Re: [osg-users] light, normals

2009-05-15 Thread J.P. Delport

Hi,

Jean-Sébastien Guay wrote:

Hi Christian,

my geometry has 9 vertices - i thought if i use a drawElement index 
with index swaps to revist a vertex, this would give me the 
opportunity to use more than one normal per vertex (there are reasons 
why i need this ;-). i now think the truth is, only real vertices in 
the vertexlist let me allow to do this.


Yes, if you need hard edges, then you need different normals for the 
same vertex when it's part of a different face. But the way to express 
that with vertex arrays is to duplicate the vertex in the array and use 
a different normal.


Your analysis seems correct. From what you say above, what you actually 
did was have a larger number of normals than vertices, thinking that 
then the extra normals would be used when the same vertex was used in a 
different primitive set. That doesn't work. When normals are used in 
BIND_PER_VERTEX mode, it's assumed that you have the same number of 
vertices as normals, and so the result was just that the extra normals 
were never used. (same with colors in the color array BTW)


So to recap, if normals are used in BIND_PER_VERTEX mode, then vertex i 
is used with normal i. But vertex i and vertex j can be equal, with a 
different normal j. And then vertex i and vertex j can be part of 
different triangles (well, should, otherwise you have a degenerate 
triangle).


At first this seems like a waste of memory, but the hardware is really 
optimized to work this way.


Hope this helps,

J-S


What J-S says is right and would work fine if you want a single 
primitive. You can however avoid duplicating vertices if you are willing 
to make more primitives.


Simple contrived example: say you want to draw a triangle and specify 
normals for both sides manually. (GL_TRIANGLES)


Now you can make a single vertex array, normal array and drawelements

va = [v1, v2, v3, v3, v2, v1]
na = [n1, n1, n1, n2, n2, n2]
de = [0,   1,  2,  3,  4,  5]

and make a primitive out of this.

Or, you can make a single vertex array, 2 normal arrays and 2 drawelements

va = [v1, v2, v3]
na1 = [n1, n1, n1]
na2 = [n2, n2, n2]
de1 = [0, 1, 2]
de2 = [2, 1, 0]

and make two primitives.

In this way you can sometimes save some memory by having less vertices 
loaded up.


jp






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Re: [osg-users] Remote execution and OSG

2009-05-15 Thread Pierre Bourdin (gmail)
Hi all,

maybe the first thing to do is test with some easy application, like
xclock or something else to be sure your X forwarding is working...

I've just tested yesterday, with "ssh -X" and it was working for me...
But it's extremely low...

Pierre.


Le jeudi 14 mai 2009 à 21:45 +0100, Simon Hammett a écrit :
> No idea, sry.
> It's getting on for 15 years since I did any xlib programming.
> 
> You could have a poke around in:
> 
> src\osgViewer\GraphicsWindowX11.cpp
> 
> and work backwards from there.
> 
> 2009/5/14  :
> >
> > Already tried "xhost +".. No help..
> >
> > What is so special about "osgkeyboardmouse, osgcompositeviewer, 
> > osgsidebyside, osgtexture3D, osgslice,  and osgwindows" that would cause 
> > them not to work but other do?  "osgviewer --window" seems to work fine..  
> > Does this have something to do with the GraphicsContext?
> >
> > Paul P.
> >
> >
> > - Original Message 
> > From: Simon Hammett 
> > To: OpenSceneGraph Users 
> > Sent: Thursday, May 14, 2009 2:58:09 PM
> > Subject: Re: [osg-users] Remote execution and OSG
> >
> > Don't you have to grant access on your machine to remote connections?
> > IIRC, try 'xhost +' on your machine before starting the program on the
> > remote machine.
> >
> > 2009/5/14  :
> >>
> >> Yes, I am using Redhat Linux with OSG 2.9.3.
> >>
> >> Using "ssh -Y" didn't help...
> >>
> >> Also, as I pointed out in my last e-mail, I get this X11 connection 
> >> refused, however, the application still runs but FULL SCREEN instead of in 
> >> a window...
> >>
> >> Paul P.
> >>
> >>
> >> - Original Message 
> >> From: "Thrall, Bryan" 
> >> To: OpenSceneGraph Users 
> >> Sent: Thursday, May 14, 2009 1:35:45 PM
> >> Subject: Re: [osg-users] Remote execution and OSG
> >>
> >> paul1...@yahoo.com wrote on Thursday, May 14, 2009 12:28 PM:
> >>
> >>> I need to be able to run my OSG program remotely (from a different machine
> >>> that where the display location). I'm using "ssh" to login to the remote
> >>> location and have my "setenv DISPLAY" set back to my original computer 
> >>> (I've
> >>> set xhost + on the server machine).
> >>>
> >>> When I do this, on SOME OSG examples, I'm getting:
> >>> Xlib: connection to ":0.0" refused by server
> >>> Xlib: No protocol specified
> >>>
> >>> Error: Unable to open display ":0.0".
> >>> Error: unable to create graphics window
> >>>
> >>> I haven't narrowed down when I get this but it seems that I get it only 
> >>> when
> >>> I run applications that create their own windows. I do not see this when
> >>> running osgviewer in full screen mode nor with many of the other OSG
> >>> examples. However, I do see this problem with osgkeyboardmouse,
> >>> osgcompositeviewer, osgsidebyside, osgtexture3D, osgslice,  and 
> >>> osgwindows.
> >>> In these cases, instead of opening up a window as I think these are 
> >>> supposed
> >>> to do, it runs full screen.
> >>>
> >>> Any idea what is going on here?
> >>
> >> Not sure what's wrong with your DISPLAY, but 'ssh -Y' will tunnel the X 
> >> connection through ssh and set up the DISPLAY correctly (usually to 
> >> something like 'localhost:10.0') without you having to mess with it.
> >>
> >> You don't say, but I'm assuming you're running Linux or something like 
> >> that; OSG compiled for Windows doesn't do X forwarding :)
> >>
> >> --
> >> Bryan Thrall
> >> FlightSafety International
> >> bryan.thr...@flightsafety.com
> >> ___
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >>
> >>
> >>
> >> ___
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> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >
> >
> >
> > --
> > http://www.ssTk.co.uk
> > ___
> > osg-users mailing list
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> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> >
> >
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> >
> 
> 
> 

Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: bour...@imerir.com


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Re: [osg-users] VPB stuff

2009-05-15 Thread J.P. Delport

Hi,

Mao wrote:
Hi! Recently, our project is planning to migrate from mini to VPB. 
However, we encounter with several questions.


 

1.   In the example of osgDEM, I infer that osgDEM processes tiff 
format only. But tiff uses 32-bit offset which limits its size to 4G 
bytes. Most of our data are ERDAS img file or rrd file, which are huge 
in size. Yesterday, we processed an img file of size 20G bytes, and 
gdal_translate it to a 21G bytes tiff. That confused me. How can VPB 
handle extra bytes?


osgdem/virtualplanetbuilder can read all files that gdal can read, so 
have a look here:

http://www.gdal.org/formats_list.html

You can use the gdal tools to split your large data into multiple 
smaller geotiffs <2GB if you want.




2.   Another thing is that, texture files we got sometimes are in 
pieces, and we should use gdal_merge.py to merge them into one big tiff. 
According to the source code, VPB can handle only one texture file. Can 
we use multiple texture files?


It is better in pieces :) Smaller files, easier to handle. VPB can 
handle multiple texture files, you can even pass a directory name and it 
would use all the files in the directory.


See here too:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD



3.   The last question is when applied with “--Terrain” or 
“—HEIGHT_FIELD” options, there is no texture at all. Can we encapsulate 
both texture and DEM data into one output file? And it seems that 
osg::HeightField does not provide height = getHieghtAt(terrain.x, 
terrain.y) method.


Hi, --terrain works for me. You can have DEM layer + multiple texture 
layers. I can't answer about height_field.


jp



 


Thank you very much for listening!




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Re: [osg-users] [build] iv file not being read

2009-05-15 Thread Mattias Helsing
Hello Abhinav,

There is nothing for anyone to go on to even try to help you. The code
snippet is not even osg code so no chance for us to know anything
about what it does.

* use a debugger to see what "readAll" returns and why
* crank up OSG_NOTIFY_LEVEL
* see Paul Martz top 10 debugging tips at
http://www.skew-matrix.com/bb/viewtopic.php?f=6&t=5

cheers
Mattias


On 5/15/09, Abhinav Dubey  wrote:
> Hi,
> i am trying to read an iv file but its not being read. the code i am using
> is :
> ***
>  SoInput sceneInput;
>   if ( !sceneInput.openFile( "plugins\\graphs\\myInventor.iv" ) ) {
> QMessageBox::information(mInventorGrid[3], "Error", "Cannot open
> file requested iv file");
> return;
> }
>
> SoSeparator *sc_root = SoDB::readAll( &sceneInput );
>sc_root->ref();
>
>  Use one of the convenient SoQt viewer classes.
> mViewer = new SoQtExaminerViewer(iv_widget);
> mViewer->setSceneGraph(sc_root);
> mViewer->setDecoration(false);
> mViewer->show();
> ***
> and the iv file named myInventor.iv has the following:
> #Inventor V2.1 ascii
>
> Separator {
> SoXipExaminer {
>   modeNONE
>   viewBoundingBox 230 0 0 0
>   0 227.785 0 0
>   0 0 42.1032 0
>   -112.59 -117.21 50.3972 1
>   complexity  Complexity {
>   value   0.5
>   textureQuality  0.5
>   }
>
>   orthoCamera DEF +0 OrthographicCamera {
>   }
>
>   perspectiveCamera   DEF +1 PerspectiveCamera {
>   position0.181952 88.5125 454.632
>   orientation -0.494995 0.0901597 0.864206  0.470889
>   nearDistance230.823
>   farDistance 557.256
>   focalDistance   394.04
>   heightAngle 0.785398
>   }
>
>   borderNode  SoXipViewportBorder {
>   fields [ SFColor activeColor, SFColor inactiveColor,  ]
>   activeColor 0.7 0.7 0.7
>   inactiveColor   0.7 0.7 0.7
>   }
>
>   cameraSwitchSwitch {
>   whichChild  1
>   USE +0
>   USE +1
>   }
>
> }
> SoXipLut {
>   fields [ SFEnum inputMode, SFEnum outputMode, SFShort bitsUsed, SFFloat
> rampWidth,
>   SFFloat rampCenter, MFColor arrayColor, MFFloat arrayAlpha ]
>   inputMode   TRAPEZOID
>   outputMode  COLOR
>   bitsUsed12
>   rampWidth   0.05
>   rampCenter  0.009
>   arrayColor  [  ]
>   arrayAlpha  [  ]
> }
> SoXipImage {
>   fields [ SoXipSFDataImage image ]
>   image   "DATA" =
>   SoXipLoadDicom {
>   inputs [ MFString name ]
>   name"C:\Xip\examples\data\24884367.dcm"
>   outputs [ SoXipMFDataDicom dicom ]
>   }
>   . dicom
>
> }
> }
> ***
> when i run the code it crashes at sc_Root.ref();
> plz help me out
> ...
>
>
> Thank you!
>
> Cheers,
> Abhinav
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=12174#12174
>
>
>
>
>
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Re: [osg-users] VPB stuff

2009-05-15 Thread Pierre Bourdin (gmail)
Hi,
I can confirm it works well with many textures...

Here's screenshot of some terrain build with 2 textures:
http://perso.imerir.com/bourdin/wiki/doku.php/en/projet/massane


The only problem I have is with Shapefile, but I'm using osggis for
that... If you know how to use them with osgdem ? I'm interested...

For the --terrain option, it works also very well, but I have to disable
GL_ARB extension with my ATI otherwise it crashes. 

Pierre

Le vendredi 15 mai 2009 à 09:08 +0200, J.P. Delport a écrit :
> Hi,
> 
> Mao wrote:
> > Hi! Recently, our project is planning to migrate from mini to VPB. 
> > However, we encounter with several questions.
> > 
> >  
> > 
> > 1.   In the example of osgDEM, I infer that osgDEM processes tiff 
> > format only. But tiff uses 32-bit offset which limits its size to 4G 
> > bytes. Most of our data are ERDAS img file or rrd file, which are huge 
> > in size. Yesterday, we processed an img file of size 20G bytes, and 
> > gdal_translate it to a 21G bytes tiff. That confused me. How can VPB 
> > handle extra bytes?
> 
> osgdem/virtualplanetbuilder can read all files that gdal can read, so 
> have a look here:
> http://www.gdal.org/formats_list.html
> 
> You can use the gdal tools to split your large data into multiple 
> smaller geotiffs <2GB if you want.
> 
> > 
> > 2.   Another thing is that, texture files we got sometimes are in 
> > pieces, and we should use gdal_merge.py to merge them into one big tiff. 
> > According to the source code, VPB can handle only one texture file. Can 
> > we use multiple texture files?
> 
> It is better in pieces :) Smaller files, easier to handle. VPB can 
> handle multiple texture files, you can even pass a directory name and it 
> would use all the files in the directory.
> 
> See here too:
> http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD
> 
> > 
> > 3.   The last question is when applied with “--Terrain” or 
> > “—HEIGHT_FIELD” options, there is no texture at all. Can we encapsulate 
> > both texture and DEM data into one output file? And it seems that 
> > osg::HeightField does not provide height = getHieghtAt(terrain.x, 
> > terrain.y) method.
> 
> Hi, --terrain works for me. You can have DEM layer + multiple texture 
> layers. I can't answer about height_field.
> 
> jp
> 
> > 
> >  
> > 
> > Thank you very much for listening!
> > 
> > 
> > 
> > 
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 

Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: bour...@imerir.com


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Re: [osg-users] Remote execution and OSG

2009-05-15 Thread J.P. Delport

Hi,

paul1...@yahoo.com wrote:

Already tried "xhost +".. No help..

What is so special about "osgkeyboardmouse, osgcompositeviewer, osgsidebyside, osgtexture3D, 
osgslice,  and osgwindows" that would cause them not to work but other do?  "osgviewer 
--window" seems to work fine..  Does this have something to do with the GraphicsContext?


Not sure, but it looks like some code ignores the $DISPLAY setting and 
just tries to open :0.0.


I can confirm that I get the same behaviour between two Debian machines:
osgviewer cow.osg runs at a staggering 2fps

osgkeyboardmouse fails with:
No protocol specified
Error: Unable to open display ":0.0".
Error: unable to create graphics window.

jp



Paul P.


- Original Message 
From: Simon Hammett 
To: OpenSceneGraph Users 
Sent: Thursday, May 14, 2009 2:58:09 PM
Subject: Re: [osg-users] Remote execution and OSG

Don't you have to grant access on your machine to remote connections?
IIRC, try 'xhost +' on your machine before starting the program on the
remote machine.

2009/5/14  :

Yes, I am using Redhat Linux with OSG 2.9.3.

Using "ssh -Y" didn't help...

Also, as I pointed out in my last e-mail, I get this X11 connection refused, 
however, the application still runs but FULL SCREEN instead of in a window...

Paul P.


- Original Message 
From: "Thrall, Bryan" 
To: OpenSceneGraph Users 
Sent: Thursday, May 14, 2009 1:35:45 PM
Subject: Re: [osg-users] Remote execution and OSG

paul1...@yahoo.com wrote on Thursday, May 14, 2009 12:28 PM:


I need to be able to run my OSG program remotely (from a different machine
that where the display location). I'm using "ssh" to login to the remote
location and have my "setenv DISPLAY" set back to my original computer (I've
set xhost + on the server machine).

When I do this, on SOME OSG examples, I'm getting:
Xlib: connection to ":0.0" refused by server
Xlib: No protocol specified

Error: Unable to open display ":0.0".
Error: unable to create graphics window

I haven't narrowed down when I get this but it seems that I get it only when
I run applications that create their own windows. I do not see this when
running osgviewer in full screen mode nor with many of the other OSG
examples. However, I do see this problem with osgkeyboardmouse,
osgcompositeviewer, osgsidebyside, osgtexture3D, osgslice,  and osgwindows.
In these cases, instead of opening up a window as I think these are supposed
to do, it runs full screen.

Any idea what is going on here?

Not sure what's wrong with your DISPLAY, but 'ssh -Y' will tunnel the X 
connection through ssh and set up the DISPLAY correctly (usually to something 
like 'localhost:10.0') without you having to mess with it.

You don't say, but I'm assuming you're running Linux or something like that; 
OSG compiled for Windows doesn't do X forwarding :)

--
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
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Re: [osg-users] osgOcean release

2009-05-15 Thread yann le paih
An other Interesting paper

http://www.informatik.uni-rostock.de/~hc009/publications.html



On Thu, May 14, 2009 at 11:53 AM, David Spilling
wrote:

> Kim,
>
>
> it does sound difficult to implement as a general case.
>
>
> Actually, I think that the only way to meet all current techniques with as
> common a scenegraph structure as possible is to render the heightfield to
> texture (generated somehow, e.g. FFT on CPU, sum of sines, FFT on GPU), then
> use vertex texture fetch to draw the vertices (e.g. projective, tiled,
> etc.).
>
> The main drawback (IMHO) is current performance : vertex texture fetch is
> slow on many cards; even fewer seem to support GL_LINEAR in hardware (which
> you need). Undoubtedly this will get better, but when I looked at this a
> little while ago, it was sluggish in comparison to techniques not involving
> VTF.
>
> To be honest I've don't think I've seen a real time
>> ocean simulation with geometric wake formations, they usually just use
>> texture overlays.
>
>
> I  agree; vertex deformation by wakes is... uncommon (we've done it in the
> past, but for very very application specific reasons that probably wouldn't
> be appropriate). However applying a deformation to your _normal_ field works
> easily, and works especially well at high altitudes in calm seas when you
> can't / shouldn't be able to see the vertices anyway. It's equivalent in
> construction to the way the surface wake foam textures work.
>
> One other point : for semi-infinite tiling oceans, have a look at the new
> instancing stuff that I recently saw contributed into OSG. I haven't played
> with yet it myself, but just repeating the base (high res) tile as an
> instance is probably higher performance than having to bother with LOD,
> skirts, and all the rest.
>
> Best regards,
>
> David
>
>
>
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>


-- 
Yann Le Paih
Keraudrono
56150 BAUD
Portable: +33(0)610524356
lepaih.y...@gmail.com
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Re: [osg-users] VPB stuff

2009-05-15 Thread J.P. Delport

Hi,

Pierre Bourdin (gmail) wrote:

Hi,
I can confirm it works well with many textures...

Here's screenshot of some terrain build with 2 textures:
http://perso.imerir.com/bourdin/wiki/doku.php/en/projet/massane


The only problem I have is with Shapefile, but I'm using osggis for
that... If you know how to use them with osgdem ? I'm interested...


sorry, I should have made it more clear that I meant gdal raster 
formats. I don't know of better way than osggis to include vector data.


jp



For the --terrain option, it works also very well, but I have to disable
GL_ARB extension with my ATI otherwise it crashes. 


Pierre

Le vendredi 15 mai 2009 à 09:08 +0200, J.P. Delport a écrit :

Hi,

Mao wrote:
Hi! Recently, our project is planning to migrate from mini to VPB. 
However, we encounter with several questions.


 

1.   In the example of osgDEM, I infer that osgDEM processes tiff 
format only. But tiff uses 32-bit offset which limits its size to 4G 
bytes. Most of our data are ERDAS img file or rrd file, which are huge 
in size. Yesterday, we processed an img file of size 20G bytes, and 
gdal_translate it to a 21G bytes tiff. That confused me. How can VPB 
handle extra bytes?
osgdem/virtualplanetbuilder can read all files that gdal can read, so 
have a look here:

http://www.gdal.org/formats_list.html

You can use the gdal tools to split your large data into multiple 
smaller geotiffs <2GB if you want.


2.   Another thing is that, texture files we got sometimes are in 
pieces, and we should use gdal_merge.py to merge them into one big tiff. 
According to the source code, VPB can handle only one texture file. Can 
we use multiple texture files?
It is better in pieces :) Smaller files, easier to handle. VPB can 
handle multiple texture files, you can even pass a directory name and it 
would use all the files in the directory.


See here too:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD

3.   The last question is when applied with “--Terrain” or 
“—HEIGHT_FIELD” options, there is no texture at all. Can we encapsulate 
both texture and DEM data into one output file? And it seems that 
osg::HeightField does not provide height = getHieghtAt(terrain.x, 
terrain.y) method.
Hi, --terrain works for me. You can have DEM layer + multiple texture 
layers. I can't answer about height_field.


jp

 


Thank you very much for listening!




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Re: [osg-users] Multiple ClearNodes in a scene, or 2D layering of 3D geometry

2009-05-15 Thread Robert Osfield
Hi Chris,

On Fri, May 15, 2009 at 2:10 AM, Chris 'Xenon' Hanson
 wrote:
>  I will expand on the abstract explanation, and then reveal my optimal 
> solution -- which
> is a bit of a hack, but is still the most elegant.
>
>
>  Basically we have VPB terrain for a very large area, but low detail. Within 
> it, we have
> a smaller world, which the user cannot leave. This terrain is also built with 
> VPB, at a
> much higher detail. This small world needs to be rebuilt frequently with 
> different data,
> and we don't wish to rebuild the entire surrounding world each time. this is 
> because the
> surrounding world doesn't change, and we don't want to spend all the time 
> rebuilding the
> surrounding world to the same degree of detail as the inset local world. It's 
> kind of like
> a skydome/box/environment technique, but it's a world-dome/box/environment. 
> It has to be
> rendered with Z-test and Z-write enabled to sort out self-occlusion, whereas 
> a skydome can
> often skip Z-test/z-write as long as it's a sphere and you use backface 
> culling.

Depth partioning then :-)


>  The solution is to render the surrounding world, then wipe the Z-buffer, 
> then render the
> local world. this means that even if the local world terrain surface drops 
> below the
> surrounding world in the middle, it still obscures the exterior world. Things 
> could get
> weird close to the edge of the local world, but we prevent that from being an 
> issue by
> restrictions on the local world and near-edge movement.
>
>  What I did was this:
>
>  Render surrounding world in RenderBin -3.
>  Create an empty piece of dummy Geometry (with a Geode) and render it in 
> RenderBin -2.
>  Render the local world in RenderBin -1.
>
>  The dummy geometry has a draw callback on it that issues a raw OpenGL 
> glClear() only on
> the Z-buffer channel. It doesn't disrupt the OpenGL state in any way, just 
> wipes the Z-buffer.
>
>  It works great. no second cameras to track, no RTT, no goofy stuff. The only 
> cost is a
> full-screen Z-clear operation.
>
>  Thanks to everyone for their suggestions.


So you're simulating using two slave Camera's for each of the depth
ranges.  osgViewer is capable of doing depth partioning although the
osgdepthpartition example hasn't yet been ported across to take
advantage of the flexibility of osgViewer,  it is something on my TODO
list.

By putting the management of the dept partitioning into the viewer
rather than the scene you remove viewing specific code form the scene
graph, and make it possible to load any scene into the viewer and have
it manage the depth partitioning automatically.

Robert.
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Re: [osg-users] Lightwave multilayered textures and vertex map support?

2009-05-15 Thread Olle Ekberg
Hi Gordon

I have tried and didn´t get it to work.

I knew that it worked with multilayered textures before but i don´t know if it 
is Lightwave that have changed in their format or if the importer in 
OpenSceneGraph have changed.

thanks

/Olle

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Re: [osg-users] Question about osgViewer::View::EventHandlers

2009-05-15 Thread Robert Osfield
HI Moji,

On Thu, May 14, 2009 at 5:30 PM, Mojtaba Fathi  wrote:
> Also, there is no such removeEventHandler function in View class, which I
> think could help me to solve the problem.

In the svn/trunk version and 2.9.x series there is an
View::removeEventHandler() implementation.

Robert.
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[osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-15 Thread Joe L
Hi,

We are going to build our Tiled Display Wall (TDW) system.

Is there any material about employing OSG to do so or to perform distributed
rendering?

Do I have to code a lot by using OSG APIs, or there are already some
modules/frameworks to achieve this?

You help will be appreciated.


-- 
Jie Liu
Visualization Research Group
Center for Information Science, School of EECS,
Room 2104, Science Building No.2,
Peking University, Beijing 100871, China
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Re: [osg-users] Remote execution and OSG

2009-05-15 Thread Robert Osfield
HI Paul, J.P, et. al,

On Fri, May 15, 2009 at 8:56 AM, J.P. Delport  wrote:
> Not sure, but it looks like some code ignores the $DISPLAY setting and just
> tries to open :0.0.
>
> I can confirm that I get the same behaviour between two Debian machines:
> osgviewer cow.osg runs at a staggering 2fps
>
> osgkeyboardmouse fails with:
> No protocol specified
> Error: Unable to open display ":0.0".
> Error: unable to create graphics window.

The GraphicsContext::Traits structure is used to control how the
graphics window is created, and in it's default state the display and
screen settings (see osg::GraphicsContext::ScreenIndentifier) are 0:0.
  To override this default one needs to explictly call readDISPLAY()
which reads the DISPLAY env variable to set the display and screen
number.

Now the osgView::setUpView*() methods all call readDISPLAY(), but if
the example does use on of these methods, and instead creates the
GraphicsWindow it requires directly use GraphicsContext::Traits
without calling the readDISPLAY then it won't pick up your settings of
this variable, so you'll get different behavior.

Robert.
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Re: [osg-users] VPB stuff

2009-05-15 Thread Robert Osfield
HI Pierre,

On Fri, May 15, 2009 at 8:24 AM, Pierre Bourdin (gmail)
 wrote:
> For the --terrain option, it works also very well, but I have to disable
> GL_ARB extension with my ATI otherwise it crashes.

Could you try the OSG-2.8 or svn/trunk version of the OSG as there is
crash fix that prevents problems with rendering VPB --terrain
databases.  The case of the crash was an bug in the set up of the
VBO's, the ATI driver crashes if you put a VBO inside a display list.
It was a bug putting the VBO's inside a display list so once this was
fixed the crash went away.  The ATI driver is still a bit buggy, but
at least it's now working well with VPB terrain databases.

Robert.
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Re: [osg-users] VPB stuff

2009-05-15 Thread Robert Osfield
Hi Mao,

On Fri, May 15, 2009 at 4:09 AM, Mao  wrote:
> 3.   The last question is when applied with “--Terrain” or
> “—HEIGHT_FIELD” options, there is no texture at all. Can we encapsulate both
> texture and DEM data into one output file? And it seems that
> osg::HeightField does not provide height = getHieghtAt(terrain.x, terrain.y)
> method.

--terrain will soon be the dafault for VirtualPlanetBuilder.   When
you output to a .ive then both the height fields and the texture will
be stored together, when you select .osg as ouput the height fields
will be stored in the .osg files, and the textures as external imagery
tiles.

As to why you aren't see a texture I cannot say.  You really don't
provide enough information to even guess what might be up.

Robert.
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Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-15 Thread Robert Osfield
Hi Jie,

On Fri, May 15, 2009 at 9:22 AM, Joe L  wrote:
> We are going to build our Tiled Display Wall (TDW) system.

What dimensions?

> Is there any material about employing OSG to do so or to perform distributed
> rendering?
>
> Do I have to code a lot by using OSG APIs, or there are already some
> modules/frameworks to achieve this?

If you are using a cluster then a 3rd party library like VR Juggler or
Equalizer is probably worth looking at.  You could do the clustering
yourself, but this will be more work.

If you can drive the system entirely from one machine then you'll be
able to just use the OSG's native multiple context/multi-threaded
support built into osgVIewer.  In terms of software and hardware this
will be the most straight forward solution.

Robert.
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Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Robert Osfield
Hi Alexandre,


On Fri, May 15, 2009 at 9:55 AM, Alexandre Amalric
 wrote:
> I do not understand why we only update the projectionOffset  from the slave
> camera and why we don't update the projection matrix itself.

The slave uses a relative reference frame the camera's projection
matrix is update on each new frame by multiplying the master's camer's
projection matrix by the projection offset matrix of the slave.   So
there isn't any point modifying the slave's projection matrix as it'll
be overritten anyway.

In your example I wonder if the problem is down to your have two
camera's, and master camera that is assigned to the graphics window so
gets resized, and a slave camera that gets assigned to the also gets
it's offset resized, putting these two resizes together you'll end up
with a double resize.

Could you changing you example so that the you have the viewer's
master camera (not assigned to the graphics context) , then two slave
cameras to see if it works fine.

In terms of catching this particular usage model in the resize code...
it's a bit awkward, if the master camera to a slave has been resized
and the slave has a relative reference frame then it shouldn't be
resized.  This only works if the master camera shares the same
graphics context, if it doesn't then you'll be a bit stuck as you'd
have to apply the inverse of the master's projection matrix's resizing
to the slaves.

Perhaps this could be done by the resize code detecting a master/slave
set up where double resizes are present, and then have inverse of the
resizes to the master pass down to the slave.

Robert.
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Re: [osg-users] [osg-submissions]osgParticle ParticleSystemandModularEmitterin different coordinate systems

2009-05-15 Thread Tim Moore
Hi,
Sorry to have dropped this on the floor; I missed your response below. I took
a look at your examples, especially the one that is now broken. I see that what
you were doing is quite similar to what the September patch does: construct
a frame of reference for the ModularEmitter that is relative to ParticleSystem
frame, even though it is rooted to the global frame in the scene graph. You end
up doing the particle creation calculations in a frame that doesn't blow out
float precision. The September code makes the assumption that the ModularEmitter
and ParticleSystem are both in "real" coordinate frames, which seems reasonable
to me.

Both our methods require that the ParticleSystem be placed and moved to avoid
precision errors. In FlightGear I manually change the coordinates of the 
particles
when the ParticleSystem is moved. I suppose you might be able to get around this
in some situations by playing with the velocity vector of the emitted particles,
but I like my approach better because the ModularEmitter
does not need to be managed; it can simply be attached to the object from which 
the
particles are emitted. I recommend that you attach the ModularEmitter to your 
model.

Jolley, Thomas P wrote:
> So, where does that leave us?  What breaks by reverting the September
> changes on ModularEmitter.cpp?  Do you have an example of your usage?
> 
> Traversing the hierarchy to get double precision world matrices and
> applying it to single precision particle systems causes precision
> problems for my usage.  Reverting the change helps me.
One of the changes I made was to do the emitter particle placement calculations
in double precision. In any case, someone has to manage the particle system
so that the results will fit in single precision variables.

Tim
> 
> 
> Tom Jolley
> 
> 
>> -Original Message-
>> From: Tim Moore
>> FYI, my change wasn't intended to solve particle precision 
>> problems by itself, merely support an approach where the 
>> particle system is not rooted in the world frame of 
>> reference. Application management of the particle system 
>> transform is still needed. Before my submission that seemed 
>> to be broken.
>>
>> Tim
>>
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Re: [osg-users] Ideas for glow effects on 3D objects

2009-05-15 Thread dimi christop

Or you could just use a billboard glow texture, disable depth sorting and 
testing and render the glowing billboard last on top of everything else.
This is the way we used to do it when we had no shaders and post processing

Dimi



- Original Message 
From: Art Tevs 
To: osg-users@lists.openscenegraph.org
Sent: Friday, May 15, 2009 1:05:11 AM
Subject: Re: [osg-users] Ideas for glow effects on 3D objects

Hi Paul,

as other Paul said, take a look into osgPPU. There I have an example showing 
exactly what you need. The example is simple and very easy to understand. You 
can take this as a starting point and then change it for your needs.


Cheers,
Art

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Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-15 Thread Joe L
Hi Robert,

Thanks for you quick reply.

In our plan, the TDW will have around 30 displays.

Indeed, we have tried other solutions based on a smaller system ( 6 displays
contained ).


Do you mean that :
If I would like to use OSG, I will have to additionally do the task
management, network synchronization, and distributed rendering?

Thanks

2009/5/15 Robert Osfield 

> Hi Jie,
>
> On Fri, May 15, 2009 at 9:22 AM, Joe L  wrote:
> > We are going to build our Tiled Display Wall (TDW) system.
>
> What dimensions?
>
> > Is there any material about employing OSG to do so or to perform
> distributed
> > rendering?
> >
> > Do I have to code a lot by using OSG APIs, or there are already some
> > modules/frameworks to achieve this?
>
> If you are using a cluster then a 3rd party library like VR Juggler or
> Equalizer is probably worth looking at.  You could do the clustering
> yourself, but this will be more work.
>
> If you can drive the system entirely from one machine then you'll be
> able to just use the OSG's native multiple context/multi-threaded
> support built into osgVIewer.  In terms of software and hardware this
> will be the most straight forward solution.
>
> Robert.
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>



-- 
Jie Liu
Visualization Research Group
Center for Information Science, School of EECS,
Room 2104, Science Building No.2,
Peking University, Beijing 100871, China
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Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Alexandre Amalric
Hi Robert,

thank you for answering me but i'm confused I don't really understand what
you want me to do on my example ?

In fact the problem is that resizedImplementation function is called 1 time,
then there is a loop on _cameras vector (filled with 2 cameras in my
example, the main and the slave).

During this loop, the projection is updated for the main camera then the
offset projection is updated for the slave camera.

After resizedImplementation function is finished, there is a call to void
View::updateSlave(unsigned int i) function wich update my slave camera
projection by multiplying the main camera projection matrix (wich is already
updated) by the offset projection computed earlier. So the projection matrix
from the slave camera is different from the main camera projection matrix.

I hope I'm clear, but seems to me that it's very important to correct that.

If it's help I achieve to avoid the weird behaviour by replacing in
GraphicsContext.cpp :

if (slave && camera->getReferenceFrame()==osg::Transform::RELATIVE_RF)
{
switch(view->getCamera()->getProjectionResizePolicy())
{
case(osg::Camera::HORIZONTAL): slave->_projectionOffset
*= osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); break;
case(osg::Camera::VERTICAL): slave->_projectionOffset *=
osg::Matrix::scale(1.0, aspectRatioChange,1.0); break;
default: break;
}
}


*by *

if (slave && camera->getReferenceFrame()==osg::Transform::RELATIVE_RF)
{
switch(view->getCamera()->getProjectionResizePolicy())
{

case(osg::Camera::HORIZONTAL):
slave->_camera->getProjectionMatrix() *=
osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); break;
case(osg::Camera::VERTICAL):
slave->_camera->getProjectionMatrix() *= osg::Matrix::scale(1.0,
aspectRatioChange,1.0); break;
default: break;
}
}







2009/5/15 Robert Osfield 

> Hi Alexandre,
>
>
> On Fri, May 15, 2009 at 9:55 AM, Alexandre Amalric
>  wrote:
> > I do not understand why we only update the projectionOffset  from the
> slave
> > camera and why we don't update the projection matrix itself.
>
> The slave uses a relative reference frame the camera's projection
> matrix is update on each new frame by multiplying the master's camer's
> projection matrix by the projection offset matrix of the slave.   So
> there isn't any point modifying the slave's projection matrix as it'll
> be overritten anyway.
>
> In your example I wonder if the problem is down to your have two
> camera's, and master camera that is assigned to the graphics window so
> gets resized, and a slave camera that gets assigned to the also gets
> it's offset resized, putting these two resizes together you'll end up
> with a double resize.
>
> Could you changing you example so that the you have the viewer's
> master camera (not assigned to the graphics context) , then two slave
> cameras to see if it works fine.
>
> In terms of catching this particular usage model in the resize code...
> it's a bit awkward, if the master camera to a slave has been resized
> and the slave has a relative reference frame then it shouldn't be
> resized.  This only works if the master camera shares the same
> graphics context, if it doesn't then you'll be a bit stuck as you'd
> have to apply the inverse of the master's projection matrix's resizing
> to the slaves.
>
> Perhaps this could be done by the resize code detecting a master/slave
> set up where double resizes are present, and then have inverse of the
> resizes to the master pass down to the slave.
>
> Robert.
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===
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Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-15 Thread Robert Osfield
Hi Joe? Jie, could you please sign with your first name so I know
which one to use when addressing you rather than having to do a best
guess, thanks,

On Fri, May 15, 2009 at 10:41 AM, Joe L  wrote:
> In our plan, the TDW will have around 30 displays.

OK, you'll definitely need a cluster for this.

> Do you mean that :
> If I would like to use OSG, I will have to additionally do the task
> management, network synchronization, and distributed rendering?

The OSG doesn't provide this cluster manage functionality, it's
focused on rendering on a single image system, albeit with
capabilities of doing multi-thread, multi-screen output.

The two options you have right now are to go with a distributed GL
implementation such as Chromium, or a distribution application
implementation such as facilitated by libs like Equalizer.

There is a third possible solution would require mods to the core OSG,
or at least subclasses from it, and is something I've been wondering
about for a while.  The approach would be to do a distributed render
graph, where you do a cull traversal (or several cull traversal) on
the master for the whole view frustum that gives you a list of
drawables, modelview+projection matrices and state inheritance graph,
then you broad cast this list to slaves on the cluster.  These then
traverse this rendering graph and cull out what leaves aren't in their
local view frustum.  On each slave you'd cache the state and geometry
and update this only when the master changes their value, to avoid
having to dispatch all this data on each new frame.

The distributed render graph proposal above sits between the low level
distributed GL approach and the high level distributed application
approach like done with Equalizer.  The distributed GL approach
requires more network and CPU bandwidth, most doesn't require any
application modifications to do the cluster, while the distributed
application approach minimizes network bandwidth but does require you
to design your application with the cluster in mind.  The later
approach is more work, but provides better scalability.

The distributed render graph approach has the potentially of scaling
reasonable well, while at the same time need little more than a
cluster specific cluster configuration being used in the viewer, so
once you have this inbuilt capability it's would be easy to move from
a single desktop display to a cluster by just changing a viewer
configuration file.

Robert.
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Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Robert Osfield
HI Alexandre,

On Fri, May 15, 2009 at 10:41 AM, Alexandre Amalric
 wrote:
> Hi Robert,
>
> thank you for answering me but i'm confused I don't really understand what
> you want me to do on my example ?

Make it work like the original osgwindows example - use two slave
cameras rather than one master and one slave.

I have lots of other work to do, and I'm really not well so can't take
on extra work, please try out my suggestions.

Robert.
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[osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread Robert Osfield
Hi All,

After a long delay - health, submissions backlog and other work all
got in the way of a quick turn around on this rc4, I've finally got
tagging OpenScenGraph-2.8.1-rc4.   You can download it from:

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

Please test.  If things go smoothly with testing today and over the
weekend I'll go for the final 2.8.1 release early next week.  Please
post your successes/failures to this thread.

Thanks in advance with you help on testing on as many machines and OS
combinations that you can lay your hands on.
Robert.

-- Change Log since 2.8.0

2009-05-14 17:26  robert

* NEWS.txt, README.txt: Updated dates

2009-05-14 17:25  robert

* AUTHORS.txt, ChangeLog: Updated ChangeLog and AUTHOR file

2009-05-14 17:18  robert

* applications/osgversion/CMakeLists.txt,
  applications/osgversion/Contributors.cpp,
  applications/osgversion/osgversion.cpp: Moved the Contributors
  generation code out into a separate source file that is only
  compiled when OSG_MAINTAINER is enable via ccamke. This has been
  done to prevent build issues on some machines with compilers that
  chose a different local to the one that the contributors names
  are encoded.

2009-05-13 08:35  robert

* src/OpenThreads/win32, src/OpenThreads/win32/Win32Thread.cpp:
  From Thibault Genessay, "On Windows, when a process tries to
  spawn one too many thread,
  _beginthreadex() fails but OpenThreads still waits on the startup
  Block before returning to the caller of
  OpenThreads::Thread::start().
  This causes a deadlock. The return value of _beginthreadex() is
  actually checked, but after the call to
  OpenThreads::Block::block() so
  it is basically useless.

  Attached is a fix to move the check for the return value of
  _beginthreadex() before the call to block(), so that start() can
  return to the caller with a non-zero error code. This solves the
  problem for me."

  Merged from svn trunk using:

  svn merge -r 10190:10191
  
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/OpenThreads/win32

2009-05-12 11:15  robert

* ChangeLog, NEWS.txt, README.txt: Updated ChangeLog and
  NEWS/READER for release candidate

2009-05-12 11:12  robert

* src/osgWrappers/osgUtil/IntersectVisitor.cpp: Updated wrappers

2009-05-12 10:49  robert

* src/osgWidget, src/osgWidget/WindowManager.cpp: From Fajran Iman
  Rusadi, fixed to handling of widget indices in insert and remove
  methods. Merged from svn/trunk using:

  svn merge -r 10181:10182
  
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/osgWidget

2009-05-08 12:38  robert

* src/osgViewer/GraphicsWindowWin32.cpp: Added initializer for
  _mouseCursor

2009-05-08 07:49  robert

* src/osgViewer/GraphicsWindowWin32.cpp: From Neil Groves, fixed
  unitialized variable

2009-05-07 15:59  robert

* CMakeLists.txt: Updated release candidate to 4.

2009-05-07 15:14  robert

* src/osgViewer/GraphicsWindowWin32.cpp: From Frederic Bouvier,
  workaround of setCursor problems under Windows.

2009-05-07 14:58  robert

* src/osg/GraphicsContext.cpp: Fixed ABSOLUTE_RF slave camera
  resize policy, merged from svn trunk using:

  http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/

2009-05-07 13:24  robert

* src/osgDB, src/osgDB/CMakeLists.txt, src/osgDB/DatabasePager.cpp,
  src/osgDB/Registry.cpp: From Stephan Huber, "while debugging a
  problem in finding plugins on OS X I discovered, that
  the conditional directives for setting the prepend-string in
  createLibraryNameForExtension were not in effect, because of the
  mixture
  of different #ifdef styles.

  I removed the conditional part for __APPLE__ completely to be
  more
  standard-conform with other platforms (plugins should be located
  in
  osgPlugins-X.X.X/). Because of the wrong syntax of the
  conditional
  compile the old code was not used anyway -- so no functional
  change.
  "

  Merged from svn/trunk using:

  svn merge -r 10149:10150
  http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/osgDB

2009-05-07 13:18  robert

* src/osgViewer, src/osgViewer/GraphicsWindowWin32.cpp: From Chris
  Denham, fix for swapBuffers warning when window is minimized
  under Windows.


  svn merge -r 10146:10147
  
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/osgViewer/

2009-05-07 09:47  robert

* src/osgPlugins/pdf, 

Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Alexandre Amalric
When using 2 slave cameras instead of 1 main calera and 1 slave camera the
resizing works perfectly.

I was thinking that the viewer had to have 1 main camera and n slave camera,
I was mistaken.

I have one last question, when we call getCameraWithFocus on a viewer set up
with 2 slaves camera and no main camera, wich one is returned ?

Thank you for your support and I wish you a good recovery.


2009/5/15 Robert Osfield 

> HI Alexandre,
>
> On Fri, May 15, 2009 at 10:41 AM, Alexandre Amalric
>  wrote:
> > Hi Robert,
> >
> > thank you for answering me but i'm confused I don't really understand
> what
> > you want me to do on my example ?
>
> Make it work like the original osgwindows example - use two slave
> cameras rather than one master and one slave.
>
> I have lots of other work to do, and I'm really not well so can't take
> on extra work, please try out my suggestions.
>
> Robert.
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



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

2009-05-15 Thread Maxime BOUCHER
Hi!


jojo wrote:
> 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


I've read your post with great interest!
I work with the COLOR_BUFFER (for now...) and I've a question for you.
I tried to reproduce your code in mine (thus I don't exactly do the same 
things) and it seems my _depth image (that I use to store colors...) is 
initialized at allocationImage but the buffer data is never refreshed.
I tried:

Code:

_depth->allocateImage(vec->x(), vec->y(), 1, GL_COLOR, GL_INT);



and

Code:
 
_depth->allocateImage(vec->x(), vec->y(), 1, GL_RGBA, GL_INT);


Is there any instruction to do that that I skiped?

Thanks!


Max

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

2009-05-15 Thread Johannes Leidheiser
Hi Max,
I think you should use _depth->allocateImage(vec->x(), vec->y(), 1, GL_RGBA, 
GL_UNSIGNED_BYTE); instead of GL_INT because the color buffer of your graphics 
card has 8 bit per color channel. 

Regards,
jojo

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Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-15 Thread Pierre Bourdin (gmail)
Hi,
an interesting approach for a distributed rendering system is FlowVR...
http://flowvr.sourceforge.net/


I know openscenegraph has been used with Delta3D team with CIGI Image
Generator: http://cigi.sourceforge.net/ 
To not only advertise for concurrent project ;-)


Pierre.

Le vendredi 15 mai 2009 à 10:56 +0100, Robert Osfield a écrit :
> Hi Joe? Jie, could you please sign with your first name so I know
> which one to use when addressing you rather than having to do a best
> guess, thanks,
> 
> On Fri, May 15, 2009 at 10:41 AM, Joe L  wrote:
> > In our plan, the TDW will have around 30 displays.
> 
> OK, you'll definitely need a cluster for this.
> 
> > Do you mean that :
> > If I would like to use OSG, I will have to additionally do the task
> > management, network synchronization, and distributed rendering?
> 
> The OSG doesn't provide this cluster manage functionality, it's
> focused on rendering on a single image system, albeit with
> capabilities of doing multi-thread, multi-screen output.
> 
> The two options you have right now are to go with a distributed GL
> implementation such as Chromium, or a distribution application
> implementation such as facilitated by libs like Equalizer.
> 
> There is a third possible solution would require mods to the core OSG,
> or at least subclasses from it, and is something I've been wondering
> about for a while.  The approach would be to do a distributed render
> graph, where you do a cull traversal (or several cull traversal) on
> the master for the whole view frustum that gives you a list of
> drawables, modelview+projection matrices and state inheritance graph,
> then you broad cast this list to slaves on the cluster.  These then
> traverse this rendering graph and cull out what leaves aren't in their
> local view frustum.  On each slave you'd cache the state and geometry
> and update this only when the master changes their value, to avoid
> having to dispatch all this data on each new frame.
> 
> The distributed render graph proposal above sits between the low level
> distributed GL approach and the high level distributed application
> approach like done with Equalizer.  The distributed GL approach
> requires more network and CPU bandwidth, most doesn't require any
> application modifications to do the cluster, while the distributed
> application approach minimizes network bandwidth but does require you
> to design your application with the cluster in mind.  The later
> approach is more work, but provides better scalability.
> 
> The distributed render graph approach has the potentially of scaling
> reasonable well, while at the same time need little more than a
> cluster specific cluster configuration being used in the viewer, so
> once you have this inbuilt capability it's would be easy to move from
> a single desktop display to a cluster by just changing a viewer
> configuration file.
> 
> Robert.
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: bour...@imerir.com


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Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-15 Thread Martin Scheffler
Hi,

I am currently thinking about how to do a multi-display simulation with OSG 
that uses a single machine to feed all displays. The app I am currently working 
on requires multiple views, but is difficult to distribute across machines 
because of some randomness components in my graphics stuff.

My simulation requires at least four projectors (or eight if necessary and 
possible). I am thinking about using a Nvidia Quadro Plex system 
http://www.nvidia.de/page/quadroplex.html.

Has anyone here used heavy-duty graphics hardware to feed four or more views 
from one machine? What hardware setup do you use, and are you able to render 
reasonably complex scenes? Or can you point me in a good direction for more 
info?

Looking forward to your responses -
Martin[/url]

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

2009-05-15 Thread Maxime BOUCHER
Thanks.
I tried but it does'nt change the results.

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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread John Ivar Haugland
I have to  install OpenSceneGraph on a RHEL 3.2 system.  I used cmake 2.6.3
to setup the make system and started to compile. I got the error given
below. What can be done to fix this?

[  0%] Building CXX object
src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.o
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/OpenThreads/pthreads/PThread.c++:53:
declaration
  of `int* __errno_location()' throws different exceptions
/usr/include/bits/errno.h:38: than previous declaration `int*
  __errno_location() throw ()'
make[2]: *** [src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.o]
Error 1
make[1]: *** [src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/all] Error
2
make: *** [all] Error 2

***
The /usr/include/bits/errno.h file is given below with  line 38 highlighted.


/* Error constants.  Linux specific version.
  Copyright (C) 1996, 1997, 1998, 1999 Free Software Foundation, Inc.
  This file is part of the GNU C Library.

  The GNU C Library is free software; you can redistribute it and/or
  modify it under the terms of the GNU Lesser General Public
  License as published by the Free Software Foundation; either
  version 2.1 of the License, or (at your option) any later version.

  The GNU C Library is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
  Lesser General Public License for more details.

  You should have received a copy of the GNU Lesser General Public
  License along with the GNU C Library; if not, write to the Free
  Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
  02111-1307 USA.  */

#ifdef _ERRNO_H

# undef EDOM
# undef EILSEQ
# undef ERANGE
# include 

/* Linux has no ENOTSUP error code.  */
# define ENOTSUP EOPNOTSUPP

/* Linux also had no ECANCELED error code.  Since it is not used here
  we define it to an invalid value.  */
# ifndef ECANCELED
#  define ECANCELED 125
# endif

# ifndef __ASSEMBLER__
/* Function to get address of global `errno' variable.  */
*extern int *__errno_location (void) __THROW __attribute__ ((__const__));*

#  if !defined _LIBC || defined _LIBC_REENTRANT
/* When using threads, errno is a per-thread value.  */
#   define errno (*__errno_location ())
#  endif
# endif /* !__ASSEMBLER__ */
#endif /* _ERRNO_H */

#if !defined _ERRNO_H && defined __need_Emath
/* This is ugly but the kernel header is not clean enough.  We must
  define only the values EDOM, EILSEQ and ERANGE in case __need_Emath is
  defined.  */
# define EDOM 33 /* Math argument out of domain of function.  */
# define EILSEQ 84 /* Illegal byte sequence.  */
# define ERANGE 34 /* Math result not representable.  */
#endif /* !_ERRNO_H && __need_Emath */
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Re: [osg-users] Problems with FBOs when taking high resolution screenshots.

2009-05-15 Thread Jesper D. Thomsen
Hi again, I'm now doing a check for the maximum texture size and clamping the 
screenshot size to be no greater than that. I have now found a new problem in 
that I can't always take a screenshot at the maximum resolution. This seems to 
be dependent on the complexity of the loaded scene graph, so I'm guessing at a 
video memory error. The behavior is that for a given (high, as in 8192x6000) 
resolution I get the correct image with a simple model, but I'm getting a black 
image when taking a screenshot of a complex model.

I have a vague recollection that I saw something about being able to check if 
the FBO is correctly allocated and ready before using it, but after quite a bit 
of searching I haven't been able to find it again.

If anyone knows if this is easily checkable I would much appreciate a pointer 
in the right direction.

Regards, and thank.

Jesper D. Thomsen

From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay 
[jean-sebastien.g...@cm-labs.com]
Sent: Thursday, May 14, 2009 4:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problems with FBOs whentaking  high
resolution  screenshots.

Hello Jesper,

> Thank you very much, I suspected it was something like that. Do you know if 
> there another standard way of making high resolution renderings via OSG that 
> isn't hit by the graphics card texture size limitations?

You can do tiling - take multiple screenshots, each using the maximum
size the video card supports, using appropriate camera positions that,
once assembled together into one image, will give you the complete
image. Using slave cameras in an osgViewer::View can help with this, and
you can have a look at osgViewer::View::setUpViewAcrossAllScreens() for
inspiration on how to set up those slave cameras.

> Otherwise I'll just have to implement the checking mechanism you gave me and 
> limit the maximum size for the less capable graphics cards.

That could be a good first step.

Hope this helps,

J-S
--
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] render depth buffer to image for one time

2009-05-15 Thread Raymond de Vries

Hi,

I think you should use GL_LUMINANCE instead of GL_RGBA too.

Best regards
Raymond


Johannes Leidheiser wrote:

Hi Max,
I think you should use _depth->allocateImage(vec->x(), vec->y(), 1, GL_RGBA, GL_UNSIGNED_BYTE); instead of GL_INT because the color buffer of your graphics card has 8 bit per color channel. 


Regards,
jojo

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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread Tugkan Calapoglu

Hi,

Following method is from ive plugin, ReaderWriterIVE.cpp. Is #if 1 
forgotten here? In some other methods ive::Exception is caught within 
the plugin. In this method, however, the exception goes out of the 
plugin and has to be handled in the application.


virtual ReadResult readNode(std::istream& fin, const Options* options) const
{
#if 1
   ive::DataInputStream in(&fin, options);
   return in.readNode();
#else
   try{
   // Create datainputstream.
   ive::DataInputStream in(&fin, options);

   return in.readNode();
   }
   catch(ive::Exception e)
   {
   return e.getError();
   }
#endif
}


tugkan


Hi All,

After a long delay - health, submissions backlog and other work all
got in the way of a quick turn around on this rc4, I've finally got
tagging OpenScenGraph-2.8.1-rc4.   You can download it from:

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

Please test.  If things go smoothly with testing today and over the
weekend I'll go for the final 2.8.1 release early next week.  Please
post your successes/failures to this thread.

Thanks in advance with you help on testing on as many machines and OS
combinations that you can lay your hands on.
Robert.

-- Change Log since 2.8.0

2009-05-14 17:26  robert

* NEWS.txt, README.txt: Updated dates

2009-05-14 17:25  robert

* AUTHORS.txt, ChangeLog: Updated ChangeLog and AUTHOR file

2009-05-14 17:18  robert

* applications/osgversion/CMakeLists.txt,
  applications/osgversion/Contributors.cpp,
  applications/osgversion/osgversion.cpp: Moved the Contributors
  generation code out into a separate source file that is only
  compiled when OSG_MAINTAINER is enable via ccamke. This has been
  done to prevent build issues on some machines with compilers that
  chose a different local to the one that the contributors names
  are encoded.

2009-05-13 08:35  robert

* src/OpenThreads/win32, src/OpenThreads/win32/Win32Thread.cpp:
  From Thibault Genessay, "On Windows, when a process tries to
  spawn one too many thread,
  _beginthreadex() fails but OpenThreads still waits on the startup
  Block before returning to the caller of
  OpenThreads::Thread::start().
  This causes a deadlock. The return value of _beginthreadex() is
  actually checked, but after the call to
  OpenThreads::Block::block() so
  it is basically useless.

  Attached is a fix to move the check for the return value of
  _beginthreadex() before the call to block(), so that start() can
  return to the caller with a non-zero error code. This solves the
  problem for me."

  Merged from svn trunk using:

  svn merge -r 10190:10191
  
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/OpenThreads/win32

2009-05-12 11:15  robert

* ChangeLog, NEWS.txt, README.txt: Updated ChangeLog and
  NEWS/READER for release candidate

2009-05-12 11:12  robert

* src/osgWrappers/osgUtil/IntersectVisitor.cpp: Updated wrappers

2009-05-12 10:49  robert

* src/osgWidget, src/osgWidget/WindowManager.cpp: From Fajran Iman
  Rusadi, fixed to handling of widget indices in insert and remove
  methods. Merged from svn/trunk using:

  svn merge -r 10181:10182
  
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/osgWidget

2009-05-08 12:38  robert

* src/osgViewer/GraphicsWindowWin32.cpp: Added initializer for
  _mouseCursor

2009-05-08 07:49  robert

* src/osgViewer/GraphicsWindowWin32.cpp: From Neil Groves, fixed
  unitialized variable

2009-05-07 15:59  robert

* CMakeLists.txt: Updated release candidate to 4.

2009-05-07 15:14  robert

* src/osgViewer/GraphicsWindowWin32.cpp: From Frederic Bouvier,
  workaround of setCursor problems under Windows.

2009-05-07 14:58  robert

* src/osg/GraphicsContext.cpp: Fixed ABSOLUTE_RF slave camera
  resize policy, merged from svn trunk using:

  http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/

2009-05-07 13:24  robert

* src/osgDB, src/osgDB/CMakeLists.txt, src/osgDB/DatabasePager.cpp,
  src/osgDB/Registry.cpp: From Stephan Huber, "while debugging a
  problem in finding plugins on OS X I discovered, that
  the conditional directives for setting the prepend-string in
  createLibraryNameForExtension were not in effect, because of the
  mixture
  of different #ifdef styles.

  I removed the conditional part for __APPLE__ completely to be
  more
  standard-conform with other platforms (plugins should be located
  in
  osgPlugins-X.X.X/). Because of the wrong syntax of the
  conditional
  compile the old code wa

Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread John Ivar Haugland
I commented out line 53 in
 OpenSceneGraph-2.8.1-rc4/src/OpenThreads/pthreads/PThread.c++
and the compilation continued to the following error:

[ 34%] Building CXX object
src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o
In file included from
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/LightSpacePerspectiveShadowMap:23,
 from
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgShadow/LightSpacePerspectiveShadowMap.cpp:18:
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ViewDependentShadowTechnique:
In
   member function `virtual
osgShadow::ViewDependentShadowTechnique::ViewData*
   osgShadow::ProjectionShadowMap::initViewDependentData(osgUtil::CullVisitor*,
   osgShadow::ViewDependentShadowTechnique::ViewData*)':
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ViewDependentShadowTechnique:152:
`
   struct osgShadow::ViewDependentShadowTechnique::ViewData' is protected
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ProjectionShadowMap:77:
within
   this context
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ViewDependentShadowTechnique:152:
`
   struct osgShadow::ViewDependentShadowTechnique::ViewData' is protected
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ProjectionShadowMap:77:
within
   this context
make[2]: ***
[src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o]
Error 1
make[1]: *** [src/osgShadow/CMakeFiles/osgShadow.dir/all] Error 2
make: *** [all] Error 2


On Fri, May 15, 2009 at 1:38 PM, John Ivar Haugland  wrote:

> I have to  install OpenSceneGraph on a RHEL 3.2 system.  I used cmake 2.6.3
> to setup the make system and started to compile. I got the error given
> below. What can be done to fix this?
>
> [  0%] Building CXX object
> src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.o
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/OpenThreads/pthreads/PThread.c++:53:
> declaration
>   of `int* __errno_location()' throws different exceptions
> /usr/include/bits/errno.h:38: than previous declaration `int*
>   __errno_location() throw ()'
> make[2]: ***
> [src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.o] Error 1
> make[1]: *** [src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/all]
> Error 2
> make: *** [all] Error 2
>
> ***
> The /usr/include/bits/errno.h file is given below with  line 38
> highlighted.
>
> /* Error constants.  Linux specific version.
>   Copyright (C) 1996, 1997, 1998, 1999 Free Software Foundation, Inc.
>   This file is part of the GNU C Library.
>
>   The GNU C Library is free software; you can redistribute it and/or
>   modify it under the terms of the GNU Lesser General Public
>   License as published by the Free Software Foundation; either
>   version 2.1 of the License, or (at your option) any later version.
>
>   The GNU C Library is distributed in the hope that it will be useful,
>   but WITHOUT ANY WARRANTY; without even the implied warranty of
>   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
>   Lesser General Public License for more details.
>
>   You should have received a copy of the GNU Lesser General Public
>   License along with the GNU C Library; if not, write to the Free
>   Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
>   02111-1307 USA.  */
>
> #ifdef _ERRNO_H
>
> # undef EDOM
> # undef EILSEQ
> # undef ERANGE
> # include 
>
> /* Linux has no ENOTSUP error code.  */
> # define ENOTSUP EOPNOTSUPP
>
> /* Linux also had no ECANCELED error code.  Since it is not used here
>   we define it to an invalid value.  */
> # ifndef ECANCELED
> #  define ECANCELED 125
> # endif
>
> # ifndef __ASSEMBLER__
> /* Function to get address of global `errno' variable.  */
> *extern int *__errno_location (void) __THROW __attribute__ ((__const__));*
>
> #  if !defined _LIBC || defined _LIBC_REENTRANT
> /* When using threads, errno is a per-thread value.  */
> #   define errno (*__errno_location ())
> #  endif
> # endif /* !__ASSEMBLER__ */
> #endif /* _ERRNO_H */
>
> #if !defined _ERRNO_H && defined __need_Emath
> /* This is ugly but the kernel header is not clean enough.  We must
>   define only the values EDOM, EILSEQ and ERANGE in case __need_Emath is
>   defined.  */
> # define EDOM 33 /* Math argument out of domain of function.  */
> # define EILSEQ 84 /* Illegal byte sequence.  */
> # define ERANGE 34 /* Math result not representable.  */
> #endif /* !_ERRNO_H && __need_Emath */
>
>
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Re: [osg-users] [build] iv file not being read

2009-05-15 Thread Tomlinson, Gordon
Did you build or install one of the required 3rd Part libraries fro the
Inventor plug-in ?
( see OSG281\src\osgPlugins\Inventor\README.txt)

Also did increase the OSG Notify level to debug to see what OSG may be
telling you about the issue ?

And the other normal debug technique did you step in to the OSG code to
see where its failing on the read ?


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 Mattias
Helsing
Sent: Friday, May 15, 2009 3:11 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [build] iv file not being read

Hello Abhinav,

There is nothing for anyone to go on to even try to help you. The code
snippet is not even osg code so no chance for us to know anything about
what it does.

* use a debugger to see what "readAll" returns and why
* crank up OSG_NOTIFY_LEVEL
* see Paul Martz top 10 debugging tips at
http://www.skew-matrix.com/bb/viewtopic.php?f=6&t=5

cheers
Mattias


On 5/15/09, Abhinav Dubey  wrote:
> Hi,
> i am trying to read an iv file but its not being read. the code i am 
> using is :
> ***
>  SoInput sceneInput;
>   if ( !sceneInput.openFile( "plugins\\graphs\\myInventor.iv" ) )
{
> QMessageBox::information(mInventorGrid[3], "Error", "Cannot 
> open file requested iv file");
> return;
> }
>
> SoSeparator *sc_root = SoDB::readAll( &sceneInput );
>sc_root->ref();
>
>  Use one of the convenient SoQt viewer classes.
> mViewer = new SoQtExaminerViewer(iv_widget);
> mViewer->setSceneGraph(sc_root);
> mViewer->setDecoration(false);
> mViewer->show();
> ***
> and the iv file named myInventor.iv has the following:
> #Inventor V2.1 ascii
>
> Separator {
> SoXipExaminer {
>   modeNONE
>   viewBoundingBox 230 0 0 0
>   0 227.785 0 0
>   0 0 42.1032 0
>   -112.59 -117.21 50.3972 1
>   complexity  Complexity {
>   value   0.5
>   textureQuality  0.5
>   }
>
>   orthoCamera DEF +0 OrthographicCamera {
>   }
>
>   perspectiveCamera   DEF +1 PerspectiveCamera {
>   position0.181952 88.5125 454.632
>   orientation -0.494995 0.0901597 0.864206  0.470889
>   nearDistance230.823
>   farDistance 557.256
>   focalDistance   394.04
>   heightAngle 0.785398
>   }
>
>   borderNode  SoXipViewportBorder {
>   fields [ SFColor activeColor, SFColor inactiveColor,  ]
>   activeColor 0.7 0.7 0.7
>   inactiveColor   0.7 0.7 0.7
>   }
>
>   cameraSwitchSwitch {
>   whichChild  1
>   USE +0
>   USE +1
>   }
>
> }
> SoXipLut {
>   fields [ SFEnum inputMode, SFEnum outputMode, SFShort bitsUsed, 
> SFFloat rampWidth,
>   SFFloat rampCenter, MFColor arrayColor, MFFloat
arrayAlpha ]
>   inputMode   TRAPEZOID
>   outputMode  COLOR
>   bitsUsed12
>   rampWidth   0.05
>   rampCenter  0.009
>   arrayColor  [  ]
>   arrayAlpha  [  ]
> }
> SoXipImage {
>   fields [ SoXipSFDataImage image ]
>   image   "DATA" =
>   SoXipLoadDicom {
>   inputs [ MFString name ]
>   name"C:\Xip\examples\data\24884367.dcm"
>   outputs [ SoXipMFDataDicom dicom ]
>   }
>   . dicom
>
> }
> }
> ***
> when i run the code it crashes at sc_Root.ref(); plz help me out ...
>
>
> Thank you!
>
> Cheers,
> Abhinav
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=12174#12174
>
>
>
>
>
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
> org
>
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Re: [osg-users] Lightwave multilayered textures and vertex mapsupport?

2009-05-15 Thread Tomlinson, Gordon
Hi 

Olle, hasd to ask, as its scary how many folks don't even try to a basic thing 
like trying it first :(

I have not worked directly  with Lightwave for a long know, so I'm not user if 
the format has evolved, 
I don't remember see any major submissions for the format [ but that's no 
guarantee there was not : )   ]




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 Olle Ekberg
Sent: Friday, May 15, 2009 4:14 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Lightwave multilayered textures and vertex mapsupport?

Hi Gordon

I have tried and didn´t get it to work.

I knew that it worked with multilayered textures before but i don´t know if it 
is Lightwave that have changed in their format or if the importer in 
OpenSceneGraph have changed.

thanks

/Olle

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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread Robert Osfield
Hi John,

Curious, this code has been in the OSG code for many many years and no
one had tripped over it till now... In this case the extern in errno;
line doesn't look like it's required at all.  I've removed it and
things still compare.  I note from you follow up email this work for
you too.   I can only presume the line was due to a copy and paste
from Sproc implementation that does use errno.

This fix is now checked into the OSG-2.8 and svn/trunk.

Robert.

On Fri, May 15, 2009 at 12:38 PM, John Ivar Haugland
 wrote:
> I have to  install OpenSceneGraph on a RHEL 3.2 system.  I used cmake 2.6.3
> to setup the make system and started to compile. I got the error given
> below. What can be done to fix this?
>
> [  0%] Building CXX object
> src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.o
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/OpenThreads/pthreads/PThread.c++:53:
> declaration
>   of `int* __errno_location()' throws different exceptions
> /usr/include/bits/errno.h:38: than previous declaration `int*
>   __errno_location() throw ()'
> make[2]: *** [src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.o]
> Error 1
> make[1]: *** [src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/all] Error
> 2
> make: *** [all] Error 2
>
> ***
> The /usr/include/bits/errno.h file is given below with  line 38 highlighted.
>
> /* Error constants.  Linux specific version.
>   Copyright (C) 1996, 1997, 1998, 1999 Free Software Foundation, Inc.
>   This file is part of the GNU C Library.
>
>   The GNU C Library is free software; you can redistribute it and/or
>   modify it under the terms of the GNU Lesser General Public
>   License as published by the Free Software Foundation; either
>   version 2.1 of the License, or (at your option) any later version.
>
>   The GNU C Library is distributed in the hope that it will be useful,
>   but WITHOUT ANY WARRANTY; without even the implied warranty of
>   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
>   Lesser General Public License for more details.
>
>   You should have received a copy of the GNU Lesser General Public
>   License along with the GNU C Library; if not, write to the Free
>   Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
>   02111-1307 USA.  */
>
> #ifdef _ERRNO_H
>
> # undef EDOM
> # undef EILSEQ
> # undef ERANGE
> # include 
>
> /* Linux has no ENOTSUP error code.  */
> # define ENOTSUP EOPNOTSUPP
>
> /* Linux also had no ECANCELED error code.  Since it is not used here
>   we define it to an invalid value.  */
> # ifndef ECANCELED
> #  define ECANCELED 125
> # endif
>
> # ifndef __ASSEMBLER__
> /* Function to get address of global `errno' variable.  */
> extern int *__errno_location (void) __THROW __attribute__ ((__const__));
>
> #  if !defined _LIBC || defined _LIBC_REENTRANT
> /* When using threads, errno is a per-thread value.  */
> #   define errno (*__errno_location ())
> #  endif
> # endif /* !__ASSEMBLER__ */
> #endif /* _ERRNO_H */
>
> #if !defined _ERRNO_H && defined __need_Emath
> /* This is ugly but the kernel header is not clean enough.  We must
>   define only the values EDOM, EILSEQ and ERANGE in case __need_Emath is
>   defined.  */
> # define EDOM 33 /* Math argument out of domain of function.  */
> # define EILSEQ 84 /* Illegal byte sequence.  */
> # define ERANGE 34 /* Math result not representable.  */
> #endif /* !_ERRNO_H && __need_Emath */
>
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Re: [osg-users] render depth buffer to image for one time

2009-05-15 Thread Johannes Leidheiser
GL_LUMINANCE is for gray scale images. For example if you want to save the 
depth buffer.
Besides you should post a little bit more code. I don't know how much 
experience your have with open scene graph. Maybe you didn't call the frame() 
method of your viewer, the camera is not attached to a node or maybe there is 
just nothing to see in the viewing frustum?
Did you display the camera normaly which means with turned off offscreen 
rendering?

Regards,
Johannes

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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread Robert Osfield
Hi Tugkan,

Well spotted, this is just a debugging change that is no longer
required so I've reverted to the old try version and checked in the
change to svn/trunk.

However, this debugging block only exits in the svn/trunk version of
the OSG, not the OSG-2.8 branch, so 2.8.1-rc4 shouldn't have it in it.
  I presume you are using the svn/trunk or one of the 2.9.x series?

Robert.

On Fri, May 15, 2009 at 1:02 PM, Tugkan Calapoglu  wrote:
> Hi,
>
> Following method is from ive plugin, ReaderWriterIVE.cpp. Is #if 1 forgotten
> here? In some other methods ive::Exception is caught within the plugin. In
> this method, however, the exception goes out of the plugin and has to be
> handled in the application.
>
> virtual ReadResult readNode(std::istream& fin, const Options* options) const
> {
> #if 1
>   ive::DataInputStream in(&fin, options);
>   return in.readNode();
> #else
>   try{
>       // Create datainputstream.
>       ive::DataInputStream in(&fin, options);
>
>       return in.readNode();
>   }
>   catch(ive::Exception e)
>   {
>       return e.getError();
>   }
> #endif
> }
>
>
> tugkan
>
>> Hi All,
>>
>> After a long delay - health, submissions backlog and other work all
>> got in the way of a quick turn around on this rc4, I've finally got
>> tagging OpenScenGraph-2.8.1-rc4.   You can download it from:
>>
>>    http://www.openscenegraph.org/projects/osg/wiki/Downloads
>>
>> Please test.  If things go smoothly with testing today and over the
>> weekend I'll go for the final 2.8.1 release early next week.  Please
>> post your successes/failures to this thread.
>>
>> Thanks in advance with you help on testing on as many machines and OS
>> combinations that you can lay your hands on.
>> Robert.
>>
>> -- Change Log since 2.8.0
>>
>> 2009-05-14 17:26  robert
>>
>>        * NEWS.txt, README.txt: Updated dates
>>
>> 2009-05-14 17:25  robert
>>
>>        * AUTHORS.txt, ChangeLog: Updated ChangeLog and AUTHOR file
>>
>> 2009-05-14 17:18  robert
>>
>>        * applications/osgversion/CMakeLists.txt,
>>          applications/osgversion/Contributors.cpp,
>>          applications/osgversion/osgversion.cpp: Moved the Contributors
>>          generation code out into a separate source file that is only
>>          compiled when OSG_MAINTAINER is enable via ccamke. This has been
>>          done to prevent build issues on some machines with compilers that
>>          chose a different local to the one that the contributors names
>>          are encoded.
>>
>> 2009-05-13 08:35  robert
>>
>>        * src/OpenThreads/win32, src/OpenThreads/win32/Win32Thread.cpp:
>>          From Thibault Genessay, "On Windows, when a process tries to
>>          spawn one too many thread,
>>          _beginthreadex() fails but OpenThreads still waits on the startup
>>          Block before returning to the caller of
>>          OpenThreads::Thread::start().
>>          This causes a deadlock. The return value of _beginthreadex() is
>>          actually checked, but after the call to
>>          OpenThreads::Block::block() so
>>          it is basically useless.
>>
>>          Attached is a fix to move the check for the return value of
>>          _beginthreadex() before the call to block(), so that start() can
>>          return to the caller with a non-zero error code. This solves the
>>          problem for me."
>>
>>          Merged from svn trunk using:
>>
>>          svn merge -r 10190:10191
>>
>>  http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/OpenThreads/win32
>>
>> 2009-05-12 11:15  robert
>>
>>        * ChangeLog, NEWS.txt, README.txt: Updated ChangeLog and
>>          NEWS/READER for release candidate
>>
>> 2009-05-12 11:12  robert
>>
>>        * src/osgWrappers/osgUtil/IntersectVisitor.cpp: Updated wrappers
>>
>> 2009-05-12 10:49  robert
>>
>>        * src/osgWidget, src/osgWidget/WindowManager.cpp: From Fajran Iman
>>          Rusadi, fixed to handling of widget indices in insert and remove
>>          methods. Merged from svn/trunk using:
>>
>>          svn merge -r 10181:10182
>>
>>  http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/osgWidget
>>
>> 2009-05-08 12:38  robert
>>
>>        * src/osgViewer/GraphicsWindowWin32.cpp: Added initializer for
>>          _mouseCursor
>>
>> 2009-05-08 07:49  robert
>>
>>        * src/osgViewer/GraphicsWindowWin32.cpp: From Neil Groves, fixed
>>          unitialized variable
>>
>> 2009-05-07 15:59  robert
>>
>>        * CMakeLists.txt: Updated release candidate to 4.
>>
>> 2009-05-07 15:14  robert
>>
>>        * src/osgViewer/GraphicsWindowWin32.cpp: From Frederic Bouvier,
>>          workaround of setCursor problems under Windows.
>>
>> 2009-05-07 14:58  robert
>>
>>        * src/osg/GraphicsContext.cpp: Fixed ABSOLUTE_RF slave camera
>>          resize policy, merged from svn trunk using:
>>
>>          http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/
>>
>> 2009-05-07 13:24  robert
>>
>>        * src/osgDB, src/osgDB/CMakeLists.txt, src/osgDB

Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread Robert Osfield
Hi John,

The code is valid, but your compiler does seem to be tripping over the
code which suggest a compile bug.  Which version of gcc do you have on
your system?

Robert.

On Fri, May 15, 2009 at 1:11 PM, John Ivar Haugland
 wrote:
> I commented out line 53 in
>  OpenSceneGraph-2.8.1-rc4/src/OpenThreads/pthreads/PThread.c++
> and the compilation continued to the following error:
>
> [ 34%] Building CXX object
> src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o
> In file included from
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/LightSpacePerspectiveShadowMap:23,
>  from
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgShadow/LightSpacePerspectiveShadowMap.cpp:18:
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ViewDependentShadowTechnique:
> In
>    member function `virtual
> osgShadow::ViewDependentShadowTechnique::ViewData*
>    osgShadow::ProjectionShadowMap
> ShadowProjectionAlgorithmClass>::initViewDependentData(osgUtil::CullVisitor*,
>    osgShadow::ViewDependentShadowTechnique::ViewData*)':
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ViewDependentShadowTechnique:152:
> `
>    struct osgShadow::ViewDependentShadowTechnique::ViewData' is protected
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ProjectionShadowMap:77:
> within
>    this context
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ViewDependentShadowTechnique:152:
> `
>    struct osgShadow::ViewDependentShadowTechnique::ViewData' is protected
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ProjectionShadowMap:77:
> within
>    this context
> make[2]: ***
> [src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o]
> Error 1
> make[1]: *** [src/osgShadow/CMakeFiles/osgShadow.dir/all] Error 2
> make: *** [all] Error 2
>
>
> On Fri, May 15, 2009 at 1:38 PM, John Ivar Haugland
>  wrote:
>>
>> I have to  install OpenSceneGraph on a RHEL 3.2 system.  I used cmake
>> 2.6.3 to setup the make system and started to compile. I got the error given
>> below. What can be done to fix this?
>>
>> [  0%] Building CXX object
>> src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.o
>>
>> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/OpenThreads/pthreads/PThread.c++:53:
>> declaration
>>   of `int* __errno_location()' throws different exceptions
>> /usr/include/bits/errno.h:38: than previous declaration `int*
>>   __errno_location() throw ()'
>> make[2]: ***
>> [src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.o] Error 1
>> make[1]: *** [src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/all]
>> Error 2
>> make: *** [all] Error 2
>>
>> ***
>> The /usr/include/bits/errno.h file is given below with  line 38
>> highlighted.
>>
>> /* Error constants.  Linux specific version.
>>   Copyright (C) 1996, 1997, 1998, 1999 Free Software Foundation, Inc.
>>   This file is part of the GNU C Library.
>>
>>   The GNU C Library is free software; you can redistribute it and/or
>>   modify it under the terms of the GNU Lesser General Public
>>   License as published by the Free Software Foundation; either
>>   version 2.1 of the License, or (at your option) any later version.
>>
>>   The GNU C Library is distributed in the hope that it will be useful,
>>   but WITHOUT ANY WARRANTY; without even the implied warranty of
>>   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
>>   Lesser General Public License for more details.
>>
>>   You should have received a copy of the GNU Lesser General Public
>>   License along with the GNU C Library; if not, write to the Free
>>   Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
>>   02111-1307 USA.  */
>>
>> #ifdef _ERRNO_H
>>
>> # undef EDOM
>> # undef EILSEQ
>> # undef ERANGE
>> # include 
>>
>> /* Linux has no ENOTSUP error code.  */
>> # define ENOTSUP EOPNOTSUPP
>>
>> /* Linux also had no ECANCELED error code.  Since it is not used here
>>   we define it to an invalid value.  */
>> # ifndef ECANCELED
>> #  define ECANCELED 125
>> # endif
>>
>> # ifndef __ASSEMBLER__
>> /* Function to get address of global `errno' variable.  */
>> extern int *__errno_location (void) __THROW __attribute__ ((__const__));
>>
>> #  if !defined _LIBC || defined _LIBC_REENTRANT
>> /* When using threads, errno is a per-thread value.  */
>> #   define errno (*__errno_location ())
>> #  endif
>> # endif /* !__ASSEMBLER__ */
>> #endif /* _ERRNO_H */
>>
>> #if !defined _ERRNO_H && defined __need_Emath
>> /* This is ugly but the kernel header is not clean enough.  We must
>>   define only the values EDOM, EILSEQ and ERANGE in case __need_Emath is
>>   defined.  */
>> # define EDOM 33 /* Math argument out of domain of function.  */
>> # define EILSEQ 84 /* Illegal byte sequence.  */
>> # define ERANGE 34 /* Math result not representable.  */
>> #endif /

Re: [osg-users] light, normals

2009-05-15 Thread Christian Sam
Hi,

i wanna thank the two posters for clarifying which different approaches are 
possible for this issue, because problems like that weren't covered in the 
basic opengl books i have read.


Cheers,
Christian

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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread John Ivar Haugland
I moved the struct OSGSHADOW_EXPORT ViewData: public osg::Referenced from
the protected to the public interface of the class
ViewDependentShadowTechnique and the compilation continued 100%. ( I had to
disable curl because of old version of it on RHEL3)



On Fri, May 15, 2009 at 2:11 PM, John Ivar Haugland  wrote:

> I commented out line 53 in
>  OpenSceneGraph-2.8.1-rc4/src/OpenThreads/pthreads/PThread.c++
> and the compilation continued to the following error:
>
> [ 34%] Building CXX object
> src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o
> In file included from
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/LightSpacePerspectiveShadowMap:23,
>  from
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgShadow/LightSpacePerspectiveShadowMap.cpp:18:
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ViewDependentShadowTechnique:
> In
>member function `virtual
> osgShadow::ViewDependentShadowTechnique::ViewData*
>osgShadow::ProjectionShadowMap
> ShadowProjectionAlgorithmClass>::initViewDependentData(osgUtil::CullVisitor*,
>osgShadow::ViewDependentShadowTechnique::ViewData*)':
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ViewDependentShadowTechnique:152:
> `
>struct osgShadow::ViewDependentShadowTechnique::ViewData' is protected
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ProjectionShadowMap:77:
> within
>this context
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ViewDependentShadowTechnique:152:
> `
>struct osgShadow::ViewDependentShadowTechnique::ViewData' is protected
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/include/osgShadow/ProjectionShadowMap:77:
> within
>this context
> make[2]: ***
> [src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o]
> Error 1
> make[1]: *** [src/osgShadow/CMakeFiles/osgShadow.dir/all] Error 2
> make: *** [all] Error 2
>
>
>   On Fri, May 15, 2009 at 1:38 PM, John Ivar Haugland <
> john.haugl...@gmail.com> wrote:
>
>> I have to  install OpenSceneGraph on a RHEL 3.2 system.  I used cmake
>> 2.6.3 to setup the make system and started to compile. I got the error given
>> below. What can be done to fix this?
>>
>> [  0%] Building CXX object
>> src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.o
>> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/OpenThreads/pthreads/PThread.c++:53:
>> declaration
>>   of `int* __errno_location()' throws different exceptions
>> /usr/include/bits/errno.h:38: than previous declaration `int*
>>   __errno_location() throw ()'
>> make[2]: ***
>> [src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.o] Error 1
>> make[1]: *** [src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/all]
>> Error 2
>> make: *** [all] Error 2
>>
>> ***
>> The /usr/include/bits/errno.h file is given below with  line 38
>> highlighted.
>>
>> /* Error constants.  Linux specific version.
>>   Copyright (C) 1996, 1997, 1998, 1999 Free Software Foundation, Inc.
>>   This file is part of the GNU C Library.
>>
>>   The GNU C Library is free software; you can redistribute it and/or
>>   modify it under the terms of the GNU Lesser General Public
>>   License as published by the Free Software Foundation; either
>>   version 2.1 of the License, or (at your option) any later version.
>>
>>   The GNU C Library is distributed in the hope that it will be useful,
>>   but WITHOUT ANY WARRANTY; without even the implied warranty of
>>   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
>>   Lesser General Public License for more details.
>>
>>   You should have received a copy of the GNU Lesser General Public
>>   License along with the GNU C Library; if not, write to the Free
>>   Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
>>   02111-1307 USA.  */
>>
>> #ifdef _ERRNO_H
>>
>> # undef EDOM
>> # undef EILSEQ
>> # undef ERANGE
>> # include 
>>
>> /* Linux has no ENOTSUP error code.  */
>> # define ENOTSUP EOPNOTSUPP
>>
>> /* Linux also had no ECANCELED error code.  Since it is not used here
>>   we define it to an invalid value.  */
>> # ifndef ECANCELED
>> #  define ECANCELED 125
>> # endif
>>
>> # ifndef __ASSEMBLER__
>> /* Function to get address of global `errno' variable.  */
>> *extern int *__errno_location (void) __THROW __attribute__ ((__const__));
>> *
>>
>> #  if !defined _LIBC || defined _LIBC_REENTRANT
>> /* When using threads, errno is a per-thread value.  */
>> #   define errno (*__errno_location ())
>> #  endif
>> # endif /* !__ASSEMBLER__ */
>> #endif /* _ERRNO_H */
>>
>> #if !defined _ERRNO_H && defined __need_Emath
>> /* This is ugly but the kernel header is not clean enough.  We must
>>   define only the values EDOM, EILSEQ and ERANGE in case __need_Emath is
>>   defined.  */
>> # define EDOM 33 /* Math argument out of domain of function.  */
>> # define

Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread Tugkan Calapoglu

Right, I am using the latest svn version.


Hi Tugkan,

Well spotted, this is just a debugging change that is no longer
required so I've reverted to the old try version and checked in the
change to svn/trunk.

However, this debugging block only exits in the svn/trunk version of
the OSG, not the OSG-2.8 branch, so 2.8.1-rc4 shouldn't have it in it.
  I presume you are using the svn/trunk or one of the 2.9.x series?

Robert.

On Fri, May 15, 2009 at 1:02 PM, Tugkan Calapoglu  wrote:


Hi,

Following method is from ive plugin, ReaderWriterIVE.cpp. Is #if 1 forgotten
here? In some other methods ive::Exception is caught within the plugin. In
this method, however, the exception goes out of the plugin and has to be
handled in the application.

virtual ReadResult readNode(std::istream& fin, const Options* options) const
{
#if 1
 ive::DataInputStream in(&fin, options);
 return in.readNode();
#else
 try{
 // Create datainputstream.
 ive::DataInputStream in(&fin, options);

 return in.readNode();
 }
 catch(ive::Exception e)
 {
 return e.getError();
 }
#endif
}


tugkan



Hi All,

After a long delay - health, submissions backlog and other work all
got in the way of a quick turn around on this rc4, I've finally got
tagging OpenScenGraph-2.8.1-rc4.   You can download it from:

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

Please test.  If things go smoothly with testing today and over the
weekend I'll go for the final 2.8.1 release early next week.  Please
post your successes/failures to this thread.

Thanks in advance with you help on testing on as many machines and OS
combinations that you can lay your hands on.
Robert.

-- Change Log since 2.8.0

2009-05-14 17:26  robert

  * NEWS.txt, README.txt: Updated dates

2009-05-14 17:25  robert

  * AUTHORS.txt, ChangeLog: Updated ChangeLog and AUTHOR file

2009-05-14 17:18  robert

  * applications/osgversion/CMakeLists.txt,
applications/osgversion/Contributors.cpp,
applications/osgversion/osgversion.cpp: Moved the Contributors
generation code out into a separate source file that is only
compiled when OSG_MAINTAINER is enable via ccamke. This has been
done to prevent build issues on some machines with compilers that
chose a different local to the one that the contributors names
are encoded.

2009-05-13 08:35  robert

  * src/OpenThreads/win32, src/OpenThreads/win32/Win32Thread.cpp:
From Thibault Genessay, "On Windows, when a process tries to
spawn one too many thread,
_beginthreadex() fails but OpenThreads still waits on the startup
Block before returning to the caller of
OpenThreads::Thread::start().
This causes a deadlock. The return value of _beginthreadex() is
actually checked, but after the call to
OpenThreads::Block::block() so
it is basically useless.

Attached is a fix to move the check for the return value of
_beginthreadex() before the call to block(), so that start() can
return to the caller with a non-zero error code. This solves the
problem for me."

Merged from svn trunk using:

svn merge -r 10190:10191

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/OpenThreads/win32

2009-05-12 11:15  robert

  * ChangeLog, NEWS.txt, README.txt: Updated ChangeLog and
NEWS/READER for release candidate

2009-05-12 11:12  robert

  * src/osgWrappers/osgUtil/IntersectVisitor.cpp: Updated wrappers

2009-05-12 10:49  robert

  * src/osgWidget, src/osgWidget/WindowManager.cpp: From Fajran Iman
Rusadi, fixed to handling of widget indices in insert and remove
methods. Merged from svn/trunk using:

svn merge -r 10181:10182

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/osgWidget

2009-05-08 12:38  robert

  * src/osgViewer/GraphicsWindowWin32.cpp: Added initializer for
_mouseCursor

2009-05-08 07:49  robert

  * src/osgViewer/GraphicsWindowWin32.cpp: From Neil Groves, fixed
unitialized variable

2009-05-07 15:59  robert

  * CMakeLists.txt: Updated release candidate to 4.

2009-05-07 15:14  robert

  * src/osgViewer/GraphicsWindowWin32.cpp: From Frederic Bouvier,
workaround of setCursor problems under Windows.

2009-05-07 14:58  robert

  * src/osg/GraphicsContext.cpp: Fixed ABSOLUTE_RF slave camera
resize policy, merged from svn trunk using:

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/

2009-05-07 13:24  robert

  * src/osgDB, src/osgDB/CMakeLists.txt, src/osgDB/DatabasePager.cpp,
src/osgDB/Registry.cpp: From Stephan Huber, "while debugging a
problem in finding plugins on OS X I discovered, that
the conditional directives for setting the prepend-string in
createLibraryNameForExtension were not in effect, because of the
mixture
of different #ifdef styles.

  

Re: [osg-users] VPB stuff

2009-05-15 Thread Pierre Bourdin (gmail)
Hi Robert,
is it the expected comportement ?


machine=DELL-VOSTRO-02 running
task=tasks/build_subtile_L2_X3_Y1/build_subtile_L5_X31_Y14.task
Error: :0.0 no Pbuffer support in GLX available.
libGL error: drmGetMagic failed
libGL error: reverting to (slow) indirect rendering
Warning: detected OpenGL error 'invalid enumerant' at
DestinationTile::createStateSet()
machine=DELL-VOSTRO-02 completed



Building a terrain with 2.8 release on linux 32 bits ubuntu...

I'll try with the brand new OpenScenGraph-2.8.1-rc4 later this
afternoon.

Pierre.
Le vendredi 15 mai 2009 à 09:28 +0100, Robert Osfield a écrit :
> HI Pierre,
> 
> On Fri, May 15, 2009 at 8:24 AM, Pierre Bourdin (gmail)
>  wrote:
> > For the --terrain option, it works also very well, but I have to disable
> > GL_ARB extension with my ATI otherwise it crashes.
> 
> Could you try the OSG-2.8 or svn/trunk version of the OSG as there is
> crash fix that prevents problems with rendering VPB --terrain
> databases.  The case of the crash was an bug in the set up of the
> VBO's, the ATI driver crashes if you put a VBO inside a display list.
> It was a bug putting the VBO's inside a display list so once this was
> fixed the crash went away.  The ATI driver is still a bit buggy, but
> at least it's now working well with VPB terrain databases.
> 
> Robert.

Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: bour...@imerir.com


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

2009-05-15 Thread Raymond de Vries

Hi Johannes,

Uhm, it's a little confusing who you are addressing with 'you'. You do 
that twice and I think you mean 2 different people...


Anyway, I was trying to help in another direction. I have indeed used 
GL_LUMINANCE for grabbing depth images. I guess I was mislead somehow by 
the subject of the message, as well as the lack of context because the 
history is not in the messages.


good luck
Raymond


Johannes Leidheiser wrote:

GL_LUMINANCE is for gray scale images. For example if you want to save the 
depth buffer.
Besides you should post a little bit more code. I don't know how much 
experience your have with open scene graph. Maybe you didn't call the frame() 
method of your viewer, the camera is not attached to a node or maybe there is 
just nothing to see in the viewing frustum?
Did you display the camera normaly which means with turned off offscreen 
rendering?

Regards,
Johannes

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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread Robert Osfield
Hi John,

On Fri, May 15, 2009 at 1:41 PM, John Ivar Haugland
 wrote:
> I moved the struct OSGSHADOW_EXPORT ViewData: public osg::Referenced from
> the protected to the public interface of the class
> ViewDependentShadowTechnique and the compilation continued 100%. ( I had to
> disable curl because of old version of it on RHEL3)

What versions of gcc and libcurl on your system do you have?

Robert.
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Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Alexandre Amalric
Hi robert,

something isn't right with the last thing I said, when creating a new
osgViewer::View a main camera is created by default, so it's not possible to
have 2 slave cameras only and no main camera, am I right ?

My goal is to have only 2 camera not matter if they are both slaves or main
and slave but they have to get the same projection matrix when resizing.
With you recommandation there is in fact 3 cameras (2 slave and 1 main
default created).

What is the problem with changing the part of code I previously spoke about
??

2009/5/15 Alexandre Amalric 

> When using 2 slave cameras instead of 1 main calera and 1 slave camera the
> resizing works perfectly.
>
> I was thinking that the viewer had to have 1 main camera and n slave
> camera, I was mistaken.
>
> I have one last question, when we call getCameraWithFocus on a viewer set
> up with 2 slaves camera and no main camera, wich one is returned ?
>
> Thank you for your support and I wish you a good recovery.
>
>
> 2009/5/15 Robert Osfield 
>
>> HI Alexandre,
>>
>>
>> On Fri, May 15, 2009 at 10:41 AM, Alexandre Amalric
>>  wrote:
>> > Hi Robert,
>> >
>> > thank you for answering me but i'm confused I don't really understand
>> what
>> > you want me to do on my example ?
>>
>> Make it work like the original osgwindows example - use two slave
>> cameras rather than one master and one slave.
>>
>> I have lots of other work to do, and I'm really not well so can't take
>> on extra work, please try out my suggestions.
>>
>> Robert.
>> ___
>> osg-users mailing list
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> Alexandre AMALRIC   Ingénieur R&D
> ===
> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> http://www.pixxim.fr
>



-- 
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===
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http://www.pixxim.fr
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Re: [osg-users] VPB stuff

2009-05-15 Thread Robert Osfield
Hi Pierre,

You are getting an OpenGL related error which clearly isn't good as is
something you need to look at.

What hardware + drivers are you using?

Robert.

On Fri, May 15, 2009 at 1:43 PM, Pierre Bourdin (gmail)
 wrote:
> Hi Robert,
> is it the expected comportement ?
>
> 
> machine=DELL-VOSTRO-02 running
> task=tasks/build_subtile_L2_X3_Y1/build_subtile_L5_X31_Y14.task
> Error: :0.0 no Pbuffer support in GLX available.
> libGL error: drmGetMagic failed
> libGL error: reverting to (slow) indirect rendering
> Warning: detected OpenGL error 'invalid enumerant' at
> DestinationTile::createStateSet()
> machine=DELL-VOSTRO-02 completed
> 
>
>
> Building a terrain with 2.8 release on linux 32 bits ubuntu...
>
> I'll try with the brand new OpenScenGraph-2.8.1-rc4 later this
> afternoon.
>
> Pierre.
> Le vendredi 15 mai 2009 à 09:28 +0100, Robert Osfield a écrit :
>> HI Pierre,
>>
>> On Fri, May 15, 2009 at 8:24 AM, Pierre Bourdin (gmail)
>>  wrote:
>> > For the --terrain option, it works also very well, but I have to disable
>> > GL_ARB extension with my ATI otherwise it crashes.
>>
>> Could you try the OSG-2.8 or svn/trunk version of the OSG as there is
>> crash fix that prevents problems with rendering VPB --terrain
>> databases.  The case of the crash was an bug in the set up of the
>> VBO's, the ATI driver crashes if you put a VBO inside a display list.
>> It was a bug putting the VBO's inside a display list so once this was
>> fixed the crash went away.  The ATI driver is still a bit buggy, but
>> at least it's now working well with VPB terrain databases.
>>
>> Robert.
> 
> Pierre BOURDIN
> I.M.E.R.I.R.
> Av. Pascot BP 90443
> 66004 PERPIGNAN
> tél: 04 68 56 84 95
> fax: 04 68 55 03 86
> email: bour...@imerir.com
> 
>
>
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Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Robert Osfield
Hi Alexandre,

I'm afraid others will have to pick up this thread to answer your questions.

Robert.

On Fri, May 15, 2009 at 1:51 PM, Alexandre Amalric
 wrote:
> Hi robert,
>
> something isn't right with the last thing I said, when creating a new
> osgViewer::View a main camera is created by default, so it's not possible to
> have 2 slave cameras only and no main camera, am I right ?
>
> My goal is to have only 2 camera not matter if they are both slaves or main
> and slave but they have to get the same projection matrix when resizing.
> With you recommandation there is in fact 3 cameras (2 slave and 1 main
> default created).
>
> What is the problem with changing the part of code I previously spoke about
> ??
>
> 2009/5/15 Alexandre Amalric 
>>
>> When using 2 slave cameras instead of 1 main calera and 1 slave camera the
>> resizing works perfectly.
>>
>> I was thinking that the viewer had to have 1 main camera and n slave
>> camera, I was mistaken.
>>
>> I have one last question, when we call getCameraWithFocus on a viewer set
>> up with 2 slaves camera and no main camera, wich one is returned ?
>>
>> Thank you for your support and I wish you a good recovery.
>>
>>
>> 2009/5/15 Robert Osfield 
>>>
>>> HI Alexandre,
>>>
>>> On Fri, May 15, 2009 at 10:41 AM, Alexandre Amalric
>>>  wrote:
>>> > Hi Robert,
>>> >
>>> > thank you for answering me but i'm confused I don't really understand
>>> > what
>>> > you want me to do on my example ?
>>>
>>> Make it work like the original osgwindows example - use two slave
>>> cameras rather than one master and one slave.
>>>
>>> I have lots of other work to do, and I'm really not well so can't take
>>> on extra work, please try out my suggestions.
>>>
>>> Robert.
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>>
>> --
>> Alexandre AMALRIC                   Ingénieur R&D
>> ===
>> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
>> http://www.pixxim.fr
>
>
>
> --
> Alexandre AMALRIC                   Ingénieur R&D
> ===
> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> http://www.pixxim.fr
>
> ___
> osg-users mailing list
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] [osgPlugins] getting extra attributes from .flt to osg/ive

2009-05-15 Thread Kip Carr

> When you say "I cant find this data being written out", what are you
> referring to? Do you mean written to a .osg/.ive file, or a .flt file? I'm
> pretty sure the lat/long in the header node's UserData does get written out
> to the .flt header record during export, though I could be mistaken.


I am refering to the UserData being written out to the .osg/ive file. 


> If you mean it isn't written to .osg/.ive... You can derive any class from
> Referenced and attach it as UserData to any Object, but the data can only be
> exported to .osg/.ive if it is a class that the .osg/.ive plugins know
> about, of course.


I would assume the loc class used to store the lat/lon was a standard osg class 
and would be written out to osg/ive.  If it isnt, are you saying that if I used 
an Array, for example, it would be written out?  I was unable to find where the 
userdata was retrieved within the osg/ive exporter, but I didn't look that 
much. :)

Should I assume that idea 1 would not be an advisable route to try and take?

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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread John Ivar Haugland
Hi,

gcc --version
gcc (GCC) 3.2.3 20030502 (Red Hat Linux 3.2.3-56)
Copyright (C) 2002 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

The libcurl version is 7.10.6. I have also compiled QT4.5.1 on this
platform. QT compiled without errors when I added  the include path
/usr/kerberos/include.

On Fri, May 15, 2009 at 2:46 PM, Robert Osfield wrote:

> Hi John,
>
> On Fri, May 15, 2009 at 1:41 PM, John Ivar Haugland
>  wrote:
> > I moved the struct OSGSHADOW_EXPORT ViewData: public osg::Referenced from
> > the protected to the public interface of the class
> > ViewDependentShadowTechnique and the compilation continued 100%. ( I had
> to
> > disable curl because of old version of it on RHEL3)
>
> What versions of gcc and libcurl on your system do you have?
>
> Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread Robert Osfield
Hi John,

On Fri, May 15, 2009 at 1:59 PM, John Ivar Haugland
 wrote:
> gcc --version
> gcc (GCC) 3.2.3 20030502 (Red Hat Linux 3.2.3-56)
> Copyright (C) 2002 Free Software Foundation, Inc.
> This is free software; see the source for copying conditions.  There is NO
> warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
>
> The libcurl version is 7.10.6. I have also compiled QT4.5.1 on this
> platform. QT compiled without errors when I added  the include path
> /usr/kerberos/include.

It's nice that QT compiles but it doesn't really help us here.  Having
to move the View into the public part of the class is down to a bug in
the compiler, other compilers, including later version of gcc work
fine.  The class design of keeping implementation details protected is
appropriate so it's note something I want to change just to workaround
a old broken compiler, so finding a another workaround which is less
intrusive to the design would be appropriate.   Would the use of
friend help in this context?

W.r.t libcurl build issues, I've been looking at whether cmake can be
used to check for specific version or later but I can't find any
support for this.   We might be able to write out own compile test
against the libcurl header to check if the features we require are
present.  Could you re-enable the build of libcurl plugin and then
post the compile errors that are emitted, this will tell us what
features we need to test against.

Thanks,
Robert.
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[osg-users] huds on multiple cameras

2009-05-15 Thread Guy Volckaert
Hi,

I have 2 windows, each with its own camera/viewport. I need to display a 
different hud on each camera. What's the best solution for this. I looked at 
the hud example, but there is only one hud and it is added to the scene, and 
therefore gets displayed on each camera. 

Any suggestion would be appreciated. 

Cheers,
Guy

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Re: [osg-users] VPB stuff

2009-05-15 Thread Pierre Bourdin (gmail)
Hi Robert,
Le vendredi 15 mai 2009 à 13:51 +0100, Robert Osfield a écrit :
> Hi Pierre,
> 
> You are getting an OpenGL related error which clearly isn't good as is
> something you need to look at.

Yep ,but the terrain is built and rendering is slow and popping but
correct...
> 
> What hardware + drivers are you using?

I'll tell you more precisely at the end of the afternoon, cause I can't
get the machine for now...

But the graphic board is an integrated ATI Radeon Xpress 1150...

The drivers are probably from before September 08...

Sorry, I couldn't find another machine for a quick compatibility test 

Pierre

> 
> Robert.
> 
> On Fri, May 15, 2009 at 1:43 PM, Pierre Bourdin (gmail)
>  wrote:
> > Hi Robert,
> > is it the expected comportement ?
> >
> > 
> > machine=DELL-VOSTRO-02 running
> > task=tasks/build_subtile_L2_X3_Y1/build_subtile_L5_X31_Y14.task
> > Error: :0.0 no Pbuffer support in GLX available.
> > libGL error: drmGetMagic failed
> > libGL error: reverting to (slow) indirect rendering
> > Warning: detected OpenGL error 'invalid enumerant' at
> > DestinationTile::createStateSet()
> > machine=DELL-VOSTRO-02 completed
> > 
> >
> >
> > Building a terrain with 2.8 release on linux 32 bits ubuntu...
> >
> > I'll try with the brand new OpenScenGraph-2.8.1-rc4 later this
> > afternoon.
> >
> > Pierre.
> > Le vendredi 15 mai 2009 à 09:28 +0100, Robert Osfield a écrit :
> >> HI Pierre,
> >>
> >> On Fri, May 15, 2009 at 8:24 AM, Pierre Bourdin (gmail)
> >>  wrote:
> >> > For the --terrain option, it works also very well, but I have to disable
> >> > GL_ARB extension with my ATI otherwise it crashes.
> >>
> >> Could you try the OSG-2.8 or svn/trunk version of the OSG as there is
> >> crash fix that prevents problems with rendering VPB --terrain
> >> databases.  The case of the crash was an bug in the set up of the
> >> VBO's, the ATI driver crashes if you put a VBO inside a display list.
> >> It was a bug putting the VBO's inside a display list so once this was
> >> fixed the crash went away.  The ATI driver is still a bit buggy, but
> >> at least it's now working well with VPB terrain databases.
> >>
> >> Robert.
> > 
> > Pierre BOURDIN
> > I.M.E.R.I.R.
> > Av. Pascot BP 90443
> > 66004 PERPIGNAN
> > tél: 04 68 56 84 95
> > fax: 04 68 55 03 86
> > email: bour...@imerir.com
> > 
> >
> >

Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: bour...@imerir.com


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[osg-users] Decals on terrain

2009-05-15 Thread Guy Volckaert
Hi,

Anyone has a good example on how to render decals on a terrain (for scorch 
mark, tracks, etc). For example, I want to put a scorch mark on a wall of a 
building, but I don't want it to potrude over the edges of the wall; it should 
be clipped to the edge of the wall.

Any idea or (better yet) an example would be appreciated.

Cheers,
Guy

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Re: [osg-users] OSGViewer Camera Coordinate System, elevation

2009-05-15 Thread Jason Beverage
Hi Chris,

I'd say JP is right, an elevation of 0.0253 sounds like you have a
geographic map  (x = lon, y = lat, z = meters scaled to degrees).

Rebuilding with --geocentric should get you geocentric coords.

Jason

On Fri, May 15, 2009 at 2:48 AM, J.P. Delport  wrote:

> Hi,
>
> did you build your DB with --geocentric?
>
> jp
>
> Chris 'Xenon' Hanson wrote:
>
>>  I've noticed that when using VPB terrain, the coordinates of the
>> OSGViewer Camera as
>> determined by Camera::getViewMatrixAsLookAt(eye,dir,up) appear to be in
>> the same
>> coordinate system as the terrain. For example, my terrain was built from
>> Lat/Lon/Elev(m)
>> data, and the camera X and Y are showing Latitude and Longitude.
>>
>>  Which is great, but I'm wondering how that happened, as I expected the
>> Camera to likely
>> be working in ECEF/geocentric Cartesian X/Y/Z coords. Does the camera
>> magically just pick
>> up the Coordinate System from the first file loaded by osgViewer, or
>> what's the rule?
>>
>>  Also, I noticed the elevation/Z of the camera (which I expected to be in
>> the 3000m range
>> for the Colorado Rocky Mountains) are more like 0.0253 (as confirmed by
>> saving an
>> animation path from osgViewer). What units is this in, as it doesn't seem
>> to jive with
>> what I saw elsewhere?
>>
>>
> --
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Re: [osg-users] [build] iv file not being read

2009-05-15 Thread Jean-Sébastien Guay

Hi Abhinav,


i am trying to read an iv file but its not being read. the code i am using is :
***
 SoInput sceneInput;
if ( !sceneInput.openFile( "plugins\\graphs\\myInventor.iv" ) ) {
QMessageBox::information(mInventorGrid[3], "Error", "Cannot open file 
requested iv file");
return;
}

SoSeparator *sc_root = SoDB::readAll( &sceneInput );
   sc_root->ref();

 Use one of the convenient SoQt viewer classes.
mViewer = new SoQtExaminerViewer(iv_widget);
mViewer->setSceneGraph(sc_root);
mViewer->setDecoration(false);
mViewer->show();
***


That's OpenInventor (and some Qt) code. Are you using OSG or 
OpenInventor? This is an OSG mailing list, and though OSG has an .iv 
loader, we can't help you debug OpenInventor code. Please go to the 
appropriate forum/mailing list for that.


J-S
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Re: [osg-users] light, normals

2009-05-15 Thread Jean-Sébastien Guay

Hi JP,


and make two primitives.


By two primitives, do you mean two osg::Geometry objects sharing the 
same vertex array? (as opposed to two PrimitiveSets in the same 
osg::Geometry, which is what he was trying to do...) Yes, that's true 
and clever, I hadn't thought of that.


Thanks for your insight,

J-S
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Re: [osg-users] light, normals

2009-05-15 Thread J.P. Delport

Hi J-S,

Jean-Sébastien Guay wrote:

Hi JP,


and make two primitives.


By two primitives, do you mean two osg::Geometry objects sharing the 
same vertex array? (as opposed to two PrimitiveSets in the same 
osg::Geometry, which is what he was trying to do...) Yes, that's true 
and clever, I hadn't thought of that.


Sorry, "primitives" is a bit vague. I normally make separate (sometimes 
to set e.g. renderbin number on each) osg::Geometry, each with single 
addPrimitiveSet. I have not tried multiple addPrimitiveSet on single 
geometry, but think/hope it should also be OK and share the vertex array.


jp



Thanks for your insight,

J-S


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The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


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Re: [osg-users] Decals on terrain

2009-05-15 Thread Tomlinson, Gordon
Multi-texturing is one of the traditional and straight forward ways to
do that 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy
Volckaert
Sent: Friday, May 15, 2009 9:21 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Decals on terrain

Hi,

Anyone has a good example on how to render decals on a terrain (for
scorch mark, tracks, etc). For example, I want to put a scorch mark on a
wall of a building, but I don't want it to potrude over the edges of the
wall; it should be clipped to the edge of the wall.

Any idea or (better yet) an example would be appreciated.

Cheers,
Guy

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g
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Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Jean-Sébastien Guay

Hi Alexandre,

something isn't right with the last thing I said, when creating a new 
osgViewer::View a main camera is created by default, so it's not 
possible to have 2 slave cameras only and no main camera, am I right ?


Of course, an osgViewer::View will always have a main camera. This is 
the camera that is used for user interaction, etc. But it does not 
render anything, only the two slaves have GraphicsContexts attached. 
Check it out, try view->getCamera()->getGraphicsContext(), you will get 
0, but if you try it on both slaves you will get a valid GraphicsContext 
(it could be the same one).


So your goal of having only 2 cameras rendering will be met by this 
setup. The slave cameras render using view and projection matrix offsets 
from the master camera, and user interaction (say using a camera 
manipulator) moves the main camera's view matrix and thus affects the 
slaves indirectly.


Hope this clears things up,

J-S
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Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Alexandre Amalric
Hi jean-sébastien,

Your explanation is very clear.

My problem is that when I configure my application like that (2 slaves
cameras) I have a lot of weird behaviour (some of my models aren't
displayed, interraction with mouse and keyboard are odd), so I found a much
simple solution wich is to set my own resize callback to my graphic context.

In my resize implementation I directly update the projection matrix from the
slave camera and I don't update the _projectionOffset wich for me is
useless.

I still think that future osg version should correct the default
resizeimplementation because this behaviour seems very strange to me, maybe
am I the only one to think so ;-)

2009/5/15 Jean-Sébastien Guay 

> Hi Alexandre,
>
>  something isn't right with the last thing I said, when creating a new
>> osgViewer::View a main camera is created by default, so it's not possible to
>> have 2 slave cameras only and no main camera, am I right ?
>>
>
> Of course, an osgViewer::View will always have a main camera. This is the
> camera that is used for user interaction, etc. But it does not render
> anything, only the two slaves have GraphicsContexts attached. Check it out,
> try view->getCamera()->getGraphicsContext(), you will get 0, but if you try
> it on both slaves you will get a valid GraphicsContext (it could be the same
> one).
>
> So your goal of having only 2 cameras rendering will be met by this setup.
> The slave cameras render using view and projection matrix offsets from the
> master camera, and user interaction (say using a camera manipulator) moves
> the main camera's view matrix and thus affects the slaves indirectly.
>
> Hope this clears things up,
>
> J-S
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Re: [osg-users] Decals on terrain

2009-05-15 Thread Guy Volckaert
Hi Gordan,

Multitexturing would apply if the scorch marks are permanent. In my situation I 
want to fire several gun rounds and only display a scorch mark where the wall 
was hit.  Then they would fade out over time.  

I think this is usually done by adding a extra quad slightly in front of the 
wall. BUt the polygon needs to be clipped "somehow" to avoid it from potruding 
the edges. Adding decals on the terrains is a little more complicated because 
the quad needs to be broken up into multiple polygons to follow the relief of 
the terrain. 

Cheers,
Guy

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Re: [osg-users] huds on multiple cameras

2009-05-15 Thread Jean-Sébastien Guay

Hello Guy,

I have 2 windows, each with its own camera/viewport. I need to display a different hud on each camera. What's the best solution for this. I looked at the hud example, but there is only one hud and it is added to the scene, and therefore gets displayed on each camera. 


You have a few options:

1. you can use a different node mask on each HUD, and then set the 
traversal mask on each camera to traverse only the appropriate HUD. The 
drawback here is that you have a limited number of bits in the node 
mask, so if you're also using it for other things, you could run out. 
But it's really easy to implement, no change to the hierarchy is needed.


2. you can add the HUD directly as child of the camera, instead of in 
the scene graph lower down. That way only the appropriate camera will 
traverse each HUD (since a given HUD is not a child of both cameras, 
only one). osg::Camera is a Group which renders what's under it.


That's what we do here for elements which need to be seen in only one 
view. There's one problem with that, it's that if you have callbacks 
somewhere on the HUD's nodes, they won't be called, because the 
callbacks are only checked on nodes under the View's SceneData (which 
your HUD can't be in, because then it would be seen by both cameras). 
You can solve this by having a different SceneData for both views, where 
the common scene is somewhere lower in the graph.



SceneData1 (group)
HUD1 camera
HUD1 contents
Main scene


SceneData2 (group)
HUD2 camera
HUD2 contents
Main scene (same as in SceneData1)


There may be other options, but those are generally the two most convenient.

Hope this helps,

J-S
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Re: [osg-users] light, normals

2009-05-15 Thread Jean-Sébastien Guay

Hi JP,

Sorry, "primitives" is a bit vague. I normally make separate (sometimes 
to set e.g. renderbin number on each) osg::Geometry, each with single 
addPrimitiveSet. I have not tried multiple addPrimitiveSet on single 
geometry, but think/hope it should also be OK and share the vertex array.


Yes all primitive sets in an osg::Geometry use the same vertex array, 
but then you can only have one normal array (it's setNormalArray() and 
not addNormalArray()), so you have to go back to what I said and 
duplicate vertices to be able to get the effect the OP wanted... That's 
what I meant.


Both solutions are good, it depends on how much duplication will result 
(for my solution) and how many and how large osg::Geometry objects you 
will get (for your solution). In general video cards work best with 
rather large batches of geometry sent in one shot, so I expect the 
duplication scenario to be a bit faster, but it depends on the 
bottleneck of course.


J-S
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Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Jean-Sébastien Guay

Hi Alexandre,

In my resize implementation I directly update the projection matrix from 
the slave camera and I don't update the _projectionOffset wich for me is 
useless.


Why don't you update the projection matrix of the master camera? If both 
slave cameras render to the same GraphicsContext (i.e. are in the same 
window) then it's the right thing to do. You shouldn't touch the slave 
cameras' projection matrices, only the master camera's projection matrix 
and the slave cameras' projection offsets.


I still think that future osg version should correct the default 
resizeimplementation because this behaviour seems very strange to me, 
maybe am I the only one to think so ;-)


Well if you mean that it doesn't do the right thing when you have one 
master camera and one slave camera, both with graphics contexts, then 
you're right, but that's expected because it's not a valid use case. You 
should use a master camera with no graphics context, and two slave 
cameras with graphics contexts (perhaps the same one). See the code for 
osgViewer::View::setUpViewOnAllScreens() for an example of this.


Perhaps a test could be added to catch that kind of utilization and warn 
the user that their view's camera setup is invalid.


Go back to my previous message, really it makes sense. You have the 
master camera which in this case is only there to represent the viewer's 
position. So that's what the CameraManipulator acts upon, but it has no 
GraphicsContext so it doesn't render anything by itself. And then you 
have two slave cameras which have viewpoints and projections offset from 
the master camera, and which do the actual rendering, hence they have 
GraphicsContexts.


Hope this helps,

J-S
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread John Ivar Haugland
Hi Robert,

Here are the error messages from ReaderWriterCURL:

[ 81%] Building CXX object
src/osgPlugins/curl/CMakeFiles/osgdb_curl.dir/ReaderWriterCURL.o
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgPlugins/curl/ReaderWriterCURL.cpp:
In
   member function `osgDB::ReaderWriter::ReadResult
   osg_curl::EasyCurl::read(const std::string&, const std::string&,
   osg_curl::EasyCurl::StreamObject&, const osgDB::ReaderWriter::Options*)':
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgPlugins/curl/ReaderWriterCURL.cpp:160:
`
   CURLINFO_HTTP_CONNECTCODE' undeclared (first use this function)
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgPlugins/curl/ReaderWriterCURL.cpp:160:
(Each
   undeclared identifier is reported only once for each function it appears
   in.)
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgPlugins/curl/ReaderWriterCURL.cpp:164:
`
   CURLINFO_RESPONSE_CODE' undeclared (first use this function)
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgPlugins/curl/ReaderWriterCURL.cpp:200:
`
   curl_easy_strerror' undeclared (first use this function)
make[2]: ***
[src/osgPlugins/curl/CMakeFiles/osgdb_curl.dir/ReaderWriterCURL.o] Error 1
make[1]: *** [src/osgPlugins/curl/CMakeFiles/osgdb_curl.dir/all] Error 2
make: *** [all] Error 2
Regarding the build error I got on when "OSGSHADOW_EXPORT ViewData: public
osg::Referenced " was in the protected area. Is this the only place with a
construction like this in OSG? If you find a solution like you mention
(friend class) this is ok for me at least.  Have a good weekend!!!

On Fri, May 15, 2009 at 3:14 PM, Robert Osfield wrote:

> Hi John,
>
> On Fri, May 15, 2009 at 1:59 PM, John Ivar Haugland
>  wrote:
> > gcc --version
> > gcc (GCC) 3.2.3 20030502 (Red Hat Linux 3.2.3-56)
> > Copyright (C) 2002 Free Software Foundation, Inc.
> > This is free software; see the source for copying conditions.  There is
> NO
> > warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR
> PURPOSE.
> >
> > The libcurl version is 7.10.6. I have also compiled QT4.5.1 on this
> > platform. QT compiled without errors when I added  the include path
> > /usr/kerberos/include.
>
> It's nice that QT compiles but it doesn't really help us here.  Having
> to move the View into the public part of the class is down to a bug in
> the compiler, other compilers, including later version of gcc work
> fine.  The class design of keeping implementation details protected is
> appropriate so it's note something I want to change just to workaround
> a old broken compiler, so finding a another workaround which is less
> intrusive to the design would be appropriate.   Would the use of
> friend help in this context?
>
> W.r.t libcurl build issues, I've been looking at whether cmake can be
> used to check for specific version or later but I can't find any
> support for this.   We might be able to write out own compile test
> against the libcurl header to check if the features we require are
> present.  Could you re-enable the build of libcurl plugin and then
> post the compile errors that are emitted, this will tell us what
> features we need to test against.
>
> Thanks,
>  Robert.
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Re: [osg-users] Understanding OSG : plugins runtime loading question

2009-05-15 Thread Vincent Bourdier
Hi all,

thinking for hours and digging my problem, I have a choice to make, but I
think some external advices could be useful :

I you need to load dynamically some DLL (as osg plugins) but theses DLL have
no similar I/O (so make each one inherit from a base class have no sense),
how will you do ?

I'm thinking in the calssical loadLibrary and getProcAdress for each one,
... but if you know or think in an other solution, I would be very
interested to hear it.

Thanks.

Regards,
   Vincent

2009/5/14 Vincent Bourdier 

> Hi Art,
>
> This is not the same thing ?
>
> Case 1 :
> static variable in the dll, calling the register -> add on declaration.
> when the dll is loaded, the static member is initialized, so the register
> call the dll variable constructor and add it on its available dll stack (see
> RegisterReaderWriterProxy implementation)
>
> Case 2:
> in the dll constructor I call the registry->intance()::register(this) which
> does the same thing :stack the dll.
>
> Thanks,
>Vincent.
>
> 2009/5/14 Art Tevs 
>
> Hi Vincent,
>>
>>
>> Vincent.B wrote:
>> > Okay, so I implement a myClass in the core, and I declare a static
>> myClass mycalss in my DLL.
>> >
>> > so, I can call with the static implementation, the methods I want in the
>> DLL from my core.
>> >
>>
>> Not really, you implement a static/global variable, which will then
>> initialize your class. Here is a code example, which is a standard C++ and
>> it will initialize your objects when loading the dll:
>>
>> Code:
>>
>>
>> #include 
>>
>> class myClass
>> {
>>   myClass()
>>   {
>>Registry::registerMe(this);
>>   }
>> };
>>
>> static myClass g_myclass;
>>
>>
>>
>>
>> This should be almost enough to achieve what you want.
>>
>>
>> >
>> > A last point I would like to understand :
>> >
>> > in each plugin, there is the "magic" :
>> > REGISTER_OSGPLUGIN(...)
>> >
>> > #define REGISTER_OSGPLUGIN(ext, classname)
>> > extern "C" void osgdb_##ext(void) {}
>> > static osgDB::RegisterReaderWriterProxy
>> g_proxy_##classname;
>> >
>>
>> So as you see REGISTER_OSGPLUGIN do exactly the same, what you can see
>> from the code above.
>>
>> What is this extra function osgdb_ext(){} good for, I do not know. Maybe
>> the idea was to implement some extra procedures inside of the dll, so that
>> they could manually be called when loading the dll.
>>
>> cheers,
>> art
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=12093#12093
>>
>>
>>
>>
>>
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>>
>
>
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Re: [osg-users] How to increase rotation

2009-05-15 Thread Fadi Chehimi
Thanks alot for your input. It was really helpful. I tracked the 
TrackballManipulator func you mentioned and managed to find the func 
responsible of the rotation void Quat::makeRotate() in there the angle passed 
to cos() and sin() was halfed. I multiplied this by 4 and got what i was after.

Best regards and many thanls
Fad

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Re: [osg-users] Understanding OSG : plugins runtime loading question

2009-05-15 Thread Art Tevs
Hi Vincent,



Vincent.B wrote:
> Hi all,
> If you need to load dynamically some DLL (as osg plugins) but theses DLL have 
> no similar I/O (so make each one inherit from a base class have no sense), 
> how will you do ?
> 
> I'm thinking in the calssical loadLibrary and getProcAdress for each one, ... 
> but if you know or think in an other solution, I would be very interested to 
> hear it. 
> 


In windows world each dll can have an entry point. This is a C function, which 
will be called on dll loading. In unix world, I am not sure if there exists 
default entry point routines, I think yes, but I am not sure.

cheers,
art

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Re: [osg-users] [build] iv file not being read

2009-05-15 Thread Gordon Tomlinson
1st Question is

Did you build one of the required 3rparty libraries you need for the
inventor plugin ?

See OpenSceneGraph\src\osgPlugins\Inventor\README.txt



2nd Question is did you turn up the Notify Level to see what why it may be
failing or did you step into the code to see why its failing ?


__
Gordon Tomlinson 

gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mattias
Helsing
Sent: Friday, May 15, 2009 3:11 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [build] iv file not being read

Hello Abhinav,

There is nothing for anyone to go on to even try to help you. The code
snippet is not even osg code so no chance for us to know anything
about what it does.

* use a debugger to see what "readAll" returns and why
* crank up OSG_NOTIFY_LEVEL
* see Paul Martz top 10 debugging tips at
http://www.skew-matrix.com/bb/viewtopic.php?f=6&t=5

cheers
Mattias


On 5/15/09, Abhinav Dubey  wrote:
> Hi,
> i am trying to read an iv file but its not being read. the code i am using
> is :
> ***
>  SoInput sceneInput;
>   if ( !sceneInput.openFile( "plugins\\graphs\\myInventor.iv" ) ) {
> QMessageBox::information(mInventorGrid[3], "Error", "Cannot open
> file requested iv file");
> return;
> }
>
> SoSeparator *sc_root = SoDB::readAll( &sceneInput );
>sc_root->ref();
>
>  Use one of the convenient SoQt viewer classes.
> mViewer = new SoQtExaminerViewer(iv_widget);
> mViewer->setSceneGraph(sc_root);
> mViewer->setDecoration(false);
> mViewer->show();
> ***
> and the iv file named myInventor.iv has the following:
> #Inventor V2.1 ascii
>
> Separator {
> SoXipExaminer {
>   modeNONE
>   viewBoundingBox 230 0 0 0
>   0 227.785 0 0
>   0 0 42.1032 0
>   -112.59 -117.21 50.3972 1
>   complexity  Complexity {
>   value   0.5
>   textureQuality  0.5
>   }
>
>   orthoCamera DEF +0 OrthographicCamera {
>   }
>
>   perspectiveCamera   DEF +1 PerspectiveCamera {
>   position0.181952 88.5125 454.632
>   orientation -0.494995 0.0901597 0.864206  0.470889
>   nearDistance230.823
>   farDistance 557.256
>   focalDistance   394.04
>   heightAngle 0.785398
>   }
>
>   borderNode  SoXipViewportBorder {
>   fields [ SFColor activeColor, SFColor inactiveColor,  ]
>   activeColor 0.7 0.7 0.7
>   inactiveColor   0.7 0.7 0.7
>   }
>
>   cameraSwitchSwitch {
>   whichChild  1
>   USE +0
>   USE +1
>   }
>
> }
> SoXipLut {
>   fields [ SFEnum inputMode, SFEnum outputMode, SFShort bitsUsed,
SFFloat
> rampWidth,
>   SFFloat rampCenter, MFColor arrayColor, MFFloat arrayAlpha ]
>   inputMode   TRAPEZOID
>   outputMode  COLOR
>   bitsUsed12
>   rampWidth   0.05
>   rampCenter  0.009
>   arrayColor  [  ]
>   arrayAlpha  [  ]
> }
> SoXipImage {
>   fields [ SoXipSFDataImage image ]
>   image   "DATA" =
>   SoXipLoadDicom {
>   inputs [ MFString name ]
>   name"C:\Xip\examples\data\24884367.dcm"
>   outputs [ SoXipMFDataDicom dicom ]
>   }
>   . dicom
>
> }
> }
> ***
> when i run the code it crashes at sc_Root.ref();
> plz help me out
> ...
>
>
> Thank you!
>
> Cheers,
> Abhinav
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=12174#12174
>
>
>
>
>
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Re: [osg-users] Understanding OSG : plugins runtime loading question

2009-05-15 Thread Vincent Bourdier
Hi Art,

I need to make these lib (dll/so) for linux and window at least, so I need
common behavior.
I'm thinking a mix of the inheriting class and the osg plugin registry
behavior with the template static register method ... (note so
understandable I think) that is to say, may be a mix of all these way can
bring me to a good solution ..

Still here if you have suggestion or ideas

Thanks every one, still good to have quality help here :-)

Regards,
   Vincent.

2009/5/15 Art Tevs 

> Hi Vincent,
>
>
>
> Vincent.B wrote:
> > Hi all,
> > If you need to load dynamically some DLL (as osg plugins) but theses DLL
> have no similar I/O (so make each one inherit from a base class have no
> sense), how will you do ?
> >
> > I'm thinking in the calssical loadLibrary and getProcAdress for each one,
> ... but if you know or think in an other solution, I would be very
> interested to hear it.
> >
>
>
> In windows world each dll can have an entry point. This is a C function,
> which will be called on dll loading. In unix world, I am not sure if there
> exists default entry point routines, I think yes, but I am not sure.
>
> cheers,
> art
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=12249#12249
>
>
>
>
>
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread Robert Osfield
Hi John,

On Fri, May 15, 2009 at 3:13 PM, John Ivar Haugland
 wrote:
> [ 81%] Building CXX object
> src/osgPlugins/curl/CMakeFiles/osgdb_curl.dir/ReaderWriterCURL.o
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgPlugins/curl/ReaderWriterCURL.cpp:
> In
>    member function `osgDB::ReaderWriter::ReadResult
>    osg_curl::EasyCurl::read(const std::string&, const std::string&,
>    osg_curl::EasyCurl::StreamObject&, const osgDB::ReaderWriter::Options*)':
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgPlugins/curl/ReaderWriterCURL.cpp:160:
> `
>    CURLINFO_HTTP_CONNECTCODE' undeclared (first use this function)
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgPlugins/curl/ReaderWriterCURL.cpp:160:
> (Each
>    undeclared identifier is reported only once for each function it appears
>    in.)
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgPlugins/curl/ReaderWriterCURL.cpp:164:
> `
>    CURLINFO_RESPONSE_CODE' undeclared (first use this function)
> /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgPlugins/curl/ReaderWriterCURL.cpp:200:
> `
>    curl_easy_strerror' undeclared (first use this function)
> make[2]: ***

I've found libcurl 7.10.4 and 7.10.8 on the libcurl website, but no
7.10.6.   7.10.8 doesn't have the curl_easy_strerror and this is easy
to avoid using by the other codes are a bit more awkward.

I have experiment with a compile tests but as yet haven't got CMake to
do what I want.  Ideally we'd be able to get the libcurl plugin
working with this older version of libcurl.

> [src/osgPlugins/curl/CMakeFiles/osgdb_curl.dir/ReaderWriterCURL.o] Error 1
> make[1]: *** [src/osgPlugins/curl/CMakeFiles/osgdb_curl.dir/all] Error 2
> make: *** [all] Error 2
> Regarding the build error I got on when "OSGSHADOW_EXPORT ViewData: public
> osg::Referenced " was in the protected area. Is this the only place with a
> construction like this in OSG? If you find a solution like you mention
> (friend class) this is ok for me at least.  Have a good weekend!!!

The OSG uses lots of nested protected struct/classes.  The only thing
that might be usually is that the subclasses of the main class also
subclass the nested class.  This is perfectly valid C++ though.  What
is biting us here is that g++ 3.2 is not able to cope properly.

Robert.
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[osg-users] Q: how do I render an object only to the depth buffer, not to the color buffer?

2009-05-15 Thread Raymond de Vries

Hi everyone,

I've searched the mailing list but could not find an answer or clue for 
the solution to my problem.


In principle, the issue seems simple to me but I find it hard to come up 
with an OSG solution. I would like to start my rendering with an object 
that does write to the depth buffer but does not write to the color 
buffer. I expect that I need to do something about the color mask but 
that is a camera setting.


Can anyone point me in the right direction?

Thanks a lot, best regards
Raymond

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Re: [osg-users] Problem with my cubemap

2009-05-15 Thread Jason Daly

Jean-Sébastien Guay wrote:
If there *is* a special format for a cube map contained in a .dds file, 
perhaps the OSG .dds loader doesn't handle it correctly? I don't know, 
but you could investigate by checking the code. Again, perhaps someone 
else has more insight into this.
  


DDS files can contain multi-surface images, including cube maps.  The 
problem is that there is currently no Image class in OSG that will hold 
a cube map, so there is no way for the .dds plugin to return a cube map.


I had a similar problem when I wrote the .vtf loader for Valve textures.

--"J"

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Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Alexandre Amalric
Well apparently I did achieve to set up my application with 2 slave camera,
but there is one last problem, I'm using a shader for my sky sphere wich
isn't working when using 2 slave cameras, has anyone already had trouble
with shaders and slave camera ?

2009/5/15 Jean-Sébastien Guay 

> Hi Alexandre,
>
>  In my resize implementation I directly update the projection matrix from
>> the slave camera and I don't update the _projectionOffset wich for me is
>> useless.
>>
>
> Why don't you update the projection matrix of the master camera? If both
> slave cameras render to the same GraphicsContext (i.e. are in the same
> window) then it's the right thing to do. You shouldn't touch the slave
> cameras' projection matrices, only the master camera's projection matrix and
> the slave cameras' projection offsets.
>
>  I still think that future osg version should correct the default
>> resizeimplementation because this behaviour seems very strange to me, maybe
>> am I the only one to think so ;-)
>>
>
> Well if you mean that it doesn't do the right thing when you have one
> master camera and one slave camera, both with graphics contexts, then you're
> right, but that's expected because it's not a valid use case. You should use
> a master camera with no graphics context, and two slave cameras with
> graphics contexts (perhaps the same one). See the code for
> osgViewer::View::setUpViewOnAllScreens() for an example of this.
>
> Perhaps a test could be added to catch that kind of utilization and warn
> the user that their view's camera setup is invalid.
>
> Go back to my previous message, really it makes sense. You have the master
> camera which in this case is only there to represent the viewer's position.
> So that's what the CameraManipulator acts upon, but it has no
> GraphicsContext so it doesn't render anything by itself. And then you have
> two slave cameras which have viewpoints and projections offset from the
> master camera, and which do the actual rendering, hence they have
> GraphicsContexts.
>
> Hope this helps,
>
>
> J-S
> --
> __
> Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
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-- 
Alexandre AMALRIC   Ingénieur R&D
===
PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
http://www.pixxim.fr
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[osg-users] shadowVolme bugs

2009-05-15 Thread Bilal Zeidan

Hi all,

I am trying to create a shadowed scene by using osg::shadowVolme 
technique but I have noticed that when the objects in the scene are 
moving their shadows still unchanged?


I have also another a problem with SoftShadowMap technique. My 
application crashes when it uses the SoftShadowMap technique to render 
the scene.


I am using the version 2.6 of OSG.

Any one has an idea about these problems?

Thanks.

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[osg-users] VRML plugin

2009-05-15 Thread Philip Lamb

Hi all,

Given that the VRML plugin is a bit of work to compile due to the  
dependence on a very old version of OpenVRML, I've built a binary  
packages of OpenVRML-0.14.3 for Win32 Visual Studio .NET 2003 and  
Visual Studio 2005, and Mac OS X 10.4 32-bit universal.


The binaries are here for your pleasure:
http://www.artoolworks.com/dist/openvrml/0.14.3/

I also note that previous discussion about why the VRML plugin  
couldn't be updated to a newer version of OpenVRML centred on the  
boost dependency. I'm sure that thats much less of an issue now that  
we have boost binaries for most Linux distros, plus Windows and Mac.

http://www.boostpro.com/download
http://pdb.finkproject.org/pdb/browse.php?summary=boost

Of course, the bigger issue with the VRML plugin is that it doesn't  
support any sort of animation. OpenVRML 0.14.3 supports animation  
including animated textures. Does anyone here have a good knowledge of  
the VRML, good enough to add support for importing VRML animations  
from OpenVRML nodes?


Regards,

Philip Lamb



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[osg-users] Animated textures

2009-05-15 Thread Philip Lamb

Hi all,

I have a request from a user for support for animated textures in an  
OSG model. They're doing their modelling in 3DS Max and exporting to  
OSG via the 3DS exported plugin, to native .osg format.


1) Is it straightforward to use animated textures in OSG (for example  
in VRML, one can specify an mpeg file as a texture and animation just  
works)?
2) If yes, is there a straightforward workflow from modelling tools to  
OSG to include animated textures? Post-processing of exported files is  
also fine.


Regards

Philip Lamb



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[osg-users] Animation in COLLADA files supported?

2009-05-15 Thread Philip Lamb

Hi all,

I have a question about which plugins support files that include  
animations. I have experimented with the COLLADA plugin, but it  
appears that as of OSG 2.8.1-RC3 and COLLADA DOM 1.4, animation  
in .dae files doesn't carry through to the scene graph. Does anyone  
have any suggestions as to whether animations in .dae files should be  
supported (and if I'm doing something wrong)?


Can anyone else share their preferred workflow for getting animations  
out of modelling applications and into OSG? The artist I'm trying to  
support uses Cinema 4D. Our backup is exporting to VRML2 and doing a  
second rendering pass using libopenvrml-gl outside OSG.


Thanks in advance,

Phil Lamb.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread Robert Osfield
Ho John,

On Fri, May 15, 2009 at 3:32 PM, Robert Osfield
 wrote:
> I've found libcurl 7.10.4 and 7.10.8 on the libcurl website, but no
> 7.10.6.   7.10.8 doesn't have the curl_easy_strerror and this is easy
> to avoid using by the other codes are a bit more awkward.

I've worked out how to use the lib version in the source itself to
switch off use of features that more modern features.  The modified
ReaderWriterCURL.cpp is attached.  These changes are also checked into
svn/trunk and the OSG-2.8 branch.

Could you please test these out on your system?

Thanks,
Robert.
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2008 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/

#include 
#include 
#include 
#include 

#include 
#include 
#include 

#include 
#include 

#include "ReaderWriterCURL.h"

using namespace osg_curl;


//
//  StreamObject
//
EasyCurl::StreamObject::StreamObject(std::ostream* stream1, const std::string& cacheFileName):
_stream1(stream1),
_cacheFileName(cacheFileName)
{
_foutOpened = false;
}

void EasyCurl::StreamObject::write(const char* ptr, size_t realsize)
{
if (_stream1) _stream1->write(ptr, realsize);

if (!_cacheFileName.empty())
{
if (!_foutOpened)
{
osg::notify(osg::INFO)<<"Writing to cache: "<<_cacheFileNamegetAuthenticationMap() :
osgDB::Registry::instance()->getAuthenticationMap();

if(!proxyAddress.empty())
{
osg::notify(osg::INFO)<<"Setting proxy: "username + colon + details->password);
curl_easy_setopt(_curl, CURLOPT_USERPWD, password.c_str());
_previousPassword = password;

// use for https.
// curl_easy_setopt(_curl, CURLOPT_KEYPASSWD, password.c_str());

#if LIBCURL_VERSION_NUM >= 0x070a07
if (details->httpAuthentication != _previousHttpAuthentication)
{ 
curl_easy_setopt(_curl, CURLOPT_HTTPAUTH, details->httpAuthentication); 
_previousHttpAuthentication = details->httpAuthentication;
}
#endif

}
else
{
if (!_previousPassword.empty())
{
curl_easy_setopt(_curl, CURLOPT_USERPWD, 0);
_previousPassword.clear();
}

#if LIBCURL_VERSION_NUM >= 0x070a07
// need to reset if previously set.
if (_previousHttpAuthentication!=0)
{
curl_easy_setopt(_curl, CURLOPT_HTTPAUTH, 0); 
_previousHttpAuthentication = 0;
}
#endif
}

curl_easy_setopt(_curl, CURLOPT_URL, fileName.c_str());
curl_easy_setopt(_curl, CURLOPT_WRITEDATA, (void *)&sp);

CURLcode res = curl_easy_perform(_curl);

curl_easy_setopt(_curl, CURLOPT_WRITEDATA, (void *)0);

if (res==0)
{

#if LIBCURL_VERSION_NUM >= 0x070a07
long code;
if(!proxyAddress.empty())
{
curl_easy_getinfo(_curl, CURLINFO_HTTP_CONNECTCODE, &code);
}
else
{
curl_easy_getinfo(_curl, CURLINFO_RESPONSE_CODE, &code);
}

//If the code is greater than 400, there was an error
if (code >= 400)
{
osgDB::ReaderWriter::ReadResult::ReadStatus status;

//Distinguish between a client error and a server error
if (code < 500)
{
//A 400 level error indicates a client error
status = osgDB::ReaderWriter::ReadResult::FILE_NOT_FOUND;
}
else
{
//A 500 level error indicates a server error
status = osgDB::ReaderWriter::ReadResult::ERROR_IN_READING_FILE;
}

osgDB::ReaderWriter::ReadResult rr(status);

//Add the error code to the ReadResult
std::stringstream message;
message << "error code = " << code;

rr.message() = message.str();

return rr;
}
#endif

// Store the mime-type, if any. (Note: C

Re: [osg-users] huds on multiple cameras

2009-05-15 Thread Robert Osfield
Hi Guy,

To further expand on J-S suggestions, there are four ways of doing
HUDs, Camera in a scene graph, a slave Camera in the Viewer, an
separate View in a CompositeViewer or as a Camera attached to the
GraphicsWindow.  There is an osghud example illustrates the first
three of this options.   The on screen stats and help event handlers
built into osgViewer demonstate a hud in the GraphicsWindow.

Robert.

On Fri, May 15, 2009 at 2:16 PM, Guy Volckaert
 wrote:
> Hi,
>
> I have 2 windows, each with its own camera/viewport. I need to display a 
> different hud on each camera. What's the best solution for this. I looked at 
> the hud example, but there is only one hud and it is added to the scene, and 
> therefore gets displayed on each camera.
>
> Any suggestion would be appreciated.
>
> Cheers,
> Guy
>
> --
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>
>
>
>
>
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Re: [osg-users] Q: how do I render an object only to the depth buffer, not to the color buffer?

2009-05-15 Thread Robert Osfield
HI Raymond,

You simple disable the writes to the colour buffer using the
osg::ColorMask StateAttribute.

Robert.

On Fri, May 15, 2009 at 3:33 PM, Raymond de Vries  wrote:
> Hi everyone,
>
> I've searched the mailing list but could not find an answer or clue for the
> solution to my problem.
>
> In principle, the issue seems simple to me but I find it hard to come up
> with an OSG solution. I would like to start my rendering with an object that
> does write to the depth buffer but does not write to the color buffer. I
> expect that I need to do something about the color mask but that is a camera
> setting.
>
> Can anyone point me in the right direction?
>
> Thanks a lot, best regards
> Raymond
>
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Re: [osg-users] Animation in COLLADA files supported?

2009-05-15 Thread Jason Daly

Philip Lamb wrote:

Hi all,

I have a question about which plugins support files that include  
animations. I have experimented with the COLLADA plugin, but it  
appears that as of OSG 2.8.1-RC3 and COLLADA DOM 1.4, animation  
in .dae files doesn't carry through to the scene graph. Does anyone  
have any suggestions as to whether animations in .dae files should be  
supported (and if I'm doing something wrong)?
  


I don't believe there is currently any support in the .dae plugin for 
animations.  I think there is some work going on in this direction 
(using the osgAnimation node kit), but it's not ready yet.



Can anyone else share their preferred workflow for getting animations  
out of modelling applications and into OSG? The artist I'm trying to  
support uses Cinema 4D. Our backup is exporting to VRML2 and doing a  
second rendering pass using libopenvrml-gl outside OSG.
  


I think COLLADA is still the best way to do this, but at the moment, it 
takes a bit of extra work beyond what OSG provides (we use a home-built 
COLLADA loader).


I think Delta3D does this with Cal3D and ReplicantBody, but I'm not sure 
exactly what their art path is.


--"J"

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Re: [osg-users] Problem with my cubemap

2009-05-15 Thread Robert Osfield
On Fri, May 15, 2009 at 3:34 PM, Jason Daly  wrote:
> Jean-Sébastien Guay wrote:
>>
>> If there *is* a special format for a cube map contained in a .dds file,
>> perhaps the OSG .dds loader doesn't handle it correctly? I don't know, but
>> you could investigate by checking the code. Again, perhaps someone else has
>> more insight into this.
>>
>
> DDS files can contain multi-surface images, including cube maps.  The
> problem is that there is currently no Image class in OSG that will hold a
> cube map, so there is no way for the .dds plugin to return a cube map.

Indeed there isn't a osg::Image class that does cube maps yet.

I have been pondering on this issue for a quite while as this topic
does occasionally come up.  The way to tackle is to have an
osg::CompositeImage/ImageList/ImageArray subclass from osg::Image that
provides a list of images that can be assigned to a osg::Texture.
One would want to scoop up the needs of the texture array support at
the same time.

Ideally we'd have an ImageBase class rather than subclassing from
Image or refactor Image so it's a base class, and then have concrete
implementations subclass from this.  It's kinda awkward to undertake
such a refactoring now though.

A template for an ImageArray class could be the ImageSequence class
that already holds a list of images internally.  Others are welcome to
dive in an add this ImageArray class ;-)

Robert.
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Re: [osg-users] Animated textures

2009-05-15 Thread Robert Osfield
Hi Philip,

A while back I add the osg::ImageSequence class for stepping through a
series of images.  Have a look at the osgimagesequence example.   It's
similar to having assigning a movie to a texture using the
quicktime/ffmpeg plugin but offers better support for hand building
the animation sequences.

Robert.

On Fri, May 15, 2009 at 4:13 PM, Philip Lamb  wrote:
> Hi all,
>
> I have a request from a user for support for animated textures in an OSG
> model. They're doing their modelling in 3DS Max and exporting to OSG via the
> 3DS exported plugin, to native .osg format.
>
> 1) Is it straightforward to use animated textures in OSG (for example in
> VRML, one can specify an mpeg file as a texture and animation just works)?
> 2) If yes, is there a straightforward workflow from modelling tools to OSG
> to include animated textures? Post-processing of exported files is also
> fine.
>
> Regards
>
> Philip Lamb
>
>
>
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Re: [osg-users] Animated textures

2009-05-15 Thread Jason Daly

Philip Lamb wrote:

Hi all,

I have a request from a user for support for animated textures in an  
OSG model. They're doing their modelling in 3DS Max and exporting to  
OSG via the 3DS exported plugin, to native .osg format.


1) Is it straightforward to use animated textures in OSG (for example  
in VRML, one can specify an mpeg file as a texture and animation just  
works)?
  


The xine and ffmpeg plugins support reading movie files into an 
ImageStream, which can be attached to OSG texture objects.  I don't 
think any of the model plugins currently support this directly, though, 
so you'll have to do some work in the application.


The osg and ive plugins (these are the native OSG ASCII and binary 
formats, respectively) support ImageSequences (which is a subclass of 
ImageStream), so there may be a conversion path that you could use where 
you end up with a .ive file that has the animated textures you want.  
I'm not sure what steps would be involved, though.


--"J"
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Re: [osg-users] VPB stuff

2009-05-15 Thread Robert Osfield
Hi Pierre,

I'm currently using a ATI 4670 graphics card under Kubuntu 9.04 and
osgdem/vpb has been working fine for me.

> fglrxinfo
display: :0.0  screen: 0
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: ATI Radeon HD 4670
OpenGL version string: 2.1.8591

Robert.

On Fri, May 15, 2009 at 4:31 PM, Pierre BOURDIN
 wrote:
> OK I got the complete config now:
> Linux DELL-VOSTRO-02 2.6.24-22-generic #1 SMP Mon Nov 24 18:32:42 UTC 2008
> i686 GNU/Linux
>
> ==/proc/version (17:14)==
> Linux version 2.6.24-22-generic (bui...@vernadsky) (gcc version 4.2.3
> (Ubuntu 4.2.3-2ubuntu7)) #1 SMP Mon Nov 24 18:32:42 UTC 2008
>
> ==gcc --version==
> gcc (GCC) 4.2.4 (Ubuntu 4.2.4-1ubuntu3)
> Copyright © 2007 Free Software Foundation, Inc.
>
> ==/usr/bin/fglrxinfo==
> libGL: XF86DRIGetClientDriverName: 8.47.3 fglrx (screen 0)
> libGL: OpenDriver: trying /usr/lib/dri/fglrx_dri.so
> drmOpenDevice: node name is /dev/dri/card0
> drmOpenDevice: open result is 5, (OK)
> drmOpenByBusid: Searching for BusID PCI:1:5:0
> drmOpenDevice: node name is /dev/dri/card0
> drmOpenDevice: open result is 5, (OK)
> drmOpenByBusid: drmOpenMinor returns 5
> drmOpenByBusid: drmGetBusid reports PCI:1:5:0
> display: :0.0  screen: 0
> OpenGL vendor string: ATI Technologies Inc.
> OpenGL renderer string: ATI Radeon Xpress Series
> OpenGL version string: 2.1.7412 Release
>
> ==osgversion==
> OpenSceneGraph Library 2.8.1
>
> ==VPBMASTER==
> With the brand nw osg 2.8.1-rc4:
>  make MassaneRange
> preparing Massane range...
> -d data_massane/elev_cata_25.dem
> --layer layeNumber=0
> -t data_massane/cata_25.tif
> --layer layeNumber=2
> -t data_massane/cata_05.tif
> -o database/massane_range.ive
> Adding terrainTile
> DataSet::assignDestinationCoordinateSystem() : assigning first source file
> as the destination coordinate system
> DataSet::generateTasks_new
> AR=2.948815 C1=3 R1=1
> Computed maximum source level = 5
> Selected single split at 2
> AR=2.948815 C1=3 R1=1
>    Task directory already created
>    Log directory already created
> totalNumOfTasksSansRoot = 3
> Generated tasks file = build_master.tasks
> Setting up MachinePool to use all 2 cores on this machine.
> Begining run
> scheduling task : tasks/build_root_L0_X0_Y0.task
> machine=DELL-VOSTRO-02 running task=tasks/build_root_L0_X0_Y0.task
> scheduling task : tasks/build_subtile_L1_X0_Y0.task
> machine=DELL-VOSTRO-02 running task=tasks/build_subtile_L1_X0_Y0.task
> scheduling task : tasks/build_subtile_L1_X1_Y0.task
> scheduling task : tasks/build_subtile_L1_X2_Y0.task
> Error: :0.0 no Pbuffer support in GLX available.
> Error: :0.0 no Pbuffer support in GLX available.
> libGL error: drmGetMagic failed
> libGL error: reverting to (slow) indirect rendering
> libGL error: drmGetMagic failed
> libGL error: reverting to (slow) indirect rendering
>
> I'll try to update the drivers..
>
> Pierre.
> 2009/5/15 Pierre Bourdin (gmail) 
>>
>> Hi Robert,
>> Le vendredi 15 mai 2009 à 13:51 +0100, Robert Osfield a écrit :
>> > Hi Pierre,
>> >
>> > You are getting an OpenGL related error which clearly isn't good as is
>> > something you need to look at.
>>
>> Yep ,but the terrain is built and rendering is slow and popping but
>> correct...
>> >
>> > What hardware + drivers are you using?
>>
>> I'll tell you more precisely at the end of the afternoon, cause I can't
>> get the machine for now...
>>
>> But the graphic board is an integrated ATI Radeon Xpress 1150...
>>
>> The drivers are probably from before September 08...
>>
>> Sorry, I couldn't find another machine for a quick compatibility test
>>
>> Pierre
>>
>> >
>> > Robert.
>> >
>> > On Fri, May 15, 2009 at 1:43 PM, Pierre Bourdin (gmail)
>> >  wrote:
>> > > Hi Robert,
>> > > is it the expected comportement ?
>> > >
>> > > 
>> > > machine=DELL-VOSTRO-02 running
>> > > task=tasks/build_subtile_L2_X3_Y1/build_subtile_L5_X31_Y14.task
>> > > Error: :0.0 no Pbuffer support in GLX available.
>> > > libGL error: drmGetMagic failed
>> > > libGL error: reverting to (slow) indirect rendering
>> > > Warning: detected OpenGL error 'invalid enumerant' at
>> > > DestinationTile::createStateSet()
>> > > machine=DELL-VOSTRO-02 completed
>> > > 
>> > >
>> > >
>> > > Building a terrain with 2.8 release on linux 32 bits ubuntu...
>> > >
>> > > I'll try with the brand new OpenScenGraph-2.8.1-rc4 later this
>> > > afternoon.
>> > >
>> > > Pierre.
>> > > Le vendredi 15 mai 2009 à 09:28 +0100, Robert Osfield a écrit :
>> > >> HI Pierre,
>> > >>
>> > >> On Fri, May 15, 2009 at 8:24 AM, Pierre Bourdin (gmail)
>> > >>  wrote:
>> > >> > For the --terrain option, it works also very well, but I have to
>> > >> > disable
>> > >> > GL_ARB extension with my ATI otherwise it crashes.
>> > >>
>> > >> Could you try the OSG-2.8 or svn/trunk version of the OSG as there is
>> > >> crash fix that prevents problems with rendering VPB --terrain
>> > >> databases.  The case of the crash was an bu

Re: [osg-users] Problem with my cubemap

2009-05-15 Thread Jason Daly

Robert Osfield wrote:

A template for an ImageArray class could be the ImageSequence class
that already holds a list of images internally.  Others are welcome to
dive in an add this ImageArray class ;-)
  


I thought about it while I was writing the .vtf loader, but I was under 
time pressure, and the Image code was fairly complex at first look, so 
it kind of scared me off  :-)


--"J"

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Re: [osg-users] Problem with my cubemap

2009-05-15 Thread Roland Smeenk
Hello Robert,

I've originally contributed the .dds cubemap loading capability that you 
rejected. From that time I've been merging my changes with the latest head. 
Cubemaps can still be loaded succesfully, but I agree that it may be better to 
split osg::Image into multiple classes for the different osg::Textures that it 
feeds. Are you envisioning a separate Image class for each Texture class? 

Side note:
Last week I ran into a problem with cubemaps in the osgOcean example which 
turned out to be a pixelformat problem. The osgOcean example uses 6 separate 
images of which one image has a different pixel format. My osg::Image class 
supporting cubemaps has only one pixelformat for all 6 data planes and this 
caused a problem when copying the six images into the single cubemap image.

kind regards,

Roland Smeenk

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

2009-05-15 Thread Maxime BOUCHER

jojo wrote:
> GL_LUMINANCE is for gray scale images. For example if you want to save the 
> depth buffer.


Ok, thus, I should use GL_RGBA.


jojo wrote:
> 
> Besides you should post a little bit more code. I don't know how much 
> experience your have with open scene graph. Maybe you didn't call the frame() 
> method of your viewer, the camera is not attached to a node or maybe there is 
> just nothing to see in the viewing frustum?
> 


My camera is attached to the root of the scene graph.
I retrieve the image during the rendering loop (it's true I didn't do it at 
first...), thus after 5 viewer.frame ('cause I setted it at 5).
There is something to see from my camera.


jojo wrote:
> 
> Did you display the camera normaly which means with turned off offscreen 
> rendering?
> 


However, I don't know what you mean here, it seems to be a key point...

I've read things about pre-render, but you don't do any, right?

Here's a bit of my code:

I create the camera:

Code:
ref_ptr MyPTMutils::createCamera(Matrix& cameraIntrinsic, Matrix& 
cameraPosition)
{
// parameters for MyPTM
double width = cameraIntrinsic(0, 2)*2;
double height = cameraIntrinsic(1, 2)*2;
double fy = cameraIntrinsic(1, 1);

// create camera for MyPTM
ref_ptr new_camera = new Camera();

new_camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
new_camera->setViewport(0, 0, width, height);

new_camera->setProjectionMatrixAsPerspective((360./PI)*atan(height/(2*fy)) , 
(double)width/height, 1.0, 1000.0);
new_camera->setViewMatrix(Matrix::inverse(cameraPosition));

return (new_camera);
}



I modify the camera (I know this can seem strange out of the context):

Code:

MyPTM::MyPTM(Geode* _arg_geode, std::string imgpath , int _arg_textureUnit, 
float focal, Quat &rotation, Vec3d position)
{
ref_ptr img = osgDB::readImageFile(imgpath);
cu = img->s(); 
cv = img->t();
Vec2f *vec = new Vec2f(cu,cv);
MyPTMutils::setClosestPowerOfTwo(vec);

...

_camera = MyPTMutils::createCamera(cameraIntrinsic, transform);

_texture = new Texture2D(osgDB::readImageFile(imgpath));

_camera->setReferenceFrame(Transform::ABSOLUTE_RF);

_camera->setDataVariance(Object::DYNAMIC);

_depth = new Image();

_depth->allocateImage(vec->x(), vec->y(), 1, GL_RGBA, GL_UNSIGNED_BYTE);

_camera->attach(osg::Camera::COLOR_BUFFER, _depth.get(),0,0);





And the print:

Code:

float* bl = (float*)(_depth->data());
osgDB::writeImageFile(*_depth.get(),"depth.png");




This makes me think: why a float* ?

And the main

Code:

MyPTM* myptm2 = new MyPTM((Geode*) (root->getChild(2)), 
"../Media/Data_Calibrage/Image/IMG_5316_small.jpg", 0, 720.0, r, camposition);

myptm2->_camera->setView(&viewer);

viewer.addSlave(myptm2->_camera.get());


viewer.setSceneData( root.get());
viewer.realize();

int once = 0;
while( !viewer.done() )
{
viewer.frame();
if (once == 50)
  myptm2->printDepthImage();
once++;
}




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

2009-05-15 Thread Maxime BOUCHER
I forgot: thanks for everything!

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[osg-users] No texture loaded on 3d model with osgViewer

2009-05-15 Thread Fadi Chehimi
Hi,

I am trying to load a .3ds model using osgViwer. Now i am getting the model on 
screen but without textures! I read somewhere in the forum that i need to set 
the path so that osg finds the images needed (please correct me if i am wrong) 
and iread as well that i will need to add -t myTexture.jpg into the command 
line. Well, i tried both but still no luck. Is there anything i am missing in 
here?

Regards
Fad

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Re: [osg-users] shadowVolme bugs

2009-05-15 Thread Roland Smeenk
Hello Bilal,

code comments in the ShadowVolume class suggest that it is still a work in 
progress. However it seems that it is no longer actively developed and still 
has some unsolved bugs.

Cheers,

Roland

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Re: [osg-users] Problem with my cubemap

2009-05-15 Thread Robert Osfield
HI Roland,

On Fri, May 15, 2009 at 4:40 PM, Roland Smeenk  wrote:
> I've originally contributed the .dds cubemap loading capability that you 
> rejected. From that time I've been merging my changes with the latest head. 
> Cubemaps can still be loaded succesfully, but I agree that it may be better 
> to split osg::Image into multiple classes for the different osg::Textures 
> that it feeds. Are you envisioning a separate Image class for each Texture 
> class?

No, my proposal of an osg::ImageArray class would need to be
compatible with all Texture types.  Not all would know enough about it
to make use of it.  My thought was the the osg::Image base classes
sizes/type data pointers would be assigned to one of the osg::Image
that the ImageArray manages so that a simple Texture2D texture would
just select one of them, but a TextureCubeMap could go look for images
0,1,2,3,4,5, etc.


> Side note:
> Last week I ran into a problem with cubemaps in the osgOcean example which 
> turned out to be a pixelformat problem. The osgOcean example uses 6 separate 
> images of which one image has a different pixel format. My osg::Image class 
> supporting cubemaps has only one pixelformat for all 6 data planes and this 
> caused a problem when copying the six images into the single cubemap image.

In the context of the osg::ImageArray class you'd probably want a
function for querying of all the images are compatible, and perhaps a
function for making them all the same.  Possible texture cube map
would also need to be written to cope between with different pixel
formats.

Robert.
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[osg-users] camera switching on a given view...

2009-05-15 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a question regarding camera switching in a particular view. I'm
currently using the composite viewer where each view is set up in a separate
window (via the call to view->setUpViewInWindow()). For a particular
view(window), I need to swap from one camera to another upon request.
Perusing through the examples and archives, I was unable to find any
information on how I would accomplish this. I tried using view->setCamera()
to swap out the current camera with another but this killed the view window.

 

Can something like this be done or is it beyond the scope of the viewer
paradigm?

 

Thanks for any help.

 

-Shayne



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Re: [osg-users] No texture loaded on 3d model with osgViewer

2009-05-15 Thread Martin Beckett
Try setting the OSG_NOTIFY_LEVEL and see what error messages you are getting. 
That should tell you if it can find the texture and where it is looking.

http://www.openscenegraph.org/projects/osg/wiki/Support/TipsAndTricks

Cheers,
Martin

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Re: [osg-users] huds on multiple cameras

2009-05-15 Thread Guy Volckaert
Hi again,

I tried J-S 's suggestion about attaching the hud camera to a slave camera, but 
that did not work (i.e the scene is rendered, but there is not hud). 

viewer.getSlave( 0 )._camera->addChild( hudCamera );

Note that adding the hud camera to the scene (like in the hud example) did work 
in my test app. 

Is there something that need to be set in the hud camera to be able to attach 
it to the another camera?

Cheers,
Guy

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Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Jean-Sébastien Guay

Hello Alexandre,

Well apparently I did achieve to set up my application with 2 slave 
camera, but there is one last problem, I'm using a shader for my sky 
sphere wich isn't working when using 2 slave cameras, has anyone already 
had trouble with shaders and slave camera ?


Do you mean that (for example) lighting calculations give the wrong results?

IIRC, if you need the projection/view matrix then you can't use the 
built-in uniform from OpenGL, because that will be your slave camera's 
projection/view matrix. You need the master view's matrices, which means 
you'll have to copy the master camera's matrices into uniforms each frame.


If that wasn't the problem, you'll have to be more clear. What do you 
mean by "a shader which isn't working"? How is it not working?


Hope this helps,

J-S
--
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Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
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http://whitestar02.webhop.org/
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