[osg-users] about the debug version of osgdemd.exe

2009-02-19 Thread wind
Hi all,
 
I got  VPB r924 from SVN, and built it with VS2005. The  release version 
worked smoothly. But when ran the osgdemd.exe with osg2.6.0, the error 
Application initialization failure jumped out and could trace to file 
osgDB/registry:
 
 class RegisterDotOsgWrapperProxy
   {  public:
   RegisterDotOsgWrapperProxy(osg::Object* proto,
   const std::string name,
   const std::string associates,
   DotOsgWrapper::ReadFunc readFunc,
   DotOsgWrapper::WriteFunc writeFunc,
   DotOsgWrapper::ReadWriteMode 
readWriteMode=DotOsgWrapper::READ_AND_WRITE)
{
if (Registry::instance())
{
_wrapper = new 
DotOsgWrapper(proto,name,associates,readFunc,writeFunc,readWriteMode);
Registry::instance()-addDotOsgWrapper(_wrapper.get());//the 
error jumps out
}
}
 
 I don't know how to avoid this error.  I must have a debug version to 
trace some process. Anyone do me a favor? Thanks very much.
 
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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-19 Thread Miguel Escriva
I vote Valencia/Spain too!


-- 
Miguel Escriva Gregori
Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia


2009/2/19 Rafa Gaitan rafa.gai...@gmail.com

 Hi,

 What about Valencia/Spain? :), We have some places to do meetings in the
 University, and we have some interesting resources to do demos or whatever
 :).

 my 2 cents,

 Rafa.
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Re: [osg-users] Using anaglyph on two screens?

2009-02-19 Thread Yinpeng Li
Patrice,

I tried your method, and it doesn't work.

BTW, that environment variable seems to be designated to SPLIT_STEREO in one
window, not stereo displaying in two windows.

But thank you anyway

Yinpeng Li
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Re: [osg-users] OSG 2.8.0 compilation

2009-02-19 Thread Christophe.medard

VC2005 SP1, yes, as before with OSG 2.6.1.
I must have made a wrong move in CMake (I'm using CMake 2.6), all the more 
so if I'm the only one with this pb.

I'll delete its cache and do it again...

Best,
Christophe

- Original Message - 
From: Sukender suky0...@free.fr

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Wednesday, February 18, 2009 9:10 PM
Subject: Re: [osg-users] OSG 2.8.0 compilation


Hi Christophe,

Actually 2.8.0 compilation has been quite well tested; and what you explain 
seem strange. Nothing like this has been reported, as far as I know.

1. Do you have the SP1 for VS2005?
2. Did you try clearing your CMake cache AND rebuilding everything?
...Or else you may get the precompiled packages (See 
http://www.openscenegraph.org/projects/osg/wiki/Downloads ).


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


Le Wed, 18 Feb 2009 19:10:16 +0100, Christophe.medard 
christophe.med...@oktal.fr a écrit:



Hi All,

While planning to test my end-user application with OpenSceneGraph 2.8.0, 
after having compiled the
latter from the source download I have the following issues during 
compilation/linking I didn't have with 2.6.1 :


1) The linking beats the record of warning numbers (approximately 4000 
warnings), all being the same :
warning C4251 : [osgClass]::[_osgmember] : class 'osg::ref_ptrT' needs 
to have dll-interface to be used by clients of [osgClass]


2) I got errors coming from include of missing files : osg/Config and 
OpenThreads/Config. I'm not pretty familiar with these but
while looking at their content inside my OpenSceneGraph 2.6.1 distribution 
it seems that they are normally generated by CMake.


Does anyone else have these problems ??
I'm building on WindowsXP using Visual Studio 2005.

Best,
Christophe.


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Re: [osg-users] [osgPlugins] sticky question - where is the info on how to build a plugin

2009-02-19 Thread Serge Lages
Hi Paul,

The best way to make its own plugin is to look at the other ones (like png
or jpeg for the images or 3ds, obj and others for 3D objects).

The main concept is to create an osgDB::ReaderWriter class and implement the
needed methods.

Cheers,

On Thu, Feb 19, 2009 at 3:52 AM, Paul McIntosh osgfo...@tevs.eu wrote:

 First post in the plugin forum :)

 Is there any document explaining how to build a plug-in? I have a bunch of
 code that I want to group together and release as a plugin osgDiagram. It
 would be good to have this info as a sticky note in the forum.

 Cheers,

 Paul

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=7003#7003





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http://www.tharsis-software.com
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[osg-users] how to compile osgplugins\quicktime plugin

2009-02-19 Thread yang zhiyuan
Hi:
I failed to compile osgdb_qt plugin under osgplugins\quicktime via
osg2.6 and
quick time 7.07.3 SDK.There are a lot of compile errors.I wonder that
which version of quick time SDK is needed for compiling osgdb_qt
plugin under osg2.6.
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Re: [osg-users] Compile Context Background Thread Question

2009-02-19 Thread Robert Osfield
HI Alex,

On Wed, Feb 18, 2009 at 7:29 PM, Pecoraro, Alexander N
alexander.n.pecor...@lmco.com wrote:
 So when OSG_COMPIlE_CONTEXTS=ON then a background thread traverses the
 scene graph and compiles the un-compiled display lists using a different
 OpenGL context than the render thread's, which prevents the render
 thread from having to do the display list compilation. Is that correct?

The compile context just sits with its own GraphicsThread waiting for
GraphicsOperations to be passed to it, when they are other threads
want their GL objects to be ran for them then simply create an
appropriate GraphicsOperation and pass this to the compile Context's
GraphicsThread.   The DatabasePager does this with the following code:


for(ActiveGraphicsContexts::iterator itr =
_pager-_activeGraphicsContexts.begin();
itr != _pager-_activeGraphicsContexts.end();
++itr)
{
osg::GraphicsContext* gc =
osg::GraphicsContext::getCompileContext(*itr);
if (gc)
{
osg::GraphicsThread* gt = gc-getGraphicsThread();
if (gt)
{
gt-add(new
DatabasePager::CompileOperation(_pager));
}
else
{
gc-makeCurrent();

_pager-compileAllGLObjects(*(gc-getState()));

gc-releaseContext();
}
}
}

Please note that all operations are pushed to the graphics thread of
the compile context, the graphics thread itself does traverse
anything, it's not an active class that does stuff on its own, it just
sits their waiting for you to give it work and it does it, if it
doesn't have anything to do it just goes to sleep.

Robert.
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Re: [osg-users] Trac menu

2009-02-19 Thread Robert Osfield
Hi Sukunder,

On Wed, Feb 18, 2009 at 11:47 PM, Sukender suky0...@free.fr wrote:
 I noticed the menu on the Trac wiki (on the right - yellow background) isn't 
 the same for every page. It there a way to ensure the menu is up-to-date 
 without having to change every page?

The menu is manually created, and it not that same for each page.  To
keep things in sync one has to edit the menu and add the appropriate
items.

Robert.
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Re: [osg-users] Draw threads serialized by default?

2009-02-19 Thread Robert Osfield
Hi Alex,

I have been planning to make the processor affinity configurable, but
just haven't had a chance to do this yet.

This certainly isn't a feature for 2.8.1 as the minor point releases
are contain just bug fixes.  This feature will have to wait till the
2.9.x dev series and the final 2.10.  This does assume that I or other
get on to tackling this task before 2.10...

Robert.

On Thu, Feb 19, 2009 at 2:16 AM, Pecoraro, Alexander N
alexander.n.pecor...@lmco.com wrote:
 I think it would be nice if the processor chosen for the draw thread by
 the osgViewer was somehow configurable instead of it just defaulting to
 starting at processor number 1 and going up from there. I, like Todd,
 seem to have found that running the draw thread on my second processor
 (on any of the four cores on my second processor) produces better
 performance than running it on any of the cores of my first processor. I
 can't explain why I get better performance on my second processor, but
 the only way I was able to make the draw thread run on my second
 processor was by modifying the osgViewer::startThreading() function
 because I found that calling the draw thread's setProcessorAffinity()
 function had no effect after the thread started running.

 Perhaps something for 2.8.1?

 Alex

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: Monday, September 01, 2008 8:34 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Draw threads serialized by default?

 HI Todd.

 osgViewer already sets the affinity, and indeed this makes a big
 difference to performance when running multi-threaded,
 mult-context/mulit-gpu work.  The draw dispatch serialization that
 osgViewer::Renderer does on top of this makes even more difference on
 PCs I've tested.  I would guess that a decent multi-processing
 architecture like the Onyx would scale much better, it might be that
 some very high PC hardware set ups would also scale much better (the
 AMD 4x4 motherboards spring to mind as a potential candidate for this
 better scaling).

 Robert.

 On Mon, Sep 1, 2008 at 4:22 PM, Todd J. Furlong t...@inv3rsion.com
 wrote:
 Robert,

 The post of yours that Paul linked to sounds very similar to something
 we
 saw with VR Juggler  OSG a while back: terrible performance with OSG
 apps
 that had parallel draw threads.  In our case, VR Juggler manages
 threading,
 but the same may apply to OSG with osgViewer.

 For us, it turned out that we had to set the threads' affinity to lock
 them
 to a particular CPU/core.  The Linux scheduler moved the threads
 around and
 thrashed the cache, I believe.  Setting the affinity boosted the
 parallel
 draw performance back up.

 The solution we ended up with is twofold:
 1. Add a default behavior that sequentially locks draw threads to CPU
 cores
 (0,1,2,etc.  repeat)
 2. Use an environment variable to override the default behavior
 (VJ_DRAW_THREAD_AFFINITY, a space-delimited list of integers).

 The default behavior is good for most users, but we can squeeze out a
 little
 more performance by tweaking the environment variable.  For a system
 with
 two draw threads and two dual-core CPUs, the default behavior locks
 the draw
 threads to CPUs 0  1, but we get slightly better performance if we
 set
 VJ_DRAW_THREAD_AFFINITY=2 3.

 Regards,
 Todd

 Robert Osfield wrote:

 Hi Paul,

 On Sat, Aug 30, 2008 at 10:19 PM, Paul Martz pma...@skew-matrix.com
 wrote:

 Hi Robert -- Prior to the 2.2 release, code was added to serialize
 the
 draw
 dispatch. Is there a reason that this behavior defaults to ON? (See
 DisplaySettings.cpp line 135.) I have somehow incorrectly documented
 this
 as
 defaulting to OFF in the ref man. Now that I see it's ON by default,
 I
 half
 wonder if this is a bug. Wanted to check with you: should I change
 the
 documentation, or the code? Which is right?

 The settings has been ON since I introduced the option to serialize
 the draw dispatch.

 Just before the 2.6 release I did testing at my end and still found
 serializing the draw dispatch to be far more effiecent on my
 Linux/NVidia drivers so I left the option on.

 In the original thread when I introduced the optional draw mutex into
 the draw dispatch I did call for testing on the performance impact
 but
 I didn't get sufficient feedback to make a more informed decision
 than
 just basing it on my own testing.  I would still appreciate more
 testing, as I'd expect that best default setting to vary on different
 hardware and drivers - I for one would love to see better scalability
 in driver/hardware.

 Robert.
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Re: [osg-users] Loading Particle Effect from file Problem

2009-02-19 Thread Robert Osfield
Hi Paul,

osgParticle separates the emitting of particle from the actual
rendering.  The emiter can be in local coords under a transform, but
the particle system has to be in world coords, otherwise a double
transform occurs.

Robert.

On Thu, Feb 19, 2009 at 5:01 AM, Paul Pocock
paul.poc...@dsto.defence.gov.au wrote:
 HI all,

 I was wondering if anyone has had this problem and if so what was their
 solution.
 I have a particle system loading from sn .osg file, attach it to a
 transform and add a NodeVisitor callback to the transform.
 Unfortuately The Particle System does not like it.

 There is an article on this here:
 http://faculty.nps.edu/jasullivan/osgTutorials/osgParticleHelper.htm

 The solution refered to here unfortuately does not work.

 Any ideas ? would be great to load particles from an .osg file!





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Re: [osg-users] about the debug version of osgdemd.exe

2009-02-19 Thread Robert Osfield
Hi Xuex,

I have never seen a report about problem like this before, so don't
really have any prior experience to bare on it.  The code in question
has been heavily used by all users for many years without problem so I
would suspect a build issue of some kind.

I will be making another dev release of VPB in the next week or so,
and this will match to OSG-2.8.0, and would be a better base for you
own testing.  Right now I'd recommend using the svn version of VPB and
OSG-2.8.0 as there have been lots of improvements to OSG since 2.6.0.

Robert.

2009/2/19 wind 509459...@qq.com:
 Hi all,

 I got  VPB r924 from SVN, and built it with VS2005. The  release version
 worked smoothly. But when ran the osgdemd.exe with osg2.6.0, the error
 Application initialization failure jumped out and could trace to file
 osgDB/registry:

  class RegisterDotOsgWrapperProxy
{  public:
RegisterDotOsgWrapperProxy(osg::Object* proto,
const std::string name,
const std::string associates,
DotOsgWrapper::ReadFunc readFunc,
DotOsgWrapper::WriteFunc writeFunc,
DotOsgWrapper::ReadWriteMode
 readWriteMode=DotOsgWrapper::READ_AND_WRITE)
 {
 if (Registry::instance())
 {
 _wrapper = new
 DotOsgWrapper(proto,name,associates,readFunc,writeFunc,readWriteMode);
 Registry::instance()-addDotOsgWrapper(_wrapper.get());//the
 error jumps out
 }
 }

  I don't know how to avoid this error.  I must have a debug version to
 trace some process. Anyone do me a favor? Thanks very much.

  Xuex.

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Re: [osg-users] OSG 2.8.0 compilation

2009-02-19 Thread Frauciel Luc
2) I got errors coming from include of missing files : osg/Config and 
OpenThreads/Config. I'm not pretty familiar with these but while looking at 
their content inside my OpenSceneGraph 2.6.1 distribution it seems that they 
are normally generated by CMake.
 
Since 2.7.something I guess, there are some platform specific includes 
(osg/Config OpenThreads/Config) that you have to include to compile OSG 
applications.
You have to set OSG_GEN_INCLUDE_DIR to  Mypath/OpenScenegraph-build/include
By setting env variable OSGDIR to osg source directory and OSG_DIR to osg build 
directory, CMake scripts should find everything.
 
Luc
 

Luc FRAUCIEL - BRGM
Unité Calcul, 3D et réalité virtuelle
Service Systèmes et Technologies de l'Information
3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France
Tél. 02 38 64 35 65
Fax 02 38 64 39 70 

 




De : osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] De la part de 
Christophe.medard
Envoyé : mercredi 18 février 2009 19:10
À : osg-users@lists.openscenegraph.org
Objet : [osg-users] OSG 2.8.0 compilation


Hi All,
 
While planning to test my end-user application with OpenSceneGraph 
2.8.0, after having compiled the latter from the source download I have the 
following issues during compilation/linking I didn't have with 2.6.1 :
 
1) The linking beats the record of warning numbers (approximately 4000 
warnings), all being the same : 
warning C4251 : [osgClass]::[_osgmember] : class 'osg::ref_ptrT' 
needs to have dll-interface to be used by clients of [osgClass]
 
2) I got errors coming from include of missing files : osg/Config and 
OpenThreads/Config. I'm not pretty familiar with these but while looking at 
their content inside my OpenSceneGraph 2.6.1 distribution it seems that they 
are normally generated by CMake.
 
Does anyone else have these problems ?? 
I'm building on WindowsXP using Visual Studio 2005.
 
Best,
Christophe.

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Re: [osg-users] how to compile osgplugins\quicktime plugin

2009-02-19 Thread Robert Osfield
Hi Yang? Zhuyan (could you please sign with the name you wish to be
addressed with),

Could you specify what platform your are working on and supply the
errors you get.

Robert.

On Thu, Feb 19, 2009 at 9:09 AM, yang zhiyuan yangzy...@gmail.com wrote:
 Hi:
I failed to compile osgdb_qt plugin under osgplugins\quicktime via
 osg2.6 and
 quick time 7.07.3 SDK.There are a lot of compile errors.I wonder that
 which version of quick time SDK is needed for compiling osgdb_qt
 plugin under osg2.6.
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Re: [osg-users] OSG 2.8.0 compilation

2009-02-19 Thread Robert Osfield
Hi Christophe,

If you run the install target then you should get a single set of
include and libs placed together, with Config files in place.  If you
don't install after building, and do an out of source build then the
config files will be separate from the OpenSceneGraph/include
directory, in this instance you will need to point you own app
building to the our of source include directory.

Robert.

On Thu, Feb 19, 2009 at 9:55 AM, Christophe.medard
christophe.med...@oktal.fr wrote:
 Apparently, both Config files apparently are build indeed by CMake but
 aren't located at the right place (into Mypath/OpenScenegraph-build/include
 instead of Mypath/include). Don't remember if I had to relocate them
 manually with 2.6.1.

 About the warnings when linking my end-user applicationI don't know yet.
 I'm recompiling the osg distribution with these Config files set at the
 right place. I'll see if it removes them when linking with my application
 (they're don't prevent it from compiling, but they're a pain you know for
 you to see your own warnings and potential errors).

 Thanks for the clue !

 Christophe


 - Original Message -
 From: Frauciel Luc
 To: OpenSceneGraph Users
 Sent: Thursday, February 19, 2009 10:22 AM
 Subject: Re: [osg-users] OSG 2.8.0 compilation
2) I got errors coming from include of missing files : osg/Config and
 OpenThreads/Config. I'm not pretty familiar with these but while looking at
 their content inside my OpenSceneGraph 2.6.1 distribution it seems that they
 are normally generated by CMake.

 Since 2.7.something I guess, there are some platform specific includes
 (osg/Config OpenThreads/Config) that you have to include to compile OSG
 applications.
 You have to set OSG_GEN_INCLUDE_DIR to  Mypath/OpenScenegraph-build/include
 By setting env variable OSGDIR to osg source directory and OSG_DIR
 to osg build directory, CMake scripts should find everything.

 Luc


 Luc FRAUCIEL - BRGM
 Unité Calcul, 3D et réalité virtuelle
 Service Systèmes et Technologies de l'Information
 3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France
 Tél. 02 38 64 35 65
 Fax 02 38 64 39 70



 
 De : osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] De la part de
 Christophe.medard
 Envoyé : mercredi 18 février 2009 19:10
 À : osg-users@lists.openscenegraph.org
 Objet : [osg-users] OSG 2.8.0 compilation

 Hi All,

 While planning to test my end-user application with OpenSceneGraph 2.8.0,
 after having compiled the latter from the source download I have the
 following issues during compilation/linking I didn't have with 2.6.1 :

 1) The linking beats the record of warning numbers (approximately 4000
 warnings), all being the same :
 warning C4251 : [osgClass]::[_osgmember] : class 'osg::ref_ptrT' needs to
 have dll-interface to be used by clients of [osgClass]

 2) I got errors coming from include of missing files : osg/Config and
 OpenThreads/Config. I'm not pretty familiar with these but while looking at
 their content inside my OpenSceneGraph 2.6.1 distribution it seems that they
 are normally generated by CMake.

 Does anyone else have these problems ??
 I'm building on WindowsXP using Visual Studio 2005.

 Best,
 Christophe.



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Re: [osg-users] VS 2008 packages + 3rdParty_Win32Binaries_vc90 in ftp

2009-02-19 Thread Jean-Claude Monnin
Hi Robert, Mattias, Jose Luis,

I tried to download the pre-compiled dependencies for VC9 SP1
(3rdParty_Win32Binaries_vc90sp1.zip, as mentioned in the email below). 
I can't find it on the osg website. Did you forget to update the website
or am I looking at the wrong place?
(I looked at Dependencies-VS9 dependencies:
http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHelsing)

Thanks for help

Jean-Claude

On Sat, 14 Feb 2009 16:37 +0100, Mattias Helsing helsin...@gmail.com
wrote:
 Hi Robert,
 
 On Sat, Feb 14, 2009 at 3:56 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
  HI Marrias,
 
  I'm juggling children right now, and guests quick soon so I don't have
  time right away to move stuff on the server.  If Jose L. doesn't beat
  me to it, I'll move the files across on Monday.
 
 No hurry. I kind of expected you to take a weekend (at least) off so
 didn't really expect quick action.
 I hope the juggling free your mind from osg for a while. It's well
 earned. Perhaps the Mrs has earned a few hours off juggling ;-)
 
 cheers
 Mattias
 
 
  Cheers,
  Robert.
 
  On Sat, Feb 14, 2009 at 9:44 AM, Mattias Helsing helsin...@gmail.com 
  wrote:
  Hi Robert, all
 
  Last night I built win32 dependencies and the 2.8.0 tag fresh from
  repository (examples, apps, wrappers). Some 216 projects built with 0
  errors, 0 warnings. Great work by you and the community.
 
  I put a 3rdParty_Win32Binaries_vc90sp1.zip on the ftp repo together
  with osg packages for vc90.
 
  The 3rdParty zip is improved in that it is compiled with the latest
  compiler(sp1) and ALL release binaries are all linked against the
  release runtime libs (msvcxx). Also I have promoted the /C7 switch
  over other program databases
 
  My People page at
  http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHelsing
  hosts the old 3rdParty zip and should be removed (together with some
  old packaging samples of mine). Could I ask you or Jose Luis to help
  me clean up. I dont have enough rigths to delete attachments.
 
  Mattias
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Re: [osg-users] Trac menu

2009-02-19 Thread Sukender
Hi all,

I created a TOC list ( 
http://www.openscenegraph.org/projects/osg/wiki/TracNav/list ) to help 
maintenance (No page points to it yet).
These are maybe dumb questions, but:
- Should we create a page about how to maintain the wiki (such as an improved 
version of Community/WikiLogIn)?
- Is this a good idea to add [[TracNav(TracNav/TOCmain)]] (or the TOC of the 
section) on every page ?
- Each TOC puts its section at the begining, changing the order of sections. 
And I find it confusing. Anyone having an argument for this, or can I change it?

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


Le Thu, 19 Feb 2009 10:21:11 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 Hi Sukunder,

 On Wed, Feb 18, 2009 at 11:47 PM, Sukender suky0...@free.fr wrote:
 I noticed the menu on the Trac wiki (on the right - yellow background) isn't 
 the same for every page. It there a way to ensure the menu is up-to-date 
 without having to change every page?

 The menu is manually created, and it not that same for each page.  To
 keep things in sync one has to edit the menu and add the appropriate
 items.

 Robert.
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Re: [osg-users] Trac menu

2009-02-19 Thread Sukender
Hum, sorry, I didn't know that it was Trac that automatically changes the order 
of sections. (I *still* find it confusing!)

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


Le Thu, 19 Feb 2009 11:29:34 +0100, Sukender suky0...@free.fr a écrit:

 Hi all,

 I created a TOC list ( 
 http://www.openscenegraph.org/projects/osg/wiki/TracNav/list ) to help 
 maintenance (No page points to it yet).
 These are maybe dumb questions, but:
 - Should we create a page about how to maintain the wiki (such as an improved 
 version of Community/WikiLogIn)?
 - Is this a good idea to add [[TracNav(TracNav/TOCmain)]] (or the TOC of 
 the section) on every page ?
 - Each TOC puts its section at the begining, changing the order of sections. 
 And I find it confusing. Anyone having an argument for this, or can I change 
 it?

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


 Le Thu, 19 Feb 2009 10:21:11 +0100, Robert Osfield robert.osfi...@gmail.com 
 a écrit:

 Hi Sukunder,

 On Wed, Feb 18, 2009 at 11:47 PM, Sukender suky0...@free.fr wrote:
 I noticed the menu on the Trac wiki (on the right - yellow background) 
 isn't the same for every page. It there a way to ensure the menu is 
 up-to-date without having to change every page?

 The menu is manually created, and it not that same for each page.  To
 keep things in sync one has to edit the menu and add the appropriate
 items.

 Robert.
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Re: [osg-users] OSG 2.8.0 compilation

2009-02-19 Thread Christophe.medard

Indeed !
My warning issue is linked to that Config file location problem. I had the 
time to try the following thing before Robert answer : if I move both Config 
file to the proper location BEFORE (re)building OpenSceneGraph, afterwards 
my end-user application links with it with no more disturbing warnings.


I didn't pay attention before (with 2.6.1) about these Config files or this 
INSTALL target, maybe things have a bit evolve in between (?).

Anyway knowing all that averything work fine.
Thanks to all.

Christophe


- Original Message - 
From: Robert Osfield robert.osfi...@gmail.com

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Thursday, February 19, 2009 11:27 AM
Subject: Re: [osg-users] OSG 2.8.0 compilation


Hi Christophe,

If you run the install target then you should get a single set of
include and libs placed together, with Config files in place.  If you
don't install after building, and do an out of source build then the
config files will be separate from the OpenSceneGraph/include
directory, in this instance you will need to point you own app
building to the our of source include directory.

Robert.

On Thu, Feb 19, 2009 at 9:55 AM, Christophe.medard
christophe.med...@oktal.fr wrote:

Apparently, both Config files apparently are build indeed by CMake but
aren't located at the right place (into 
Mypath/OpenScenegraph-build/include

instead of Mypath/include). Don't remember if I had to relocate them
manually with 2.6.1.

About the warnings when linking my end-user applicationI don't know yet.
I'm recompiling the osg distribution with these Config files set at the
right place. I'll see if it removes them when linking with my application
(they're don't prevent it from compiling, but they're a pain you know for
you to see your own warnings and potential errors).

Thanks for the clue !

Christophe



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Re: [osg-users] Problem with 2D and 3D text in the same scene

2009-02-19 Thread David Callu
Hi Frank,

This is a bug.
I take a look.

more in next episode.
Cheer

David Callu

2009/2/18 frankmil...@jhmi.edu

 Greetings,

 I am experiencing problems rendering osgText::Text and osgText::Text3D
 in the same scene. I have boiled it down to a nice bite-size chunk of
 code which I have attached. I am running version 2.8.

 Is this a bug?

 Frank


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Re: [osg-users] VS 2008 packages + 3rdParty_Win32Binaries_vc90 in ftp

2009-02-19 Thread Robert Osfield
Hi Mattias,

I've now moved your VisualStudio9 binaries to

http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/

I've also add a link to this directory from the downloads page.

The next step should be to clean up the dependencies pages, and to get
the VS8 dependency package updated and placed in the VisualStudio8
page.  Your own wiki page I've taken the liberty to remove the old
packages and changed the text to refere to
stable_release/OpenSceneGraph-2.8/binaries/VisualStudio9 directory.
Could you review and fix up where necessary.

Robert.


On Sat, Feb 14, 2009 at 9:44 AM, Mattias Helsing helsin...@gmail.com wrote:
 Hi Robert, all

 Last night I built win32 dependencies and the 2.8.0 tag fresh from
 repository (examples, apps, wrappers). Some 216 projects built with 0
 errors, 0 warnings. Great work by you and the community.

 I put a 3rdParty_Win32Binaries_vc90sp1.zip on the ftp repo together
 with osg packages for vc90.

 The 3rdParty zip is improved in that it is compiled with the latest
 compiler(sp1) and ALL release binaries are all linked against the
 release runtime libs (msvcxx). Also I have promoted the /C7 switch
 over other program databases

 My People page at
 http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHelsing
 hosts the old 3rdParty zip and should be removed (together with some
 old packaging samples of mine). Could I ask you or Jose Luis to help
 me clean up. I dont have enough rigths to delete attachments.

 Mattias
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Re: [osg-users] VS 2008 packages + 3rdParty_Win32Binaries_vc90 in ftp

2009-02-19 Thread Mattias Helsing
Hi Robert,

On 2/19/09, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi Mattias,

 I've now moved your VisualStudio9 binaries to

 http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/

great. I'll start waiting for user experience reports then.


 I've also add a link to this directory from the downloads page.

 The next step should be to clean up the dependencies pages, and to get
 the VS8 dependency package updated and placed in the VisualStudio8
 page.

I'm currenlty taking part in a discussion on the cmake list regarding
the 3rdParty dependencies (brougth up on osg-users by Philip Lowman in
other thread). We'll see where that ends. The fixes I have made for
the msvc90 dependencies should be applied to the vc80 deps too. I'll
look into it.

 Your own wiki page I've taken the liberty to remove the old
 packages and changed the text to refere to
 stable_release/OpenSceneGraph-2.8/binaries/VisualStudio9 directory.
 Could you review and fix up where necessary.

Great. Thanks for cleaning my page up. The attachments have been
nagging me a bit. Looks great.

Mattias


 Robert.


 On Sat, Feb 14, 2009 at 9:44 AM, Mattias Helsing helsin...@gmail.com
 wrote:
 Hi Robert, all

 Last night I built win32 dependencies and the 2.8.0 tag fresh from
 repository (examples, apps, wrappers). Some 216 projects built with 0
 errors, 0 warnings. Great work by you and the community.

 I put a 3rdParty_Win32Binaries_vc90sp1.zip on the ftp repo together
 with osg packages for vc90.

 The 3rdParty zip is improved in that it is compiled with the latest
 compiler(sp1) and ALL release binaries are all linked against the
 release runtime libs (msvcxx). Also I have promoted the /C7 switch
 over other program databases

 My People page at
 http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHelsing
 hosts the old 3rdParty zip and should be removed (together with some
 old packaging samples of mine). Could I ask you or Jose Luis to help
 me clean up. I dont have enough rigths to delete attachments.

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

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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-19 Thread Art Tevs
Hi Miguelle, Rafa,

I didn't included Valencia/Spain into the poll, because the city doesn't lie 
centralized in europe. If you take a look onto the europe map and on the chosen 
cities, you could see, that cities are chosen to be more or less in the 
geographical center of the europe. In this way, I hoped to make it more or less 
fair for everybody in respect to travel costs. Of ourse it would be better to 
have a european community center (center of all community spots based on 
number of members) instead of geographical center, however I do not have such 
information :(

cheers,
art

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[osg-users] Webcam

2009-02-19 Thread Veehmot
I'm trying to generate a streaming to get the frame of the webcam with OpenCV. 
I have checked out the mpeg plugin, but I can't see how I can change the data 
of a Texture2D from my code every frame.

Any link, tutorial, accepted.

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Re: [osg-users] Webcam

2009-02-19 Thread J.P. Delport

Hi,

create an osg::Image (you don't need to allocate image data portion), 
point the Image at your own data. Create a Texture2D/TextureRect, call 
setImage on this with your osg::Image. When you get new data, call 
Image-dirty().


You can also set the image to use pixel buffer objects for upload.

-setPixelBufferObject(new osg::PixelBufferObject(Im))

jp

Veehmot wrote:

I'm trying to generate a streaming to get the frame of the webcam with OpenCV. 
I have checked out the mpeg plugin, but I can't see how I can change the data 
of a Texture2D from my code every frame.

Any link, tutorial, accepted.

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Re: [osg-users] Webcam

2009-02-19 Thread Robert Osfield
Hi Veehmot (? Please sign with your name so we know who to address)

On Thu, Feb 19, 2009 at 12:27 PM, Veehmot osgfo...@tevs.eu wrote:
 I'm trying to generate a streaming to get the frame of the webcam with 
 OpenCV. I have checked out the mpeg plugin, but I can't see how I can change 
 the data of a Texture2D from my code every frame.

 Any link, tutorial, accepted.

The best way to stream data to a texture is via the osg::ImageStream
class that subclasses from osg::Image.  In your own code subclass from
osg::ImageStream to wrap up your OpenCV code that reads the image
data, then set the Image's data pointer and call image dirty on the
image stream.  Then just attach your ImageStream object to any texture
you want, the OSG will automatically download the data for you in the
most efficient way (use subloading and PBO's).

For examples of subclasses osg::Image have a look at the xine or
quicktime plugins.

Robert.
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Re: [osg-users] Problem with 2D and 3D text in the same scene

2009-02-19 Thread David Callu
Hi Frank

Problem:
 osgText::Text and osgText::Text3D use the same font file.
 The first really load the file and obtain an osgText::Font object,
 the second use the cache created during the first load of the
 font file, and so obtain an osgText::Font object instead of
 osgText::Font3D object. To obtain an osgText::Font3D object,
 osgText::Text3D call osgDB::readObjectFile(...) with an option
 to specify the plugin we want an osgText::Font3D instead of
 osgText::Font.

Generalised Problem:
In osgDB::Registry, loaded file cache is referenced by the name
of this file, so if I load a file with some options, and the cache
already contain object for this filename, I obtain an object
potentially not loaded with my options.


Behaviours:
Cache management is delegate to osgDB::Registry, but cache
coherence (load a file with option then reuse it, deactivate the
cache when load a specific file or don't cached the loaded file)
is user's responsibility.


Text3D case:
Delegate the cache coherence of font file in osgText to the user
is not a good idea. So to fix this I think to 2 solution:
- never use the cache when load a font for a Text3D. Just because
  to load a Font3D, we use option in osgDB::readObjectFile()
- move osgText::Font3D implementation in osgText::Font,
  suffix ex-Font3D method with 3D in osgText::Font
  (so osgText::Font3D::getGlyph() become osgText::Font::getGlyph3D()
)
  And so Text and Text3D use the same osgText::Font object which
contain
  2D and 3D glyph.


Thought, Robert, Other ?

David Callu


2009/2/19 David Callu led...@gmail.com

 Hi Frank,

 This is a bug.
 I take a look.

 more in next episode.
 Cheer

 David Callu

 2009/2/18 frankmil...@jhmi.edu

 Greetings,

 I am experiencing problems rendering osgText::Text and osgText::Text3D
 in the same scene. I have boiled it down to a nice bite-size chunk of
 code which I have attached. I am running version 2.8.

 Is this a bug?

 Frank


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Re: [osg-users] Problem with 2D and 3D text in the same scene

2009-02-19 Thread Robert Osfield
Hi David,

Thanks for looking into this problem.

On Thu, Feb 19, 2009 at 1:08 PM, David Callu led...@gmail.com wrote:
 Text3D case:
 Delegate the cache coherence of font file in osgText to the user
 is not a good idea. So to fix this I think to 2 solution:
 - never use the cache when load a font for a Text3D. Just because
   to load a Font3D, we use option in osgDB::readObjectFile()
 - move osgText::Font3D implementation in osgText::Font,
   suffix ex-Font3D method with 3D in osgText::Font
   (so osgText::Font3D::getGlyph() become osgText::Font::getGlyph3D()
 )
   And so Text and Text3D use the same osgText::Font object which
 contain
   2D and 3D glyph.

I think merging the osgText::Font and Fon3D implementations would be
the cleanest approach.

Another, more hacky approach would be to postfix the font file name by
.Text3D or something similar and then have the freetype plugin return
Font3D when it detects this.

Robert.

Robert.
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Re: [osg-users] VS 2008 packages + 3rdParty_Win32Binaries_vc90 in ftp

2009-02-19 Thread Jean-Sébastien Guay

Bonjour Jean-Claude,


I tried to download the pre-compiled dependencies for VC9 SP1
(3rdParty_Win32Binaries_vc90sp1.zip, as mentioned in the email below). 
I can't find it on the osg website. Did you forget to update the website

or am I looking at the wrong place?
(I looked at Dependencies-VS9 dependencies:
http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHelsing)


There was a typo on Mattias's page, it said This package can now be 
found in the OpenSceneGraph-2.8 binaries directory for VisualStudio8. 
but it linked to the VisualStudio9 binaries directory. I've fixed the 
typo. If you follow that link you will see the 3rdParty file at the top 
of the directory listing.


http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/

Hope this helps,

J-S
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Re: [osg-users] about the debug version of osgdemd.exe

2009-02-19 Thread Cory Riddell




Xuex-

I was getting the same error message but in a different location and it
turned out to be a permissions issue. Did you build the release and
demo versions with the same user account? Do you get the error if you
run the debug version as an administrator?

Cory

Robert Osfield wrote:

  Hi Xuex,

I have never seen a report about problem like this before, so don't
really have any prior experience to bare on it.  The code in question
has been heavily used by all users for many years without problem so I
would suspect a build issue of some kind.

I will be making another dev release of VPB in the next week or so,
and this will match to OSG-2.8.0, and would be a better base for you
own testing.  Right now I'd recommend using the svn version of VPB and
OSG-2.8.0 as there have been lots of improvements to OSG since 2.6.0.

Robert.

2009/2/19 wind 509459...@qq.com:
  
  
Hi all,

I got  VPB r924 from SVN, and built it with VS2005. The  release version
worked smoothly. But when ran the osgdemd.exe with osg2.6.0, the error
"Application initialization failure" jumped out and could trace to file
osgDB/registry:

" class RegisterDotOsgWrapperProxy
   {  public:
   RegisterDotOsgWrapperProxy(osg::Object* proto,
   const std::string name,
   const std::string associates,
   DotOsgWrapper::ReadFunc readFunc,
   DotOsgWrapper::WriteFunc writeFunc,
   DotOsgWrapper::ReadWriteMode
readWriteMode=DotOsgWrapper::READ_AND_WRITE)
{
if (Registry::instance())
{
_wrapper = new
DotOsgWrapper(proto,name,associates,readFunc,writeFunc,readWriteMode);
Registry::instance()-addDotOsgWrapper(_wrapper.get());//the
error jumps out
}
}"

 I don't know how to avoid this error.  I must have a debug version to
trace some process. Anyone do me a favor? Thanks very much.

 Xuex.

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Re: [osg-users] VS 2008 packages + 3rdParty_Win32Binaries_vc90 inftp

2009-02-19 Thread Tanguy Fautre
Hi Mattias,


About the 3rdParty VC9 SP1 binaries...
Release build seems fine (no warning nor errors).

Debug build still shows some warnings:

- osgdb_tiffd.dll: warning LNK4098: defaultlib 'MSVCRT' conflicts with
use of other libs; use /NODEFAULTLIB:library

- osgdb_jpegd.dll: warning LNK4099: PDB 'vc90.pdb' was not found [...]
linking object as if no debug info

From what I can see, the problem with osgdb_tiffd is that it's linking
to the release build (i.e. libtiff.lib). Hence it's an OSG CMake
problem, not a 3rdParty lib problem (especially that TIFF_LIBRARY_DEBUG
in CMake cache correctly points to the debug library). This should be
fixed; mixing release/debug CRTs is never a good idea.

The debug info warning has been fixed for all libraries except
libjpegD.lib. Probably just has to be recompiled with /Z7 ?


Cheers,

T


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mattias
Helsing
Sent: Thursday 19 February 2009 11:44
To: OpenSceneGraph Users
Subject: Re: [osg-users] VS 2008 packages + 3rdParty_Win32Binaries_vc90
inftp

Hi Robert,

On 2/19/09, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi Mattias,

 I've now moved your VisualStudio9 binaries to


http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2
.8/binaries/Windows/VisualStudio9/

great. I'll start waiting for user experience reports then.


 I've also add a link to this directory from the downloads page.

 The next step should be to clean up the dependencies pages, and to get
 the VS8 dependency package updated and placed in the VisualStudio8
 page.

I'm currenlty taking part in a discussion on the cmake list regarding
the 3rdParty dependencies (brougth up on osg-users by Philip Lowman in
other thread). We'll see where that ends. The fixes I have made for
the msvc90 dependencies should be applied to the vc80 deps too. I'll
look into it.

 Your own wiki page I've taken the liberty to remove the old
 packages and changed the text to refere to
 stable_release/OpenSceneGraph-2.8/binaries/VisualStudio9 directory.
 Could you review and fix up where necessary.

Great. Thanks for cleaning my page up. The attachments have been
nagging me a bit. Looks great.

Mattias


 Robert.


 On Sat, Feb 14, 2009 at 9:44 AM, Mattias Helsing helsin...@gmail.com
 wrote:
 Hi Robert, all

 Last night I built win32 dependencies and the 2.8.0 tag fresh from
 repository (examples, apps, wrappers). Some 216 projects built with 0
 errors, 0 warnings. Great work by you and the community.

 I put a 3rdParty_Win32Binaries_vc90sp1.zip on the ftp repo together
 with osg packages for vc90.

 The 3rdParty zip is improved in that it is compiled with the latest
 compiler(sp1) and ALL release binaries are all linked against the
 release runtime libs (msvcxx). Also I have promoted the /C7 switch
 over other program databases

 My People page at

http://www.openscenegraph.org/projects/osg/wiki/Community/People/Mattias
Helsing
 hosts the old 3rdParty zip and should be removed (together with some
 old packaging samples of mine). Could I ask you or Jose Luis to help
 me clean up. I dont have enough rigths to delete attachments.

 Mattias
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[osg-users] Manual shadow volumes

2009-02-19 Thread Nicholas Chan
I am looking for a way to either black out or skip rendering a portion of
a scene that intersects with a manually defined volume or set of volumes.
The effect should be applicable per-pixel, not per-primitive/face.

Shadow volumes seem promising, but I do not want the volumes to be
automatically generated via a rendering pass. The volumes are very simple
and I feel I can compute them more quickly than a shadow rendering pass.

Thank you for your time.


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Re: [osg-users] Manual shadow volumes

2009-02-19 Thread Ralph Kern
Hi Nicholas

Shadow volumes are a special case of CSG (Constructive solid geometry).
I guess you can find some ideas using the underlying technique of
stencil plane passes.

See
http://www.opengl.org/resources/code/samples/advanced/advanced97/notes/node11.html

regards Ralph

Nicholas Chan schrieb:
 I am looking for a way to either black out or skip rendering a portion of
 a scene that intersects with a manually defined volume or set of volumes.
 The effect should be applicable per-pixel, not per-primitive/face.
 
 Shadow volumes seem promising, but I do not want the volumes to be
 automatically generated via a rendering pass. The volumes are very simple
 and I feel I can compute them more quickly than a shadow rendering pass.
 
 Thank you for your time.
 
 

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Re: [osg-users] IVE writer repeatedly saves identical textures (osgconv)

2009-02-19 Thread Andrew Lett
For all interested parties, I have my solution posted on the Internet at the
following URL (it's for OSG2.6):

http://www.geocities.com/andrlet/ive_plugin_fix.zip

Basically all that needs to be modified are IVE loader/save files
DataInputStream.cpp and DataOutputStream.cpp

Only the first instance of a texture will be saved in the IVE writer with this
mod; currently the IVE writer appears to have a bug which saves the same texture
multiple times if this texture is in different children (Geode). The loader had
to also be modified (check if texture is already loaded).

Kind regards,
- Andrew


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Re: [osg-users] IVE writer repeatedly saves identical textures(osgconv)

2009-02-19 Thread Tomlinson, Gordon
Hi Andrew

To get this fix as a candidate inclusion in OSG see
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions
Protocol


Gordon

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but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Andrew
Lett
Sent: Thursday, February 19, 2009 9:56 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] IVE writer repeatedly saves identical
textures(osgconv)

For all interested parties, I have my solution posted on the Internet at
the following URL (it's for OSG2.6):

http://www.geocities.com/andrlet/ive_plugin_fix.zip

Basically all that needs to be modified are IVE loader/save files
DataInputStream.cpp and DataOutputStream.cpp

Only the first instance of a texture will be saved in the IVE writer
with this mod; currently the IVE writer appears to have a bug which
saves the same texture multiple times if this texture is in different
children (Geode). The loader had to also be modified (check if texture
is already loaded).

Kind regards,
- Andrew


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Re: [osg-users] IVE writer repeatedly saves identical textures (osgconv)

2009-02-19 Thread Robert Osfield
Hi Andrew,

If you feel the changes are appropriate for merging with svn/trunk
could you post your changes to osg-submissions.  I'll do a review from
there.  osg-submissions exists as both an avenue for sending in
submissions in a list that is entirely focused on it so changes aren't
lost, and also a permanent record thanks to the archives.

Cheers,
Robert.

On Thu, Feb 19, 2009 at 2:56 PM, Andrew Lett andr...@yahoo.com wrote:
 For all interested parties, I have my solution posted on the Internet at the
 following URL (it's for OSG2.6):

 http://www.geocities.com/andrlet/ive_plugin_fix.zip

 Basically all that needs to be modified are IVE loader/save files
 DataInputStream.cpp and DataOutputStream.cpp

 Only the first instance of a texture will be saved in the IVE writer with this
 mod; currently the IVE writer appears to have a bug which saves the same 
 texture
 multiple times if this texture is in different children (Geode). The loader 
 had
 to also be modified (check if texture is already loaded).

 Kind regards,
 - Andrew


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Re: [osg-users] IVE writer repeatedly saves identical textu res (osgconv)

2009-02-19 Thread Andrew Lett
Steven Saunderson osgfo...@... writes:
 
 Can you change your scene (or whatever generates the .osg files) so it uses
the same texture multiple times
 instead of multiple  textures that just happen to contain the same image file 
 ?
 

Unfortunately, no, I cannot put all of the data into a single child (Geode). I
use metadata in the form of the name of the node for other purposes.
So I am using the same texture filename, in more than one Geode. The data
actually comes via the 3DS converter, organized in layers.

Interestingly enough, the ASCII OSG file loader which references a texture file
actually does check to see if the texture file is loaded before attempting to
load it. This isn't done with the IVE loader which blindly loads the same
texture data multiple times.

- Andrew


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[osg-users] [osgPlugins] OpenFlight-Plugin - Subfaces could not be read by OpenFlight-API

2009-02-19 Thread Katharina Plugge
Hello,

i'm currently using the osg-OpenFlight Plugin to generate flt-files including 
Subfaces (- osg::PolygonOffset). Exporting and importing with osg works fine, 
but using the generated flt-file with the Multigen openFlight API leads to 
missing subfaces. 
For example when opening the osg-exported flt-File with MultiGens Creator, 
textures which were marked as subfaces are flickering. Loading the same file in 
an osg Viewer application: everything looks fine. (Saving the file with Creator 
and then opening it with osg Viewer - flickering.)

Something about exporting subfaces seems to be not confirm with the api.


I'm using Osg 2.7.6, and MultiGen OpenFlight API 3.2 (Creator 3.3).

I need to use the api to convert from OpenFlight 16.1 to 15.7. But I also need 
Subfaces. Would be great if anybody could help me. Thx!


Greetings,

Katharina

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[osg-users] Destroying osgViewer::Viewer leads to strange effects in texturing

2009-02-19 Thread Katharina Plugge
Hi,

i'm getting some strange effects if using two osgViewer::Viewers like this:

1) Create viewer1 and render different parts of scene1. Destroy viewer1.
2) Create viewer2 and render scene1.

On some objects textures are missing or plop in and out, when moving in the 
scene. If I do not destroy the first viewer, everything works fine.

The effect is even more visible for this setup:
1) Create viewer1 and render diffrent parts of scene1. Destroy viewer1.
2) Create viewer2 set two groups as sceneData (group2 is child of group1). Set 
scene2 as child of group2 and render.
3) Remove scene2 from group2 and add scene1 instead. Render with viewer2.

Here some objects are entirely invisible and textures plop in and out.
If viewer1 is not destroyed, everything works fine.

Could there be a bug in osgViewer::Viewer concerning its destruction (cleaning 
up)? 
Do you have any other idea why the above mentioned effects occur? Seems like 
something gets messed up with the states?


Greetings,

Katharina

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Re: [osg-users] Destroying osgViewer::Viewer leads to strange effects in texturing

2009-02-19 Thread Robert Osfield
Hi Katharaina,

The osgViewer tries it best to clean up the scene graph when graphics
contexts get deleted, but it needs to have a handle on the scene
graphs to be able to do it, removing the scene graph from the view
prior to deletion of the graphics context will hide this scene graph
from the viewer so full cleaning of the scene graph won't be possible.
 In this case you'll have to subgraph-releaseGLObjects() on the
subgraphs that aren't attached prior to closing the viewer.

Later rev's osgViewer are better at handling the clean up, but don't
solve the case above where the scene graph is removed prior to the
viewer destruction without any clean up.  You make no mention of which
version of the OSG you are using, so perhaps you are seeing an older
bug rather than just the above clean up issue.  Either way it's best
to make sure you are using OSG-2.8 as it contains a range of bug
fixes/improvements.

Robert.

On Thu, Feb 19, 2009 at 4:02 PM, Katharina Plugge osgfo...@tevs.eu wrote:
 Hi,

 i'm getting some strange effects if using two osgViewer::Viewers like this:

 1) Create viewer1 and render different parts of scene1. Destroy viewer1.
 2) Create viewer2 and render scene1.

 On some objects textures are missing or plop in and out, when moving in the 
 scene. If I do not destroy the first viewer, everything works fine.

 The effect is even more visible for this setup:
 1) Create viewer1 and render diffrent parts of scene1. Destroy viewer1.
 2) Create viewer2 set two groups as sceneData (group2 is child of group1). 
 Set scene2 as child of group2 and render.
 3) Remove scene2 from group2 and add scene1 instead. Render with viewer2.

 Here some objects are entirely invisible and textures plop in and out.
 If viewer1 is not destroyed, everything works fine.

 Could there be a bug in osgViewer::Viewer concerning its destruction 
 (cleaning up)?
 Do you have any other idea why the above mentioned effects occur? Seems like 
 something gets messed up with the states?


 Greetings,

 Katharina

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Re: [osg-users] [osgPlugins] OpenFlight-Plugin - Subfaces could not beread by OpenFlight-API

2009-02-19 Thread Paul Martz
If you could email me a small .osg file that reproduces the problem, I could
take a look. When the OSG exporter was written, I used Creator 3.0 to verify
the output, and I don't recall any problems with subfaces.

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 Katharina
Plugge
Sent: Thursday, February 19, 2009 8:48 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [osgPlugins] OpenFlight-Plugin - Subfaces could not
beread by OpenFlight-API

Hello,

i'm currently using the osg-OpenFlight Plugin to generate flt-files
including Subfaces (- osg::PolygonOffset). Exporting and importing with osg
works fine, but using the generated flt-file with the Multigen openFlight
API leads to missing subfaces. 
For example when opening the osg-exported flt-File with MultiGens Creator,
textures which were marked as subfaces are flickering. Loading the same file
in an osg Viewer application: everything looks fine. (Saving the file with
Creator and then opening it with osg Viewer - flickering.)

Something about exporting subfaces seems to be not confirm with the api.


I'm using Osg 2.7.6, and MultiGen OpenFlight API 3.2 (Creator 3.3).

I need to use the api to convert from OpenFlight 16.1 to 15.7. But I also
need Subfaces. Would be great if anybody could help me. Thx!


Greetings,

Katharina

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Re: [osg-users] Problem with 2D and 3D text in the same scene

2009-02-19 Thread David Callu
Hi Robert


I think merging the osgText::Font and Font3D implementations would be
 the cleanest approach.

I think too ... but ...



 Another, more hacky approach would be to postfix the font file name by
 .Text3D or something similar and then have the freetype plugin return
 Font3D when it detects this.


This solution is really smart, it not break the scalability of osgText.
I don't know which use can be done with a font except 2D or 3D glyph,
but this keep the door open to other thing.

osgText::Text3D have to ensure that name of font file is ended by .Text3D
and
font file cache coherence is not delegate to the user.

I have try this solution and work fine.

I prepare a submission if you prefer the second solution.
Or implement the first one otherwise.

As you want.

David



 Robert.

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[osg-users] U3D format

2009-02-19 Thread Jan Stalmach
Hi to all.
 
I am wondering if someone is working on U3D export plugin/interface from 
OpenSceneGraph. We need this for making 3D PDF witch is based on this format. 
Are there so any other way like maybe OSG-Collada-U3D? We have to do quick 
decision witch way we choose. What do you think about it?

Thank you for help.

Jan

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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-19 Thread Stefan Eilemann


On 19. Feb 2009, at 8:11, Adrian Egli OpenSceneGraph (3D) wrote:


Switzerland :-)


Same here - alternatively Munich work as well.


Cheers,

Stefan.

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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-19 Thread Robert Osfield
With everyone volunteering their own local area as a venue might I
suggest finding a conference that osg users would otherwise attend,
then piggybacking a meeting off this.

Another alternative would be to see if we can try out an video
conference...  this is rather different than a proper face to face
though... and isn't restricted to just Europe.  I'm not familiar with
any particular technologies that would suit this approach, but hey
we're programmers we can always code one :-)

Robert.
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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-19 Thread Sukender
Hi all,

A video conference seems a nice idea. It would not replace the real 
conference, but many more users could meet at the same time.

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


Le Thu, 19 Feb 2009 18:44:48 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 With everyone volunteering their own local area as a venue might I
 suggest finding a conference that osg users would otherwise attend,
 then piggybacking a meeting off this.

 Another alternative would be to see if we can try out an video
 conference...  this is rather different than a proper face to face
 though... and isn't restricted to just Europe.  I'm not familiar with
 any particular technologies that would suit this approach, but hey
 we're programmers we can always code one :-)

 Robert.
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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-19 Thread Art Tevs
Hi all,

the idea about a video conference sounds nice. I am not sure, which techniques 
are currently exists there to make it possible, but we could try to find out. I 
think, if we find enough people for a face-to-face meeting, we could include a 
video conference into the conference program. Of course for this we would 
require a conference room with high speed and stable internet connection.

I would propose to wait until 01.04.2009 which city will win the votes. 
Afterwards we will try to find there a nice place for the meeting. Per video 
conference we could put the meeting online and connect other groups (from other 
cities) as well. 

cheers,
art

P.S. Robert, is it fine with you, if I put some announcement about the upcoming 
osgInEurope somewhere under www.openscenegraph.org?

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Re: [osg-users] VS 2008 packages + 3rdParty_Win32Binaries_vc90 inftp

2009-02-19 Thread Mattias Helsing
Hi Tanguay,

On Thu, Feb 19, 2009 at 3:08 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 Hi Mattias,


 About the 3rdParty VC9 SP1 binaries...
 Release build seems fine (no warning nor errors).

nice to hear


 Debug build still shows some warnings:

 - osgdb_tiffd.dll: warning LNK4098: defaultlib 'MSVCRT' conflicts with
 use of other libs; use /NODEFAULTLIB:library

 - osgdb_jpegd.dll: warning LNK4099: PDB 'vc90.pdb' was not found [...]
 linking object as if no debug info

 From what I can see, the problem with osgdb_tiffd is that it's linking
 to the release build (i.e. libtiff.lib). Hence it's an OSG CMake
 problem, not a 3rdParty lib problem (especially that TIFF_LIBRARY_DEBUG
 in CMake cache correctly points to the debug library). This should be
 fixed; mixing release/debug CRTs is never a good idea.

 The debug info warning has been fixed for all libraries except
 libjpegD.lib. Probably just has to be recompiled with /Z7 ?

Merde. Missed one. Will fix. Thanks for testing and reporting.
Will also look at the tiff plugin.

cheers
Mattias



 Cheers,

 T


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mattias
 Helsing
 Sent: Thursday 19 February 2009 11:44
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] VS 2008 packages + 3rdParty_Win32Binaries_vc90
 inftp

 Hi Robert,

 On 2/19/09, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi Mattias,

 I've now moved your VisualStudio9 binaries to


 http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2
 .8/binaries/Windows/VisualStudio9/

 great. I'll start waiting for user experience reports then.


 I've also add a link to this directory from the downloads page.

 The next step should be to clean up the dependencies pages, and to get
 the VS8 dependency package updated and placed in the VisualStudio8
 page.

 I'm currenlty taking part in a discussion on the cmake list regarding
 the 3rdParty dependencies (brougth up on osg-users by Philip Lowman in
 other thread). We'll see where that ends. The fixes I have made for
 the msvc90 dependencies should be applied to the vc80 deps too. I'll
 look into it.

 Your own wiki page I've taken the liberty to remove the old
 packages and changed the text to refere to
 stable_release/OpenSceneGraph-2.8/binaries/VisualStudio9 directory.
 Could you review and fix up where necessary.

 Great. Thanks for cleaning my page up. The attachments have been
 nagging me a bit. Looks great.

 Mattias


 Robert.


 On Sat, Feb 14, 2009 at 9:44 AM, Mattias Helsing helsin...@gmail.com
 wrote:
 Hi Robert, all

 Last night I built win32 dependencies and the 2.8.0 tag fresh from
 repository (examples, apps, wrappers). Some 216 projects built with 0
 errors, 0 warnings. Great work by you and the community.

 I put a 3rdParty_Win32Binaries_vc90sp1.zip on the ftp repo together
 with osg packages for vc90.

 The 3rdParty zip is improved in that it is compiled with the latest
 compiler(sp1) and ALL release binaries are all linked against the
 release runtime libs (msvcxx). Also I have promoted the /C7 switch
 over other program databases

 My People page at

 http://www.openscenegraph.org/projects/osg/wiki/Community/People/Mattias
 Helsing
 hosts the old 3rdParty zip and should be removed (together with some
 old packaging samples of mine). Could I ask you or Jose Luis to help
 me clean up. I dont have enough rigths to delete attachments.

 Mattias
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Re: [osg-users] U3D format

2009-02-19 Thread Tomlinson, Gordon
We looked at it but as U3d is more or less a dead format not being
actively developed (unless something changed recently) we skipped it

We are going direct to the PDF format as the U3d is only an intermediate
file fromat in this case any way
Which is a publish format etc

Gordon

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Email  : gtomlinson @ overwatch.textron.com
__
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Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan
Stalmach
Sent: Thursday, February 19, 2009 12:14 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] U3D format

Hi to all.
 
I am wondering if someone is working on U3D export plugin/interface from
OpenSceneGraph. We need this for making 3D PDF witch is based on this
format. Are there so any other way like maybe OSG-Collada-U3D? We have
to do quick decision witch way we choose. What do you think about it?

Thank you for help.

Jan

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[osg-users] Errors on building the Boston example

2009-02-19 Thread pip
when I excute the make.bat file, I got thest error information like
followings:

PixelBufferWin32::init(), Error: some wgl extensions not supported
Windows Error #127: [Screen #0] ChooseMatchingPixelFormat() -
wglChoosePixelFormatARB extension not found, trying GDI. Reason: The
specified procedure could not be found.

Rendering in software: pixelFormatIndex 1
Windows Error #2000: Win32WindowingSystem::OpenGLContext() - Unable to
restore current OpenGL rendering context. Reason: The pixel format is
invalid.

PixelBufferWin32::init(), Error: some wgl extensions not supported
Windows Error #127: [Screen #0] ChooseMatchingPixelFormat() -
wglChoosePixelFormatARB extension not found, trying GDI. Reason: The
specified procedure could not be found.
=
Does anybody get same problem?

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