Re: [osg-users] [build] building OSG as static library

2009-06-19 Thread Jean-Sébastien Guay

Just a further note:

Also check out the osgstaticviewer example as Robert mentioned, you'll 
see that you need some special declarations in order to be able to use 
the plugins and other things in a static context.


In other words, I don't think you can just swap out the dynamic libs for 
the static ones and rebuild the project and hope it will work. There are 
things you need to do in addition to that so it will work in a static 
context.


Hope that clears things up a bit.

J-S
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Re: [osg-users] [build] building OSG as static library

2009-06-19 Thread Jean-Sébastien Guay

Hi Stefan,


My OSG static libs built fine under windows but when I try to use them in my 
app (swapping them out for the synamic ones) I get linker problems:


This:


__declspec(dllimport)


means that your app still thinks it needs to link to a DLL. Look at the 
include/osg/Export header, and you'll see that your app needs to define 
OSG_LIBRARY_STATIC in order not to get those __declspec(dllimport) 
symbols. You should add those to your app's configuration - in Visual 
Studio it's Project properties - C/C++ - Preprocessor Definitions. On 
Linux you could add -DOSG_LIBRARY_STATIC to your CXXFLAGS in your 
makefile, if that's what you're using to build.


Also check out the osgstaticviewer example as Robert mentioned, you'll 
see that you need some special declarations in order to be able to use 
the plugins and other things in a static context.


Note that I've never built OSG statically myself and as a result, have 
never used it as you're trying to, but those are things I think must be 
done for it to work. If you have further problems others might be able 
to help more than me.


Hope this helps,

J-S
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Re: [osg-users] [build] building OSG as static library

2009-06-19 Thread stefan nortd
Hi again,

Since I got stuck on linux I continued my little adventure on windows VC9sp1. 
Unfortunately I got stuck at pretty much the same spot. I wonder if my problems 
on these two platforms have something in common. My OSG static libs built fine 
under windows but when I try to use them in my app (swapping them out for the 
synamic ones) I get linker problems:


Code:

Linking...
testApp.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) 
public: __thiscall osg::Box::Box(class osg::Vec3f const &,float)" 
(__imp_??0...@osg@@q...@abvvec3f@1...@m@Z)
testApp.obj : error LNK2001: unresolved external symbol "public: virtual class 
osg::Object * __thiscall osg::Box::cloneType(void)const " 
(?clonet...@box@osg@@ubepavobj...@2@XZ)
testApp.obj : error LNK2001: unresolved external symbol "public: virtual class 
osg::Object * __thiscall osg::Box::clone(class osg::CopyOp const &)const " 
(?cl...@box@osg@@ubepavobj...@2@abvcop...@2@@Z)
testApp.obj : error LNK2001: unresolved external symbol "public: virtual bool 
__thiscall osg::Box::isSameKindAs(class osg::Object const *)const " 
(?issamekin...@box@osg@@ube_npbvobj...@2@@Z)
testApp.obj : error LNK2001: unresolved external symbol "public: virtual char 
const * __thiscall osg::Box::libraryName(void)const " 
(?libraryn...@box@osg@@UBEPBDXZ)
testApp.obj : error LNK2001: unresolved external symbol "public: virtual char 
const * __thiscall osg::Box::className(void)const " 
(?classn...@box@osg@@UBEPBDXZ)
testApp.obj : error LNK2001: unresolved external symbol "public: virtual void 
__thiscall osg::Box::accept(class osg::ConstShapeVisitor &)const " 
(?acc...@box@osg@@ubexaavconstshapevisi...@2@@Z)
testApp.obj : error LNK2001: unresolved external symbol "public: virtual void 
__thiscall osg::Box::accept(class osg::ShapeVisitor &)" 
(?acc...@box@osg@@uaexaavshapevisi...@2@@Z)
testApp.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) 
public: void __thiscall osgGA::EventQueue::windowResize(int,int,int,int)" 
(__imp_?windowres...@eventqueue@osgGA@@qaexh...@z)
testApp.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) 
public: void __thiscall osg::GraphicsContext::resized(int,int,int,int)" 
(__imp_?resi...@graphicscontext@osg@@qaexh...@z)
ofxOsgNode.obj : error LNK2001: unresolved external symbol 
"__declspec(dllimport) public: void __thiscall 
osg::BlendFunc::setFunction(unsigned int,unsigned int)" 
(__imp_?setfunct...@blendfunc@osg@@qae...@z)
ofxOsgNode.obj : error LNK2001: unresolved external symbol 
"__declspec(dllimport) public: class osg::Vec3d const & __thiscall 
osg::PositionAttitudeTransform::getPosition(void)const " 
(__imp_?getposit...@positionattitudetransform@osg@@qbeabvve...@2@XZ)
ofxOsgNode.obj : error LNK2001: unresolved external symbol 
"__declspec(dllimport) public: class osg::Quat const & __thiscall 
osg::PositionAttitudeTransform::getAttitude(void)const " 
(__imp_?getattit...@positionattitudetransform@osg@@qbeabvq...@2@XZ)
ofxOsgNode.obj : error LNK2001: unresolved external symbol 
"__declspec(dllimport) public: class osg::Vec3d const & __thiscall 
osg::PositionAttitudeTransform::getPivotPoint(void)const " 
(__imp_?getpivotpo...@positionattitudetransform@osg@@qbeabvve...@2@XZ)
bin\graphicsExample.exe : fatal error LNK1120: 14 unresolved externals





Any immediate thoughts?


stefan hechenberger

http://linear.nortd.com

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Re: [osg-users] I can't load Released OSG library in Debug Mode.

2009-06-19 Thread Jean-Sébastien Guay

Hi Ümit,

It is interesting no-no which is seen to me odd :) It always restrict us 
while using created dll project which uses osg. So I have to create my 
own dll project in two version (debug and release) for compiling new 
project which uses this dll in it for possibility of beeing different 
compilation mode.


Yes, and as I said, it's nothing new. Since VC++ 2005 it's been like that.

J-S
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[osg-users] [osgPlugins] could not find plugin to read objects from file

2009-06-19 Thread Wang Xianghua
Hi,

could I write a new plugin which transfers my file to osg, and I want use the 
command:
osgviewer myfile
and I am sure I can transfer myfile to Geode*.
but, when the program run, the warning: could not find plugin to read objects 
from file"..."
Also, I set the PATH and OSG_LIBRARY_PATH to attach my DLL.

what I can do? can't I write my own plugin?
... 

Thank you!

Cheers,
abc9804

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Re: [osg-users] I can't load Released OSG library in Debug Mode.

2009-06-19 Thread Ümit Uzun
Thanks Vincent and JS;

It is interesting no-no which is seen to me odd :) It always restrict us
while using created dll project which uses osg. So I have to create my own
dll project in two version (debug and release) for compiling new project
which uses this dll in it for possibility of beeing different compilation
mode.

Best Regards.

2009/6/19 Jean-Sébastien Guay 

> Hello Ümit,
>
>  Until now, I have been using VS2003 in all project. But we have upgraded
>> to VS2008. I don't know why can't load released OSG in Debug mode or vice
>> versa. It throws and std::badalloc exception while using reading some model
>> or images by osgDB's static functions(readNode, readImageFile etc...) But
>> same code works when working same mode.
>> VS2008 don't let us to use this interchangeability anymore or should I set
>> some parameters?
>>
>
> You mean you're trying to link an app compiled in debug with an OSG lib
> compiled in release, or vice versa?
>
> Yeah, that's a big no-no, and it's been discussed often on this list. You
> need to match the debug/release across your whole project, at least since
> VC++ 2005. Otherwise the standard library used is different and makes
> different assumptions about how to allocate memory and other things.
>
> This is true for any library that is coded in C++. If the dependency
> contains only C code, you can use only the release version of that lib with
> both release and debug applications if you want.
>
> The OSG dependencies packages contain both release and debug dependencies,
> and CMake will choose the right one when compiling OSG. You just need to
> make sure you do the same thing in your own apps/projects - when compiling
> your project in release, link to osg.lib/osgDB.lib/... and when compiling it
> in debug, link to osgd.lib/osgDBd.lib/...
>
> Hope this helps,
>
> J-S
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Re: [osg-users] [build] building OSG as static library

2009-06-19 Thread stefan nortd
Hi,

Now I am stuck on linux (ubuntu 9.04). I was able to build OSG as static libs 
without a hick. When I try to run the my app I get linker problems. If I switch 
in the dynamic precompiled binaries from the wiki the built goes fine. I am 
afraid I might miss something obvious that xcode does on its own. Is there 
anything I need to do differently when linking to static libs as opposed 
dynamic libs? I guess I need to figure out somehow if my static libs are punk 
or if I am linking them in wrong.

Here is the error I get:

==
../../../addons/ofxOsg/libs/osg/lib/linux/libosg.a(BufferObject.o)||In function 
`__static_initialization_and_destruction_0(int, int)':|
BufferObject.cpp|| undefined reference to `OpenThreads::Mutex::Mutex()'|
BufferObject.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
../../../addons/ofxOsg/libs/osg/lib/linux/libosg.a(Camera.o)||In function 
`osg::Camera::~Camera()':|
Camera.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
Camera.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
../../../addons/ofxOsg/libs/osg/lib/linux/libosg.a(Camera.o)||In function 
`osg::Camera::~Camera()':|
Camera.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
Camera.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|

(keeps on going)

==

Any ideas?


stefan hechenberger

http://linear.nortd.com

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[osg-users] pixelBufferObject

2009-06-19 Thread Alena Bacova
Hi all,
I was recently playing with osgscreencapture and was wandering what is
responsible for different PBO support, one of my machines supports
single_pbo ( centos) and second one supports double_pbo (windows xp), is it
driver dependant or hardware dependant, or os dependant? or what am I
missing?

any links to this topic are welcome


Thanks

Alena Bacova
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Re: [osg-users] Non-square osgParticles?

2009-06-19 Thread Jason Daly

Kris Dale wrote:

Morning all,

Okay, bear with me if this seems an extremely dumb question.  I'm extremely new 
to OSG (heck, I'm new to 3D graphics in general, I've only made it through 
Chapter 5 of the OpenGL red book...), and I'm basically having to learn as much 
as fast as I can and what might seem obvious may be moderately difficult to 
me...

Anyway, the question is this:  I'm trying to simulate a jet stream emanating from a projectile in motion (ie. jet, rocket, space shuttle, etc.).  I've managed to get through setting up a ParticleEffect and attaching it to the back of a Node model and everything, and in terms of where it's placed and such it actually looks pretty good, but it's in the details I'm a little bothered.  

While I've been able to change the actual size of the particles, I can't seem to figure out how to change the SHAPE of the particles.  I'd like to try to round them out a little.  I noticed the Particle object has the function setRadius but I've changed that to all sorts of extrema and don't see any difference...  changing the size range works but they're still perfect squares.  Is there no way to produce round (or even just rounded edge) particles? 


Thanks to anyone that can offer any help...
  


Particles are typically rendered as quads, just because it's efficient 
to do so.  Generally rounded objects are expensive (in computation time) 
to do when you're dealing with polygonal rendering, as OpenGL and OSG do.


To make the particles "look" round, you typically just need to apply a 
texture map that is transparent near the corners of the quad.  I 
attached an example image to give you an idea what I mean.  When you 
apply this texture to your particles, they'll look round, even though 
they're still being drawn as quads.


--"J"



Kris

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[osg-users] osgOcean is OSG 2.6 compatible

2009-06-19 Thread Jean-Sébastien Guay

Hi all,

I just wanted to let people know that as of yesterday, the osgOcean 
trunk is OSG-2.6 compatible. Our framework here at work is still using 
OSG 2.6, and so when I integrated osgOcean into it I made the necessary 
changes.


It might even run on earlier versions, but I can't test that.

J-S
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[osg-users] Non-square osgParticles?

2009-06-19 Thread Kris Dale
Morning all,

Okay, bear with me if this seems an extremely dumb question.  I'm extremely new 
to OSG (heck, I'm new to 3D graphics in general, I've only made it through 
Chapter 5 of the OpenGL red book...), and I'm basically having to learn as much 
as fast as I can and what might seem obvious may be moderately difficult to 
me...

Anyway, the question is this:  I'm trying to simulate a jet stream emanating 
from a projectile in motion (ie. jet, rocket, space shuttle, etc.).  I've 
managed to get through setting up a ParticleEffect and attaching it to the back 
of a Node model and everything, and in terms of where it's placed and such it 
actually looks pretty good, but it's in the details I'm a little bothered.  

While I've been able to change the actual size of the particles, I can't seem 
to figure out how to change the SHAPE of the particles.  I'd like to try to 
round them out a little.  I noticed the Particle object has the function 
setRadius but I've changed that to all sorts of extrema and don't see any 
difference...  changing the size range works but they're still perfect squares. 
 Is there no way to produce round (or even just rounded edge) particles? 

Thanks to anyone that can offer any help...

Kris

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[osg-users] osgOcean presentation at OSG BOF?

2009-06-19 Thread Paul Martz
Hi -- I'm wondering if one of the Oceanus developers will be at 
SIGGRAPH, and if so, would be willing to give a 5-minute 
presentation/demo of Oceanus? I personally haven't had time to try it 
out, but it has obviously generated a lot of interest and I think it'd 
be a valuable addition to the scheduled BOF presentations.


Contact me off line by email and we can discuss further.
  -Paul
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Re: [osg-users] Annotating large numbers of objects

2009-06-19 Thread Andrew Cunningham
In the end I rendered all 255 characters of  my chosen annotation 
font/style/size into 255 gl bitmaps, then use glBitMap to draw strings on the 
fly composing them from the character bitmaps

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Re: [osg-users] VPB refusal to build under certain conditions

2009-06-19 Thread Chris 'Xenon' Hanson
Robert Osfield wrote:
> Hi Chris,
> I have just tracked down and fixed the problem in VPB that was causing
> this problem with building databases when then destination resolution
> is greater than the source data.  I have tested this fix against the
> data and command line options you supplied and everything looks to be
> fine now.

  Thanks much. That cause is about what I expected.

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Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-06-19 Thread Pierre BOURDIN
Dear Kim,
2009/6/19 Kim C Bale :
> Pierre,
>
> Many thanks. I've downloaded the debug data, and it's looks fine :(. The 
> vertices seem to be ok and so does the mipmapping information.
>
> You mention that the you've tried it with a different graphics card and it 
> worked. Was this machine using the same linux distribution?

No it's not the same at all:
KUbuntu 9.04 x86_64 - kernel 2.6.28-11 SMP x86_64
g++ is 4.3.3
Nvidia drivers 180.51
OSG version 2.8.1

>It's a nightmare not being able to replicate it.
You've really done a lot of work, and a good job, this nasty bug is
probably a combination of factor... I wonder how numerous we are
having this bug ? So far if we are only 2, you don't have to worry
that much. If someone else using a Linux 32 bits distribution could
test as well...

I won't have many time next week, but if I can, I'll try to witch the
2 cards, just to see if it's working well with the 4600 on debian 32
bits...
>
> I starting to think it might be because I've used degenerate triangles in the 
> primitives.
>
>>When I reach the water surface, the
>>view is flickering until I'm completely underwater... Has someone else
>>experience the same effect ?
>
> I think i know about this one, inside OceanScene it flips between different 
> lighting and full screen effects when the eye position passes over the 
> average wave height. So you're probably seeing the above water and below 
> water effects flicking between each other if you're near the threshold. I 
> think the only way to solve this is to force the camera down or up when it's 
> near the threshold so that you don't see the change in effects. But I don't 
> think it's the place of osgOcean to do that. Perhaps a shader transition 
> could be used, I'll have a think.
>
I was playing with all the options and I can't reproduce it any more ?!

it's even really nice and realistic !! (see the pics enclosed)

Great work.

> Thanks for the help.
>
> Kim.

Thanks for your all.

Pierre.
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Re: [osg-users] How to test for anti-alias support

2009-06-19 Thread Pecoraro, Alexander N
I'm running on Redhat Linux:

$ uname -a
Linux cavs 2.6.18-92.1.22.el5PAE #1 SMP Fri Dec 5 09:58:49 EST 2008 i686 i686 
i386 GNU/Linux

My video card is an NVIDIA GeForce 9600 GT, here is some driver information 
from my X log:

NVIDIA GLX Module  173.14.12  Thu Jul 17 18:36:35 PDT 2008
NVIDIA dlloader X Driver  173.14.12  Thu Jul 17 18:15:54 PDT 2008
NVIDIA Unified Driver for all Supported NVIDIA GPUs

Here is the rest of the NVidia related output from my X log (just in case it is 
useful):

(--) Chipset NVIDIA GPU found
(II) Module wfb: vendor="NVIDIA Corporation"
(**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32
(==) NVIDIA(0): RGB weight 888
(==) NVIDIA(0): Default visual is TrueColor
(==) NVIDIA(0): Using gamma correction (1.0, 1.0, 1.0)
(**) NVIDIA(0): Enabling RENDER acceleration
(II) NVIDIA(0): Support for GLX with the Damage and Composite X extension is
(II) NVIDIA(0): enabled.
(II) NVIDIA(0): NVIDIA GPU GeForce 9600 GT (G94) at PCI:8:0:0 (GPU-0)
(--) NVIDIA(0): Memory: 524288 kBytes
(--) NVIDIA(0): VideoBIOS: 62.94.11.00.02
(II) NVIDIA(0): Detected PCI Express Link width: 16X
(--) NVIDIA(0): Interlaced video modes are supported on this GPU
(--) NVIDIA(0): Connected display device(s) on GeForce 9600 GT at PCI:8:0:0:
(--) NVIDIA(0): DELL 1907FP (CRT-0)
(--) NVIDIA(0): DELL 1907FP (CRT-0): 400.0 MHz maximum pixel clock
(II) NVIDIA(0): Assigned Display Device: CRT-0
(II) NVIDIA(0): Validated modes:
(II) NVIDIA(0): "1280x1024"
(II) NVIDIA(0): "1280x960"
(II) NVIDIA(0): "1280x800"
(II) NVIDIA(0): "1152x864"
(II) NVIDIA(0): "1024x768"
(II) NVIDIA(0): "800x600"
(II) NVIDIA(0): "800x600"
(II) NVIDIA(0): "640x480"
(II) NVIDIA(0): "640x480"
(II) NVIDIA(0): Virtual screen size determined to be 1280 x 1024
(--) NVIDIA(0): DPI set to (85, 86); computed from "UseEdidDpi" X config
(--) NVIDIA(0): option
(==) NVIDIA(0): Disabling 32-bit ARGB GLX visuals.
(II) NVIDIA(0): Initialized GPU GART.
(II) NVIDIA(0): Setting mode "1280x1024"
(II) Loading extension NV-GLX
(II) NVIDIA(0): NVIDIA 3D Acceleration Architecture Initialized
(II) NVIDIA(0): Using the NVIDIA 2D acceleration architecture
(==) NVIDIA(0): Backing store disabled
(==) NVIDIA(0): Silken mouse enabled
(**) NVIDIA(0): DPMS enabled
(II) Loading extension NV-CONTROL

Akex

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Friday, June 19, 2009 1:15 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] How to test for anti-alias support

Hi Alex,

What OS, Hardware, drivers are you using?

Robert.

On Thu, Jun 18, 2009 at 8:24 PM, Pecoraro, Alexander
N wrote:
> Is there a different or better way to test for anti-aliasing support than to
> just call osg::DisplaySettings::instance()->setNumMultiSamples() repeatedly
> with smaller and smaller values, which doesn't seem to work for me anyway
> (so hopefully the answer is yes). I tried to have it set the number of multi
> samples and then call realize() on the viewer and if it failed to realize I
> have it try a smaller value for number of samples. What ends up happening is
> that it starts at 8, fails, then tries 4, which I know is supported by my
> video card so it should work and it appears to work, but the window opens
> and it is just black and nothing seems to render to it. So I'm wondering if
> my way of checking for anti-aliasing support is wrong. Here is the debug
> output from my attempts to make this work:
>
>
>
> Setting anti-aliasing samples to: 8
>
> GraphicsContext::registerGraphicsContext 0x8e4ff20
>
> Relaxing traits
>
> Error: Not able to create requested visual.
>
> close(1)0x8e4ff20
>
> close(0)0x8e4ff20
>
> GraphicsContext::unregisterGraphicsContext 0x8e4ff20
>
> Viewer::realize() - No valid contexts found, setting up view across all
> screens.
>
> GraphicsContext::getWindowingSystemInterface() 0x8e4c030   0x102ee20
>
> GraphicsContext::registerGraphicsContext 0x8e51e28
>
> Relaxing traits
>
> Error: Not able to create requested visual.
>
> close(1)0x8e51e28
>
> close(0)0x8e51e28
>
> GraphicsContext::unregisterGraphicsContext 0x8e51e28
>
>   GraphicsWindow has not been created successfully.
>
> Viewer::realize() - failed to set up any windows
>
>
>
> Trying anti aliasing samples at 4
>
> Viewer::realize() - No valid contexts found, setting up view across all
> screens.
>
> GraphicsContext::getWindowingSystemInterface() 0x8e4c030   0x102ee20
>
> GraphicsContext::registerGraphicsContext 0x8e51e28
>
> GraphicsContext::getWindowingSystemInterface() 0x8e4c030   0x102ee20
>
> GraphicsContext::createNewContextID() creating contextID=0
>
> Updating the MaxNumberOfGraphicsContexts to 1
>
>   GraphicsWindow has been created successfully.
>
> X window successfully opened
>
>
>
> So even though it appears that the "GraphicsWindow has been created
> successfully", my app is not able to render anything into the window. The
> funny thing i

Re: [osg-users] VPB refusal to build under certain conditions

2009-06-19 Thread Robert Osfield
Hi Chris,

I have just tracked down and fixed the problem in VPB that was causing
this problem with building databases when then destination resolution
is greater than the source data.  I have tested this fix against the
data and command line options you supplied and everything looks to be
fine now.

An svn update on VPB will get this fix.  A word of note though, VPB
svn/trunk now requires the svn/trunk version of the OSG as the new
support for database patching and database revisions relies on new
osgDB/DatabaseRevisions classes.

This week I completed the last must have feature for VPB-1.0, so will
now be looking at testing and documentation for it's 1.0 release.
I'll also be making a 2.9.5 release very soon too and this may well be
the version that VPB-1.0 will build against (although the official OSG
version will be the up comming OSG-2.10).

Robert.

On Tue, Jun 2, 2009 at 11:37 PM, Chris 'Xenon'
Hanson wrote:
>  Recently, I was trying to build a very specific piece of terrain dataset, 
> and VPB was
> refusing to build it. I'm asking for clarification about what criteria VPB 
> uses when
> deciding whether to build or not. while I talk below about VPB, I was using 
> OSGDEM
> directly, as it was a small and simple build.
>
>  The input data was 90m SRTM DEM data and 30m Landsat natural color imagery. 
> I requested
> VPB build a dataset of 1/10 of one degree wide and high (for example, 10.0N 
> to 10.1N and
> 150.0W to 150.1W). Under these circumstances, VPB refused to build. I need to 
> see if I
> still have the output log to see what it said.
>
>  Changing to 30m DEM data (by interpolating the 90m up in Global Mapper) 
> convinced VPB to
> build. Using the 90m DEM data and a wider block (10.0N to 10.2N and 150.0W to 
> 150.2W) also
> convinced it things were ok.
>
>  I'm imagining there is some threshold where VPB won't build if there are 
> fewer than N
> columns wide and M rows high of input DEM data cells covering the desired 
> output region,
> but what are N/M, and where are they defined?
>
> --
>     Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
>                3D World Maps: http://3d-world-map.com/
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Re: [osg-users] PolytopeIntersector "distance" and Transform

2009-06-19 Thread Andrew Cunningham
Hi Peter,

Although your fix did not work - it is definitely the "scale" part of the 
transform causing the problem. If I remove the scaling part of the transform , 
then the polytope picking works as expected
... 

Andrew

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Re: [osg-users] osgdem write permission error

2009-06-19 Thread Robert Osfield
Hi Yurii,

On Mon, Apr 20, 2009 at 8:51 PM, Yurii Monakov wrote:
> The problem was in wrong diagnostic message (from
> vpb::DataSet::_writeNodeFile). In fact, osgDB complained about missing *.ive
> plugin, which was not on the path. Debugging is a great thing.

I have just completed some work on VirtualPlanetBuilder that improves
the error reporting so that rather than get a report of a permissions
problem we get the message of the sort:

Caught exception : Warning: Could not find plugin to write nodes to
file "myDirectory/output.ive".

This improvement along with others is now checked into svn/trunk.

Robert.
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Re: [osg-users] osgOcean : Integration into existingDatabase/Application

2009-06-19 Thread Kim C Bale
Hi Adrian,

>I am wondering why you having problem with terrain mainpulators if the 
>deformation gets done in vertex shader. so what i would like to mention is the 
>fact that if the gpu support shader 3 (since 2007) you could pass a texture 
>with deformation field information to the GPU and then the geometry stay 
>allways similar. 

The deformation doesn't get done in the vertex shader at the moment. However, 
it is something to think about.

K.


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adrian Egli 
OpenSceneGraph (3D)
Sent: 19 June 2009 15:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean : Integration into 
existingDatabase/Application

Hi Kim and John 

Manipulator developing is a hard task, i will say good and robust and easy to 
use manipulator are not quite easy to write or to work out. So it would be 
important having default or common manipulator working with the osgOcean. 

I am wondering why you having problem with terrain mainpulators if the 
deformation gets done in vertex shader. so what i would like to mention is the 
fact that if the gpu support shader 3 (since 2007) you could pass a texture 
with deformation field information to the GPU and then the geometry stay 
allways similar. 

regards adrian 
2009/6/19 John Vidar Larring 
Hi Kim and Adrian,


> As far as I can tell only two of the osgGA manipulators are compatible
> - Trackball and FlightManipulator. Although you're right the trackball
> implementation doesn't seem to work correctly, I suspect this is to do
> with the fact that it doesn't have a node to focus on.
> TerrainManipulator and DriveManipulators aren't compatible because the
> ocean surface is animated and they try to position themselves by
> intersecting with the surface below them, which in the case of the
> ocean surface, is moving up and down all the time so it creates a
> nasty camera juddering. I had a go at adding them but I simply
> couldn't get them to play nicely.
>
> If you manage to get them working I'd be interested to see how.
Just one idea I'd like to throw out there before I forget. One could possibly 
make an EllipsoidManipulator quite easily. It would essentially behave like a 
TerrainManipulator except that it would not take elevation into account; just 
doing simple ray-ellipoid intersection testing instead.

Even better, if there is a way to tell whether intersecting geometry is static 
or dynamic, one could theoretically implement a manipulator which behaves like 
the TerrainManipulator over land, and like an Ellipsoid manipulator over the 
ocean.

Best regards,
John


Kim C Bale wrote:
Hi Adrien,
Well first the openscenegraph motionmodel or manipluators, manager aren't 
working. it would be good to get similar behaviour >like in application-viewer 
example. this would be important for integration into existing applications.

As far as I can tell only two of the osgGA manipulators are compatible - 
Trackball and FlightManipulator. Although you're right the trackball 
implementation doesn't seem to work correctly, I suspect this is to do with the 
fact that it doesn't have a node to focus on. TerrainManipulator and 
DriveManipulators aren't compatible because the ocean surface is animated and 
they try to position themselves by intersecting with the surface below them, 
which in the case of the ocean surface, is moving up and down all the time so 
it creates a nasty camera juddering. I had a go at adding them but I simply 
couldn't get them to play nicely. 
If you manage to get them working I'd be interested to see how.
it be not much easier that we can append a geometry (osg file, ive file ,... ) 
which should be used to attach the water shaders.

I haven't thought a lot about how to implement non-uniform shapes of animated 
water yet, the goal of osgOcean 1.0 was to get open sea rendering working. 
However, one of the nice things about the FFT approach is that it tiles. So it 
would be possible to modify the algorithm so that it places tiles in a 
non-uniform configuration rather than in a square shape. 
The current implementation of osgOcean uses a large vertex array that stores 
the vertices for all the tiles on screen. But a future enhancement will be to 
store only 1 tiles worth of vertices and then instance it positioning the tiles 
using a vertex shader. This will be a far more flexible and efficient approach 
and more suitable for deployment in large terrain datasets.

Regards,

Kim.

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Re: [osg-users] osgOcean : Integration intoexisting Database/Application

2009-06-19 Thread Kim C Bale
Hi John,

I'm not quite sure I understand the concept of an ellipsoid manipulator.

Do you mean form an bounding ellipse over the ocean surface from which
would be used to do the intersection?

Wouldn't this suffer from strange intersections nearer the edges?

Regards,

Kim.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John
Vidar Larring
Sent: 19 June 2009 14:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean : Integration intoexisting
Database/Application

Hi Kim and Adrian,

 > As far as I can tell only two of the osgGA manipulators are
compatible
 > - Trackball and FlightManipulator. Although you're right the
trackball
 > implementation doesn't seem to work correctly, I suspect this is to
do
 > with the fact that it doesn't have a node to focus on.
 > TerrainManipulator and DriveManipulators aren't compatible because
the
 > ocean surface is animated and they try to position themselves by
 > intersecting with the surface below them, which in the case of the
 > ocean surface, is moving up and down all the time so it creates a
 > nasty camera juddering. I had a go at adding them but I simply
 > couldn't get them to play nicely.
 >
 > If you manage to get them working I'd be interested to see how.

Just one idea I'd like to throw out there before I forget. One could 
possibly make an EllipsoidManipulator quite easily. It would essentially

behave like a TerrainManipulator except that it would not take elevation

into account; just doing simple ray-ellipoid intersection testing
instead.

Even better, if there is a way to tell whether intersecting geometry is 
static or dynamic, one could theoretically implement a manipulator which

behaves like the TerrainManipulator over land, and like an Ellipsoid 
manipulator over the ocean.

Best regards,
John

Kim C Bale wrote:
> Hi Adrien,
> 
>> Well first the openscenegraph motionmodel or manipluators, manager
aren't working. it would be good to get similar behaviour >like in
application-viewer example. this would be important for integration into
existing applications.
> 
> As far as I can tell only two of the osgGA manipulators are compatible
- Trackball and FlightManipulator. Although you're right the trackball
implementation doesn't seem to work correctly, I suspect this is to do
with the fact that it doesn't have a node to focus on.
TerrainManipulator and DriveManipulators aren't compatible because the
ocean surface is animated and they try to position themselves by
intersecting with the surface below them, which in the case of the ocean
surface, is moving up and down all the time so it creates a nasty camera
juddering. I had a go at adding them but I simply couldn't get them to
play nicely. 
> 
> If you manage to get them working I'd be interested to see how.
> 
>> it be not much easier that we can append a geometry (osg file, ive
file ,... ) which should be used to attach the water shaders.
> 
> I haven't thought a lot about how to implement non-uniform shapes of
animated water yet, the goal of osgOcean 1.0 was to get open sea
rendering working. 
> 
> However, one of the nice things about the FFT approach is that it
tiles. So it would be possible to modify the algorithm so that it places
tiles in a non-uniform configuration rather than in a square shape. 
> 
> The current implementation of osgOcean uses a large vertex array that
stores the vertices for all the tiles on screen. But a future
enhancement will be to store only 1 tiles worth of vertices and then
instance it positioning the tiles using a vertex shader. This will be a
far more flexible and efficient approach and more suitable for
deployment in large terrain datasets.
> 
> Regards,
> 
> Kim.
> 

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Re: [osg-users] osgOcean : Integration into existing Database/Application

2009-06-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi Kim and John
Manipulator developing is a hard task, i will say good and robust and easy
to use manipulator are not quite easy to write or to work out. So it would
be important having default or common manipulator working with the
osgOcean.

I am wondering why you having problem with terrain mainpulators if the
deformation gets done in vertex shader. so what i would like to mention is
the fact that if the gpu support shader 3 (since 2007) you could pass a
texture with deformation field information to the GPU and then the geometry
stay allways similar.

regards adrian

2009/6/19 John Vidar Larring 

> Hi Kim and Adrian,
>
> > As far as I can tell only two of the osgGA manipulators are compatible
> > - Trackball and FlightManipulator. Although you're right the trackball
> > implementation doesn't seem to work correctly, I suspect this is to do
> > with the fact that it doesn't have a node to focus on.
> > TerrainManipulator and DriveManipulators aren't compatible because the
> > ocean surface is animated and they try to position themselves by
> > intersecting with the surface below them, which in the case of the
> > ocean surface, is moving up and down all the time so it creates a
> > nasty camera juddering. I had a go at adding them but I simply
> > couldn't get them to play nicely.
> >
> > If you manage to get them working I'd be interested to see how.
>
> Just one idea I'd like to throw out there before I forget. One could
> possibly make an EllipsoidManipulator quite easily. It would essentially
> behave like a TerrainManipulator except that it would not take elevation
> into account; just doing simple ray-ellipoid intersection testing instead.
>
> Even better, if there is a way to tell whether intersecting geometry is
> static or dynamic, one could theoretically implement a manipulator which
> behaves like the TerrainManipulator over land, and like an Ellipsoid
> manipulator over the ocean.
>
> Best regards,
> John
>
> Kim C Bale wrote:
>
>> Hi Adrien,
>>
>>  Well first the openscenegraph motionmodel or manipluators, manager aren't
>>> working. it would be good to get similar behaviour >like in
>>> application-viewer example. this would be important for integration into
>>> existing applications.
>>>
>>
>> As far as I can tell only two of the osgGA manipulators are compatible -
>> Trackball and FlightManipulator. Although you're right the trackball
>> implementation doesn't seem to work correctly, I suspect this is to do with
>> the fact that it doesn't have a node to focus on. TerrainManipulator and
>> DriveManipulators aren't compatible because the ocean surface is animated
>> and they try to position themselves by intersecting with the surface below
>> them, which in the case of the ocean surface, is moving up and down all the
>> time so it creates a nasty camera juddering. I had a go at adding them but I
>> simply couldn't get them to play nicely.
>> If you manage to get them working I'd be interested to see how.
>>
>>  it be not much easier that we can append a geometry (osg file, ive file
>>> ,... ) which should be used to attach the water shaders.
>>>
>>
>> I haven't thought a lot about how to implement non-uniform shapes of
>> animated water yet, the goal of osgOcean 1.0 was to get open sea rendering
>> working.
>> However, one of the nice things about the FFT approach is that it tiles.
>> So it would be possible to modify the algorithm so that it places tiles in a
>> non-uniform configuration rather than in a square shape.
>> The current implementation of osgOcean uses a large vertex array that
>> stores the vertices for all the tiles on screen. But a future enhancement
>> will be to store only 1 tiles worth of vertices and then instance it
>> positioning the tiles using a vertex shader. This will be a far more
>> flexible and efficient approach and more suitable for deployment in large
>> terrain datasets.
>>
>> Regards,
>>
>> Kim.
>>
>>
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Re: [osg-users] intersection point and the right triangle

2009-06-19 Thread Daniel Trstenjak

Hi Martin,

> I think the intersectVisitor find the triangle, but i can't
> get this information.

osgUtil::Hit::getPrimitiveIndex == triangle index in vertex array   


Greetings,
Daniel

-- 

   
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Re: [osg-users] intersection point and the right triangle

2009-06-19 Thread Robert Osfield
Hi Martin,

I would recommend using the osgUtil::IntersectionVisitor rather than
the osgUtil::IntersectVisitor as the later is deprecated and only kept
around for backwards compatibility.

As for examples of getting the texture coords of a ray intersections
have a look at the osgViewer::InteractiveImageHandler implementation
in src/osgViewer/ViewerEventHandlers.cpp as it does just this.

Robert.

2009/6/19 Großer Martin :
> Hello all,
>
> i use the intersectVisitor to get the intersection between a ray and a
> geode. It works fine and I'm very happy, because it is very comfortable.
> Now I have the point (vector) of intersection, but I need the triangle
> of the drawable what I hit. I would like calculate the barycentric
> coordinates of the point. With this coordinates I want to calculate the
> texture coordinates of my intersection point.
>
> There are a comfortable way in osg? Or have anyone a idea for a nice
> solution? I think the intersectVisitor find the triangle, but i can't
> get this information.
>
>
> Cheers
>
> Martin
>
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[osg-users] intersection point and the right triangle

2009-06-19 Thread Großer Martin
Hello all,

i use the intersectVisitor to get the intersection between a ray and a
geode. It works fine and I'm very happy, because it is very comfortable.
Now I have the point (vector) of intersection, but I need the triangle
of the drawable what I hit. I would like calculate the barycentric
coordinates of the point. With this coordinates I want to calculate the
texture coordinates of my intersection point.

There are a comfortable way in osg? Or have anyone a idea for a nice
solution? I think the intersectVisitor find the triangle, but i can't
get this information.


Cheers

Martin

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Re: [osg-users] PolytopeIntersector "distance" and Transform

2009-06-19 Thread Peter Hrenka

Hi again Andrew,

Andrew Cunningham schrieb:

Hi,

I am having some problems with the "distance" found by the PolytopeIntersector  
but only when the  geometry I am trying to pick has a non-null (Matrix)Transform in it's 
parent.

The PolytopeIntersector registers that object as a 'hit', BUT the distance 
recorded appears to be incorrect ( the end result is  I end up 'highlighting' 
the wrong object  behind the object I want to pick).
 
The intersection calculation works perfectly (with the transformed object) but the distance to the reference plane (used for sorting the intersections) does not accurately reflect the expected distance. Just to re-iterate this. As long as I do not try to pick a node with a transform, the sorting of the PolytopeIntersector works as expected


Using the "LineSegmentIntersector" on the same scene does not show the issue. 
It correctly sorts the intersections.

Any ideas?


I had another look at the code and found a nasty surprise in
Plane::transformProvidingInverse(). There is a call to
Plane::makeUnitLength() in it which should totally screw
distance results of PolytopeIntersector if you have any non-orthogonal 
Matrix-Transforms (i.e. scaling).


Could you try commenting out this line and check if it works for you?
If it does help I will think of a proper fix.


Thanks
Andrew


Cheers

Peter
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Re: [osg-users] [build] building OSG as static library

2009-06-19 Thread stefan nortd
Thanks Robert. Just made myself some static libs on osx. I didnt try xcode
 but plain Unix Makefiles work like a charm. With these libs my deployable
 executable is only 6mb now. Very nice!

@Chris
I am working cross-platform. So next I am trying to build statics on ubuntu
 and windows. Also mingw would be nice. Seems like windows will be the 
hardest because I need to recompile all the dependencies. Is this correct?

Thanks guys so far,


stefan hechenberger

http://linear.nortd.com

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Re: [osg-users] PolytopeIntersector

2009-06-19 Thread Peter Hrenka

Hi Maxime,

Maxime BOUCHER schrieb:

Hi,

 Just a question.

 The polytopeIntersections compute the intersections with planes or "all" 
"objects" in the Polytope?
 I mean if I draw the "local intersection points" will I get an empty or full 
shape of the polytope?


The polytopeIntersector performs the intersection with the space volume
defined by the polytope. So if a triangle lies completely inside the 
polytope (without intersecting the polytope's planes) it is still

considered an "intersection" because it intersects the volume.


 I wonder because I tried a polytope with a single plane (to test), and I had a 
lot of points non coplanars...


Yes, that is to be expected because you basically got all primitives
lying in the half-space to one side of your plane.


 I also drawed it using intersection.localIntersectionPoint, which is the 
center of the primitive, isn't it?


Almost ;-) No actually it is the center of all "intersection"-points.

Say you have a triangle where two points lie inside the polytope-space
and one point lies outside of this space.
Than you have 2 intersection-points for the points lying inside,
and 2 intersections points where the edges intersect the polytope
plane(s). This gives you a total of 4 intersection points and the
localIntersectionPoint is the centroid(barycenter) of those 4 points.

Cheers,

Peter

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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-19 Thread Jean-Sébastien Guay

Hi Adrian, Kim,

J-S has made a modification to the OceanTechnique base class which 
allows you to enable/disable animation.


You’ll need to set FFTOceanSurface::startAnimation(void).


I had forgotten to initialize the _isAnimating member in the ctor and 
copy ctor. Fixed - the default behavior is identical to before 
(_isAnimating = true by default).


The trunk is being used for development so it may or may not work 
properly. I would use the release 1.0 tag, I’m misusing the definition 
of a tag a little since I’m adding bug fixes to it as I find them.


I agree with Kim, I'm making the trunk move forward according to what we 
need for our project so it won't always be stable. If you want something 
to use in your projects use the 1.0 branch.


J-S
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Re: [osg-users] osgOcean : Integration into existing Database/Application

2009-06-19 Thread John Vidar Larring

Hi Kim and Adrian,

> As far as I can tell only two of the osgGA manipulators are compatible
> - Trackball and FlightManipulator. Although you're right the trackball
> implementation doesn't seem to work correctly, I suspect this is to do
> with the fact that it doesn't have a node to focus on.
> TerrainManipulator and DriveManipulators aren't compatible because the
> ocean surface is animated and they try to position themselves by
> intersecting with the surface below them, which in the case of the
> ocean surface, is moving up and down all the time so it creates a
> nasty camera juddering. I had a go at adding them but I simply
> couldn't get them to play nicely.
>
> If you manage to get them working I'd be interested to see how.

Just one idea I'd like to throw out there before I forget. One could 
possibly make an EllipsoidManipulator quite easily. It would essentially 
behave like a TerrainManipulator except that it would not take elevation 
into account; just doing simple ray-ellipoid intersection testing instead.


Even better, if there is a way to tell whether intersecting geometry is 
static or dynamic, one could theoretically implement a manipulator which 
behaves like the TerrainManipulator over land, and like an Ellipsoid 
manipulator over the ocean.


Best regards,
John

Kim C Bale wrote:

Hi Adrien,


Well first the openscenegraph motionmodel or manipluators, manager aren't working. 
it would be good to get similar behaviour >like in application-viewer example. 
this would be important for integration into existing applications.


As far as I can tell only two of the osgGA manipulators are compatible - Trackball and FlightManipulator. Although you're right the trackball implementation doesn't seem to work correctly, I suspect this is to do with the fact that it doesn't have a node to focus on. TerrainManipulator and DriveManipulators aren't compatible because the ocean surface is animated and they try to position themselves by intersecting with the surface below them, which in the case of the ocean surface, is moving up and down all the time so it creates a nasty camera juddering. I had a go at adding them but I simply couldn't get them to play nicely. 


If you manage to get them working I'd be interested to see how.


it be not much easier that we can append a geometry (osg file, ive file ,... ) 
which should be used to attach the water shaders.


I haven't thought a lot about how to implement non-uniform shapes of animated water yet, the goal of osgOcean 1.0 was to get open sea rendering working. 

However, one of the nice things about the FFT approach is that it tiles. So it would be possible to modify the algorithm so that it places tiles in a non-uniform configuration rather than in a square shape. 


The current implementation of osgOcean uses a large vertex array that stores 
the vertices for all the tiles on screen. But a future enhancement will be to 
store only 1 tiles worth of vertices and then instance it positioning the tiles 
using a vertex shader. This will be a far more flexible and efficient approach 
and more suitable for deployment in large terrain datasets.

Regards,

Kim.



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Re: [osg-users] I can't load Released OSG library in Debug Mode.

2009-06-19 Thread Jean-Sébastien Guay

Hello Ümit,

Until now, I have been using VS2003 in all project. But we have upgraded 
to VS2008. I don't know why can't load released OSG in Debug mode or 
vice versa. It throws and std::badalloc exception while using reading 
some model or images by osgDB's static functions(readNode, readImageFile 
etc...) But same code works when working same mode.
VS2008 don't let us to use this interchangeability anymore or should I 
set some parameters?


You mean you're trying to link an app compiled in debug with an OSG lib 
compiled in release, or vice versa?


Yeah, that's a big no-no, and it's been discussed often on this list. 
You need to match the debug/release across your whole project, at least 
since VC++ 2005. Otherwise the standard library used is different and 
makes different assumptions about how to allocate memory and other things.


This is true for any library that is coded in C++. If the dependency 
contains only C code, you can use only the release version of that lib 
with both release and debug applications if you want.


The OSG dependencies packages contain both release and debug 
dependencies, and CMake will choose the right one when compiling OSG. 
You just need to make sure you do the same thing in your own 
apps/projects - when compiling your project in release, link to 
osg.lib/osgDB.lib/... and when compiling it in debug, link to 
osgd.lib/osgDBd.lib/...


Hope this helps,

J-S
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Re: [osg-users] NodeTrackerManipulator how to

2009-06-19 Thread Allen Saucier
Thanks Vincent, will do! :)


Allen

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Re: [osg-users] PolytopeIntersector

2009-06-19 Thread Maxime BOUCHER
Hi,

 Just a question.

 The polytopeIntersections compute the intersections with planes or "all" 
"objects" in the Polytope?
 I mean if I draw the "local intersection points" will I get an empty or full 
shape of the polytope?

 I wonder because I tried a polytope with a single plane (to test), and I had a 
lot of points non coplanars...
 I also drawed it using intersection.localIntersectionPoint, which is the 
center of the primitive, isn't it?

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Re: [osg-users] "Dynamic line" make scene disappear

2009-06-19 Thread Adrien Joly
Thank you guys, it works perfectly fine :)

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Re: [osg-users] osgOcean : Integration into existing Database/Application

2009-06-19 Thread Kim C Bale
Hi Adrien,

>Well first the openscenegraph motionmodel or manipluators, manager aren't 
>working. it would be good to get similar behaviour >like in application-viewer 
>example. this would be important for integration into existing applications.

As far as I can tell only two of the osgGA manipulators are compatible - 
Trackball and FlightManipulator. Although you're right the trackball 
implementation doesn't seem to work correctly, I suspect this is to do with the 
fact that it doesn't have a node to focus on. TerrainManipulator and 
DriveManipulators aren't compatible because the ocean surface is animated and 
they try to position themselves by intersecting with the surface below them, 
which in the case of the ocean surface, is moving up and down all the time so 
it creates a nasty camera juddering. I had a go at adding them but I simply 
couldn't get them to play nicely. 

If you manage to get them working I'd be interested to see how.

>it be not much easier that we can append a geometry (osg file, ive file ,... ) 
>which should be used to attach the water shaders.

I haven't thought a lot about how to implement non-uniform shapes of animated 
water yet, the goal of osgOcean 1.0 was to get open sea rendering working. 

However, one of the nice things about the FFT approach is that it tiles. So it 
would be possible to modify the algorithm so that it places tiles in a 
non-uniform configuration rather than in a square shape. 

The current implementation of osgOcean uses a large vertex array that stores 
the vertices for all the tiles on screen. But a future enhancement will be to 
store only 1 tiles worth of vertices and then instance it positioning the tiles 
using a vertex shader. This will be a far more flexible and efficient approach 
and more suitable for deployment in large terrain datasets.

Regards,

Kim.


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adrian Egli 
OpenSceneGraph (3D)
Sent: 19 June 2009 12:19
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean : Integration into existing 
Database/Application

Hi Kim, 

Thanks for the short explainations. Well first the openscenegraph motionmodel 
or manipluators, manager aren't working. it would be good to get similar 
behaviour like in application-viewer example. this would be important for 
integration into existing applications. 

I do now better understand that we need to implement own geometries for water 
effetc. would it be not much easier that we can append a geometry (osg file, 
ive file ,... ) which should be used to attach the water shaders. Say for limit 
we attache a xy plane with shaped borders, this would be very usefull for many 
terrain visualisation applications, even for osgEarth this could be once an 
option for the ocean. of course we have fast unlimited ocean effects but once 
we have a lake this would not help, right? or could it be an option to cut the 
lake from the terrain, then we can define the height of the ocean. i will read 
the papers again, and i hope i can work out some strategy and new ideas which 
way we should - can go for further osg integration improvments. 

regards 
adrian  
2009/6/19 Kim C Bale 
Hi Adrien,

I'm having a slight problem understanding your questions, so I'll do my best 
and ask some back...

>Would it be possible to add a ocean geometry and attach the ocean effect, 
>shader. if yes how should it be look like, just a >plane? more complex 
>geometry? My idea would be to add a lake surface, and two rivers with 
>different waves, and so on.
Do you mean you would like to add you own method of generating the water 
geometry for lakes and rivers?

If so, I've tried to accommodate for additional type of geometry by providing 
the OceanTechnique base class.

Basically osgOcean is comprised of two main parts.

OceanTechnique: Which generates and animates the ocean geometry and manages any 
level of detail algorithms that are required. It  uses osg::Geode as a base 
class and therefore drawables for the geometry. A class derived from this 
should provide a water shader. Animation is provided by adding a cull/update 
callback.

OceanScene: Which manages the various pre and post render passes required for 
the effects. This also includes controlling the different types of fogging and 
lighting that are applied based on whether the main camera view is above or 
below the water surface.

If you want to create your own water geometry class you'll have to inherit from 
OceanTechnique and then add this class to OceanScene as done with 
FFTOceanSurface in the example application. OceanScene will only work with one 
OceanTechnique so you'll have to create a new instance of OceanScene if you 
wish to use multiple OceanTechniques. The geometry can be as complicated or as 
simple as you like. If you apply the current water shader to a quad it still 
looks alright and maybe be suitable for some applications.

These two papers provide v

Re: [osg-users] osgOcean : Integration into existing Database /Application

2009-06-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi Kim,
Thanks for the short explainations. Well first the openscenegraph
motionmodel or manipluators, manager aren't working. it would be good to get
similar behaviour like in application-viewer example. this would be
important for integration into existing applications.

I do now better understand that we need to implement own geometries for
water effetc. would it be not much easier that we can append a geometry (osg
file, ive file ,... ) which should be used to attach the water shaders. Say
for limit we attache a xy plane with shaped borders, this would be very
usefull for many terrain visualisation applications, even for osgEarth this
could be once an option for the ocean. of course we have fast unlimited
ocean effects but once we have a lake this would not help, right? or could
it be an option to cut the lake from the terrain, then we can define the
height of the ocean. i will read the papers again, and i hope i can work out
some strategy and new ideas which way we should - can go for further osg
integration improvments.

regards
adrian

2009/6/19 Kim C Bale 

> Hi Adrien,
>
> I'm having a slight problem understanding your questions, so I'll do my
> best and ask some back...
>
> >Would it be possible to add a ocean geometry and attach the ocean effect,
> shader. if yes how should it be look like, just a >plane? more complex
> geometry? My idea would be to add a lake surface, and two rivers with
> different waves, and so on.
>
> Do you mean you would like to add you own method of generating the water
> geometry for lakes and rivers?
>
> If so, I've tried to accommodate for additional type of geometry by
> providing the OceanTechnique base class.
>
> Basically osgOcean is comprised of two main parts.
>
> OceanTechnique: Which generates and animates the ocean geometry and manages
> any level of detail algorithms that are required. It  uses osg::Geode as a
> base class and therefore drawables for the geometry. A class derived from
> this should provide a water shader. Animation is provided by adding a
> cull/update callback.
>
> OceanScene: Which manages the various pre and post render passes required
> for the effects. This also includes controlling the different types of
> fogging and lighting that are applied based on whether the main camera view
> is above or below the water surface.
>
> If you want to create your own water geometry class you'll have to inherit
> from OceanTechnique and then add this class to OceanScene as done with
> FFTOceanSurface in the example application. OceanScene will only work with
> one OceanTechnique so you'll have to create a new instance of OceanScene if
> you wish to use multiple OceanTechniques. The geometry can be as complicated
> or as simple as you like. If you apply the current water shader to a quad it
> still looks alright and maybe be suitable for some applications.
>
> These two papers provide very good explanations of generating water
> geometry (the first is used in FFTOceanSurface):
>
> http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf
>
> http://citeseer.ist.psu.edu/cache/papers/cs/26265/http:zSzzSzwww.cs.sunysb.eduzSz~ash
> zSzwaterCGF.pdf/
>
> The tricky part is the shaders. osgOcean provides a very long list of
> uniforms which you can make use of if you wish in custom shaders. Some must
> be applied locally to the OceanTechnique (see:
> FFTOceanSurface::initStateSet() ), and those related to the multipass
> rendering are inherited from the statesets within OceanScene (see: void
> OceanScene::init()).
>
> The shader implementation used in FFTOceanSurface can be found in the
> resources directory (water.frag/water.vert).
>
> If you want to use this shader for your own technique you'll have to apply
> it within your OceanTechnique and add the uniforms found in:
> FFTOceanSurface::initStateSet().
>
> Your best bet is to look at the FFTOceanSurface class and see how it's
> implemented. It's not as complicated as it looks, 80% of it is to do with
> generating the vertex array and primitives for the geomipmapping routine
> which you may not need.
>
> >we don't need only an unfinite ocean
>
> You can disable infinite ocean effect using:
> FFTOceanSurface::enableEndlessOcean(false,true);
>
> >Next problem i got is that the default motion models are not working
>
> Do you mean the ocean waves aren't moving?
>
>
> I hope that answers your questions, otherwise I've just gone off on a very
> lengthy tangent :)
>
>
> Kim.
>
>
>
> From: osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adrian Egli
> OpenSceneGraph (3D)
> Sent: 19 June 2009 06:22
> To: OpenSceneGraph Users
> Subject: [osg-users] osgOcean : Integration into existing Database
> /Application
>
> Hi all
>
> i am wondering how i can integrate the osgOcean effect into existing
> application, database. Would it be possible to add a ocean geometry and
> attach the ocean effect, shader. if yes how should it be look like, just a
> 

Re: [osg-users] "Dynamic line" make scene disappear

2009-06-19 Thread Daniel Trstenjak

> try dirtyBound function on your objects that you change.

+ dirtyDisplayList



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Re: [osg-users] "Dynamic line" make scene disappear

2009-06-19 Thread J.P. Delport

Hi,

try dirtyBound function on your objects that you change.

jp

Adrien Joly wrote:

Hi,

I am currently trying to build a "dynamic line". I mean the extremities of the 
segment can be attached to a node and change everytime the node position relativelly to 
the world change. Actually, I have a NodeCullback redefined class and a geode redefined 
class.

Here is the code : 



Code:

void Trail::_initBefore(){
  _drawable = new osg::Geometry;
  _bounds = new osg::Vec3Array(2);
  _color = new osg::Vec4Array(1);
  osg::Vec3Array* normals = new osg::Vec3Array;
  normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
  ((osg::Geometry*)_drawable)->setNormalArray(normals);
  ((osg::Geometry*)_drawable)->setNormalBinding(osg::Geometry::BIND_OVERALL);
  ((osg::Geometry*)_drawable)->setVertexArray(_bounds);
  ((osg::Geometry*)_drawable)->setColorBinding(osg::Geometry::BIND_OVERALL);
  ((osg::Geometry*)_drawable)->setColorArray(_color);
  ((osg::Geometry*)_drawable)->addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::LINES,0,2));
  _width = new osg::LineWidth(DEF_WIDTH);

((osg::Geometry*)_drawable)->getOrCreateStateSet()->setAttribute(_width, 
osg::StateAttribute::ON);

((osg::Geometry*)_drawable)->getOrCreateStateSet()->setMode(GL_LIGHTING, 
osg::StateAttribute::OFF);

}

void Trail::updateNode(osg::Vec3 source, osg::Vec3 target, osg::Vec3 
sourceCenter, osg::Vec3 targetCenter){
  (*_bounds)[0].set(source);
  (*_bounds)[1].set(target);

  osg::PrimitiveSet* ps = ((osg::Geometry*)_drawable)->getPrimitiveSet(0);
  ((osg::Geometry*)_drawable)->setPrimitiveSet(0, ps);
}




The method "updateNode" is called everytime one of the extremity of the segment 
change of position.

My problem is that when the extremities of the segment are not on the view, the 
line color change to blue and the line sometimes disappear.
I don't understand wher the problem might be.

I have the same problem with trace (a Line_Strip that follow an object). In 
this case, it is worst because the entire scene disappear under some points of 
view.

Here is the code (it's basically the same principle as above)


Code:


void Trace::_initBefore(){
_drawable = new osg::Geometry;
_bounds = new osg::Vec3Array;
_color = new osg::Vec4Array;
_color->push_back(osg::Vec4(1, 1, 1, 1));
((osg::Geometry*)_drawable)->setVertexArray(_bounds);
((osg::Geometry*)_drawable)->setColorArray(_color);

((osg::Geometry*)_drawable)->setColorBinding(osg::Geometry::BIND_OVERALL);
_width = new osg::LineWidth(DEF_WIDTH);

((osg::Geometry*)_drawable)->getOrCreateStateSet()->setAttribute(_width, 
osg::StateAttribute::ON);

((osg::Geometry*)_drawable)->getOrCreateStateSet()->setMode(GL_LIGHTING, 
osg::StateAttribute::OFF);
osg::Vec3Array* normals = new osg::Vec3Array;
normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
((osg::Geometry*)_drawable)->setNormalArray(normals);

((osg::Geometry*)_drawable)->setNormalBinding(osg::Geometry::BIND_OVERALL);
((osg::Geometry*)_drawable)->addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,2));
}

void Trace::updateNode(osg::Vec3 source, osg::Vec3 target, osg::Vec3 
sourceCenter, osg::Vec3 targetCenter){
if(!(source == osg::Vec3() && target == osg::Vec3())){
if(source != target || firstCallUpdate){
if(!firstCallUpdate){
unsigned int count = _bounds->size();
if(count >= 2){
(*_bounds)[count-1] = _oldPosition;
}
else{
_bounds->push_back(_oldPosition);
_bounds->push_back(target);
}

_bounds->push_back(target);
_oldPosition = targetCenter;
}
else{
_oldPosition = targetCenter;
firstCallUpdate = false;
}
setSource(targetCenter);
osg::DrawArrays* ps = 
((osg::DrawArrays*)((osg::Geometry*)_drawable)->getPrimitiveSet(0));
ps->setCount(ps->getCount() + 2);
((osg::Geometry*)_drawable)->setPrimitiveSet(0, ps);
}
}
}





I need some help !
Thank you!

Cheers,
Adrien

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Re: [osg-users] Impostor, Billboard Cloud, saving Texture to File

2009-06-19 Thread J.P. Delport

Hi,

you can attach an osg::Image directly to the camera (as you do for the 
texture). OSG will then read it back for you. Have a look at 
osgprerender (look at the code in the callback that access the read back 
image) and osgmultiplerendertargets. Inside the callback you should be 
able to save the image.


jp

Benoît Bayol wrote:

Hey OSG Community :)

I am coding an algorithm based on "billboard clouds" described in this article 
http://www.cs.auckland.ac.nz/~novins/Publications/Huang04.pdf but I have some problems 
for managing the creation of texture files.

I have read to osghud, osgprerender and osgsim::impostor code. I am able to 
create my own impostor thanks to a camera in Ortho2D mode and FBO to a texture 
2D renderered on a quad.


Code:

  //Initialisation of camera with alpha
  osg::Camera* camera = new osg::Camera;
  camera->setClearColor(osg::Vec4(1.0f,0.0f,0.0f,0.0f));
  camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  const osg::BoundingSphere& bs = myModel->getBound();

  //Creating texture
  osg::Texture2D * texture = new osg::Texture2D;
  float textureWidth = 1024;
  float textureHeight = 1024;
  texture->setTextureSize(textureWidth, textureHeight);
  texture->setInternalFormat(GL_RGBA);
  texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
  texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
  
  //Creating quad geometry

  osg::Geometry * polyGeom = CreateQuadGeometry(myModel);
  
  //Linking texture with geometry

  osg::StateSet* stateset = polyGeom->getOrCreateStateSet();
  stateset->setTextureAttributeAndModes(0, texture ,osg::StateAttribute::ON);
  
  //Creating the geode and adding my quad

  osg::Geode* geode = new osg::Geode();
  geode->addDrawable(polyGeom);
  
  //Adding group with my geode and camera

  osg::Group * parent = new osg::Group;
  parent->addChild(geode);
  parent->addChild(camera);
 
  //Configuring Ortho projection and FBO for camera

  
camera->setProjectionMatrixAsOrtho2D(-bs.radius(),bs.radius(),-bs.radius(),bs.radius());
  camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
  
camera->setViewMatrixAsLookAt(bs.center()-osg::Vec3(0.0f,1.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
  camera->setViewport(0,0,textureWidth,textureHeight);
  camera->setRenderOrder(osg::Camera::PRE_RENDER);
  camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
  
  //Adding the model to RTT

  camera->addChild(myModel);
  camera->attach(osg::Camera::COLOR_BUFFER, texture);
  
  //Adding a callback for export

  TextureSavingCallback * myTSC = new TextureSavingCallback("myfile.png", 
camera);
  camera->setFinalDrawCallback(myTSC);




Now I want to save my model (quad+texture) into an obj file.

So basically I said to myself :
- Create an Image during a Callback
- Allocate it with Image::allocateImage
- Save the texture into with Image::readImageFromCurrentTexture
- Save Image thanks to osgDB


Code:

if (viewport && _image.valid())
  {
_image->allocateImage(int(viewport->width()), 
int(viewport->height()), 1, GL_RGBA, GL_FLOAT);
//Here image->readPixels works fine since I have something in my image 
after
_image->readImageFromCurrentTexture(0,false,GL_FLOAT);
osgDB::writeImageFile(*_image, _filename);




And after reload the texture and apply it to the quad for saving into OBJ with 
OSGDB.
As you will guess it doesn't work and I only have the allocating output into my 
image.

Do you have any idea of how I can handle this ?

Thank you!

Cheers,
Benoît




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[osg-users] "Dynamic line" make scene disappear

2009-06-19 Thread Adrien Joly
Hi,

I am currently trying to build a "dynamic line". I mean the extremities of the 
segment can be attached to a node and change everytime the node position 
relativelly to the world change. Actually, I have a NodeCullback redefined 
class and a geode redefined class.

Here is the code : 


Code:

void Trail::_initBefore(){
  _drawable = new osg::Geometry;
  _bounds = new osg::Vec3Array(2);
  _color = new osg::Vec4Array(1);
  osg::Vec3Array* normals = new osg::Vec3Array;
  normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
  ((osg::Geometry*)_drawable)->setNormalArray(normals);
  ((osg::Geometry*)_drawable)->setNormalBinding(osg::Geometry::BIND_OVERALL);
  ((osg::Geometry*)_drawable)->setVertexArray(_bounds);
  ((osg::Geometry*)_drawable)->setColorBinding(osg::Geometry::BIND_OVERALL);
  ((osg::Geometry*)_drawable)->setColorArray(_color);
  ((osg::Geometry*)_drawable)->addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::LINES,0,2));
  _width = new osg::LineWidth(DEF_WIDTH);

((osg::Geometry*)_drawable)->getOrCreateStateSet()->setAttribute(_width, 
osg::StateAttribute::ON);

((osg::Geometry*)_drawable)->getOrCreateStateSet()->setMode(GL_LIGHTING, 
osg::StateAttribute::OFF);

}

void Trail::updateNode(osg::Vec3 source, osg::Vec3 target, osg::Vec3 
sourceCenter, osg::Vec3 targetCenter){
  (*_bounds)[0].set(source);
  (*_bounds)[1].set(target);

  osg::PrimitiveSet* ps = ((osg::Geometry*)_drawable)->getPrimitiveSet(0);
  ((osg::Geometry*)_drawable)->setPrimitiveSet(0, ps);
}




The method "updateNode" is called everytime one of the extremity of the segment 
change of position.

My problem is that when the extremities of the segment are not on the view, the 
line color change to blue and the line sometimes disappear.
I don't understand wher the problem might be.

I have the same problem with trace (a Line_Strip that follow an object). In 
this case, it is worst because the entire scene disappear under some points of 
view.

Here is the code (it's basically the same principle as above)


Code:


void Trace::_initBefore(){
_drawable = new osg::Geometry;
_bounds = new osg::Vec3Array;
_color = new osg::Vec4Array;
_color->push_back(osg::Vec4(1, 1, 1, 1));
((osg::Geometry*)_drawable)->setVertexArray(_bounds);
((osg::Geometry*)_drawable)->setColorArray(_color);

((osg::Geometry*)_drawable)->setColorBinding(osg::Geometry::BIND_OVERALL);
_width = new osg::LineWidth(DEF_WIDTH);

((osg::Geometry*)_drawable)->getOrCreateStateSet()->setAttribute(_width, 
osg::StateAttribute::ON);

((osg::Geometry*)_drawable)->getOrCreateStateSet()->setMode(GL_LIGHTING, 
osg::StateAttribute::OFF);
osg::Vec3Array* normals = new osg::Vec3Array;
normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
((osg::Geometry*)_drawable)->setNormalArray(normals);

((osg::Geometry*)_drawable)->setNormalBinding(osg::Geometry::BIND_OVERALL);
((osg::Geometry*)_drawable)->addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,2));
}

void Trace::updateNode(osg::Vec3 source, osg::Vec3 target, osg::Vec3 
sourceCenter, osg::Vec3 targetCenter){
if(!(source == osg::Vec3() && target == osg::Vec3())){
if(source != target || firstCallUpdate){
if(!firstCallUpdate){
unsigned int count = _bounds->size();
if(count >= 2){
(*_bounds)[count-1] = _oldPosition;
}
else{
_bounds->push_back(_oldPosition);
_bounds->push_back(target);
}

_bounds->push_back(target);
_oldPosition = targetCenter;
}
else{
_oldPosition = targetCenter;
firstCallUpdate = false;
}
setSource(targetCenter);
osg::DrawArrays* ps = 
((osg::DrawArrays*)((osg::Geometry*)_drawable)->getPrimitiveSet(0));
ps->setCount(ps->getCount() + 2);
((osg::Geometry*)_drawable)->setPrimitiveSet(0, ps);
}
}
}





I need some help !
Thank you!

Cheers,
Adrien

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14216#14216





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Re: [osg-users] OpenGl settings wrongly read?

2009-06-19 Thread Ulrich Hertlein

Hi Christophe,

On 19/6/09 11:27 AM, Christophe Herreman wrote:

OSG sometimes fails to read the correct opengl settings ??

This results in a very slow framerate of 2 fps and numerous messages saying my 
driver
does not support GL_EXT_BLENDCOLOR and many others while the driver does 
support this.

I attached a file with a summary of the driver and the debug messages from OSG.

The problem only occurs on my laptop. And it only occurs about half the times I 
launch
the application.


To me it looks like OSG is picking up another OpenGL driver instead of the nvidia one, 
maybe the MS one?


I couldn't say how that's possible or what to do against it.
/ulrich

PS: It might be helpful if OSG would print the OpenGL renderer/vendor 
information.
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Re: [osg-users] OpenGl settings wrongly read?

2009-06-19 Thread Robert Osfield
HI Christophe,

This shouts out a driver problems.  Try updating your laptops OpenGL drivers.

Robert.

On Fri, Jun 19, 2009 at 10:27 AM, Christophe
Herreman wrote:
> Hello,
>
> OSG sometimes fails to read the correct opengl settings ??
>
> This results in a very slow framerate of 2 fps and numerous messages saying 
> my driver does not support GL_EXT_BLENDCOLOR and many others while the driver 
> does support this.
>
> I attached a file with a summary of the driver and the debug messages from 
> OSG.
>
> The problem only occurs on my laptop. And it only occurs about half the times 
> I launch the application.
>
> Can you think of a workaround or point me in some direction to solve this 
> issue?
>
> thank you
> best regards,
> Christophe
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=14210#14210
>
>
>
>
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-19 Thread Kim C Bale
Hi Umit,

>There is strange view as you can see from osgOcean_Artifact.jpg Is this 
>artifact or what?

Hmm looks like an issue with the clip node and reflections. Thanks I'll log it.

>And when creating VisualStudio solution, Cmake doesn't create osgOcean's 
>"Header Files" folder which is created for oceanExample as you can see from 
>osgOcean_Classes.jpg This make the solution panel look messy.

Try as I might I couldn't find any information on how to get those blasted 
extensionless headers into a folder in .NET. I noticed it's been achieved with 
OSG so perhaps the CMake guru responsible for that could share some of their 
wisdom.. :)


Regards,

Kim.



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 19 June 2009 07:20
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi Kim,

There is strange view as you can see from osgOcean_Artifact.jpg Is this 
artifact or what?

And when creating VisualStudio solution, Cmake doesn't create osgOcean's 
"Header Files" folder which is created for oceanExample as you can see from 
osgOcean_Classes.jpg This make the solution panel look messy.

Regards.
2009/6/18 Kim C Bale 
Hi Umit,

Yes, apparently samplerRect has been depreciated. Ulrich flagged this one on 
OSX and corrected it.

I guess some glsl compilers are more fussy than others.

Glad you got it working.

Kim.



From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
Sent: Thu 18/06/2009 12:36
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released


Hi Kim,
Actually I am sorry for not thinking it can be the svn adress :)
You make the really good magic. It works perfect without any error as you can 
see from the attached screenshot:) Thanks so much :) But there is some dots 
flickering as JS and Martins's said about. And it's not problem I think :) This 
is really really good application.

What did you do? You have only changed samplerRect to sampler2D?

Regards and Congratulations :)


2009/6/18 Kim C Bale 


       Hi Umit,



       Sorry use


       svn checkout http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 
osgocean-read-only 




       or grab a copy of the tortoise client to download it.



       Regards,



       Kim.



       From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
       Sent: 18 June 2009 11:45

       To: OpenSceneGraph Users
       Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released





       Hi Kim,

       Thanks you so much. But prompted screen wants username and password from 
me?

       Regards.

       2009/6/18 Kim C Bale 

       Hi Umit,



       I've just applied a patch that should solve the samplerRect issue for 
you, I think I was being too hasty to blame your graphics drivers.



       Update your code from:


       https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 








       Regards,



       Kim.



       From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
       Sent: 18 June 2009 07:35


       To: OpenSceneGraph Users
       Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



       Hi Kim and JS;

       Thanks for suggestion. I have tried again and as you said I really need 
new version GPU. This is only solution which will resolve kind of these 
problems.

       Regards.

       2009/6/17 Kim C Bale 

       Martins, J-S,


       >Here you go.  If you zoom in to 400% or so you can see 3 pixels
       near the horizon that are really dark.  They flicker during the
       simulation, sometimes individual pixels, other times it looks like
       larger groups.

       Yep it's a bug in the library. Looks like a polygon break to me, 
possibly a corner piece. I must have been trying to ignore it as it's a 
nightmare to debug that bit of code. I'll log it, but it could take a while to 
find that blighter.


       >If you disable godrays, silt and dof (basically disable all underwater
       effects) then go underwater, you'll see a black like at the horizon. it
       looks like fog is not being applied for a line of pixels at the horizon.

       I think this is a fogging issue, the wave tops are probably going over 
the fog line and exposing unfogged geometry. Shouldn't be too bad that one.

       Cheers all.


       Kim.



       

       From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins 
Innus

       Sent: Wed 17/06/2009 19:35

       To: OpenSceneGraph Users
       Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



       Kim,

            Here you go.  If you zoom in to 400% or so you can see 3 pixels
     

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-19 Thread Kim C Bale
Hi Adrien,

 

J-S has made a modification to the OceanTechnique base class which allows you 
to enable/disable animation. 

 

You'll need to set FFTOceanSurface::startAnimation(void).

 

The trunk is being used for development so it may or may not work properly. I 
would use the release 1.0 tag, I'm misusing the definition of a tag a little 
since I'm adding bug fixes to it as I find them.

 

Regards,

 

Kim.

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adrian Egli 
OpenSceneGraph (3D)
Sent: 19 June 2009 08:18
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

 

Hi 

I have no longer moving waves in latest SVN . 

adrian 

2009/6/19 Ümit Uzun 

Hi Kim,

There is strange view as you can see from osgOcean_Artifact.jpg Is this 
artifact or what?

And when creating VisualStudio solution, Cmake doesn't create osgOcean's 
"Header Files" folder which is created for oceanExample as you can see from 
osgOcean_Classes.jpg This make the solution panel look messy.



Regards.

2009/6/18 Kim C Bale 

Hi Umit,

Yes, apparently samplerRect has been depreciated. Ulrich flagged this one on 
OSX and corrected it.

I guess some glsl compilers are more fussy than others.

Glad you got it working.

Kim.



From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
Sent: Thu 18/06/2009 12:36

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released


Hi Kim,

Actually I am sorry for not thinking it can be the svn adress :)
You make the really good magic. It works perfect without any error as you can 
see from the attached screenshot:) Thanks so much :) But there is some dots 
flickering as JS and Martins's said about. And it's not problem I think :) This 
is really really good application.

What did you do? You have only changed samplerRect to sampler2D?

Regards and Congratulations :)


2009/6/18 Kim C Bale 


   Hi Umit,



   Sorry use




   svn checkout http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 
osgocean-read-only 





   or grab a copy of the tortoise client to download it.



   Regards,



   Kim.



   From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
   Sent: 18 June 2009 11:45

   To: OpenSceneGraph Users
   Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released





   Hi Kim,

   Thanks you so much. But prompted screen wants username and password from 
me?

   Regards.

   2009/6/18 Kim C Bale 

   Hi Umit,



   I've just applied a patch that should solve the samplerRect issue for 
you, I think I was being too hasty to blame your graphics drivers.



   Update your code from:




   https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 









   Regards,



   Kim.



   From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
   Sent: 18 June 2009 07:35


   To: OpenSceneGraph Users
   Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



   Hi Kim and JS;

   Thanks for suggestion. I have tried again and as you said I really need 
new version GPU. This is only solution which will resolve kind of these 
problems.

   Regards.

   2009/6/17 Kim C Bale 

   Martins, J-S,


   >Here you go.  If you zoom in to 400% or so you can see 3 pixels
   near the horizon that are really dark.  They flicker during the
   simulation, sometimes individual pixels, other times it looks like
   larger groups.

   Yep it's a bug in the library. Looks like a polygon break to me, 
possibly a corner piece. I must have been trying to ignore it as it's a 
nightmare to debug that bit of code. I'll log it, but it could take a while to 
find that blighter.


   >If you disable godrays, silt and dof (basically disable all underwater
   effects) then go underwater, you'll see a black like at the horizon. it
   looks like fog is not being applied for a line of pixels at the horizon.

   I think this is a fogging issue, the wave tops are probably going over 
the fog line and exposing unfogged geometry. Shouldn't be too bad that one.

   Cheers all.


   Kim.



   

   From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins 
Innus

   Sent: Wed 17/06/2009 19:35

   To: OpenSceneGraph Users
   Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



   Kim,

Here you go.  If you zoom in to 400% or so you can see 3 pixels
   near the horizon that are really dark.  They flicker during the
   simulation, sometimes individual pixels, other time

Re: [osg-users] osgOcean : Integration into existing Database /Application

2009-06-19 Thread Kim C Bale
Hi Adrien,

I'm having a slight problem understanding your questions, so I'll do my best 
and ask some back...

>Would it be possible to add a ocean geometry and attach the ocean effect, 
>shader. if yes how should it be look like, just a >plane? more complex 
>geometry? My idea would be to add a lake surface, and two rivers with 
>different waves, and so on.

Do you mean you would like to add you own method of generating the water 
geometry for lakes and rivers? 

If so, I've tried to accommodate for additional type of geometry by providing 
the OceanTechnique base class. 

Basically osgOcean is comprised of two main parts.

OceanTechnique: Which generates and animates the ocean geometry and manages any 
level of detail algorithms that are required. It  uses osg::Geode as a base 
class and therefore drawables for the geometry. A class derived from this 
should provide a water shader. Animation is provided by adding a cull/update 
callback.

OceanScene: Which manages the various pre and post render passes required for 
the effects. This also includes controlling the different types of fogging and 
lighting that are applied based on whether the main camera view is above or 
below the water surface.

If you want to create your own water geometry class you'll have to inherit from 
OceanTechnique and then add this class to OceanScene as done with 
FFTOceanSurface in the example application. OceanScene will only work with one 
OceanTechnique so you'll have to create a new instance of OceanScene if you 
wish to use multiple OceanTechniques. The geometry can be as complicated or as 
simple as you like. If you apply the current water shader to a quad it still 
looks alright and maybe be suitable for some applications.  

These two papers provide very good explanations of generating water geometry 
(the first is used in FFTOceanSurface):

http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf
http://citeseer.ist.psu.edu/cache/papers/cs/26265/http:zSzzSzwww.cs.sunysb.eduzSz~ash
zSzwaterCGF.pdf/

The tricky part is the shaders. osgOcean provides a very long list of uniforms 
which you can make use of if you wish in custom shaders. Some must be applied 
locally to the OceanTechnique (see: FFTOceanSurface::initStateSet() ), and 
those related to the multipass rendering are inherited from the statesets 
within OceanScene (see: void OceanScene::init()).

The shader implementation used in FFTOceanSurface can be found in the resources 
directory (water.frag/water.vert). 

If you want to use this shader for your own technique you'll have to apply it 
within your OceanTechnique and add the uniforms found in: 
FFTOceanSurface::initStateSet().

Your best bet is to look at the FFTOceanSurface class and see how it's 
implemented. It's not as complicated as it looks, 80% of it is to do with 
generating the vertex array and primitives for the geomipmapping routine which 
you may not need. 

>we don't need only an unfinite ocean

You can disable infinite ocean effect using: 
FFTOceanSurface::enableEndlessOcean(false,true);

>Next problem i got is that the default motion models are not working

Do you mean the ocean waves aren't moving?


I hope that answers your questions, otherwise I've just gone off on a very 
lengthy tangent :)


Kim.



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adrian Egli 
OpenSceneGraph (3D)
Sent: 19 June 2009 06:22
To: OpenSceneGraph Users
Subject: [osg-users] osgOcean : Integration into existing Database /Application

Hi all 

i am wondering how i can integrate the osgOcean effect into existing 
application, database. Would it be possible to add a ocean geometry and attach 
the ocean effect, shader. if yes how should it be look like, just a plane? more 
complex geometry? My idea would be to add a lake surface, and two rivers with 
different waves, and so on. finally we don't need only an unfinite ocean. Next 
problem i got is that the default motion models are not working, i played 
arround with osgviewer example, and osgOcean example. Well how should we use 
both ideas together in a terrain database (currently existing, but without the 
nice water effect) 

/regards adrian 

-- 

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Re: [osg-users] I can't load Released OSG library in Debug Mode.

2009-06-19 Thread Vincent Bourdier
Hi Ümit,

VS add some dll dependencies to any c++ projet it compiles, so I advice you
to rebuild OSG with VS2008 and use theses new lib and dll to run and debug
your application.

Regards,
   Vincent

2009/6/19 Ümit Uzun 

> Hi All,
>
> Until now, I have been using VS2003 in all project. But we have upgraded to
> VS2008. I don't know why can't load released OSG in Debug mode or vice
> versa. It throws and std::badalloc exception while using reading some model
> or images by osgDB's static functions(readNode, readImageFile etc...) But
> same code works when working same mode.
> VS2008 don't let us to use this interchangeability anymore or should I set
> some parameters?
>
> Regards.
>
> --
> Ümit Uzun
>
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Re: [osg-users] OGR plugin : Build failed, under VS 2005

2009-06-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

Thank you very much.

regards
adrian

2009/6/19 Robert Osfield 

> Hi Adrian,
>
> I'm afraid there is nothing I personally can to about this build issue
> - Windows developers who can reproduce the problem will need to look
> at it and solve it.  The thing I'd look into first would be the roll
> of the CPL_STDCALL macro.  I didn't write this plugin so I can't
> comment on why the macro is there, whether it's needed etc.  As I said
> it'll need to be Windows developers that will have to tackle this.
>
> Good luck,
> Robert.
>
> On Fri, Jun 19, 2009 at 8:35 AM, Adrian Egli OpenSceneGraph
> (3D)<3dh...@gmail.com> wrote:
> > Hi Robert,
> >
> > VS 2003 -> build error with ogr plugin
> > VS 2005 -> build ok
> >
> > -- Build started: Project: Plugins ogr, Configuration: Release Win32
> > --
> >
> > Compiling...
> > ReaderWriterOGR.cpp
> > ReaderWriterOGR.cpp(41) : error C2146: syntax error : missing ';' before
> > identifier 'CPLOSGErrorHandler'
> > C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) :
> see
> > reference to class template instantiation 'osg::BoundingBoxImpl'
> being
> > compiled
> > with
> > [
> > VT=osg::Vec3f
> > ]
> > C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) :
> see
> > reference to class template instantiation 'osg::BoundingBoxImpl'
> being
> > compiled
> > with
> > [
> > VT=osg::Vec3f
> > ]
> > C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) :
> see
> > reference to class template instantiation 'osg::BoundingBoxImpl'
> being
> > compiled
> > with
> > [
> > VT=osg::Vec3f
> > ]
> > C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) :
> see
> > reference to class template instantiation 'osg::BoundingBoxImpl'
> being
> > compiled
> > with
> > [
> > VT=osg::Vec3f
> > ]
> > C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) :
> see
> > reference to class template instantiation 'osg::BoundingBoxImpl'
> being
> > compiled
> > with
> > [
> > VT=osg::Vec3f
> > ]
> > C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) :
> see
> > reference to class template instantiation 'osg::BoundingBoxImpl'
> being
> > compiled
> > with
> > [
> > VT=osg::Vec3f
> > ]
> > ReaderWriterOGR.cpp(41) : error C2182: 'CPL_STDCALL' : illegal use of
> type
> > 'void'
> > ReaderWriterOGR.cpp(50) : warning C4508: 'CPLOSGErrorHandler' : function
> > should return a value; 'void' return type assumed
> >
> > Build log was saved at
> >
> "file://c:\dev\OpenSceneGraphSVN\OpenSceneGraph\src\osgPlugins\ogr\osgdb_ogr.dir\Release\BuildLog.htm"
> > Plugins ogr - 2 error(s), 1 warning(s)
> >
> > regards
> > adrian
> >
> > 2009/5/12 Robert Osfield 
> >>
> >> On Tue, May 12, 2009 at 1:02 PM, Adrian Egli OpenSceneGraph (3D)
> >> <3dh...@gmail.com> wrote:
> >> > Hi Robert,
> >> >
> >> > Which OGR Version does the plugin use? Or does it need the OGR Frame
> >> > work
> >> > installed.
> >>
> >> I've alway got OGR as part of GDAL, the current version of GDAL I have
> >> is 1.5.2.  I haven't heared of OGR Frame work before so can't comment
> >> on this.
> >>
> >> You haven't specified either the version or the error you are getting.
> >>  There really isn't much we can do on your behalf without more info
> >> about how/where you got OGR from.
> >>
> >> Robert.
> >> ___
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> >> osg-users@lists.openscenegraph.org
> >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> >
> > --
> > 
> > Adrian Egli
> >
> > ___
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> >
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[osg-users] I can't load Released OSG library in Debug Mode.

2009-06-19 Thread Ümit Uzun
Hi All,

Until now, I have been using VS2003 in all project. But we have upgraded to
VS2008. I don't know why can't load released OSG in Debug mode or vice
versa. It throws and std::badalloc exception while using reading some model
or images by osgDB's static functions(readNode, readImageFile etc...) But
same code works when working same mode.
VS2008 don't let us to use this interchangeability anymore or should I set
some parameters?

Regards.

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[osg-users] best DCC workfow using Maya and OSG

2009-06-19 Thread Eric Pouliquen
Dear OSG users,

 I just would like to have your feeling on what is the best way to work with 3D 
content using Maya (2009) and OSG (2.8.1)...

I was working on old big project based on Maya 6 ang OSG 1.2, using flt export 
plugin from Maya and osgconv for .osg output. And then used bad home made tools 
to put glsl based materials on faces.

I'm working now on a complete new version and want to reset the DCC workflow to 
something better.

What I need is to export correctly geometry and hierarchy from Maya and a 
usable tool to assign shaders on osg models... simple isn't it ? :)

What I tried for the moment :

* export from maya with OBJ export plugin (ok for geometry and hierachy, no 
support of glsl materials of course, and bad Kd values on materials !)

* using osgMaya (v0.1.1 - new version somewhere ?) that does'nt export 
materials but only geometry with an assigned texture... so I don't see how to 
manage glsl shader materials with it

* more recently, my interest turns to Collada : I see that there are recent 
tools (I'm trying to compile it for Maya 2009)  like FCollada/MayaCollada and 
that RenderMonkey (nice tool) can export to collada (for a lot of shaders 
features at least) !...

So what is your feeling about all of that ? Am I going right looking at Collada 
? I hoped using directly .osg and having a tool to design glsl shader but 
RenderMonkey doen't export .fx with glsl (any addon to do that ?) and I don't 
know if osg support .fx style file containing glsl shaders...

I know that DCC workflow is a wide problem, but if some of you are using Maya 
and found a good worflow with it... :)

Thanks in advance for your feedback

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Re: [osg-users] OGR plugin : Build failed, under VS 2005

2009-06-19 Thread Robert Osfield
Hi Adrian,

I'm afraid there is nothing I personally can to about this build issue
- Windows developers who can reproduce the problem will need to look
at it and solve it.  The thing I'd look into first would be the roll
of the CPL_STDCALL macro.  I didn't write this plugin so I can't
comment on why the macro is there, whether it's needed etc.  As I said
it'll need to be Windows developers that will have to tackle this.

Good luck,
Robert.

On Fri, Jun 19, 2009 at 8:35 AM, Adrian Egli OpenSceneGraph
(3D)<3dh...@gmail.com> wrote:
> Hi Robert,
>
> VS 2003 -> build error with ogr plugin
> VS 2005 -> build ok
>
> -- Build started: Project: Plugins ogr, Configuration: Release Win32
> --
>
> Compiling...
> ReaderWriterOGR.cpp
> ReaderWriterOGR.cpp(41) : error C2146: syntax error : missing ';' before
> identifier 'CPLOSGErrorHandler'
>     C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see
> reference to class template instantiation 'osg::BoundingBoxImpl' being
> compiled
>     with
>     [
>     VT=osg::Vec3f
>     ]
>     C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see
> reference to class template instantiation 'osg::BoundingBoxImpl' being
> compiled
>     with
>     [
>     VT=osg::Vec3f
>     ]
>     C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see
> reference to class template instantiation 'osg::BoundingBoxImpl' being
> compiled
>     with
>     [
>     VT=osg::Vec3f
>     ]
>     C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see
> reference to class template instantiation 'osg::BoundingBoxImpl' being
> compiled
>     with
>     [
>     VT=osg::Vec3f
>     ]
>     C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see
> reference to class template instantiation 'osg::BoundingBoxImpl' being
> compiled
>     with
>     [
>     VT=osg::Vec3f
>     ]
>     C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see
> reference to class template instantiation 'osg::BoundingBoxImpl' being
> compiled
>     with
>     [
>     VT=osg::Vec3f
>     ]
> ReaderWriterOGR.cpp(41) : error C2182: 'CPL_STDCALL' : illegal use of type
> 'void'
> ReaderWriterOGR.cpp(50) : warning C4508: 'CPLOSGErrorHandler' : function
> should return a value; 'void' return type assumed
>
> Build log was saved at
> "file://c:\dev\OpenSceneGraphSVN\OpenSceneGraph\src\osgPlugins\ogr\osgdb_ogr.dir\Release\BuildLog.htm"
> Plugins ogr - 2 error(s), 1 warning(s)
>
> regards
> adrian
>
> 2009/5/12 Robert Osfield 
>>
>> On Tue, May 12, 2009 at 1:02 PM, Adrian Egli OpenSceneGraph (3D)
>> <3dh...@gmail.com> wrote:
>> > Hi Robert,
>> >
>> > Which OGR Version does the plugin use? Or does it need the OGR Frame
>> > work
>> > installed.
>>
>> I've alway got OGR as part of GDAL, the current version of GDAL I have
>> is 1.5.2.  I haven't heared of OGR Frame work before so can't comment
>> on this.
>>
>> You haven't specified either the version or the error you are getting.
>>  There really isn't much we can do on your behalf without more info
>> about how/where you got OGR from.
>>
>> Robert.
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
> --
> 
> Adrian Egli
>
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[osg-users] Impostor, Billboard Cloud, saving Texture to File

2009-06-19 Thread Benoît Bayol
Hey OSG Community :)

I am coding an algorithm based on "billboard clouds" described in this article 
http://www.cs.auckland.ac.nz/~novins/Publications/Huang04.pdf but I have some 
problems for managing the creation of texture files.

I have read to osghud, osgprerender and osgsim::impostor code. I am able to 
create my own impostor thanks to a camera in Ortho2D mode and FBO to a texture 
2D renderered on a quad.


Code:

  //Initialisation of camera with alpha
  osg::Camera* camera = new osg::Camera;
  camera->setClearColor(osg::Vec4(1.0f,0.0f,0.0f,0.0f));
  camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  const osg::BoundingSphere& bs = myModel->getBound();

  //Creating texture
  osg::Texture2D * texture = new osg::Texture2D;
  float textureWidth = 1024;
  float textureHeight = 1024;
  texture->setTextureSize(textureWidth, textureHeight);
  texture->setInternalFormat(GL_RGBA);
  texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
  texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
  
  //Creating quad geometry
  osg::Geometry * polyGeom = CreateQuadGeometry(myModel);
  
  //Linking texture with geometry
  osg::StateSet* stateset = polyGeom->getOrCreateStateSet();
  stateset->setTextureAttributeAndModes(0, texture ,osg::StateAttribute::ON);
  
  //Creating the geode and adding my quad
  osg::Geode* geode = new osg::Geode();
  geode->addDrawable(polyGeom);
  
  //Adding group with my geode and camera
  osg::Group * parent = new osg::Group;
  parent->addChild(geode);
  parent->addChild(camera);
 
  //Configuring Ortho projection and FBO for camera
  
camera->setProjectionMatrixAsOrtho2D(-bs.radius(),bs.radius(),-bs.radius(),bs.radius());
  camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
  
camera->setViewMatrixAsLookAt(bs.center()-osg::Vec3(0.0f,1.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
  camera->setViewport(0,0,textureWidth,textureHeight);
  camera->setRenderOrder(osg::Camera::PRE_RENDER);
  camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
  
  //Adding the model to RTT
  camera->addChild(myModel);
  camera->attach(osg::Camera::COLOR_BUFFER, texture);
  
  //Adding a callback for export
  TextureSavingCallback * myTSC = new TextureSavingCallback("myfile.png", 
camera);
  camera->setFinalDrawCallback(myTSC);




Now I want to save my model (quad+texture) into an obj file.

So basically I said to myself :
- Create an Image during a Callback
- Allocate it with Image::allocateImage
- Save the texture into with Image::readImageFromCurrentTexture
- Save Image thanks to osgDB


Code:

if (viewport && _image.valid())
  {
_image->allocateImage(int(viewport->width()), 
int(viewport->height()), 1, GL_RGBA, GL_FLOAT);
//Here image->readPixels works fine since I have something in my image 
after
_image->readImageFromCurrentTexture(0,false,GL_FLOAT);
osgDB::writeImageFile(*_image, _filename);




And after reload the texture and apply it to the quad for saving into OBJ with 
OSGDB.
As you will guess it doesn't work and I only have the allocating output into my 
image.

Do you have any idea of how I can handle this ?

Thank you!

Cheers,
Benoît


-- 
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benoit.ba...@gmail.com

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Re: [osg-users] [build] building OSG as static library

2009-06-19 Thread Robert Osfield
Hi Stefan,

On Fri, Jun 19, 2009 at 3:15 AM, stefan nortd wrote:
> I am interested in building OSG as a static library. Is this at all possible? 
> How does this pan out with the plugin mechanism.

I would recommend using the latest version of the OSG to do this as it
has best support for building as static library. (OSG svn/trunk or the
OSG-2.8 branch in svn would be best).

> I would be very happy to get some hints on doing this. Generally I would 
> assume I can configure the build files with cmake to compile static. Any tip 
> and tricks I should know?

CMake has the DYNAMIC_OPENSCENEGRAPH and DYNAMIC_OPENTHREADS variables
that you can set to OFF via ccmake/CMakeSetup.  Then build the OSG and
review the examples/osgstaticviewer source code for tips on how to
force the linking against the appropriate plugins.

Robert
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Re: [osg-users] Help - Stereo Mode

2009-06-19 Thread Robert Osfield
Hi Manuel,

What exactly do you mean by distortion and views start overlapping
each other?  A screen shot is the best way to convey this.

What type of camera manipulator are you using in your scene?

Robert.

On Thu, Jun 18, 2009 at 11:12 PM, asdf asdf wrote:
> Hello,
> I'm working with a 3D model in openSceneGraph and I'm having difficulties
> configuring the Stereo Mode (Interlace).
>  At first the vision of the scene is ok, but when I move through the scene
> it starts distorting and even if I go back to the orginal point the Stereo
> View stills distorted.  The distortion consists in: When we move forward (we
> use Traslation movements) the two eye views start overlapping each other.*
>
> I attach The corresponding code of activating Stereo Mode:
>
> osg::DisplaySettings::instance()->setStereoMode(osg::DisplaySettings::StereoMode::HORIZONTAL_INTERLACE);
> osg::DisplaySettings::instance()->setStereo(true);
>
> *About moving though the scene i  use the TrackballManipulator
> Excuse me for my english and Thank you ,
>
> Manuel García
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Re: [osg-users] How to test for anti-alias support

2009-06-19 Thread Robert Osfield
Hi Alex,

What OS, Hardware, drivers are you using?

Robert.

On Thu, Jun 18, 2009 at 8:24 PM, Pecoraro, Alexander
N wrote:
> Is there a different or better way to test for anti-aliasing support than to
> just call osg::DisplaySettings::instance()->setNumMultiSamples() repeatedly
> with smaller and smaller values, which doesn’t seem to work for me anyway
> (so hopefully the answer is yes). I tried to have it set the number of multi
> samples and then call realize() on the viewer and if it failed to realize I
> have it try a smaller value for number of samples. What ends up happening is
> that it starts at 8, fails, then tries 4, which I know is supported by my
> video card so it should work and it appears to work, but the window opens
> and it is just black and nothing seems to render to it. So I’m wondering if
> my way of checking for anti-aliasing support is wrong. Here is the debug
> output from my attempts to make this work:
>
>
>
> Setting anti-aliasing samples to: 8
>
> GraphicsContext::registerGraphicsContext 0x8e4ff20
>
> Relaxing traits
>
> Error: Not able to create requested visual.
>
> close(1)0x8e4ff20
>
> close(0)0x8e4ff20
>
> GraphicsContext::unregisterGraphicsContext 0x8e4ff20
>
> Viewer::realize() - No valid contexts found, setting up view across all
> screens.
>
> GraphicsContext::getWindowingSystemInterface() 0x8e4c030   0x102ee20
>
> GraphicsContext::registerGraphicsContext 0x8e51e28
>
> Relaxing traits
>
> Error: Not able to create requested visual.
>
> close(1)0x8e51e28
>
> close(0)0x8e51e28
>
> GraphicsContext::unregisterGraphicsContext 0x8e51e28
>
>   GraphicsWindow has not been created successfully.
>
> Viewer::realize() - failed to set up any windows
>
>
>
> Trying anti aliasing samples at 4
>
> Viewer::realize() - No valid contexts found, setting up view across all
> screens.
>
> GraphicsContext::getWindowingSystemInterface() 0x8e4c030   0x102ee20
>
> GraphicsContext::registerGraphicsContext 0x8e51e28
>
> GraphicsContext::getWindowingSystemInterface() 0x8e4c030   0x102ee20
>
> GraphicsContext::createNewContextID() creating contextID=0
>
> Updating the MaxNumberOfGraphicsContexts to 1
>
>   GraphicsWindow has been created successfully.
>
> X window successfully opened
>
>
>
> So even though it appears that the “GraphicsWindow has been created
> successfully”, my app is not able to render anything into the window. The
> funny thing is that if I start with a number of multi-samples value of 4
> then everything works fine. Its only if I first test the realize() with a
> multi-samples value that is not supported by my card that makes subsequent
> valid multi-samples values not work.
>
>
>
> Any advice for how to fix this?
>
>
>
> Thanks.
>
>
>
> Alex
>
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Re: [osg-users] FFmpeg questions

2009-06-19 Thread Serge Lages
Hi Garrett,

Thanks for your answer. I've made some tests :

- setCullingActive(false) on my node as no effect, still too fast.
- I've also tried to let my video always on the screen, but I still start to
play it after an action, and it's still too fast during the same time than I
waited to play it...

On Thu, Jun 18, 2009 at 9:31 PM, Garrett Potts  wrote:

> Hello Serge:
>
> Hmm,  sounds like the object is getting culled out and so real time updates
> is delayed until it comes back into the scene?? I have not looked at the
> code but,if you are manually putting the object into the scene then try
> for fun to say setCullingActive(false); just to test this theory out.   This
> way if frustum culling is on or some higher level culling then it will
> ignore it for that object.
>
>
> Take care
>
> Garrett Potts
>
> On Jun 18, 2009, at 3:17 PM, Serge Lages wrote:
>
> Hi all,
>
> I have 2 questions about the ffmpeg plugin :
>
> - In the ReaderWriterFFmpeg.cpp file, line 76 a "path" variable is declared
> using the osgDB::findDataFile function to get the correct file name, but
> line 83, the old "filename" variable is used instead of "path". This way,
> the dataPathList is not used to get the video file, is it normal ?
>
> - Currently, I load a video and put it on an object which is outside the
> screen (the video is in pause mode). After an action, this object slide into
> the screen and the video is played, but first the video is played too fast
> (maybe 2x or 4x) and after some seconds it comes back to the correct speed.
> To be more precise, if I wait 5 seconds before making my object slide into
> the screen and play the video, it will be too fast during 5 seconds, if I
> wait 2 seconds, it's too fast 2 seconds... Anyone knows what's the problem
> here ?
>
> I'am under WinXP, compile with VS8 and I took my version of FFmpeg here :
>
> http://www.openscenegraph.org/downloads/dependencies/FFmpeg/Windows/ffmpeg-r15261.zip
> My video is a .FLV with an audio stream.
>
> Thanks for your help !
>
> --
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> http://www.tharsis-software.com
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[osg-users] osgManipulator dragger switch

2009-06-19 Thread Dieter Pfeffer
Hi

could s.o. give me a short hint how I could attach different draggers to one
node and switch between these draggers ?


Thanks

Dieter

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Re: [osg-users] PolytopeIntersector "distance" and Transform

2009-06-19 Thread Peter Hrenka

Hi Andrew,

Andrew Cunningham schrieb:

Hi,

I am having some problems with the "distance" found by the PolytopeIntersector  
but only when the  geometry I am trying to pick has a non-null (Matrix)Transform in it's 
parent.

The PolytopeIntersector registers that object as a 'hit', BUT the distance 
recorded appears to be incorrect ( the end result is  I end up 'highlighting' 
the wrong object  behind the object I want to pick).
 
The intersection calculation works perfectly (with the transformed object) but the distance to the reference plane (used for sorting the intersections) does not accurately reflect the expected distance. Just to re-iterate this. As long as I do not try to pick a node with a transform, the sorting of the PolytopeIntersector works as expected


I had a look at the code but could not spot any obvious flaws.
The Matrix-Transforms are handled in the method 
PolytopeIntersector::clone() and the reference-plane is

transformed in sync with the Polytope.


Using the "LineSegmentIntersector" on the same scene does not show the issue. 
It correctly sorts the intersections.

Any ideas?


Do your transformations have a scaling component?


Thanks
Andrew


Cheers

Peter
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Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-06-19 Thread Pierre Bourdin (gmail)
Hi Kim, J-S,

I've run the osgOcean_debug and got the dump.
http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean#osgocean-1.0-debug

I've made an archive including a screenshot the tiles that were created
and the debug file.

I've made 2 runs, one with libfftss & libfftw3f but it does not change
anything about the problem...

Ah, and I've made some tests on another machine, with a diiferent
Graphic card (Quadro 4600): the waves are working well, but I've a
trouble when diving underwater... When I reach the water surface, the
view is flickering until I'm completely underwater... Has someone else
experience the same effect ?

Hoping it will be helpful.

Pierre.
Le jeudi 18 juin 2009 à 19:30 +0100, Kim C Bale a écrit :
> Roman, Pierre,
>  
> 
> Thank you for testing, the pictures were very helpful.
>  
> Firstly Roman, do you get the same result as Pierre does? 
>  
> Images at the bottom here: 
> http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean 
>  
>  
> This is pretty much my first time programming for multiple platforms so I'm 
> rather at a loss as to what could be causing it. My only thought is that 
> perhaps your compilers are doing something that the .net compiler isn't. 
>  
> If you could tell me which compiler you use that might be shed some light on 
> it.
>  
> What I've done is created a version of the library and dumps a load of 
> variables to file. This should at least point to the general area of the 
> fault. 
>  
> So if you could find the time to download the version of osgOcean found here:
>  
> http://osgocean.googlecode.com/svn/branches/osgOcean-1.0-debug/
>  
> Run it and fly around for a about 10 seconds. Then send me the file called 
> "osgOcean_debug.txt" that it dumps out I would be extremely grateful.
>  
> 
> Thanks guys.
>  
> Kim.
> 
>  
> 
> 
> From: Pierre Bourdin (gmail) [mailto:bour...@imerir.com]
> Sent: Thu 18/06/2009 16:54
> To: osg-users@lists.openscenegraph.org
> Cc: Kim C Bale
> Subject: Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?
> 
> 
> 
> Hi Kim,
> I'm sorry to tell it is the same for me...
> 
> I've compiled osgocean from svn trunk and tag 1.0 with
> fftss-3.0-20071031.tar.gz
> linked with OpenSceneGraph Library 2.9.4
> 
> I've just made a simple run/shutdown log:
> http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean
> 
> If you need more informations, tell me how I could help.
> 
> Cheers,
> 
> Pierre.
> 
> Le jeudi 18 juin 2009 à 12:27 +, Roman Grigoriev a écrit :
> > Hi,
> > I've tried with FFTSS, FFTW3  and FFTWF and got patchy ocean on osg svn 
> > trunk on Fedora 11 on GTX285 180.60 drivers
> >
> > Thank you!
> >
> > Cheers,
> > Roman
> >
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=14162#14162
> >
> >
> >
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
> Pierre BOURDIN
> I.M.E.R.I.R.
> Av. Pascot BP 90443
> 66004 PERPIGNAN
> tél: 04 68 56 84 95
> fax: 04 68 55 03 86
> email: bour...@imerir.com
> 
> 
> 
> 
> *
> To view the terms under which this email is distributed, please go to 
> http://www.hull.ac.uk/legal/email_disclaimer.html
> *

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


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Re: [osg-users] OGR plugin : Build failed, under VS 2005

2009-06-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

VS 2003 -> build error with ogr plugin
VS 2005 -> build ok

-- Build started: Project: Plugins ogr, Configuration: Release Win32
--

Compiling...
ReaderWriterOGR.cpp
ReaderWriterOGR.cpp(41) : error C2146: syntax error : missing ';' before
identifier 'CPLOSGErrorHandler'
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see
reference to class template instantiation 'osg::BoundingBoxImpl' being
compiled
with
[
VT=osg::Vec3f
]
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see
reference to class template instantiation 'osg::BoundingBoxImpl' being
compiled
with
[
VT=osg::Vec3f
]
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see
reference to class template instantiation 'osg::BoundingBoxImpl' being
compiled
with
[
VT=osg::Vec3f
]
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see
reference to class template instantiation 'osg::BoundingBoxImpl' being
compiled
with
[
VT=osg::Vec3f
]
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see
reference to class template instantiation 'osg::BoundingBoxImpl' being
compiled
with
[
VT=osg::Vec3f
]
C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see
reference to class template instantiation 'osg::BoundingBoxImpl' being
compiled
with
[
VT=osg::Vec3f
]
ReaderWriterOGR.cpp(41) : error C2182: 'CPL_STDCALL' : illegal use of type
'void'
ReaderWriterOGR.cpp(50) : warning C4508: 'CPLOSGErrorHandler' : function
should return a value; 'void' return type assumed

Build log was saved at
"file://c:\dev\OpenSceneGraphSVN\OpenSceneGraph\src\osgPlugins\ogr\osgdb_ogr.dir\Release\BuildLog.htm"
Plugins ogr - 2 error(s), 1 warning(s)

regards
adrian

2009/5/12 Robert Osfield 

> On Tue, May 12, 2009 at 1:02 PM, Adrian Egli OpenSceneGraph (3D)
> <3dh...@gmail.com> wrote:
> > Hi Robert,
> >
> > Which OGR Version does the plugin use? Or does it need the OGR Frame work
> > installed.
>
> I've alway got OGR as part of GDAL, the current version of GDAL I have
> is 1.5.2.  I haven't heared of OGR Frame work before so can't comment
> on this.
>
> You haven't specified either the version or the error you are getting.
>  There really isn't much we can do on your behalf without more info
> about how/where you got OGR from.
>
> Robert.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 

Adrian Egli
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi

I have no longer moving waves in latest SVN .

adrian

2009/6/19 Ümit Uzun 

> Hi Kim,
>
> There is strange view as you can see from osgOcean_Artifact.jpg Is this
> artifact or what?
>
> And when creating VisualStudio solution, Cmake doesn't create osgOcean's
> "Header Files" folder which is created for oceanExample as you can see from
> osgOcean_Classes.jpg This make the solution panel look messy.
>
>
> Regards.
>
> 2009/6/18 Kim C Bale 
>
>> Hi Umit,
>>
>> Yes, apparently samplerRect has been depreciated. Ulrich flagged this one
>> on OSX and corrected it.
>>
>> I guess some glsl compilers are more fussy than others.
>>
>> Glad you got it working.
>>
>> Kim.
>>
>> 
>>
>> From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
>> Sent: Thu 18/06/2009 12:36
>> To: OpenSceneGraph Users
>> Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
>>
>>
>> Hi Kim,
>>
>> Actually I am sorry for not thinking it can be the svn adress :)
>> You make the really good magic. It works perfect without any error as you
>> can see from the attached screenshot:) Thanks so much :) But there is some
>> dots flickering as JS and Martins's said about. And it's not problem I think
>> :) This is really really good application.
>>
>> What did you do? You have only changed samplerRect to sampler2D?
>>
>> Regards and Congratulations :)
>>
>>
>> 2009/6/18 Kim C Bale 
>>
>>
>>Hi Umit,
>>
>>
>>
>>Sorry use
>>
>>
>>
>> svn checkout
>> http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ osgocean-read-only
>> <
>> http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only
>> >
>>
>>
>>
>>or grab a copy of the tortoise client to download it.
>>
>>
>>
>>Regards,
>>
>>
>>
>>Kim.
>>
>>
>>
>>From: osg-users-boun...@lists.openscenegraph.org [mailto:
>> osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
>>Sent: 18 June 2009 11:45
>>
>>To: OpenSceneGraph Users
>>Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
>>
>>
>>
>>
>>
>>Hi Kim,
>>
>>Thanks you so much. But prompted screen wants username and password
>> from me?
>>
>>Regards.
>>
>>2009/6/18 Kim C Bale 
>>
>>Hi Umit,
>>
>>
>>
>>I've just applied a patch that should solve the samplerRect issue
>> for you, I think I was being too hasty to blame your graphics drivers.
>>
>>
>>
>>Update your code from:
>>
>>
>>
>> https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ <
>> https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/>
>>
>>
>>
>>
>>
>>
>>
>>Regards,
>>
>>
>>
>>Kim.
>>
>>
>>
>>From: osg-users-boun...@lists.openscenegraph.org [mailto:
>> osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
>>Sent: 18 June 2009 07:35
>>
>>
>>To: OpenSceneGraph Users
>>Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
>>
>>
>>
>>Hi Kim and JS;
>>
>>Thanks for suggestion. I have tried again and as you said I really
>> need new version GPU. This is only solution which will resolve kind of these
>> problems.
>>
>>Regards.
>>
>>2009/6/17 Kim C Bale 
>>
>>Martins, J-S,
>>
>>
>>>Here you go.  If you zoom in to 400% or so you can see 3 pixels
>>near the horizon that are really dark.  They flicker during the
>>simulation, sometimes individual pixels, other times it looks like
>>larger groups.
>>
>>Yep it's a bug in the library. Looks like a polygon break to me,
>> possibly a corner piece. I must have been trying to ignore it as it's a
>> nightmare to debug that bit of code. I'll log it, but it could take a while
>> to find that blighter.
>>
>>
>>>If you disable godrays, silt and dof (basically disable all
>> underwater
>>effects) then go underwater, you'll see a black like at the
>> horizon. it
>>looks like fog is not being applied for a line of pixels at the
>> horizon.
>>
>>I think this is a fogging issue, the wave tops are probably going
>> over the fog line and exposing unfogged geometry. Shouldn't be too bad that
>> one.
>>
>>Cheers all.
>>
>>
>>Kim.
>>
>>
>>
>>
>>
>>From: osg-users-boun...@lists.openscenegraph.org on behalf of
>> Martins Innus
>>
>>Sent: Wed 17/06/2009 19:35
>>
>>To: OpenSceneGraph Users
>>Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
>>
>>
>>
>>Kim,
>>
>> Here you go.  If you zoom in to 400% or so you can see 3
>> pixels
>>near the horizon that are really dark.  They flicker during the
>>simulation, sometimes individual pixels, other times it looks like
>>larger groups.
>>
>>   Sorry if this comes through twice, looks like the first one
>> was too big
>>for the list.
>>
>>Martins
>>
>>
>>Kim C Bale wrote:
>>