Re: [osg-users] bluring model edges

2009-03-24 Thread Julia Guo
hi Guy,

I tried this code and didn't notice any blurring, although for some reason the 
skeleton in my models became exposed (the same effect as the osgscribe 
example). 
If I understand right this example is meant to blur the entire model - is that 
right? Because I just want to blur the model edges while keeping the rest of 
the model clear. Is there a way to do that?

thanks for the example,
Julia

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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread Guy

Hello,

 The only suggestion I can give in this matter is to compare performance
with tools that already support both OGL and DX.

 I hope I'm not a sinner mentioning OGRE. I'm not familiar with OGRE but
if someone knows that library as well as OSG, it is possible to build a
set of programs comparing different features between these libraries
when OGRE using OGL. Then it is possible to run all these OGRE programs,
now using DX on windows platform and this could give an assumption of
the performance improvement for OSG on windows platforms if using
OGL-DX mapping.

Guy.
 -


Hi Jan,

 Honestly, I think this will be counterproductive. It will only give
 companies an excuse to neglect OpenGL support further or to drop it
 completely (You can use the emulation!). The latter would be
 disastrous for all non-Microsoft platforms.

Since the OpenGL over Direct3D layer will only work on Microsoft 
platforms for obvious reasons, I don't see how this will affect other 
platforms at all. If some developer wants to do 3D on Linux, they have 
to use OpenGL.

Basically, this is a follow-up to an earlier discussion (a rather long 
and heated one as I recall) saying that there were two ways to improve 
the OSG experience on Windows platforms or for ATI/AMD hardware, where 
OpenGL drivers are pretty bad compared to nVidia:

1. Demand better OpenGL support in drivers (which may be hard and does 
not depend on us, i.e. we can ask but we have no control over the
result)

2. Create a technological solution, of which an OpenGL over Direct3D 
layer is one example.

Of course, it would be much preferable if vendors would, out of their 
own volition, improve OpenGL driver quality on Windows. However, since 
most games run on Direct3D, there is little incentive for them to do 
this. In most markets where OpenGL support is important, the software is

already cross-platform, and thus moving to Linux is less of an issue. 
This means that the situation with OpenGL driver quality on Windows is 
likely to get worse as developers who depend on OpenGL move to other 
platforms and stop demanding good OpenGL driver quality.

 I fail to see the benefits of such move - why to run OpenGL on top of
 Direct3D? Is there *any* usable hardware that has only D3D drivers and
 does not support OpenGL?

Perhaps not, but for most hardware which has Direct3D support, the 
Direct3D driver quality is higher than the OpenGL driver quality on 
Windows (either in speed, number of serious/show-stopper bugs, etc.). 
There's a big difference between supporting OpenGL and supporting it 
*well*, and since there are no enforced conformance tests, vendors can 
support it only partly if they want...

Basically, I'm trying to find a way so that OpenGL apps can run well on 
Windows, independent of what vendor made the graphics card. Since there 
is a large pool of Direct3D applications on Windows, making OpenGL calls

go through Direct3D before getting to the video card driver might be one

way of doing that.

Of course, this is all theoretical, we can't know what the trade-offs 
are until we get a prototype running. And in any case, I'm just relaying

info I got, seeing as this discussion was raised before. If the majority

of people don't see the benefit, nothing will come of it and it'll just 
die, and we'll just go on as we have in the past.

J-S
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Re: [osg-users] bluring model edges

2009-03-24 Thread Guy

Well,
 It should have given fractional alpha values only on the object
edges...

It would be interesting if you could check your object using a pure
OpenGL code. Maybe it's a card issue, maybe there are other modes that
interfere...

Sorry it didn't help,
 Guy.
--


hi Guy,

I tried this code and didn't notice any blurring, although for some
reason the skeleton in my models became exposed (the same effect as the
osgscribe example). 
If I understand right this example is meant to blur the entire model -
is that right? Because I just want to blur the model edges while keeping
the rest of the model clear. Is there a way to do that?

thanks for the example,
Julia

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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread J.P. Delport

Hi,

Jean-Sébastien Guay wrote:

Hi Jan,


Honestly, I think this will be counterproductive. It will only give
companies an excuse to neglect OpenGL support further or to drop it
completely (You can use the emulation!). The latter would be
disastrous for all non-Microsoft platforms.


Since the OpenGL over Direct3D layer will only work on Microsoft 
platforms for obvious reasons, I don't see how this will affect other 
platforms at all. If some developer wants to do 3D on Linux, they have 
to use OpenGL.


Basically, this is a follow-up to an earlier discussion (a rather long 
and heated one as I recall) saying that there were two ways to improve 
the OSG experience on Windows platforms or for ATI/AMD hardware, where 
OpenGL drivers are pretty bad compared to nVidia:


1. Demand better OpenGL support in drivers (which may be hard and does 
not depend on us, i.e. we can ask but we have no control over the result)


2. Create a technological solution, of which an OpenGL over Direct3D 
layer is one example.


Of course, it would be much preferable if vendors would, out of their 
own volition, improve OpenGL driver quality on Windows. However, since 
most games run on Direct3D, there is little incentive for them to do 
this. In most markets where OpenGL support is important, the software is 
already cross-platform, and thus moving to Linux is less of an issue. 
This means that the situation with OpenGL driver quality on Windows is 
likely to get worse as developers who depend on OpenGL move to other 
platforms and stop demanding good OpenGL driver quality.



I fail to see the benefits of such move - why to run OpenGL on top of
Direct3D? Is there *any* usable hardware that has only D3D drivers and
does not support OpenGL?


Perhaps not, but for most hardware which has Direct3D support, the 
Direct3D driver quality is higher than the OpenGL driver quality on 
Windows (either in speed, number of serious/show-stopper bugs, etc.). 
There's a big difference between supporting OpenGL and supporting it 
*well*, and since there are no enforced conformance tests, vendors can 
support it only partly if they want...


Basically, I'm trying to find a way so that OpenGL apps can run well on 
Windows, independent of what vendor made the graphics card. Since there 
is a large pool of Direct3D applications on Windows, making OpenGL calls 
go through Direct3D before getting to the video card driver might be one 
way of doing that.


Of course, this is all theoretical, we can't know what the trade-offs 
are until we get a prototype running. And in any case, I'm just relaying 
info I got, seeing as this discussion was raised before. If the majority 
of people don't see the benefit, nothing will come of it and it'll just 
die, and we'll just go on as we have in the past.


What always bothers me is the whole multiple window, multiple context 
thing. Correct me if I'm wrong, but I've always thought DirectX caters 
more for the single fullscreen 3D window case (games?). Is this not why 
CAD apps favour OpenGL? If DX can't do multiple windows/contexts nicely 
the wrapper won't be able to fix this. For specific cases the wrapper 
might be OK.


jp




J-S




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[osg-users] תשובה: bluring model edges

2009-03-24 Thread Guy

You could also try it with simple geometry (a big triangle in the middle of the 
screen) and see if the edges are blurred.

Guy.
--


hi Guy,

I tried this code and didn't notice any blurring, although for some reason the 
skeleton in my models became exposed (the same effect as the osgscribe 
example). 
If I understand right this example is meant to blur the entire model - is that 
right? Because I just want to blur the model edges while keeping the rest of 
the model clear. Is there a way to do that?

thanks for the example,
Julia

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Re: [osg-users] [vpb] osgdem issue

2009-03-24 Thread labrosse
It's ok, I'm finished to install apps, and all is ok, osgdem run correctly.
thank you everyone.

Fabien

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[osg-users] Performing zooming and other navigations on geocentric virtual earch?

2009-03-24 Thread akilan
Hi,

I have created geocentric(spherical) virtual earth and wanted to do navigate 
around the earth using keyboard including zooming-in and out.  As I m new  to 
OSG I want to understand dat could it be done by setting viewmatrixAsLookAt of  
views' cameramanipulator? Plz get me some ideas how it can be done???
... 

Thank you.

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Re: [osg-users] Build Error on Windows

2009-03-24 Thread Robert Osfield
Hi Mark,

Removing this entry will force more applications to explicitly put the path
to the osgPluigins directory.  It doesn't override anything, so if you
wanted to the move the library afterwards then you could but you'd have to
specify the new path - that would only take you make to position of not
having this inbuilt function at all.

As for it being dangerous, well the OSG versions it's dll's + so's and it
versions the plugins directory, so the danger is not a real one.

Robert.

On Mon, Mar 23, 2009 at 9:47 PM, Mark Sciabica msciab...@itracs.com wrote:

 Hi Robert,

 Sorry, I thought it would have been clear from my first e-mail. I'll try
 again.

 FileUtils.cpp in osgDB has this code.

 static void appendInstallationLibraryFilePaths(osgDB::FilePathList
 filepath)
 {
 #ifdef OSG_DEFAULT_LIBRARY_PATH

   // Append the install prefix path to the library search path if
 configured
   filepath.push_back(ADDQUOTES(OSG_DEFAULT_LIBRARY_PATH));
 #endif
 }

 osgDB's CMakeLists.txt has this line:


 ADD_DEFINITIONS(-DOSG_DEFAULT_LIBRARY_PATH=${CMAKE_INSTALL_PREFIX}/lib${LIB_POSTFIX}/${OSG_PLUGINS})

 This means that the install path configured at build time will be searched
 for plugins. This does not make sense for prebuilt  binaries because the
 install location will likely be different on different machines. I propose
 removing the function appendInstallationLibraryFilePaths, and also the line
 in CMakeLists since it is only this function that makes use of it.

 Mark


 Robert Osfield wrote:

 On Mon, Mar 23, 2009 at 7:37 PM, Mark Sciabica msciab...@itracs.commailto:
 msciab...@itracs.com wrote:


Thanks for the reply. I'll be upgrade CMake for my next build of
OSG. But do you have any comment on the final paragraph of my
e-mail? Embedding the install path configured when OSG is built
only makes sense if OSG is not distributed in binary form.


 You'll need to be far more specific about what you are talking about for
 me to comment.

 Robert.

 

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Re: [osg-users] Build Error on Windows

2009-03-24 Thread Robert Osfield
Hi Philip,

You do recall the fact the OSG versions it's dll/.so and plugins directory,
and as you're hypothetical usage model totally ignores this fact it's pretty
hard for me to take it too seriously.

Robert.

2009/3/24 Philip Lowman phi...@yhbt.com

 is is kinda dangerous too.  What happens if:

 1. User installs OSG 2.6 to /usr/local/OSG
 2. User is happy
 3. One day user decides to download OSG 2.8
 4. User decides to move /usr/local/OSG = /usr/local/OSG-2.6
 5. User compiles OSG 2.8 and installs to /usr/local/OSG again
 6. User is happy but if they go to run their old OSG 2.6 build what
 happens?  My guess is that OSG 2.8 libraries are found.

 What is ${LIB_POSTFIX} above.  Is this supposed to be to facilitate debug
 builds?

 Is it possible to somehow find the location of osgDB.dll or libosgDB.so
 within code as a way to solve the plugin loading problem.  Then you could
 simply append path_to_libosgDB.so + ../lib${LIB_POSTFIX}/${OSG_PLUGINS} to
 the search path.  I know you can do this with the binary that's being run
 (if osgviewer is used for example).  This wouldn't work for people running
 an OSG app in a different path that uses libosgDB however.

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[osg-users] OpenSceneGraph-2.9.2 dev release tagged.

2009-03-24 Thread Robert Osfield
Hi All,

Yesterday evening I tagged the OpenSceneGraph-2.9.2 dev release, but didn't
have time to update my blog or post an email to the list... so just catching
up now.  As usual you can grab the release from:


http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases

Main changes are:

   - New include/osgUtil/ShaderGen utility for convert fixed function
   pipeline scene graphs into equivalent shader based scene graphs.
   - New osgshadergen filename example that demonstrates new
   osgUtil::ShaderGen class.
   - Improvements to build support and runtime of the new FFmpeg based video
   plugin
   - Support added to .ive format for osg::PolygonStipple class.
   - Code clean up of quicktime plugin.
   - Bug and build fixes.

And I've updated the http://www.blog.openscenegraph.org as well, although
does just pick up on the same points.

Robert.
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[osg-users] ANN: Equalizer BOF at Eurographics'09

2009-03-24 Thread Stefan Eilemann


Hi,

We will be holding an Equalizer Birds-Of-a-Feather meeting next week  
during Eurographics'09. Since the main focus turned out to be the  
integration between Equalizer and OpenSceneGraph, this might be  
interesting to some of you:


Place: Eurographics 2009, TU Munich
Date: Tuesday, March 31, 15:00-16:30
Room: MI 02.13.010

Full Schedule: http://www.equalizergraphics.com/news/EgBof.html


See you there,

Stefan.

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[osg-users] Using the Zbuffer of the MasterCamera to render the SlaveCamera

2009-03-24 Thread Daniel
Hi,

i have a system of a master-camera and some slave-cameras. These cameras are 
attached to an individual object of the scene. I need to compare the 
depht-buffer of the master-camera with the depht-buffer of each slave camera 
for occlusion. any suggestion would be nice.


Thank you.

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Re: [osg-users] Using the Zbuffer of the MasterCamera to render the SlaveCamera

2009-03-24 Thread Art Tevs
Hi Daniel,

Have you took a look into this thread: 
http://forum.openscenegraph.org/viewtopic.php?t=1778highlight=zbuffer ? (I do 
not know if that was you or not, because the user names of the authors are 
different)

So you have given two depth buffers in a texture, right? And you want to 
compare them to render the results on the screen? Take a look into osgPPU, you 
could use this to compare (in a shader) your both depth buffers and to write 
the output to another texture, which can then be used further.

Cheers,
art

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Re: [osg-users] Using the Zbuffer of the MasterCamera to render the SlaveCamera

2009-03-24 Thread Robert Osfield
Hi Daniel,

In what way are your testing for occlusion?  A CPU based test?  Using the
OpenGL occlusion query?  Using a per pixel shader tests?

Robert.

On Tue, Mar 24, 2009 at 10:20 AM, Daniel d.wut...@gmx.de wrote:

 Hi,

 i have a system of a master-camera and some slave-cameras. These cameras
 are attached to an individual object of the scene. I need to compare the
 depht-buffer of the master-camera with the depht-buffer of each slave camera
 for occlusion. any suggestion would be nice.


 Thank you.

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[osg-users] Problems with jpeg, tiff, ...plugin

2009-03-24 Thread Adaya Lorenzo
Hi! I am using osg v2.8 with osgEarth and I want to work with jpeg and tiff
format. The problem is that osg v2.8 does not include plugin for those
formats of images. Could anybody tell me what is the right way to add the
plugins of jpeg and tiff in the osg project???

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Re: [osg-users] DoomLike manipulator

2009-03-24 Thread Simon Loic
In fact I didn't have enough time to finish this week-end. So It will be
postponed to next week.

On Fri, Mar 20, 2009 at 9:10 AM, Simon Loic simon1l...@gmail.com wrote:

 All right, I'll certainly finish during the week-end and post it on
 osg-users for testing.


 2009/3/20 Robert Osfield robert.osfi...@gmail.com

 Hi Loic,

 Great little discussion :-)

 2009/3/19 Simon Loic simon1l...@gmail.com

 Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode
 you can give it a try and decide which  name best fits. In my concern I
 clearly incline towars grounded as the implementation I was about to propose
 allows step over small obstacles like stairs.

 If you have remarks on the implementation so far, go ahead...

 to sukender :
 I didn't exacly get your remarks while I'm sure they are founded. Anyway
 I think that when I wil have finished to code both mode, things will become
 clearer for me and for you.

 Get you informed as soon as the manipulator is ready.


 When you ready just post the changes to either osg-submissions if it's
 ready to merge, or to osg-users if you feel it still needs more discussion.

 Cheers,
 Robert,

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Re: [osg-users] Animating vertices in a Geode

2009-03-24 Thread Laurence Muller

Hi Cedric,

For some reason Outlook webmail wrapped the cpp file into a binary format.

I have included a new version of the demo file with the timings fixed. 
It uses: const osg::FrameStamp* fs = nv-getFrameStamp(); and 
fs-getSimulationTime(); to calculate the current time. (Just like 
osgAmimation)


Kind Regards,
- Laurence


Cedric Pinson wrote:

div class=moz-text-flowed style=font-family: -moz-fixedHi Laurence,

I dont know what the winmail.dat in attachement is, i am not on 
windows. I will try tomorrow your main.cpp in previous mail and with 
the svn to be sure osgAnimation works fine with the svn.


About time in callback you can read the code of some updatecallback in 
osgAmimation. It will give you an example how to manage time.


Cheers,
Cedric

Muller, L.Y.L. wrote:

Hi Cedric,

hmm for some reason the post of Guy wasn't added to the right thread 
in the maillist ( 
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-March/025337.html 
)
I tried out his suggestion and got something like a self-deleting 
callback working (Demo file is attached). I just need to figure out 
how to measure the time between the callback calls. For now it just 
increments the 'time' value with a fixed number.
It would ofcourse be nicer if I could use an exciting class that 
handles the scheduling/timeline.



About your request, I do not know how to create a stacktrace here 
with Visual Studio 2005, but that would require the debug libraries 
of OSG right? I could try stepping through the code with the debugger 
later this week and see where it locks up/crashes.
I also noticed that there are some other issues with the (animation?) 
demos. After building the OSG 2.9.1 package (svn), I tried out a few 
of the animation demos. Running the demos is not a problem, but if 
you try to close them, it usually result in a crash. I'm not sure if 
its the osgAnimation part thats causing it or the viewer.


Kind regards,
- Laurence
P.S.: Sorry about the previous reply, I made a mistake while 
attaching the file... ;\



-Original Message-
From: Cedric Pinson [mailto:morni...@plopbyte.net]
Sent: Mon 3/23/2009 4:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Animating vertices in a Geode
 
Hi Laurence,
Before i dig into can you give the stacktrace to have an idea where 
it crashes ?


Cheers,
Cedric

Laurence Muller wrote:
 

Hi Cedric,

I tried to create a simple project based on the 'osganimationmorph' 
demo as Robert Osfield suggested.


Instead of loading the geometries from a *.osg file, I define two 
new geometries (both quads but on a different position). These 
geometries are added as a drawable to the MorphGeometry.
However, for some reason OSG doesn't allows me to swap the old geom0 
and geom1 geometry objects with the ones I create. The application 
crashes when you try to run it.


Any suggestions?

Kind regards,
- Laurence


Cedric Pinson wrote:
   
div class=moz-text-flowed style=font-family: -moz-fixedHi 
Laurence,


You can easily do it with morphgeometry:
- define two geometry with morphgeometry
- use an custom update callback that use an ease motion to control 
the ratio of geometry to use


Would be great to make an example with it, it will help others users.

Cheers,
Cedric

Laurence Muller wrote:
 

Hi,

In the application I am working on, I am trying to create a smooth 
(transition) animation on the vertices inside an object.


Example:
I have included an illustration to make my problem a bit more 
clear. The current scene contains one geode with a geometry attached.
The geometry is filled with 7 quads (4 vertices per quad) and is 
illustrated as red dots in the picture. (The 'edges' are stored in 
a separate geode)


The application allows users to select a specific layout (radial, 
force based, etc) for the quads. In the current implementation 
this change happens immediately.
(It updates the vertex array with new values and uses the dirty() 
call on the vertex array).


On the OSG wiki page I found some information about animating 
objects in the scene graph.
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation 


http://www.robertpenner.com/easing/easing_demo.html

However, it seems like this will only work on geode level (by 
modifying the Matrix or PositionAttitudeTransformation).
Another problem with this method is that it seems that you need to 
create a predefined animation.


In my case the new position of a vertex will depend on the current 
position (and the animation only needs to be used once).


Question:
- Is there a way to use the osgAnimation functions on the vertex 
array and is it possible to use it with the transition methods 
from the EaseMotion demo?


Kind regards,
- Laurence

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http://www.multigesture.net/


 




Re: [osg-users] Problems with jpeg, tiff, ...plugin

2009-03-24 Thread Jason Beverage
Hi Adaya,

OSG 2.8 does have plugins for JPEG and Tiff, you'll need to make sure you
have libjpeg and libtiff available for the plugins to be built though. See
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies.

Making sure you have those dependencies and rerunning CMake should produce
jpeg and tiff plugins.

Good luck,

Jason

2009/3/24 Adaya Lorenzo adayalorenzol...@gmail.com

 Hi! I am using osg v2.8 with osgEarth and I want to work with jpeg and tiff
 format. The problem is that osg v2.8 does not include plugin for those
 formats of images. Could anybody tell me what is the right way to add the
 plugins of jpeg and tiff in the osg project???

 --
 Adaya Lorenzo Leon

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Re: [osg-users] Build Error on Windows

2009-03-24 Thread Philip Lowman
2009/3/24 Robert Osfield robert.osfi...@gmail.com

 Hi Philip,

 You do recall the fact the OSG versions it's dll/.so and plugins directory,
 and as you're hypothetical usage model totally ignores this fact it's pretty
 hard for me to take it too seriously.


I had forgotten about that, yes good point.

So what good does the compiled default search path do if libosgDB.so* is not
in ld.so.conf or LD_LIBRARY_PATH?  If libosgDB.so* is in one of these places
everything automatically works.  If not, nothing works at all.

-- 
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread Cory Riddell
J.P. Delport wrote:
 What always bothers me is the whole multiple window, multiple context
 thing. Correct me if I'm wrong, but I've always thought DirectX caters
 more for the single fullscreen 3D window case (games?). Is this not
 why CAD apps favour OpenGL? If DX can't do multiple windows/contexts
 nicely the wrapper won't be able to fix this. For specific cases the
 wrapper might be OK.

I don't believe multiple windows/contexts is a problem anymore (was it
ever?).

I think CAD apps traditionally favored OpenGL simply because of their
history. Way back (when SGI was relevant), the only place to get decent
graphics performance was on very expensive Unix workstations. These
days, the best performing graphics cards are for Windows and they are
relatively inexpensive. I think that's why some CAD packages are
dropping OpenGL support (Autodesk- I'm looking at you).

Cory


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Re: [osg-users] Using the Zbuffer of the MasterCamera to render the SlaveCamera

2009-03-24 Thread Daniel
The best way would be a per pixel shader test. 


thanks for your suggestions

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[osg-users] License/Legal spelling/grammar

2009-03-24 Thread J.P. Delport

Hi,

I've had to read through the OSG license today and would like to 
contribute some spelling and grammar fixes. It is in no way intented to 
change the terms of the license, so please check.


First up is the page at:
http://www.openscenegraph.org/projects/osg/wiki/Legal

I selected the text alternative format from the page and saved as 
Legal_old.txt. The edited version is named Legal_new.txt, wdiff output 
also attached.


Secondly, the LICENSE.* files contain the changes for the LICENSE.txt 
found in the OSG top dir (it is also attached to the legal wiki page 
mentioned above). I only changed text in the very top part.


regards
jp

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= !OpenSceneGraph Public License =
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Like most software, be it [-close source-] {+closed+} or open source, the 
!OpenSceneGraph is provided as is, without any warranty [-or-] {+of+} any kind, 
or fitness for use, no [-indentification-] {+indemnification+} is provided.  By 
accepting the license, you accept these disclaimers.  

The !OpenSceneGraph [-license-] {+Public License+} is designed to be compatible 
with use of [-propritary-] {+proprietary+} applications, such applications can 
statically and dynamically link to the !OpenSceneGraph and [-redistribute those 
applications-] {+can be redistributed+} with the libraries free of charge.  
Your applications can be distributed under any license, be it open source or 
[-propritary.-] {+proprietary.+}

Modifications to the source code of the !OpenSceneGraph must remain under the 
OSGPL and under the Copyright of the original code, this covers bug fixes or 
feature enhancements to the source code.

User written extensions to the [-!OpenSceneGraph-] {+!OpenSceneGraph,+} such as 
[-Subclassing-] {+subclassing+} from !OpenSceneGraph [-classes-] {+classes,+} 
are not covered by the OSGPL, and you are free to license these extensions as 
you wish, under [-propriatary-] {+a proprietary+} or open source license.

= !OpenSceneGraph Public License =
[[TracNav(TracNav/AboutTOC)]]

The !OpenSceneGraph is protected by Copyright, and is licensed as 
[wiki:Support/KnowledgeBase/OpenSource OpenSource], so the source code is 
freely available, modifiable and redistributed under the terms of the 
!OpenSceneGraph Public License (OSGPL).  The !OpenSceneGraph Public License is 
based on the Lesser GNU Public License (LGPL) and includes the !wxWidgets 
additions to LGPL which provide a clear statement that distribution with 
proprietary applications is accepted.

  [attachment:LICENSE.txt OpenSceneGraph Public License]

The principles behind the !OpenSceneGraph license entitles you to freely modify 
and copy the source code and libraries built from the source code under the 
terms of the license. You may not distribute the source code or libraries under 
any other license, unless authorised to do so by the Copyright holders. If you 
do not accept all the terms of the license then you do not have the right to 
copy the source or libraries, such copying is illegal under the terms of 
international Copyright law.

Like most software, be it closed or open source, the !OpenSceneGraph is 
provided as is, without any warranty of any kind, or fitness for use, no 
indemnification is provided.  By accepting the license, you accept these 
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The !OpenSceneGraph Public License is designed to be compatible with use of 
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[osg-users] NightVision (Green and Blurry?)

2009-03-24 Thread Ufuk
Hi,I want to render all the scene in night vision mode.
i read the previous posts but i could not find the way of rendering scene in
a bit green and blurry.
actually i also need to render light sources to much bright but i am not
sure if it can be done?

do you know any idea how can i do this? if there any of you did such a
thing, please help me?

-- 
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Re: [osg-users] NightVision (Green and Blurry?)

2009-03-24 Thread Ümit Uzun
Hi Ufuk,

Actually I have never tried night vision effect but you should look at
RenderMonkey's ScreenSpaceEffects.rfx examples which all have been created
by MultiPassRendering with GLSL. Looking kind of these effect you can create
Blur and Night Vision effects easily.

Best Regards.

2009/3/24 Ufuk ufuk@gmail.com

 Hi,I want to render all the scene in night vision mode.
 i read the previous posts but i could not find the way of rendering scene
 in a bit green and blurry.
 actually i also need to render light sources to much bright but i am not
 sure if it can be done?

 do you know any idea how can i do this? if there any of you did such a
 thing, please help me?

 --
 Ufuk

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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread J.P. Delport

Hi,

Cory Riddell wrote:

J.P. Delport wrote:

What always bothers me is the whole multiple window, multiple context
thing. Correct me if I'm wrong, but I've always thought DirectX caters
more for the single fullscreen 3D window case (games?). Is this not
why CAD apps favour OpenGL? If DX can't do multiple windows/contexts
nicely the wrapper won't be able to fix this. For specific cases the
wrapper might be OK.


I don't believe multiple windows/contexts is a problem anymore (was it
ever?).


Must be my built-in OpenGL bias then :).



I think CAD apps traditionally favored OpenGL simply because of their
history. Way back (when SGI was relevant), the only place to get decent
graphics performance was on very expensive Unix workstations. These
days, the best performing graphics cards are for Windows and they are
relatively inexpensive. 


I do remember a time (when PC workstations appeared) when cards touted 
OpenGL support on their boxes specifically for CAD apps.



I think that's why some CAD packages are
dropping OpenGL support (Autodesk- I'm looking at you).


:(



Cory


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Re: [osg-users] NightVision (Green and Blurry?)

2009-03-24 Thread Brian R Hill
To do this even minimally, will require using shaders and multi-pass
rendering. If you're not experienced with these you should go through the
osg examples and get comfortable with these techniques. Also, osgppu is a
good way to quickly get started (it hides a lot of the details).

Then you can try different ways to add noise, convolutions, haloing, 
and experiment to get the results you want.

Brian


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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Ümit Uzun umituzu...@gmail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 03/24/2009 09:57AM
Subject: Re: [osg-users] NightVision (Green and Blurry?)

Hi Ufuk,

Actually I have never tried night vision effect but you should look at
RenderMonkey's ScreenSpaceEffects.rfx examples which all have been created
by MultiPassRendering with GLSL. Looking kind of these effect you can
create Blur and Night Vision effects easily.

Best Regards.

2009/3/24 Ufuk

ufuk@gmail.com



Hi,
I want to render all the scene in night vision mode.
i read the previous posts but i could not find the way of rendering scene
in a bit green and blurry.
actually i also need to render light sources to much bright but i am not
sure if it can be done?


do you know any idea how can i do this? if there any of you did such a
thing, please help me?

--
Ufuk



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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread Paul Melis

Cory Riddell wrote:

J.P. Delport wrote:
  

What always bothers me is the whole multiple window, multiple context
thing. Correct me if I'm wrong, but I've always thought DirectX caters
more for the single fullscreen 3D window case (games?). Is this not
why CAD apps favour OpenGL? If DX can't do multiple windows/contexts
nicely the wrapper won't be able to fix this. For specific cases the
wrapper might be OK.



I don't believe multiple windows/contexts is a problem anymore (was it
ever?).

I think CAD apps traditionally favored OpenGL simply because of their
history. Way back (when SGI was relevant), the only place to get decent
graphics performance was on very expensive Unix workstations. These
days, the best performing graphics cards are for Windows and they are
relatively inexpensive. I think that's why some CAD packages are
dropping OpenGL support (Autodesk- I'm looking at you).
  
Are they dropping OpenGL support for their 3D modeling packages as well 
(especially Maya)? Or just the autocad stuff?


Regards,
Paul
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Re: [osg-users] Performing zooming and other navigations on geocentricvirtual earch?

2009-03-24 Thread Paul Martz
(Posting this for about the 1000th time...)

Zooming merely changes the field of view without changing the view position.
Think of a photographer changing lenses on a camera without changing his
physical location. You change the projection matrix to change the field of
view, not the modelview matrix.

If you want to move the view position closer to a location, or further away
from a location, then you would change the modelview matrix (Camera view)
for that.

See the OpenGL red book.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
Subject: [osg-users] Performing zooming and other navigations on
geocentricvirtual earch?

Hi,

I have created geocentric(spherical) virtual earth and wanted to do navigate
around the earth using keyboard including zooming-in and out.  As I m new
to OSG I want to understand dat could it be done by setting
viewmatrixAsLookAt of  views' cameramanipulator? Plz get me some ideas how
it can be done???
... 

Thank you.

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread Paul Martz
I've already written and posted an OpenGL 3.1 blog, and you can read it
here...
http://www.skew-matrix.com/bb/viewtopic.php?f=3t=4

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Hi Paul,

Ooh, please keep us updated. I can't be at GDC (maybe next year) but I'd
like to know what's going to be revealed... Are most/all deprecated features
in OpenGL 3.0 being removed/changed to extension status for OpenGL 3.1? Any
other features being promoted to the core?

Thanks,

J-S

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Re: [osg-users] Using the Zbuffer of the MasterCamera to render the SlaveCamera

2009-03-24 Thread Robert Osfield
Hi Daniel,

On Tue, Mar 24, 2009 at 1:32 PM, Daniel d.wut...@gmx.de wrote:

 The best way would be a per pixel shader test.


If this is the case then you just need to set up your rendering pipeline so
that the first camera renders to an FBO with a texture attached to it's
depth texture.

Personally I'd avoid terming the cameras master and slave in your case, as
the first camera really doesn't sound like a master camera in the sense that
the OSG uses master/slaves in osgViewer.  You usage model sounds simply like
a render to texture setup, with a series of RTT cameras.  You have provided
enough info to comment much more, but for sure usage of mixed terminonogy
will be confusing for everyone.

Robert.
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Re: [osg-users] Performing zooming and other navigations on geocentricvirtual earch?

2009-03-24 Thread Paul Melis

Paul Martz wrote:

(Posting this for about the 1000th time...)

Zooming merely changes the field of view without changing the view position.
Think of a photographer changing lenses on a camera without changing his
physical location. You change the projection matrix to change the field of
view, not the modelview matrix.
  

But that's *your* definition of zooming...

If you want to move the view position closer to a location, or further away
from a location, then you would change the modelview matrix (Camera view)
for that.
  
Which is what the OP asks about (he does not ask about the projection 
matrix)


Regards,
Paul (#2)

See the OpenGL red book.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
Subject: [osg-users] Performing zooming and other navigations on
geocentricvirtual earch?

Hi,

I have created geocentric(spherical) virtual earth and wanted to do navigate
around the earth using keyboard including zooming-in and out.  As I m new
to OSG I want to understand dat could it be done by setting
viewmatrixAsLookAt of  views' cameramanipulator? Plz get me some ideas how
it can be done???
... 


Thank you.

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Re: [osg-users] How to know when a geode is visible by the camera?

2009-03-24 Thread Adrien Mazaud
Thanks for the tip and sorry to answer you so late. I'll try your solution this 
afternoon and tell you my feedback.

OSG is very powerful but, in my opinion, so huge that it's difficult to know 
every functionality. It also too less documented, but that's only my opinion.

Anyway, thanks for your help ;)

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[osg-users] [forum] 200 users mark reached :)

2009-03-24 Thread Art Tevs
Hi folks,

I do just want to inform you, that our forum has reached a mark of 200 users 
(just one month after 100 users mark :) ). 
My last knowledge about the number of subscription to the mailing list tells me 
that couple of months ago there were 2000 mailing list subscriptions.

Of course we do not have a map who is who on the mailing list and on the 
forum. However, this is still a big number of users (~10%) of the community 
using the forum.

Best regards and have fun further,
Art

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Re: [osg-users] License/Legal spelling/grammar

2009-03-24 Thread J.P. Delport

Hi,

Melchior FRANZ wrote:

* J.P. Delport -- Tuesday 24 March 2009:
I've had to read through the OSG license today and would like to 
contribute some spelling and grammar fixes.


You missed tow licence. From LICENSE_new.txt:


|  of this licence document, but changing it is not allowed.
   ^^^
|   OPENSCENEGRAPH PUBLIC LICENCE
  ^^^


m.  :-)


Mmm, the emacs spell checker did not flag these (wonder why?), but yes, 
I'd suggest to make them license to match the rest of the docs and the 
filename :)


thanks
jp

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread Robert Osfield
Hi Paul,

On Tue, Mar 24, 2009 at 2:16 PM, Paul Martz pma...@skew-matrix.com wrote:

 I've already written and posted an OpenGL 3.1 blog, and you can read it
 here...
 http://www.skew-matrix.com/bb/viewtopic.php?f=3t=4


Thanks for putting up the entry, like your previous entry it's an excellent
read ;-)

Robert.
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Re: [osg-users] Performing zooming and other navigations on geocentricvirtual earch?

2009-03-24 Thread Paul Martz
  Zooming merely changes the field of view without changing the view
position.
  Think of a photographer changing lenses on a camera without changing 
  his physical location. You change the projection matrix to change the 
  field of view, not the modelview matrix.

 But that's *your* definition of zooming...

No, it's the computer graphics industry definition of zoom, as defined by
Foley and Van Dam, the Real-Time Rendering book, and the OpenGL red book.
It's a word that has its root in photography, which shares the same
definition. Zooming magnifies an image; it does not affect the view
position.

Words mean things. Programming is a very precise activity and we should
select our words carefully when describing what we are trying to do. I would
be doing the OP a disservice if I did not correct his usage and inform him.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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Re: [osg-users] [forum] 200 users mark reached :)

2009-03-24 Thread Robert Osfield
Hi Art,

On Tue, Mar 24, 2009 at 2:30 PM, Art Tevs arti_t...@yahoo.de wrote:

 I do just want to inform you, that our forum has reached a mark of 200
 users (just one month after 100 users mark :) ).


You efforts are now appreciated by ever more people ;-)



 My last knowledge about the number of subscription to the mailing list
 tells me that couple of months ago there were 2000 mailing list
 subscriptions.


Subscriptions to the osg-users mailing list took at hit when
mailman/dreamhost cleaned out email addresses that were bouncing, over 200
addresses were unsubscribed.  I did a review of small sample of those the
addresses had been automatically unsubscribed and they bounced when I tried
emailing them directly so rather than be cautious I've gone with the
assumption that mailman new what it was doing, and if any of the
unsubscription were in error then those unlucky souls would just have to
resubscribe.

Subscriptions have continued to grow since this mass unsubscription and now
is at 1844.


 Of course we do not have a map who is who on the mailing list and on the
 forum. However, this is still a big number of users (~10%) of the community
 using the forum.


It'd be interesting to find out the overlap - to do so we'd need to match up
osg-users subscribers to the forum. I can provide the subscriber list to
osg-users if you want to do a comparison.

In the past few years the osg-users mailing list has grown at just under
rate of 1 person per day, so your figure of 100 joining the past month would
suggest that quite a few of that number are moving across from the mailing
list to forum rather than it being just new members coming to the forum.

As time goes on it'll be interesting to see if new members predominantly go
to the forum or to the mailing list, and also what happens to original
mailing list members.

Robert.
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Re: [osg-users] License/Legal spelling/grammar

2009-03-24 Thread Robert Osfield
Hi Guys,

Licence is the British spelling as *is* correct.

Robert.

On Tue, Mar 24, 2009 at 2:29 PM, J.P. Delport jpdelp...@csir.co.za wrote:

 Hi,

 Melchior FRANZ wrote:

 * J.P. Delport -- Tuesday 24 March 2009:

 I've had to read through the OSG license today and would like to
 contribute some spelling and grammar fixes.


 You missed tow licence. From LICENSE_new.txt:


 |  of this licence document, but changing it is not allowed.
   ^^^
 |   OPENSCENEGRAPH PUBLIC LICENCE
  ^^^


 m.  :-)


 Mmm, the emacs spell checker did not flag these (wonder why?), but yes, I'd
 suggest to make them license to match the rest of the docs and the
 filename :)

 thanks
 jp

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Re: [osg-users] License/Legal spelling/grammar

2009-03-24 Thread J.P. Delport

No problem,

I didn't say it's wrong, neither did emacs :), but can we at least make 
all uses (those that come from OSG, top part of the file and the wiki 
page) consistent? Do you want to change the filename?. I realise we 
would not change the use in the LGPL e.g.


The spelling of licen{c,s}e was not the main point of the thread though, 
the other errors concern me more.


rgds
jp

Robert Osfield wrote:

Hi Guys,

Licence is the British spelling as *is* correct.

Robert.

On Tue, Mar 24, 2009 at 2:29 PM, J.P. Delport jpdelp...@csir.co.za 
mailto:jpdelp...@csir.co.za wrote:


Hi,

Melchior FRANZ wrote:

* J.P. Delport -- Tuesday 24 March 2009:

I've had to read through the OSG license today and would
like to contribute some spelling and grammar fixes.


You missed tow licence. From LICENSE_new.txt:


|  of this licence document, but changing it is not allowed.
  ^^^
|   OPENSCENEGRAPH PUBLIC LICENCE
 ^^^


m.  :-)


Mmm, the emacs spell checker did not flag these (wonder why?), but
yes, I'd suggest to make them license to match the rest of the
docs and the filename :)

thanks

jp

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread Paul Martz
Thanks, Robert.
 
FYI, the specs are now posted:
 
This is the OpenGL 3.1 spec, with all 3.0-deprecated features removed.
 http://www.opengl.org/registry/doc/glspec31.20090324.pdf
http://www.opengl.org/registry/doc/glspec31.20090324.pdf
 
This is a version of the 3.1 spec that includes the finctionality of the
GL_ARB_compatibility extension, as if the features had never been removed.
 http://www.opengl.org/registry/doc/glspec31undep.20090324.pdf
http://www.opengl.org/registry/doc/glspec31undep.20090324.pdf
 
This is the GLSL 1.40 spec.
 http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.40.05.pdf
http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.40.05.pdf
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, March 24, 2009 8:31 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC


Hi Paul,


On Tue, Mar 24, 2009 at 2:16 PM, Paul Martz pma...@skew-matrix.com wrote:


I've already written and posted an OpenGL 3.1 blog, and you can read it
here...
http://www.skew-matrix.com/bb/viewtopic.php?f=3
http://www.skew-matrix.com/bb/viewtopic.php?f=3t=4 t=4



Thanks for putting up the entry, like your previous entry it's an excellent
read ;-)

Robert.

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[osg-users] Trackball Manipulator in OpenGL + OSG

2009-03-24 Thread Lingyun Yu
Hi, everybody,

I used viewer-setUpViewerAsEmbeddedInWindow way as Robert suggested to embed 
an OSG window in OpenGL context.

Then I tried to setup Manipulator like Trackball,
I did some code like this:

osg::observer_ptrosgViewer::GraphicsWindow gw = 
viewer-setUpViewerAsEmbeddedInWindow(...)

if(event-button() == Qt::LeftButton) 
button = 0;
else if(event-button() == Qt::RightButton)
button = 2;
In mousePressEvent:
if(gw-valid()  isInRange(event-x(), height - event-y()))
(gw-getEventQueue())-mouseButtonPress(event-x(), event-y(), button 
+ 1);

In mouseReleaseEvent:
if(gw-valid()  isInRange(event-x(), height - event-y()))
(gw-getEventQueue())-mouseButtonPress(event-x(), event-y(), 
button + 1);

isInRange Function judge if event happen in the OSG window.

Problem is when I only use left key, or only use right key, no problem at all. 

But if I switch once, then it just pan the whole scene, both keys lost their 
own ability. 

anybody has any idea about it?
Thank you.

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Re: [osg-users] Problems with VPB and DTED data.

2009-03-24 Thread Robert Osfield
Hi Guys,

Today I've got back on the VirtualPlanetBuilder horse and will steadily
working through merging submissions and doing my own bug fixes, once I'm
back on top of this I'll tag another dev release.

The first item on my todo list was to fix the
vpb::System::isFileTypeSupported code so that it now uses a fallback of
checking for a file support by directly opening it with GDAL then on success
marking the extension type as supported or on failure marking the extension
as unsupported in locally maintained extension black list.

I've been trying it out on data I have here and it's correctly picking up on
dt1 files that I have, and correctly rejectting .txt files.  I've checked
these fixes into VPB svn/trunk.

Could you guys do an update and let me know how you get on,

Cheers,
Robert.
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Re: [osg-users] OpenCL: democracy for GPU computing?

2009-03-24 Thread Paul Martz
Interoperability (in terms of being able to copy data directly between
analogous OpenGL and OpenCL buffers) is a feature of the new OpenGL 3.1.

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
hanne...@gmx.at
Sent: Thursday, March 19, 2009 7:21 PM
To: OpenSceneGraph Users
Subject: [osg-users] OpenCL: democracy for GPU computing?

http://www.behardware.com/articles/744-1/opencl-democracy-for-gpu-computing.
html

thoughts?
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Re: [osg-users] Trackball Manipulator in OpenGL + OSG

2009-03-24 Thread Lingyun Yu
please ignore my question.

I just made something stupid. [Laughing]

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Re: [osg-users] vpb - strange tile corner artifacts

2009-03-24 Thread Robert Osfield
HI All,

Just to add some closure to this thread.  I've just recreated the problem
using the imagery that Christophe's provided, review and applied J.P's
suggested fix and it fixes the problem ;-)

The fix is now checked into VPB svn/trunk.

Thanks for you patience,
Robert.
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Re: [osg-users] Performing zooming and other navigations on geocentricvirtual earch?

2009-03-24 Thread Paul Melis

Paul Martz wrote:

Zooming merely changes the field of view without changing the view
  

position.
  
Think of a photographer changing lenses on a camera without changing 
his physical location. You change the projection matrix to change the 
field of view, not the modelview matrix.
  
  

But that's *your* definition of zooming...



No, it's the computer graphics industry definition of zoom, as defined by
Foley and Van Dam, the Real-Time Rendering book, and the OpenGL red book.
It's a word that has its root in photography, which shares the same
definition. Zooming magnifies an image; it does not affect the view
position.

Words mean things. Programming is a very precise activity and we should
select our words carefully when describing what we are trying to do. I would
be doing the OP a disservice if I did not correct his usage and inform him.
  
Sorry for yapping about this, I'm having a bad day (and can't really 
figure out what is the real issue in my head...)


Paul
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Re: [osg-users] Performing zooming and other navigations on geocentricvirtual earch?

2009-03-24 Thread Paul Martz
 Sorry for yapping about this, I'm having a bad day (and can't really
figure out
 what is the real issue in my head...)

It takes two to argue, so I apologize for yapping back. Hope your day goes
better from here on out.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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Re: [osg-users] VRML Normal Issue

2009-03-24 Thread Ben Axelrod
Thanks for the info.  Is this standard procedure with mesh files?  Because I 
have noticed similar affects with a variety of file formats.

I agree that when no normals are specified, the proper behavior for the parser 
is to use one normal per face, and calculate the face normals from the vertex 
points, but the shading I see in badbox.wrl does not look like one normal per 
face, it looks like one normal per vertex.  The shading of goodbox.wrl looks 
like one normal per face to me.  Am I mistaken on how these should look?

Thanks,
-Ben


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger
Sent: Saturday, March 21, 2009 12:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VRML Normal Issue

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello Ben,

Ben Axelrod wrote:
 I have noticed a very strange issue regarding VRML file rendering.  This
 issue happens in OSG viewer version 2.6, with openVRML version 0.14.3.

...
 Are there some VRML flags to prevent this behavior?  Is this a bug in
 the VRML parser?  If so, is this part of OSG or openVRML?

I happen to be one of the authors of the VRML plugin. I had a look at
your files and badbox.wrl is incorrect. You need to explicitly specify
the vertex normals, otherwise it will assume normal per face and if even
those are not provided, calculate them from the vertices - leading to
the behavior you are describing. The behavior is correct, IMO - the
parser has no means to know what you want if you do not specify the normals.

Regards,

Jan
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[osg-users] Need help using glTexSubImage2D

2009-03-24 Thread Luis Rodriguez
Hi,

I'm working on an application that copies video from a web cam to a texture. 
I've done this in the past using glTexSubImage2D when coding straight to 
OpenGL. What is the correct way to do this with OpenSceneGraph? I need the 
route with the least overhead.

Thank you.

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Re: [osg-users] Need help using glTexSubImage2D

2009-03-24 Thread Robert Osfield
Hi Luis,

The osg::Texture/osg::Image classes support both texture subloading and
using of PixelBufferObjects so it well equipped for doing live video work.
All you need to do at your end is use an osg::Image or osg::ImageStream that
is assigned to textures you want and each time you update the image data the
texture will automatically update using subloading.

The ImageStream is a subclass from osg::Image that adds extra movie related
methods, and by default the use of PBO to help speed the texture downloads.
You can subclass from osg::ImageStream yourself like the xine-lib, quicktime
and the new ffmpeg plugin do, or just use osg::Image and update the data
using Image::setData or just updated the local pixel image data assigned to
the Image and then call dirty() so that the texture knows about the change.

The other alternative is just to use either the ffmpeg or the quicktime
plugins as they already support reading from live video sources.  For
instance, under Linux,  with the latest OSG dev releases you can use the
ffmpeg plugin to read from a web cam:

  osgmovie -e ffmpeg /dev/video0

Robert.

On Tue, Mar 24, 2009 at 4:13 PM, Luis Rodriguez
luis.rodrig...@teligy.comwrote:

 Hi,

 I'm working on an application that copies video from a web cam to a
 texture. I've done this in the past using glTexSubImage2D when coding
 straight to OpenGL. What is the correct way to do this with OpenSceneGraph?
 I need the route with the least overhead.

 Thank you.

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=9107#9107





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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread Jean-Sébastien Guay

Hi J.P.,

What always bothers me is the whole multiple window, multiple context 
thing. Correct me if I'm wrong, but I've always thought DirectX caters 
more for the single fullscreen 3D window case (games?). Is this not why 
CAD apps favour OpenGL? If DX can't do multiple windows/contexts nicely 
the wrapper won't be able to fix this. For specific cases the wrapper 
might be OK.


I'm not sure that's accurate. For example, I think some 3D modeling apps 
use D3D for their 3D windows, without any problems. There are flags when 
creating a DC (device context) that specify whether it should be 
fullscreen or use an existing HWND as container. (although it's been a 
while since I've done D3D programming, this is only by memory)


J-S
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread Jean-Sébastien Guay

Hi Paul,


FYI, the specs are now posted:


Nice, thanks for keeping us up to date, looks like I have some reading 
to do :-)


J-S
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[osg-users] bug in osgText?

2009-03-24 Thread Paul Shabash
Hello,

I think this is a bug:

osgText/Font.cpp and Font3D.cpp hard code the search path for font files to:
 
/usr/share/fonts/ttf:/usr/share/fonts/ttf/western:/usr/share/fonts/ttf/decoratives

But on Mac OS X Leopard, the path is actually
/Library/Fonts

Paul

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Re: [osg-users] OpenSceneGraph-2.9.2 dev release tagged.

2009-03-24 Thread Jean-Sébastien Guay

Hi Robert,

And I've updated the http://www.blog.openscenegraph.org as well, 
although does just pick up on the same points.


I like what you're doing with the blog, with screenshots to show new 
functionality in action. This is a great way to show users what they're 
missing by not staying up to date, and to entice new users to check out OSG.


Keep up the great work,

J-S
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Re: [osg-users] NightVision (Green and Blurry?)

2009-03-24 Thread Patrick Castonguay
With ref to osgPPU, I have use it to create a Infra-Red / BlackWhite / Color 
basic camera operator training prototype (which I name openEOIR, I should 
release the code next month or so on source forge) and it worked really well 
and was easy to get going with the RenderToTexture (It has great examples)...

Cheers


Patrick 


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Re: [osg-users] VRML Normal Issue

2009-03-24 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Ben Axelrod wrote:
 Thanks for the info.  Is this standard procedure with mesh files?
 Because I have noticed similar affects with a variety of file
 formats.
 
 I agree that when no normals are specified, the proper behavior for
 the parser is to use one normal per face, and calculate the face
 normals from the vertex points, but the shading I see in badbox.wrl
 does not look like one normal per face, it looks like one normal per
 vertex.  The shading of goodbox.wrl looks like one normal per face to
 me.  Am I mistaken on how these should look?

I can't test it right now, because I do not have the VRML plugin
compiled at the moment. I have loaded the models in WhiteDune editor,
and both look OK to me, with the badbox one showing some artifacts.

I had a look at the code and if you do not specify any normals, the OSG
loader will not really handle it right. It seems that in that case an
average normal out of the adjacent faces is computed and used per-vertex
(i.e. the edges and corners are smoothed ...) This isn't completely
correct, the VRML spec specifies use of crease angle parameter that will
make all angles smaller than this one averaged and ones larger sharp.
However, this is not intended to be a 100% compliant VRML viewer.
Originally, the case without normals was not handled at all.

You have basically two options:

- - generate your VRML including normals
- - fix the VRML plugin code to include handling of the crease angle (in
IndexedFaceSet.cpp, around lines 240 and on in the VRML plugin)


Regards,

Jan
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[osg-users] Osgconv --formats broke on Mac OSX

2009-03-24 Thread Paul Martz
Is anyone else encountering this? osgconv --formats immediately returns to
the shell prompt. With OSG_NOTIFY_LEVEL set to DEBUG_INFO I see that it
finds the plugin directory, then pretty much just exits, as if there are no
plugins there.
 
Oddly, osgconv --format flt (and other extensions) works OK, and with the
notify output I see it finding the plugin immediately, followed by the
expected output relating to that plugin.
 
OSG 2.6.1 works OK. but svn head is broke as of at least late February
(that's when I took the snapshot for our OSG training in DC, and one of the
students there with a macbook encountered the issue). I haven't tried this
with 2.8.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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Re: [osg-users] Osgconv --formats broke on Mac OSX

2009-03-24 Thread Eric Sokolowsky
It works for me (latest svn). Did you install the OSG library? If you did
not, there is no way to get to the plugins, because Xcode inserts a Debug
or Release intermediate directory. This assumes you use the Xcode
generator for OSX. If you are using the Makefiles generator, or the old
pre-generated Xcode project, then I have no idea.

-Eric

2009/3/24 Paul Martz pma...@skew-matrix.com

  Is anyone else encountering this? osgconv --formats immediately returns
 to the shell prompt. With OSG_NOTIFY_LEVEL set to DEBUG_INFO I see that it
 finds the plugin directory, then pretty much just exits, as if there are no
 plugins there.

 Oddly, osgconv --format flt (and other extensions) works OK, and with the
 notify output I see it finding the plugin immediately, followed by the
 expected output relating to that plugin.

 OSG 2.6.1 works OK. but svn head is broke as of at least late February
 (that's when I took the snapshot for our OSG training in DC, and one of the
 students there with a macbook encountered the issue). I haven't tried this
 with 2.8.

 Paul Martz
 *Skew Matrix Software LLC*
 http://www.skew-matrix.com
 +1 303 859 9466


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Re: [osg-users] Build Error on Windows

2009-03-24 Thread Mark Sciabica

Hi Robert,

The versioning of the dll's doesn't completely solve the problem. I have 
customized OSG for my application, changing the public interface in a 
way such that the objects are not binary compatible with vanilla OSG. 
Linking dll's without my customizations can cause crashes. I install my 
customized build into a private directory in an attempt to avoid this 
problem. However, this feature thwarts my efforts.


And this problem affects more than just those who customize OSG. On 
Windows, we also need to contend with compatibility between builds from 
different compiler versions, and compiler options (e.g. linking debug 
vs. release or static vs dynamic runtime libraries). If two applications 
are installed, both using OSG 2.8.0, they need to be built with the same 
compiler version and same options or problems will ensue as they use the 
same path to load plugins.


Mark

Robert Osfield wrote:

Hi Mark,

Removing this entry will force more applications to explicitly put the 
path to the osgPluigins directory.  It doesn't override anything, so 
if you wanted to the move the library afterwards then you could but 
you'd have to specify the new path - that would only take you make to 
position of not having this inbuilt function at all.


As for it being dangerous, well the OSG versions it's dll's + so's and 
it versions the plugins directory, so the danger is not a real one.


Robert.

On Mon, Mar 23, 2009 at 9:47 PM, Mark Sciabica msciab...@itracs.com 
mailto:msciab...@itracs.com wrote:


Hi Robert,

Sorry, I thought it would have been clear from my first e-mail.
I'll try again.

FileUtils.cpp in osgDB has this code.

static void
appendInstallationLibraryFilePaths(osgDB::FilePathList filepath)
{
#ifdef OSG_DEFAULT_LIBRARY_PATH

  // Append the install prefix path to the library search path if
configured
  filepath.push_back(ADDQUOTES(OSG_DEFAULT_LIBRARY_PATH));
#endif
}

osgDB's CMakeLists.txt has this line:


 
ADD_DEFINITIONS(-DOSG_DEFAULT_LIBRARY_PATH=${CMAKE_INSTALL_PREFIX}/lib${LIB_POSTFIX}/${OSG_PLUGINS})


This means that the install path configured at build time will be
searched for plugins. This does not make sense for prebuilt
 binaries because the install location will likely be different on
different machines. I propose removing the function
appendInstallationLibraryFilePaths, and also the line in
CMakeLists since it is only this function that makes use of it.

Mark


Robert Osfield wrote:

On Mon, Mar 23, 2009 at 7:37 PM, Mark Sciabica
msciab...@itracs.com mailto:msciab...@itracs.com
mailto:msciab...@itracs.com mailto:msciab...@itracs.com
wrote:


   Thanks for the reply. I'll be upgrade CMake for my next
build of
   OSG. But do you have any comment on the final paragraph of my
   e-mail? Embedding the install path configured when OSG is built
   only makes sense if OSG is not distributed in binary form.


You'll need to be far more specific about what you are talking
about for me to comment.

Robert.



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Re: [osg-users] discontinuity in texture in VPB...

2009-03-24 Thread Robert Osfield
Hi All,

I've been looking into the problems reported by Shayne right at the start of
this thread, and with a little help from Christophe's patch have pinpointed
the problem and resolved it by re-ordering the reprojection and destination
graph building to avoid the reproject from invalidating the internal quad
map that vpb::DataSet maintains internally.  This re-ordering solves the bug
without having to do an costly (in time) patching of the quadMap and is more
straight forward code was so will be easier to maintain thatn Christophe's
patch too.

In testing I also found that the svn/trunk version of GDAL's multi-threading
warp operation was generating black output images, so I've made use of the
single threaded version the default which fixes the black texture problem.

Could users who've seen this problem with VPB database check out the
svn/trunk version of VPB and see how you get on.

Cheers,
Robert
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Re: [osg-users] Need help using glTexSubImage2D

2009-03-24 Thread Luis Rodriguez
Thanks Robert. A couple more questions. How do I guarantee that only the 
changed pixels are uploaded? The source image I'm using is 640x480. To maximize 
compatibility, I need to make texture sizes a power of 2 and square right?  
That sets the next available size at 1024x1024. That's alot of extra data to 
copy.

If I accessing the Image via the data()  method then there's no way to specify 
the dimensions of the dirty rectangle. I see that copySubImage takes a 
rectangle but the source for copy is an Image object so I'd have to copy the 
image data twice (camera - tempImage -texture). Is there something I'm 
missing? Perhapse I should call glTexSubImage2D directly? [/quote]

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Re: [osg-users] discontinuity in texture in VPB...

2009-03-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the update. You do great work...:)

I'll test here in the near future...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, March 24, 2009 11:47 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] discontinuity in texture in VPB...

Hi All,

I've been looking into the problems reported by Shayne right at the start of
this thread, and with a little help from Christophe's patch have pinpointed
the problem and resolved it by re-ordering the reprojection and destination
graph building to avoid the reproject from invalidating the internal quad
map that vpb::DataSet maintains internally.  This re-ordering solves the bug
without having to do an costly (in time) patching of the quadMap and is more
straight forward code was so will be easier to maintain thatn Christophe's
patch too.

In testing I also found that the svn/trunk version of GDAL's multi-threading
warp operation was generating black output images, so I've made use of the
single threaded version the default which fixes the black texture problem.

Could users who've seen this problem with VPB database check out the
svn/trunk version of VPB and see how you get on.

Cheers,
Robert



smime.p7s
Description: S/MIME cryptographic signature
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Re: [osg-users] Build Error on Windows

2009-03-24 Thread Robert Osfield
Hi Mark,

On Tue, Mar 24, 2009 at 5:42 PM, Mark Sciabica msciab...@itracs.com wrote:

 The versioning of the dll's doesn't completely solve the problem. I have
 customized OSG for my application, changing the public interface in a way
 such that the objects are not binary compatible with vanilla OSG. Linking
 dll's without my customizations can cause crashes. I install my customized
 build into a private directory in an attempt to avoid this problem. However,
 this feature thwarts my efforts.


I do hope you are publishing these changes to the core OSG, this is a
requirement of the OSGPL/LGPL.


 And this problem affects more than just those who customize OSG. On
 Windows, we also need to contend with compatibility between builds from
 different compiler versions, and compiler options (e.g. linking debug vs.
 release or static vs dynamic runtime libraries). If two applications are
 installed, both using OSG 2.8.0, they need to be built with the same
 compiler version and same options or problems will ensue as they use the
 same path to load plugins.


If you have incompatible versions then you should bump the SO version number
to avoid contention.

Robert.
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Re: [osg-users] Need help using glTexSubImage2D

2009-03-24 Thread Robert Osfield
Hi Luis,

Just call dirty on the Image and it'll get automatically uploaded.

For non power of two images simple use osg::TextureRectangle or a
osg::Texture2D's non power of two texture support.  Please see the osgmovie
example.

Robert.

On Tue, Mar 24, 2009 at 5:52 PM, Luis Rodriguez
luis.rodrig...@teligy.comwrote:

 Thanks Robert. A couple more questions. How do I guarantee that only the
 changed pixels are uploaded? The source image I'm using is 640x480. To
 maximize compatibility, I need to make texture sizes a power of 2 and square
 right?  That sets the next available size at 1024x1024. That's alot of extra
 data to copy.

 If I accessing the Image via the data()  method then there's no way to
 specify the dimensions of the dirty rectangle. I see that copySubImage takes
 a rectangle but the source for copy is an Image object so I'd have to copy
 the image data twice (camera - tempImage -texture). Is there something I'm
 missing? Perhapse I should call glTexSubImage2D directly? [/quote]

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=9121#9121





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Re: [osg-users] [forum] 200 users mark reached :)

2009-03-24 Thread Art Tevs
Hi Robert,



 
 It'd be interesting to find out the overlap - to do so we'd need to match up 
 osg-users subscribers to the forum. I can provide the subscriber list to 
 osg-users if you want to do a comparison.
 

I am also interesting to know how much overlap there is. However it is better 
not to post the list of the subscribers either to the mailing list nor to the 
forum. Because spammers would be just happy about that ;) You could give the 
list to me and I could write a script which checks how much overlap between 
mailing list and forum users is there. 


 
 In the past few years the osg-users mailing list has grown at just under rate 
 of 1 person per day, so your figure of 100 joining the past month would 
 suggest that quite a few of that number are moving across from the mailing 
 list to forum rather than it being just new members coming to the forum.
 

Interesting thing is that couple of users has registered on the forum, however 
still continue to use the mailing list, so they post there messages over the 
list. The current growing rates are 2.15 users per day. Most of the new users, 
are users which hasn't use the mailing list at all. This also matches with my 
expectation, that all new users will probably start to use the forum.


 
 As time goes on it'll be interesting to see if new members predominantly go 
 to the forum or to the mailing list, and also what happens to original 
 mailing list members.
 

I think most of the old users (e.g. users which are using osg for already a 
long time) wouldn't move to the forum, because they just do not want to change 
the running system. However this of course still be interesting to know. 

If you like, I could write some script which will frequently check, how big the 
overlap is between mailing list and forum users. However, I would need some 
kind of easy access to the database of mailling list subscribers then. This 
statistics could be shown on the forum page in order to know how the community 
evolves.

Art

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[osg-users] Need help using glTexSubImage2D

2009-03-24 Thread Thomas Hogarth
 Thanks Robert. A couple more questions. How do I guarantee that only the
 changed pixels are uploaded? The source image I'm using is 640x480. To
 maximize compatibility, I need to make texture sizes a power of 2 and square
 right?  That sets the next available size at 1024x1024. That's alot of extra
 data to copy.

 If I accessing the Image via the data()  method then there's no way to
 specify the dimensions of the dirty rectangle. I see that copySubImage takes
 a rectangle but the source for copy is an Image object so I'd have to copy
 the image data twice (camera - tempImage -texture). Is there something I'm
 missing? Perhapse I should call glTexSubImage2D directly? [/quote]


Hi Luis (I know I'm not robert)

I've done this before, what you need to do is use a SubloadCallback and
attach it to your texture. In the contructor for this you need to find the
power of two up and set the actual texture size to that. Then is the
subsequent subload call you just copy the actual res image that is attached
to the  Texture something like below.

class CVideoTex2DCallBack :public osg::Texture2D::SubloadCallback
{
public:
CVideoTex2DCallBack(osg::Texture2D* texture)
{
const osg::Image* _image = texture-getImage();
//set the texture to beleive it is of power of two size
texture-setTextureSize(powerOf2Width, powerOf2Width,);

//set to linear to disable mipmap generation
texture-setFilter(osg::Texture2D::MIN_FILTER,
osg::Texture2D::LINEAR);
texture-setFilter(osg::Texture2D::MAG_FILTER,
osg::Texture2D::LINEAR);

void load(const osg::Texture2D texture, osg::State) const;
void subload(const osg::Texture2D texture, osg::State) const;

};
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[osg-users] Need help using glTexSubImage2D

2009-03-24 Thread Thomas Hogarth

 Thanks Robert. A couple more questions. How do I guarantee that only the
 changed pixels are uploaded? The source image I'm using is 640x480. To
 maximize compatibility, I need to make texture sizes a power of 2 and square
 right?  That sets the next available size at 1024x1024. That's alot of extra
 data to copy.

 If I accessing the Image via the data()  method then there's no way to
 specify the dimensions of the dirty rectangle. I see that copySubImage takes
 a rectangle but the source for copy is an Image object so I'd have to copy
 the image data twice (camera - tempImage -texture). Is there something I'm
 missing? Perhapse I should call glTexSubImage2D directly? [/quote]


Hi Luis (I know I'm not robert)

I've done this before, what you need to do is use a SubloadCallback and
attach it to your texture. In the contructor for this you need to find the
power of two up and set the actual texture size to that. Then is the
subsequent subload call you just copy the actual res image that is attached
to the  Texture something like below.

class CVideoTex2DCallBack :public osg::Texture2D::SubloadCallback
{
public:
CVideoTex2DCallBack(osg::Texture2D* texture)
{
const osg::Image* _image = texture-getImage();

//work out next power of two
m_powerOf2Width = xyz;
m_powerOf2Height= xyz;

//set the texture to beleive it is of power of two size
texture-setTextureSize(m_powerOf2Width, m_powerOf2Width,);

//set to linear to disable mipmap generation
texture-setFilter(osg::Texture2D::MIN_FILTER,
osg::Texture2D::LINEAR);
texture-setFilter(osg::Texture2D::MAG_FILTER,
osg::Texture2D::LINEAR);
}

//
//load the full res
//
void load(const osg::Texture2D texture, osg::State) const
{
const osg::Image* _image = texture.getImage();

//create texture space to include the power of two size up
//this way writes to the video memory will be quicker
glTexImage2D(GL_TEXTURE_2D, 0,

osg::Image::computeNumComponents(_image-getInternalTextureFormat()),
(int)m_powerOf2Width,
(int)m_powerOf2Width ,
0, _image-getPixelFormat(),
_image-getDataType(), 0);
}

//
Subload the actual res image
//
void subload(const osg::Texture2D texture, osg::State) const
{
const osg::Image* _image = texture.getImage();

//copy the actual res image into the sized up buffer
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
_image-s(), _image-t(), _image-getPixelFormat(),
_image-getDataType(), _image-data());
}

protected:

   int m_powerOf2Width;
int m_powerOf2Height;

};


That should do the trick

Tom
PS sorry for the double post (damn web mail and the tab key :) )
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Re: [osg-users] Osgconv --formats broke on Mac OSX

2009-03-24 Thread Paul Martz
I am generating Makefiles using CMake, and I have installed OSG.
 
The problem seems to be that osgDB expects plugins to have a .dylib
extension, when in fact they have a .so extension on my system (and no
they are not sym links). Eric, I'd be interested to know what you have on
your system.
 
Did the extension for OS X plugins change very recently? My build is a
couple weeks old now.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Eric
Sokolowsky
Sent: Tuesday, March 24, 2009 11:42 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Osgconv --formats broke on Mac OSX


It works for me (latest svn). Did you install the OSG library? If you did
not, there is no way to get to the plugins, because Xcode inserts a Debug
or Release intermediate directory. This assumes you use the Xcode
generator for OSX. If you are using the Makefiles generator, or the old
pre-generated Xcode project, then I have no idea.

-Eric


2009/3/24 Paul Martz pma...@skew-matrix.com


Is anyone else encountering this? osgconv --formats immediately returns to
the shell prompt. With OSG_NOTIFY_LEVEL set to DEBUG_INFO I see that it
finds the plugin directory, then pretty much just exits, as if there are no
plugins there.
 
Oddly, osgconv --format flt (and other extensions) works OK, and with the
notify output I see it finding the plugin immediately, followed by the
expected output relating to that plugin.
 
OSG 2.6.1 works OK. but svn head is broke as of at least late February
(that's when I took the snapshot for our OSG training in DC, and one of the
students there with a macbook encountered the issue). I haven't tried this
with 2.8.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread Paul Martz
A little less reading than in the past... 3.0 spec was 510 pages, 3.1 is 352
pages. :-)

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
Jean-Sébastien Guay
Sent: Tuesday, March 24, 2009 11:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Hi Paul,

 FYI, the specs are now posted:

Nice, thanks for keeping us up to date, looks like I have some reading to do
:-)

J-S
--
__
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 http://whitestar02.webhop.org/
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Re: [osg-users] Osgconv --formats broke on Mac OSX

2009-03-24 Thread Eric Sokolowsky
My plugins all have the .so extension. The main libraries all have .dylib.
Someday we'll get Frameworks working properly but that day is not today.

The only thing I know of that changed very recently was that under OSX, the
debug library suffix (by default d) was not being added properly when
using the Debug configuration, because _DEBUG was not being passed
correctly. This is still potentially a problem for Makefile builds. Are you
doing a Debug build or a Release build? Plugins were broken for Debug
builds. One of my submissions has not yet been integrated; see
osg-submissions for details.

You might also try using the Xcode generator; you can use the command-line
compiler to actually compile things if you don't like the IDE (I use an
install directory in my home directory for testing):

xcodebuild -configuration Release -target install

-Eric

2009/3/24 Paul Martz pma...@skew-matrix.com

  I am generating Makefiles using CMake, and I have installed OSG.

 The problem seems to be that osgDB expects plugins to have a .dylib
 extension, when in fact they have a .so extension on my system (and no
 they are not sym links). Eric, I'd be interested to know what you have on
 your system.

 Did the extension for OS X plugins change very recently? My build is a
 couple weeks old now.

 Paul Martz
 *Skew Matrix Software LLC*
 http://www.skew-matrix.com
 +1 303 859 9466


  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Eric Sokolowsky
 *Sent:* Tuesday, March 24, 2009 11:42 AM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] Osgconv --formats broke on Mac OSX

 It works for me (latest svn). Did you install the OSG library? If you did
 not, there is no way to get to the plugins, because Xcode inserts a Debug
 or Release intermediate directory. This assumes you use the Xcode
 generator for OSX. If you are using the Makefiles generator, or the old
 pre-generated Xcode project, then I have no idea.

 -Eric

 2009/3/24 Paul Martz pma...@skew-matrix.com

  Is anyone else encountering this? osgconv --formats immediately
 returns to the shell prompt. With OSG_NOTIFY_LEVEL set to DEBUG_INFO I see
 that it finds the plugin directory, then pretty much just exits, as if there
 are no plugins there.

 Oddly, osgconv --format flt (and other extensions) works OK, and with
 the notify output I see it finding the plugin immediately, followed by the
 expected output relating to that plugin.

 OSG 2.6.1 works OK. but svn head is broke as of at least late February
 (that's when I took the snapshot for our OSG training in DC, and one of the
 students there with a macbook encountered the issue). I haven't tried this
 with 2.8.

 Paul Martz
 *Skew Matrix Software LLC*
 http://www.skew-matrix.com
 +1 303 859 9466


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[osg-users] Proxy auto-config (PAC) support

2009-03-24 Thread Glenn Waldron
I have a customer who is trying to use OSG to access data through a PAC
proxy (http://en.wikipedia.org/wiki/Proxy_auto-config). CURL does not
support this directly, and the sense I get from the CURL community is that
they don't plan to.

Does it make sense to add PAC proxy support to the OSG CURL plugin? Yes, you
could deal with PAC at the application level and set the CURL proxy based on
the results ... this is what the CURL folks advocate ... the trade-off
though is that sample apps like osgviewer will not be able to work in a PAC
proxy environment.

Just looking to get some opinions on the matter.


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
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Re: [osg-users] Osgconv --formats broke on Mac OSX

2009-03-24 Thread Paul Martz
Well, this is nothing that an update won't fix. :-) Using current svn head
resolves the issue. The plugins are still named .so, but the osgDB actually
looks for .so now. Still not sure if this was broke in 2.8 or not, but
it's fixed in 2.9.2.
 
Thanks, Eric. And, sorry we didn't get to hook up in DC earlier this month.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Eric
Sokolowsky
Sent: Tuesday, March 24, 2009 1:05 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Osgconv --formats broke on Mac OSX


My plugins all have the .so extension. The main libraries all have .dylib.
Someday we'll get Frameworks working properly but that day is not today.

The only thing I know of that changed very recently was that under OSX, the
debug library suffix (by default d) was not being added properly when
using the Debug configuration, because _DEBUG was not being passed
correctly. This is still potentially a problem for Makefile builds. Are you
doing a Debug build or a Release build? Plugins were broken for Debug
builds. One of my submissions has not yet been integrated; see
osg-submissions for details.

You might also try using the Xcode generator; you can use the command-line
compiler to actually compile things if you don't like the IDE (I use an
install directory in my home directory for testing):

xcodebuild -configuration Release -target install

-Eric


2009/3/24 Paul Martz pma...@skew-matrix.com


I am generating Makefiles using CMake, and I have installed OSG.
 
The problem seems to be that osgDB expects plugins to have a .dylib
extension, when in fact they have a .so extension on my system (and no
they are not sym links). Eric, I'd be interested to know what you have on
your system.
 
Did the extension for OS X plugins change very recently? My build is a
couple weeks old now.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Eric
Sokolowsky
Sent: Tuesday, March 24, 2009 11:42 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Osgconv --formats broke on Mac OSX


It works for me (latest svn). Did you install the OSG library? If you did
not, there is no way to get to the plugins, because Xcode inserts a Debug
or Release intermediate directory. This assumes you use the Xcode
generator for OSX. If you are using the Makefiles generator, or the old
pre-generated Xcode project, then I have no idea.

-Eric


2009/3/24 Paul Martz pma...@skew-matrix.com


Is anyone else encountering this? osgconv --formats immediately returns to
the shell prompt. With OSG_NOTIFY_LEVEL set to DEBUG_INFO I see that it
finds the plugin directory, then pretty much just exits, as if there are no
plugins there.
 
Oddly, osgconv --format flt (and other extensions) works OK, and with the
notify output I see it finding the plugin immediately, followed by the
expected output relating to that plugin.
 
OSG 2.6.1 works OK. but svn head is broke as of at least late February
(that's when I took the snapshot for our OSG training in DC, and one of the
students there with a macbook encountered the issue). I haven't tried this
with 2.8.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

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Re: [osg-users] --tile-terrain-size in VPB

2009-03-24 Thread Martins Innus

Robert,

	It seems that this issue is caused by the use of DrawElementsUShort and 
unsigned short indexes in osg::Node* 
DestinationTile::createPolygonal().  Such that each level can only have 
a maximum of 65536 vertexes.  And I do see that a terrain-tile size of 
256x256 works, yet 512x12 doesn't, which makes sense.


	Is this something you'd accept a change for to be included in VPB?  Not 
sure what the performance implications would be, or how extensive the 
changes would need to be.


Martins

Martins Innus wrote:

Robert,
What fun would it be if people didn't abuse your code :)  I agree 
that in general VPB does a great job with default settings, I've used it 
several times to generate 100 GB databases over large areas.


In this case though I'm trying to generate terrain at the resolution 
of the source data for a very small area in as few tiles as possible. I 
realize this is not the intended purpose, but I was trying to see if 
anyone had done this successfully.


It doesn't seem to be a display issue, becase I can generate the 
model with default options and load all the highest resolution tiles 
directly into osgviewer and it runs fine, about 4 million vertices.


Going down to 512x512 causes the same problem.

I'll keep digging if no one has run into this before.

Martins

Robert Osfield wrote:

Hi Martins,

Jikes, some days I regret making osgdem quite so flexible...

A 1024x1204 grid weights in at million vertices, and near two million 
triangles.  Normally graphics cards should be able to handle this, 
but... it would seem that your's doesn't, perhaps it just doesn't have 
the memory to handle such a big geometry.  The other chance might be 
that numerical precision is becoming an issue, although I'd be 
surprised by this one.


I really would very strongly recommend that you stick to defaults 
unless you really know what you are doing, the defaults are chosen for 
a good performance and scalability.


Robert.

2009/3/23 Martins Innus min...@ccr.buffalo.edu 
mailto:min...@ccr.buffalo.edu


Hello,
   I'm using the --tile-image-size and --tile-terrain-size
options to tweak the generation of the dataset.  The image option
works great, but when I try to use the terrain option I get the
results attached.

   If I zoom in, it seems like a lot of overlapping geometry
like the y-coordinate is not being updated properly, but I dug
through the code and could see any obvious causes.

I'm using the following command-line:

osgdem --tile-image-size 4096 --tile-terrain-size 1024 -t
../input_ims/ -d ../input_terrain/ -e 1065536 1043840 8192 8192 -o
output/vpb_out.ive

I even added --no-terrain-simplification to see if that was the
problem, but no help there.

   I'm not using the --TERRAIN option, since I need to
post-process the geometry using an existing tool.

Thanks

Martins

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[osg-users] build status

2009-03-24 Thread Paul Martz
Hi Robert -- I know you've been adding a lot of changes recently, so I
thought you'd want to know all builds well on OS X using Makefiles.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread hanne...@gmx.at

Paul Martz wrote:

A little less reading than in the past... 3.0 spec was 510 pages, 3.1 is 352
pages. :-)


but i gave some people something to read. ;)

german speaking forum
http://www.forum-3dcenter.org/vbulletin/showthread.php?p=7189462#post7189462

if the full quote is not ok for you i will change it.

best regards! :)
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Re: [osg-users] Build Error on Windows

2009-03-24 Thread Mark Sciabica

Robert Osfield wrote:

Hi Mark,

On Tue, Mar 24, 2009 at 5:42 PM, Mark Sciabica msciab...@itracs.com 
mailto:msciab...@itracs.com wrote:


The versioning of the dll's doesn't completely solve the problem.
I have customized OSG for my application, changing the public
interface in a way such that the objects are not binary compatible
with vanilla OSG. Linking dll's without my customizations can
cause crashes. I install my customized build into a private
directory in an attempt to avoid this problem. However, this
feature thwarts my efforts.


I do hope you are publishing these changes to the core OSG, this is a 
requirement of the OSGPL/LGPL.
We have not yet reached our first release so it's not yet an issue. 
However there's nothing secret about our changes as I've already posted 
them to the mailing list (and had them ignored or rejected).


Exception #2 of the license allows binary distribution of works based 
on the Library under the user's own terms. I will encourage my 
employer to make our changes available to users if they request them, 
but it does not appear to be a requirement of the license of the core OSG.
 


And this problem affects more than just those who customize OSG.
On Windows, we also need to contend with compatibility between
builds from different compiler versions, and compiler options
(e.g. linking debug vs. release or static vs dynamic runtime
libraries). If two applications are installed, both using OSG
2.8.0, they need to be built with the same compiler version and
same options or problems will ensue as they use the same path to
load plugins.


If you have incompatible versions then you should bump the SO version 
number to avoid contention.
Where do I configure the SO version number, and how does it restrict 
which plugins are loaded?


I don't think this addresses the general problem handling the 
coexistence of builds using different compiler versions or build options 
(e.g. different settings for OSG_USE_FLOAT_MATRIX). Should everyone use 
a different SO version number? Should we just accept that multiple 
installs of OSG may not work on a single machine?


I can easily fix this problem for my build. I brought up this issue to 
try to help improve OSG for others. If you're convinced this is an 
acceptable design for handling plugin loading despite this issue, I will 
just leave it at that.


Regards,

Mark
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[osg-users] graph visualization tools?

2009-03-24 Thread Cory Riddell
I am about to write a little Python tool for myself to take an osg file,
extract basic node information, and create a .dot file for graphviz. I
want very simple tree diagrams like Paul Martz made in the quick start
guide (he had green, yellow, and pink ovals for nodes).

I'm guessing this is something that might already be floating around out
there but I haven't been able to find it. If you know of such a tool, I
would appreciate a link to it.

Thanks,
Cory Riddell
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Re: [osg-users] graph visualization tools?

2009-03-24 Thread Cory Riddell
*sigh*

I found the dot plugin. Sorry for the noise.

Cory

Cory Riddell wrote:
 I am about to write a little Python tool for myself to take an osg file,
 extract basic node information, and create a .dot file for graphviz. I
 want very simple tree diagrams like Paul Martz made in the quick start
 guide (he had green, yellow, and pink ovals for nodes).

 I'm guessing this is something that might already be floating around out
 there but I haven't been able to find it. If you know of such a tool, I
 would appreciate a link to it.

 Thanks,
 Cory Riddell
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Re: [osg-users] graph visualization tools?

2009-03-24 Thread Jean-Sébastien Guay

Hi Cory,


I am about to write a little Python tool for myself to take an osg file,
extract basic node information, and create a .dot file for graphviz. I
want very simple tree diagrams like Paul Martz made in the quick start
guide (he had green, yellow, and pink ovals for nodes).

I'm guessing this is something that might already be floating around out
there but I haven't been able to find it. If you know of such a tool, I
would appreciate a link to it.


Take a look at the dot plugin, I'm guessing it does most of what you 
want and all you'll have to do is change the style...


osgconv file.osg file.dot

J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] [forum] 200 users mark reached :)

2009-03-24 Thread Paul Speed



Art Tevs wrote:


This also matches with my expectation, that all new users will probably start 
to use the forum.



To be pedantic, that's a somewhat bold claim. :)

I, for one, will always join a mailing list if available for something 
I'm actually using.  The only times I've ever registered to a forum are 
when a) a mailing list doesn't exist, and/or b) I was only fooling 
around with the technology for a few days but needed to post a question.


And universally, the forums of which I'm a member I have _never_ kept up 
with all of the posts... maybe not even a significant percentage.  I 
keep up with all of the posts of _every_ mailing list to which I'm a member.


Not trying to beat a dead horse... just pointing out that the usage 
profile is entirely different.  The mailing list is more likely to get 
dedicated users.  The forum is more likely to get the cursory users. 
There will be some amount overlap, perhaps favoring the forums for those 
accustomed to hitting reload a lot.  :)


-Paul

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Re: [osg-users] --tile-terrain-size in VPB

2009-03-24 Thread Robert Osfield
Hi Martins,

Good catch.  Use of DrawElementUint will provide better scalability in terms
of tile size, but DrawElementUShort will still be preferred by default as
it'll provide better performance.  Also small tiles sizes are to be
preferred for other performance aspects.

Robert.

On Tue, Mar 24, 2009 at 7:14 PM, Martins Innus min...@ccr.buffalo.eduwrote:

 Robert,

It seems that this issue is caused by the use of DrawElementsUShort
 and unsigned short indexes in osg::Node*
 DestinationTile::createPolygonal().  Such that each level can only have a
 maximum of 65536 vertexes.  And I do see that a terrain-tile size of 256x256
 works, yet 512x12 doesn't, which makes sense.

Is this something you'd accept a change for to be included in VPB?
  Not sure what the performance implications would be, or how extensive the
 changes would need to be.

 Martins


 Martins Innus wrote:

 Robert,
What fun would it be if people didn't abuse your code :)  I agree that
 in general VPB does a great job with default settings, I've used it several
 times to generate 100 GB databases over large areas.

In this case though I'm trying to generate terrain at the resolution of
 the source data for a very small area in as few tiles as possible. I realize
 this is not the intended purpose, but I was trying to see if anyone had done
 this successfully.

It doesn't seem to be a display issue, becase I can generate the model
 with default options and load all the highest resolution tiles directly into
 osgviewer and it runs fine, about 4 million vertices.

Going down to 512x512 causes the same problem.

I'll keep digging if no one has run into this before.

 Martins

 Robert Osfield wrote:

 Hi Martins,

 Jikes, some days I regret making osgdem quite so flexible...

 A 1024x1204 grid weights in at million vertices, and near two million
 triangles.  Normally graphics cards should be able to handle this, but... it
 would seem that your's doesn't, perhaps it just doesn't have the memory to
 handle such a big geometry.  The other chance might be that numerical
 precision is becoming an issue, although I'd be surprised by this one.

 I really would very strongly recommend that you stick to defaults unless
 you really know what you are doing, the defaults are chosen for a good
 performance and scalability.

 Robert.

 2009/3/23 Martins Innus min...@ccr.buffalo.edu mailto:
 min...@ccr.buffalo.edu

Hello,
   I'm using the --tile-image-size and --tile-terrain-size
options to tweak the generation of the dataset.  The image option
works great, but when I try to use the terrain option I get the
results attached.

   If I zoom in, it seems like a lot of overlapping geometry
like the y-coordinate is not being updated properly, but I dug
through the code and could see any obvious causes.

I'm using the following command-line:

osgdem --tile-image-size 4096 --tile-terrain-size 1024 -t
../input_ims/ -d ../input_terrain/ -e 1065536 1043840 8192 8192 -o
output/vpb_out.ive

I even added --no-terrain-simplification to see if that was the
problem, but no help there.

   I'm not using the --TERRAIN option, since I need to
post-process the geometry using an existing tool.

Thanks

Martins

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Re: [osg-users] build status

2009-03-24 Thread Robert Osfield
2009/3/24 Paul Martz pma...@skew-matrix.com

  Hi Robert -- I know you've been adding a lot of changes recently, so I
 thought you'd want to know all builds well on OS X using Makefiles.



Thanks the feedback.  I do occasionally remote log into a OSX machine that I
have access to, but it does just limit me to build tests, and it's not
something that I do a build on every day so feedback is useful.

Even better would be a nightlight build for the CDash dashboard though...
:-)

Robert.
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Re: [osg-users] Build Error on Windows

2009-03-24 Thread Robert Osfield
On Tue, Mar 24, 2009 at 7:33 PM, Mark Sciabica msciab...@itracs.com wrote:

 We have not yet reached our first release so it's not yet an issue. However
 there's nothing secret about our changes as I've already posted them to the
 mailing list (and had them ignored or rejected).


If I don't merge them they you'll post the changes online.  The rules are
their to help your end customers as well as the community in general.


 Exception #2 of the license allows binary distribution of works based on
 the Library under the user's own terms. I will encourage my employer to
 make our changes available to users if they request them, but it does not
 appear to be a requirement of the license of the core OSG.


This exception covers the distribution of your final application, not source
code modifications.  If you modify the source then those modifications must
be open sourced under the same licence as the orignal work - the LGPL parts
of the license cover this.



 Where do I configure the SO version number, and how does it restrict which
 plugins are loaded?


The plugins directory is number be the version.  If you bump the SO version
then there will always be bump of the version number.


 I don't think this addresses the general problem handling the coexistence
 of builds using different compiler versions or build options (e.g. different
 settings for OSG_USE_FLOAT_MATRIX). Should everyone use a different SO
 version number? Should we just accept that multiple installs of OSG may not
 work on a single machine?


If you have multiple installs then you shouldn't have a problem.  But if you
say you are installing it one place and then move it elsewhere and don't set
the paths explicitly and have version number and SO versions overlapping
then you may come across a problem.

To sum up if you make it really hard for yourself you can potentially come a
cropper.


 I can easily fix this problem for my build. I brought up this issue to try
 to help improve OSG for others. If you're convinced this is an acceptable
 design for handling plugin loading despite this issue, I will just leave it
 at that.


CMake is wonderful, why not just an CMake option into the
osgDB/CMakeLists.txt to toggle it on/off at your pleasure?

Robert/
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Re: [osg-users] build status

2009-03-24 Thread Robert Osfield
On Tue, Mar 24, 2009 at 8:49 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Even better would be a nightlight build for the CDash dashboard though...
 :-)


nightlight should be nightly ;-)
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Re: [osg-users] [forum] 200 users mark reached :)

2009-03-24 Thread Robert Osfield
HI Art,

On Tue, Mar 24, 2009 at 6:28 PM, Art Tevs arti_t...@yahoo.de wrote:

 This also matches with my expectation, that all new users will probably
 start to use the forum.


The osg-users mailing list is still growing... despite some existing users
moving from mailing list to forum, so your analysis is somewhat out of
kilter with reality.

There are people that prefer mailing lists and people that prefer forums -
it's just the way it is.

Robert.
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[osg-users] [vpb] query without a head

2009-03-24 Thread Nicholas Strauss
Hi,

I want to query elevation values and line-of-sight from VPB ive files as fast 
as possible throughout the terrain. I don't have any visual requirement. The 
graphics board that I am using might vary.

Is there any sample code that I can use as a starter?

Do I need to create a viewing port?

Thank you.

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Re: [osg-users] graph visualization tools?

2009-03-24 Thread Paul Martz
The tool I had for that was kind of cool because it actually used 3D
sphereoids and osgText labels, so you could spin the resulting graphs around
in 3-space with the cool cube mapping and it looked quite impressive.
Unfortunately, the tool was somewhat limiting; the graphs you see in the
book are quite simple and that's a reflection of the tool's limitations.
Making it as general-purpose as GraphViz would've really taken a lot of
work. What I'd really like to see is a plugin interface to GraphViz that
would let me draw my own graph nodes, labels, and arrows.

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 Cory
Riddell
Sent: Tuesday, March 24, 2009 2:25 PM
To: OpenSceneGraph Users
Subject: [osg-users] graph visualization tools?

I am about to write a little Python tool for myself to take an osg file,
extract basic node information, and create a .dot file for graphviz. I want
very simple tree diagrams like Paul Martz made in the quick start guide (he
had green, yellow, and pink ovals for nodes).

I'm guessing this is something that might already be floating around out
there but I haven't been able to find it. If you know of such a tool, I
would appreciate a link to it.

Thanks,
Cory Riddell
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread Paul Martz
Too bad I don't speak enough German to grok the replies... :-/

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
hanne...@gmx.at
Sent: Tuesday, March 24, 2009 1:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Paul Martz wrote:
 A little less reading than in the past... 3.0 spec was 510 pages, 3.1 
 is 352 pages. :-)

but i gave some people something to read. ;)

german speaking forum
http://www.forum-3dcenter.org/vbulletin/showthread.php?p=7189462#post7189462

if the full quote is not ok for you i will change it.

best regards! :)
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Re: [osg-users] [osgPlugins] Collada Commands

2009-03-24 Thread Adam Wise
I set osg_notify_level to debug, and I recieved this when I ran osgconv. I 
honestly have no idea what this means, but at least it finds something.

GraphicsContext::setWindowingSystemInterface() 03571930 003D9198

Also, the collada plugin was built as far as I can tell. I attached the release 
log. Everything was located 
in:C:\OpenSceneGraph-2.8.0\build\src\osgPlugins\dae\osgdb_dae.dir\Release. Does 
that mean I made a mistake in setting things up?

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Re: [osg-users] [forum] 200 users mark reached :)

2009-03-24 Thread Art Tevs
Hi Robert, Paul


  
 This also matches with my expectation, that all new users will probably start 
 to use the forum.
 


OK, maybe I was little bit too hasty writing this (I am breaking hte rules 
stated out for the forum use ;) ). What I mean is that most of the new users 
(please Note, I say users and not developers! ) will probably start to use the 
forum. I would even try to be brave and would claim that: A lot of new, 
'young' users would prefer forum over the mailing list. With all the respect 
for all users in the community, but forum has a lot of advantages for young 
users (more anonymous, less serious, less managing work: deleting old mails, 
reading everything, searching for the old messages, etc ...) For the developers 
a mailing list is a better choice, because so they still can track what happens 
in the community well. 

I found an interesting phrase when I was looking for 'Forum vs. Mailing List' 
on the google: Mailing lists attract less non-serious users, so you get less 
traffic. The slightly higher effort required to join keeps away a lot of people 
using e.g. webmail - this usually does not affect developers. The end result is 
potentially a better signal-to-noise ratio. 

However, guys, I do not open again a hot discussion about advantages of any of 
this systems. With this forum we have matched the needs of both worlds, so the 
one who like to use ML subscribe there, the one who prefers Forums instead, 
will use it.

Good evening to all of you guys and best regards :)
Art

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Re: [osg-users] [forum] 200 users mark reached :)

2009-03-24 Thread Paul Speed



Art Tevs wrote:


However, guys, I do not open again a hot discussion about advantages of any of 
this systems. With this forum we have matched the needs of both worlds, so the 
one who like to use ML subscribe there, the one who prefers Forums instead, 
will use it.

Good evening to all of you guys and best regards :)
Art



...now, if only messages from the forum would thread properly... ;) ;) ;)

-Paul

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Re: [osg-users] [forum] 200 users mark reached :)

2009-03-24 Thread Art Tevs
Hi Paul,


 
 ...now, if only messages from the forum would thread properly... ;) ;) ;)
 


Do you have the same issue with In-Reply-To Header in the mails sent from the 
forum? Hmm, I took a look into the message sent for this thread and it seems 
that the header is there, so threading should be possible. 
Even more with Google-Mail all the forum email are always threaded properly for 
me.

I would like to solve this issue, however I have then first to find a mail 
client, which do not thread well. Which one do you use? Version?
I will install this also on my machine and maybe I would be able to find out 
what happening there.

Cheers,
art

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Re: [osg-users] [vpb] query without a head

2009-03-24 Thread Robert Osfield
Hi Nicholas,

See the osgintersection example.

Robert.

On Tue, Mar 24, 2009 at 9:19 PM, Nicholas Strauss 
nicholas.c.stra...@boeing.com wrote:

 Hi,

 I want to query elevation values and line-of-sight from VPB ive files as
 fast as possible throughout the terrain. I don't have any visual
 requirement. The graphics board that I am using might vary.

 Is there any sample code that I can use as a starter?

 Do I need to create a viewing port?

 Thank you.

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=9152#9152





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Re: [osg-users] Build Error on Windows

2009-03-24 Thread Mark Sciabica

Robert Osfield wrote:
This exception covers the distribution of your final application, not 
source code modifications.  If you modify the source then those 
modifications must be open sourced under the same licence as the 
orignal work - the LGPL parts of the license cover this.
The exception refers to works based on the Library. The phrase based 
on is defined in the GPL and covers any source code changes. If this is 
not what you intended I would recommend changing the license.


Again, I don't expect that my company will be behaving contrary to your 
current understanding of the license, but it seems that some behavior is 
allowed by the license that you want restricted. You might want to check 
this with a lawyer.


 


Where do I configure the SO version number, and how does it
restrict which plugins are loaded?


The plugins directory is number be the version.  If you bump the SO 
version then there will always be bump of the version number.
So I would use version 2.8.1 then? Seems this would easily conflict with 
someone else's updates. Or an official patch to OSG. The SO version 
doesn't seem to affect plugins.
 


I don't think this addresses the general problem handling the
coexistence of builds using different compiler versions or build
options (e.g. different settings for OSG_USE_FLOAT_MATRIX). Should
everyone use a different SO version number? Should we just accept
that multiple installs of OSG may not work on a single machine?


If you have multiple installs then you shouldn't have a problem.  But 
if you say you are installing it one place and then move it elsewhere 
and don't set the paths explicitly and have version number and SO 
versions overlapping then you may come across a problem.
I install it in a path configured by the user when he installs the 
application. This is pretty much standard behavior for programs 
nowadays. The problem is that OSG compiles in an install path at build 
time, which is much too early in the install process (with a possible 
exception for developers).


Let me spell out specifically a sequence of events that will lead to a 
problem.


1. Two applications, AppA and AppB, distributed by different companies, 
install the same version of OSG on a system.
2. These two builds of OSG use different options for 
OSG_USE_FLOAT_MATRIX (or some other setting).
3. These two builds use the same (default) compiled in 
OSG_DEFAULT_LIBRARY_PATH.

4. AppA installs a plugin not installed by AppB.
5. AppB will find this plugin in its plugin search path and try to use 
it if the user tries to load a file of the appropriate type.
6. Any MatrixTransforms created by this plugin will be binary 
incompatible with the running version of OSG. A crash will likely ensue.


The only steps that look reasonable to change to fix this problem is #3 
or #5: where plugins are loaded. Either make sure everyone who 
distributes an OSG binary uses a unique install path or not have the 
install path searched. Your preference seems to be to tell developers to 
move their plugins if their customers have problems. I personally think 
this problem should be avoided before customers get their hands on the 
product. Force developers to specify a unique install path in the CMake 
configuration (if CMake has this ability, perhaps suggesting they use 
their company or application's name in the path), or drop the default 
install path.


Regards,

Mark
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Re: [osg-users] Build Error on Windows

2009-03-24 Thread Robert Osfield
Mark,

On Tue, Mar 24, 2009 at 10:50 PM, Mark Sciabica msciab...@itracs.comwrote:

 Let me spell out specifically a sequence of events that will lead to a
 problem.
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Let me spell out... please read my previous email...  If you feel that you
want to disable this default behaviour then please add an option into the
CMakeLists.txt file, and then submit this to me to merge.

Robert.
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread hanne...@gmx.at

opengl is 2 years behind direct3d and direct3d is better. and now there is 
d3d10 and d3d11 will even be better and d3d9 already had instancing and opengl 
is now only a copy of d3d10 and more robust drivers is only a lie and they dont 
belive you because you are an opengl guy and dont know d3d...

but what did you write at 
http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2sid=f8c13badb04333f7e064fbab1a17c7c2
The debate between D3D and OpenGL has gone on longer than any API war I’ve 
witnessed. I’m not going to delude myself into believing that this blog makes 
any significant difference in that debate.

;)

Paul Martz wrote:

Too bad I don't speak enough German to grok the replies... :-/

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
hanne...@gmx.at
Sent: Tuesday, March 24, 2009 1:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Paul Martz wrote:
A little less reading than in the past... 3.0 spec was 510 pages, 3.1 
is 352 pages. :-)


but i gave some people something to read. ;)

german speaking forum
http://www.forum-3dcenter.org/vbulletin/showthread.php?p=7189462#post7189462

if the full quote is not ok for you i will change it.

best regards! :)
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Re: [osg-users] graph visualization tools?

2009-03-24 Thread Paul Pocock
I had something like this  - it was crude but had functionality not 
unlike Performers graph viz tool ,however I stored relevant info in 
osg::Node, Not getting too far into implementation details - I had to 
run two nodeVisitors - One to gather info on the scenegraph and the 
other to build and display it nicely on the screen.  Pic is from an 
earlier OSG 2.1.9 version, haven't altered 2.8.0 to cater for graph 
visualization.



Paul Martz wrote:
 The tool I had for that was kind of cool because it actually used 3D
 sphereoids and osgText labels, so you could spin the resulting graphs around
 in 3-space with the cool cube mapping and it looked quite impressive.
 Unfortunately, the tool was somewhat limiting; the graphs you see in the
 book are quite simple and that's a reflection of the tool's limitations.
 Making it as general-purpose as GraphViz would've really taken a lot of
 work. What I'd really like to see is a plugin interface to GraphViz that
 would let me draw my own graph nodes, labels, and arrows.

 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 Cory
 Riddell
 Sent: Tuesday, March 24, 2009 2:25 PM
 To: OpenSceneGraph Users
 Subject: [osg-users] graph visualization tools?

 I am about to write a little Python tool for myself to take an osg file,
 extract basic node information, and create a .dot file for graphviz. I want
 very simple tree diagrams like Paul Martz made in the quick start guide (he
 had green, yellow, and pink ovals for nodes).

 I'm guessing this is something that might already be floating around out
 there but I haven't been able to find it. If you know of such a tool, I
 would appreciate a link to it.

 Thanks,
 Cory Riddell
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Re: [osg-users] [forum] 200 users mark reached :)

2009-03-24 Thread Paul Speed

From the header for the message to which I'm responding: (from you)
Message-ID: 1237932668.m2f.9...@forum.openscenegraph.org
References: 1237905007.m2f.9...@forum.openscenegraph.org
In-Reply-To: 1237905007.m2f.9...@forum.openscenegraph.org

The message to which yours is a response: (from me)
Message-ID: 49c95673.8020...@progeeks.com
References: 1237905007.m2f.9...@forum.openscenegraph.org
1237931059.m2f.9...@forum.openscenegraph.org
In-Reply-To: 1237931059.m2f.9...@forum.openscenegraph.org

The root message for the thread: (from you)
Message-ID: 1237905007.m2f.9...@forum.openscenegraph.org

So, they all go in the right thread, but beyond that the threading for 
messages is totally lost.  Your response to my message looks like it is 
a response to your own message.


The thread so far (to me) looks like:
Art
  -Robert
  -Art
-Paul
-Robert
  -Art
-Paul
  -Art

...and no matter how deep the sub-threads go, a forum post will always 
drop back out to the root of the thread.


-Paul

Art Tevs wrote:

Hi Paul,



...now, if only messages from the forum would thread properly... ;) ;) ;)




Do you have the same issue with In-Reply-To Header in the mails sent from the forum? Hmm, I took a look into the message sent for this thread and it seems that the header is there, so threading should be possible. 
Even more with Google-Mail all the forum email are always threaded properly for me.


I would like to solve this issue, however I have then first to find a mail 
client, which do not thread well. Which one do you use? Version?
I will install this also on my machine and maybe I would be able to find out 
what happening there.

Cheers,
art

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http://forum.openscenegraph.org/viewtopic.php?p=9160#9160





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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread Ulrich Hertlein

On 25/3/09 1:07 AM, Paul Melis wrote:

graphics performance was on very expensive Unix workstations. These
days, the best performing graphics cards are for Windows and they are
relatively inexpensive. I think that's why some CAD packages are
dropping OpenGL support (Autodesk- I'm looking at you).

Are they dropping OpenGL support for their 3D modeling packages as well
(especially Maya)? Or just the autocad stuff?


On the other end of the spectrum they (autodesk) have ported Lustre (one of their color 
grading products) to Linux and somehow I doubt they're using a D3D wrapper...


/ulrich
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Re: [osg-users] Build Error on Windows

2009-03-24 Thread Philip Lowman
2009/3/24 Robert Osfield robert.osfi...@gmail.com

 Mark,On Tue, Mar 24, 2009 at 10:50 PM, Mark Sciabica msciab...@itracs.com
  wrote:

 Let me spell out specifically a sequence of events that will lead to a
 problem.
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


 Let me spell out... please read my previous email...  If you feel that you
 want to disable this default behaviour then please add an option into the
 CMakeLists.txt file, and then submit this to me to merge.


Can someone explain to me what the compilation behavior actually does?

Assuming libosg.so or osg.dll is found, that means that the folder
containing these is already in ld.so.conf or PATH or LD_LIBRARY_PATH,
correct?

The plugin search policy searches for plugins with files with a path
appended, like osgPlugins-x.y.z/the_osg_plugin.dll.  Wouldn't it
automatically find the plugins folder due to the behavior of dlopen() and
LoadLibrary() and not need a compiled hint?

Clearly I'm missing a case here or something.

-- 
Philip Lowman
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