[osg-users] Feedback request: New browser plugin allow you to run 3D .exe embedded in webpage

2009-05-01 Thread Thomas

Hi everyone.

Check out the online OSG demos here: 
http://www.3djam.com/roozz/Demo/osg_demo.aspx 
(http://www.3djam.com/roozz/Demo/osg_demo.aspx)
Tell us what you think.

We also seek students who want to do a project on this new technology. Evaluate 
the potentials and compare with other technologies, speed, cost, etc.

--
Just a few words about What is the Roozz plugin:

* It allow you to run 3D applications embedded in a webpage quickly and 
easy?
* It allow you to get full access to CPU and GPU from the Roozz browser 
plugin.
* It will take you less than 5 minutes to publish your .exe application 
using the Roozz plugin  (no need to recompile you .exe)

Try the windows beta version and give us feedback. www.3djam.com 
(http://www.3djam.com)

[Image: http://www.3djam.com/roozz/images/main.png ]

For more detailed information see the tutorial videos.

Thanks, Roozz team.[/img]

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Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Robert Osfield
On Thu, Apr 30, 2009 at 9:15 PM, Michael Platings
mplati...@pixelpower.com wrote:
 However, I've discovered that using std::for_each in place of a for loop
 provides a massive speed up - it performs the same is if iterator debugging
 were disabled.

 So I'd like to replace the frequently run for loops in osg with a
 std::for_each equivalent. This would be a major performance win for Visual
 Studio users, and I assume it wouldn't hurt everyone else.
 Before I do this I want to check will this be OK with you guys?

This is a VS bug, not a OSG one.  Introducing workarounds for a VS bug
that may has a risk of breaking the OSG is one that I'd be very
cautious about as any code that isn't actually broken introduces a
risk of introducing bugs, so changing for loops to for_each it's not a
without risk.

Robert.
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Re: [osg-users] Edge blending

2009-05-01 Thread Brede Johansen
Hi Su Hu,

Have a look at Projection Designer and the osgDistortion example.

http://orihalcon.jp/projdesigner/
http://orihalcon.jp/download/osgdistortviewer_src.zip

Regards
Brede


On Wed, Oct 15, 2008 at 10:18 AM, su hu ttts...@gmail.com wrote:

 Hi all,

 I want to implement edge blending by osg, but I don't know which way is
 better. Our requirement of edge blending is simple: overlapped area of two
 screens is rectangular.

 If someone has done it, please give me some advice.

 Much appreciation to any reply.

 Regards,

 Su Hu

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Re: [osg-users] Feedback request: New browser plugin allow you to run 3D .exe embedded in webpage

2009-05-01 Thread Serge Lages
Hi,

Good work, it works very well on my machine ! I always hoped that such a
plugin could become a standard installed on every machine to easily deploy
applications via the net.

For the OSG examples, should it be possible to have an example showing an
OSG app running inside the browser and not on fullscreen ?

On Fri, May 1, 2009 at 9:31 AM, Thomas tho...@3djam.com wrote:


 Hi everyone.

 Check out the online OSG demos here:
 http://www.3djam.com/roozz/Demo/osg_demo.aspx (
 http://www.3djam.com/roozz/Demo/osg_demo.aspx)
 Tell us what you think.

 We also seek students who want to do a project on this new technology.
 Evaluate the potentials and compare with other technologies, speed, cost,
 etc.

 --
 Just a few words about What is the Roozz plugin:

* It allow you to run 3D applications embedded in a webpage quickly and
 easy?
* It allow you to get full access to CPU and GPU from the Roozz browser
 plugin.
* It will take you less than 5 minutes to publish your .exe application
 using the Roozz plugin  (no need to recompile you .exe)

 Try the windows beta version and give us feedback. www.3djam.com (
 http://www.3djam.com)

 [Image: http://www.3djam.com/roozz/images/main.png ]

 For more detailed information see the tutorial videos.

 Thanks, Roozz team.[/img]

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=11154#11154





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Re: [osg-users] custom search paths...

2009-05-01 Thread neil.hughes
Hi Robert,

Thanks for the reply, I'll look into this approach.

Neil.


 Robert Osfield robert.osfi...@gmail.com wrote: 
 Hi Neil,
 
 The ReaderWriter::Options structure has a data file path list built
 into it, this is checked before the main data file path list stored in
 the Registry is checked.   So if you want a certainly directory
 checked just put it on your path, either via the ReaderWriter::Options
 or via the Registry using osgDB::s/getDataFilePathList.  You'd
 typically use Options when you only want to locally set the search
 path.
 
 Robert.
 
 On Thu, Apr 30, 2009 at 5:29 PM,  neil.hug...@tesco.net wrote:
  Hi All,
 
  I'd like to pick your collective brains for a moment in regards to search 
  paths for files within OSG. I'm currently working on the 3DS plugin for 
  OSG, looking at a little problem. The scenario is as follows.
 
  I have a 3DS file whose material table references a texture. When this 
  model was created the texture resided in the same directory as the model, 
  and hence no path information was stored - at least I guess that's why 
  there is no path information for the texture referenced. Now when I want to 
  load this model, the 3DS loader tries to locate the texture in the 
  directory that the model resides in - using the findfileindirectory 
  function - but as the texture is no longer in this directory, the function 
  fails to find the file, and the 3DS reader decides not to put a texture on 
  the geometry.
 
  Now, the thing is, I do know where the texture is relative to the model. 
  Its in a parallel directory. In fact, if I ignore the result of the find 
  file, and merely just try and load the image, my readfilecallback handler 
  amends the path to the file, and the image loads.
 
  So, what I was wondering was whether there already exists a way by which I 
  can direct the findfileindirectory function to take account of a custom 
  search algorithm? I've had a look and I can't spot one, but wondered if 
  others might know differently?
 
  On the assumption that no such methodology exists, my thoughts were that I 
  could amend the existing function to call a custom defined function on the 
  user supplied readfilecallback - if one has been supplied - in the event 
  where the readfileindirectory function has failed.
 
  Any thoughts ?
 
  Thanks for any assistance/comments.
 
  Kind regards,
 
  Neil.
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Re: [osg-users] Feedback request: New browser plugin allow you to run 3D .exe embedded in webpage

2009-05-01 Thread Thomas
Hi Serge Lages

 I always hoped that such a plugin could become a standard installed on every 
 machine
Me too. :-)

 For the OSG examples, should it be possible to have an example showing an OSG 
 app running inside the browser and not on fullscreen ?

Does it run as full screen on your machine? (it is not supposed to)
What is your OS version and browser and version?
Did you try just one of the OSG demos or several of them.
On my test machines it run inside the browser. 
[Image: http://www.3djam.com/roozz/images/temp/osg_in_crome.jpg ]

/Thomas

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Re: [osg-users] Broken Windows build

2009-05-01 Thread Michael Platings
I hadn't tested this yet, and I can confirm Oleg's errors. I have
submitted a fix. 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 01 May 2009 08:46
To: OpenSceneGraph Users
Subject: Re: [osg-users] Broken Windows build

Hi Oleg,

The OSG-2.8 release went out with the UTF8 code in place, svn/trunk
doesn't change this in any way.  Lots and lots of Windows users have
been testing it out across different compilers and not reported
problems.

What build suit are you using?  Have you compiled other OSG versions OK?

Robert.


On Thu, Apr 30, 2009 at 8:11 PM, Oleg Dedkow oded...@gmx.de wrote:
 Hi Robert,



 the latest SVN revision cannot be build under Windows if 
 OSG_USE_UTF8_FILENAME config option is enabled. The error occurs in 
 FileUtils.cpp file, line 663, since there is no UNICODE-capable 
 version of the GetProcAddress function. The 
 OSGDB_WINDOWS_FUNCT_STRING makro is defined as follows in that case



 #define OSGDB_WINDOWS_FUNCT_STRING(x) L ## #x LW



 Thus the second parameter cannot be converted from wchar_t to LPCSTR. 
 Should we convert the second parameter from wchar_t* to LPCSTR or use 
 the same definition for the OSGDB_WINDOWS_FUNCT_STRING makro in both
cases?



 The second error occurs in the same file, line 669. The second 
 parameter for the pGetModuleHandleEx function should be defined as 
 wchar_t, but it's defined as static char static_variable in the line
667.



 Best Regards,

 Oleg

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Re: [osg-users] Feedback request: New browser plugin allow you to run 3D .exe embedded in webpage

2009-05-01 Thread Serge Lages
Hi,

Yeah all of them run in fullscreen mode. I am under Windows, use Firefox and
I am using a dual screen setup (maybe it's the problem, I'll try with only
one screen).

On Fri, May 1, 2009 at 10:17 AM, Thomas tho...@3djam.com wrote:

 Hi Serge Lages

  I always hoped that such a plugin could become a standard installed on
 every machine
 Me too. :-)

  For the OSG examples, should it be possible to have an example showing an
 OSG app running inside the browser and not on fullscreen ?

 Does it run as full screen on your machine? (it is not supposed to)
 What is your OS version and browser and version?
 Did you try just one of the OSG demos or several of them.
 On my test machines it run inside the browser.
 [Image: http://www.3djam.com/roozz/images/temp/osg_in_crome.jpg ]

 /Thomas

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=11160#11160





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Re: [osg-users] Broken Windows build

2009-05-01 Thread Robert Osfield
On Fri, May 1, 2009 at 9:30 AM, Michael Platings
mplati...@pixelpower.com wrote:
 I hadn't tested this yet, and I can confirm Oleg's errors. I have
 submitted a fix.

Now merged thanks.

Robert.
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Re: [osg-users] Broken Windows build

2009-05-01 Thread Oleg Dedkow
Hi Robert,

This is the first time I have problems to compile OSG under Windows. My last 
SVN build is four to five weeks old with enabled Unicode support. There were no 
problems. I'm using VS2008 under Vista, OSG is compiled in 64-bit mode. I 
reverted FileUtils.cpp to rev. 9990 and compiled this file without any 
problems. Rev. 9991 of FileUtils.cpp cannot be build anymore. Lines 654 to 692 
were added in this revision. I saw there is new config option 
OSG_PLUGIN_SEARCH_INSTALL_DIR_FOR_PLUGINS. Could it be that this option 
causes these problems?

Regards,
Oleg

-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert 
Osfield
Gesendet: Freitag, 1. Mai 2009 09:46
An: OpenSceneGraph Users
Betreff: Re: [osg-users] Broken Windows build

Hi Oleg,

The OSG-2.8 release went out with the UTF8 code in place, svn/trunk
doesn't change this in any way.  Lots and lots of Windows users have
been testing it out across different compilers and not reported
problems.

What build suit are you using?  Have you compiled other OSG versions OK?

Robert.


On Thu, Apr 30, 2009 at 8:11 PM, Oleg Dedkow oded...@gmx.de wrote:
 Hi Robert,



 the latest SVN revision cannot be build under Windows if
 “OSG_USE_UTF8_FILENAME” config option is enabled. The error occurs in
 “FileUtils.cpp” file, line 663, since there is no UNICODE-capable version of
 the “GetProcAddress” function. The “OSGDB_WINDOWS_FUNCT_STRING” makro is
 defined as follows in that case



 #define OSGDB_WINDOWS_FUNCT_STRING(x) L ## #x LW



 Thus the second parameter cannot be converted from wchar_t to LPCSTR. Should
 we convert the second parameter from wchar_t* to LPCSTR or use the same
 definition for the “OSGDB_WINDOWS_FUNCT_STRING” makro in both cases?



 The second error occurs in the same file, line 669. The second parameter for
 the “pGetModuleHandleEx” function should be defined as wchar_t, but it’s
 defined as “static char static_variable” in the line 667.



 Best Regards,

 Oleg

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Re: [osg-users] Broken Windows build

2009-05-01 Thread Oleg Dedkow
It can be build now.

Oleg

-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert 
Osfield
Gesendet: Freitag, 1. Mai 2009 10:51
An: OpenSceneGraph Users
Betreff: Re: [osg-users] Broken Windows build

On Fri, May 1, 2009 at 9:30 AM, Michael Platings
mplati...@pixelpower.com wrote:
 I hadn't tested this yet, and I can confirm Oleg's errors. I have
 submitted a fix.

Now merged thanks.

Robert.
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Re: [osg-users] Feedback request: New browser plugin allow you to run 3D .exe embedded in webpage

2009-05-01 Thread Thibault Genessay
Hi

FYI I've tried the plugin on my laptop (nVidia NVS 110) with Firefox
and WinXP, single-screen, and the samples ran in fullscreen mode - the
browser window would show only the loading gauge, even after exiting
the sample.

Thibault

On Fri, May 1, 2009 at 10:49 AM, Serge Lages serge.la...@gmail.com wrote:
 Hi,

 Yeah all of them run in fullscreen mode. I am under Windows, use Firefox and
 I am using a dual screen setup (maybe it's the problem, I'll try with only
 one screen).

 On Fri, May 1, 2009 at 10:17 AM, Thomas tho...@3djam.com wrote:

 Hi Serge Lages

  I always hoped that such a plugin could become a standard installed on
  every machine
 Me too. :-)

  For the OSG examples, should it be possible to have an example showing
  an OSG app running inside the browser and not on fullscreen ?

 Does it run as full screen on your machine? (it is not supposed to)
 What is your OS version and browser and version?
 Did you try just one of the OSG demos or several of them.
 On my test machines it run inside the browser.
 [Image: http://www.3djam.com/roozz/images/temp/osg_in_crome.jpg ]

 /Thomas

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=11160#11160





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Re: [osg-users] Broken Windows build

2009-05-01 Thread Robert Osfield
Hi Oleg,

Initially I couldn't figure out the case of this, as all the cmake and
C++ files looked correct, but just had a eureka moment - the exports
were missing.  I've now added these and checked them in.  Could you do
an svn update and see if this problem is now addressed.

Cheers,
Robert.

On Fri, May 1, 2009 at 10:30 AM, Oleg Dedkow oded...@gmx.de wrote:
 Hi Robert,

 There are still link errors in Plugins P3D project:

 Error   1       error LNK2019: unresolved external symbol public: bool 
 __cdecl osgDB::XmlNode::read(class osgDB::XmlNode::Input ) 
 (?r...@xmlnode@osgDB@@qeaa_naeavin...@12@@Z) referenced in function public: 
 class osgDB::ReaderWriter::ReadResult __cdecl 
 ReaderWriterP3DXML::readNode(class osgDB::XmlNode::Input ,class 
 osgDB::ReaderWriter::Options const *)const  
 (?readn...@readerwriterp3dxml@@qeba?avreadres...@readerwriter@osgDB@@aeavin...@xmlnode@4...@pebvoptions@34@@Z)
        ReaderWriterP3D.obj
 Error   2       error LNK2019: unresolved external symbol public: __cdecl 
 osgDB::XmlNode::XmlNode(void) (??0xmln...@osgdb@@q...@xz) referenced in 
 function public: class osgDB::ReaderWriter::ReadResult __cdecl 
 ReaderWriterP3DXML::readNode(class osgDB::XmlNode::Input ,class 
 osgDB::ReaderWriter::Options const *)const  
 (?readn...@readerwriterp3dxml@@qeba?avreadres...@readerwriter@osgDB@@aeavin...@xmlnode@4...@pebvoptions@34@@Z)
    ReaderWriterP3D.obj
 Error   3       error LNK2019: unresolved external symbol public: __cdecl 
 osgDB::XmlNode::Input::~Input(void) (??1in...@xmlnode@osgDB@@q...@xz) 
 referenced in function public: virtual class osgDB::ReaderWriter::ReadResult 
 __cdecl ReaderWriterP3DXML::readNode(class std::basic_stringchar,struct 
 std::char_traitschar,class std::allocatorchar  const ,class 
 osgDB::ReaderWriter::Options const *)const  
 (?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@pebvopti...@34@@Z)
         ReaderWriterP3D.obj
 Error   4       error LNK2019: unresolved external symbol public: void 
 __cdecl osgDB::XmlNode::Input::readAllDataIntoBuffer(void) 
 (?readalldataintobuf...@input@xmln...@osgdb@@QEAAXXZ) referenced in function 
 public: virtual class osgDB::ReaderWriter::ReadResult __cdecl 
 ReaderWriterP3DXML::readNode(class std::basic_stringchar,struct 
 std::char_traitschar,class std::allocatorchar  const ,class 
 osgDB::ReaderWriter::Options const *)const  
 (?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@pebvopti...@34@@Z)
         ReaderWriterP3D.obj
 Error   5       error LNK2019: unresolved external symbol public: void 
 __cdecl osgDB::XmlNode::Input::open(class std::basic_stringchar,struct 
 std::char_traitschar,class std::allocatorchar  const ) 
 (?o...@input@xmln...@osgdb@@qeaaxaebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@@Z)
  referenced in function public: virtual class 
 osgDB::ReaderWriter::ReadResult __cdecl ReaderWriterP3DXML::readNode(class 
 std::basic_stringchar,struct std::char_traitschar,class 
 std::allocatorchar  const ,class osgDB::ReaderWriter::Options const 
 *)const  
 (?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@pebvopti...@34@@Z)
       ReaderWriterP3D.obj
 Error   6       error LNK2019: unresolved external symbol public: __cdecl 
 osgDB::XmlNode::Input::Input(void) (??0in...@xmlnode@osgDB@@q...@xz) 
 referenced in function public: virtual class osgDB::ReaderWriter::ReadResult 
 __cdecl ReaderWriterP3DXML::readNode(class std::basic_stringchar,struct 
 std::char_traitschar,class std::allocatorchar  const ,class 
 osgDB::ReaderWriter::Options const *)const  
 (?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@pebvopti...@34@@Z)
  ReaderWriterP3D.obj
 Error   7       error LNK2019: unresolved external symbol public: void 
 __cdecl osgDB::XmlNode::Input::attach(class std::basic_istreamchar,struct 
 std::char_traitschar  ) 
 (?att...@input@xmln...@osgdb@@qeaaxaeav?$basic_istr...@du?$char_traits@d...@std@@@std@@@Z)
  referenced in function public: virtual class 
 osgDB::ReaderWriter::ReadResult __cdecl ReaderWriterP3DXML::readNode(class 
 std::basic_istreamchar,struct std::char_traitschar  ,class 
 osgDB::ReaderWriter::Options const *)const  
 (?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aeav?$basic_istr...@du?$char_traits@d...@std@@@std@@pebvopti...@34@@Z)
   ReaderWriterP3D.obj

 Oleg

 -Ursprüngliche Nachricht-
 Von: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert 
 Osfield
 Gesendet: Freitag, 1. Mai 2009 09:46
 An: OpenSceneGraph Users
 Betreff: Re: [osg-users] Broken Windows build

 Hi Oleg,

 The OSG-2.8 release went out with the UTF8 code in 

Re: [osg-users] custom search paths...

2009-05-01 Thread Robert Osfield
Hi Neil,

This type of customization is exactly what ReadFileCallback is for.  I
don't feel it's appropriate for search routines to do anything other
than search, having them remap file names is inappropriate.

Robert.

On Fri, May 1, 2009 at 11:32 AM,  neil.hug...@tesco.net wrote:
 Hi Robert,

 I've had a look at this, and whilst it will address the specific scenario I 
 described, I left out a little top spin to the scenario that has some 
 bearing on the issue. Not only do I want to specify the directory where the 
 search looks, but I also wish to amend the file extension. Essentially the 
 issue is that when we originally started out modelling - circa 10 years ago 
 now - we only used TGA files. Now we tend to prefer to load jpg files, unless 
 there is an alpha channel in which case we'll load TGA's. For space reasons, 
 and speed of load/download we therefore want to say that if a tga file is 
 referenced, try loading, but if not found, try the jpg equivalent.

 I can handle this at the load image time within my supplied readfilecallback, 
 if I circumvent the search results. However, I'd like the search routines to 
 be able to handle this type of functionality as well. i.e. I request 
 Pear.TGA, the search try's to locate it, but if it fails it tries some 
 alternative extensions.

 Now I recognise that this is somewhat specific to myself, but rather than 
 have customised 3DS readers, I was hoping to extend the search routines in a 
 general way to permit an application to supply its own search algorithm, that 
 could be used in the event that the file was not found with the current 
 search implementations.  I recognise that for the majority of people either 
 the standard search path, or the options route you describe, is sufficient. 
 Its just that I can't see a way to amend the extension/path according to some 
 application defined rules using this approach.

 Robert, I think I'll code up a solution, and perhaps submit it for 
 consideration if that's ok with you, and then we'll have a framework to bat 
 about.

 Kind regards

 Neil.





  a jpgour models were producedmodelled,






  neil.hug...@tesco.net wrote:
 Hi Robert,

 Thanks for the reply, I'll look into this approach.

 Neil.


  Robert Osfield robert.osfi...@gmail.com wrote:
  Hi Neil,
 
  The ReaderWriter::Options structure has a data file path list built
  into it, this is checked before the main data file path list stored in
  the Registry is checked.   So if you want a certainly directory
  checked just put it on your path, either via the ReaderWriter::Options
  or via the Registry using osgDB::s/getDataFilePathList.  You'd
  typically use Options when you only want to locally set the search
  path.
 
  Robert.
 
  On Thu, Apr 30, 2009 at 5:29 PM,  neil.hug...@tesco.net wrote:
   Hi All,
  
   I'd like to pick your collective brains for a moment in regards to 
   search paths for files within OSG. I'm currently working on the 3DS 
   plugin for OSG, looking at a little problem. The scenario is as follows.
  
   I have a 3DS file whose material table references a texture. When this 
   model was created the texture resided in the same directory as the 
   model, and hence no path information was stored - at least I guess 
   that's why there is no path information for the texture referenced. Now 
   when I want to load this model, the 3DS loader tries to locate the 
   texture in the directory that the model resides in - using the 
   findfileindirectory function - but as the texture is no longer in this 
   directory, the function fails to find the file, and the 3DS reader 
   decides not to put a texture on the geometry.
  
   Now, the thing is, I do know where the texture is relative to the model. 
   Its in a parallel directory. In fact, if I ignore the result of the find 
   file, and merely just try and load the image, my readfilecallback 
   handler amends the path to the file, and the image loads.
  
   So, what I was wondering was whether there already exists a way by which 
   I can direct the findfileindirectory function to take account of a 
   custom search algorithm? I've had a look and I can't spot one, but 
   wondered if others might know differently?
  
   On the assumption that no such methodology exists, my thoughts were that 
   I could amend the existing function to call a custom defined function on 
   the user supplied readfilecallback - if one has been supplied - in the 
   event where the readfileindirectory function has failed.
  
   Any thoughts ?
  
   Thanks for any assistance/comments.
  
   Kind regards,
  
   Neil.
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Re: [osg-users] Broken Windows build

2009-05-01 Thread Oleg Dedkow
Hi Robert,

It compiles now :-)

Regards,
Oleg

-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert 
Osfield
Gesendet: Freitag, 1. Mai 2009 12:27
An: OpenSceneGraph Users
Betreff: Re: [osg-users] Broken Windows build

Hi Oleg,

Initially I couldn't figure out the case of this, as all the cmake and
C++ files looked correct, but just had a eureka moment - the exports
were missing.  I've now added these and checked them in.  Could you do
an svn update and see if this problem is now addressed.

Cheers,
Robert.

On Fri, May 1, 2009 at 10:30 AM, Oleg Dedkow oded...@gmx.de wrote:
 Hi Robert,

 There are still link errors in Plugins P3D project:

 Error   1   error LNK2019: unresolved external symbol public: bool 
 __cdecl osgDB::XmlNode::read(class osgDB::XmlNode::Input ) 
 (?r...@xmlnode@osgDB@@qeaa_naeavin...@12@@Z) referenced in function public: 
 class osgDB::ReaderWriter::ReadResult __cdecl 
 ReaderWriterP3DXML::readNode(class osgDB::XmlNode::Input ,class 
 osgDB::ReaderWriter::Options const *)const  
 (?readn...@readerwriterp3dxml@@qeba?avreadres...@readerwriter@osgDB@@aeavin...@xmlnode@4...@pebvoptions@34@@Z)
ReaderWriterP3D.obj
 Error   2   error LNK2019: unresolved external symbol public: __cdecl 
 osgDB::XmlNode::XmlNode(void) (??0xmln...@osgdb@@q...@xz) referenced in 
 function public: class osgDB::ReaderWriter::ReadResult __cdecl 
 ReaderWriterP3DXML::readNode(class osgDB::XmlNode::Input ,class 
 osgDB::ReaderWriter::Options const *)const  
 (?readn...@readerwriterp3dxml@@qeba?avreadres...@readerwriter@osgDB@@aeavin...@xmlnode@4...@pebvoptions@34@@Z)
ReaderWriterP3D.obj
 Error   3   error LNK2019: unresolved external symbol public: __cdecl 
 osgDB::XmlNode::Input::~Input(void) (??1in...@xmlnode@osgDB@@q...@xz) 
 referenced in function public: virtual class osgDB::ReaderWriter::ReadResult 
 __cdecl ReaderWriterP3DXML::readNode(class std::basic_stringchar,struct 
 std::char_traitschar,class std::allocatorchar  const ,class 
 osgDB::ReaderWriter::Options const *)const  
 (?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@pebvopti...@34@@Z)
 ReaderWriterP3D.obj
 Error   4   error LNK2019: unresolved external symbol public: void 
 __cdecl osgDB::XmlNode::Input::readAllDataIntoBuffer(void) 
 (?readalldataintobuf...@input@xmln...@osgdb@@QEAAXXZ) referenced in function 
 public: virtual class osgDB::ReaderWriter::ReadResult __cdecl 
 ReaderWriterP3DXML::readNode(class std::basic_stringchar,struct 
 std::char_traitschar,class std::allocatorchar  const ,class 
 osgDB::ReaderWriter::Options const *)const  
 (?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@pebvopti...@34@@Z)
 ReaderWriterP3D.obj
 Error   5   error LNK2019: unresolved external symbol public: void 
 __cdecl osgDB::XmlNode::Input::open(class std::basic_stringchar,struct 
 std::char_traitschar,class std::allocatorchar  const ) 
 (?o...@input@xmln...@osgdb@@qeaaxaebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@@Z)
  referenced in function public: virtual class 
 osgDB::ReaderWriter::ReadResult __cdecl ReaderWriterP3DXML::readNode(class 
 std::basic_stringchar,struct std::char_traitschar,class 
 std::allocatorchar  const ,class osgDB::ReaderWriter::Options const 
 *)const  
 (?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@pebvopti...@34@@Z)
   ReaderWriterP3D.obj
 Error   6   error LNK2019: unresolved external symbol public: __cdecl 
 osgDB::XmlNode::Input::Input(void) (??0in...@xmlnode@osgDB@@q...@xz) 
 referenced in function public: virtual class osgDB::ReaderWriter::ReadResult 
 __cdecl ReaderWriterP3DXML::readNode(class std::basic_stringchar,struct 
 std::char_traitschar,class std::allocatorchar  const ,class 
 osgDB::ReaderWriter::Options const *)const  
 (?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@pebvopti...@34@@Z)
  ReaderWriterP3D.obj
 Error   7   error LNK2019: unresolved external symbol public: void 
 __cdecl osgDB::XmlNode::Input::attach(class std::basic_istreamchar,struct 
 std::char_traitschar  ) 
 (?att...@input@xmln...@osgdb@@qeaaxaeav?$basic_istr...@du?$char_traits@d...@std@@@std@@@Z)
  referenced in function public: virtual class 
 osgDB::ReaderWriter::ReadResult __cdecl ReaderWriterP3DXML::readNode(class 
 std::basic_istreamchar,struct std::char_traitschar  ,class 
 osgDB::ReaderWriter::Options const *)const  
 (?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aeav?$basic_istr...@du?$char_traits@d...@std@@@std@@pebvopti...@34@@Z)
   ReaderWriterP3D.obj

 Oleg

 -Ursprüngliche 

Re: [osg-users] render depth buffer to image for one time

2009-05-01 Thread Johannes Leidheiser
As I understand, the command camera-attach(osg::Camera::COLOR_BUFFER, 
depth.get(),0,0); tells osg, that I want the color buffer of the camera to be 
stored in the image depth. This works, but when I change it to 
camera-attach(osg::Camera::DEPTH_BUFFER, depth.get(),0,0); I get the same 
result. A colored picture.

Regards,
jojo

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Re: [osg-users] custom search paths...

2009-05-01 Thread neil.hughes
Hi Robert,

I've had a look at this, and whilst it will address the specific scenario I 
described, I left out a little top spin to the scenario that has some bearing 
on the issue. Not only do I want to specify the directory where the search 
looks, but I also wish to amend the file extension. Essentially the issue is 
that when we originally started out modelling - circa 10 years ago now - we 
only used TGA files. Now we tend to prefer to load jpg files, unless there is 
an alpha channel in which case we'll load TGA's. For space reasons, and speed 
of load/download we therefore want to say that if a tga file is referenced, try 
loading, but if not found, try the jpg equivalent.

I can handle this at the load image time within my supplied readfilecallback, 
if I circumvent the search results. However, I'd like the search routines to be 
able to handle this type of functionality as well. i.e. I request Pear.TGA, the 
search try's to locate it, but if it fails it tries some alternative extensions.

Now I recognise that this is somewhat specific to myself, but rather than have 
customised 3DS readers, I was hoping to extend the search routines in a general 
way to permit an application to supply its own search algorithm, that could be 
used in the event that the file was not found with the current search 
implementations.  I recognise that for the majority of people either the 
standard search path, or the options route you describe, is sufficient. Its 
just that I can't see a way to amend the extension/path according to some 
application defined rules using this approach.

Robert, I think I'll code up a solution, and perhaps submit it for 
consideration if that's ok with you, and then we'll have a framework to bat 
about.

Kind regards

Neil.





 a jpgour models were producedmodelled, 






 neil.hug...@tesco.net wrote: 
 Hi Robert,
 
 Thanks for the reply, I'll look into this approach.
 
 Neil.
 
 
  Robert Osfield robert.osfi...@gmail.com wrote: 
  Hi Neil,
  
  The ReaderWriter::Options structure has a data file path list built
  into it, this is checked before the main data file path list stored in
  the Registry is checked.   So if you want a certainly directory
  checked just put it on your path, either via the ReaderWriter::Options
  or via the Registry using osgDB::s/getDataFilePathList.  You'd
  typically use Options when you only want to locally set the search
  path.
  
  Robert.
  
  On Thu, Apr 30, 2009 at 5:29 PM,  neil.hug...@tesco.net wrote:
   Hi All,
  
   I'd like to pick your collective brains for a moment in regards to search 
   paths for files within OSG. I'm currently working on the 3DS plugin for 
   OSG, looking at a little problem. The scenario is as follows.
  
   I have a 3DS file whose material table references a texture. When this 
   model was created the texture resided in the same directory as the model, 
   and hence no path information was stored - at least I guess that's why 
   there is no path information for the texture referenced. Now when I want 
   to load this model, the 3DS loader tries to locate the texture in the 
   directory that the model resides in - using the findfileindirectory 
   function - but as the texture is no longer in this directory, the 
   function fails to find the file, and the 3DS reader decides not to put a 
   texture on the geometry.
  
   Now, the thing is, I do know where the texture is relative to the model. 
   Its in a parallel directory. In fact, if I ignore the result of the find 
   file, and merely just try and load the image, my readfilecallback handler 
   amends the path to the file, and the image loads.
  
   So, what I was wondering was whether there already exists a way by which 
   I can direct the findfileindirectory function to take account of a 
   custom search algorithm? I've had a look and I can't spot one, but 
   wondered if others might know differently?
  
   On the assumption that no such methodology exists, my thoughts were that 
   I could amend the existing function to call a custom defined function on 
   the user supplied readfilecallback - if one has been supplied - in the 
   event where the readfileindirectory function has failed.
  
   Any thoughts ?
  
   Thanks for any assistance/comments.
  
   Kind regards,
  
   Neil.
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Re: [osg-users] Broken Windows build

2009-05-01 Thread Oleg Dedkow
Hi Robert,

There are still link errors in Plugins P3D project:

Error   1   error LNK2019: unresolved external symbol public: bool __cdecl 
osgDB::XmlNode::read(class osgDB::XmlNode::Input ) 
(?r...@xmlnode@osgDB@@qeaa_naeavin...@12@@Z) referenced in function public: 
class osgDB::ReaderWriter::ReadResult __cdecl 
ReaderWriterP3DXML::readNode(class osgDB::XmlNode::Input ,class 
osgDB::ReaderWriter::Options const *)const  
(?readn...@readerwriterp3dxml@@qeba?avreadres...@readerwriter@osgDB@@aeavin...@xmlnode@4...@pebvoptions@34@@Z)
ReaderWriterP3D.obj
Error   2   error LNK2019: unresolved external symbol public: __cdecl 
osgDB::XmlNode::XmlNode(void) (??0xmln...@osgdb@@q...@xz) referenced in 
function public: class osgDB::ReaderWriter::ReadResult __cdecl 
ReaderWriterP3DXML::readNode(class osgDB::XmlNode::Input ,class 
osgDB::ReaderWriter::Options const *)const  
(?readn...@readerwriterp3dxml@@qeba?avreadres...@readerwriter@osgDB@@aeavin...@xmlnode@4...@pebvoptions@34@@Z)
ReaderWriterP3D.obj
Error   3   error LNK2019: unresolved external symbol public: __cdecl 
osgDB::XmlNode::Input::~Input(void) (??1in...@xmlnode@osgDB@@q...@xz) 
referenced in function public: virtual class osgDB::ReaderWriter::ReadResult 
__cdecl ReaderWriterP3DXML::readNode(class std::basic_stringchar,struct 
std::char_traitschar,class std::allocatorchar  const ,class 
osgDB::ReaderWriter::Options const *)const  
(?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@pebvopti...@34@@Z)
 ReaderWriterP3D.obj
Error   4   error LNK2019: unresolved external symbol public: void __cdecl 
osgDB::XmlNode::Input::readAllDataIntoBuffer(void) 
(?readalldataintobuf...@input@xmln...@osgdb@@QEAAXXZ) referenced in function 
public: virtual class osgDB::ReaderWriter::ReadResult __cdecl 
ReaderWriterP3DXML::readNode(class std::basic_stringchar,struct 
std::char_traitschar,class std::allocatorchar  const ,class 
osgDB::ReaderWriter::Options const *)const  
(?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@pebvopti...@34@@Z)
 ReaderWriterP3D.obj
Error   5   error LNK2019: unresolved external symbol public: void __cdecl 
osgDB::XmlNode::Input::open(class std::basic_stringchar,struct 
std::char_traitschar,class std::allocatorchar  const ) 
(?o...@input@xmln...@osgdb@@qeaaxaebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@@Z)
 referenced in function public: virtual class osgDB::ReaderWriter::ReadResult 
__cdecl ReaderWriterP3DXML::readNode(class std::basic_stringchar,struct 
std::char_traitschar,class std::allocatorchar  const ,class 
osgDB::ReaderWriter::Options const *)const  
(?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@pebvopti...@34@@Z)
ReaderWriterP3D.obj
Error   6   error LNK2019: unresolved external symbol public: __cdecl 
osgDB::XmlNode::Input::Input(void) (??0in...@xmlnode@osgDB@@q...@xz) 
referenced in function public: virtual class osgDB::ReaderWriter::ReadResult 
__cdecl ReaderWriterP3DXML::readNode(class std::basic_stringchar,struct 
std::char_traitschar,class std::allocatorchar  const ,class 
osgDB::ReaderWriter::Options const *)const  
(?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@pebvopti...@34@@Z)
  ReaderWriterP3D.obj
Error   7   error LNK2019: unresolved external symbol public: void __cdecl 
osgDB::XmlNode::Input::attach(class std::basic_istreamchar,struct 
std::char_traitschar  ) 
(?att...@input@xmln...@osgdb@@qeaaxaeav?$basic_istr...@du?$char_traits@d...@std@@@std@@@Z)
 referenced in function public: virtual class osgDB::ReaderWriter::ReadResult 
__cdecl ReaderWriterP3DXML::readNode(class std::basic_istreamchar,struct 
std::char_traitschar  ,class osgDB::ReaderWriter::Options const *)const  
(?readn...@readerwriterp3dxml@@ueba?avreadres...@readerwriter@osgDB@@aeav?$basic_istr...@du?$char_traits@d...@std@@@std@@pebvopti...@34@@Z)
ReaderWriterP3D.obj

Oleg

-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert 
Osfield
Gesendet: Freitag, 1. Mai 2009 09:46
An: OpenSceneGraph Users
Betreff: Re: [osg-users] Broken Windows build

Hi Oleg,

The OSG-2.8 release went out with the UTF8 code in place, svn/trunk
doesn't change this in any way.  Lots and lots of Windows users have
been testing it out across different compilers and not reported
problems.

What build suit are you using?  Have you compiled other OSG versions OK?

Robert.


On Thu, Apr 30, 2009 at 8:11 PM, Oleg Dedkow oded...@gmx.de wrote:
 Hi Robert,



 the latest SVN revision cannot be build under Windows if
 “OSG_USE_UTF8_FILENAME” config option is 

Re: [osg-users] custom search paths...

2009-05-01 Thread neil.hughes
Hi Robert,

I suspect we may be saying the same thing, and perhaps I haven't explained 
myself clearly. All I'm suggesting is a slight amendment to the search 
functions to delegate to an application supplied readfilecallback the role of 
searching when the default search has failed to locate the file. OSG would be 
agnostic as far as the actual alternative search algorithm is concerned. It 
merely invokes it and returns the result.  

Neil.


 Robert Osfield robert.osfi...@gmail.com wrote: 
 Hi Neil,
 
 This type of customization is exactly what ReadFileCallback is for.  I
 don't feel it's appropriate for search routines to do anything other
 than search, having them remap file names is inappropriate.
 
 Robert.
 
 On Fri, May 1, 2009 at 11:32 AM,  neil.hug...@tesco.net wrote:
  Hi Robert,
 
  I've had a look at this, and whilst it will address the specific scenario I 
  described, I left out a little top spin to the scenario that has some 
  bearing on the issue. Not only do I want to specify the directory where the 
  search looks, but I also wish to amend the file extension. Essentially the 
  issue is that when we originally started out modelling - circa 10 years ago 
  now - we only used TGA files. Now we tend to prefer to load jpg files, 
  unless there is an alpha channel in which case we'll load TGA's. For space 
  reasons, and speed of load/download we therefore want to say that if a tga 
  file is referenced, try loading, but if not found, try the jpg equivalent.
 
  I can handle this at the load image time within my supplied 
  readfilecallback, if I circumvent the search results. However, I'd like the 
  search routines to be able to handle this type of functionality as well. 
  i.e. I request Pear.TGA, the search try's to locate it, but if it fails it 
  tries some alternative extensions.
 
  Now I recognise that this is somewhat specific to myself, but rather than 
  have customised 3DS readers, I was hoping to extend the search routines in 
  a general way to permit an application to supply its own search algorithm, 
  that could be used in the event that the file was not found with the 
  current search implementations.  I recognise that for the majority of 
  people either the standard search path, or the options route you describe, 
  is sufficient. Its just that I can't see a way to amend the extension/path 
  according to some application defined rules using this approach.
 
  Robert, I think I'll code up a solution, and perhaps submit it for 
  consideration if that's ok with you, and then we'll have a framework to bat 
  about.
 
  Kind regards
 
  Neil.
 
 
 
 
 
   a jpgour models were producedmodelled,
 
 
 
 
 
 
   neil.hug...@tesco.net wrote:
  Hi Robert,
 
  Thanks for the reply, I'll look into this approach.
 
  Neil.
 
 
   Robert Osfield robert.osfi...@gmail.com wrote:
   Hi Neil,
  
   The ReaderWriter::Options structure has a data file path list built
   into it, this is checked before the main data file path list stored in
   the Registry is checked.   So if you want a certainly directory
   checked just put it on your path, either via the ReaderWriter::Options
   or via the Registry using osgDB::s/getDataFilePathList.  You'd
   typically use Options when you only want to locally set the search
   path.
  
   Robert.
  
   On Thu, Apr 30, 2009 at 5:29 PM,  neil.hug...@tesco.net wrote:
Hi All,
   
I'd like to pick your collective brains for a moment in regards to 
search paths for files within OSG. I'm currently working on the 3DS 
plugin for OSG, looking at a little problem. The scenario is as 
follows.
   
I have a 3DS file whose material table references a texture. When this 
model was created the texture resided in the same directory as the 
model, and hence no path information was stored - at least I guess 
that's why there is no path information for the texture referenced. 
Now when I want to load this model, the 3DS loader tries to locate the 
texture in the directory that the model resides in - using the 
findfileindirectory function - but as the texture is no longer in this 
directory, the function fails to find the file, and the 3DS reader 
decides not to put a texture on the geometry.
   
Now, the thing is, I do know where the texture is relative to the 
model. Its in a parallel directory. In fact, if I ignore the result of 
the find file, and merely just try and load the image, my 
readfilecallback handler amends the path to the file, and the image 
loads.
   
So, what I was wondering was whether there already exists a way by 
which I can direct the findfileindirectory function to take account 
of a custom search algorithm? I've had a look and I can't spot one, 
but wondered if others might know differently?
   
On the assumption that no such methodology exists, my thoughts were 
that I could amend the existing function to call a custom defined 

Re: [osg-users] Feedback request: New browser plugin allow you to run 3D .exe embedded in webpage

2009-05-01 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Thomas wrote:
 Hi everyone.
 
 Check out the online OSG demos here: 
 http://www.3djam.com/roozz/Demo/osg_demo.aspx
 (http://www.3djam.com/roozz/Demo/osg_demo.aspx) Tell us what you
 think.
 

No worky for me - I need a Linux version. Please, do not make
distribution-specific packages (Debian, Ubuntu, whatever), that is not
very useful. Make something that can be installed by a simple script
dropping the plugin in my .mozilla/firefox/plugins directory.

Also, do not forget a 32bit and 64bit version - people running 64bit
Linux will have problems with 32bit plugin.

Regards,

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFJ+uajn11XseNj94gRAqcxAKDZUudykkUg4Q2Epcs462u4JKA+rwCcDO4W
7QRDHeaszkDNmGmhr00+YR4=
=qLPB
-END PGP SIGNATURE-
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[osg-users] How to maximize and minimize the window of the osg program

2009-05-01 Thread Wangjian
Hi,
   I want to realize the function:When I push the key f,I can maximize the 
window of the osg program.When I push the key f again,I can recover the size of 
the window of the osg program.Such as
if(ea.getKey()==osgGA::GUIEventAdapter::KEY_F)
{

 } 
   Can you tell me?
Thank you.

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[osg-users] stats

2009-05-01 Thread Cedric Pinson
Hi Robert,
I am trying to make stats about osgAnimation, i started from the stats
of osgViewer but there are something i am not sure to understand.
I started to fill the osg::Stats structure with information of
osgAnimation.
But when i display my stats it seems that sometime the rendering of
stats are not sync with the regular update/draw, or the stats is a bit
in advance from the regular update/rendering.
Is there a way to sync the stats rendering with the regular update/draw
or should i change the way it's made.

Does it make sense to you ?

Cheers,
Cedric

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Re: [osg-users] How to maximize and minimize the window of the osg program

2009-05-01 Thread David Spilling
Hi.

The WindowSizeHandler (in osgViewer/ViewerEventHandlers) does exactly this.
Look at the toggleFullScreen method.

Better yet, just add a WindowSizeHandler to your viewers event hander list
with

viewer.addEventHandler(new osgViewer::WindowSizeHandler());

Hope that helps,

David
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[osg-users] bubble effect at some positions

2009-05-01 Thread Wangjian
Hi,
   I want to realize the bubble effect at one position.For example,if I know 
the coordinate of the top of the bottle,I want to create some bubble at the top 
of the bubble.Can you tell me?
... 

Thank you.

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Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Jean-Sébastien Guay

Hello Michael,

I've recently encountered this same problem myself. My experiments show 
that iterating over a vector with an iterator is ***TEN TIMES SLOWER*** 
than with iterator debugging disabled. In release builds!


I'm somewhat skeptical of this claim. What experiments were they, and 
are you sure they're representative of an actual application?


Sure, we all know that iterator debugging (_HAS_ITERATOR_DEBUGGING) and 
checking (_SECURE_SCL) takes a lot of time in debug builds, but release 
builds should be virtually unaffected. Note that _HAS_ITERATOR_DEBUGGING 
only has an effect in debug builds - it is completely disabled in 
release - but _SECURE_SCL stays enabled even in release. However, in my 
testing, it has virtually no effect in release.


Think about it - would MS really put default values into their compiler 
that would make all applications on their platform ten times slower? How 
would that make their platform look, especially now that most 
applications can run on multiple platforms?


I think you may be focusing on test cases that do not match actual 
application results, but of course to be sure you'd have to publish your 
test cases.


Ideally I'd just define _SCL_SECURE to 0, but I can't as I'm dependent 
on closed-source libraries without it defined and this has given me 
weird crashes.


We're on the same boat. We have to make two builds of everything because 
in some builds we link to Vega Prime which is built with iterator 
debugging disabled, but in all other cases we want to keep the VS 
default values so we don't put an additional burden on our customers who 
want to link to our libraries. It just about doubles the number of 
builds we need in our build matrix, which is a drag.


I personally think that until we can publically and conclusively prove 
otherwise, changing the VS default values for this is not useful and 
just puts an additional burden on others trying to link to your libs. 
See what happens with Vega Prime - because they decided to change the 
iterator debugging setting, they force us to make twice the number of 
builds. That's a considerable waste of time and resources for us.


A while ago, we tried building all our libraries with iterator debugging 
and _SECURE_SCL turned off. We thought it would be a good way to reduce 
our build matrix, but it ended up just moving the burden onto support 
because customers who wanted to link to our libraries had to remember to 
disable these in their projects too. Anyways - we switched back to 
default settings on our OSG-based builds lately, and as I said I haven't 
seen a significant performance difference in release. That's for actual 
applications in a real-world setting... I didn't do any real timings at 
the time, but I think I would have noticed a 10x difference! Especially 
since OSG is iterator-heavy.


Remember - you're not supposed to do any benchmarking in debug (it's not 
representative of real performance, on any platform) and release builds 
*should* be relatively unaffected (unless you can prove otherwise).


However, I've discovered that using std::for_each in place of a for loop 
provides a massive speed up - it performs the same is if iterator 
debugging were disabled.


I'm skeptical about this too... Here's the source for std::for_each 
(MSVC's implementation):


// TEMPLATE FUNCTION for_each
templateclass _InIt,
class _Fn1 inline
_Fn1 for_each(_InIt _First, _InIt _Last, _Fn1 _Func)
{   // perform function for each element
_DEBUG_RANGE(_First, _Last);
_DEBUG_POINTER(_Func);
_CHECKED_BASE_TYPE(_InIt) _ChkFirst(_CHECKED_BASE(_First));
_CHECKED_BASE_TYPE(_InIt) _ChkLast(_CHECKED_BASE(_Last));
for (; _ChkFirst != _ChkLast; ++_ChkFirst)
_Func(*_ChkFirst);
return (_Func);
}

Apart from the 2 _DEBUG and 2 _CHECKED macros, this does not do anything 
different than I would do manually. It could be rewritten:


void for_each(iterator first, iterator last, function_ptr function)
{
for (; first!= last; ++first)
function(*first);
}

Now, out of the 4 macros, the first two are enabled if iterator 
debugging is enabled (_HAS_ITERATOR_DEBUGGING), and the other two are 
enabled if _SECURE_SCL is enabled. Now, the savings you see might come 
from the fact that the iterators are checked only once and then 
unchecked iterators are used for the loop itself. That would actually 
make sense. But I haven't seen any significant performance difference 
between the two myself, so I'm skeptical.


I agree with Robert, changing all loops to std::for_each wholesale would 
be likely to introduce bugs, since you need to code up a functor for 
each loop. In addition to introducing more code, that moves the inner 
loop logic out of the scope where it's used, which makes it harder to 
follow.


If we could use boost::foreach instead - and if we could prove that it 
has the same benefits that you say std::for_each has - then that might 
be 

Re: [osg-users] bubble effect at some positions

2009-05-01 Thread Ümit Uzun
Hi Wangjian;

If you have looked at the osgParticle nodekit, you should know about
emitter. I think you want to create a bubble effect on the top of your
bottle, so you know related coordinates, at this point you can change the
emitter position as you expected. That's all.

Ps : I recommend you to use Delta3D Particle Editor which can create
particle effects and save in osg format as a simple bubble effect file and
then you can read this file in your application and add as a child to any
MatrixTrasform and as a result you can control your effect easily.

Hope this helps.

2009/5/1 Wangjian dmt198...@163.com

 Hi,
   I want to realize the bubble effect at one position.For example,if I know
 the coordinate of the top of the bottle,I want to create some bubble at the
 top of the bubble.Can you tell me?
 ...

 Thank you.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=11181#11181





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Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Tanguy Fautre
I have to admit my experience backs up Michael claims.

Checked Iterators (in release) can have a significant impact on performance 
depending on how you use iterators. Most STL calls have been optimized by MS to 
have almost a 0% overhead with checked iterators enabled. Code directly using 
iterators (such as Boost or OSG for example) will be significantly slower. 10x 
slower does not surprise me, although I've noticed 0.1x to 3x slower to be more 
common.

Checked Iterators enabled by default is a bad decision from MSVC STL team. Most 
C++ developers have been complaining quite loudly about it on MS forums and 
blogs for ages, only to be met by the same answer everytime: It's for 
security. Security is good for you, you should have checked iterators enabled 
all the time (aka Microsoft knows what's good for you better than you do).

For the same reasons Robert explained, I'm not in favour of changing OSG code 
to make it faster with checked iterators. But I can definitely understand why 
one would want to disable checked iterators.

Tanguy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Friday 01 May 2009 14:29
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow 
Performance, and getFileExtension bug

Hello Michael,

 I've recently encountered this same problem myself. My experiments show 
 that iterating over a vector with an iterator is ***TEN TIMES SLOWER*** 
 than with iterator debugging disabled. In release builds!

I'm somewhat skeptical of this claim. What experiments were they, and 
are you sure they're representative of an actual application?

Sure, we all know that iterator debugging (_HAS_ITERATOR_DEBUGGING) and 
checking (_SECURE_SCL) takes a lot of time in debug builds, but release 
builds should be virtually unaffected. Note that _HAS_ITERATOR_DEBUGGING 
only has an effect in debug builds - it is completely disabled in 
release - but _SECURE_SCL stays enabled even in release. However, in my 
testing, it has virtually no effect in release.

Think about it - would MS really put default values into their compiler 
that would make all applications on their platform ten times slower? How 
would that make their platform look, especially now that most 
applications can run on multiple platforms?

I think you may be focusing on test cases that do not match actual 
application results, but of course to be sure you'd have to publish your 
test cases.

 Ideally I'd just define _SCL_SECURE to 0, but I can't as I'm dependent 
 on closed-source libraries without it defined and this has given me 
 weird crashes.

We're on the same boat. We have to make two builds of everything because 
in some builds we link to Vega Prime which is built with iterator 
debugging disabled, but in all other cases we want to keep the VS 
default values so we don't put an additional burden on our customers who 
want to link to our libraries. It just about doubles the number of 
builds we need in our build matrix, which is a drag.

I personally think that until we can publically and conclusively prove 
otherwise, changing the VS default values for this is not useful and 
just puts an additional burden on others trying to link to your libs. 
See what happens with Vega Prime - because they decided to change the 
iterator debugging setting, they force us to make twice the number of 
builds. That's a considerable waste of time and resources for us.

A while ago, we tried building all our libraries with iterator debugging 
and _SECURE_SCL turned off. We thought it would be a good way to reduce 
our build matrix, but it ended up just moving the burden onto support 
because customers who wanted to link to our libraries had to remember to 
disable these in their projects too. Anyways - we switched back to 
default settings on our OSG-based builds lately, and as I said I haven't 
seen a significant performance difference in release. That's for actual 
applications in a real-world setting... I didn't do any real timings at 
the time, but I think I would have noticed a 10x difference! Especially 
since OSG is iterator-heavy.

Remember - you're not supposed to do any benchmarking in debug (it's not 
representative of real performance, on any platform) and release builds 
*should* be relatively unaffected (unless you can prove otherwise).

 However, I've discovered that using std::for_each in place of a for loop 
 provides a massive speed up - it performs the same is if iterator 
 debugging were disabled.

I'm skeptical about this too... Here's the source for std::for_each 
(MSVC's implementation):

// TEMPLATE FUNCTION for_each
templateclass _InIt,
 class _Fn1 inline
 _Fn1 for_each(_InIt _First, _InIt _Last, _Fn1 _Func)
 {  // perform function for each element
 _DEBUG_RANGE(_First, _Last);
 _DEBUG_POINTER(_Func);
 

Re: [osg-users] osgEarth + OSG 2.8.0 + ATI card

2009-05-01 Thread Jason Beverage
Hi Manu,

There isn't currently an osgearth_version or anything similar yet.  At
some point when the API for osgEarth becomes more flushed out we'll probably
introduce some more strict versioning.  I'd just download the latest version
and rebuild if you can't remember, it's not too big;)

There should be any issues with applying shaders to osgEarth models, it's
just regular OSG code so it should be simliar to working with a VPB
database.

Jason


On Thu, Apr 30, 2009 at 2:51 AM, Emmanuel Roche roche.emman...@gmail.comwrote:

 Hi Jason,

 I've already tried deleting the cache folders, unsuccessfully.

 And how can I retrieve the version of my current osgEarth lib ?? :-) I
 cannot find that in the sources, and I just don't remember which version I
 downloaded :-)


 And by the way, this as nothing to do with this thread yet, I have another
 question for you: are you aware of a mayor problem which would happen if I
 try to apply a shader on the osgEarth model and compute the terrain
 elevation in the shader ? (I could pass the elevation texture as an
 additional ImageLayer I guess ?  And if I add a few uniforms for each
 terrain tile, this should not be too complex, is it ? )

 Manu.

 2009/4/29 Jason Beverage jasonbever...@gmail.com

 Hi Manu,

 Are you using a cache for your .earth files?  If so, try deleting your
 disk cache and see if that helps.

 Also, what version of osgEarth are you using 1.0 or 1.1?  1.1 added
 support for mixing mercator and geodetic sources, which can sometimes result
 in non-power-of-two textures being used.  I wonder if perhaps there is an
 issue with your card and NPOT.

 Thanks,

 Jason


 On Wed, Apr 29, 2009 at 4:49 AM, Emmanuel Roche roche.emman...@gmail.com
  wrote:

 Here are a few screen captures...

 Note the half visible groenland on the right side on picture 2 (with part
 of africa on the right :-) ).
 Or the low level Europe map on the left on picture 1.

 The position of the camera is somewhere next to munich in Germany !

 If I don't move the camera the textures eventually change but they are
 replaced by other incorrect textures :-(

 So if you have any idea what I could try here this could be very helpful.

 Manu.





 2009/4/29 Emmanuel Roche roche.emman...@gmail.com

 Hi Jason,

 thanks for your answer. Actually, I just downloaded 2.8.1 rc3, built  it
 and tested my software with those binaries: it solved to problem !!... to
 some extends... :-(

 Actually, i think i'm now facing another ATI specific issue: I can start
 my app, retrieve image and elevation tiles and built my earth model...
 except that after some time (and this is also true if I use an simple
 example like osgviewer yahoo_aerial.earth) it seems that my ATI just 
 start
 mixing all the loaded textures!

 And in fact it seems to be a quite advanced feature as the mixing is
 progressive !!! (ie. We have a nice fading effect when you move slowing !!)

 My guess is, it could be that the graphic card memory is filled with
 textures, and then the ATI driver start using old texture objects
 depending on your distance to your model expecting to create a nice fading
 effect (assuming what we have here are mipmaped textures ?) (except that
 osgEarth keeps updating all the textures any way, so old textures for a
 given area are actually replaced by other textures for other areas). Could
 this make sense ? (or maybe I'm just saying silly things I'm really not an
 expert when it comes to the low level details like that :-) ).

 I'm joining a couple of screen capture in a following mail: maybe
 someone already faced this before.

 Manu.


 2009/4/28 Jason Beverage jasonbever...@gmail.com

 Hi Emmanuel,

 Glad to hear osgEarth is working out for you:)

 Try disabling VBO's by setting the OSG_GL_EXTENSION_DISABLE environment
 variable to GL_ARB_vertex_buffer_object.

 This is really a temporary solution, once 2.8.1 is out the door, you
 can probably just upgrade and it should work fine.

 Thanks!

 Jason

 On Tue, Apr 28, 2009 at 6:12 AM, Emmanuel Roche 
 roche.emman...@gmail.com wrote:

 Hi everyone !

 I've been testing osgEarth for a few days now: it works perfectly on
 my nvidia cards.

 But when trying the same application with an ATI cards, the app just
 shutdowns on some cards, or crashes (with the error mentioned on the
 osgEarth forum here: http://n2.nabble.com/Ati-error-td2603275.html )

 I've read that the rc3 for OSG 2.8.1 comes with a fix item : fixes to
 display lists/vbo creation that prevent crash under ATI drivers. My
 question is : do you know if this is related to the problem I'm 
 experiencing
 currently and has someone already tested osgEarth on a previously 
 crashing
 ATI cards with that version of OSG ?

 best regards,
 Manu.


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Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Jean-Sébastien Guay

Hi Tanguy,


For the same reasons Robert explained, I'm not in favour of changing OSG code 
to make it faster with checked iterators. But I can definitely understand why 
one would want to disable checked iterators.


Well, you certainly have control over that, disable them if you want. 
But if you're planning on releasing a library to be linked to client 
code and perhaps other libraries, it places a considerable burden on 
your clients (they have to make sure their code, and *all* their 
external dependencies, are also compiled with the same options, which is 
not the norm), so you better be sure that it is worth it. I can only 
tell you that in our applications we haven't been able to verify that.


J-S
--
__
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Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Tanguy Fautre
Hi J-S,

We've been disabling checked iterators in our products, so I know the burden of 
maintaining third party libraries that are correctly compiled with the correct 
options. In fact, it's sometimes so subtle that it took us about 2 months to 
find all the issues on what should be a trivial matter.

I guess you could always ship your library to your client with and without 
checked iterators, but I understand it may not be practical from a company 
point of view.

What I still do not understand is what went through Microsoft mind when they 
enabled such a performance critical option by default. It's native C++ FFS, not 
Visual Basic. Not to mention that debug and checked iterators introduced 
several subtle but serious bugs in their STL implementation that are still not 
fully resolved. 

Cheers,

Tanguy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Friday 01 May 2009 15:03
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow 
Performance, and getFileExtension bug

Hi Tanguy,

 For the same reasons Robert explained, I'm not in favour of changing OSG code 
 to make it faster with checked iterators. But I can definitely understand why 
 one would want to disable checked iterators.

Well, you certainly have control over that, disable them if you want. 
But if you're planning on releasing a library to be linked to client 
code and perhaps other libraries, it places a considerable burden on 
your clients (they have to make sure their code, and *all* their 
external dependencies, are also compiled with the same options, which is 
not the norm), so you better be sure that it is worth it. I can only 
tell you that in our applications we haven't been able to verify that.

J-S
-- 
__
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 http://whitestar02.webhop.org/
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Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Jean-Sébastien Guay

Hi Robert,


Yet despite all this people still want to use VisualStudio :-)


Well, on Windows platforms and despite all that, C++ code is faster when 
compiled with MS's compiler (compared to gcc - either mingw or cygwin).


Plus, Visual Studio is much more than just the compiler.

J-S
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Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Tomlinson, Gordon
Well Visual Studio is actually a very accomplished IDE

The issue is mainly the compiler and linker and the stupid things MS do in the 
name of security etc, and if you want you can actually plug-in in other 
compilers and linkers like Intel's etc... 


Another tip for   running inside of the Visual Studio to speed up things is to 
use the Environment ( NOT a #deinfe) variable   _NO_DEBUG_HEAP  to 1, you need 
to close all VS's instance etc..
(see http://msdn.microsoft.com/en-us/library/aa366705.aspx ) this along with 
the other #deinfe you can use do speed up debug a lot etc...



Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Friday, May 01, 2009 10:45 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow 
Performance, and getFileExtension bug

Hi Robert,

 Yet despite all this people still want to use VisualStudio :-)

Well, on Windows platforms and despite all that, C++ code is faster when 
compiled with MS's compiler (compared to gcc - either mingw or cygwin).

Plus, Visual Studio is much more than just the compiler.

J-S
--
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/ 
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Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Jean-Sébastien Guay

Hi Tanguy,


My little finger tells me that most mistakes done in VC7/8/9 and its
libraries are probably due to the technical incompetence of a few rather
than an MS global conspiracy to eliminate native C++.


I think it might just be a misguided corporate policy that has very bad 
ramifications on the technical side of things (like we haven't seen that 
before... MS wouldn't be the first, but perhaps it's the worst offender 
in this regard).


J-S
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Re: [osg-users] DoomLike manipulator

2009-05-01 Thread Simon Loic
I've started a new thread called FirstPersonManipulator with the files.

On Thu, Apr 23, 2009 at 1:50 PM, Simon Loic simon1l...@gmail.com wrote:

 Hi Richard,
 I wouldn't want to fool you with this collision stuff. The goal is simply
 to prevent the player (the camera) to cross through the walls of the scene,
 and in the meantime to stick to the ground in case of grounded mode.
 Something alike is already done in the DriveManipulator, using a
 LineSegmentIntersector. I wanted to improve it by modeling the player as a
 rectangle box, and use a PolytopeIntersector, but then I ran into a lot of
 trouble. So I think I will release a version with the LineSegmentIntersector
 first and when/if I find some time I will try again with the polytope one.

 --
 Loïc Simon



 On Thu, Apr 23, 2009 at 12:33 AM, Richard Baron Penman 
 richardbp+...@gmail.com richardbp%2b...@gmail.com wrote:

 'collision handling' - oh wow!
 I eagerly await.
 Richard



 On Wed, Apr 22, 2009 at 7:59 AM, Simon Loic simon1l...@gmail.com wrote:

 Hi,
 In fact I've struggled quite a while to handle collision in a way that
 apparently doesn't work, and finally I had to postpone coding on it for work
 reason.
 I'll try to post a version of this manipulator with simple collision
 tests soon , let's say by the week end.



 On Tue, Apr 21, 2009 at 3:51 AM, Richard Baron Penman 
 richardbp+...@gmail.com richardbp%2b...@gmail.com wrote:

 hi,

 I'm interested in using this manipulator. Have any updates been posted
 or should I use the originally posted one?

 Richard



 2009/3/24 Simon Loic simon1l...@gmail.com

 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.comwrote:

 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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[osg-users] OpenSceneGraph-2.8.0 osgviewer and dae plugin

2009-05-01 Thread Simon Su
Hi All,

I have the following error (pls see end of email) when I tried to load dae file 
with osgviewer I compiled with collada-dom  version 2.2.0.  It was compiled on 
a RHEL 5.3 linux variation (simular to centos) with boost 1.33 installed in 
/usr. But I am not using boost 1.33 but using boost 1.38 and collada-dom 
makefile is modified to point to my boost 1.38 compilation directory by adding 
the following lines to line 12 of the make/dom.mk file.

includeOpts := -Iinclude -Iinclude/$(colladaVersion)
includeOpts += 
-I/usr/local/tools/boost/boost-1.38.0/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/include/boost-1_38
libOpts += 
-L/usr/local/tools/boost/boost-1.38.0/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib

I also tried 2.8.1-rc3 with similar error. I cannot find a way to specify boost 
location in the cmake and I also cannot uninstall boost 1.33 from the machine. 

Any help is much appreciated.

Thanks

Simon

Linux version is 2.6.18-128.1.1.el5
compiler is 4.1.2
arch is x86_64

=== error message===
[...@vis MINI X-Wing]$ osgviewer MINI\ X-Wing.dae
Warning: dynamic library 
'/usr/local/tools/OpenSceneGraph/OpenSceneGraph-2.8.1-rc3/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib64/osgPlugins-2.8.1/osgdb_dae.so'
 exists, but an error occurred while trying to open it:
/usr/local/tools/collada-dom/collada-dom-2.2.0/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib/libcollada14dom.so:
 undefined symbol: _ZN5boost6system19get_system_categoryEv
Warning: Could not find plugin to read objects from file MINI X-Wing.dae.
osgviewer: No data loaded


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Re: [osg-users] OpenSceneGraph-2.8.0 osgviewer and dae plugin

2009-05-01 Thread Jean-Sébastien Guay

Hi Simon,


[...@vis MINI X-Wing]$ osgviewer MINI\ X-Wing.dae
Warning: dynamic library 
'/usr/local/tools/OpenSceneGraph/OpenSceneGraph-2.8.1-rc3/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib64/osgPlugins-2.8.1/osgdb_dae.so' 
exists, but an error occurred while trying to open it:
/usr/local/tools/collada-dom/collada-dom-2.2.0/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib/libcollada14dom.so: 
undefined symbol: _ZN5boost6system19get_system_categoryEv

Warning: Could not find plugin to read objects from file MINI X-Wing.dae.
osgviewer: No data loaded


Looks to me like your LD_LIBRARY_PATH does not contain the path to your 
boost dynamic libraries, or it is after the path to the system-compiled 
boost libraries.


You'll need to add the bin/ directory of your own compiled version of 
boost (where the .so files are) to your LD_LIBRARY_PATH, before the 
directory where the system-compiled versions are. You might want to do 
this only when starting your app, otherwise other programs which might 
expect to find the system-compiled version of boost might have problems too.


Hope this helps,

J-S
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[osg-users] GPU Stat Collection Crash When Rendering Multithreaded - Driver Bug?

2009-05-01 Thread Kawicki, Ryan H
I am running into a weird crash when trying to use the gpu stat
collection mechanism employed by osgViewer.

Here is what I have at the moment.

osg::Stats * pStats = new osg::Stats(Viewer Stats);
pStats-collectStats(frame_rate, true);
pStats-collectStats(update, true);
pStats-collectStats(rendering, true);
pStats-collectStats(gpu, true);

If I run my code so that the rendering model runs in parallel with other
viewpoints, the Nvidia driver will crash when trying to poll the gpu for
the query timer.  If I run my code so that the rendering model runs
serially, then the driver is happy.  If I comment out the collection of
the gpu stats, then I never see the crash when testing the parallel
case.

This same problem exists in the osgViewer application.  If either of the
parallel rendering models are used, at some point when viewing the stats
the application will crash.  If I use the single threaded model, the
driver is happy.

Here is my setup
Windows XP SP3
Intel Core 2 6600
OSG 2.8.0
Nvidia Quadro FX 3450 - Driver ver. 182.46
Dual Monitor Setup

I have tried to turn off the Threaded Optimizations from the control
panel, but for some reason the two GL worker threads are always created
when SetPixelFormat is called.  I've even looked into the registry to
verify that the control panel was setting the registry value to 2.

Seeing that this is more than likely an issue with the driver, I'm going
to have to take it up with Nvidia, but I was wondering if anyone in the
Windows community might be able to provide me with some insight into how
I can truly shutdown the worker threads that the driver seems to be
creating.  If anyone else has seen this problem and knows of a
workaround, please chime in and share that knowledge.  Thanks.

Ryan H. Kawicki
The Boeing Company
Training Systems  Services
Software Engineer

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[osg-users] Changing Versions of Visual Studio

2009-05-01 Thread Appolloni, Thomas
I have been working exclusively with Visual Studio 2003 and now I'm
dealing with different machines with newer VS versions on them. My
question is: 

With each version of Visual Studio, does there need to be a separate OSG
build?

The first problem I saw was something as simple as the code snippet
below:

1   osg::ref_ptr osg::Group  theRoot = new osg::Group;
2   theRoot-setName(Root);
3   cout  theRoot-getName();

This executes just fine on my current machine with VS2003 (under which
OSG was compiled ). However when I copy that baseline over (with the
same OSG lib/dll files) to a machine with VS2005 on it, compile it and
run that same code, it crashes on line 3. 

I didn't think it should need a rebuild but I don't see what else might
cause that problem. I thought I'd ask if indeed OSG needs to be rebuilt
for each VS version while I'm looking for other causes.

Thanks,
Tom
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Re: [osg-users] render depth buffer to image for one time

2009-05-01 Thread Johannes Leidheiser
Hi,
I tried to fix it a few more times, but I can't. It's working for color but not 
for the depth buffer.
When I execute the following code I get the variables texture2D and depth 
filled with white color. I draw the image and the texture on a rectangle.

Thanks for help,
jojo


Code:
osgViewer::Viewer* v = new osgViewer::Viewer;
v-setCameraManipulator(new osgGA::TrackballManipulator());
v-getCameraManipulator()-setHomePosition(getCameraPosition2(), 
getLookAtPoint(), getUpVector());
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;
traits-target = osg::Camera::FRAME_BUFFER_OBJECT;
traits-x =0;
traits-y = 0;
traits-width = 720;
traits-height = 576;
traits-windowDecoration = false;
traits-doubleBuffer = false;
traits-sharedContext = 0;
traits-pbuffer = true;

osg::GraphicsContext* _gc= 
osg::GraphicsContext::createGraphicsContext(traits.get());

v-getCamera()-setGraphicsContext(_gc);

osg::Camera* camera = v-getCamera();

camera-setViewport(new osg::Viewport(0,0,720,576));
double fovy, aspectRatio, zNear, zFar;
camera-getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar);
std::cout fovy aspectRatiozNear zFar\n;
fovy+=41.0;
camera-setProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar);
std::cout fovy aspectRatiozNear zFar\n;
v-setSceneData(osgDB::readNodeFile(Scene1.osg));
v-setDataVariance(osg::Object::DYNAMIC);
v-setThreadingModel(osgViewer::Viewer::SingleThreaded);
v-realize();
osg::ref_ptrosg::Image depth = new osg::Image;
osg::ref_ptrosg::Image color = new osg::Image;
color-allocateImage(720, 576, 1, GL_RGBA, GL_UNSIGNED_BYTE);
depth-allocateImage(720, 576, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
camera-attach(osg::Camera::COLOR_BUFFER, color.get());
camera-attach(osg::Camera::DEPTH_BUFFER, depth.get());

osg::ref_ptrosg::Texture2D texture2D = new osg::Texture2D;
texture2D-setTextureSize(720, 576);
texture2D-setInternalFormat(GL_DEPTH_COMPONENT);
texture2D-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture2D-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);

camera-attach(osg::Camera::DEPTH_BUFFER, texture2D.get(), 0, 0, false);

//camera-attach(osg::Camera::DEPTH_BUFFER, depth.get(),0,0);


v-frame();



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Re: [osg-users] OpenSceneGraph-2.8.0 osgviewer and dae plugin

2009-05-01 Thread Simon Su
Hi J-S,

Thank you for your help.

Yes I have the lib dir of my boost in my LD_LIBRARY_PATH. I even tried to 
create libboost_filesystem.so link everywhere with the same outcome. The thing 
is, /usr/lib64 where the system boost reside is not on the LD_LIBRARY_PATH. How 
do you set that so that whatever value I set in LD_LIBRARY_PATH will superceed 
/usr/lib64? I am using PU_AIS (Princeton University version of centos). Is 
ordering of the packages on the LD_LIBRARY_PATH also an issue?

Thanks

Simon

[...@vis build]$ osgviewer /home/one/data/3dmodels/MINI\ X-Wing/MINI\ X-Wing.dae
Warning: dynamic library 
'/usr/local/tools/OpenSceneGraph/OpenSceneGraph-2.8.1-rc3/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib64/osgPlugins-2.8.1/osgdb_dae.so'
 exists, but an error occurred while trying to open it:
/usr/local/tools/collada-dom/collada-dom-2.2.0/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib/libcollada14dom.so:
 undefined symbol: _ZN5boost6system19get_system_categoryEv
Warning: Could not find plugin to read objects from file 
/home/one/data/3dmodels/MINI X-Wing/MINI X-Wing.dae.
osgviewer: No data loaded

[...@vis build]$ echo $LD_LIBRARY_PATH
/usr/local/tools/gdal/gdal-1.6.0/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib:/usr/local/tools/vrjuggler/vrjuggler-2.2.1/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib64:/usr/local/tools/boost/boost-1.38.0/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib:/usr/local/tools/cppunit/cppunit-1.12.0/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib:/usr/local/tools/cppdom/cppdom-0.7.10/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib64:/usr/local/tools/OpenSG/OpenSG-2.0.0-r1874/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib64:/usr/local/tools/OpenSceneGraph/OpenSceneGraph-2.8.1-rc3/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib64:/usr/local/tools/OpenSceneGraph/OpenSceneGraph-2.8.1-rc3/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib64/osgPlugins-2.8.0:/usr/local/tools/collada-dom/collada-dom-2.2.0/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib:/usr/local/tools/jasper/
jasper-1.900.1/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib:/usr/local/tools/Coin/Coin-3.0.0/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib:/usr/local/tools/vtk/vtk-5.2.1/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib/vtk-5.2:/usr/local/tools/paraview/paraview-3.4.0/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib/paraview-3.2:/usr/local/tools/qt/qt-4.3.5/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib:/usr/local/openmpi/1.2.8/gcc/x86_64/lib64:/usr/local/lib64/openmpi:/usr/local/tools/omniORB/omniORB-4.1.3/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib







From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, May 1, 2009 1:23:07 PM
Subject: Re: [osg-users] OpenSceneGraph-2.8.0 osgviewer and dae plugin

Hi Simon,

 [...@vis MINI X-Wing]$ osgviewer MINI\ X-Wing.dae
 Warning: dynamic library 
 '/usr/local/tools/OpenSceneGraph/OpenSceneGraph-2.8.1-rc3/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib64/osgPlugins-2.8.1/osgdb_dae.so'
  exists, but an error occurred while trying to open it:
 /usr/local/tools/collada-dom/collada-dom-2.2.0/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib/libcollada14dom.so:
  undefined symbol: _ZN5boost6system19get_system_categoryEv
 Warning: Could not find plugin to read objects from file MINI X-Wing.dae.
 osgviewer: No data loaded

Looks to me like your LD_LIBRARY_PATH does not contain the path to your boost 
dynamic libraries, or it is after the path to the system-compiled boost 
libraries.

You'll need to add the bin/ directory of your own compiled version of boost 
(where the .so files are) to your LD_LIBRARY_PATH, before the directory where 
the system-compiled versions are. You might want to do this only when starting 
your app, otherwise other programs which might expect to find the 
system-compiled version of boost might have problems too.

Hope this helps,

J-S
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Re: [osg-users] Warning message during VPB configure

2009-05-01 Thread Michael W. Hall
I did what the warning suggested and added the if statement above the
line given.  I then had to do it for CMakeModules/VpbMacroUtils.cmake.
It now runs without giving me a warning.

However, I get the following when I try to make:

[ 14%] Building CXX object src/vpb/CMakeFiles/vpb.dir/Commandline.o
/home/mwhall/Download/VirtualPlanetBuilder/src/vpb/Commandline.cpp: In
member function ‘void
vpb::Commandline::processImageOrHeightField(vpb::Source::Type, const
std::string)’:
/home/mwhall/Download/VirtualPlanetBuilder/src/vpb/Commandline.cpp:108:
error: ‘class osgTerrain::Terrain’ has no member named
‘getNumColorLayers’
/home/mwhall/Download/VirtualPlanetBuilder/src/vpb/Commandline.cpp:108:
error: ‘class osgTerrain::Terrain’ has no member named ‘getColorLayer’
/home/mwhall/Download/VirtualPlanetBuilder/src/vpb/Commandline.cpp:116:
error: ‘class osgTerrain::Terrain’ has no member named ‘setColorLayer’
/home/mwhall/Download/VirtualPlanetBuilder/src/vpb/Commandline.cpp:121:
error: ‘class osgTerrain::Terrain’ has no member named
‘getElevationLayer’
/home/mwhall/Download/VirtualPlanetBuilder/src/vpb/Commandline.cpp:129:
error: ‘class osgTerrain::Terrain’ has no member named
‘setElevationLayer’
/home/mwhall/Download/VirtualPlanetBuilder/src/vpb/Commandline.cpp: In
member function ‘int vpb::Commandline::read(std::ostream,
osg::ArgumentParser, osgTerrain::Terrain*)’:
/home/mwhall/Download/VirtualPlanetBuilder/src/vpb/Commandline.cpp:491:
error: ‘class osgTerrain::Terrain’ has no member named
‘getTerrainTechnique’
/home/mwhall/Download/VirtualPlanetBuilder/src/vpb/Commandline.cpp:495:
error: ‘class osgTerrain::Terrain’ has no member named
‘setTerrainTechnique’
make[2]: *** [src/vpb/CMakeFiles/vpb.dir/Commandline.o] Error 1
make[1]: *** [src/vpb/CMakeFiles/vpb.dir/all] Error 2
make: *** [all] Error 2


Any ideas?

Michael


On Fri, 2009-05-01 at 14:39 -0500, Michael W. Hall wrote:
 I get the following warning during the generate of ccmake for VPB:
 
 CMake Warning (dev) at src/vpb/CMakeLists.txt:38 (ADD_LIBRARY):
Policy CMP0003 should be set before this line.  Add code such as
 
  if(COMMAND cmake_policy)
cmake_policy(SET CMP0003 NEW)
  endif(COMMAND cmake_policy)
 
as early as possible but after the most recent call to
cmake_minimum_required or cmake_policy(VERSION).  This warning
 appears
because target vpb links to some libraries for which the linker
 must
search:
 
  -lpthread
 
and other libraries with known full path:
 
  /usr/local/lib64/libosg.so
 
CMake is adding directories in the second list to the linker search
 path in
case they are needed to find libraries from the first list (for
 backwards
compatibility with CMake 2.4).  Set policy CMP0003 to OLD or NEW to
 enable.
 
 Could someone tell me how to fix this?  My OSG is build and working.  I
 am running 2.8.0
 
 Thanks,
 Michael
 
 
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[osg-users] Linker error with VirtualPlanetBuilder

2009-05-01 Thread Day, Michael (Mike) (CIV)
Howdy,

 

When building both VirtualPlanetBuilder and some custom PyOSG bindings
against OSG 2.8.0 I get the following linker error (among others):

 

1TaskManager.obj : error LNK2001: unresolved external symbol public:
virtual class osg::BoundingSphereImplclass osg::Vec3d __thiscall
osg::Group::computeBound(void)const 
(?computebo...@group@osg@@ube?av?$boundingspherei...@vvec3d@osg@@@2...@xz)

 

The Vec3d portion of the error is, in fact, correct.  There is no such
symbol in all of the OSG libs.  There is, however, a

 

osg@@ube?av?$boundingspherei...@vvec3f@osg@@@2...@xz

 

(note that it's a Vec3f).

 

Is this a difference between OSG 2.6.x and 2.8.0?  Is there a solution?
We've been able to build our PyOSG bindings against OSG 2.6 successfully
without this issue in the past.

 

Thanks,

 

Michael Day

 

 

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[osg-users] Set view direction

2009-05-01 Thread Martin Beckett
I am trying to switch the current view to show th emodel from top/front/side 
etc.
I'm trying both getCamer()-setViewMatrix() and trackballmanipulator 
setRotation() but I can't seem to work out the correct angle and X/Y/Z_AXIS

Martin

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Re: [osg-users] osgviewerQT example

2009-05-01 Thread Don Leich

Hi all,

There's a significant new clue here.  Two of my three systems that crash with

  osgviewerQT --QOSGWidget cow.osg

are multi-processor systems.  The third is a very fast single core Xenon.
All they systems where there's no crash are single processor systems.
Is anyone else able to run this demo on a multi-core system?

-Don Leich

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Re: [osg-users] Linker error with VirtualPlanetBuilder

2009-05-01 Thread Paul Martz
It might be a version issue. Are you sure that your VPB version is
compatible with your OSG version? For example, I wouldn't expect current svn
head of VPB to be compatible with OSG v2.6...
 
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 Day,
Michael (Mike) (CIV)
Sent: Friday, May 01, 2009 3:52 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Linker error with VirtualPlanetBuilder



Howdy,

 

When building both VirtualPlanetBuilder and some custom PyOSG bindings
against OSG 2.8.0 I get the following linker error (among others):

 

1TaskManager.obj : error LNK2001: unresolved external symbol public:
virtual class osg::BoundingSphereImplclass osg::Vec3d __thiscall
osg::Group::computeBound(void)const 
(?computebo...@group@osg@@ube?av?$boundingspherei...@vvec3d@osg@@@2...@xz)

 

The Vec3d portion of the error is, in fact, correct.  There is no such
symbol in all of the OSG libs.  There is, however, a

 

osg@@ube?av?$boundingspherei...@vvec3f@osg@@@2...@xz

 

(note that it's a Vec3f).

 

Is this a difference between OSG 2.6.x and 2.8.0?  Is there a solution?
We've been able to build our PyOSG bindings against OSG 2.6 successfully
without this issue in the past.

 

Thanks,

 

Michael Day

 

 

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Re: [osg-users] Linker error with VirtualPlanetBuilder

2009-05-01 Thread Day, Michael (Mike) (CIV)

Paul,


Thanks for the quick response.


Current svn trunk of VPB should build find under 2.8.0, though, right?


I haven't tried to build VPB with OSG 2.6, only our custom PyOSG.  My
point was only that the linker errors we're getting are identical for
both projects.


Thanks,


Mike


 

-

Paul Martz pmartz at skew-matrix.com
mailto:osg-users%40lists.openscenegraph.org?Subject=Re%3A%20%5Bosg-user
s%5D%20Linker%20error%20with%20VirtualPlanetBuilderIn-Reply-To=%3C5DA29
666083C4982B7E055D55DD1A378%40supreme%3E 
Fri May 1 15:43:54 PDT 2009 

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It might be a version issue. Are you sure that your VPB version is
compatible with your OSG version? For example, I wouldn't expect current
svn
head of VPB to be compatible with OSG v2.6...
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
 
  _  
 
From: osg-users-bounces at lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o
rg 
[mailto:osg-users-bounces at lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o
rg ] On Behalf Of Day,
Michael (Mike) (CIV)
Sent: Friday, May 01, 2009 3:52 PM
To: osg-users at lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o
rg 
Subject: [osg-users] Linker error with VirtualPlanetBuilder
 
 
 
Howdy,
 
 
 
When building both VirtualPlanetBuilder and some custom PyOSG bindings
against OSG 2.8.0 I get the following linker error (among others):
 
 
 
1TaskManager.obj : error LNK2001: unresolved external symbol public:
virtual class osg::BoundingSphereImplclass osg::Vec3d __thiscall
osg::Group::computeBound(void)const 
(?computeBound at Group
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o
rg @osg@@UBE?AV?$BoundingSphereImpl at VVec3d
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o
rg @osg@@@2 at XZ
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o
rg )
 
 
 
The Vec3d portion of the error is, in fact, correct.  There is no such
symbol in all of the OSG libs.  There is, however, a
 
 
 
osg@@UBE?AV?$BoundingSphereImpl at VVec3f
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o
rg @osg@@@2 at XZ
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o
rg 
 
 
 
(note that it's a Vec3f).
 
 
 
Is this a difference between OSG 2.6.x and 2.8.0?  Is there a solution?
We've been able to build our PyOSG bindings against OSG 2.6 successfully
without this issue in the past.
 
 
 
Thanks,
 
 
 
Michael Day
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[osg-users] preDrawCallback?

2009-05-01 Thread Cory Riddell
If I want to draw something in the client area of the window OSG is
rendering into (via Windows GDI calls), would I do this in a
preDrawCallback? (after setting an appropriate ClearMask in the camera)

I want to have a gradient background and I'm thinking that I could do
this easily with the GradientFill() function. I realize I could
accomplish the same thing using methods from the osgHud example, but I'm
thinking that a GDI call would be faster.

Cory
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Re: [osg-users] Set view direction

2009-05-01 Thread Paul Martz
Hm. This seems to work fine for me. I've never encountered any problems
setting the view direction. Do you have a camera manipulator set that is
overriding your matrix?

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Beckett
Sent: Friday, May 01, 2009 4:10 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Set view direction

I am trying to switch the current view to show th emodel from top/front/side
etc.
I'm trying both getCamer()-setViewMatrix() and trackballmanipulator
setRotation() but I can't seem to work out the correct angle and X/Y/Z_AXIS

Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=11213#11213





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Re: [osg-users] Changing Versions of Visual Studio

2009-05-01 Thread Paul Martz
Hi Tom --

My guess is your VS 2003 app is not compatible with VS 2005 c runtime libs.
If you were to also copy the VS 2003 c runtime libs to the other machine, or
use something like InstallShield to pick them up and package them and
install them, then that should work.

As J-S said, this problem is not limited to OSG but is a general issue with
any VS app.

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 Appolloni,
Thomas
Sent: Friday, May 01, 2009 12:30 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Changing Versions of Visual Studio

I have been working exclusively with Visual Studio 2003 and now I'm dealing
with different machines with newer VS versions on them. My question is: 

With each version of Visual Studio, does there need to be a separate OSG
build?

The first problem I saw was something as simple as the code snippet
below:

1   osg::ref_ptr osg::Group  theRoot = new osg::Group;
2   theRoot-setName(Root);
3   cout  theRoot-getName();

This executes just fine on my current machine with VS2003 (under which OSG
was compiled ). However when I copy that baseline over (with the same OSG
lib/dll files) to a machine with VS2005 on it, compile it and run that same
code, it crashes on line 3. 

I didn't think it should need a rebuild but I don't see what else might
cause that problem. I thought I'd ask if indeed OSG needs to be rebuilt for
each VS version while I'm looking for other causes.

Thanks,
Tom
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Re: [osg-users] Simple moving map using CADRG data

2009-05-01 Thread Alan Ott

Michael,

I'm actually not loading the TOC file at all. My map operates on a 
directory full of tiles. What's convenient about this is that sometimes 
I don't have a TOC file at all (for example, sometimes I just have a 
bunch of GeoTIFFs).


I don't actually read the image data myself. I let the OSG plugin do 
that work for me. I just read the header of each tile using GDAL (to get 
the georeferencing information), then close the GDAL dataset, then read 
the image data from the tile using the normal OSG method 
(osgDB::readImageFile()). Right here, you might want to use an 
osgDB::ImageOptions and set the pixel window up to control the maximum 
resolution you want to load. Some CADRG images can get very large.


Keep in mind though, that you'll have to tell osgDB::Registry that files 
with the file extension of the file you're trying to read (tl1, ja1, 
etc.) should be read by the OSG GDAL Plugin by calling:
   osgDB::Registry::addFileExtensionAlias 
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00595.html#0f72e649a69082e9d357ef7b5b3e4455 
(YOUR_FILE_EXTENSION_HERE, gdal) .


So to answer your question, I never even get a subdataset, because I 
don't use the TOC file.


Alan.

Day, Michael (Mike) (CIV) wrote:

Alan,
 
The georeferencing part makes sense, thanks for pointing that out.
 
 
When you load from GDAL are you doing something more sophisticated than this?
 


  poDataset = (GDALDataset*) GDALOpen(path\\RPF\\A.TOC, GA_ReadOnly);

  for each subdataset (tile):

nextSubDataset = (GDALDataset*) GDALOpen(path, GA_ReadOnly);

 


for each tile in nextSubDataset: //is this necessary??!

  extract pixel information  //It's pretty involved... going

 //through RasterBands and

 //Blocks, etc.

 

The reason I is because it seems like you're saying that once you get 
to a subdataset then the OSG plugin might be able to extract the tile 
to an image for you?  This would save a lot of pain.


 

If it's not possible, do you have any sample code showing how to 
extract a tile into an image?


 
Thanks,
 
Michael Day
 
-
 
Joe,
 
I've done this, and I'll give you a basic overview of what I've done, 
but there may be better ways to do it, because I was fairly new to OSG 
at the time, and some of my ideas may be obsolete these days.
 
The GDAL OSG plugin will give you image data (pixels), but will not 
provide the geo-referencing data, so you'll have to link to GDAL 
directly to get the geographic extents of each tile. Shane is right that 
the A.TOC file is not supported by OSG, so I had to just load all the 
map tiles which existed in a directory, building my own index of tiles 
with their extents in them.
 
I do all the paging myself, going through the index and finding out 
what's in range and loading it if need-be. This could probably be done a 
lot more elegantly using the PagedLOD class, but I found that in 
practice, what I do is fairly fast.
 
Check the GDAL documentation, and look for GetGeoTransform(). This 
returns a bunch of numbers in an array, but one of the GDAL examples 
will tell you what each number represents (lat/long, degrees per pixel, 
etc.).
 
You'll need to come up with a projection to map the Lat/Long to some 
kind of XYZ that can be used by OSG. I use SEDRIS (www.sedris.org) for 
my coordinate conversions these days because it will convert from 
anything to anything else (Geodetic, Geocentric, UTM, MGRS, and more). 
Check the license to make sure you're comfortable with it. It's free to 
use, and available in source form, but they have their own license. For 
your purposes though, there's likely a simpler way to do your coordinate 
conversion.
 
Good luck.
 
Alan.
 
Glenn Waldron wrote:
 
/ Supposedly GDAL does support the TOC for CADRG/CIB:/

/ /
/ http://www.gdal.org/frmt_various.html (search for RPF)/
/ /
/ You might be able to coerce osgEarth's GDAL driver into doing what you /
/ want./
/ /
/ /
/ Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : /
/ +1.703.652.4791/
/ /
/ /
/ On Tue, Apr 28, 2009 at 11:28 AM, Tueller, Shayne R Civ USAF AFMC 519 /
/ SMXS/MXDEC Shayne.Tueller at hill.af.mil 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org /
/ mailto:Shayne.Tueller at hill.af.mil 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org wrote:/
/ /
/ Joe,/
/ /
/ From what I understand, GDAL will import a single CADRG image but/
/ it won't/
/ handle the dynamic decompression and different map resolutions as/
/ you zoom/
/ in and out (the A.TOC file). I've done some moving map support/
/ using OSG for/
/ our software but I built my own paged moving map database using/
/ the OSG/
/ paging database support with different CADRG images. It seems to/
/ work for/
/ what we need./
/ /
/ IMO, I think a real moving map plugin that 

[osg-users] VPB cURL dependency

2009-05-01 Thread Paul Martz
Hi Robert -- I'm curious about the cURL dependency in VPB's CMakeLists.txt
file. Was this left in from old development? VPB seems to build and link
fine with this dependency removed. 
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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