhere in access of the ReadWriteMutex there is an issue, it doesn't actually pinpoint the actual failure mechanism. Just my 2 eurocents: We were using openthreads to lock a crew of worker threads which were accessing a shared file cache locked with a mutex. We got a crash every once in a while. To check for the problem we changed the code to use tbb (thread building blocks). After that it did not crash anymore. It is too long ago to recall the details (not much of a help to nail it down either, sorry :), but I would agree to point my finger to core openthreads and not valgrind/helgrind/ osgparticle etc. Stefan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Books (was: RE: Number of contributors)
Hi Martin et al., IMHO, a receipe book would be very nice and would distribute the effort. Moreover, it would be a kind of sumarized mailing list for common problems, saving time for people searching the list. And if the receipes are on Trac, then anyone having a different solution for the same problem could fill the article by describing this alternate solution and benefits and drawbacks of each. I just suggest someone to be the maintainer of such an online/printable book, to avoid duplicates, to keep things up to date, to ask the community to regroup some similar articles or update them, to arrange articles hierarchically, etc. Just my 2.5 cents (Euro is getting quite expensive comparing to USD these days!)... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 09 Feb 2009 18:24:26 +0100, Martin Beckett m...@mgbeckett.com a écrit: Could I suggest a wiki cookbook which could then be turned into a printed book? This seems to have worked for Python (the O'Reilly Python Cookbook is in it's 3rd Ed) Paul's excellent intro book covers getting started and the source provides the details but there is a need for 'the OSG way to do X' guide. I can certainly think of a dozen questions which are more community type answers than strictly programming. eg. Whats the best way to handle something like a grid which is part of the scenegraph but not part of the model? Do I store things like switch/PAT nodes in the file or create them from scratch when I load it? Martin ___ 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] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
On Mon, Feb 9, 2009 at 5:16 PM, Robert Osfield robert.osfi...@gmail.com wrote: I think we have three choices: 1) Refactor OpenThreads::ReadWriteMutex to fix it. 2) Refactor osgParticle::ParticleSystem to use a Mutex instead of a ReadWriteMutext. 3) Ignore it and fix it after the release. There are pros and cons of each of these routes. My preference would be 1) fix the problem, but would fixing it also introduce the risk of breaking it even more? Solution 2) would introduce a performance bottleneck. Solution 3) isn't a solution :-) Over dinner I reflected on the above options and feel that solution 2 is probably the most practical at this late stage in the release. I am now converting osgParticle::ParticleSystem across to all optional compile of use of Mutex or ReadWriteMutex. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi Stefan, On Mon, Feb 9, 2009 at 5:37 PM, Stefan Roettger ste...@stereofx.org wrote: Just my 2 eurocents: We were using openthreads to lock a crew of worker threads which were accessing a shared file cache locked with a mutex. We got a crash every once in a while. To check for the problem we changed the code to use tbb (thread building blocks). After that it did not crash anymore. It is too long ago to recall the details (not much of a help to nail it down either, sorry :), but I would agree to point my finger to core openthreads and not valgrind/helgrind/osgparticle etc. Did you use an OpenThreads::Mutex or ReadWriteMutex in your shared file cache? As far as I know OpenThreads::Mutex is sound, but ReadWriteMutex does look unsound as it stands. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgModeling 0.1.1 released - subdivision supported
Hi Wang Rui, Great job ! I've been looking at your implementation and found some strange behaviours in the Loft implementation while using it. I've looked up your google code project and since there hasn't been any activity since your release I wanted like to know if your project is orphaned, stalled or if are you are still working on it ? Regards, -- Mathieu O ascii ribbon campaign - stop html mail - www.asciiribbon.org 2008/11/17 Wang Rui wangra...@gmail.com: Hi all, osgModeling, which is a library purposed to help generate parametric curves and surfaces and implement kinds of polygon technologies, releases its 0.1.1 version today. Please visit http://code.google.com/p/osgmodeling/ for the source tarball and the CHM help documentation (generated by doxygen). You may also use svn command to check out the code: svn checkout http://osgmodeling.googlecode.com/svn/trunk osgmodeling New features: * New polygon mesh generator to convert any geometries to vertices-edges-faces list. * New subdivision classes to support Loop and Sqrt(3) methods to subdivide polygon meshes. * New normal generator to generate normal arrays using different mean weights (MWE, MWA, MWSELR, MWAAT, MWELR, MWRELR). * New osgdb_osgmodeling plugin for read/write osgModeling objects in .osg files. Only a framework at present. * Support for creating the document and .chm help file based on doxygen. The pictures attached are the subdivision levels of famous Stanford bunny and a chess pawn. Original files are both low-polygon models and subdivided to higher levels using Loop/Sqrt(3) methods. There are still some problems with the implements of polygon subdivision, for example, texture coordinates and color/fog arrays are not handled at present. I'm just planning for the next version 0.1.2, to add support for mesh parameterization (which will do great help for texture mapping on complex meshes), and finish designing the osgdb_osgModeling plugin. I'm also thinking of implementing some more algorithms for the simplification and triangle strips of polygons, as a supplement of current osgUtil classes. What else do you think the library should add or improve? I may not have a good blueprint of this modeling nodekit of OSG. Thanks for help and best wishes, Wang Rui ___ 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] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi Melchoir et al. On Mon, Feb 9, 2009 at 5:00 PM, Melchior FRANZ melchior.fr...@gmail.com wrote: Are you around for the rest of the day? Can I push a testing question of new code in your direction? Yes, and sure. But note that I can't reproduce it with every fgfs run. I'd have to run fgfs dozens of times and hope that it segfaults. I have now checked in my changes to osgParticle::ParticleSystem to have an optional compile path for either the use of the OpenThreads::ReadWriteMutex or a OpenThreads::Mutex, with the standard Mutex now being the default. An svn update to the OSG-2.8 branch will get you these changes. Changing to mutex solves the valigrind/helgrind warnings when you run osgparticleeffects in SingleThreaded. I still see helgrind errors if run osgviewer cow.osg multi-threaded with lots of warnings in GL or osgViewer. I suspect most of these errors are benign though, the design of osgViewer is that it can accomodate not completely guarded data structures as the high level frame synchronisation of threads should avoid most issues. Could you test out these changes and let me know how you get on, Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Books (was: RE: Number of contributors)
Can the trac wiki be made user editable on some pages safely? The obvious starting point is this page http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials It says 'I have written these tutorials' but no indication who 'I' is or any contact details. There is also an unofficial faq site at http://www.3drealtimesimulation.com/osg/osg_faq_1.htm but it is a little out of date Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgModeling 0.1.1 released - subdivision supported
Hi Wang, Congrats on your release! This library looks extremely useful. Jason On Mon, Nov 17, 2008 at 3:01 AM, Wang Rui wangra...@gmail.com wrote: Hi all, osgModeling, which is a library purposed to help generate parametric curves and surfaces and implement kinds of polygon technologies, releases its 0.1.1 version today. Please visit http://code.google.com/p/osgmodeling/ for the source tarball and the CHM help documentation (generated by doxygen). You may also use svn command to check out the code: svn checkout http://osgmodeling.googlecode.com/svn/trunk osgmodeling New features: * New polygon mesh generator to convert any geometries to vertices-edges-faces list. * New subdivision classes to support Loop and Sqrt(3) methods to subdivide polygon meshes. * New normal generator to generate normal arrays using different mean weights (MWE, MWA, MWSELR, MWAAT, MWELR, MWRELR). * New osgdb_osgmodeling plugin for read/write osgModeling objects in .osg files. Only a framework at present. * Support for creating the document and .chm help file based on doxygen. The pictures attached are the subdivision levels of famous Stanford bunny and a chess pawn. Original files are both low-polygon models and subdivided to higher levels using Loop/Sqrt(3) methods. There are still some problems with the implements of polygon subdivision, for example, texture coordinates and color/fog arrays are not handled at present. I'm just planning for the next version 0.1.2, to add support for mesh parameterization (which will do great help for texture mapping on complex meshes), and finish designing the osgdb_osgModeling plugin. I'm also thinking of implementing some more algorithms for the simplification and triangle strips of polygons, as a supplement of current osgUtil classes. What else do you think the library should add or improve? I may not have a good blueprint of this modeling nodekit of OSG. Thanks for help and best wishes, Wang Rui ___ 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] OpenSceneGraph-2.8.0-rc3 tagged, please test
2.8.0-rc3 Windows XP/Visual studio 2008 with MSVC++ 9.0 dependencies from MattiasHelsing (3rdParty_Win32Binaries_vc90.zip) ReaderWriterCURL, unresolved externals: __imp__curl_easy_setopt __imp__curl_easy_init __imp__curl_easy_cleanup __imp__curl_easy_strerror __imp__curl_easy_getinfo __imp__curl_easy_perform Martin ps. sorry if this double posts, the previous one disappeared and isn't in my sentmail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Did you use an OpenThreads::Mutex or ReadWriteMutex in your shared file cache? As far as I know OpenThreads::Mutex is sound, but ReadWriteMutex does look unsound as it stands. Could have been ReadWriteMutex, but not 100% sure. The only sure thing is that tbb fixed it. Stefan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Books (was: RE: Number of contributors)
Martin Beckett wrote: Can the trac wiki be made user editable on some pages safely? Most pages were editable, but I suspect that due to the server migration the current Wiki is locked. Martin Beckett wrote: It says 'I have written these tutorials' but no indication who 'I' is or any contact details. The next line says the tutorials are done by Franclin Foping. -- Roland -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6329#6329 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
* Robert Osfield -- Monday 09 February 2009: An svn update to the OSG-2.8 branch will get you these changes. OK. I updated and recompiled, and will now test fgfs intensively. One evening won't be enough to confirm that the problem is fixed, but the fact that helgrind no longer complains is a good sign. I'll continue testing ... you can see me on our live-multiplayer map as cptf: http://mpmap01.flightgear.org/ Thanks for your efforts so far! m. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test
Hi Martin, I'm in the process of rebuilding the vc90 dep zip. I haven't gotten to compile it with your setup be will shortly (tomorrow). Will check for this error then. Mattias On Mon, Feb 9, 2009 at 8:24 PM, Martin Beckett m...@mgbeckett.com wrote: 2.8.0-rc3 Windows XP/Visual studio 2008 with MSVC++ 9.0 dependencies from MattiasHelsing (3rdParty_Win32Binaries_vc90.zip) ReaderWriterCURL, unresolved externals: __imp__curl_easy_setopt __imp__curl_easy_init __imp__curl_easy_cleanup __imp__curl_easy_strerror __imp__curl_easy_getinfo __imp__curl_easy_perform Martin ps. sorry if this double posts, the previous one disappeared and isn't in my sentmail ___ 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] collada
Matt could you send these changes to the osg submissions list? The CMakeLists file still needs to be changed for Windows and Collada DOM 2.2. These libraries are currently in the CMakeLists file for win32: Code: libxml2.lib libcollada14dom21.lib pcrecpp.lib pcre-lib These libraries still need to be added: Code: libboost_filesystem.lib libboost_system.lib minizip.lib zlib.lib -- Roland -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6332#6332 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Books (was: RE: Number of contributors)
I'm encouraged to hear that this process works for Python. OSG already has a wiki, and although there is some documentation present, I'd hardly call it a community-written book as you appear to be describing. This is my fear with the OSG Recipes book -- If no one is willing to write and post documentation to the OSG wiki, will they be willing to write and submit material for a recipes book? We'll see; Bob and I are still intending to launch it in the near future. 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 Martin Beckett Sent: Monday, February 09, 2009 10:24 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG Books (was: RE: Number of contributors) Could I suggest a wiki cookbook which could then be turned into a printed book? This seems to have worked for Python (the O'Reilly Python Cookbook is in it's 3rd Ed) Paul's excellent intro book covers getting started and the source provides the details but there is a need for 'the OSG way to do X' guide. I can certainly think of a dozen questions which are more community type answers than strictly programming. eg. Whats the best way to handle something like a grid which is part of the scenegraph but not part of the model? Do I store things like switch/PAT nodes in the file or create them from scratch when I load it? Martin ___ 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] Please give approval if you feel OpenSceneGraph-2.8 isready ; -)
My coworkers and I have been testing our projects on the 2.8 branch on a variety of systems including WinXP, WinVista, and Max OS X. The 2.8 branch has exhibited no problems in our usage. 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 Robert Osfield Sent: Monday, February 09, 2009 7:09 AM To: OpenSceneGraph Users Subject: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 isready ; -) Hi All, I'm ready to tag the 2.8.0. Feedback on the 2.8 branch and 2.8.0-rc2 has been positive so far, so it looks like the code is pretty ready. Do you agree/disagree that we are ready to tag? Now is your last opportunity to report a show stopper! Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today. Cheers, Robert. ___ 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 Books (was: RE: Number of contributors)
Martin Beckett wrote: I can certainly think of a dozen questions which are more community type answers than strictly programming. eg. Whats the best way to handle something like a grid which is part of the scenegraph but not part of the model? Do I store things like switch/PAT nodes in the file or create them from scratch when I load it? There exists already a similar project. It can be found under osghelp.com I think articles found there could be somehow used for the book too. Or at least for a beginner book ;) cheers -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6340#6340 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget Design Though (Input Events)
On Thu, 2009-01-22 at 14:23 -0500, Jeremy Moles wrote: In osgWidget's current design, Widgets are notified of events such as mouseOver by a single ViewerEventHandler object that traverses a given root node and determines (or tries to :)) what kind of thing is going on. When I originally wrote this part of osgWidget, such was the limit of my knowldege... However, I would like to move to a more divorced system, in which each Drawable (Widget) or Node (Window) can use special UpdateCallback and NodeCallback objects so that they can simply subscribe to the events they're interested in. What I'm looking for are some ideas as to how I could best accomplish this. One possibility is that I could keep the osgWidget::ViewerEventHandlers that I currently have (MouseHandler, KeyboarHandler, etc.) except than instead of having them call the mouseOver methods on the Widgets directly they would simply set various state variables (mouse position, etc.) that the user could later query in their on NodeCallback or UpdateCallback functions. Does this make sense? Is this even a worthy endeavor? I get a lot of questions about how osgWidget marries the WindowManager+Event mechanism and the widgets it manages, so I'm looking for ways to break that up. The general idea is that I really want to use the OSG update traversal more, since right now I basically just have one object (the various ViewerEventHandlers) doing EVERYTHING on every object during their own update phase. I'm bumping this since it got no response really back in January. What I plan on doing now is something like this: - A Widget is no longer a Quad; a Widget is a pure virtual interface that anything can derive from, including your existing Drawables (things that can be picked). Quad (2D) and Cube (3D) will be the provided implementations of workable Widgets. - There is no longer a WindowManager object. This will mean more work on your part, but will make the library MUCH cleaner and OSG-like. In the future I may provide a FocusGroup/FocusSwitch object that did what the WindowManager object did. - There is no longer a Window object. Everything is a Widget that can be added to everything else. This will be accomplished by requiring all Widget objects (or your custom implementation) to provide a const osg::BoundingBox object that I will use to position one Widget in relation to another using a clean API similar to the way World of Warcraft does in it's GUI. - Each Widget will have an object it manages internally called a WidgetEventState. SOMETHING will need to update this state in response to mouse and keyboard events. By default, I will provide updater objects in the form of GUIEventHandler implementations that will feed state data to each Widget by processing normal OSG events. If you choose not to use OSG events, you will need to write an SDL-osgWidget or GTK-osgWidget or whatever you want conversion object. - As a result of the above, there are no longer a special Widget event callback mechanisms; you will be required to use the normal OSG update() convention and query the WidgetEventState object directly. This will significantly reduce the complexity and confusion in osgWidget currently. - All of the examples will be removed and condensed into one osgwidgettest example. Making tons of examples is just a short term excuse for me to NOT write documentation, so I need to stop that. I will post more on this thread as I go, but a lot is going to change in osgWidget as the next months go by. I don't seem to have got the first incarnation of osgWidget right (enough people aren't using it!) even though my heart was in the right place. I'm smarter and wiser now, so hopefully Mk2 will be MUCH closer to what osgWidget is supposed to be, although the version currently in OSG is more than capable of doing anything you'd want. I don't think this puts us in any danger for 2.8 release since there aren't enough people using it, probably as a result of it's questionable API? :) Feel free to remove it, Robert, if you feel that is necessary. Furthermore, I was diagnosed with Leukemia in the last month, so my level of productivity won't be as high as I'd like, but it will be sufficient. I need to get osgWidget to a point where it's easy enough to understand so that other people can easily find bugs and fix them even if my health does not permit me to do it personally. :) ___ 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] collada
Hi Matt, Rodger, Roland et. al, I have Matt's submission of the src/osgPlugins/dae/CMakeLists.txt which is based on 2.7.0's version of the file. This file has moved on a bit, but still doesn't have the boost entry. I don't know which version of the Collada DOM that Matt is linking too. Is it 2.2? What about older versions of the Collanda DOM? Does this need boost? What about the other libs that Roland mentioned. As things stand it looks like the proposed changes will break builds as there is no discrimination between Collada versions. Adding an optional boost dependency this close to release is also potential build instability. This stuff really doesn't feel ready enough to go into the OSG-2.8 branch, it's not even ready to go into svn/trunk. Could one of the engineers who's contributes alot to the Collada plugin look into sorting out the various dependencies, Matt's submission might be an input to this, but isn't ready to be merged as is. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget Design Though (Input Events)
Hi Jeremy, Your re-design suggestions sounds reasonable. Rarely do first incarnations of code not require some re-factoring to get right. Often I find my first cut at a class/NodeKit useful as a learning experience as solution to a problem. The passage of development itself explores the problem domain so once you've been round the path once you know the route much better and know what elements to prune, what elements to expand upon, which short cuts are safe to take. Over the next few months I should have a chance to dive and help out with your work on osgWidget, so feel free to direct me. I'm very sorry to hear about the the diagnosis of Leukemia, challenges in life don't get much tougher than having to deal with such an illness. Hopefully people's exploits with the code that you have generously written will give you good cheer, small comforts and amusements can sometimes brighten a day :-) The very best of luck with your therapy, Robert. On Mon, Feb 9, 2009 at 8:47 PM, Jeremy Moles jer...@emperorlinux.com wrote: On Thu, 2009-01-22 at 14:23 -0500, Jeremy Moles wrote: In osgWidget's current design, Widgets are notified of events such as mouseOver by a single ViewerEventHandler object that traverses a given root node and determines (or tries to :)) what kind of thing is going on. When I originally wrote this part of osgWidget, such was the limit of my knowldege... However, I would like to move to a more divorced system, in which each Drawable (Widget) or Node (Window) can use special UpdateCallback and NodeCallback objects so that they can simply subscribe to the events they're interested in. What I'm looking for are some ideas as to how I could best accomplish this. One possibility is that I could keep the osgWidget::ViewerEventHandlers that I currently have (MouseHandler, KeyboarHandler, etc.) except than instead of having them call the mouseOver methods on the Widgets directly they would simply set various state variables (mouse position, etc.) that the user could later query in their on NodeCallback or UpdateCallback functions. Does this make sense? Is this even a worthy endeavor? I get a lot of questions about how osgWidget marries the WindowManager+Event mechanism and the widgets it manages, so I'm looking for ways to break that up. The general idea is that I really want to use the OSG update traversal more, since right now I basically just have one object (the various ViewerEventHandlers) doing EVERYTHING on every object during their own update phase. I'm bumping this since it got no response really back in January. What I plan on doing now is something like this: - A Widget is no longer a Quad; a Widget is a pure virtual interface that anything can derive from, including your existing Drawables (things that can be picked). Quad (2D) and Cube (3D) will be the provided implementations of workable Widgets. - There is no longer a WindowManager object. This will mean more work on your part, but will make the library MUCH cleaner and OSG-like. In the future I may provide a FocusGroup/FocusSwitch object that did what the WindowManager object did. - There is no longer a Window object. Everything is a Widget that can be added to everything else. This will be accomplished by requiring all Widget objects (or your custom implementation) to provide a const osg::BoundingBox object that I will use to position one Widget in relation to another using a clean API similar to the way World of Warcraft does in it's GUI. - Each Widget will have an object it manages internally called a WidgetEventState. SOMETHING will need to update this state in response to mouse and keyboard events. By default, I will provide updater objects in the form of GUIEventHandler implementations that will feed state data to each Widget by processing normal OSG events. If you choose not to use OSG events, you will need to write an SDL-osgWidget or GTK-osgWidget or whatever you want conversion object. - As a result of the above, there are no longer a special Widget event callback mechanisms; you will be required to use the normal OSG update() convention and query the WidgetEventState object directly. This will significantly reduce the complexity and confusion in osgWidget currently. - All of the examples will be removed and condensed into one osgwidgettest example. Making tons of examples is just a short term excuse for me to NOT write documentation, so I need to stop that. I will post more on this thread as I go, but a lot is going to change in osgWidget as the next months go by. I don't seem to have got the first incarnation of osgWidget right (enough people aren't using it!) even though my heart was in the right place. I'm smarter and wiser now, so hopefully Mk2 will be MUCH closer to what osgWidget is supposed to be, although the version
Re: [osg-users] collada
Robert, Yes I was using collada-dom 2.2, and the older version also uses boost. This is really a pain to have to link to like this and I agree a better way needs to be devised. Matt On Feb 9, 2009, at 1:52 PM, Robert Osfield wrote: Hi Matt, Rodger, Roland et. al, I have Matt's submission of the src/osgPlugins/dae/CMakeLists.txt which is based on 2.7.0's version of the file. This file has moved on a bit, but still doesn't have the boost entry. I don't know which version of the Collada DOM that Matt is linking too. Is it 2.2? What about older versions of the Collanda DOM? Does this need boost? What about the other libs that Roland mentioned. As things stand it looks like the proposed changes will break builds as there is no discrimination between Collada versions. Adding an optional boost dependency this close to release is also potential build instability. This stuff really doesn't feel ready enough to go into the OSG-2.8 branch, it's not even ready to go into svn/trunk. Could one of the engineers who's contributes alot to the Collada plugin look into sorting out the various dependencies, Matt's submission might be an input to this, but isn't ready to be merged as is. Cheers, Robert. ___ 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] collada
Just like Roger I don't really feel comfortable with CMake and for the time being I just added the extra libraries in Visual Studio manually. DOM 2.2 indeed adds extra dependencies. Building against DOM 2.1 should go OK, though even for 2.1 I believe that the CMake file isn't really complete yet. Since the DOM 2.1 is not downloadable as a package from Sourceforge anymore it is probably wise to switch to 2.2 The Collada DOM 2.2 library is delivered with these libraries as precompiled libraries: libxml2 and zlib (mingw, win32) pcre and pcrecpp (mac, mingw, ps3, vc8, vc9) libboost_filesystem and libboost_system (mac, mingw, ps3, vc8, vc9) minizip (mac, win32) tinyxml (linux, mac, mingw, ps3, vc8, vc9) I don't know if we can reduce these dependecies with precompiler directives, but that's the list we may need to handle properly. I am afraid this will quickly clutter the CMake file. I think we need to prevent a collision with the zlib as used by the png plugin. The boost dependency is not the full blown boost, but only two small libraries. Furthermore release and debug versions of these libraries are not properly set for Windows. So there still is a small TODO list... -- Roland -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6345#6345 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
Hi Robert, It seems that the osgautocapture example has stopped working along the way. It seems that DatabasePager::getRequestsInProgress() returns zero even after the terrain model has started loading. Please, test to reproduce with the osgautocapture example: ./osgautocapture --window 0 0 1024 576 --camera 55 10 30 0 30 0 --filename out.jpg terrain.ive Best regards, John Vidar Robert Osfield wrote: Hi All, I'm ready to tag the 2.8.0. Feedback on the 2.8 branch and 2.8.0-rc2 has been positive so far, so it looks like the code is pretty ready. Do you agree/disagree that we are ready to tag? Now is your last opportunity to report a show stopper! Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today. Cheers, Robert. ___ 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] collada
Hi Roland, Thanks for the extra info. I'm afraid the clarification doesn't make the path forward much clearer. The ballooning sets of dependencies of Collada really doesn't feel good, Collada DOM we need is only for support of reading/writing the Collada .dae files yet feels like it growing well beyond this in terms of scope of external dependencies. I know this little rant doesn't help anything, but sometimes you just have to let off on something that seems out of control. Robert. On Mon, Feb 9, 2009 at 9:20 PM, Roland Smeenk roland.sme...@tno.nl wrote: Just like Roger I don't really feel comfortable with CMake and for the time being I just added the extra libraries in Visual Studio manually. DOM 2.2 indeed adds extra dependencies. Building against DOM 2.1 should go OK, though even for 2.1 I believe that the CMake file isn't really complete yet. Since the DOM 2.1 is not downloadable as a package from Sourceforge anymore it is probably wise to switch to 2.2 The Collada DOM 2.2 library is delivered with these libraries as precompiled libraries: libxml2 and zlib (mingw, win32) pcre and pcrecpp (mac, mingw, ps3, vc8, vc9) libboost_filesystem and libboost_system (mac, mingw, ps3, vc8, vc9) minizip (mac, win32) tinyxml (linux, mac, mingw, ps3, vc8, vc9) I don't know if we can reduce these dependecies with precompiler directives, but that's the list we may need to handle properly. I am afraid this will quickly clutter the CMake file. I think we need to prevent a collision with the zlib as used by the png plugin. The boost dependency is not the full blown boost, but only two small libraries. Furthermore release and debug versions of these libraries are not properly set for Windows. So there still is a small TODO list... -- Roland -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6345#6345 ___ 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] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
HI John, Could you please look into, I have enough on my plate already. Robert. On Mon, Feb 9, 2009 at 9:29 PM, John Vidar Larring john_larr...@sil.org wrote: Hi Robert, It seems that the osgautocapture example has stopped working along the way. It seems that DatabasePager::getRequestsInProgress() returns zero even after the terrain model has started loading. Please, test to reproduce with the osgautocapture example: ./osgautocapture --window 0 0 1024 576 --camera 55 10 30 0 30 0 --filename out.jpg terrain.ive Best regards, John Vidar Robert Osfield wrote: Hi All, I'm ready to tag the 2.8.0. Feedback on the 2.8 branch and 2.8.0-rc2 has been positive so far, so it looks like the code is pretty ready. Do you agree/disagree that we are ready to tag? Now is your last opportunity to report a show stopper! Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today. Cheers, Robert. ___ 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] collada
Hi Guys, Just to be clear, if you want me to consider any further patches to the dae plugins CMakeLists.txt for the OSG-2.8 then I need the full CmakeLists.txt changes based on the current OSG-2.8 branch. Instructions for me to go add stuff is not sufficient, I'm not the expert on this particular plugin and don't have the problem platforms to test against. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] collada
Robert, I also feel this plugin is a little heavy on dependencies. (don't you just love OSS ;) ) However I believe that a Collada plugin that supports reading and writing is a valuable asset. I have planned (and partially implemented) further enhancements that will make it even more valuable. -- Roland -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6349#6349 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] collada
Hi Roland, On Mon, Feb 9, 2009 at 9:41 PM, Roland Smeenk roland.sme...@tno.nl wrote: I also feel this plugin is a little heavy on dependencies. (don't you just love OSS ;) ) However I believe that a Collada plugin that supports reading and writing is a valuable asset. I have planned (and partially implemented) further enhancements that will make it even more valuable. I value the Collada plugin, but the Collada DOM itself not the greatest example of how to manage/implement this type of project. Each time I go to compile it from source it shouts out mess to me, each time a Collada DOM is released it breaks things and introduces new hurdles. Are there any other Collada libraries out there? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)
HI John, I've finished the other tasks then had a look at this issue. I was able to track it down to an incorrect for loop end iterator value in the DatabasePager::getRequestsInProgress(). This is now fixed and the osgautocapture example works once more. Robert. On Mon, Feb 9, 2009 at 9:33 PM, Robert Osfield robert.osfi...@gmail.com wrote: HI John, Could you please look into, I have enough on my plate already. Robert. On Mon, Feb 9, 2009 at 9:29 PM, John Vidar Larring john_larr...@sil.org wrote: Hi Robert, It seems that the osgautocapture example has stopped working along the way. It seems that DatabasePager::getRequestsInProgress() returns zero even after the terrain model has started loading. Please, test to reproduce with the osgautocapture example: ./osgautocapture --window 0 0 1024 576 --camera 55 10 30 0 30 0 --filename out.jpg terrain.ive Best regards, John Vidar Robert Osfield wrote: Hi All, I'm ready to tag the 2.8.0. Feedback on the 2.8 branch and 2.8.0-rc2 has been positive so far, so it looks like the code is pretty ready. Do you agree/disagree that we are ready to tag? Now is your last opportunity to report a show stopper! Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today. Cheers, Robert. ___ 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] collada
Well, there's FCollada that is more or less abandoned when Feeling Software pulled it's hands off it. This used to be the preferred alternative, but I believe the DOM is becoming a better option since it is still in development and follows the latest updates when a new version of Collada is released. -- Roland -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6353#6353 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org