Re: [osg-users] Help. KeyboardEventHandler and native keyboard layout bug in Linux

2009-05-21 Thread Maxim Gammer
First name - Maxim, last name - Gammer

2009/5/20 Robert Osfield robert.osfi...@gmail.com:
 Hi ?

 My previous email I wrote:
 Hi Gammer?  Maximum?  Could you sign with your first name please so we
 know how to address you, thanks.

 Alas you still didn't sign your name...  it's a small thing, but it
 does make for more congenial communication so please could you sign
 your post with your first name.

 2009/5/20 Maxim Gammer maxgam...@gmail.com:
 I have looked src/osgViewer/GraphicsWindowX11.cpp and it helped to
 localise my problem.
 I printed the debug info with osg::notify in key points of the code
 and got very interesting results. Here are key points and results:

 The debugging results do point the adaptKey not coping with the new
 keyboard layout.  I'm afraid I no X11/multi-language experience so
 can't point to any specific solution here.  I'm surprised that others
 aren't coming across the same issue.  Could you try changing your
 lanaguage to other lanauges such as French/German/Chinese to see what
 happens in this instance.  I guess all might be broken, or perhaps
 just something specific language support.  If it's generally broken
 then we'll need to look at how to use a different part of X11 to get
 the keycodes, otherwise we'll need to look at X11 itself why the
 Russian side is broken.

 Robert.

 Robert.
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Re: [osg-users] Pausing and restarting animations in a subgraph read in via osgDB

2009-05-21 Thread Robert Osfield
Hi Phil,

I would write a custom Registry::ReadFileCallback that loads the
models using the standard Registry::readFileImplementation() way and
then runs a custom visitor on the loaded model before returning this
model to application.

The custom visitor would look for nodes in the scene graph that are
animated and then toggle their state to the state you want, and
potentially add extra callbacks or mapping so that you application can
keep track of these animating nodes.

Robert.

On Wed, May 20, 2009 at 9:20 PM, Philip Lamb p...@eden.net.nz wrote:
 Hi all,

 Apologies if the answer to this question should be self-evident, but I'm
 having some trouble implementing a solution for pausing, restarting,
 resetting and detecting the end of animations contained in a subgraph read
 in via osgDB.

 Basically, I have some models with animations embedded (exported from 3DS
 Max via osgExp plugin for Max) and I load these in via osgDB. What I want to
 do is provide a set of controls to start the animations, pause them while in
 progress, resume them from pause, and then get a callback (or detect via
 some other means) when they've finished running.

 My idea in general was to use a keyboard handler which then creates a node
 visitor, asks the models to accept the visitor, and then in the visitor I
 change some state. Any hints on whether this is the recommended approach,
 and how to actually implement it gladly welcomed.

 Regards,
 Phil.

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Re: [osg-users] Destruction order for static objects

2009-05-21 Thread Robert Osfield
Hi Fredrik,

I haven't seen reports of problems relating to renderbin destruction
before.  Perhaps you use of a static build of the OSG/OT is what is
uncovering the issue.   It seems odd that a dependent library would be
destructed after objects in the core.   What happens on the release
build?  Have you tried any other compilers?

Robert.

On Thu, May 21, 2009 at 1:25 AM, Fredrik Orderud
fredrik.orde...@idi.ntnu.no wrote:
 There seems to be a problem with the destruction order for the static
 objects in OpenSceneGraph. At program termination when executing in debug
 mode, I get a mutex lock error in the destructor for
 s_renderBinPrototypeList (osgUtil/RenderBin.cpp line 44). This error is
 caused by the static mutex s_ReferencedGlobalMutext (osg/Referenced.cpp
 line 82) already being destructed prior to the destruction of
 s_renderBinPrototypeList.

 Is this a known problem and/or does anyone have suggestions on how to
 resolve it? I've already tried changing the link-order of the osg/osgutil
 libraries, but this does not seem to make any difference.

 Configuration:
 OSG 2.8.1, built with static OSG and OT libs. on MS visual C++ 9/2008 SP1.

 Thanks in advance,
 Fredrik Orderud

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Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-05-21 Thread Kim C Bale
Hi Roman,

Are you running the example application or is it something that you've
created yourself using the library?

No need to send a screenshot.

Regards,


Kim.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
Grigoriev
Sent: 20 May 2009 18:22
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

you see in the middle of the picture there is flat surface so there is
no waves there. and all surface is like a chess board with waves and
without
if you want I can send a screenshot with textures.

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Re: [osg-users] Pausing and restarting animations in a subgraph read in via osgDB

2009-05-21 Thread Philip Lamb
Thanks for the help. However, I'm not sure how I go about locating  
which nodes have AnimationPathCallback attached in the nodevisitor. I  
think I understand that usually in a nodevisitor, one can just  
overload the accept() method with the node type one is interested in,  
but in this case the callbacks are attached to MatrixTransformation  
nodes; how to I identify whether a MatrixTransform has an attached  
AnimationPathCallback?


If there's a piece of sample code which shows a method, I'd be happy  
just to be pointed to that.


Regards,
Phil.

On 21/05/2009, at 9:44 AM, Robert Osfield wrote:


Hi Phil,

I would write a custom Registry::ReadFileCallback that loads the
models using the standard Registry::readFileImplementation() way and
then runs a custom visitor on the loaded model before returning this
model to application.

The custom visitor would look for nodes in the scene graph that are
animated and then toggle their state to the state you want, and
potentially add extra callbacks or mapping so that you application can
keep track of these animating nodes.

Robert.

On Wed, May 20, 2009 at 9:20 PM, Philip Lamb p...@eden.net.nz wrote:

Hi all,

Apologies if the answer to this question should be self-evident,  
but I'm

having some trouble implementing a solution for pausing, restarting,
resetting and detecting the end of animations contained in a  
subgraph read

in via osgDB.


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[osg-users] EdDidIt a material creation and editing tool for OpenSeneGraph

2009-05-21 Thread Thomas Hogarth
Hi everyone

A quick post to tell you about my release of EdDidIt v0.5. EdDidIt is a
Material editing application for OpenSceneGraph. Users are able to load
models, edit and create materials, define thier own custom GLSL based
materials and finally export the model back out to the native OpenSceneGraph
format.

EdDidIt is avaliable for both Windows XP/Vista and OSX 10.4. All source code
has also been made avaliable, as my contribution to the ever growing
OpenSceneGraph comunity.

Check out my website a href=http://www.hogbox.co.uk;www.hogbox.co.uk/a
for more information and to download EdDidIt.

Check out a video a href=http://www.youtube.com/watch?v=Lh1XQYIcVD0;here/a
here

This version is built against OSG 2.6.1 although I have built it against
2.8.

Cheers hope you enjoy
Thomas Hogarth
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Re: [osg-users] Pausing and restarting animations in a subgraph read in via osgDB

2009-05-21 Thread Robert Osfield
HI Philip,

On Thu, May 21, 2009 at 9:44 AM, Philip Lamb p...@eden.net.nz wrote:
 Thanks for the help. However, I'm not sure how I go about locating which
 nodes have AnimationPathCallback attached in the nodevisitor. I think I
 understand that usually in a nodevisitor, one can just overload the accept()
 method with the node type one is interested in, but in this case the
 callbacks are attached to MatrixTransformation nodes; how to I identify
 whether a MatrixTransform has an attached AnimationPathCallback?

 If there's a piece of sample code which shows a method, I'd be happy just to
 be pointed to that.

In the NodeiVisitor simply do:

void apply(osg::Transform tranform)
{
 osg::AnimationPathCallback* apc =
dynamic_castosg::AnimationPathCallback*(transform.getUpdateCallback());
if (apc)
   {
// do your stuff...
   }
}
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Re: [osg-users] No texture loaded on 3d model with osgViewer

2009-05-21 Thread Fadi Chehimi
Hi all,

I have trying to work this out but unfortunately with no success yet. I still 
can not get the textures on the 3D models displayed. I changed the path but 
still osgviewer can not find the textures for some reasons. As in my previous 
post i enabled the debug logging in order to c if the render is loading the 
textures. But from what i posted it seems that the loader is not attempting to 
load any textures! Can any one direct me please?

Regards
Fad

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[osg-users] Direction vector to Rotation (Attitude) Quaternion

2009-05-21 Thread Sergey Bocharov
Hi, All

I have direction vector , how can I convert it to rotation quat? As I know I 
need also Up vector, I can take Z_AXIS.

So I need formula to convert direction and Up vectors into Attitude quat.

Thank you!

Cheers,
Sergey

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Re: [osg-users] EdDidIt a material creation and editing tool for OpenSeneGraph

2009-05-21 Thread Serge Lages
Hi Thomas,

I've just tested and it's very cool ! Thanks ! Should it be possible to have
a description of the advanced materials you've created and the example data
to use to make them work ?

Best regards,

On Thu, May 21, 2009 at 10:45 AM, Thomas Hogarth 
thomas.hoga...@googlemail.com wrote:

 Hi everyone

 A quick post to tell you about my release of EdDidIt v0.5. EdDidIt is a
 Material editing application for OpenSceneGraph. Users are able to load
 models, edit and create materials, define thier own custom GLSL based
 materials and finally export the model back out to the native OpenSceneGraph
 format.

 EdDidIt is avaliable for both Windows XP/Vista and OSX 10.4. All source
 code has also been made avaliable, as my contribution to the ever growing
 OpenSceneGraph comunity.

 Check out my website a href=http://www.hogbox.co.uk;www.hogbox.co.uk/a
 for more information and to download EdDidIt.

 Check out a video a 
 href=http://www.youtube.com/watch?v=Lh1XQYIcVD0;here/a
 here

 This version is built against OSG 2.6.1 although I have built it against
 2.8.

 Cheers hope you enjoy
 Thomas Hogarth

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Re: [osg-users] Blender osgExport

2009-05-21 Thread Cedric Pinson
Hi,

The error you describe is something that has been fixed two days ago.

Could you try again

Cheers
Cedric

On Thu, 2009-05-21 at 10:11 +1200, Hartmut Seichter wrote:
 Were getting closer, though I am sure its not the Python version at
 least not on Ubuntu. Attached the console output (from the Ubuntu
 machine): seems only Jansen.osg could be exported (there is an .osg
 file and it loads) - the others had the same issue. Btw. the export
 took ages (as in ~10 min) - on a Quad 2.4 GHz machine. The .log file
 for Jansen.osg is filled all other .log are empty.
 
 Cheers,
 Hartmut
 
 
 On 21/5/09 4:58 AM, Cedric Pinson wrote: 
  Hi,
  It makes sense now, your python version used with blender is too old.
  I dont know about macos soft, but could you check if you can use an up
  to date version of python ?
  
  Cheers,
  Cedric
  
  
  On Wed, 2009-05-20 at 18:53 +0200, Rafa Gaitan wrote:

   Hi Cedric,
   
   I'm getting also problems with the osgexport, here is my output
   
   [  0%] /Users/rgaitan/Projects/OSG/osgexport/data/robot/robot.blend
   guessing 'blender' ==
   '/Users/rgaitan/Applications/blender.app/Contents/MacOS/blender'
   Compiled with Python version 2.3.5.
   Checking for installed Python... got it!
   Traceback (most recent call last):
 File osgExport.py, line 35, in ?
   import osg
 File ./osg/__init__.py, line 1, in ?
   import osgconf
 File ./osg/osgconf.py, line 25, in ?
   import osgobject
 File ./osg/osgobject.py, line 31
   CONCAT= lambda s, j=: j.join(str(v) for v in s)
   ^
   SyntaxError: invalid syntax
   
   Error executing Python script from command-line:
   osgExport.py (at line 31).
   
   Blender quit
   
   
   For the rest of the models is the same error.
   
   Rafa.
   
   
   On Tue, May 19, 2009 at 12:27 PM, Cedric Pinson
   cedric.pin...@plopbyte.net wrote:
   
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


  
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Re: [osg-users] Direction vector to Rotation (Attitude) Quaternion

2009-05-21 Thread Ümit Uzun
Hi Sergey;

osg::Quat quad;
osg::Matrix matrix;
matrix.makeLookAt(headVector, directionVector, upVector);
matrix.get(quad);

Hope this helps.
Regards.

2009/5/21 Sergey Bocharov osgfo...@tevs.eu

 Hi, All

 I have direction vector , how can I convert it to rotation quat? As I know
 I need also Up vector, I can take Z_AXIS.

 So I need formula to convert direction and Up vectors into Attitude quat.

 Thank you!

 Cheers,
 Sergey

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Re: [osg-users] [osgPPU] Glow Example

2009-05-21 Thread Art Tevs
Hi Paul,

so, you can take a look now into the glow example in the osgPPU's svn 
repository. I've added a simple workaround to support depth test, when 
rendering glowed objects. This will make sure, that glowed objet does not shine 
through other objects.

regards,
art



PaulG wrote:
 Hi,
 
 Is there a way to change the glow example so the glow effect does not glow 
 through other objects?
 
 
 Thank you!
 
 Cheers,
 Paul


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Re: [osg-users] Direction vector to Rotation (Attitude) Quaternion

2009-05-21 Thread Robert Osfield
On Thu, May 21, 2009 at 10:42 AM, Ümit Uzun umituzu...@gmail.com wrote:
 Hi Sergey;

     osg::Quat quad;
     osg::Matrix matrix;
     matrix.makeLookAt(headVector, directionVector, upVector);
     matrix.get(quad);

A small tweak to the above is required.  makeLookAt takes a eye point,
center and upvector, so one would use:


matrix.makeLookAt(osg::Vec3d(0.0,0.0,0.0), directionVector, upVector);

Cheers,
Robert.
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Re: [osg-users] Pausing and restarting animations in a subgraph read in via osgDB

2009-05-21 Thread Philip Lamb

Robert,

Thanks for this. It works well. When I get a moment, I'll write up a  
patch for the osganimate example to add a play/pause function.


Regards,
Phil.

On 21/05/2009, at 10:48 AM, Robert Osfield wrote:

In the NodeiVisitor simply do:

void apply(osg::Transform tranform)
{
osg::AnimationPathCallback* apc =
dynamic_cast 
osg::AnimationPathCallback*(transform.getUpdateCallback());

   if (apc)
  {
   // do your stuff...
  }
}


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Re: [osg-users] Problem with drawInstanced

2009-05-21 Thread Robert Osfield
HI Riccardo,

One of the bug fixes in 2.8.1 was to the draw instanced support, it
could be that your tripping over this bug.  Could you try 2.8.1?

Robert.

On Thu, May 21, 2009 at 11:49 AM, Riccardo Corsi
riccardo.co...@vrmmp.it wrote:
 Hi All,

 I'm experiencing a problem with the drawInstanced extension when a geometry
 contains TRIANGLE_STRIPS as PrimitiveSet type: the geometries rendered with
 the instancing mechanism are corrupted.

 I attach a modified version of the drawinstanced example which is able to
 load the geometry from a file (--loadFile option).
 In my case it works fine with the pyramid.osg model - which contains simple
 triangles, but not with the box.osg model, which contains several strips.

 I also wondered if the problem was related to the multiple PrimitiveSets,
 but that's not the case - several primitiveSet made of simple triangles work
 fine.

 Am I missing something?
 Is there any known limit with the instancing and the  stripped geometries?

 I'm on osg 2.8.0, WinXP, nVidia 8600GT.

 Thank you,
 Ricky

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

2009-05-21 Thread Fadi Chehimi
Thanks Robert for your reply.
The thing is the imagery data does not look like it is being loaded or read 
from anywhere as shown in the logs. I get the 3ds model being located and its 
data traversed but there is no indication of any Texturing info during the 
traversal. That is why i am not sure if the loading of textures is ever being 
done, regardless of the images path.

Cheers
Fadi

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Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-05-21 Thread Roman Grigoriev
No
It's your example compiled with openscenegraph svn.
Regards,
Roman

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale
Sent: Thursday, May 21, 2009 12:18 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

Hi Roman,

Are you running the example application or is it something that you've
created yourself using the library?

No need to send a screenshot.

Regards,


Kim.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
Grigoriev
Sent: 20 May 2009 18:22
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

you see in the middle of the picture there is flat surface so there is no
waves there. and all surface is like a chess board with waves and without if
you want I can send a screenshot with textures.

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Re: [osg-users] Direction vector to Rotation (Attitude) Quaternion

2009-05-21 Thread Sergey Bocharov
Hi, Robert , Ümit


So if I have object with coordinates (100,200,300) and want it to turn to point 
(10,20,30) I must make this :


 osg::PositionAttitudeTransform* Transf;// this is transform of my object

Transf-setPosition(osg::Vec3(100,200,300));
osg::Quat quad; 
osg::Matrix matrix; 
matrix.makeLookAt( Transf-getPosition(), osg::Vec3(10,20,30), 
osg::Z_AXIS); 
matrix.get(quad);
 Transf-setAttitude(quad);


Am I right?







 
... 

Thank you!

Cheers,
Sergey

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Re: [osg-users] FFmpeg on Windows

2009-05-21 Thread Jean-Sébastien Guay

Hi Serge,

I've put it in a sibling directory of OSG and set the FFMPEG_DIR env 
variable to this directory. But the FindFFmpeg.cmake script can't find 
the include and libs files. Any idea on what I am doing wrong ?


Perhaps you need to delete your CMakeCache.txt and start fresh? Or you 
can always put the directories manually, but it should work if the 
FFMPEG_DIR is set correctly.


Hope this helps,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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[osg-users] Doxygen documentation still at 2.8.0

2009-05-21 Thread Christian Buchner
I just noticed that the OpenSceneGraph Doxygen documentation has not
been recreated after the 2.8.1 release.
I am not sure if there would be any significant changes to 2.8.1,
considering that it is a bugfix release only.

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/

Christian
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Re: [osg-users] Pausing and restarting animations in a subgraphread in via osgDB

2009-05-21 Thread Thrall, Bryan
Robert Osfield wrote on Thursday, May 21, 2009 3:49 AM:
 On Thu, May 21, 2009 at 9:44 AM, Philip Lamb p...@eden.net.nz wrote:
 Thanks for the help. However, I'm not sure how I go about locating
which
 nodes have AnimationPathCallback attached in the nodevisitor. I think
I
 understand that usually in a nodevisitor, one can just overload the
accept()
 method with the node type one is interested in, but in this case the
 callbacks are attached to MatrixTransformation nodes; how to I
identify
 whether a MatrixTransform has an attached AnimationPathCallback?
 
 If there's a piece of sample code which shows a method, I'd be happy
just to
 be pointed to that.
 
 In the NodeiVisitor simply do:
 
 void apply(osg::Transform tranform)
 {
  osg::AnimationPathCallback* apc =

dynamic_castosg::AnimationPathCallback*(transform.getUpdateCallback())
;
 if (apc)
{
 // do your stuff...
}
 }

If you're just worried about AnimationPathCallback, it has a
setPause(bool pause) function.

Also, if Philip wants to pause all animations in the scene (instead of
just ones from the subgraph), he could just pause the simulation time in
the frame loop like this untested code:

while (!viewer.done())
{
  double simTime = USE_REFERENCE_TIME;
  if (paused)
  {
simTime = timeAtPause;
  }

  viewer.frame(simTime);
}

-- 
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
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Re: [osg-users] Doxygen documentation still at 2.8.0

2009-05-21 Thread Robert Osfield
Hi Christian,

The docs are identical between 2.8.0 and 2.8.1 as the two releases are
binary compatible and have no API changes.

Robert.

On Thu, May 21, 2009 at 2:58 PM, Christian Buchner
christian.buch...@gmail.com wrote:
 I just noticed that the OpenSceneGraph Doxygen documentation has not
 been recreated after the 2.8.1 release.
 I am not sure if there would be any significant changes to 2.8.1,
 considering that it is a bugfix release only.

 http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/

 Christian
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Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-05-21 Thread Kim C Bale
Hi Roman,

Which version of OSG 2.8 or 2.8.1?

I haven't tried linking it against 2.8.1 yet, so it's possible something
broke. 

What graphics card/drivers are you using?

Sorry about all the questions but nobody has reported similar problems
and I'm rather at a loss as to why the tessellation would break so
badly.

Kim.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
Grigoriev
Sent: 21 May 2009 12:32
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

No
It's your example compiled with openscenegraph svn.
Regards,
Roman

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C
Bale
Sent: Thursday, May 21, 2009 12:18 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

Hi Roman,

Are you running the example application or is it something that you've
created yourself using the library?

No need to send a screenshot.

Regards,


Kim.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
Grigoriev
Sent: 20 May 2009 18:22
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

you see in the middle of the picture there is flat surface so there is
no
waves there. and all surface is like a chess board with waves and
without if
you want I can send a screenshot with textures.

--
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[osg-users] osg2cpp sample needs a tweak?

2009-05-21 Thread Ümit Uzun
Hi Robert;

I have realized that when using --shader option in osg2cpp it parses shader
file in cpp but it add unneccessary endline sign(\n) every line's end.
I think every shaderSource.substr(startOfLine,endOfLine-startOfLine) command
should be
   shaderSource.substr(startOfLine,endOfLine-startOfLine-1)

Regards.

-- 
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Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-05-21 Thread Jordi Torres
Hi Roman, Kim,

I'm experiencing the same issue on Ubuntu 9.04 Nvidia 8800 GTX.
Osg version 2.8.

Jordi.

2009/5/21 Kim C Bale k.b...@hull.ac.uk

 Hi Roman,

 Which version of OSG 2.8 or 2.8.1?

 I haven't tried linking it against 2.8.1 yet, so it's possible something
 broke.

 What graphics card/drivers are you using?

 Sorry about all the questions but nobody has reported similar problems
 and I'm rather at a loss as to why the tessellation would break so
 badly.

 Kim.



 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
 Grigoriev
 Sent: 21 May 2009 12:32
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

 No
 It's your example compiled with openscenegraph svn.
 Regards,
 Roman

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C
 Bale
 Sent: Thursday, May 21, 2009 12:18 PM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

 Hi Roman,

 Are you running the example application or is it something that you've
 created yourself using the library?

 No need to send a screenshot.

 Regards,


 Kim.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
 Grigoriev
 Sent: 20 May 2009 18:22
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

 you see in the middle of the picture there is flat surface so there is
 no
 waves there. and all surface is like a chess board with waves and
 without if
 you want I can send a screenshot with textures.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=12620#12620





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-- 
Jordi Torres Fabra

Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
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Re: [osg-users] [osg-submissions][osgParticle] Something fishy with ModularEmitter.cpp 8881

2009-05-21 Thread James Killian
I have forwarded to users as requested.

In particular it appears to be this line 96
P-setPosition(P-getPosition() * worldToPs);

If I remove this line the problem goes away... (work in progress...)

- Original Message - 
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Submissions osg-submissi...@lists.openscenegraph.org
Sent: Thursday, May 21, 2009 8:48 AM
Subject: Re: [osg-submissions] Something fishy with ModularEmitter.cpp 8881


Hi James,

There must be a difference in the way you are using osgParticle from
what the examples are doing that is triggering this problem as the
examples didn't break with this change (r8881) from Tim Moore.

Tim's submission included other modifications to osgParticle, these
are also a topic for current discussion on another thread.

So it looks like Tim's changes fix some issues, but introduce new
ones.  The final solution may well be to refactor the code in
osgParticle for tracking coordinate systems.  Unfortunately I'm not an
expert on osgParticle so am very much in the same boat as yourself and
others in terms of having to read the code to understand how it works
- this means I can't just pinpoint a problem and come up with a quick
solution.

Could join the existing osg-users thread on problems in osgParticle or
start a new one, so the discussion can go on with a wider coverage,
osg-submissions really is just for submissions.

Cheers,
Robert.

On Thu, May 21, 2009 at 3:37 AM, James Killian
james_kill...@hotmail.com wrote:
 After a solid week of continuous builds I have finally found the code
change
 which breaks are game. See picture.

 In this picture, before build 8881 (Which is only the ModularEmitter
 change)... I shoot the upper ship and the particals are only emitted from
 that position... With the 8881 change the particals are being emitted from
 both that position and the position of the ship below. I was hoping this
 information may be enough to investigate the 8881 change submitted to see
if
 it is sound... I'm going to review our code stress from the game end and
see
 if perhaps there is something we are doing wrong as well. Now that we have
 narrowed it down, hopefully the cause will reveal itself very soon.


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Re: [osg-users] osg2cpp sample needs a tweak?

2009-05-21 Thread Robert Osfield
Hi Umit,

The \n is used to make sure that the warnings you get back from the
OpenGL driver map to distrinct line numbers, without this all the
lines would be treated as a whole program ecoded in a single line.

Robert.

On Thu, May 21, 2009 at 3:49 PM, Ümit Uzun umituzu...@gmail.com wrote:
 Hi Robert;

 I have realized that when using --shader option in osg2cpp it parses shader
 file in cpp but it add unneccessary endline sign(\n) every line's end.
 I think every shaderSource.substr(startOfLine,endOfLine-startOfLine) command
 should be
    shaderSource.substr(startOfLine,endOfLine-startOfLine-1)

 Regards.

 --
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Re: [osg-users] Outline Effect traversal crash

2009-05-21 Thread Brian Stewart
Hi Robert,

Thanks for that clarification, as my understanding of where nodes should be 
added and removed was exactly backwards.  I did paraphrase my code extensively, 
because there was a lot of unrelated code - but I guess I didn't include 
enough. I went to create a simpler example using osgcompositeviewer as a 
starting point, when I noticed that it is doing exactly the same thing that I 
am trying to, only in the handle() function of osgaGA::GUIEventHandler, which 
is called during the event traversal of frame(). When you said it's best to 
avoid modifying the scenegraph during a traversal, did that specifically mean 
the Update Traversal, when NodeCallbacks are called, and that modifications in 
event callbacks are OK?

Thank you!

Cheers,
Brian

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Re: [osg-users] osg2cpp sample needs a tweak?

2009-05-21 Thread Ümit Uzun
Hi Robert;

Yes I know we need endline sign on every line break. Actually we put endline
sign by
foutvariableString\shaderSource.substr(startOfLine,endOfLine-startOfLine)
*\\n\*std::endl;
So there is one \n sign in
shaderSource.substr(startOfLine,endOfLine-startOfLine) substring. Could you
look at the attached samples and converted type of vertex shader. Do you see
shadow_vert.cpp files distorted format?

If  I am wrong, so sorry for inconvenience.
Regards.

2009/5/21 Robert Osfield robert.osfi...@gmail.com

 Hi Umit,

 The \n is used to make sure that the warnings you get back from the
 OpenGL driver map to distrinct line numbers, without this all the
 lines would be treated as a whole program ecoded in a single line.

 Robert.

 On Thu, May 21, 2009 at 3:49 PM, Ümit Uzun umituzu...@gmail.com wrote:
  Hi Robert;
 
  I have realized that when using --shader option in osg2cpp it parses
 shader
  file in cpp but it add unneccessary endline sign(\n) every line's end.
  I think every shaderSource.substr(startOfLine,endOfLine-startOfLine)
 command
  should be
 
 shaderSource.substr(startOfLine,endOfLine-startOfLine-1)
 
  Regards.
 
  --
  Ümit Uzun
 
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-- 
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shadows.vert
Description: Binary data
char shadows_vert[] = //hogbox standardised shadowmappig functions
\n
  
\n
  
\n
  varying vec4 ShadowCood;
\n
  
\n
  void GenShadowCoords(in vec4 ecPosition)
\n
  {
\n
  ShadowCood.s = dot( ecPosition, gl_EyePlaneS[0] );
\n
  ShadowCood.t = dot( ecPosition, gl_EyePlaneT[0] );
\n
  ShadowCood.p = dot( ecPosition, gl_EyePlaneR[0] );
\n
  ShadowCood.q = dot( ecPosition, gl_EyePlaneQ[0] );
\n
  }
\n
  
\n
  \n;
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[osg-users] Picking and ignoring clipped parts of models?

2009-05-21 Thread Paul Griffiths
Hi,
Im using code based on the osgpick example, im clipping a model so some of is 
it is invisible on screen. But I can pick the part with the mouse pointer even 
though that part of the model is invisible, is there an easy way for the pick 
code to ignore cliped parts?

heres my code, my PWidgetBase class is inhereted from osg::Group class


[code]
PWidgetBase* PWidgetHandler::pick(osg::ref_ptrosgViewer::View view, const 
osgGA::GUIEventAdapter ea)
{
osgUtil::LineSegmentIntersector::Intersections intersections;

std::string gdlist=;
float x = ea.getX();
float y = ea.getY();
#if 0
osg::ref_ptr osgUtil::LineSegmentIntersector  picker = new 
osgUtil::LineSegmentIntersector(osgUtil::Intersector::WINDOW, x, y);
osgUtil::IntersectionVisitor iv(picker.get());
view-getCamera()-accept(iv);
if (picker-containsIntersections())
{
intersections = picker-getIntersections();
#else
if (view-computeIntersections(x,y,intersections))
{
#endif
for 
(osgUtil::LineSegmentIntersector::Intersections::iterator hitr = 
intersections.begin();
hitr != intersections.end();
++hitr)
{
if (!hitr-nodePath.empty())
{
osg::Node* node = hitr-nodePath.back();

if (node  node-getNumParents()  0)
{
node = node-getParent(0);

while (node != NULL)
{
if (node  
strcmp(node-className(), PWidgetBase) == 0)
{
PWidgetBase* 
obj = (PWidgetBase*)node;
if (obj)
{
return 
obj;
}
}

if 
(node-getNumParents()  0)
node = 
node-getParent(0);
else
break;
}
}
}
else if (hitr-drawable.valid())
{
return NULL;
}
}
}
return NULL;
};
[/code]

...

Thank you!

Cheers,
Paul

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Re: [osg-users] VPB stuff

2009-05-21 Thread Mao
Thank all of you for the helpful answer!

 

From: Mao [mailto:sherlock...@gmail.com] 
Sent: Friday, May 15, 2009 11:09 AM
To: 'osg-users@lists.openscenegraph.org'
Subject: VPB stuff

 

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

 

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

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

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

 

Thank you very much for listening!

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Re: [osg-users] EdDidIt a material creation and editing tool for OpenSeneGraph

2009-05-21 Thread Thomas Hogarth
Hi Everyone

Serge
Should it be possible to have a description of the advanced materials
you've created and the example data to use to make them work ?

I'm still working on documentation, but a basic explanation of how to create
your own advanced materials can be found on the EdDidIt page

http://www.hogbox.co.uk/eddidit/eddidit_hfxGuide.php

I also feel the GUI should contains at least a name for the type of advanced
material to help prompt the user about the different attributes. Also check
out the 'advanced_materials' and 'EampleMaps' folders included in the
install they contain all the Materials and Maps I use in the examples,

mit
I have subscribed osg-mail group for more that 1 year and haven't heard old
release about HogBox. Have you created very soon?

I've been working on it for around a year and a half, but this is my first
release. It's grown from an experimenting project I used to help learn
things for work. Overtime it became a project in itself


Thanks for the kind words

Tom
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Re: [osg-users] Problem with drawInstanced

2009-05-21 Thread Robert Osfield
Hi Ricky,

On Thu, May 21, 2009 at 4:20 PM, Riccardo Corsi riccardo.co...@vrmmp.it wrote:
 Also GPU time increases, but that's probably due to a poor fill-rate of my
 graphics board - and it's not as killing as the draw time.

 What does it depend on?

It does sounds like a fill rate issue.  The draw traversal must be
growing because the GPU is not coping with the amount of overdraw that
is present when you zoom and look at a shallow angle - so it the draw
thread ends up blocking on a a full OpenGL FiFO.

A good check for fill limit is to reduce the window size, if the frame
rate goes up then you're almost certainly fill limited.

Robert.
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Re: [osg-users] Picking and ignoring clipped parts of models?

2009-05-21 Thread Paul Martz
The scene graph that you perform the pick on doesn't have to be the same
scene graph as the one you display, if that helps.

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 Paul
Griffiths
Sent: Thursday, May 21, 2009 9:26 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Picking and ignoring clipped parts of models?

Hi,
Im using code based on the osgpick example, im clipping a model so some of
is it is invisible on screen. But I can pick the part with the mouse pointer
even though that part of the model is invisible, is there an easy way for
the pick code to ignore cliped parts?

heres my code, my PWidgetBase class is inhereted from osg::Group class


[code]
PWidgetBase* PWidgetHandler::pick(osg::ref_ptrosgViewer::View view, const
osgGA::GUIEventAdapter ea)
{
osgUtil::LineSegmentIntersector::Intersections
intersections;

std::string gdlist=;
float x = ea.getX();
float y = ea.getY();
#if 0
osg::ref_ptr osgUtil::LineSegmentIntersector  picker = new
osgUtil::LineSegmentIntersector(osgUtil::Intersector::WINDOW, x, y);
osgUtil::IntersectionVisitor iv(picker.get());
view-getCamera()-accept(iv);
if (picker-containsIntersections())
{
intersections = picker-getIntersections(); #else
if (view-computeIntersections(x,y,intersections))
{
#endif
for
(osgUtil::LineSegmentIntersector::Intersections::iterator hitr =
intersections.begin();
hitr != intersections.end();
++hitr)
{
if (!hitr-nodePath.empty())
{
osg::Node* node =
hitr-nodePath.back();

if (node  node-getNumParents() 
0)
{
node = node-getParent(0);

while (node != NULL)
{
if (node 
strcmp(node-className(), PWidgetBase) == 0)
{
PWidgetBase*
obj = (PWidgetBase*)node;
if (obj)
{

return obj;
}
}

if
(node-getNumParents()  0)
node =
node-getParent(0);
else
break;
}
}
}
else if (hitr-drawable.valid())
{
return NULL;
}
}
}
return NULL;
};
[/code]

...

Thank you!

Cheers,
Paul

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Re: [osg-users] Problem with drawInstanced

2009-05-21 Thread Paul Martz
Sounds like a fillrate issue.

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 Riccardo
Corsi
Sent: Thursday, May 21, 2009 9:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem with drawInstanced

Hi Robert,

that's it, with 2.8.1 it works like a charm!

I have one more concern about the performance boost though.
When I do instance a thousand of the box I attached in the previous email, I
have very good performance until they are at a certain distance from the
camera.
When they get closer, I start to drop frames.

I added the stats handler to check on possible causes, and the culprit seems
to be the draw time - which explodes when the objects get closer to the
camera.
Check the attached screenshots.

Also GPU time increases, but that's probably due to a poor fill-rate of my
graphics board - and it's not as killing as the draw time.

What does it depend on?


Thank you,
Ricky

On 21/05/2009 13.04, Robert Osfield wrote:
 HI Riccardo,

 One of the bug fixes in 2.8.1 was to the draw instanced support, it 
 could be that your tripping over this bug.  Could you try 2.8.1?

 Robert.

 On Thu, May 21, 2009 at 11:49 AM, Riccardo Corsi 
 riccardo.co...@vrmmp.it  wrote:
 Hi All,

 I'm experiencing a problem with the drawInstanced extension when a 
 geometry contains TRIANGLE_STRIPS as PrimitiveSet type: the 
 geometries rendered with the instancing mechanism are corrupted.

 I attach a modified version of the drawinstanced example which is 
 able to load the geometry from a file (--loadFile option).
 In my case it works fine with the pyramid.osg model - which contains 
 simple triangles, but not with the box.osg model, which contains several
strips.

 I also wondered if the problem was related to the multiple 
 PrimitiveSets, but that's not the case - several primitiveSet made of 
 simple triangles work fine.

 Am I missing something?
 Is there any known limit with the instancing and the  stripped
geometries?

 I'm on osg 2.8.0, WinXP, nVidia 8600GT.

 Thank you,
 Ricky

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Re: [osg-users] osg2cpp sample needs a tweak?

2009-05-21 Thread Robert Osfield
HI Umit,

It looks to be an issue with the shadows.vert containing window line
endings and osg2cpp not picking up on this.  If you run a dos2unix on
the shadows.vert file first and then run osg2cpp on the file it works
perfectly.

Robert.

On Thu, May 21, 2009 at 4:21 PM, Ümit Uzun umituzu...@gmail.com wrote:
 Hi Robert;

 Yes I know we need endline sign on every line break. Actually we put endline
 sign by
 foutvariableString\shaderSource.substr(startOfLine,endOfLine-startOfLine)\\n\std::endl;
 So there is one \n sign in
 shaderSource.substr(startOfLine,endOfLine-startOfLine) substring. Could you
 look at the attached samples and converted type of vertex shader. Do you see
 shadow_vert.cpp files distorted format?

 If  I am wrong, so sorry for inconvenience.
 Regards.

 2009/5/21 Robert Osfield robert.osfi...@gmail.com

 Hi Umit,

 The \n is used to make sure that the warnings you get back from the
 OpenGL driver map to distrinct line numbers, without this all the
 lines would be treated as a whole program ecoded in a single line.

 Robert.

 On Thu, May 21, 2009 at 3:49 PM, Ümit Uzun umituzu...@gmail.com wrote:
  Hi Robert;
 
  I have realized that when using --shader option in osg2cpp it parses
  shader
  file in cpp but it add unneccessary endline sign(\n) every line's end.
  I think every shaderSource.substr(startOfLine,endOfLine-startOfLine)
  command
  should be
 
  shaderSource.substr(startOfLine,endOfLine-startOfLine-1)
 
  Regards.
 
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Re: [osg-users] Dinamic Line Drawing

2009-05-21 Thread Allen Saucier
Has anyone figured out how to draw only the last segment that was added?  
I've still not figured that out and I've got over 15,000 small line segments in 
my vertex array

osg::ref_ptrosg::Vec3Array m_ov3aLineVerticesData;

And from what I can tell:

m_ov3aLineVerticesData-push_back(osg::Vec3(x2,y2,z2)); // curr position 
m_podreTrailDrawElements-setFirst(0); 
m_podreTrailDrawElements-setCount(m_ov3aLineVerticesData-size()); 
m_ogeomTrailGeometry-dirtyBound();// forces needed boundary recalc 


just causes the ALL the vertices to be redrawn.  Is there a more efficient 
way?  I'd like to draw only the last line, which would be the line segment 
between the last vertex and the new last vertex just added.

Does anyone know if there is a way to do that?  Thx!  :)


Allen

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Re: [osg-users] Picking and ignoring clipped parts of models?

2009-05-21 Thread Paul Griffiths

Paul Martz wrote:
 The scene graph that you perform the pick on doesn't have to be the same
 scene graph as the one you display, if that helps.


No, my scene is a bit too complicated for that. It's for a new 3D gui system im 
creating called RedWidget!

I really do need to ignore cliped parts of models/scene.
Having 2 scenes when theres loads of buttons, tables,windows and scroll panels 
etc would get a bit too complicated.
.
[Image: http://img195.imageshack.us/img195/6884/redwidget.png ]

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Re: [osg-users] MFC and OSG - letting MFC handle events

2009-05-21 Thread Andrew Cunningham
Ok, I am officially an idiot! 

During all my code changes  to integrate the MFC OSG example code I forgot to 
properly inherit my MESSAGE MAP from the parent class. Works as expected now!
I was not looking for the simple solution

Andrew

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Re: [osg-users] Outline Effect traversal crash

2009-05-21 Thread Brian Stewart
Hi,

I switched my code around to where the model was being added from the main loop 
rather than the update traversal, and it was still crashing. On closer 
examination I noticed that the crashes were occurring during the render 
traversal, so I began to suspect the effect itself. When I replaced the effect 
with an instance of osgFX::Scribe, then everything worked correctly. So 
something was amiss in the Outline effect itself. I was using it only because I 
did not know about the Scribe effect, which is better for my purposes anyway.

Thank you!

Brian

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

2009-05-21 Thread Robert Osfield
HI Alexandre,

I've now had a chance to have a look at the reproducing the problems
using your modified example and data.   The problem was due to a
double scaling of the projection matrices due to the unusual
combination of having an active master and slave combination, and
while the usage case in not really what osgViewer was designed for
it's still a bug.

The solution to this bug was applying the inverse of the master's
rescaling to the slave's projection offset.   I applied this solution
and tested against your modified osgwindows example and it now behaves
fine, with the two cameras staying in sync.  This fix is now checked
into svn/trunk.

Robert.

On Fri, May 15, 2009 at 9:55 AM, Alexandre Amalric
alex.pix...@gmail.com wrote:
 Hi osg-users,

 I apparently found something strange when adding slave camera to osg viewer
 and resizing window.

 I'm using osg SVN version

 I made a quick sample code to show community the weird behaviour.

 Quick explanation : My goal is to render an object made from 2 cubes (same
 size), one is opaque and the other one is transparent. The first main camera
 render only the opaque part, and the second camera (a slave one) render the
 transparent part. When resizing the window the projection matrix isn't well
 computed for the slave camera.

 So the transparent cube isn't the same aspect as the opaque cube.

 I think I found the bug in GraphicsContext.cpp file at :

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

 I do not understand why we only update the projectionOffset  from the slave
 camera and why we don't update the projection matrix itself.

 Hope you'll understand my problem ;-)

 --
 Alexandre AMALRIC                   Ingénieur RD
 ===
 PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
 http://www.pixxim.fr

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Re: [osg-users] Problem with drawInstanced

2009-05-21 Thread Riccardo Corsi

Hi again,

and thanks both for your replies.
It's actually a fill-rate problem, as reducing the window size I get a 
strong 60Hz. With the latest nVidia driver I obtain slightly better 
result by the way.


What I still don't get exactly is: why the draw time is stuck at 15/16ms 
even when the GPU time is very short (about 3ms), and there's no fill 
rate problem?


From what you explained Robert, I agree that the draw thread is somehow 
stuck waiting for the GPU, when it doesn't scale with the fill rate.

But I'd expect the draw time to decrease when the GPU performs well.

Also, I've noticed that the draw time increases with the number of 
instances that I send to OpenGL. Is this another parameter to take into 
account?


Thanks,
Ricky



On 21/05/2009 17.33, Robert Osfield wrote:

Hi Ricky,

On Thu, May 21, 2009 at 4:20 PM, Riccardo Corsiriccardo.co...@vrmmp.it  wrote:

Also GPU time increases, but that's probably due to a poor fill-rate of my
graphics board - and it's not as killing as the draw time.

What does it depend on?


It does sounds like a fill rate issue.  The draw traversal must be
growing because the GPU is not coping with the amount of overdraw that
is present when you zoom and look at a shallow angle - so it the draw
thread ends up blocking on a a full OpenGL FiFO.

A good check for fill limit is to reduce the window size, if the frame
rate goes up then you're almost certainly fill limited.

Robert.
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Re: [osg-users] [osgPlugins] Collada plugin texture problem

2009-05-21 Thread Roger James




daniele argiolas wrote:

  Hi,
I've a Nvidia Geforce 7900GS.

If I use an OSG version from 2.8 to 2.9 when I open a Collada file with texture (taken from collada-dom sample) texture are not loaded.

Then I've tried with version 2.6 of OSG and texture works fine.

What can I do? Someone have resolved it? I must use version 2.9 of OSG.

Output of 2.9.4 has a difference, write: "Failed to find matching bind_vertex_group for UVSET0"

Thanks,
daniele

  

Danielle,

The collada plugin is now much stricter its interpretation of the
Collada spec. This message means that the file you are using does not
conform to the collada schema. There are some samples on the Colllada
website that are not conformant.. If you can send me the file you are
using, I can probably show you how to hand edit it. This usually found
in files generated by an old version of a popular 3d editor, I cannot
remember which one, but the top of the Collada file should tell you.

Roger


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Re: [osg-users] Picking and ignoring clipped parts of models?

2009-05-21 Thread Simon Hammett
2009/5/21 Paul Griffiths gaffe...@gmail.com:

 Paul Martz wrote:
 The scene graph that you perform the pick on doesn't have to be the same
 scene graph as the one you display, if that helps.


 No, my scene is a bit too complicated for that. It's for a new 3D gui system 
 im creating called RedWidget!

 I really do need to ignore cliped parts of models/scene.
 Having 2 scenes when theres loads of buttons, tables,windows and scroll 
 panels etc would get a bit too complicated.
 .

Which picker are you using?

If it's the polytop one, don't forget that that picks by using a picking volume
consisting of planes. You could modify the volume it's using or add an
extra plane if need be. Anything on the -ve sides of the pick planes
is not considered; which is pretty much the same as clipping.

-- 
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Re: [osg-users] Picking and ignoring clipped parts of models?

2009-05-21 Thread Paul Griffiths

Simon Hammett wrote:
 
 Which picker are you using?


Im using a LineSegmentIntersector, i did not know there were diferent types. am 
new to osg. just used the osgpick example.

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Re: [osg-users] Picking and ignoring clipped parts of models?

2009-05-21 Thread Paul Griffiths
Im guessing ill have to create a method like getClipBoundingBox in the parent 
control of that being detected during the pick and check the world coords of 
the pick are within the bounds of the box. was hoping there was an out the 
box solution though.

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Re: [osg-users] Picking and ignoring clipped parts of models?

2009-05-21 Thread Paul Griffiths
If i have a osg:Group added to a osg:ClipNode and i set its bounding box how 
can i check when using a picker if the world pick point is within this bounding 
box?


for example in my app i use this code on a group call someGroup

this-clipNode = new osg::ClipNode;
this-clipNode-addChild(someGroup);
this-clipBoundingBox.set(xmin, ymin, zmin, xmax, ymax, zmax);
this-clipNode-createClipBox(this-clipBoundingBox);
someGroup-setStateSet(this-clipNode-getStateSet());



later during the pick i get this bounding box:

how do i check if the world pick point is within this bounding box?

im looking for something like 

if (clipBoundingBox.contains(hitr-getLocalIntersectPoint().x(), 
hitr-getLocalIntersectPoint().y(), hitr-getLocalIntersectPoint().y()))
{
// do something

}

I hope you understand what im after, im hoping to release my RedWidget system 
to the community so i need it right.

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[osg-users] BoundingSphere and IntersectionTest

2009-05-21 Thread Matthias Gabriel

Hi,
today i wanted to build my own LineSegmentIntersector - well some kind 
of... while doing this, i looked into the sourcecode of the 
LineSegmentIntersector. There I saw, that the tests in 
LineSegmentIntersector::intersects(..) refer to start and end point of 
the lsi on the one hand, and to boundsphere.center()/radius() on the 
other hand. But here is my Problem. Start and end- points are in world 
coordinates, while the boundingsphere is in local 
coordinates...somewhere here in the newsgroup a read, that 
boundingssphere only refers to their children..


I came to this problem, while implementing my own 
Intersect-Bounding-Algorithms, where i get wrong results... Why is the 
original LinesegmentIntersector working or: is it actually working?


At which point am i missunderstanding this?

Thanks für your Help,
MG

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Re: [osg-users] Visual Studio Setup Woes

2009-05-21 Thread Simar Ahuja
Hi guys,

I am a noob with graphics and 3d. I have some C++ experience but it has been 
more than a year so this may make a little less sense than the average post.

I was trying to get familiar with OSG for a project and I tried to compile the 
binaries and didn't have a clue of what I was doing. 
 
Then I found this thread and Dwight's tutorial. Things started looking bright 
and I went ahead and followed the steps in Dwight's tutorial.
I tried VS 2008 and after fighting with some problems decided to switch to VS 
2005. 

Having finished the steps I stumbled into some problems, fixed some of them(or 
I think so, at least) but in the end it doesn't look like it worked a 100%.

First of all, it gives me 12 warnings but whenever I restart VS and compile/ 
build again they vanish. 
So far so good. 

The warnings look like this:

Code:
1-- Build started: Project: OSGDefaultProject, Configuration: Debug Win32 
--
1Compiling...
1Main.cpp
1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(32) : 
warning C4273: 'osgViewer::StatsHandler::StatsHandler' : inconsistent dll 
linkage
1c:\dev 
simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(76) : see 
previous definition of '{ctor}'
1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(51) : 
warning C4273: 'osgViewer::StatsHandler::handle' : inconsistent dll linkage
1c:\dev 
simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(101) : see 
previous definition of 'handle'
1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(239) : 
warning C4273: 'osgViewer::StatsHandler::updateThreadingModelText' : 
inconsistent dll linkage
1c:\dev 
simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(122) : see 
previous definition of 'updateThreadingModelText'
1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(253) : 
warning C4273: 'osgViewer::StatsHandler::reset' : inconsistent dll linkage
1c:\dev 
simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(96) : see 
previous definition of 'reset'
1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(260) : 
warning C4273: 'osgViewer::StatsHandler::setUpHUDCamera' : inconsistent dll 
linkage
1c:\dev 
simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(108) : see 
previous definition of 'setUpHUDCamera'
1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(571) : 
warning C4273: 'osgViewer::StatsHandler::createBackgroundRectangle' : 
inconsistent dll linkage
1c:\dev 
simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(110) : see 
previous definition of 'createBackgroundRectangle'
1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(750) : 
warning C4273: 'osgViewer::StatsHandler::createGeometry' : inconsistent dll 
linkage
1c:\dev 
simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(112) : see 
previous definition of 'createGeometry'
1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(906) : 
warning C4273: 'osgViewer::StatsHandler::createFrameMarkers' : inconsistent dll 
linkage
1c:\dev 
simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(114) : see 
previous definition of 'createFrameMarkers'
1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(932) : 
warning C4273: 'osgViewer::StatsHandler::createTick' : inconsistent dll linkage
1c:\dev 
simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(116) : see 
previous definition of 'createTick'
1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(959) : 
warning C4273: 'osgViewer::StatsHandler::setUpScene' : inconsistent dll linkage
1c:\dev 
simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(120) : see 
previous definition of 'setUpScene'
1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(1519) : 
warning C4273: 'osgViewer::StatsHandler::createCameraTimeStats' : inconsistent 
dll linkage
1c:\dev 
simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(118) : see 
previous definition of 'createCameraTimeStats'
1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(1646) : 
warning C4273: 'osgViewer::StatsHandler::getUsage' : inconsistent dll linkage
1c:\dev 
simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(104) : see 
previous definition of 'getUsage'
1Linking...
1LINK : C:\Documents and Settings\Administrator\My Documents\Visual Studio 
2005\Projects\OSGDefaultProject\Debug\OSGDefaultProject.exe not found or not 
built by the last incremental link; performing full link
1   Creating library C:\Documents and Settings\Administrator\My 
Documents\Visual Studio 
2005\Projects\OSGDefaultProject\Debug\OSGDefaultProject.lib and object 
C:\Documents and Settings\Administrator\My Documents\Visual 

Re: [osg-users] Picking and ignoring clipped parts of models?

2009-05-21 Thread Paul Griffiths
i found out i can simple use:

if (clipBox.contains(hitr-getWorldIntersectPoint()))


how do i get a clipNodes clipBox? so i can check if the WorldIntersectPoint is 
within it?

Any ideas?

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[osg-users] [build] argv = 1

2009-05-21 Thread Suyang Dong
Hi,
I am quite new to OpenSceneGraph, therefore get lots of stupid questions:

1. I believe I have built OSG2.8.0 successfully on my XP with CMake 2.6. 
However when I tried to run those examples, I failed in lots of them, because 
the argc  is always equal to 1, and lots of examples checks the value of argc. 
If it is equal to 1, then the program just retured. I have no idea how to deal 
with this bug.. 

2. I try to setup OSG_FILE_PATH, but don't know where to input it. The Quick 
Start Guide says it should be set in runtime installation, but what is 
runtime installation. I didn't find OSG_FILE_FATH when I built osg with CMake.

3. Although I successfully built osg in XP, I got problem with vista. Actually 
I guess it should be blamed on CMake. Running under XP, when I click 
configure, the CMake will pop up a child window to let me choose the 
generator, (I use VS9.0). However running under Vista, there is no popup window 
to choose the generator when I click configure, then the process failed 
because the CMake cannot find CMake_CXX_Compiler and its path. I tried to 
specify the location of VS9.0 compiler, however I have no idea where the 
compiler is...

I appreciate your potential help!
Thanks
Suyang[/b]

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Re: [osg-users] Problem with drawInstanced

2009-05-21 Thread Paul Martz
This really has little to do with draw instanced.

The draw time in the stats display uses a host clock to display the
elapsed time taken by the (essentially) SceneView::draw() method. The GPU
time displays a timer value obtained from OpenGL using an NVIDIA extension
(if I understand correctly). Since the two timings come from different
sources, I'd expect some disparity.

So, in other words, draw and GPU are related logically, and it's
convenient for us to think of them as nearly identical. But the values
displayed come from two completely different sources.

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 Riccardo
Corsi
Sent: Thursday, May 21, 2009 11:00 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem with drawInstanced

Hi again,

and thanks both for your replies.
It's actually a fill-rate problem, as reducing the window size I get a
strong 60Hz. With the latest nVidia driver I obtain slightly better result
by the way.

What I still don't get exactly is: why the draw time is stuck at 15/16ms
even when the GPU time is very short (about 3ms), and there's no fill rate
problem?

 From what you explained Robert, I agree that the draw thread is somehow
stuck waiting for the GPU, when it doesn't scale with the fill rate.
But I'd expect the draw time to decrease when the GPU performs well.

Also, I've noticed that the draw time increases with the number of instances
that I send to OpenGL. Is this another parameter to take into account?

Thanks,
Ricky



On 21/05/2009 17.33, Robert Osfield wrote:
 Hi Ricky,

 On Thu, May 21, 2009 at 4:20 PM, Riccardo Corsiriccardo.co...@vrmmp.it
wrote:
 Also GPU time increases, but that's probably due to a poor fill-rate 
 of my graphics board - and it's not as killing as the draw time.

 What does it depend on?

 It does sounds like a fill rate issue.  The draw traversal must be 
 growing because the GPU is not coping with the amount of overdraw that 
 is present when you zoom and look at a shallow angle - so it the draw 
 thread ends up blocking on a a full OpenGL FiFO.

 A good check for fill limit is to reduce the window size, if the frame 
 rate goes up then you're almost certainly fill limited.

 Robert.
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Re: [osg-users] Pausing and restarting animations in a subgraphread in via osgDB

2009-05-21 Thread Philip Lamb


On 21/05/2009, at 4:21 PM, Thrall, Bryan wrote:


Also, if Philip wants to pause all animations in the scene (instead of
just ones from the subgraph), he could just pause the simulation  
time in

the frame loop like this untested code:
... SNIP ...


Bryan,

That's a good tip, and closer to my original intent of having a global  
pause / resume of all time-based things happening in the scene. For  
reference for others, here is the code I've used. Class names removed  
for sake of brevity.


In my application class header:

double _mySimulationTimeStart, _mySimulationTimePause,  
_mySimulationTime;

bool _globallyPaused;

In my application class (_viewer is an osg::Viewer, already set up):

_viewer.realize();
_mySimulationTimeStart = _mySimulationTimePause =  
_mySimulationTime = 0.0;
_globallyPaused = false; // Could also be true, to start in a  
paused state.

while (!_Viewer.done())
{
_mySimulationTime =  _viewer.getViewerFrameStamp()- 
getReferenceTime() - _mySimulationTimeStart;

if (_globallyPaused) _viewer.frame(_mySimulationTimePause);
else _viewer.frame(_mySimulationTime);
}

and the handler for pause/resume events:

void setGloballyPaused(bool pause)
{
_globallyPaused = pause; // Set global state.
if (_globallyPaused) _mySimulationTimePause = _mySimulationTime;
else _mySimulationTimeStart += _mySimulationTime -  
_mySimulationTimePause; // Add elapsed time since pause started to  
offset.


That's it.

Incidentally, I've also discovered a bug/feature in  
osg::AnimationCallback::reset(). if the animation callback is in a  
paused state, the reset of the actual transform node which the  
callback is attached to only takes effect once the animation callback  
is placed into the unpaused state. This has the rather annoying effect  
that if an animation has run its course, and has been paused, a reset  
won't change it's state in the scene graph. I tried to work up a work- 
around for this, but haven't so far.


Regards,

Phil.
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Re: [osg-users] Blender osgExport

2009-05-21 Thread Hartmut Seichter


Awsome, seems I have to get more familiar with Mercurial - hg pull 
didn't do what I expected (using bzr usually) - a fresh cloned repo and 
now at least my Box is working. I will test a few more things :)


Cheers,
Hartmut

On 21/5/09 9:32 PM, Cedric Pinson wrote:

Hi,

The error you describe is something that has been fixed two days ago.

Could you try again

Cheers
Cedric

On Thu, 2009-05-21 at 10:11 +1200, Hartmut Seichter wrote:
   

Were getting closer, though I am sure its not the Python version at
least not on Ubuntu. Attached the console output (from the Ubuntu
machine): seems only Jansen.osg could be exported (there is an .osg
file and it loads) - the others had the same issue. Btw. the export
took ages (as in ~10 min) - on a Quad 2.4 GHz machine. The .log file
for Jansen.osg is filled all other .log are empty.

Cheers,
Hartmut


On 21/5/09 4:58 AM, Cedric Pinson wrote:
 

Hi,
It makes sense now, your python version used with blender is too old.
I dont know about macos soft, but could you check if you can use an up
to date version of python ?

Cheers,
Cedric


On Wed, 2009-05-20 at 18:53 +0200, Rafa Gaitan wrote:

   

Hi Cedric,

I'm getting also problems with the osgexport, here is my output

[  0%] /Users/rgaitan/Projects/OSG/osgexport/data/robot/robot.blend
guessing 'blender' ==
'/Users/rgaitan/Applications/blender.app/Contents/MacOS/blender'
Compiled with Python version 2.3.5.
Checking for installed Python... got it!
Traceback (most recent call last):
   File osgExport.py, line 35, in ?
 import osg
   File ./osg/__init__.py, line 1, in ?
 import osgconf
   File ./osg/osgconf.py, line 25, in ?
 import osgobject
   File ./osg/osgobject.py, line 31
 CONCAT= lambda s, j=: j.join(str(v) for v in s)
 ^
SyntaxError: invalid syntax

Error executing Python script from command-line:
osgExport.py (at line 31).

Blender quit


For the rest of the models is the same error.

Rafa.


On Tue, May 19, 2009 at 12:27 PM, Cedric Pinson
cedric.pin...@plopbyte.net  wrote:

 

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



   

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Re: [osg-users] Blender osgExport

2009-05-21 Thread Hartmut Seichter


Just to make sure I am not missing something obvious. From a quick play 
around: baked animations from the physics part are not supported? Is 
that correct?


Cheers,
Hartmut

On 22/5/09 10:43 AM, Hartmut Seichter wrote:


Awsome, seems I have to get more familiar with Mercurial - hg pull 
didn't do what I expected (using bzr usually) - a fresh cloned repo 
and now at least my Box is working. I will test a few more things :)


Cheers,
Hartmut

On 21/5/09 9:32 PM, Cedric Pinson wrote:

Hi,

The error you describe is something that has been fixed two days ago.

Could you try again

Cheers
Cedric

On Thu, 2009-05-21 at 10:11 +1200, Hartmut Seichter wrote:

Were getting closer, though I am sure its not the Python version at
least not on Ubuntu. Attached the console output (from the Ubuntu
machine): seems only Jansen.osg could be exported (there is an .osg
file and it loads) - the others had the same issue. Btw. the export
took ages (as in ~10 min) - on a Quad 2.4 GHz machine. The .log file
for Jansen.osg is filled all other .log are empty.

Cheers,
Hartmut


On 21/5/09 4:58 AM, Cedric Pinson wrote:

Hi,
It makes sense now, your python version used with blender is too old.
I dont know about macos soft, but could you check if you can use an up
to date version of python ?

Cheers,
Cedric


On Wed, 2009-05-20 at 18:53 +0200, Rafa Gaitan wrote:


Hi Cedric,

I'm getting also problems with the osgexport, here is my output

[  0%] /Users/rgaitan/Projects/OSG/osgexport/data/robot/robot.blend
guessing 'blender' ==
'/Users/rgaitan/Applications/blender.app/Contents/MacOS/blender'
Compiled with Python version 2.3.5.
Checking for installed Python... got it!
Traceback (most recent call last):
   File osgExport.py, line 35, in ?
 import osg
   File ./osg/__init__.py, line 1, in ?
 import osgconf
   File ./osg/osgconf.py, line 25, in ?
 import osgobject
   File ./osg/osgobject.py, line 31
 CONCAT= lambda s, j=: j.join(str(v) for v in s)
 ^
SyntaxError: invalid syntax

Error executing Python script from command-line:
osgExport.py (at line 31).

Blender quit


For the rest of the models is the same error.

Rafa.


On Tue, May 19, 2009 at 12:27 PM, Cedric Pinson
cedric.pin...@plopbyte.net  wrote:


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




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Re: [osg-users] Remote execution and OSG

2009-05-21 Thread paul1492

Thanks Robert.. That helped... 

But I'm having way too much fun interfacing OSG to Qt to stop there:-).  I seem 
to be able to get it to work now but I'm having trouble running on a LINUX 
machine but shooting my display to a PC running Hummingbird Exceed 3D (my 
actual requirement). I'm logged into the PC and then use exceed to 
remotely login to a LINUX machine.  I seem to have trouble switching to a valid 
Graphics Context (i.e. glGetString(GL_VERSION) returns null string within OSG) 
and causes OSG to seg fault... Logging remotely into a LINUX machine and 
shooting the display to another LINUX machine works fine.

Am I setting up my graphics context incorrectly?  I'm not using the 
AdapterWidget from the example. I'm also having trouble getting 
GraphicsWindowEmbedded to work...

So, here is what I'm doing:

myViewer::myViewer(void)
{
   mViewer = new osgViewer::Viewer;
   mViewer-setThreadingModel(osgViewer::Viewer::SingleThreaded);
   mViewer-setCameraManipulator(new osgGA::TrackballManipulator);
   mCamera = mViewer-getCamera();
}

void myViewer::initialize(int height, int width)
{
   osg::ref_ptrosg::GraphicsContext::Traits traits =
  new osg::GraphicsContext::Traits;
   
   traits-readDISPLAY();   
   traits-doubleBuffer = true;
   traits-useCursor    = false;
   traits-x    = 0;
   traits-y    = 0;
   traits-width    = width;
   traits-height   = height;
   
   osg::ref_ptrosg::Referenced windata =
  new osgViewer::GraphicsWindowX11::WindowData(mGLWindow);
   
   traits-inheritedWindowData = windata;
   
   osg::GraphicsContext* gc;

   gc = osg::GraphicsContext::createGraphicsContext(traits.get());
   mCamera-setGraphicsContext(gc);

   mCamera-setClearColor(osg::Vec4(0.5235, 0.8745, 1.0, 1.0));
   mCamera-setViewport(traits-x,
    traits-y,
    traits-width,
    traits-height);
   mViewer-setCamera(mCamera.get());
   mViewer-setSceneData(osgDB::readNodeFile(cow.osg));
}

I am calling the myViewer-initialize() method in another class derived from a 
QGLWidget and where it is called in its first paintGL callback. I'm also 
calling the myViewer-frame() call in this callback which simply calls 
mViewer-frame().

I'm using Qt's QGLWidget's window ID (i.e. winId() stored in mGLWindow) to set 
the inheritedWindowData.  Is this okay to do it? If I don't do this 
initialization of the inheritedWindowData data, my widget DOES appear (in all 
cases) except it is detached from my Qt application.

I'm not sure if this is my programming problem, an Hummingbird Exceed problem 
or a Qt problem.

Can anybody help?  I've been working on this for weeks...

Thanks,
Paul P.


 
- Original Message 
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, May 15, 2009 4:24:08 AM
Subject: Re: [osg-users] Remote execution and OSG

HI Paul, J.P, et. al,

On Fri, May 15, 2009 at 8:56 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Not sure, but it looks like some code ignores the $DISPLAY setting and just
 tries to open :0.0.

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

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

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

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

Robert.
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Re: [osg-users] [build] argv = 1

2009-05-21 Thread Wang Rui
Hi Suyang,

1. Just run the examples in the Command Prompt and type something like
osgviewer cow.osg. Argc always equals to 1 because you don't give any more
arguments. It's not a bug.
2. The OSG_FILE_PATH should be set as a system environment variable. See My
Computer - Properties for details. It is not managerd by OSG but your OS.
3. I also have no idea because I've never used the terrible vista. :-) Maybe
you should check the visual studio environment variables.

BTW, you comes from China, aren't you? Why not discuss more rookie questions
at:

bbs.osgchina.org

It's a Chinese forum with nearly 2000 members and also the mirror of the
OpenSceneGraph website.

Hope that helps.

Wang Rui

2009/5/22 Suyang Dong dsuy...@umich.edu

 Hi,
 I am quite new to OpenSceneGraph, therefore get lots of stupid questions:

 1. I believe I have built OSG2.8.0 successfully on my XP with CMake 2.6.
 However when I tried to run those examples, I failed in lots of them,
 because the argc  is always equal to 1, and lots of examples checks the
 value of argc. If it is equal to 1, then the program just retured. I have no
 idea how to deal with this bug..

 2. I try to setup OSG_FILE_PATH, but don't know where to input it. The
 Quick Start Guide says it should be set in runtime installation, but what
 is runtime installation. I didn't find OSG_FILE_FATH when I built osg with
 CMake.

 3. Although I successfully built osg in XP, I got problem with vista.
 Actually I guess it should be blamed on CMake. Running under XP, when I
 click configure, the CMake will pop up a child window to let me choose the
 generator, (I use VS9.0). However running under Vista, there is no popup
 window to choose the generator when I click configure, then the process
 failed because the CMake cannot find CMake_CXX_Compiler and its path. I
 tried to specify the location of VS9.0 compiler, however I have no idea
 where the compiler is...

 I appreciate your potential help!
 Thanks
 Suyang[/b]

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[osg-users] Compute axis aligned bounding box of a given size

2009-05-21 Thread Paul Griffiths
Hi,
I wish to compute an axis aligned bounding box of a given size whos position is 
centered to a node.

This node cound be scaled, translated or rotated. it must be axis aligned.

I need to know this to test if a picked part of a node picked with the mouse is 
inside the bounds a bounding box surrounding the node, but i need to spesify 
the size.

... 

Thank you!

Cheers,
PaulG

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Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-05-21 Thread Roman Grigoriev
OSG version  from SVN 
8600M GT linux 180.51 drivers

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale
Sent: Thursday, May 21, 2009 6:45 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

Hi Roman,

Which version of OSG 2.8 or 2.8.1?

I haven't tried linking it against 2.8.1 yet, so it's possible something
broke. 

What graphics card/drivers are you using?

Sorry about all the questions but nobody has reported similar problems and
I'm rather at a loss as to why the tessellation would break so badly.

Kim.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
Grigoriev
Sent: 21 May 2009 12:32
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

No
It's your example compiled with openscenegraph svn.
Regards,
Roman

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale
Sent: Thursday, May 21, 2009 12:18 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

Hi Roman,

Are you running the example application or is it something that you've
created yourself using the library?

No need to send a screenshot.

Regards,


Kim.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
Grigoriev
Sent: 20 May 2009 18:22
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

you see in the middle of the picture there is flat surface so there is no
waves there. and all surface is like a chess board with waves and without if
you want I can send a screenshot with textures.

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Re: [osg-users] Bad OSG geometry

2009-05-21 Thread Ümit Uzun
Hi Andrew;

osgviewer, take the scene graph and start to accumulate all nodes bounding
boxes, by this all accumulated boundingboxes it configure it's viewing area
to show you all nodes which are in the screen. So as a result there is some
nodes which are not visible on the screen, but viewer take these nodes
bounding box on accumulated boundingbox.
This is my humble opinion :)

Regards.

2009/5/22 Andrew Cunningham o...@a-cunningham.com

 Hi,
 There seems to be something wrong with this geometry I have created that
 seems to cause OSG some problems. It should be 4 squares centered around the
 origin in a cross like pattern. When I load it into a standard viewer the
 viewer seems to have problems centering it.
 Anyone OSG gurus who can look at this?
 ...

 Thank you!

 Cheers,
 Andrew

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 http://forum.openscenegraph.org/viewtopic.php?p=12719#12719




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Ümit Uzun
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