Re: [osg-users] Unit tests

2009-07-20 Thread Vincent Bourdier
Hi,

I'll probably chose cppUnit. There is no lots of documentation, but this
works well for the moment so it looks like a good choice.
Thanks for your answers.

Regards,
Vincent.



2009/7/20 Pierre Bourdin (gmail) 

> Le lundi 20 juillet 2009 à 08:45 +0200, Vincent Bourdier a écrit :
> > Hi Pierre,
> Hi Vincent,
> sorry I didn't see you post...
> >
> > Are you talking about googleTest, unittest++ or cppunit ?
> I'm talking about cppunit.
> >
> > Vincent.
>
> Pierre.
>
> >
> > 2009/7/19 Pierre BOURDIN 
> > Bonjour Vincent,
> >
> > 2009/7/17 Vincent Bourdier :
> > > Hi, thanks for the answers !!
> > >
> > > Philip, changing the option works, but the linker make a lot
> > of warnings :
> > > 
> > http://msdn.microsoft.com/en-us/library/5ske5b71(VS.71).aspx
> > that is very
> > > annoying...
> > >
> > > So I don't know if I will keep this one or not...
> > >
> > > unittest++ seems good, and cppunit too (if anyone have
> > feedback on the last
> > > one ...)
> >
> >
> > I've note use it myselff, but I know Delta3D is using it. So
> > if you
> > want some examples, look at it. They use it with cmake so it
> > should be
> > easy to adapt to your project hopefully.
> >
> > >
> > > Don't know exactly what to choose...
> > >
> > > See you later if I found the good one, still earing if you
> > have any advices.
> > >
> > > Thanks.
> > >
> > > Regards,
> > >Vincent.
> >
> >
> > Cheers,
> > Pierre.
> >
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Re: [osg-users] Camera Move example

2009-07-20 Thread Ümit Uzun
Hi Danny;

You mean it is not working or working but not as expected? I saw a problem
you multiply matrices wrong order. You always obey the TRS rule. First Scale
then Rotate and lastly Translate. But as I see you have done wrong order for

myCameraMatrix = cameraRotation * cameraTrans;

HTH.
Regards.

Ümit Uzun


2009/7/21 Danny Lesnik 

> Hi Jean-Sébastien,
>
> Thank you for your reply i'm trying to do it by first method I implemented
> some code but it looks like this code does nothing:
>
> bool CameraMover::handle(const osgGA::GUIEventAdapter&
> ea,osgGA::GUIActionAdapter& us)
> {
> osg::Matrixd myCameraMatrix;
> osg::Matrixd cameraRotation;
> osg::Matrixd cameraTrans;
> cameraRotation.makeRotate(
> osg::DegreesToRadians(0.0), osg::Vec3(0,1,0), // roll
> osg::DegreesToRadians(60.0), osg::Vec3(1,0,0) , // pitch
> osg::DegreesToRadians( 45.0), osg::Vec3(0,0,1) ); // heading
> cameraTrans.makeTranslate( 1,5,1 );
> myCameraMatrix = cameraRotation * cameraTrans;
> osg::Matrixd i = myCameraMatrix.inverse(myCameraMatrix);
> osgViewer::Viewer* viewer = dynamic_cast( &us );
>
> ...
>
> switch(ea.getKey())
>  {
> case osgGA::GUIEventAdapter::KEY_Down:
>
>  
> viewer->getCamera()->setViewMatrix(i*osg::Matrix::rotate(-(osg::PI_2),1,0,0));
>  return false;
>  break;
>
> ..
>  }
>
> }
>
> int main()
> {
> ..
>
> viewer.addEventHandler(new CameraMover);
> viewer.realize();
> while( !viewer.done() )
> {
>  viewer.frame();
> }
>
>
> Could you tell me please why my event is not working?
>
> Thank you!
>
> Cheers,
> Danny
>
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>
>
>
>
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Re: [osg-users] Camera Move example

2009-07-20 Thread Danny Lesnik
Hi Jean-Sébastien,

Thank you for your reply i'm trying to do it by first method I implemented some 
code but it looks like this code does nothing:

bool CameraMover::handle(const osgGA::GUIEventAdapter& 
ea,osgGA::GUIActionAdapter& us)
{
osg::Matrixd myCameraMatrix;
osg::Matrixd cameraRotation;
osg::Matrixd cameraTrans;
cameraRotation.makeRotate(
osg::DegreesToRadians(0.0), osg::Vec3(0,1,0), // roll
osg::DegreesToRadians(60.0), osg::Vec3(1,0,0) , // pitch
osg::DegreesToRadians( 45.0), osg::Vec3(0,0,1) ); // heading
cameraTrans.makeTranslate( 1,5,1 );
myCameraMatrix = cameraRotation * cameraTrans;
osg::Matrixd i = myCameraMatrix.inverse(myCameraMatrix);
osgViewer::Viewer* viewer = dynamic_cast( &us );

...

switch(ea.getKey())
  {
case osgGA::GUIEventAdapter::KEY_Down:

viewer->getCamera()->setViewMatrix(i*osg::Matrix::rotate(-(osg::PI_2),1,0,0));
 return false;
  break;

..
  }

}

int main()
{
..

viewer.addEventHandler(new CameraMover); 
viewer.realize();
while( !viewer.done() )
{
  viewer.frame();
}


Could you tell me please why my event is not working? 

Thank you!

Cheers,
Danny

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[osg-users] OSG and MVC model

2009-07-20 Thread Butler, Lee Mr CIV USA USAMC
I'm trying to build a nice MVC app with OSG.  I'm getting a seg-fault whenever 
the app exits.  I realize that this is due to the 
AppController->osgViewer::Viewer->AppController reference loop (see line with 
 in the runLoop() method).  The question is whether there is a "reasonable" 
way to have the AppController be the event handler for the viewer?

Lee
#include 

#include 
#include 

#include 
#include 

#include 

class AppController : public osgGA::GUIEventHandler
{
public:
AppController(int &argc, char *argv[])
{
	osg::ArgumentParser arguments(&argc, argv);
	_viewer = new osgViewer::Viewer(arguments);

	_loadedModel = osgDB::readNodeFiles(arguments);

	_rootnode = new osg::Group;
	_rootnode->setName("root");
	_rootnode->addChild(_loadedModel);	

	_viewer->setSceneData( _rootnode );
}	

void runLoop()
{
	_viewer->addEventHandler(this);  //   This is BAD

	osg::ref_ptr tb = new osgGA::TrackballManipulator();
	_viewer->setCameraManipulator(tb);

	_viewer->setReleaseContextAtEndOfFrameHint(false);
	std::cerr << "start draw" << std::endl;

	_viewer->run();
}


bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa)
{
	if (ea.getEventType() == osgGA::GUIEventAdapter::KEYDOWN && ea.getKey() == 'h') {
	std::cerr << "Hello!" << std::endl;
	return true;
	}
	return false;
}

private:
osg::ref_ptr  _viewer;
osg::ref_ptr _loadedModel;
osg::ref_ptr _rootnode;
};

int main(int argc, char *argv[])
{
osg::ref_ptr app = new AppController(argc, argv);

app->runLoop();

return 0;
}
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Re: [osg-users] [osgPlugins] how to use extra nodes of collada files?

2009-07-20 Thread Roland Smeenk
Hi Jason,

the only custom node data that is currently supported is the node description 
that is read and written as extra data. This might be sufficient and is 
compatible with how openflight allows custom node data, which was one of my 
goals for the OSG specific Collada extensions. 

One other possibility I can think of is designing a custom class that may 
contain structured data that can be attached to OSG nodes as user data and that 
will be interpreted by the Collada plugin to read or write extra data.

warmest regards,

Roland

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[osg-users] DrawCallback and Textures

2009-07-20 Thread paul1492

Can I modify a Texture image in a DrawCallback or do I need to do this in an 
UpdateCallback?

I need to modify a texture image every frame as well as the polygon's 
coordinates. I'll be disabling Display Lists on the polygon and I have a Vertex 
and Fragment shader attached to the polygon.

Paul P.


  
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[osg-users] osgViewer in stereo mode

2009-07-20 Thread Eric Pouliquen
Hi,

Can someone help me to understand how and where osgviewer create the camera 
pair when running in stereo mode ? 
I ask it because I want to adapt the hdr osgPPU example to the viewer in stereo 
mode, but I absolutly don't understand how to manage the stereo...
It's not only an osgPPU problem (that's why my post is in "general" :) ), but 
in this case, it uses a RTT target with :
 

Code:
getCamera()->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);   
   
getCamera()->attach(osg::Camera::COLOR_BUFFER, texture);



so I think I need to instantiate another texture for the second RTT, but I 
can't find the camera pointer for second eye...

I tried with getViews, but only one view because it's not a compositeViewer, I 
tried getSlaves(), but returns zero...

for the moment, when running in stereo mode, the hdr osgPPU example runs with 
the left part ok, but black in the right part. 

i want to see the same scene in the two eyes, so setCullMaskRight and 
setCullMaskLeft are not useful am I right ?

please help me :)

Thank you!

Cheers,
Eric

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Re: [osg-users] setUpdateCallback fails under slave-camera

2009-07-20 Thread Timm Linder
Hi Robert,

I'm picking up this somewhat outdated topic since we are having a similar 
problem. We need to render some of our geometry with a separate depth buffer 
because of precision issues: In the first pass, we are rendering a very large 
landscape that was created using VirtualPlanetBuilder. This puts the far 
clipping plane very far away from the viewer. 

Then, however, we need to draw some objects that are flying very close to the 
camera and need a lot of precision here. This is what makes us require a second 
rendering pass with a separate depth buffer and projection matrix (where the 
far plane is very close to the eye point). It is guaranteed that this geometry 
is always above the landscape, so we need no further sorting here.

In both passes, we require our update callbacks to work. As should have become 
clear from my description, the master and slave camera do not share their 
geometry.

Do you think there is a way of making the update callbacks work in the slave 
camera *without* tampering with the original OSG Core source code?

Any hint would be greatly appreciated.

Thanks a lot for your help,

Timm

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Re: [osg-users] how matrixTransform works?

2009-07-20 Thread Lingyun Yu
Hi, Gordon,

Thank you for your reply.
I already understood.

Yun

On Mon, Jul 20, 2009 at 3:42 PM, Tomlinson, Gordon <
gtomlin...@overwatch.textron.com> wrote:

> Which part don't you fully understand ?
>
> the fact the your BS center is moving or the NAN ?
>
>
>
>
> Gordon
> Product Manager 3d
> __
> Gordon Tomlinson
> Email  : gtomlinson @ overwatch.textron.com
> __
>
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lingyun
> Yu
> Sent: Monday, July 20, 2009 4:36 AM
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] how matrixTransform works?
>
> Hi, everybody
>
> Could someone explain me how matrixTransform works?
> In the updatecallback, I set the matrixTransform like this
>
>static float c = 1.0;
>c = c + 0.01;
>
>mt->setMatrix(osg::Matrixf::translate(-bs.center()) *
> osg::Matrixf::scale(1.0, c, 1.0) osg::Matrixf::translate(bs.center()));
>
> With the time goes by, the center of boundingbox will change frequently.
> At the end, some error happens like
>
> CullVisitor::apply detected NaN, depth=1.#QNAN, center=<49.8655
> 50.2613 50.5221>, matrix = {
> 1 0 0 0
> 0 0 -7.21007 0
> 0 1 0 0
> -1.#IND -1.#IND -1.#IND -1.#IND}
>
> If anybody meets this ever before?
>
> ...
>
> Thank you!
>
> Cheers,
> Lingyun
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=15131#15131
>
>
>
>
>
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-- 
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Re: [osg-users] how matrixTransform works?

2009-07-20 Thread Tomlinson, Gordon
Which part don't you fully understand ?

the fact the your BS center is moving or the NAN ?




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


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lingyun
Yu
Sent: Monday, July 20, 2009 4:36 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] how matrixTransform works?

Hi, everybody

Could someone explain me how matrixTransform works?
In the updatecallback, I set the matrixTransform like this

static float c = 1.0;
c = c + 0.01;

mt->setMatrix(osg::Matrixf::translate(-bs.center()) *
osg::Matrixf::scale(1.0, c, 1.0) osg::Matrixf::translate(bs.center()));

With the time goes by, the center of boundingbox will change frequently.
At the end, some error happens like

CullVisitor::apply detected NaN, depth=1.#QNAN, center=<49.8655
50.2613 50.5221>, matrix = {
1 0 0 0
0 0 -7.21007 0
0 1 0 0
-1.#IND -1.#IND -1.#IND -1.#IND}

If anybody meets this ever before?

... 

Thank you!

Cheers,
Lingyun

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Re: [osg-users] ATI and RTT with FBO

2009-07-20 Thread Jean-Sébastien Guay

Hello Martin,

I try to render in a texture with osg. And it works. I thougth that is 
no problem. I have a NVIDIA GeForce 8800 GT. Now I try to start my 
program on another computer and it doesn't work. This computer use a ATI 
FireGL V5600 graphic card. It seems that the problem is a driver 
problem. Have somebody experience about this problem?


Using GLView (cool program that lists extensions available on your card, 
and that also has a database of known graphics cards to see which 
extensions are avaliable on them - http://www.realtech-vr.com/glview/) 
it seems that the ATI FireGL V5600 has the extension required for FBO 
support (GL_EXT_FRAMEBUFFER_OBJECT). So I think a driver update should 
help. ATI's more recent drivers have generally improved OpenGL support 
quite a bit.


Maybe help a driver update? But what can I do when the update doesn't 
help? Or there are another way to render in a texture without 
frame-buffer-object?


You could use PBuffers. But it will probably be slower.

Normally OSG will fallback to PBuffers if FBOs are not supported, but in 
your case it seems like they should be supported but don't work, 
possibly because of a driver issue as I said.


Hope this helps,

J-S
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Re: [osg-users] How to decode .ive file?

2009-07-20 Thread Jean-Sébastien Guay

Hi Akilan,


My terrain DB contains lots of .ive files(binary files). I want to decode the 
file in program to know about its children's details.  This I want to do before 
running my viewer. Is OSG provides interface for such activities?


You can convert .ive to .osg with osgconv:

  osgconv in.ive out.osg


One more query is, I have .ive file content in a buffer so that instead of 
setting the filename to readNode(), is there any interface to set the buffer 
directly to construct node in OSG?


You can have OSG read the data from an istream. For example:

  osgDB::ReaderWriter* plugin =
  osgDB::Registry::instance()->getReaderWriterForExtension("ive");

  if (plugin)
  {
  osgDB::ReaderWriter::ReadResult rr =
  plugin->readNode(stream,
   osgDB::Registry::instance()->getOptions());

  if ( rr.error() )
  {
  std::cout << "readNode(istream): Error reading node from "
<< "stream. Error: " << rr.message() << std::endl;
  return 0;
  }
  else
  {
  return rr.getNode();
  }
  }

Hope this helps,

J-S
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[osg-users] Help with a txp file

2009-07-20 Thread Mach Bhai
Hi,
I am totally new to OSG. I have a small task and i just wanted an opinion to 
know whther its even possible or not and if its possible how much of an effort 
will be required to be put in? 

I have a txp file and i need to export all 3d models used within the file with 
thei latitude and longitude. Is this possible or not ? I know the coordinates 
of the upper right and lower left corner. Manually it will be a laborious task 
and so i wanted to do it programmatically.

Any help/comments/suggestions will be appriciated 
... 

Thank you!

Cheers,
mach

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Re: [osg-users] Geometry Culling

2009-07-20 Thread Jean-Sébastien Guay

Hi CG,


I've uploaded a video http://www.youtube.com/watch?v=X4xgFzaBBWs to show the 
problem I'm facing when rendering a geometry. Any advices?


Yes, that's most definitely z-fighting. Try moving the geometry higher 
above the terrain, or setting the near and far planes as close to each 
other as you can. (generally OSG's 
COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES will do this, but it might have 
trouble in some cases so you can disable automatic near/far calculation 
and just set them yourself).


Hope this helps,

J-S
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Re: [osg-users] Camera Move example

2009-07-20 Thread Jean-Sébastien Guay

Hello Danny,


I'm trying to move my camera forward and backward as the event of up/down key.


You're on the right track with your subclass of osgGA::GUIEventHandler. 
This class's handle() can set the camera's view matrix using 
camera->setViewMatrix() (or the convenience setViewMatrixAsLookAt()).


Alternatively, you can subclass from osgGA::MatrixManipulator, override 
the handle() method to calculcate the new camera position, and override 
the getInverseMatrix() method to return that movement. Have a look at 
the source for osgGA::TrackballManipulator for an example. Then you give 
that manipulator to your osg::View / osgViewer::Viewer using 
setCameraManipulator(). This is the way that new camera movement modes 
are implemented generally.


Hope this helps,

J-S
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[osg-users] ATI and RTT with FBO

2009-07-20 Thread Martin Großer

Hello,

I try to render in a texture with osg. And it works. I thougth that is 
no problem. I have a NVIDIA GeForce 8800 GT. Now I try to start my 
program on another computer and it doesn't work. This computer use a ATI 
FireGL V5600 graphic card. It seems that the problem is a driver 
problem. Have somebody experience about this problem?


*CheckFramebufferStatusEXT()* returns 
*FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB*


Maybe help a driver update? But what can I do when the update doesn't 
help? Or there are another way to render in a texture without 
frame-buffer-object?


Now my code part:

// pre render camera
::osg::ref_ptr< ::osg::Camera> camera = new ::osg::Camera;
// setup camera
camera->addChild( texcoordObject );
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setClearColor( ::osg::Vec4(1,1,1,1) );
camera->setProjectionMatrixAsOrtho2D(0.0,1.0,0.0,1.0);
camera->setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
camera->setViewport(0,0,width,height);
camera->setRenderOrder(osg::Camera::PRE_RENDER, 0);
camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
camera->attach(osg::Camera::COLOR_BUFFER, texture->getImage(), 0, 0);
// add camera to root node
_rtt->addChild(camera.get());



Cheers, Martin
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Re: [osg-users] [osgPlugins] how to use extra nodes of collada files?

2009-07-20 Thread Jason Fisher
hi Roland,

thanks for your answer. what i would like to do is to use the extra nodes to 
store arbritrary metadata associated with my geometry instances as defined in 
the collada spec maybe by using an additional xml-schema or just by inserting 
plain text into a param-node, see collada spec 
(http://www.khronos.org/files/collada_spec_1_4.pdf), page 32. as far as i 
understood -- and as you stated -- the openscenegraph dae plugin stores and 
reads only osg specific extras. 

now i would like to know if there is any possibility to read and write CUSTOM 
extra data ASIDE this osg specific data.

kind regards,
jason.


ithrak (Jason Fisher)

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Re: [osg-users] Skydome

2009-07-20 Thread Boris Baljak
Thanks a lot to both of you!

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[osg-users] Ask for osgviewerMFC memory consumption explanations

2009-07-20 Thread Alexandre Amalric
Hi osg-users,

I'm developping an application based on the example "osgviewerMFC" but I
don't understand the memory consumption from this example.

1) when I launch osgviewerMFC.exe the memory used is about 10Mo
2) then I open a model, memory rise to let's say 50Mo (depends on the model)
3) then I close the window and memory do not get back to 10Mo like desired
but stay at let say 30Mo (in my case).

Why osgviewerMFC.exe use much memory after opening and closing a model than
before doing nothing ??
 I am asking this because I have the same behaviour with my own application,
I suppose something isn't well destroyed when closing a window (removing a
viewer).

Kind regards,
-- 
Alexandre AMALRIC   Ingénieur R&D
===
PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
http://www.pixxim.fr
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Re: [osg-users] Unit tests

2009-07-20 Thread Pierre Bourdin (gmail)
Le lundi 20 juillet 2009 à 08:45 +0200, Vincent Bourdier a écrit :
> Hi Pierre,
Hi Vincent,
sorry I didn't see you post...
> 
> Are you talking about googleTest, unittest++ or cppunit ?
I'm talking about cppunit.
> 
> Vincent.

Pierre.

> 
> 2009/7/19 Pierre BOURDIN 
> Bonjour Vincent,
> 
> 2009/7/17 Vincent Bourdier :
> > Hi, thanks for the answers !!
> >
> > Philip, changing the option works, but the linker make a lot
> of warnings :
> > http://msdn.microsoft.com/en-us/library/5ske5b71(VS.71).aspx
> that is very
> > annoying...
> >
> > So I don't know if I will keep this one or not...
> >
> > unittest++ seems good, and cppunit too (if anyone have
> feedback on the last
> > one ...)
> 
> 
> I've note use it myselff, but I know Delta3D is using it. So
> if you
> want some examples, look at it. They use it with cmake so it
> should be
> easy to adapt to your project hopefully.
> 
> >
> > Don't know exactly what to choose...
> >
> > See you later if I found the good one, still earing if you
> have any advices.
> >
> > Thanks.
> >
> > Regards,
> >Vincent.
> 
> 
> Cheers,
> Pierre.
> 
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Pierre BOURDIN
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Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: bour...@imerir.com


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[osg-users] how matrixTransform works?

2009-07-20 Thread Lingyun Yu
Hi, everybody

Could someone explain me how matrixTransform works?
In the updatecallback, I set the matrixTransform like this

static float c = 1.0;
c = c + 0.01;

mt->setMatrix(osg::Matrixf::translate(-bs.center()) *  
osg::Matrixf::scale(1.0, c, 1.0) 
osg::Matrixf::translate(bs.center()));

With the time goes by, the center of boundingbox will change frequently. At the 
end, some error happens like

CullVisitor::apply detected NaN,
depth=1.#QNAN, center=<49.8655 50.2613 50.5221>,
matrix = {
1 0 0 0 
0 0 -7.21007 0
0 1 0 0
-1.#IND -1.#IND -1.#IND -1.#IND}

If anybody meets this ever before?

... 

Thank you!

Cheers,
Lingyun

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Re: [osg-users] Unit tests

2009-07-20 Thread Riccardo Corsi

Hi Vincent,

Delta3D uses cppunit, and we've been using this library as well for our 
unit tests.
It offers nice macros to run and check the tests, makes it easy to 
launch a whole suite of tests or only a part of them (via namespace) and 
optionally prints results on an xml file, besides the console.

I haven't tried the other libs thouhg, so I cannot make comparisons.
Cheers,
Ricky


On 20/07/2009 8.45, Vincent Bourdier wrote:

Hi Pierre,

Are you talking about googleTest, unittest++ or cppunit ?

Vincent.

2009/7/19 Pierre BOURDIN mailto:bour...@imerir.com>>

Bonjour Vincent,

2009/7/17 Vincent Bourdier mailto:vincent.bourd...@gmail.com>>:
> Hi, thanks for the answers !!
>
> Philip, changing the option works, but the linker make a lot of
warnings :
> http://msdn.microsoft.com/en-us/library/5ske5b71(VS.71).aspx

that is very
> annoying...
>
> So I don't know if I will keep this one or not...
>
> unittest++ seems good, and cppunit too (if anyone have feedback
on the last
> one ...)

I've note use it myselff, but I know Delta3D is using it. So if you
want some examples, look at it. They use it with cmake so it should be
easy to adapt to your project hopefully.

>
> Don't know exactly what to choose...
>
> See you later if I found the good one, still earing if you have
any advices.
>
> Thanks.
>
> Regards,
>Vincent.

Cheers,
Pierre.
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Re: [osg-users] [build] OpenSceneGraph with STLPORT ?

2009-07-20 Thread Alberto Luaces
Hello Julien,

The file CMakelists.txt is not meant to be modified directly. The user is 
supposed to run CMake with it and then adjust the options through the menus. 
Pressing the 't' key you will find in advanced options, which include the 
compiler and linker flags.

Unfortunately, there is no option to add some extra library to every target 
the script defines. I have run over this problem a few months ago. You could 
hack it through the use of the "--no-whole-archive" and "--whole-archive" 
linker options.

Anyway, STL support in gcc 4 for Cygwin should be pretty good, so maybe you 
could stay with this instead of STLPort.

Regards,

Alberto

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[osg-users] Performances behavior

2009-07-20 Thread Harold Comere
Hi all,

I have done the small polygon benchmark that i have worked on this two last
weeks and it has confirmed a osg behavior wich i have noticed before without
be able to explain it myself...

The principle of my benchmark is to add to scene same model few times ( all
with multiparent to save memory, each model has its own
positionAttitudeTransform ) then render some seconds and compute average
FPS. If FPS down under 15 FPS ( limit for interactive render ) benchmark
stop and compute total rendered triangles, if not it redo it.
So there is only one model per geode and one transform per model.

The fact is if i use a model with :
5 000 triangles, i was able to display about 14 000 000
11 000 -> 20 000 000
34 000 -> 7 000 000

So, two first results could be logical, because in first case there is more
geodes and so more calls to opengl functions and graph is longer to
traverse, so in second case perf are improved.
But how the third case get so bad result ?

All models are visible at same time, so i guess there is not any culling
done.
Does anyone has any explanation ?

Thanks for your attention,
Regards,
Harold
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