[osg-users] about the debug version of osgdemd.exe
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.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using anaglyph on two screens?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.0 compilation
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] sticky question - where is the info on how to build a plugin
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to compile osgplugins\quicktime plugin
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compile Context Background Thread Question
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trac menu
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Draw threads serialized by default?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] Loading Particle Effect from file Problem
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! IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ 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] about the debug version of osgdemd.exe
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. ___ 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] 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. ** Pensez a l'environnement avant d'imprimer ce message Think Environment before printing Le contenu de ce mel et de ses pieces jointes est destine a l'usage exclusif du (des) destinataire(s) designe (s) comme tel(s). En cas de reception par erreur, le signaler e son expediteur et ne pas en divulguer le contenu. L'absence de virus a ete verifiee e l'emission, il convient neanmoins de s'assurer de l'absence de contamination a sa reception. The contents of this email and any attachments are confidential. They are intended for the named recipient (s) only. If you have received this email in error please notify the system manager or the sender immediately and do not disclose the contents to anyone or make copies. eSafe scanned this email for viruses, vandals and malicious content. **___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to compile osgplugins\quicktime plugin
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. ___ 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] 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 - 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. ___ 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] VS 2008 packages + 3rdParty_Win32Binaries_vc90 in ftp
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 ___ 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 -- Jean-Claude Monnin jc_mon...@emailplus.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trac menu
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. ___ 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] Trac menu
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. ___ 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] OSG 2.8.0 compilation
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with 2D and 3D text in the same scene
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 ___ 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] VS 2008 packages + 3rdParty_Win32Binaries_vc90 in ftp
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 ___ 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] VS 2008 packages + 3rdParty_Win32Binaries_vc90 in ftp
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 ___ 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] What about User-Meeting in Europe - osgInEurope?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7031#7031 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Webcam
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7032#7032 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Webcam
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7032#7032 ___ 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] Webcam
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with 2D and 3D text in the same scene
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 ___ 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] Problem with 2D and 3D text in the same scene
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS 2008 packages + 3rdParty_Win32Binaries_vc90 in ftp
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 -- __ 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] about the debug version of osgdemd.exe
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. ___ 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] VS 2008 packages + 3rdParty_Win32Binaries_vc90 inftp
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Manual shadow volumes
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Manual shadow volumes
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] IVE writer repeatedly saves identical textures(osgconv)
Hi Andrew To get this fix as a candidate inclusion in OSG see http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions Protocol Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] IVE writer repeatedly saves identical textures (osgconv)
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 ___ 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] IVE writer repeatedly saves identical textu res (osgconv)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] OpenFlight-Plugin - Subfaces could not be read 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7046#7046 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Destroying osgViewer::Viewer leads to strange effects in texturing
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7049#7049 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Destroying osgViewer::Viewer leads to strange effects in texturing
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7049#7049 ___ 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] [osgPlugins] OpenFlight-Plugin - Subfaces could not beread by OpenFlight-API
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7046#7046 ___ 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] Problem with 2D and 3D text in the same scene
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. 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] 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7057#7057 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
On 19. Feb 2009, at 8:11, Adrian Egli OpenSceneGraph (3D) wrote: Switzerland :-) Same here - alternatively Munich work as well. Cheers, Stefan. -- http://www.eyescale.ch http://www.equalizergraphics.com http://www.linkedin.com/in/eilemann ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
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. ___ 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] What about User-Meeting in Europe - osgInEurope?
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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7067#7067 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS 2008 packages + 3rdParty_Win32Binaries_vc90 inftp
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] U3D format
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 __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7057#7057 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Errors on building the Boston example
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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7073#7073 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org