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

2009-05-19 Thread Vincent Bourdier
Hi JP, Hi Robert,

2009/5/19 Robert Osfield 

> Hi Vincent,
>
> Looking at J.P. follow up email it does sound like it could be windows
> specific issue.  Are you using windows?

Yes

Is you singleton implemented in a header?

Yes..


> If so the just have the declaration in the header, and
> keep the implementation entirely within the .cpp to ensure that the
> allocation happens single dll.
>
> Robert.



I thinks the problem is here : I've a dll and an exe implementing the same
singleton (common sources but 2 compilations) ... so I get two instances,
that sounds logical.
Now I'm thinking a way to get only one ... maybe an other lib ?

In OSG sources this is not a problem : the core is a lib, the plugin is a
lib based on the core, and the application uses the core. so we can explain
the calls just on one single line... but me I've got a dll using an other
one, and the one in question implement the same code than the core using the
dll ... I can explain it making a triangle, with the exe, the exe code in
dll, and the dll... so the same code is implemented twice ... and so my
singleton too...

If you think of any solution, I would be very interested to hear it.

Thanks.

Regards,
   Vincent.



>
>
> On Tue, May 19, 2009 at 3:33 PM, Vincent Bourdier
>  wrote:
> > Hi Robert,
> >
> > I get more info : the singleton is not destroyed, but is called from the
> lib
> > I did and from the exe itself. When the lib call the singleton, it works
> > good. when the exe call the singleton, It does a new call to constructor
> ...
> >
> > Any idea about how to solve that problem ?
> >
> > Thanks.
> >
> > Regards,
> >Vincent.
> >
> > 2009/5/19 Robert Osfield 
> >>
> >> On Tue, May 19, 2009 at 2:24 PM, Vincent Bourdier
> >>  wrote:
> >> > Hi Robert,
> >> >
> >> > I think I get it :
> >> >
> >> > I seems to be due to the osgDB::DynamicLibrary instance I use, which
> >> > ref_ptr
> >> > unref when leaving the load code, so the destructor of the
> >> > RegisterReaderWriterProxy (my equivalent) was called, and it seems to
> be
> >> > sufficient to force a new call to the Registry constructor.
> >> >
> >> > Does it sounds right for you ?
> >>
> >> I can't comment on code I'm not party to.
> >>
> >> As a general note one shouldn't be able to delete a internally
> >> singleton used in my example without doing a instance()=0;  Just take
> >> a ref_ptr<> to the return won't delete the object as the instance()
> >> method keeps around a copy.
> >>
> >> Robert.
> >> ___
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> >>
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> >
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Re: [osg-users] Inverse shadow

2009-05-19 Thread Jean-Sébastien Guay

Hello Rodrigo,


Oh, I thought everything was integrated. Thanks a lot, I'll pay more attention 
to the mailing list.


Well all posts from the forum go to the mailing list and inversely, but 
not all history (archives) were imported to the forum when it was 
created. So if you want to search old discussions, you should really 
search the mailing list archives to get the whole picture.



If I do, the application render as it has to do, but if I try to move the 
camera, it crashes.


That's really weird. Can you make a simple reproduction example to show 
this, and post it? I've personally never seen this.


Doing the line I mentioned inside the loop, it moves normally, but not so fast. It makes sense, because a child is added in each frame the application render, witch is expensive. 


Well, adding a child in itself is not expensive, but the fact that the 
shadows need to be calculated X number of times for the same subgraph 
(with X=X+1 each frame) means that performance will degrade as time goes 
by...



If I run osgShadow example, the shadow is inverse in some positions, probably 
caused by the ATI card. But it runs ok, not crashing if I try to move it. 
Weird, isn't it?


Yes. So if you have some time, as I said, please try to make a simple 
example that reproduces this. We'll probably be able to find out what's 
wrong (either in OSG or your own code).



I really really appreciate your support. It helped a lot. I'll run the 
application with the nVidia card tomorrow to see if it works.


My pleasure. As I said, running on nVidia might work short term, but 
trying to get issues resolved on ATI is a good long term goal too. And 
I'm still not sure the problem you're having (the addChild in the frame 
loop thing) is caused by the ATI card. I'm pretty sure the inverse 
shadows thing is though.


Hope this helps,

J-S
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Re: [osg-users] Inverse shadow

2009-05-19 Thread Rodrigo Salvador
Hi J-S (Sorry for the last post, I tought you wouldn't mind calling you by the 
last name)


> 
> You might want to search the mailing list archives instead of just the 
> forum disucssions, it's only fairly recently that we've started using 
> forum+mailing list integration.


Oh, I thought everything was integrated. Thanks a lot, I'll pay more attention 
to the mailing list.


> 
> Note that in general, OSG gets less testing on ATI cards than on nVidia. 
> So I wouldn't necessarily suggest you switch to nVidia, but at least 
> expect some things not to work at 100%, and maybe help us with testing 
> on ATI :-)


Sure I'll be happy to help. I'll try to answer why this is happening only in 
this card.


> 
> You mean that you can't do shadowedScene->addChild() outside the frame 
> loop? That's weird... The osgShadow example doesn't do it that way - 
> does it work for you? I would suspect a driver problem if it doesn't. 
> Perhaps try updating your drivers?
> 
> In general, shadows will double the cull/draw times (depending on the 
> shadow technique you use). So the frame rate drop you see might be 
> "normal" / expected, depending on the scene and your hardware.


If I do, the application render as it has to do, but if I try to move the 
camera, it crashes. Doing the line I mentioned inside the loop, it moves 
normally, but not so fast. It makes sense, because a child is added in each 
frame the application render, witch is expensive. If I run osgShadow example, 
the shadow is inverse in some positions, probably caused by the ATI card. But 
it runs ok, not crashing if I try to move it. Weird, isn't it?

I really really appreciate your support. It helped a lot. I'll run the 
application with the nVidia card tomorrow to see if it works.

Thanks a lot

Rodrigo Salvador

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Re: [osg-users] OpenSceneGraph-2.8.1 released :-)

2009-05-19 Thread Cory Riddell
Awesome. Thank you very much.

Cory

Robert Osfield wrote:
> Hi All,
>
> I have just tagged the OpenSceneGraph-2.8.1 release, and have started
> updating the website with all the details.  The source code can be
> grabbed from:
>
> source package : OpenSceneGraph-2.8.1.zip
> svn tag: svn co
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.1
> OpenSceneGraph
>
> Or from the download page:
>
>http://www.openscenegraph.org/projects/osg/wiki/Downloads?version=90
>
> News item for this release is:
>
>http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.1
>
> We don't yet have any binaries, so could volunteers on the various
> platforms pull down the 2.8.1 sources and build the packages as we did
> for OpenSceneGraph-2.8.0.   It should be possible to ftp the binary
> packages on the OSG webiste, I'm afraid I don't recall the log in
> details over the top of my head.  Perhaps Jose Luis Hidalgo can point
> us in the right direction ;-)
>
> Many thanks to all those long suffering contributors that have been
> testing and help bug fix on this release.
>
> Happy coding :-)
> Robert.
>
> --  Updates between 2.8.1 and 2.8.0 releases include: ¶
>
> * Build fixes under !FreeBSD and IBM AIX, and RedHat Enterprise Linux.
> * Improved compatibility with SWIG wrapper building
> * Crash fixes in osg::State, osg::Geometry and osgWidget.
> * Bug fixes to :
>   o draw instanced support
>   o Optimizer - MergeGeometryVisitor,
> RemoveLoadedProxyNodesVisitor and SpatializeGroupsVistor
>   o hdr image loader
>   o handling of opacity maps in 3ds loader
>   o dxf loader
>   o frame buffer object
>   o cursor/event handling in windows
>   o windows threading
>   o memory leak in Collada loader
>   o fixes to display lists/vbo creation that prevent crash
> under ATI drivers
>   o subface PolygonOffset setting in OpenFlight
>   o osgconv --formats under OSX
>   o osgTerrain::Layer bounding volume calculation.
>
> Updates between 2.8 and 2.6 include: ¶
>
> * New osgVolume library for volume rendering, with support for:
>   o High quality GPU based Ray tracing
>   o Transfer functions
>   o Per pixel lighting
>   o Iso surface rendering
>   o Maximum Intensity Projection rendering
>   o Non-power-of-two 3D textures, and 3D texture compression
>   o DICOM loading for reading dicom medical data
> * New osgAnimation library for character and scene animation.
> * New plugin for reading Biovision hierarchical files (.BVH) to
> generate character motion animations.
> * New osgShadow support for Light Space Perspective Shadow Maps (LispSM).
> * Three new scene graph widgets for placing traditional 2D
> capability into fully interactive 3D scenes:
>   o PDF widget (based on libPoppler)
>   o VNC client widget (based on libVNCServer)
>   o Internet browser client widget (based on Gecko/UBrowser)
> * New plugins for loading Half-Life 2 maps and models.
> * New plugin for loading EXR, high dynamic range imagery
> * Improvements to DatabasePager, tailored for low latency paging.
> * Improved runtime stats collection and on screen reporting.
> * Performance improvements through optimization of matrix operations.
> * Support for the OpenGL "draw instanced" extension.
> * Support for zlib compressed native .ive and .gz files
> * Improvements to COLLADA support.
> * Build reporting using CDash
> * New packaging support using CPack
> * A wide range of build and bug fixes
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>   
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[osg-users] OSG and osgart problem

2009-05-19 Thread daniele argiolas
Hi,
I've a problem with osgart 2.0.
In a simple example, with 2 marker and 2 osg object with texture made with 
osgexp from 3ds max, one object changes lights of other. The first marker added 
can influence other marker. That's the same also using BuildAR software and 
adding two object.
Do you know anything about it?

Thanks,
Daniele

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Re: [osg-users] Inverse shadow

2009-05-19 Thread Jean-Sébastien Guay

Hello Rodrigo,

My first name is Jean-Sébastien (J-S for short) :-)


Yes, I'm using an ATI card. In fact, I've searched for past discussions, but 
didn't find answers, that's why I've posted a new topic. Maybe my search wasn't 
that good! Thanks for the hint, I'll try with a NVidia card. If it still bad, 
I'll post again.


You might want to search the mailing list archives instead of just the 
forum disucssions, it's only fairly recently that we've started using 
forum+mailing list integration.


http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user

Note that in general, OSG gets less testing on ATI cards than on nVidia. 
So I wouldn't necessarily suggest you switch to nVidia, but at least 
expect some things not to work at 100%, and maybe help us with testing 
on ATI :-)



The ShadowTechnique is ShadowMap. Even because the others have failed. With 
ShadowVolume, for example, looks like the scene is merged in a green lake, its 
all distorced.


Yes, well ShadowVolume has been a work in progress for a long time. I 
was actually wondering about other techniques which are only in OSG 2.8, 
so when you said you were using 2.6.1 that more or less answered my 
question.



By the way, another question: The application only works fine if I add 
"shadowedScene->addChild(root.get())" inside the viewer's loop; if not, it 
crashes. But it become heavier, the frame rate decrease a lot. Is there another way to do 
it? The optmize functions didn't make any difference either.


You mean that you can't do shadowedScene->addChild() outside the frame 
loop? That's weird... The osgShadow example doesn't do it that way - 
does it work for you? I would suspect a driver problem if it doesn't. 
Perhaps try updating your drivers?


In general, shadows will double the cull/draw times (depending on the 
shadow technique you use). So the frame rate drop you see might be 
"normal" / expected, depending on the scene and your hardware.


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] problem with Drawable and glCallList (sample programincluded)

2009-05-19 Thread Mojtaba Fathi

Hi
I was using osg 2.6.1 and had this problem. Recently I've changed to osg 2.8.0 
and it happens again. I used both built versions and source codes. I'm using 
VS2005+SP1 and windows XP with a Toshiba laptop which has intel 945GM chipset. 
I've checked intel's site and it says my display drivers are up to date.
I think this a problem with my graphics card, and not a logical error.
This problem usually happens when I use osgTerrain in my application.
In fact, I've disabled all display lists in my application to prevent this 
error, but this is a temporary solution.

Moji the Great

--- On Wed, 5/20/09, Paul Martz  wrote:

From: Paul Martz 
Subject: Re: [osg-users] problem with Drawable and glCallList (sample 
programincluded)
To: "'OpenSceneGraph Users'" 
Date: Wednesday, May 20, 2009, 12:37 AM



 
You code is fine. It looks OK, so I built it and ran it 
and it runs fine. I'm using OSG 2.9.4. Are you on an older version of OSG, or 
is 
it possible that you linked with one version and ran with another? Do you have 
an old OpenGL driver?
 
Paul Martz
Skew Matrix Software 
LLC
http://www.skew-matrix.com
+1 303 859 9466
 



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mojtaba 
Fathi
Sent: Tuesday, May 19, 2009 1:40 PM
To: 
osg-users@lists.openscenegraph.org
Subject: [osg-users] problem with 
Drawable and glCallList (sample programincluded)




  
  

Hi all

I have a strange problem with 
  Drawable::draw function which can't understand the reason. In order to 
  show you the problem, I've attached a sample program which generates an 
  Access Violation in Drawable::draw function when it calls glCallList 
  function.

Before the main function, there is the definition of 
  NUM_POINTS as follows:

#define 
  NUM_POINTS 100

If I change this value to 10 and rerun the 
  program, every thing seems to be fine, but with 100 I get the Access 
  Violation error.

Regards
Moji the 
Great




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Re: [osg-users] problem with Drawable and glCallList (sample programincluded)

2009-05-19 Thread Mojtaba Fathi

Not true, because the third parameter of DrawArray constructor is the count of 
array members, not the last one.
In fact, I think the problem arises from osgTerrain, but I don't know how and 
why.

Moji the Great

--- On Wed, 5/20/09, Tomlinson, Gordon  wrote:

From: Tomlinson, Gordon 
Subject: Re: [osg-users] problem with Drawable and glCallList (sample 
programincluded)
To: "OpenSceneGraph Users" 
Date: Wednesday, May 20, 2009, 12:22 AM



 
I Believe your Draw Array number should be NUM_POINTS - 
1
as 
you have defined it
 
You 
providing 0-99 in you for loop but telling the array you have 
0-100
 
 


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



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mojtaba 
Fathi
Sent: Tuesday, May 19, 2009 3:40 PM
To: 
osg-users@lists.openscenegraph.org
Subject: [osg-users] problem with 
Drawable and glCallList (sample programincluded)




  
  

Hi all

I have a strange problem with 
  Drawable::draw function which can't understand the reason. In order to 
  show you the problem, I've attached a sample program which generates an 
  Access Violation in Drawable::draw function when it calls glCallList 
  function.

Before the main function, there is the definition of 
  NUM_POINTS as follows:

#define 
  NUM_POINTS 100

If I change this value to 10 and rerun the 
  program, every thing seems to be fine, but with 100 I get the Access 
  Violation error.

Regards
Moji the 
Great




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Re: [osg-users] problem with Drawable and glCallList (sample programincluded)

2009-05-19 Thread Paul Martz
You code is fine. It looks OK, so I built it and ran it and it runs fine.
I'm using OSG 2.9.4. Are you on an older version of OSG, or is it possible
that you linked with one version and ran with another? Do you have an old
OpenGL driver?
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com  
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mojtaba
Fathi
Sent: Tuesday, May 19, 2009 1:40 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] problem with Drawable and glCallList (sample
programincluded)



Hi all

I have a strange problem with Drawable::draw function which can't understand
the reason. In order to show you the problem, I've attached a sample program
which generates an Access Violation in Drawable::draw function when it calls
glCallList function.

Before the main function, there is the definition of NUM_POINTS as follows:

#define NUM_POINTS 100

If I change this value to 10 and rerun the program, every thing seems to be
fine, but with 100 I get the Access Violation error.

Regards
Moji the Great




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Re: [osg-users] problem with Drawable and glCallList (sample programincluded)

2009-05-19 Thread Tomlinson, Gordon
I Believe your Draw Array number should be NUM_POINTS - 1
as you have defined it
 
You providing 0-99 in you for loop but telling the array you have 0-100
 
 

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

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mojtaba
Fathi
Sent: Tuesday, May 19, 2009 3:40 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] problem with Drawable and glCallList (sample
programincluded)



Hi all

I have a strange problem with Drawable::draw function which can't
understand the reason. In order to show you the problem, I've attached a
sample program which generates an Access Violation in Drawable::draw
function when it calls glCallList function.

Before the main function, there is the definition of NUM_POINTS as
follows:

#define NUM_POINTS 100

If I change this value to 10 and rerun the program, every thing seems to
be fine, but with 100 I get the Access Violation error.

Regards
Moji the Great




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Re: [osg-users] Stereo Problem

2009-05-19 Thread Jason Daly

Pierre Bourdin (gmail) wrote:

Quad stereo is working well on my thinkpad T42p with a FireGL.
  


That's not too surprising.  The FireGL is AMD/ATi's pro workstation 
card, so one would expect the features to be similar to Nvidia's QuadroFX.


--"J"

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[osg-users] problem with Drawable and glCallList (sample program included)

2009-05-19 Thread Mojtaba Fathi

Hi all

I have a strange problem with Drawable::draw function which can't understand 
the reason. In order to show you the problem, I've attached a sample program 
which generates an Access Violation in Drawable::draw function when it calls 
glCallList function.

Before the main function, there is the definition of NUM_POINTS as follows:

#define NUM_POINTS 100

If I change this value to 10 and rerun the program, every thing seems to be 
fine, but with 100 I get the Access Violation error.

Regards
Moji the Great





  
#include 
#include 
#include 
#include 
#include 
#define _USE_MATH_DEFINES
#include 

#define FIELD_SIZE 10
#define NUM_POINTS 100

int main()
{
	osg::ref_ptr viewer=new osgViewer::Viewer;

	// initiate OSG objects
	osg::ref_ptr osgRaster=new osgTerrain::TerrainTile;
	osg::ref_ptr locator=new osgTerrain::Locator;
	osg::ref_ptr hf_layer=new osgTerrain::HeightFieldLayer;
	osg::ref_ptr hfield=new osg::HeightField;
	osg::ref_ptr geometryTechnique=new osgTerrain::GeometryTechnique;

	hfield->allocate(FIELD_SIZE,FIELD_SIZE);
	for(int row=0;row < FIELD_SIZE;row++)
		for(int col=0;col < FIELD_SIZE;col++)
			hfield->setHeight(col,row,0.01*col*row);

	locator->setTransformAsExtents(0,0,FIELD_SIZE,FIELD_SIZE);

	hf_layer->setHeightField(hfield);
	hf_layer->setLocator(locator);
	osgRaster->setElevationLayer(hf_layer);
	osgRaster->setTerrainTechnique(geometryTechnique);
	osgRaster->setRequiresNormals(false);

	// create 3d shape
	osg::ref_ptr coords=new osg::Vec3Array;
	for(int i=0;i < NUM_POINTS;i++)
		coords->push_back(osg::Vec3d(i,i,i));

	osg::ref_ptr osgPattern=new osg::Geometry;
	osgPattern->setVertexArray(coords);

	osg::DrawArrays &de=*new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,NUM_POINTS);
	osgPattern->addPrimitiveSet(&de);

	osg::ref_ptr geode=new osg::Geode;
	geode->addDrawable(osgPattern);

	osg::ref_ptr osgGroup=new osg::Group;
	osgGroup->addChild(osgRaster);
	osgGroup->addChild(geode);

	viewer->setSceneData(osgGroup);

	viewer->run();

	return 0;
}
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Re: [osg-users] Inverse shadow

2009-05-19 Thread Rodrigo Salvador
Hi, Guay

Yes, I'm using an ATI card. In fact, I've searched for past discussions, but 
didn't find answers, that's why I've posted a new topic. Maybe my search wasn't 
that good! Thanks for the hint, I'll try with a NVidia card. If it still bad, 
I'll post again.

The ShadowTechnique is ShadowMap. Even because the others have failed. With 
ShadowVolume, for example, looks like the scene is merged in a green lake, its 
all distorced.

By the way, another question: The application only works fine if I add 
"shadowedScene->addChild(root.get())" inside the viewer's loop; if not, it 
crashes. But it become heavier, the frame rate decrease a lot. Is there another 
way to do it? The optmize functions didn't make any difference either.

Thank you a lot!

Cheers,
Rodrigo

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Re: [osg-users] Inverse shadow

2009-05-19 Thread Jean-Sébastien Guay

Hello Rodrigo,


I'm trying to work with osgShadow. After lots of tries, I achieved to see some 
shadows in the scene, but they're inverse. I don't know how to fix it, because 
in the osgShadow example I see troubles close to this one.

Please, see the attachment. The objects on the left of the light pole have 
their shadows project on the right of it, and vice-versa.


Are you using an ATI card? If so, there's been discussion in the past 
that the shadow texture lookups should be reversed for ATI cards. Please 
search the archives.


Otherwise, which shadow technique are you using? On what hardware?

J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Stereo Problem

2009-05-19 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Philip Lamb wrote:
> No, and although it wouldn't be too hard to drive the DDC signal
> manually on a Mac (I believe this can be done through IOKit entirely
> from userland API) getting it to sync correctly to the page-flip is more
> challenging.

Well, while you could probably drive the pin manually, you have no way
to know when does the card actually flip the image. It is not
necessarily synchronized with the VSYNC interrupt reported to software
any more - I have seen  the signal "lag" behind vsync by a frame or two.
So this is not really a workable solution these days.

There used to be a "soft genlock" for Linux that was doing this, but
they stopped developing it long time ago.

Still, isn't there something in the driver to enable the output?

> My solution is clumsy but workable, which is two use the Stereographics
> Stereoenabler (http://reald-corporate.com/scientific/stereoenabler.asp)
> and then take the vesa 3-pin stereo signal
> (http://www.stereoscopic.org/2001/standards.html) and re-inject it into
> the VGA cable on pine 13 (the so-called "ELSA revelator" mode) via a
> custom-made adapter. This works well with the eMagin z800, which is
> still one of the best value 3D headsets out there.

Yes, I was actually considering building this type of decoder, it is not
too complicated.


Regards,

Jan
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Re: [osg-users] FirstPersonManipulator

2009-05-19 Thread Simon Loic
Maybe alejandro is right. I should post it as an complete example. Then it
will be more convenient to test it. I'll try to provide it soon.

On Tue, May 19, 2009 at 6:48 PM, Pierre Bourdin (gmail) <
pierre.bour...@imerir.com> wrote:

> Well it's just one line to add to osgviewer...
>
> keyswitchManipulator->addMatrixManipulator( '5', "FPS", new
> osgGA::FirstPersonManipulator() );
>
> Pierre.
>
> Le mardi 19 mai 2009 à 11:46 -0500, Alejandro Aguilar Sierra a écrit :
> > Yeah, it would be better to have a complete, working, example, to test
> > its basics.
> >
> > -- A.
> >
> >
> > On Tue, May 19, 2009 at 11:37 AM, Pierre Bourdin (gmail)
> >  wrote:
> > > I've just made an osgViewer with a FirstPersonManipulator...
> > >
> > > I've tested with a terrain...
> > >
> > > The Manipulator is shouting: "you are lost in space!"
> > >
> > > What kind of model you suggest to use it ?
> > >
> > > I had no time for a more complete test, so maybe I missed something
> > > obvious ?...?
> > >
> > > At least I can say it compiles on Linux Debian Testing with 2.8.1-rc5
> > > without any problem...
> > >
> > > Pierre.
> > >
> > > Le mardi 19 mai 2009 à 17:05 +0200, Simon Loic a écrit :
> > >> Hi,
> > >> I don't think it would make sense anyway to review a code where very
> > >> few people find interest. So I totally understand your position.
> > >> Anyway, from what I've seen on this ML, users are quite active and I
> > >> think they just didn't paid attention. So let's wait for feedback.
> > >> Cheers.
> > >> Loïc
> > >>
> > >> On Tue, May 19, 2009 at 4:56 PM, Robert Osfield
> > >>  wrote:
> > >> On Tue, May 19, 2009 at 3:43 PM, Simon Loic
> > >>  wrote:
> > >> > Hi Robert,
> > >> > I'm not sure if the code is clean enough to fulfill OSG
> > >> standards. Yet I was
> > >> > expecting some feedbacks about the manipulator (stability on
> > >> different
> > >> > machines, missing features, weird behaviours, ...) before to
> > >> release a
> > >> > submission.
> > >> >
> > >> > If you feel it's clean enough I guess you can check it in.
> > >> Yet, as we don't
> > >> > get any feedback, maybe it's not worth it.
> > >>
> > >>
> > >> I was hoping to have feedback from others before diving in
> > >> with a
> > >> review myself.  I have plenty on my plate so having to do all
> > >> the
> > >> review work myself is something I'd rather not do.
> > >>
> > >> Robert.
> > >>
> > >> ___
> > >> osg-users mailing list
> > >> osg-users@lists.openscenegraph.org
> > >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >>
> > >>
> > >>
> > >>
> > >> --
> > >> Loïc Simon
> > >> ___
> > >> 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
> > > 
> > >
> > > ___
> > > 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
> 
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
Loïc Simon
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[osg-users] Inverse shadow

2009-05-19 Thread Rodrigo Salvador
Hi!

I'm trying to work with osgShadow. After lots of tries, I achieved to see some 
shadows in the scene, but they're inverse. I don't know how to fix it, because 
in the osgShadow example I see troubles close to this one.

Please, see the attachment. The objects on the left of the light pole have 
their shadows project on the right of it, and vice-versa.

I'm using osg 2.6.1.

Thanks in advance.

Cheers,
Rodrigo Salvador

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12545#12545



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[osg-users] OpenSceneGraph-2.8.1 released :-)

2009-05-19 Thread Robert Osfield
Hi All,

I have just tagged the OpenSceneGraph-2.8.1 release, and have started
updating the website with all the details.  The source code can be
grabbed from:

source package : OpenSceneGraph-2.8.1.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.1
OpenSceneGraph

Or from the download page:

   http://www.openscenegraph.org/projects/osg/wiki/Downloads?version=90

News item for this release is:

   http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.1

We don't yet have any binaries, so could volunteers on the various
platforms pull down the 2.8.1 sources and build the packages as we did
for OpenSceneGraph-2.8.0.   It should be possible to ftp the binary
packages on the OSG webiste, I'm afraid I don't recall the log in
details over the top of my head.  Perhaps Jose Luis Hidalgo can point
us in the right direction ;-)

Many thanks to all those long suffering contributors that have been
testing and help bug fix on this release.

Happy coding :-)
Robert.

--  Updates between 2.8.1 and 2.8.0 releases include: ¶

* Build fixes under !FreeBSD and IBM AIX, and RedHat Enterprise Linux.
* Improved compatibility with SWIG wrapper building
* Crash fixes in osg::State, osg::Geometry and osgWidget.
* Bug fixes to :
  o draw instanced support
  o Optimizer - MergeGeometryVisitor,
RemoveLoadedProxyNodesVisitor and SpatializeGroupsVistor
  o hdr image loader
  o handling of opacity maps in 3ds loader
  o dxf loader
  o frame buffer object
  o cursor/event handling in windows
  o windows threading
  o memory leak in Collada loader
  o fixes to display lists/vbo creation that prevent crash
under ATI drivers
  o subface PolygonOffset setting in OpenFlight
  o osgconv --formats under OSX
  o osgTerrain::Layer bounding volume calculation.

Updates between 2.8 and 2.6 include: ¶

* New osgVolume library for volume rendering, with support for:
  o High quality GPU based Ray tracing
  o Transfer functions
  o Per pixel lighting
  o Iso surface rendering
  o Maximum Intensity Projection rendering
  o Non-power-of-two 3D textures, and 3D texture compression
  o DICOM loading for reading dicom medical data
* New osgAnimation library for character and scene animation.
* New plugin for reading Biovision hierarchical files (.BVH) to
generate character motion animations.
* New osgShadow support for Light Space Perspective Shadow Maps (LispSM).
* Three new scene graph widgets for placing traditional 2D
capability into fully interactive 3D scenes:
  o PDF widget (based on libPoppler)
  o VNC client widget (based on libVNCServer)
  o Internet browser client widget (based on Gecko/UBrowser)
* New plugins for loading Half-Life 2 maps and models.
* New plugin for loading EXR, high dynamic range imagery
* Improvements to DatabasePager, tailored for low latency paging.
* Improved runtime stats collection and on screen reporting.
* Performance improvements through optimization of matrix operations.
* Support for the OpenGL "draw instanced" extension.
* Support for zlib compressed native .ive and .gz files
* Improvements to COLLADA support.
* Build reporting using CDash
* New packaging support using CPack
* A wide range of build and bug fixes
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Re: [osg-users] FirstPersonManipulator

2009-05-19 Thread Pierre Bourdin (gmail)
Well it's just one line to add to osgviewer...

keyswitchManipulator->addMatrixManipulator( '5', "FPS", new
osgGA::FirstPersonManipulator() );

Pierre.

Le mardi 19 mai 2009 à 11:46 -0500, Alejandro Aguilar Sierra a écrit :
> Yeah, it would be better to have a complete, working, example, to test
> its basics.
> 
> -- A.
> 
> 
> On Tue, May 19, 2009 at 11:37 AM, Pierre Bourdin (gmail)
>  wrote:
> > I've just made an osgViewer with a FirstPersonManipulator...
> >
> > I've tested with a terrain...
> >
> > The Manipulator is shouting: "you are lost in space!"
> >
> > What kind of model you suggest to use it ?
> >
> > I had no time for a more complete test, so maybe I missed something
> > obvious ?...?
> >
> > At least I can say it compiles on Linux Debian Testing with 2.8.1-rc5
> > without any problem...
> >
> > Pierre.
> >
> > Le mardi 19 mai 2009 à 17:05 +0200, Simon Loic a écrit :
> >> Hi,
> >> I don't think it would make sense anyway to review a code where very
> >> few people find interest. So I totally understand your position.
> >> Anyway, from what I've seen on this ML, users are quite active and I
> >> think they just didn't paid attention. So let's wait for feedback.
> >> Cheers.
> >> Loïc
> >>
> >> On Tue, May 19, 2009 at 4:56 PM, Robert Osfield
> >>  wrote:
> >> On Tue, May 19, 2009 at 3:43 PM, Simon Loic
> >>  wrote:
> >> > Hi Robert,
> >> > I'm not sure if the code is clean enough to fulfill OSG
> >> standards. Yet I was
> >> > expecting some feedbacks about the manipulator (stability on
> >> different
> >> > machines, missing features, weird behaviours, ...) before to
> >> release a
> >> > submission.
> >> >
> >> > If you feel it's clean enough I guess you can check it in.
> >> Yet, as we don't
> >> > get any feedback, maybe it's not worth it.
> >>
> >>
> >> I was hoping to have feedback from others before diving in
> >> with a
> >> review myself.  I have plenty on my plate so having to do all
> >> the
> >> review work myself is something I'd rather not do.
> >>
> >> Robert.
> >>
> >> ___
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >> 
> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >>
> >>
> >>
> >> --
> >> Loïc Simon
> >> ___
> >> 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
> > 
> >
> > ___
> > 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] Stereo Problem

2009-05-19 Thread Pierre Bourdin (gmail)
Quad stereo is working well on my thinkpad T42p with a FireGL.

I've used it with Openscenegraph may times and it works well.

It is very convenient to make a nice demo with a 3D DepthQ projector...

It just miss a modern shader support...

If you want to use it for active stereo, you need an adapter to
synchronize the IR emitter...

I now some notebook have quadro card too, so I guess it is also working.
Pierre.

Le mardi 12 mai 2009 à 08:56 -0400, Tomlinson, Gordon a écrit :
> FYI
> 
> QUAD Buffer stereo is only supported on the NVIDIA's Pro range the Quadro FX 
> cards, they do not support this on consumer cards 
> 
> 
> 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 Robert 
> Osfield
> Sent: Tuesday, May 12, 2009 6:27 AM
> To: olfat_ibra...@yahoo.com; OpenSceneGraph Users
> Subject: Re: [osg-users] Stereo Problem
> 
> Hi Olfat,
> 
> The errors you are getting are due to lack of QUAD_BUFFER stereo support in 
> the driver.  This is pretty poor considering that you've got the NVidia 3D 
> glasses.
> 
> Perhaps the NVidia drivers only provide a hack for 3d support in 3rd party 
> apps, as they do for games.  I would be worth contacting NVidia about it as 
> frankly selling hardware but not supporting quad buffer stereo in the drivers 
> is just plain incompetent/fraudulent.
> 
> Robert.
> 
> On Tue, May 12, 2009 at 10:52 AM, olfat ibrahim  
> wrote:
> >
> > Also i wanted to clarify that when i tried to use the command line :
> >
> > osgviewer cow.osg --stereo QUAD_BUFFER
> >
> > it gives me the following  :
> >
> > Warning: Could not find plugin to read objects from file "QUAD_BUFFER".
> > Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
> > pixel for mat found based on traits specified
> >   GraphicsWindow has not been created successfully.
> > Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
> > pixel for mat found based on traits specified
> >   GraphicsWindow has not been created successfully.
> > Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
> > pixel for mat found based on traits specified
> >   GraphicsWindow has not been created successfully.
> > Viewer::realize() - failed to set up any windows
> > Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
> > pixel for mat found based on traits specified
> >   GraphicsWindow has not been created successfully.
> > Viewer::realize() - failed to set up any windows
> >
> > --- On Tue, 5/12/09, Robert Osfield  wrote:
> >
> > From: Robert Osfield 
> > Subject: Re: [osg-users] Stereo Problem
> > To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users"
> > 
> > Date: Tuesday, May 12, 2009, 4:54 AM
> >
> > Hi Ibrahim? Olfat?  Could you sign with your first name so we know how 
> > to address you, thanks,
> >
> > On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim 
> > 
> > wrote:
> >> Hello
> >>
> >> Iam running my program with the option --stereo and the stereo seems 
> >> to
> > work
> >> fine in the screen but i can not get my nvidia glass to start working 
> >> with it can any one help me ?
> >
> > By default the OSG will use anaglyphic stereo when you enable stereo, 
> > but it also supports a range of other stereo options.  For shutter 
> > glasses you'll probably just need to request quad buffer stereo via:
> >
> >  osgviewer cow.osg --stereo QUAD_BUFFER
> >
> > For more command line details run
> >
> >   osgviewer --help
> >
> > And via env vars:
> >
> >   osgviewer --help-env
> >
> > Programatically you can enable stereo via osg::DisplaySettings (the 
> > above command line options and env vars just set it.) See the 
> > osgstreoimage example for an example of programmatically enabling 
> > stereo.
> >
> > There is a big but... and that's does you graphics card/OpenGL driver 
> > support quad buffer stereo.  I can't answer this as you've provide no 
> > info w.r.t hardware/drivers you are using.  For NVidia it's just their 
> > Quadro line that supports quad buffer stereo.
> >
> > Robert.
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
> > org
> >
> >
> ___
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I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPI

Re: [osg-users] FirstPersonManipulator

2009-05-19 Thread Alejandro Aguilar Sierra
Yeah, it would be better to have a complete, working, example, to test
its basics.

-- A.


On Tue, May 19, 2009 at 11:37 AM, Pierre Bourdin (gmail)
 wrote:
> I've just made an osgViewer with a FirstPersonManipulator...
>
> I've tested with a terrain...
>
> The Manipulator is shouting: "you are lost in space!"
>
> What kind of model you suggest to use it ?
>
> I had no time for a more complete test, so maybe I missed something
> obvious ?...?
>
> At least I can say it compiles on Linux Debian Testing with 2.8.1-rc5
> without any problem...
>
> Pierre.
>
> Le mardi 19 mai 2009 à 17:05 +0200, Simon Loic a écrit :
>> Hi,
>> I don't think it would make sense anyway to review a code where very
>> few people find interest. So I totally understand your position.
>> Anyway, from what I've seen on this ML, users are quite active and I
>> think they just didn't paid attention. So let's wait for feedback.
>> Cheers.
>> Loïc
>>
>> On Tue, May 19, 2009 at 4:56 PM, Robert Osfield
>>  wrote:
>>         On Tue, May 19, 2009 at 3:43 PM, Simon Loic
>>          wrote:
>>         > Hi Robert,
>>         > I'm not sure if the code is clean enough to fulfill OSG
>>         standards. Yet I was
>>         > expecting some feedbacks about the manipulator (stability on
>>         different
>>         > machines, missing features, weird behaviours, ...) before to
>>         release a
>>         > submission.
>>         >
>>         > If you feel it's clean enough I guess you can check it in.
>>         Yet, as we don't
>>         > get any feedback, maybe it's not worth it.
>>
>>
>>         I was hoping to have feedback from others before diving in
>>         with a
>>         review myself.  I have plenty on my plate so having to do all
>>         the
>>         review work myself is something I'd rather not do.
>>
>>         Robert.
>>
>>         ___
>>         osg-users mailing list
>>         osg-users@lists.openscenegraph.org
>>         
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>>
>>
>> --
>> Loïc Simon
>> ___
>> 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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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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Re: [osg-users] FirstPersonManipulator

2009-05-19 Thread Pierre Bourdin (gmail)
I've just made an osgViewer with a FirstPersonManipulator...

I've tested with a terrain...

The Manipulator is shouting: "you are lost in space!"

What kind of model you suggest to use it ?

I had no time for a more complete test, so maybe I missed something
obvious ?...?

At least I can say it compiles on Linux Debian Testing with 2.8.1-rc5
without any problem...

Pierre.

Le mardi 19 mai 2009 à 17:05 +0200, Simon Loic a écrit :
> Hi, 
> I don't think it would make sense anyway to review a code where very
> few people find interest. So I totally understand your position.
> Anyway, from what I've seen on this ML, users are quite active and I
> think they just didn't paid attention. So let's wait for feedback.
> Cheers.
> Loïc
> 
> On Tue, May 19, 2009 at 4:56 PM, Robert Osfield
>  wrote:
> On Tue, May 19, 2009 at 3:43 PM, Simon Loic
>  wrote:
> > Hi Robert,
> > I'm not sure if the code is clean enough to fulfill OSG
> standards. Yet I was
> > expecting some feedbacks about the manipulator (stability on
> different
> > machines, missing features, weird behaviours, ...) before to
> release a
> > submission.
> >
> > If you feel it's clean enough I guess you can check it in.
> Yet, as we don't
> > get any feedback, maybe it's not worth it.
> 
> 
> I was hoping to have feedback from others before diving in
> with a
> review myself.  I have plenty on my plate so having to do all
> the
> review work myself is something I'd rather not do.
> 
> Robert.
> 
> ___
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> osg-users@lists.openscenegraph.org
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
> 
> 
> 
> -- 
> Loïc Simon
> ___
> osg-users mailing list
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email: bour...@imerir.com


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

2009-05-19 Thread Robert Osfield
Hi All,

I have just done my latest check in for 2.8.1, and this was just house
keeping task such updates to dates, authors etc, and changing of the
release candidate variable back to 0 which signifies a full release.
So far I haven't seen any build/testing problems reported so it does
look like we are good to go.

I've just done a clean check out of the OpenSceneGraph-2.8 branch and
am doing one last final test build, and if that goes fine will tag
2.8.1.  This should be in the next half hour.

Thanks for all your assistance with testing/debugging.
Robert.
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Re: [osg-users] Understanding OSG : plugins runtime loading question

2009-05-19 Thread Robert Osfield
Hi Vincent,

Looking at J.P. follow up email it does sound like it could be windows
specific issue.  Are you using windows?  Is you singleton implemented
in a header?  If so the just have the declaration in the header, and
keep the implementation entirely within the .cpp to ensure that the
allocation happens single dll.

Robert.

On Tue, May 19, 2009 at 3:33 PM, Vincent Bourdier
 wrote:
> Hi Robert,
>
> I get more info : the singleton is not destroyed, but is called from the lib
> I did and from the exe itself. When the lib call the singleton, it works
> good. when the exe call the singleton, It does a new call to constructor ...
>
> Any idea about how to solve that problem ?
>
> Thanks.
>
> Regards,
>    Vincent.
>
> 2009/5/19 Robert Osfield 
>>
>> On Tue, May 19, 2009 at 2:24 PM, Vincent Bourdier
>>  wrote:
>> > Hi Robert,
>> >
>> > I think I get it :
>> >
>> > I seems to be due to the osgDB::DynamicLibrary instance I use, which
>> > ref_ptr
>> > unref when leaving the load code, so the destructor of the
>> > RegisterReaderWriterProxy (my equivalent) was called, and it seems to be
>> > sufficient to force a new call to the Registry constructor.
>> >
>> > Does it sounds right for you ?
>>
>> I can't comment on code I'm not party to.
>>
>> As a general note one shouldn't be able to delete a internally
>> singleton used in my example without doing a instance()=0;  Just take
>> a ref_ptr<> to the return won't delete the object as the instance()
>> method keeps around a copy.
>>
>> Robert.
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Re: [osg-users] Understanding OSG : plugins runtime loading question

2009-05-19 Thread J.P. Delport

Hi Vincent,

are you adding the export thingymajiggies to the singleton in your lib 
for Windows? Getting singletons to work across DLL's in Windows is a pain.


We've had the same issues on Windows where a singleton was not exactly a 
singleton. We were using the Loki::SingletonHolder and got it to work 
eventually. The details are more than I'd like to remember, but the 
mailing list of the Loki libs had some good information.


http://sourceforge.net/mailarchive/forum.php?forum_name=loki-lib-general

See also here:
http://developer.vrjuggler.org/ticket/12

jp



Vincent Bourdier wrote:

Hi Robert,

I get more info : the singleton is not destroyed, but is called from the 
lib I did and from the exe itself. When the lib call the singleton, it 
works good. when the exe call the singleton, It does a new call to 
constructor ...


Any idea about how to solve that problem ?

Thanks.

Regards,
   Vincent.

2009/5/19 Robert Osfield >


On Tue, May 19, 2009 at 2:24 PM, Vincent Bourdier
mailto:vincent.bourd...@gmail.com>> wrote:
 > Hi Robert,
 >
 > I think I get it :
 >
 > I seems to be due to the osgDB::DynamicLibrary instance I use,
which ref_ptr
 > unref when leaving the load code, so the destructor of the
 > RegisterReaderWriterProxy (my equivalent) was called, and it
seems to be
 > sufficient to force a new call to the Registry constructor.
 >
 > Does it sounds right for you ?

I can't comment on code I'm not party to.

As a general note one shouldn't be able to delete a internally
singleton used in my example without doing a instance()=0;  Just take
a ref_ptr<> to the return won't delete the object as the instance()
method keeps around a copy.

Robert.
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Re: [osg-users] moving the camera to predefined locations smoothly

2009-05-19 Thread Jason Daly

Ulrich Hertlein wrote:

Hi Cory,

On 18/5/09 8:43 PM, Cory Riddell wrote:
  

changes. I don't know what the correct parametric equation for moving a
camera between two points on the surface of a sphere is. I changed my
code to move the camera along a chord from point A to point B and that
seems to work just fine.

Any idea what the parametric equation for the arc connecting to points
on a sphere is?



Uhh, Great Circle geometry, I *used* to know that...
  


This looks like a good place to start:

http://mathworld.wolfram.com/GreatCircle.html

--"J"
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Re: [osg-users] FFmpeg on Windows

2009-05-19 Thread Wang Rui
Hi Serge,

I've downloaded the precompiled libraries and headers here:
http://ffmpeg.arrozcru.org/builds/
And it works well.
Wang Rui
2009/5/19 Serge Lages 

> Hi all,
>
> Just a quick question about FFmpeg and your usage on Windows. Is there any
> precompiled package somewhere that everybody use or do you compile yourself
> the library with mingw ?
>
> And wich version is the best suited, the 0.5 release or the svn ?
>
> Thanks !
>
> --
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> http://www.tharsis-software.com
>
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Re: [osg-users] FirstPersonManipulator

2009-05-19 Thread Simon Loic
Hi,
I don't think it would make sense anyway to review a code where very few
people find interest. So I totally understand your position. Anyway, from
what I've seen on this ML, users are quite active and I think they just
didn't paid attention. So let's wait for feedback.
Cheers.
Loïc

On Tue, May 19, 2009 at 4:56 PM, Robert Osfield wrote:

> On Tue, May 19, 2009 at 3:43 PM, Simon Loic  wrote:
> > Hi Robert,
> > I'm not sure if the code is clean enough to fulfill OSG standards. Yet I
> was
> > expecting some feedbacks about the manipulator (stability on different
> > machines, missing features, weird behaviours, ...) before to release a
> > submission.
> >
> > If you feel it's clean enough I guess you can check it in. Yet, as we
> don't
> > get any feedback, maybe it's not worth it.
>
> I was hoping to have feedback from others before diving in with a
> review myself.  I have plenty on my plate so having to do all the
> review work myself is something I'd rather not do.
>
> Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Robert Osfield
On Tue, May 19, 2009 at 3:44 PM, Andy Skinner
 wrote:
> Well, everything seems to have built well and compiled with our stuff.  I'm 
> having trouble completing the test that I want to do, but the problem is on 
> my end, and I don't have time for it, sorry.  I believe it is working (passed 
> our unittests, compiled).

Many thanks for the testing ;-)

Robert.
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Re: [osg-users] FirstPersonManipulator

2009-05-19 Thread Robert Osfield
On Tue, May 19, 2009 at 3:43 PM, Simon Loic  wrote:
> Hi Robert,
> I'm not sure if the code is clean enough to fulfill OSG standards. Yet I was
> expecting some feedbacks about the manipulator (stability on different
> machines, missing features, weird behaviours, ...) before to release a
> submission.
>
> If you feel it's clean enough I guess you can check it in. Yet, as we don't
> get any feedback, maybe it's not worth it.

I was hoping to have feedback from others before diving in with a
review myself.  I have plenty on my plate so having to do all the
review work myself is something I'd rather not do.

Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Andy Skinner
Well, everything seems to have built well and compiled with our stuff.  I'm 
having trouble completing the test that I want to do, but the problem is on my 
end, and I don't have time for it, sorry.  I believe it is working (passed our 
unittests, compiled).

andy

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Andy Skinner
Sent: Tuesday, May 19, 2009 10:27 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

Windows XP with NVidia card has been fine so far.  I'm using cmake 2.6 patch 2.

I'm working on OSX 32 and 64 bit, and linux 64 bit.

andy
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Re: [osg-users] FirstPersonManipulator

2009-05-19 Thread Simon Loic
Hi Robert,
I'm not sure if the code is clean enough to fulfill OSG standards. Yet I was
expecting some feedbacks about the manipulator (stability on different
machines, missing features, weird behaviours, ...) before to release a
submission.

If you feel it's clean enough I guess you can check it in. Yet, as we don't
get any feedback, maybe it's not worth it.

regards,
Loic

On Tue, May 19, 2009 at 4:09 PM, Robert Osfield wrote:

> HI All,
>
> Has anyone tested Loic's manipulator yet?
>
> Loic do you feel it's nearing being ready to merge with the svn/trunk
> of the OSG?
>
> Robert.
>
> On Fri, May 1, 2009 at 5:33 PM, Simon Loic  wrote:
> > Hi guys,
> >
> > I finally upload the FirstPersonManipulator.
> > This the renamed and modified version of previously called DoomLike
> > Manipulator.
> >
> > Hope kind users would not mind test it and make remarks or even better
> > recode the crappy parts of the current proposal :-).
> > Hope it will be of soe interest to someone.
> > Thanks a lot.
> >
> > --
> > Loïc Simon
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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Re: [osg-users] Understanding OSG : plugins runtime loading question

2009-05-19 Thread Vincent Bourdier
Hi Robert,

I get more info : the singleton is not destroyed, but is called from the lib
I did and from the exe itself. When the lib call the singleton, it works
good. when the exe call the singleton, It does a new call to constructor ...


Any idea about how to solve that problem ?

Thanks.

Regards,
   Vincent.

2009/5/19 Robert Osfield 

> On Tue, May 19, 2009 at 2:24 PM, Vincent Bourdier
>  wrote:
> > Hi Robert,
> >
> > I think I get it :
> >
> > I seems to be due to the osgDB::DynamicLibrary instance I use, which
> ref_ptr
> > unref when leaving the load code, so the destructor of the
> > RegisterReaderWriterProxy (my equivalent) was called, and it seems to be
> > sufficient to force a new call to the Registry constructor.
> >
> > Does it sounds right for you ?
>
> I can't comment on code I'm not party to.
>
> As a general note one shouldn't be able to delete a internally
> singleton used in my example without doing a instance()=0;  Just take
> a ref_ptr<> to the return won't delete the object as the instance()
> method keeps around a copy.
>
> Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Andy Skinner
Windows XP with NVidia card has been fine so far.  I'm using cmake 2.6 patch 2.

I'm working on OSX 32 and 64 bit, and linux 64 bit.

andy

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Tuesday, May 19, 2009 9:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

Hi All,

Thanks for the testing.  So far we have 3 confirmations for linux
distro's, one for OSX, none for Window or other systems yet.

If you are currently doing a build and test and it hasn't completed
yet please tell me so I know what I might be able to do the final tag
of 2.8.1.  So far things look good for the release this afternoon.

Cheers,
Robert.
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Re: [osg-users] What is everyone doing for GUIs?

2009-05-19 Thread Himar Carmona
We use also WPF, only windows, C++/CLI for integration with .NET.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Pierre Bourdin (gmail)
Yep,
i've just start a windows build... I'll tell you later.

Do you need some special test ?

Pierre.

Le mardi 19 mai 2009 à 14:21 +0100, Robert Osfield a écrit :
> Hi All,
> 
> Thanks for the testing.  So far we have 3 confirmations for linux
> distro's, one for OSX, none for Window or other systems yet.
> 
> If you are currently doing a build and test and it hasn't completed
> yet please tell me so I know what I might be able to do the final tag
> of 2.8.1.  So far things look good for the release this afternoon.
> 
> Cheers,
> Robert.
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Pierre BOURDIN
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66004 PERPIGNAN
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fax: 04 68 55 03 86
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Re: [osg-users] FirstPersonManipulator

2009-05-19 Thread Robert Osfield
HI All,

Has anyone tested Loic's manipulator yet?

Loic do you feel it's nearing being ready to merge with the svn/trunk
of the OSG?

Robert.

On Fri, May 1, 2009 at 5:33 PM, Simon Loic  wrote:
> Hi guys,
>
> I finally upload the FirstPersonManipulator.
> This the renamed and modified version of previously called DoomLike
> Manipulator.
>
> Hope kind users would not mind test it and make remarks or even better
> recode the crappy parts of the current proposal :-).
> Hope it will be of soe interest to someone.
> Thanks a lot.
>
> --
> Loïc Simon
>
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Re: [osg-users] What is everyone doing for GUIs?

2009-05-19 Thread Charles Cossé
A quick look at some old OSG-Motif code doesn't reveal more than a call to
XInitThreads() ... there are no calls to setThreadingModel ... I have some
code if you want it.
-Charles

On Tue, May 19, 2009 at 7:52 AM, Butler, Lee Mr CIV USA USAMC <
lee.but...@us.army.mil> wrote:

> Is there any GUI toolkit that works with OSG that doesn't require OSG to
> run single-threaded?  Qt, Wx and FLTK examples all do:
>
> setThreadingModel(osgViewer::Viewer::SingleThreaded);
>
> My datasets are relatively large and I'm only sustaining about 10 fps as
> it is.  Dropping to single threaded drops me down to about 5 to 6 fps.
>
> Lee
>
> On Mon, 2009-05-18 at 19:13 -0400, Anna Sokol wrote:
> > Hi,
> >
> > If you are looking for something more lightweight then Qt or
> > wxWidgets, might I suggest AntTweakBar, which is a very lightweight
> > OpenGL GUI that works on Windows, Linux and most recently Mac OS X.
> >
> > - Anna
> >
> > 
> > "Once we accept our limits, we go beyond them. " -- Albert Einstein
> > ___
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> >
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Re: [osg-users] Extracting modelview matrix from main loop

2009-05-19 Thread Robert Osfield
Hi Dimi,

How about just using rendering the particle system as points and use
osg::PointSprite to create screen align quads?  This would avoid the
for local transforms completely.

Robert.

On Tue, May 19, 2009 at 1:03 PM, dimi christop  wrote:
>
> Hi,
> I am trying to port my old OGL Performer, Particle system code.
> How do I extract the modelview matrix in the main loop for a specific node?
> Essentially i am interrested in aquiring the modelview matrix at a specific 
> node in the scene graph in order
> to transform the particle quads to be screen aligned.
>
> Thanks
> Dimi
>
>
>
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Re: [osg-users] What is everyone doing for GUIs?

2009-05-19 Thread Butler, Lee Mr CIV USA USAMC
Is there any GUI toolkit that works with OSG that doesn't require OSG to
run single-threaded?  Qt, Wx and FLTK examples all do:

setThreadingModel(osgViewer::Viewer::SingleThreaded);

My datasets are relatively large and I'm only sustaining about 10 fps as
it is.  Dropping to single threaded drops me down to about 5 to 6 fps.

Lee

On Mon, 2009-05-18 at 19:13 -0400, Anna Sokol wrote:
> Hi,
> 
> If you are looking for something more lightweight then Qt or
> wxWidgets, might I suggest AntTweakBar, which is a very lightweight
> OpenGL GUI that works on Windows, Linux and most recently Mac OS X.
> 
> - Anna
> 
> 
> "Once we accept our limits, we go beyond them. " -- Albert Einstein
> ___
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Re: [osg-users] Extracting modelview matrix from main loop

2009-05-19 Thread Robert Osfield
On Tue, May 19, 2009 at 2:49 PM, Paul Martz  wrote:
> You can use AutoTransform for billboard-like effects.

Bit you wouldn't want to use an AutoTransform for each particle...
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Re: [osg-users] Call to ffmpeg plugin change !

2009-05-19 Thread Robert Osfield
Hi Carlos,

I'm a bit confused by your subject line and email contents.   I've just tested:

  osgmovie -e ffmpeg mymovie.mov

And it worked fine, and -e  alias does basically what you
quoted line of code does.  If you are having problems then perhaps
your ffmpeg plugin hasn't built correctly.

Before we go for 2.10.0 it's my intention that we should deprecate the
xine plugin in favour of the ffmpeg plugin, or if possible deprecate
the quicktime plugin as well, although this would likely happen later
than deprecation of xine plugin as the xine plugin isn't that feature
rich.   The main missing bit of jigsaw in the ffmpeg plugin is out of
the box audio support.

Robert.


On Tue, May 19, 2009 at 2:38 PM, Carlos Sanches  wrote:
> Hi !
> I was using versrio 2.9,1  and was all ok .
> Now I intalled the 2.9.4  and looklike that my  program dont understand the
> command to use ffmpeg:
>
> std::string libName =
> osgDB::Registry::instance()->createLibraryNameForExtension("ffmpeg");
>     osgDB::Registry::instance()->loadLibrary(libName);
>
> because is crashing with the old problem with xine .
> The call to ffmpeg changed to this version ?
>
>
>
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Re: [osg-users] Extracting modelview matrix from main loop

2009-05-19 Thread Paul Martz
You can use AutoTransform for billboard-like effects.

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of dimi
christop
Sent: Tuesday, May 19, 2009 6:04 AM
To: OpenSceneGraph Users
Subject: [osg-users] Extracting modelview matrix from main loop


Hi,
I am trying to port my old OGL Performer, Particle system code.
How do I extract the modelview matrix in the main loop for a specific node?
Essentially i am interrested in aquiring the modelview matrix at a specific
node in the scene graph in order to transform the particle quads to be
screen aligned.

Thanks
Dimi


  
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[osg-users] Call to ffmpeg plugin change !

2009-05-19 Thread Carlos Sanches
Hi !
I was using versrio 2.9,1  and was all ok .
Now I intalled the 2.9.4  and looklike that my  program dont understand the
command to use ffmpeg:

std::string libName =
osgDB::Registry::instance()->createLibraryNameForExtension("ffmpeg");
osgDB::Registry::instance()->loadLibrary(libName);

because is crashing with the old problem with xine .
The call to ffmpeg changed to this version ?
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Re: [osg-users] Understanding OSG : plugins runtime loading question

2009-05-19 Thread Robert Osfield
On Tue, May 19, 2009 at 2:24 PM, Vincent Bourdier
 wrote:
> Hi Robert,
>
> I think I get it :
>
> I seems to be due to the osgDB::DynamicLibrary instance I use, which ref_ptr
> unref when leaving the load code, so the destructor of the
> RegisterReaderWriterProxy (my equivalent) was called, and it seems to be
> sufficient to force a new call to the Registry constructor.
>
> Does it sounds right for you ?

I can't comment on code I'm not party to.

As a general note one shouldn't be able to delete a internally
singleton used in my example without doing a instance()=0;  Just take
a ref_ptr<> to the return won't delete the object as the instance()
method keeps around a copy.

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

2009-05-19 Thread Vincent Bourdier
Hi Robert,

I think I get it :

I seems to be due to the osgDB::DynamicLibrary instance I use, which ref_ptr
unref when leaving the load code, so the destructor of the
RegisterReaderWriterProxy (my equivalent) was called, and it seems to be
sufficient to force a new call to the Registry constructor.

Does it sounds right for you ?

Thanks.

Regards,
   Vincent.

2009/5/19 Robert Osfield 

> Hi Vincent,
>
> It's odd that your report that your get different instances each time.
>  This suggest you've not implemeneted something correctly.  Most of
> the OSG wouldn't work if there wasn't a single Registry so it does
> work on the OSG side.
>
> As a general note I have moved from using the
> osgDB::Registry::instance approach to using something like:
>
> osg::ref_ptr& MySingletonClass::instance()
> {
> static osg::ref_ptr& s_mySingleton = new
> MySingletonClass;
> return s_mySingleton;
> }
>
> This approach allows you to reset the singleton externally, so it's
> not necessary to bool trick to get it to destruct.  With this little
> tweak the implementation code becomes much cleaner.
>
> Robert.
>
>
> On Tue, May 19, 2009 at 12:25 PM, Vincent Bourdier
>  wrote:
> > Hi Robert,
> >
> > The this I don't understand, is that I copy the code for my own registry,
> > with exactly the same static implementation, but I get a new instance
> each
> > time I call the instance(). The constructor is called and the adress
> > changes...
> >
> > This is a part of the code :
> >
> >
> >> Registry* Registry::instance(bool erase)
> >> {
> >> static Registry* s_registry = new Registry;
> >>
> >> if(erase)
> >> {
> >> s_registry->destruct();
> >> s_registry = NULL;
> >> }
> >>
> >> return s_registry;
> >> }
> >>
> >>
> >> class DLL_EXPORT Registry
> >> {
> >>
> >> public :
> >>
> >> static Registry* instance(bool erase = false);
> >> }
> >
> > I know static variable is the same for each instance, but how can it be
> true
> > if the constructor is called each time ?
> >
> > So i can't see the problem, considering this is the copy/paste of the osg
> > Registry code...
> >
> > Thanks.
> >
> > Regards,
> >Vincent.
> >
> > 2009/5/19 Robert Osfield 
> >>
> >> HI Vincent,
> >>
> >> Go have a look at the source code, it contains the single static
> >> instance of the Registry, so the method only ever returns a single
> >> Registry.   It would be worth your reading up about static variables
> >> in C/C++ so you can understand how this stuff works, it really beyond
> >> the scope of the OSG community to teach your this stuff.
> >>
> >> Robert.
> >>
> >> On Tue, May 19, 2009 at 11:54 AM, Vincent Bourdier
> >>  wrote:
> >> > Hi all,
> >> >
> >> > A little new question about a c++ implementation of registry :
> >> >
> >> > The static method instance() return a new registry each time, so each
> >> > call
> >> > have a new instance, so how can the registry's class plugin list can
> be
> >> > good
> >> > ? any call to registry::instance()->addReaderWriter() add the the
> >> > reader/Wirter in a new registry instance ... so how can it works
> >> > correctly ?
> >> >
> >> > Thanks for you help.
> >> >
> >> > Regards,
> >> >Vincent.
> >> >
> >> > 2009/5/15 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
> >> >>>
> >> >>>
> >> >>>
> >> >>>
> >> >>>
> >> >>> __

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

2009-05-19 Thread Robert Osfield
Hi All,

Thanks for the testing.  So far we have 3 confirmations for linux
distro's, one for OSX, none for Window or other systems yet.

If you are currently doing a build and test and it hasn't completed
yet please tell me so I know what I might be able to do the final tag
of 2.8.1.  So far things look good for the release this afternoon.

Cheers,
Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Robert Osfield
On Tue, May 19, 2009 at 2:15 PM, Robert Osfield
 wrote:
> Hi Paul,
>
> There is a Vec3ub and a Vec3b, if you want a 0 to 255 range for a
> colour then you'd use a Vec3ub rather than a Vec3b.  So rather than
> introducing problems I would have though this would avoid them.

Opps there isn't a Vec3ub, a bit of missing implementation.  Still a
Vec3b isn't a Vec3ub, so signed char is indeed correct for a Vec3b.

For colours one would use a Vec4ub though which is defined :-)

For 2.9.x we can add a Vec2ub and Vec3ub to complete the set, not of
OSG-2.8 though.

Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Robert Osfield
Hi Paul,

There is a Vec3ub and a Vec3b, if you want a 0 to 255 range for a
colour then you'd use a Vec3ub rather than a Vec3b.  So rather than
introducing problems I would have though this would avoid them.

Robert.

On Tue, May 19, 2009 at 1:40 PM, Paul Melis  wrote:
> Hi,
>
> Regarding rev 10233:
>
> ---
> osg/Vec?b:
>
>  Also changed
>      typedef char value_type;
>  to
>      typedef signed char value_type;
>
>  In the case of a simple "char", SWIG assumes a string.
>  Using "signed char" instead of "char" does not change
>  the behaviour of the class."
> ---
>
> Transforming char to signed char obviously changes the behaviour, as you can
> no longer store values in same range anymore. E.g.
>
> 14:37|me...@juggle2:~/c/osg/svn/branches-2.8> cat t.cc
> #include 
> #include 
> int main()
> {
>   osg::Vec3b  col;
>   col.x() = 255;
>   printf("%d\n", col.x());
> }
> 14:37|me...@juggle2:~/c/osg/svn/branches-2.8> g++ -o t t.cc -I
> ~/osg2.8/include/
> 14:37|me...@juggle2:~/c/osg/svn/branches-2.8> ./t
> -1
>
> This seems like a bad idea, as I suspect people are more likely to use Vec3b
> for storing colors values, instead of values in the -127..128 range.
> I would suggest reverting the change and make Vec?b store char's once more.
>
> Regards,
> Paul
>
> Robert Osfield wrote:
>>
>> Hi All,
>>
>> I've just tagged another release candidate, this time we've hit
>> 2.8.1-rc5.  Fingers crossed this will be our latest rc and we can
>> quickly move on to tagging 2.8.1 and get some new binaries posted.
>>
>> http://www.openscenegraph.org/projects/osg/wiki/Downloads
>>
>> Source Code: ¶
>>
>>    source package : OpenSceneGraph-2.8.1-rc5.zip
>>    svn tag: svn co
>>
>> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.1-rc5
>> OpenSceneGraph
>>
>>
>> Could users please test out this latest rc5 this afternoon/evening and
>> if things look good on the major platforms I'll tag 2.8.1 tomorrow
>> morning.
>>
>> Thanks for your assistance,
>> Robert.
>> ___
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>>
>>
>
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Paul Melis

Paul Melis wrote:

Hi,

Regarding rev 10233:

---
osg/Vec?b:

  Also changed
  typedef char value_type;
  to
  typedef signed char value_type;

  In the case of a simple "char", SWIG assumes a string.
  Using "signed char" instead of "char" does not change
  the behaviour of the class."
---

Transforming char to signed char obviously changes the behaviour, as 
you can no longer store values in same range anymore. E.g.



14:37|me...@juggle2:~/c/osg/svn/branches-2.8> cat t.cc
#include 
#include 
int main()
{
   osg::Vec3b  col;
   col.x() = 255;
   printf("%d\n", col.x());
}
14:37|me...@juggle2:~/c/osg/svn/branches-2.8> g++ -o t t.cc -I 
~/osg2.8/include/

14:37|me...@juggle2:~/c/osg/svn/branches-2.8> ./t
-1
Arrghh, I can tell I didn't have much sleep last night. With type char 
(instead of signed char) the result printed would also have been -1.

Never mind...

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

2009-05-19 Thread Paul Melis

Paul Melis wrote:

Hi,

Regarding rev 10233:

---
osg/Vec?b:

  Also changed
  typedef char value_type;
  to
  typedef signed char value_type;

  In the case of a simple "char", SWIG assumes a string.
  Using "signed char" instead of "char" does not change
  the behaviour of the class."
---

Transforming char to signed char obviously changes the behaviour, as 
you can no longer store values in same range anymore. E.g.


14:37|me...@juggle2:~/c/osg/svn/branches-2.8> cat t.cc
#include 
#include 
int main()
{
   osg::Vec3b  col;
   col.x() = 255;
   printf("%d\n", col.x());
}
14:37|me...@juggle2:~/c/osg/svn/branches-2.8> g++ -o t t.cc -I 
~/osg2.8/include/

14:37|me...@juggle2:~/c/osg/svn/branches-2.8> ./t
-1

This seems like a bad idea, as I suspect people are more likely to use 
Vec3b for storing colors values, instead of values in the -127..128 
range.
I would suggest reverting the change and make Vec?b store char's once 
more.
Hmm, there's a Vec4ub class, but not a Vec3ub one. So perhaps it would 
be more appropriate to add a Vec3ub to store 0..255 values as an 
alternative...


Paul

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

2009-05-19 Thread Rafa Gaitan
Hi Robert,

Compiled fine on MacOSX Leopard with cmake version 2.6-patch 2 and in
Ubuntu 9.04.

Rafa.


On Tue, May 19, 2009 at 1:44 PM, J.P. Delport  wrote:
> Hi,
>
> compiled fine (libs+examples) on Debian unstable:
>
> cmake version 2.6-patch 4
>
> gcc version 4.3.3 (Debian 4.3.3-10)
>
> jp
>
> Robert Osfield wrote:
>>
>> Hi All,
>>
>> Any results from testing of OSG-2.8.1-rc5 yet?   I'm ready to tag
>> 2.8.1, so am now just waiting for feedback from testing.
>>
>> Thanks,
>> Robert.
>> ___
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
> --
> This message is subject to the CSIR's copyright terms and conditions, e-mail
> legal notice, and implemented Open Document Format (ODF) standard. The full
> disclaimer details can be found at http://www.csir.co.za/disclaimer.html.
>
> This message has been scanned for viruses and dangerous content by
> MailScanner, and is believed to be clean.  MailScanner thanks Transtec
> Computers for their support.
>
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>



-- 
Rafael Gaitán Linares
Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Paul Melis

Hi,

Regarding rev 10233:

---
osg/Vec?b:

  Also changed
  typedef char value_type;
  to
  typedef signed char value_type;

  In the case of a simple "char", SWIG assumes a string.
  Using "signed char" instead of "char" does not change
  the behaviour of the class."
---

Transforming char to signed char obviously changes the behaviour, as you 
can no longer store values in same range anymore. E.g.


14:37|me...@juggle2:~/c/osg/svn/branches-2.8> cat t.cc
#include 
#include 
int main()
{
   osg::Vec3b  col;
   col.x() = 255;
   printf("%d\n", col.x());
}
14:37|me...@juggle2:~/c/osg/svn/branches-2.8> g++ -o t t.cc -I 
~/osg2.8/include/

14:37|me...@juggle2:~/c/osg/svn/branches-2.8> ./t
-1

This seems like a bad idea, as I suspect people are more likely to use 
Vec3b for storing colors values, instead of values in the -127..128 range.

I would suggest reverting the change and make Vec?b store char's once more.

Regards,
Paul

Robert Osfield wrote:

Hi All,

I've just tagged another release candidate, this time we've hit
2.8.1-rc5.  Fingers crossed this will be our latest rc and we can
quickly move on to tagging 2.8.1 and get some new binaries posted.

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

Source Code: ¶

source package : OpenSceneGraph-2.8.1-rc5.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.1-rc5
OpenSceneGraph


Could users please test out this latest rc5 this afternoon/evening and
if things look good on the major platforms I'll tag 2.8.1 tomorrow
morning.

Thanks for your assistance,
Robert.
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Re: [osg-users] FFmpeg on Windows

2009-05-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi Serge,

I am using FFmpeg with windows, (prebuild lib) and it rocks without any
problem:

VS 2005 c++ : i download FFmpeg SDK


/adrian

2009/5/19 Serge Lages 

> Hi all,
>
> Just a quick question about FFmpeg and your usage on Windows. Is there any
> precompiled package somewhere that everybody use or do you compile yourself
> the library with mingw ?
>
> And wich version is the best suited, the 0.5 release or the svn ?
>
> Thanks !
>
> --
> Serge Lages
> http://www.tharsis-software.com
>
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>


-- 

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

2009-05-19 Thread Robert Osfield
Hi Vincent,

It's odd that your report that your get different instances each time.
 This suggest you've not implemeneted something correctly.  Most of
the OSG wouldn't work if there wasn't a single Registry so it does
work on the OSG side.

As a general note I have moved from using the
osgDB::Registry::instance approach to using something like:

osg::ref_ptr& MySingletonClass::instance()
{
 static osg::ref_ptr& s_mySingleton = new
MySingletonClass;
 return s_mySingleton;
}

This approach allows you to reset the singleton externally, so it's
not necessary to bool trick to get it to destruct.  With this little
tweak the implementation code becomes much cleaner.

Robert.


On Tue, May 19, 2009 at 12:25 PM, Vincent Bourdier
 wrote:
> Hi Robert,
>
> The this I don't understand, is that I copy the code for my own registry,
> with exactly the same static implementation, but I get a new instance each
> time I call the instance(). The constructor is called and the adress
> changes...
>
> This is a part of the code :
>
>
>> Registry* Registry::instance(bool erase)
>> {
>>     static Registry* s_registry = new Registry;
>>
>>     if(erase)
>>     {
>>         s_registry->destruct();
>>         s_registry = NULL;
>>     }
>>
>>     return s_registry;
>> }
>>
>>
>> class DLL_EXPORT Registry
>> {
>>
>> public :
>>
>>     static Registry* instance(bool erase = false);
>> }
>
> I know static variable is the same for each instance, but how can it be true
> if the constructor is called each time ?
>
> So i can't see the problem, considering this is the copy/paste of the osg
> Registry code...
>
> Thanks.
>
> Regards,
>    Vincent.
>
> 2009/5/19 Robert Osfield 
>>
>> HI Vincent,
>>
>> Go have a look at the source code, it contains the single static
>> instance of the Registry, so the method only ever returns a single
>> Registry.   It would be worth your reading up about static variables
>> in C/C++ so you can understand how this stuff works, it really beyond
>> the scope of the OSG community to teach your this stuff.
>>
>> Robert.
>>
>> On Tue, May 19, 2009 at 11:54 AM, Vincent Bourdier
>>  wrote:
>> > Hi all,
>> >
>> > A little new question about a c++ implementation of registry :
>> >
>> > The static method instance() return a new registry each time, so each
>> > call
>> > have a new instance, so how can the registry's class plugin list can be
>> > good
>> > ? any call to registry::instance()->addReaderWriter() add the the
>> > reader/Wirter in a new registry instance ... so how can it works
>> > correctly ?
>> >
>> > Thanks for you help.
>> >
>> > Regards,
>> >    Vincent.
>> >
>> > 2009/5/15 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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>> >>> osg-users@lists.openscenegraph.org
>> >>>
>> >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >>
>> >
>> >
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[osg-users] Extracting modelview matrix from main loop

2009-05-19 Thread dimi christop

Hi,
I am trying to port my old OGL Performer, Particle system code.
How do I extract the modelview matrix in the main loop for a specific node?
Essentially i am interrested in aquiring the modelview matrix at a specific 
node in the scene graph in order
to transform the particle quads to be screen aligned.

Thanks
Dimi


  
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[osg-users] FFmpeg on Windows

2009-05-19 Thread Serge Lages
Hi all,

Just a quick question about FFmpeg and your usage on Windows. Is there any
precompiled package somewhere that everybody use or do you compile yourself
the library with mingw ?

And wich version is the best suited, the 0.5 release or the svn ?

Thanks !

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

2009-05-19 Thread J.P. Delport

Hi,

compiled fine (libs+examples) on Debian unstable:

cmake version 2.6-patch 4

gcc version 4.3.3 (Debian 4.3.3-10)

jp

Robert Osfield wrote:

Hi All,

Any results from testing of OSG-2.8.1-rc5 yet?   I'm ready to tag
2.8.1, so am now just waiting for feedback from testing.

Thanks,
Robert.
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Re: [osg-users] Understanding OSG : plugins runtime loading question

2009-05-19 Thread Vincent Bourdier
Hi Robert,

The this I don't understand, is that I copy the code for my own registry,
with exactly the same static implementation, but I get a new instance each
time I call the instance(). The constructor is called and the adress
changes...

This is a part of the code :


Registry* Registry::instance(bool erase)
> {
> static Registry* s_registry = new Registry;
>
> if(erase)
> {
> s_registry->destruct();
> s_registry = NULL;
> }
>
> return s_registry;
> }
>
>
> class DLL_EXPORT Registry
> {
>
> public :
>
> static Registry* instance(bool erase = false);
> }
>

I know static variable is the same for each instance, but how can it be true
if the constructor is called each time ?

So i can't see the problem, considering this is the copy/paste of the osg
Registry code...

Thanks.

Regards,
   Vincent.

2009/5/19 Robert Osfield 

> HI Vincent,
>
> Go have a look at the source code, it contains the single static
> instance of the Registry, so the method only ever returns a single
> Registry.   It would be worth your reading up about static variables
> in C/C++ so you can understand how this stuff works, it really beyond
> the scope of the OSG community to teach your this stuff.
>
> Robert.
>
> On Tue, May 19, 2009 at 11:54 AM, Vincent Bourdier
>  wrote:
> > Hi all,
> >
> > A little new question about a c++ implementation of registry :
> >
> > The static method instance() return a new registry each time, so each
> call
> > have a new instance, so how can the registry's class plugin list can be
> good
> > ? any call to registry::instance()->addReaderWriter() add the the
> > reader/Wirter in a new registry instance ... so how can it works
> correctly ?
> >
> > Thanks for you help.
> >
> > Regards,
> >Vincent.
> >
> > 2009/5/15 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
> >>>
> >>>
> >>>
> >>>
> >>>
> >>> ___
> >>> osg-users mailing list
> >>> osg-users@lists.openscenegraph.org
> >>>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >
> >
> > ___
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> >
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> >
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Re: [osg-users] Understanding OSG : plugins runtime loading question

2009-05-19 Thread Robert Osfield
HI Vincent,

Go have a look at the source code, it contains the single static
instance of the Registry, so the method only ever returns a single
Registry.   It would be worth your reading up about static variables
in C/C++ so you can understand how this stuff works, it really beyond
the scope of the OSG community to teach your this stuff.

Robert.

On Tue, May 19, 2009 at 11:54 AM, Vincent Bourdier
 wrote:
> Hi all,
>
> A little new question about a c++ implementation of registry :
>
> The static method instance() return a new registry each time, so each call
> have a new instance, so how can the registry's class plugin list can be good
> ? any call to registry::instance()->addReaderWriter() add the the
> reader/Wirter in a new registry instance ... so how can it works correctly ?
>
> Thanks for you help.
>
> Regards,
>    Vincent.
>
> 2009/5/15 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
>>>
>>>
>>>
>>>
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
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Re: [osg-users] Understanding OSG : plugins runtime loading question

2009-05-19 Thread Vincent Bourdier
Hi all,

A little new question about a c++ implementation of registry :

The static method instance() return a new registry each time, so each call
have a new instance, so how can the registry's class plugin list can be good
? any call to registry::instance()->addReaderWriter() add the the
reader/Wirter in a new registry instance ... so how can it works correctly ?

Thanks for you help.

Regards,
   Vincent.

2009/5/15 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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>>
>
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[osg-users] Loader for Geometries

2009-05-19 Thread Matthias Asselborn
Hi,

ive a few txt files which contains geometry, like: lines, triangles , quads, 
and matrices.
Matrices reffered to sub txt files, which contains also lines quads tris and 
matrices.

i wrote my own loader class 
One txt file will be loaded in a geode.
the loader runs recursively over all files and stored it in a vertex array

Example:


Code:

geode =new osg::Geode(); 
geometry =new osg::Geometry(); 
vertices =new osg::Vec3Array(); 
colors =new osg::Vec4Array(); 

then i put the geometrie data in it 

osg::Vec3f vec[3];
// store geo in vector 

vertices->push_back( osg::Vec3 ( vec[0] ) );
vertices->push_back( osg::Vec3 ( vec[1] ) );
vertices->push_back( osg::Vec3 ( vec[2] ) );
colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f)); 
colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f)); 
colors->push_back (osg::Vec4 (1.0f, 0.0f, 0.0f, 1.0f)); 


finally :

geometry->setVertexArray (vertices3.get());
geometry->setColorArray (colors3.get()); 
geometry->setColorBinding (osg::Geometry::BIND_PER_VERTEX); 
geometry->addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,triangles)); 




... 

the problem is the performance and the memory 
if i load one file - okay
but in case of many files > 30
i get a incorrect count of vertices ?? ( too much ) 
and the memory raised too much

how can i improve the loader 
or is there a finished loader, which i can rebuild?

Thank you!

Cheers,
Matthias[/code]

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Re: [osg-users] Blender osgExport

2009-05-19 Thread Cedric Pinson
Hi,

Humm very strange, ok try this:
- hg clone http://hg.plopbyte.net/osgexport/
- cd osgexport
- mkdir build
- cd build
- cmake ../
- make
it should say something in the console while exporting
Can you report the content of the console output ?

It works on my ubuntu 9.04 here

Cheers,
Cedric

On Tue, 2009-05-19 at 10:07 +1200, Hartmut Seichter wrote:
> Thanks, Cedric - I just checked out latest revision. Same result ...
> 
> On a fresh Ubuntu 9.04 with blender 2.48.1 
> 
> - install into ~/.blender/scripts (the readme says ~/.blender - this
> however does not work at all)
> - open blender with default layout and template (including the unit
> box)
> - File > Export > OpenSceneGraph (.osg)
> - Leave everything as default
> - Press "Write" button
> - Name file "Test.osg" (directory is $HOME)
> - Press "Export AnimTK" button
> - No error message (btw. on Mac OSX I get a message about checking on
> the console which is futile because no error messages are logged)
> - Check if Test.osg exists ... no - however Test.log exists with 0byte
> 
> - I tested to add a simple translation animation - also no avail
> 
> Disclaimer - I poke more or less in the dark with blender however I
> would suspect the exporter can handle a single box - or is the
> exporter only capable to export rigged animations, which would raise
> the question how this exporter can work in conjuntion with the
> existing osg exporter.
> 
> 
> Cheers,
> Hartmut
>  
> 
> On 19/5/09 1:14 AM, Cedric Pinson wrote: 
> > Hi Harmut,
> > I just updated the osgexport repository with some bug fixes if you use
> > this exporter maybe it could help, else i will need a blender file to
> > debug it.
> > 
> > Cheers,
> > Cedric
> > 
> > On Mon, 2009-05-18 at 11:36 +0200, Cedric Pinson wrote:
> >   
> > > Hi Hartmut,
> > > 
> > > Can you give more information about the exporter you are using ?
> > > i take care of the version on this page
> > > http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation
> > > 
> > > If you have problem with it, could you report the blender file and step
> > > that result in a empty osg file, without that i can't really help
> > > 
> > > Cheers,
> > > Cedric
> > > 
> > > On Mon, 2009-05-18 at 18:05 +1200, Hartmut Seichter wrote:
> > > 
> > > > Hi there,
> > > > 
> > > > I am having a hard time to get the osgexport doing "anything" - is 
> > > > there 
> > > > a known-to-work revision? Right now with the latest rev I get the GUI 
> > > > but after "Write File" an empty Filename.log file - so kind of hard to 
> > > > debug.
> > > > 
> > > > Cheers,
> > > > Hartmut
> > > > 
> > > >   
> > > ___
> > > osg-users mailing list
> > > osg-users@lists.openscenegraph.org
> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > 
> > > 
> > > __
> > > 
> > > ___
> > > osg-users mailing list
> > > osg-users@lists.openscenegraph.org
> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > 
> 
> 
> -- 
> Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ
-- 
+33 (0) 6 63 20 03 56  Cedric Pinson mailto:morni...@plopbyte.net
http://www.plopbyte.net



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

2009-05-19 Thread Tony Horrobin
Hi Robert,

rc5 appears to run fine on:
Ubuntu Hardy
gcc 4.2.4
GeForce 8800GTS

Cheers,
-Tony

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[osg-users] [Fwd: Re: Blender osgExport]

2009-05-19 Thread Cedric Pinson

-- 
+33 (0) 6 63 20 03 56  Cedric Pinson mailto:morni...@plopbyte.net
http://www.plopbyte.net

--- Begin Message ---
Hi,

Humm very strange, ok try this:
- hg clone http://hg.plopbyte.net/osgexport/
- cd osgexport
- mkdir build
- cd build
- cmake ../
- make
it should say something in the console while exporting
Can you report the content of the console output ?

Cheers,
Cedric

On Tue, 2009-05-19 at 13:52 +1200, Hartmut Seichter wrote:
> On 19/5/09 11:07 AM, Cedric Pinson wrote:
> > Hi Harmut,
> > The exporter support rig and ipo animation, so it's definitely not the
> > problem.
> >
> Great - I was testing for a research project if its worth it to learn a 
> few things more about blender - so having IPOs and rigs exported sounds 
> like a good candidate :)
> 
> > If you want to test they are blender file given with the mercurial
> > repository http://hg.plopbyte.net/osgexport/ can you try to export those
> > data ?
> >
> >
> Well, quick check - Avatar.blend - again no .osg and an empty Avatar.log 
> file - however the exporter seem to compute something - so maybe the 
> output is going haywire. Is there an easy way to debug the Python 
> interpreter in blender - neither the console nor the
> 
> > There is maybe something in your blender file that could be a problem.
> > If you can send me the blender file i will be able to reproduce the
> > problem. Without that it's difficult i can't help more.
> >
> >
> As I emphasized in my earlier email I only, for testing purposes, wanted 
> to export from an empty newly created Scene (Ctrl-X) which only contains 
> a new "Cube" (Add > Mesh > Cube) - there is definitely nothing extra in 
> the model. I can send you the file but with quite some certainty its not 
> about the file or the scene. Did you test your script with blender 
> 2.48.1? Did you test it on Linux and on which distribution. I might have 
> a look at the code this afternoon.
> 
> > Do you select what you want to export ?
> >
> I tried - selecting the "Cube" mesh then with and without option "Only 
> export selected"  - same result
> Then I tried unselecting the "Cube" mesh - same.
> 
> 
> Cheers,
> Hartmut
> 
> > Cheers,
> > Cedric
> >
> > On Tue, 2009-05-19 at 10:07 +1200, Hartmut Seichter wrote:
> >
> >> Thanks, Cedric - I just checked out latest revision. Same result ...
> >>
> >> On a fresh Ubuntu 9.04 with blender 2.48.1
> >>
> >> - install into ~/.blender/scripts (the readme says ~/.blender - this
> >> however does not work at all)
> >> - open blender with default layout and template (including the unit
> >> box)
> >> - File>  Export>  OpenSceneGraph (.osg)
> >> - Leave everything as default
> >> - Press "Write" button
> >> - Name file "Test.osg" (directory is $HOME)
> >> - Press "Export AnimTK" button
> >> - No error message (btw. on Mac OSX I get a message about checking on
> >> the console which is futile because no error messages are logged)
> >> - Check if Test.osg exists ... no - however Test.log exists with 0byte
> >>
> >> - I tested to add a simple translation animation - also no avail
> >>
> >> Disclaimer - I poke more or less in the dark with blender however I
> >> would suspect the exporter can handle a single box - or is the
> >> exporter only capable to export rigged animations, which would raise
> >> the question how this exporter can work in conjuntion with the
> >> existing osg exporter.
> >>
> >>
> >> Cheers,
> >> Hartmut
> >>
> >>
> >> On 19/5/09 1:14 AM, Cedric Pinson wrote:
> >>  
> >>> Hi Harmut,
> >>> I just updated the osgexport repository with some bug fixes if you use
> >>> this exporter maybe it could help, else i will need a blender file to
> >>> debug it.
> >>>
> >>> Cheers,
> >>> Cedric
> >>>
> >>> On Mon, 2009-05-18 at 11:36 +0200, Cedric Pinson wrote:
> >>>
> >>>
>  Hi Hartmut,
> 
>  Can you give more information about the exporter you are using ?
>  i take care of the version on this page
>  http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation
> 
>  If you have problem with it, could you report the blender file and step
>  that result in a empty osg file, without that i can't really help
> 
>  Cheers,
>  Cedric
> 
>  On Mon, 2009-05-18 at 18:05 +1200, Hartmut Seichter wrote:
> 
>   
> > Hi there,
> >
> > I am having a hard time to get the osgexport doing "anything" - is there
> > a known-to-work revision? Right now with the latest rev I get the GUI
> > but after "Write File" an empty Filename.log file - so kind of hard to
> > debug.
> >
> > Cheers,
> > Hartmut
> >
> >
> >
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> 
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Pierre Bourdin (gmail)
Hi Robert,
I just finished compilation on Debian testing, without any trouble...

Everything seems to work perfectly.

I'll do some more tests this afternoon...

Pierre.


cmake --version
cmake version 2.6-patch 4

gcc version 4.3.3 (Debian 4.3.3-3)

/proc/driver/nvidia/version
NVRM version: NVIDIA UNIX x86 Kernel Module  180.51  Thu Apr 16 19:02:15
PDT 2009
GCC version:  gcc version 4.1.3 20080704 (prerelease) (Debian 4.1.2-25)

/proc/driver/nvidia/cards/0
Model:   Quadro FX 3450/4000 SDI
IRQ: 18
Video BIOS:  05.41.02.43.05
Card Type:   PCI-E
DMA Size:39 bits
DMA Mask:0x7f
Bus Location:05.00.0

___

glxinfo |grep version
server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.3
OpenGL version string: 2.1.2 NVIDIA 180.51

Distributor ID: Debian
Description:Debian GNU/Linux testing (squeeze)
Release:testing
Codename:   squeeze


Le mardi 19 mai 2009 à 09:43 +0100, Robert Osfield a écrit :
> Hi All,
> 
> Any results from testing of OSG-2.8.1-rc5 yet?   I'm ready to tag
> 2.8.1, so am now just waiting for feedback from testing.
> 
> Thanks,
> Robert.
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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] Point Cloud

2009-05-19 Thread Robert Osfield
Hi  Jago? Jagoc?  Could you please sign with your first name so we
know how to address you correctly, thanks,

On Tue, May 19, 2009 at 9:43 AM, jago jagoc  wrote:
> Dear All,
> i am trying to visualize a point cloud with Openscenegraph,there are about 1
> 707 708 points but it should be more,there are some problem when i zoom in
> or out, some hole appear on the cloud. You can see the effect in the picture
> ZoomIn.jpg in the other the normal view.
> I load the points from file and put toghether in a Geode

The way I've done large point clouds (10 million points +) is to use
VBO's and segmentation of the geometry so the points are stored in a
series of osg::Geometry each of which have a 10,000 vertices in them.
The 3dc plugin does this so have a look at how it's implemented.

The need to chunking up the geometry like this is that graphics
cards/OpenGL drivers work when you give them data is blocks that they
get easily download asynchronously and store locally on the graphics
card when required.

I can't explain the holes, sounds like a driver bug.  Try the above it
might well just solve the problem.

Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Robert Osfield
Hi All,

Any results from testing of OSG-2.8.1-rc5 yet?   I'm ready to tag
2.8.1, so am now just waiting for feedback from testing.

Thanks,
Robert.
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Re: [osg-users] order independent transparency (OIT) and OSG

2009-05-19 Thread Alexandre Amalric
Hi osg-users,

I've read this post with interest because I need also to add order
independant transparency to my osg-based application. Until now I'm using a
triple pass rendering based on previous post from Viggo (osgForest glitch
fix or something like that) to get alpha sorting looks correct.

I've found something interesting on
http://developer.nvidia.com/object/order_independent_transparency.html but
I'm not able for now to get this working on OSG (my understanding on shader
is unfortunately limited).

So if Mathias achieve to make this works I'm very interested ;-)

2009/3/12 Andrew 

> Ok, thanks for the information
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=8379#8379
>
>
>
>
>
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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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Re: [osg-users] moving the camera to predefined locations smoothly

2009-05-19 Thread Simon Hammett
2009/5/19 Ulrich Hertlein :
> Hi Cory,
>
> On 18/5/09 8:43 PM, Cory Riddell wrote:
>>
>> changes. I don't know what the correct parametric equation for moving a
>> camera between two points on the surface of a sphere is. I changed my
>> code to move the camera along a chord from point A to point B and that
>> seems to work just fine.
>>
>> Any idea what the parametric equation for the arc connecting to points
>> on a sphere is?
>
The rotation axis is the cross product of the two vectors from A and B
to the center of the sphere.

You need to take special care when A & B are almost perpendicular though...

In that case you'll just have to chose an up vector and take the cross
product of with A or B and that, because you get a zero vector.

-- 
http://www.ssTk.co.uk
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Re: [osg-users] Stereo Problem

2009-05-19 Thread Robert Osfield
Hi All,

Just caught up with the overnight discussion of frustration with
NVidia's artificial restriction of stereo support in OpenGL.
Personally I think that NVidia is hurting OpenGL and the stereo
graphics market because of this position.

The long solution term to this artificial driver restrictions has to
be fully featured open source drivers across all platforms, then
finally we'd have the ability to go and solve problems directly.
Perhaps Gallium3D might eventually be our savior:

   http://www.tungstengraphics.com/wiki/index.php/Gallium3D

Having competitive open source drivers would also raise the pressure
on proprietary driver developers to deliver good stability,
performance and all the features that the hardware is capable of.

Robert.
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Re: [osg-users] moving the camera to predefined locations smoothly

2009-05-19 Thread Ulrich Hertlein

Hi Cory,

On 18/5/09 8:43 PM, Cory Riddell wrote:

changes. I don't know what the correct parametric equation for moving a
camera between two points on the surface of a sphere is. I changed my
code to move the camera along a chord from point A to point B and that
seems to work just fine.

Any idea what the parametric equation for the arc connecting to points
on a sphere is?


Uhh, Great Circle geometry, I *used* to know that...
/ulrich
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Re: [osg-users] How to control camera

2009-05-19 Thread Robert Osfield
Hi Ijustfu,

It's not possible to guess what is wrong with your code from the
little snippet you've provided.  The only thing we can do is make
general notes about setting the camera view matrix, and the first
thing to do is to use a full viewer frame loop rather than the
viewer.run() convenience method so have a loop like:

 viewer.realize();
 while(!viewer.done())
 {
   viewer.advance();
   viewer.eventTraversal();
   viewer.updateTraversal();
   viewer.getCamera()->setViewMatrix(myViewMatrix);
   viewer.renderingTraversals();
 }

Robert.

2009/5/19 ijustfu :
> Dear All,
>   I want to control virtual camera by a remote computer and local mouse.
> Anybody know how to make two controls work at the same time?
>
>   I did it as following, but do not work.
>   Firstly, following functions are invoked.
> mViewer->setCameraManipulator(NULL);
>mViewer->getCamera()->setViewMatrixAsLookAt();
>Then to get the handle of camera from mViewer with
>mViewer->getCamera()->setViewMatrixAsLookAt();
>but reply the NULL.
>Thus, I can not set my camera at a desired location.
>
> Show your comments to help me.
> Thanks.
>
>
> 2009-05-19
> 
> ijustfu
>
>
> 请教一个关于setViewMatrixAsLookAt函数的问题
>
> 如果先调用mViewer->setCameraManipulator(NULL);然后再调用mViewer->getCamera()->setViewMatrixAsLookAt(),此时的setViewMatrixAsLookAt有效;如果mViewer里面存在一个照相机控制器,然后调用mViewer->getCamera()->setViewMatrixAsLookAt(),此时的setViewMatrixAsLookAt函数无效,即不能够把照相机定位到想要的位置,场景无任何变化。
>
> 请问哪问朋友遇到后面这种情况没有,可能出现的问题在那里,应该如何,才能使setViewMatrixAsLookAt该函数有效呢?先谢谢各位
>
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Re: [osg-users] Stereo Problem

2009-05-19 Thread Philip Lamb


On 19/05/2009, at 12:44 AM, Jan Ciger wrote:
The caveat with using quad-buffered mode is that Apple's machines  
don't
include any means of signalling the shutter glasses or stereo  
goggles,

so you're back to using something like the Stereographics blue-line
detector box to perform the signal extraction.


It doesn't work through the VGA pin 13 DDC signal? That is what NVIDIA
used to use on consumer cards before and it is an option on Quadros  
too.


No, and although it wouldn't be too hard to drive the DDC signal  
manually on a Mac (I believe this can be done through IOKit entirely  
from userland API) getting it to sync correctly to the page-flip is  
more challenging.


My solution is clumsy but workable, which is two use the  
Stereographics Stereoenabler (http://reald-corporate.com/scientific/stereoenabler.asp 
) and then take the vesa 3-pin stereo signal (http://www.stereoscopic.org/2001/standards.html 
) and re-inject it into the VGA cable on pine 13 (the so-called "ELSA  
revelator" mode) via a custom-made adapter. This works well with the  
eMagin z800, which is still one of the best value 3D headsets out there.


Regards,
Phil.
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