Re: [osg-users] Website not reachable from france and austria

2009-05-31 Thread janusz
And Poland. 

Dnia Mon, 1 Jun 2009 07:29:23 +0400, Yurii Monakov napisał(a):

> And Russia :)
> 
> 2009/6/1 Alan Purvis 
> 
> > And Ireland.
> >
> >
> > On 31 May 2009, at 17:45, Sebastian Messerschmidt wrote:
> >
> >  same for germany
> >>
> >>> Hi,
> >>>
> >>> i can access:
> >>>
> >>> blog.openscenegraph.org
> >>> forum.openscenegraph.org
> >>>
> >>> but not www.openscenegraph.org / openscenegraph.org
> >>>
> >>> Seems to be a dns problem?
> >>>
> >>> ping www.openscenegraph.org
> >>> PING lemonvm-osg.ai2.upv.es (158.42.9.50) 56(84) bytes of data.
> >>>
> >>> Thank you!
> >>>
> >>> Cheers,
> >>> Johannes
> >>>
> >>> --
> >>> Read this topic online here:
> >>> http://forum.openscenegraph.org/viewtopic.php?p=13213#13213
> >>>
> >>>
> >>>
> >>>
> >>>
> >>> ___
> >>> 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
> >>
> >>
> > ___
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> >
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Re: [osg-users] Website not reachable from france and austria

2009-05-31 Thread Yurii Monakov
And Russia :)

2009/6/1 Alan Purvis 

> And Ireland.
>
>
> On 31 May 2009, at 17:45, Sebastian Messerschmidt wrote:
>
>  same for germany
>>
>>> Hi,
>>>
>>> i can access:
>>>
>>> blog.openscenegraph.org
>>> forum.openscenegraph.org
>>>
>>> but not www.openscenegraph.org / openscenegraph.org
>>>
>>> Seems to be a dns problem?
>>>
>>> ping www.openscenegraph.org
>>> PING lemonvm-osg.ai2.upv.es (158.42.9.50) 56(84) bytes of data.
>>>
>>> Thank you!
>>>
>>> Cheers,
>>> Johannes
>>>
>>> --
>>> Read this topic online here:
>>> http://forum.openscenegraph.org/viewtopic.php?p=13213#13213
>>>
>>>
>>>
>>>
>>>
>>> ___
>>> 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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Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-31 Thread James Killian
 The real question is -- does boost even offer a smart pointer type that 
replicates

ref_ptr, or is all this a pointless exercise?


I've stepped through ref_ptr code before and it does seem similar to 
intrusive and perhaps shared as well.  I have also discovered a few matrix 
classes that are public one of which is optimized SSE and SSE2, where some 
of the benchmark code pointed out a standard to work with them among several 
offered (including Microsoft's).


The most attractive thing about standards like std::, boost, and tr1, is 
that they are tested extensively by a wider c++ community and so they must 
be pretty darn robust and more versatile, but more important if you are like 
me and code for more platforms other than osg, you'll find it extremely 
useful to be able to transfer knowledge of one standard and apply it to 
multiple projects with completely different environments.



James Killian
- Original Message - 
From: "Chris 'Xenon' Hanson" 

To: "OpenSceneGraph Users" 
Sent: Sunday, May 31, 2009 8:21 PM
Subject: Re: [osg-users] osg::ref_ptr<> used anymore



Judd Tracy wrote:

Boost only needs to be installed if you use certain features.  Shared
pointers is not one of those features in which it needs to be
installed.


 I like boost myself, and have used parts of it in different projects. 
But, I want to

clarify the sense of "installed" here.

 I'd differentiate the multiple meanings of "installed" into 
headers-installed and
libraries-installed. To use any part of boost in your code, you (the 
person compiling the
boost-using project) must have the boost development kit with headers 
installed. This is
one component that OSG doesn't currently require. It's pretty 
version-safe -- generally if

you require boost x.y.z, any version > than that should be fine.

 Judd is right in that most of boost does its magic at compile-time and 
doesn't need

binary libraries at link-time.

 However, it seems it is still possible to get in trouble when you mix 
binaries compiled
by different people who used different versions of boost -- whether they 
were using

compile-time or link-time portions of boost.

 Because OSG incorporates other third-party libraries (such as Collada) 
that incorporate
boost and are difficult for individual OSG developers or the project 
maintainers to
recompile every time something changes, we've run afoul of this problem 
and are gun-shy.


 The real question is -- does boost even offer a smart pointer type that 
replicates

ref_ptr, or is all this a pointless exercise?

--
Chris 'Xenon' Hanson, omo sanza lettere  Xenon 
AlphaPixel.com
PixelSense Landsat processing now available! 
http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - 
Xen

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Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-31 Thread Paul Martz
>   Judd is right in that most of boost does its magic at compile-time
> and doesn't need binary libraries at link-time.

Everyone I talk to who actually uses Boost will agree with that statement,
and they claim that Boost is a very lightweight dependency. Interestingly,
everyone I talk to who _doesn't_ use Boost claims it is an unwieldy,
burdensome hunk of baggage that they would never consider shackling to their
app. I'm not sure how this misconception has managed to propagate so
successfully.
   -Paul

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Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-31 Thread Judd Tracy
They do have a type that is somewhat similar to ref_ptr.  I have not gone
into the details of it to see how much it matches but it does use embedded
reference counts.
intrusive_ptr

On Sun, May 31, 2009 at 9:21 PM, Chris 'Xenon' Hanson
wrote:

> Judd Tracy wrote:
> > Boost only needs to be installed if you use certain features.  Shared
> > pointers is not one of those features in which it needs to be
> > installed.
>
>   I like boost myself, and have used parts of it in different projects.
> But, I want to
> clarify the sense of "installed" here.
>
>  I'd differentiate the multiple meanings of "installed" into
> headers-installed and
> libraries-installed. To use any part of boost in your code, you (the person
> compiling the
> boost-using project) must have the boost development kit with headers
> installed. This is
> one component that OSG doesn't currently require. It's pretty version-safe
> -- generally if
> you require boost x.y.z, any version > than that should be fine.
>
>  Judd is right in that most of boost does its magic at compile-time and
> doesn't need
> binary libraries at link-time.
>
>  However, it seems it is still possible to get in trouble when you mix
> binaries compiled
> by different people who used different versions of boost -- whether they
> were using
> compile-time or link-time portions of boost.
>
>  Because OSG incorporates other third-party libraries (such as Collada)
> that incorporate
> boost and are difficult for individual OSG developers or the project
> maintainers to
> recompile every time something changes, we've run afoul of this problem and
> are gun-shy.
>
>  The real question is -- does boost even offer a smart pointer type that
> replicates
> ref_ptr, or is all this a pointless exercise?
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere  Xenon
> AlphaPixel.com
> PixelSense Landsat processing now available!
> http://www.alphapixel.com/demos/
> "There is no Truth. There is only Perception. To Perceive is to Exist." -
> Xen
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Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-31 Thread Chris 'Xenon' Hanson
Judd Tracy wrote:
> Boost only needs to be installed if you use certain features.  Shared
> pointers is not one of those features in which it needs to be
> installed.

  I like boost myself, and have used parts of it in different projects. But, I 
want to
clarify the sense of "installed" here.

  I'd differentiate the multiple meanings of "installed" into headers-installed 
and
libraries-installed. To use any part of boost in your code, you (the person 
compiling the
boost-using project) must have the boost development kit with headers 
installed. This is
one component that OSG doesn't currently require. It's pretty version-safe -- 
generally if
you require boost x.y.z, any version > than that should be fine.

  Judd is right in that most of boost does its magic at compile-time and 
doesn't need
binary libraries at link-time.

  However, it seems it is still possible to get in trouble when you mix 
binaries compiled
by different people who used different versions of boost -- whether they were 
using
compile-time or link-time portions of boost.

  Because OSG incorporates other third-party libraries (such as Collada) that 
incorporate
boost and are difficult for individual OSG developers or the project 
maintainers to
recompile every time something changes, we've run afoul of this problem and are 
gun-shy.

  The real question is -- does boost even offer a smart pointer type that 
replicates
ref_ptr, or is all this a pointless exercise?

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Re: [osg-users] osgGA::GUIEventAdapter::MOVE: doesnt work

2009-05-31 Thread Paul Martz
Are you holding the mouse button down? If so, you'll get a DRAG event,
right? (Is this not universal UI terminology?)

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

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Re: [osg-users] Website not reachable from france and austria

2009-05-31 Thread Alan Purvis

And Ireland.

On 31 May 2009, at 17:45, Sebastian Messerschmidt wrote:


same for germany

Hi,

i can access:

blog.openscenegraph.org
forum.openscenegraph.org

but not www.openscenegraph.org / openscenegraph.org

Seems to be a dns problem?

ping www.openscenegraph.org
PING lemonvm-osg.ai2.upv.es (158.42.9.50) 56(84) bytes of data.

Thank you!

Cheers,
Johannes

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Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-31 Thread Judd Tracy
Boost only needs to be installed if you use certain features.  Shared
pointers is not one of those features in which it needs to be installed.
That was the point that Ismail was probably trying to bring forward.  But
boost shared pointers are a different beast from osg's.

On Sun, May 31, 2009 at 4:27 PM, Ulrich Hertlein wrote:

> On 31/5/09 9:06 PM, Ismail Pazarbasi wrote:
>
>> 2009/5/31 Ulrich Hertlein:
>>
>>> Maybe because boost isn't exactly a light dependency to carry around?
>>> ...
>>>
>>
>> sorry but what's so heavy about boost to carry around? Do you use
>> signal, thread or spirit, or files that require built shared libraries
>> that need to be deployed to target machine?
>>
>
> Well first of all it needs to be installed on every development system on
> every development target.  To have a consistent environment it might be
> better to be built from source instead of binary packages.
>
> Then there might be issues with having to ship shared libraries,
> runtime/linker problems with older distributions, etc.
>
> Maybe not, but you have to admit there's a lot more required than just work
> with what comes with the standard.
>
>
> Cheers,
> /ulrich
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Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-31 Thread Ismail Pazarbasi
2009/5/31 Ulrich Hertlein :
> On 31/5/09 9:06 PM, Ismail Pazarbasi wrote:
>>
>> 2009/5/31 Ulrich Hertlein:
>>>
>>> Maybe because boost isn't exactly a light dependency to carry around?
>>> ...
>>
>> sorry but what's so heavy about boost to carry around? Do you use
>> signal, thread or spirit, or files that require built shared libraries
>> that need to be deployed to target machine?
>
> Well first of all it needs to be installed on every development system on
> every development target.  To have a consistent environment it might be
> better to be built from source instead of binary packages.
>
> Then there might be issues with having to ship shared libraries,
> runtime/linker problems with older distributions, etc.
>
> Maybe not, but you have to admit there's a lot more required than just work
> with what comes with the standard.
>
> Cheers,
> /ulrich
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>

I have no intention to start a debate, but I believe what you think
about boost is incomplete. Also, I am not a Boost advocate. Most of
the Boost is header-only, and does not require _any_ binary to be
built at all. Its license is permissive enough to be used in
commercial projects as well. All smart pointers, type traits, even MPL
can be used by just extracting archive. Therefore, it has no cost at
all for most developers, as long as one doesn't use threads or files
or wave or program options, etc. boost::scoped_ptr is a member of
this 0 cost family. Unfortunately, there _was_ nothing in the standard
that is equivalent of neither scoped_ptr (auto_ptr isn't scoped_ptr),
nor shared_ptr (nor array equivalents of these Boost classes), so
people happily used those. It may require (may not be a lot but some)
refactoring on existing code to convert ::boost::shared_ptr to
::std::tr1::shared_ptr and then to ::std::shared_ptr again (tr1
will be kept as tr1, in addition to std::shared_ptr, which will be
included with next C++0x compliant standard library. To write this
code in cleanest fashion; should I use: namespace alias? so, which
shared_ptr was that, gotta check alias? macro, typedef (then how to
use with templates today) compared to boost::shared_ptr - which is
around for a decade). I am following the standard closely. But because
standard can't encompass everything we want, neither could it make it
on time, we need to use some non-STL solutions as well. Besides, idea
behind Boost was to support standard, preview ideas and see what one
can do (useful) with existing standard. And today, Boost ideas made it
to std (also, to tr1).

There "might" be compatibility issues with any library, if one plays
bad with compiler and linker switches. I'm feeling lucky; I've never
had one (except one time I grabbed prebuilt of 3rd party libraries
from web, which turned out that they were compiled with mingw - I then
compiled everything myself). I, too, try not to depend on boost shared
libraries.

Ismail
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[osg-users] osgGA::GUIEventAdapter::MOVE: doesnt work

2009-05-31 Thread Matthias Asselborn
Hi,

a want to force a Pick each Mouse move  


Code:

case osgGA::GUIEventAdapter::MOVE:
{
if ( pick( ea, pViewer, aa ) )
{
return true;
}
return false;
}
case osgGA::GUIEventAdapter::RELEASE:




i set a breakpoint under the case MOVE: expression 
- no break - 

i tested it in 2.8.0 and 2.9.3 
what's wrong?

Thank you!

Cheers,
Matthias

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Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-31 Thread Ulrich Hertlein

On 31/5/09 9:06 PM, Ismail Pazarbasi wrote:

2009/5/31 Ulrich Hertlein:

Maybe because boost isn't exactly a light dependency to carry around?
...


sorry but what's so heavy about boost to carry around? Do you use
signal, thread or spirit, or files that require built shared libraries
that need to be deployed to target machine?


Well first of all it needs to be installed on every development system on every 
development target.  To have a consistent environment it might be better to be built from 
source instead of binary packages.


Then there might be issues with having to ship shared libraries, runtime/linker problems 
with older distributions, etc.


Maybe not, but you have to admit there's a lot more required than just work with what 
comes with the standard.


Cheers,
/ulrich
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Re: [osg-users] Can I change the plugin directory structure?

2009-05-31 Thread Jean-Sébastien Guay

Hello Rick,

 > Once you've run the ALL_BUILD target (or INSTALL, which depends on 
ALL_BUILD) then the examples will find the plugins just fine, you can 
run them with F5 no problem.


I am not finding this to be the case.  When running with F5 or Ctrl-F5, 
VS runs the example from where it compiled to, NOT where the INSTALL 
project sends it.  In my case, "bin\Release\".  I have built all the 
plugins, and the go to "bin\Release\..\osgPlugins-2.x.x\", which appears 
to be in the wrong relative place (one directory too high) for osgDB to 
find it.  


Well, it works for me (tm), but perhaps that's because I put my install 
directory (whatever CMAKE_INSTALL_PREFIX is set to) on my PATH. I think 
there's a CMake option to remove the Release/ and Debug/ directories in 
the build/bin directory, but I'm not sure which one that is. Have a look 
around the advanced CMake options.


 > Just set your CMAKE_INSTALL_PREFIX to some directory where you want 
the latest OSG binaries+libs+headers to be placed ...


Unfortunately this does not do it either, it creates the 
osgPlugins-2.x.x whether I want it or not.


Yes, and that's by design. It will create the osgPlugins-x.y.z under the 
CMAKE_INSTALL_PREFIX\bin directory. That's where the plugins go, and 
that's where your app will find them. You *should* *not* put the plugins 
directly into the bin directory, or else there's nothing OSG can do for 
you if you mix versions... The osgPlugins-x.y.z mechanism exists to help 
you.



 > Then just copy the right version of the OSG DLLs into your app's bin
 > directory (with its executable) and the osgPlugins-VERSION directory
 > there too (with the plugins inside the directory).

 > ...somepath/bin/myapp.exe
 > ...somepath/bin/osg.dll
 > ...somepath/bin/
 > ...somepath/bin/osgPlugins-x.y.z/osgdb_freetype.dll
 > ...somepath/bin/osgPlugins-x.y.z/

Well, there is the rub.  To keep from having to do all this manually, I 
created a bat file to do the copying for me.  Whenever either one of us 
upgrades OSG, we have to remember to go and change that bat file to 
include the new version number.  Just one more thing to forget to do.


That's why I suggested you use the CMAKE_INSTALL_PREFIX mechanism. Your 
batch file can just copy everything from there (as long as it was empty 
before running the INSTALL target).


1. Set CMAKE_INSTALL_PREFIX to some empty temp directory, say 
C:\OSG_Staging_area.
2. Whenever you want to compile a new version of OSG and put its 
binaries into your app, delete everything in C:\OSG_Staging_area.
3. SVN update, run CMake configure+generate (in case files were 
added/removed), open solution, build the INSTALL target.
4. Run your batch file to copy everything from C:\OSG_Staging_area to 
wherever you want to.


You could even automate this whole process:

::--- Compile_OSG.bat ---
:: Clean old version
del C:\OSG_Staging_area\*.* /s /q /f
:: Change to OSG SVN directory
pushd C:\OSG-SVN\OpenSceneGraph
:: Update from SVN
svn up
:: Change to build subdirectory
md build
pushd build
:: Update project files using CMake in case files were added/removed
"C:\Program Files\CMake 2.6\cmake.exe" ..
:: Set up environment for Visual Studio
call "C:\MSVS8\VC\vcvarsall.bat"
:: Build INSTALL target
devenv OpenSceneGraph.sln /build Release /project INSTALL
:: Copy all contents of OSG_Staging_area to wherever
xcopy C:\OSG_Staging_area\*.* C:\wherever /s
::--- end Compile_OSG.bat ---

Thanks, and sorry for the whining.  I love OSG and all this community 
does.  If it is just a matter of changing something somewhere on my end, 
please let me know.


Maybe just changing the way you expect to do things slightly...

Hope this helps,

J-S
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Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-31 Thread Ismail Pazarbasi
2009/5/31 Ulrich Hertlein :
> On 31/5/09 7:07 PM, James Killian wrote:
>>
>> Not ALL pointers need a reference count like those which are private
>> (not intended to be shared), that's one reason why boost created the
>> scoped pointer... too bad all the c++ programmers I know never use them.
>
> Maybe because boost isn't exactly a light dependency to carry around?
> I have the highest hopes for this once tr1 support becomes more commonplace
> (a good subset is already available with gcc 4.x on Linux and OS X;
> std::tr1::shared_ptr is available on OS X 10.5, recent Linux and MSVC)
>
> Cheers,
> /ulrich
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Hello Ulrich,

sorry but what's so heavy about boost to carry around? Do you use
signal, thread or spirit, or files that require built shared libraries
that need to be deployed to target machine?

Ismail
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Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-31 Thread Ulrich Hertlein

On 31/5/09 7:07 PM, James Killian wrote:

Not ALL pointers need a reference count like those which are private
(not intended to be shared), that's one reason why boost created the
scoped pointer... too bad all the c++ programmers I know never use them.


Maybe because boost isn't exactly a light dependency to carry around?
I have the highest hopes for this once tr1 support becomes more commonplace (a good subset 
is already available with gcc 4.x on Linux and OS X; std::tr1::shared_ptr is available on 
OS X 10.5, recent Linux and MSVC)


Cheers,
/ulrich
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Re: [osg-users] Projective Texturing does not work when using shaders

2009-05-31 Thread Johannes Schüth
Hi Ulrich,

thank you very much. You gave me the right hint to solve my problem.

I just added the texture matrix and everything worked as expected:


Code:

/* set Texture matrix*/
osg::TexMat* texMat = new osg::TexMat;
osg::Matrix mat;

osg::Vec3 projectorPos = osg::Vec3(0.0f, 0.0f, 324.0f);
osg::Vec3 projectorDirection = osg::Vec3(osg::inDegrees(0.0f),
osg::inDegrees(280.0f), osg::inDegrees(-460.0f));
float projectorAngle = 110;
osg::Vec3 up(0.0f, 0.0f, 1.0f);

mat = osg::Matrixd::lookAt(projectorPos, projectorPos
+ projectorDirection, up) * osg::Matrixd::perspective(
projectorAngle, 1.0, 0.1, 100);

texMat->setMatrix(mat);
stateset->setTextureAttributeAndModes(1, texMat, 
osg::StateAttribute::ON);





Ulrich Hertlein wrote:
> Hi Johannes,
> 1) TexGen doesn't modify the texture matrix but generates texture coordinates.
> 2) TexGen is a fixed-function functionality so you'll have to generate the 
> texture 
> coordinates yourself in the vertex shader.
> 


Thank you!

Greetings,
Johannes

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Re: [osg-users] osg::ref_ptr<> used anymore

2009-05-31 Thread James Killian

Yes, it's best to always use ref_ptr.


I would agree with that if it means when working with osg classes / 
foundation.


Not ALL pointers need a reference count like those which are private (not 
intended to be shared), that's one reason why boost created the scoped 
pointer... too bad all the c++ programmers I know never use them.


I use them faithfully (but not when using osg classes).
James Killian

- Original Message - 
From: "Paul Martz" 

To: 
Sent: Friday, May 29, 2009 10:21 AM
Subject: Re: [osg-users] osg::ref_ptr<> used anymore



I used to tell people "once you become familiar with ref_ptrs, you'll learn
where you need them and where you don't, and you can get away with using
regular C/C++ pointers in some cases." I've stopped telling people this,
because I have caught myself multiple times using regular C/C++ pointers,
then later changing the code and assuming it was ref counted, and 
therefore

introducing a leak.

Yes, it's best to always use ref_ptr.

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 Rabbi
Robinson
Sent: Friday, May 29, 2009 8:38 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osg::ref_ptr<> used anymore

Hi,

Thanks for the replies. They really clarified a lot. Looks like for small
pointer, it's all or none deal, e.g. it's best to use them every time a
reference to the pointed object is needed.

Thank you!

Cheers,
Rabbi

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Re: [osg-users] Website not reachable from france and austria

2009-05-31 Thread Sebastian Messerschmidt

same for germany

Hi,

i can access:

blog.openscenegraph.org
forum.openscenegraph.org

but not www.openscenegraph.org / openscenegraph.org

Seems to be a dns problem?

ping www.openscenegraph.org
PING lemonvm-osg.ai2.upv.es (158.42.9.50) 56(84) bytes of data.

Thank you!

Cheers,
Johannes

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Re: [osg-users] Projective Texturing does not work when using shaders

2009-05-31 Thread Ulrich Hertlein

Hi Johannes,

On 30/5/09 7:59 PM, Johannes Schüth wrote:

when i'm using shaders instead of fixed functionality to create projective 
textures the
resulting texture mapping is a tiny spot in the center of the terrain model.

If i disable the shaders by removing the follwing line i get a correct 
projection as
you can see in the image below.

...
I belive i do something wrong about the texture matrix generation.

My vertex shader just calculates the texture coordinate for the given vertex by 
using
the texture matrix 1:
...

Perhaps you have any tips according to my problem? Maybe i have missed a step 
according
to the texture matrix generation?


1) TexGen doesn't modify the texture matrix but generates texture coordinates.
2) TexGen is a fixed-function functionality so you'll have to generate the texture 
coordinates yourself in the vertex shader.


Cheers,
/ulrich
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Re: [osg-users] Inserting a Switch node into the SG

2009-05-31 Thread Jim Vaughan

Hi Paul,

Thanks for the help.  I tracked down a bug in my code that was causing
the Group that I wanted to be under the Switch to be inserted into
the SceneGraph twice.

Cheers,
Jim

> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org 
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
> Of Paul Martz
> Sent: Friday, May 29, 2009 5:57 PM
> To: 'OpenSceneGraph Users'
> Subject: Re: [osg-users] Inserting a Switch node into the SG
> 
> > > How are you determining that you are getting the wrong 
> results? What 
> > > you show as the result seems impossible for the code 
> you've posted, as 
> > > 'parent'
> > > only adds one child: the switch.
> > 
> > I saved the scenegraph to a file and looked at it.
> 
> When are you doing the file write? I'm concerned that some 
> other code might
> be operating on your scene graph between when you load it and 
> when you write
> it out. If I were you, I'd write it out twice, first at the 
> top of the code
> you originally posted, and second at the bottom, so you get 
> an unambiguous
> "before and after" shot of exactly what that one function is changing.
>-Paul
> 
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