[osg-users] Question about train simulation

2009-09-03 Thread Shiina Ringo
Hi,

I am a new to OSG

Now I am woking in a project for train simulation game , using the 
osgAnimation library , but for now just some problems trouble me :
for example , when the train turns left or right , the cabin need rotate 
for a angle , and I have tried for creating osgAnimation::Bone , but  finally 
the output does not look the same to the real situation.
so I guess that the Bone does not fit for train's turning , anyone who 
could give a better idea? :' 

Thank you very much!

Cheers,
shiinaringo

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Re: [osg-users] Question about train simulation

2009-09-03 Thread Cedric Pinson
Hi shiinaringo,

You can check the osganimationskinning example to show how to setup a
bone chain by hand.

Other way could be to use solid animation instead of bone chain. see
example osganimationsolid

Cheers,
Cedric

-  
+33 659 598 614  Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Thu, 2009-09-03 at 07:15 +, Shiina Ringo wrote:
 Hi,
 
 I am a new to OSG
 
 Now I am woking in a project for train simulation game , using the 
 osgAnimation library , but for now just some problems trouble me :
 for example , when the train turns left or right , the cabin need rotate 
 for a angle , and I have tried for creating osgAnimation::Bone , but  finally 
 the output does not look the same to the real situation.
 so I guess that the Bone does not fit for train's turning , anyone who 
 could give a better idea? :' 
 
 Thank you very much!
 
 Cheers,
 shiinaringo
 
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Re: [osg-users] question on osgviewer stereo

2009-09-03 Thread Robert Osfield
HI Wenqin,

Stereo rendering doesn't directly make things blurry, the only thing
that changes is the eye position, the scene will be rendered in
exactly the same way regardless of the stereo settings - you won't
accidentally get some pixel blurring from nowhere.

Perhaps you are perceiving an issue, or perhaps your display system
isn't working perfectly.  you make no mention of what stereo display
you are using.

Robert.

On Wed, Sep 2, 2009 at 9:01 PM, Wenqin Wangwenqi...@yahoo.com wrote:
 Hi,
  I have a question on osgviewer Quad_buffer stereo. We used to use the 
 default setting for the screen width, height, and distance. But it seems the 
 depth has been exaggerated, and looks uncomfortable if zoom-in very close. So 
 we measure the screen width, height, and distance, and change the setting. It 
 did solve those issues, but have one problem, the image does not look as 
 sharp as before, looks a little bit blur. Any body knows how to solve this 
 problem?

 Thank you!

 Cheers,
 Wenqin

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[osg-users] simulation solution

2009-09-03 Thread Lulin Wang
hi~everyone!

i am specializing in soluting simulation or OSG problems.any question, just 
feel free to contact me 
or go to our site for anwer www.lanmeivr.com

i will be happy to serve you with all kinds of detailed information!

welcome here!
[Image: http://i911.photobucket.com/albums/ac315/lanmeivr/1.jpg ]

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[osg-users] [ANN] undertake virtual reality project

2009-09-03 Thread Lulin Wang
Lanmeivr company is superior in solving system simulation problems,specializing 
system simulation research and development under OSG platform. Lanmeivr’s has 
owned 30 patents and our simulator and system simulation products has been 
popular among more than 20 foreign countries such as France, America, Holand, 
Hinland, Russia, India, Egypt, Saudi Arabia, Malaysia, Indonesia, Costarica, 
Argentina, Chile,etc.

Lanmeivr Company undertake the following virtual reality projects:
1. training system VR for cars, racing cars, special vehicles, aircraft 
(multi-DOF)
2.system simulation for industrial production units (single / multipeople ) 
3.system simulation for weapons and equipment  
4.3D digital city system development; (Stand alone / Network Version)  
5.3D digital factory system development (Stand alone / Network Version)  
6.3D science fiction film production services.

www.lanmeivr.com

[Image: http://i911.photobucket.com/albums/ac315/lanmeivr/1-screen.jpg ][Image: 
http://i911.photobucket.com/albums/ac315/lanmeivr/portablecarsimulator.jpg 
][/img][/url]

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Re: [osg-users] possible bug in osg reader/writer for PagedLOD nodes

2009-09-03 Thread Robert Osfield
Hi Alex,

On Wed, Sep 2, 2009 at 10:03 PM, Alex
Pecoraroalexander.n.pecor...@lmco.com wrote:
 With that being said, I have to say that I was mildly offended by your 
 description of my use of the API as perverse and improper in your responses 
 to what started out as my attempt to be helpful. I don't think that the way I 
 am building databases is perverse or improper, I'm just using the API in a 
 way that apparently was not imagined when it was designed. All of my previous 
 interactions with you and the others on this mailing list can only be 
 described as pleasant and enlightening, but this time it sort of feels like 
 I'm under attack.

I'm not attacking you personally, but they technique you are using
just sounded a really awkward and inappropriate way to use the OSG
classes.  From you explanation it looked very much like you exacting
defined and consistent results even when you leave the nodes in an
undefined state - for this I could never provide a OSG centric
solution as there isn't one.  I do have a finite level of patience so
occasionally I'm not be as diplomatic as I could be.

Robert.
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Re: [osg-users] Picky warning about assignment operator

2009-09-03 Thread Robert Osfield
Hi Ansders,

Welcome back ;-)

My inclination would be to implement an assignment operator and make
it protected rather than disable the warning.  Could you try this and
post the results if successful?

Robert.

On Thu, Sep 3, 2009 at 5:30 AM, Anders Backmanande...@cs.umu.se wrote:
 Hi!
 Compiling the following class in VisualStudio with the highest varning level
 /W4 results in the warning:
 OpenSceneGraph\include\OpenThreads/ReadWriteMutex(94) : warning C4512:
 'OpenThreads::ScopedReadLock' : assignment operator could not be generated

 class ScopedReadLock
 {
     public:

         ScopedReadLock(ReadWriteMutex mutex):_mutex(mutex) {
 _mutex.readLock(); }
         ~ScopedReadLock() { _mutex.readUnlock(); }

     protected:
         ReadWriteMutex _mutex;
 };

 It would be nice if this warning could be avoided.
 Unfortunately in this case there is basically only one way of doing that:
 #ifdef _WIN32
   // Disable warning about assignment operator could not be generated due to
 reference members.
   #pragma warning( disable: 4512 )
 #endif
 /Anders

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Re: [osg-users] Question about train simulation

2009-09-03 Thread Shiina Ringo
Hi Cedric,

Thank you very much for your advice!

Cheers,
Shiina Ringo

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[osg-users] [osgPlugins] bmp load vertically flipped

2009-09-03 Thread stefan nortd
Hi,

I have been doing some image stuff lately. JPEGs and PNGs load right but 
BMPs are upside down. Is this a feature or a bug?

At the moment I am doing this for remedy:

Code:

osg::Image* image = osgDB::readImageFile(filename);
if(filename.substr(filename.length()-3) == bmp) {
image-flipVertical();
}





Just thought I share this.

Thank you!

Cheers,
stefan


stefan hechenberger

http://linear.nortd.com

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Re: [osg-users] Question about train simulation

2009-09-03 Thread Shiina Ringo
Hi  Cedric,

for another question to osgAnimation , that is , the function 
setBindMatrixInBoneSpace() in osgAnimation::Bone , its parameter's matrix , 
and I just cannot understand this parameter's meaning as well as How to give 
the correct matrix.

Besides , I just have no idea about the BoneSpace , and SkeletonSpace , in 
other words ,  the coordinate in the local Bone or Skeleton spaces just 
trouble me . Could you just explain the meaning of  that 2 spaces in a 
easy-understanding way?


Thank you very much!

Cheers,
Shiina Ringo

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Re: [osg-users] OsgSim Impostor lag and errors

2009-09-03 Thread Robert Osfield
Hi Vincent,

I wouldn't recommend using impostors as they memory overhead is far
higher than the saving that they provide in simplifying geometry.
When you blow your memory limit then you'll get lots of frame drops.

Robert.

On Thu, Sep 3, 2009 at 11:39 AM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
 Hi all,

 Looking for a way to use less memory with big models based on LOD, I just
 tried the osgimpostor example.

 I get some problem I don't understand :

 First, when the camera goes far from the scene, the LOD makes its job and
 call the impostor to draw the Quads, but, this action take a lot of time.
 The application freeze during 5 to 20 seconds (with a little scene : 20
 house instead of 25000 in the example) to show the Quads, and on each new
 need to recompute the textures (each camera movement) its freezes again.
 The frame rate goes from 170 to 1 ...

 In this case, you understand that the impostor solution is not a all
 solution.

 Do I miss something ?


 Here are the logs I get during the execution and the lags :

 bb invalid
 bb invalid
 bb invalid
 bb invalid
 bb invalid
 bb invalid
 bb invalid
 Warning: detected OpenGL error 'mÚmoire insuffisante' after
 RenderBin::draw(,)
 RenderStage::drawInner(,) FBO status= 0x8cd5
 Warning: detected OpenGL error 'mÚmoire insuffisante' after
 RenderBin::draw(,)
 RenderStage::drawInner(,) FBO status= 0x8cd5


 I tried to load a simple model, but this time it never uses impostor ...
 whatever is the Threshold...

 Any idea or suggestion will be appreciated.

 Thanks,
 Vincent.

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Re: [osg-users] [3rdparty] osgOcean : Integration into existing Database / Application

2009-09-03 Thread Sebastien Nerig
Hi all

I would like to update this post to know if there is a way to integrate 
osgOcean material (and shader) to an existing surface like it was mentioned ?

Thanks

Cheers,
Sebastien

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[osg-users] [3rdparty] change ocean height

2009-09-03 Thread Sebastien Nerig
Hi,

I would like to know if there is a way to change the ocean surface height.
All the objects of my scene are located at a 100 altitude on the Z axis while 
the ocean is a 0.

Thank you

Cheers,
Sebastien

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Re: [osg-users] OsgSim Impostor lag and errors

2009-09-03 Thread Robert Osfield
Hi Vincent,

On Thu, Sep 3, 2009 at 2:33 PM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
 I'm not sure to understand you well :

 Impostors will use more memory than a defaut LOD ? so where is the
 advantages of them ?

 I have 3Go of RAM, and the memory is not used at all with less than 10 000
 faces ... so memory is not a problem.

It's memory on the graphics card that is the problem.  If you create a
large number of large textures on the GPU then you run out of memory.

There is a very limited set of cases where imposters are good, and
these deserve very specific implementations.  The OSG's osg::Impostor
was an interesting experiment, but in the end it was too general
purpose and with it unable to avoid the pitfalls of impostors.

 Assuming impostor are not the good solution, do pagedLod are more what I'm
 looking for ? I understood that pagedLod are LOD that load from disk the
 model when its level is required, and free the unused children when the
 children limit have been reached.
 Does it really save much memory ? how to use them correctly ?

Are you looking for me to teach you all about real-time computer
graphics? It's a big topic  database paging and LOD's are just one
tool and a very powerful one, and one that's more generally useful
than impostors.

Robert.
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Re: [osg-users] [3rdparty] change ocean height

2009-09-03 Thread Jean-Sébastien Guay

Hello Sebastien,


I would like to know if there is a way to change the ocean surface height.
All the objects of my scene are located at a 100 altitude on the Z axis while 
the ocean is a 0.


I have some local modifications to osgOcean to allow this, but I am on 
vacation right now so I will not be able to review + check in the 
changes for another two weeks or so. As soon as I get back to work I'll 
make sure the changes are checked in and send you an update.


J-S
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Re: [osg-users] OsgSim Impostor lag and errors

2009-09-03 Thread Vincent Bourdier
HI Robert,

2009/9/3 Robert Osfield robert.osfi...@gmail.com

 Hi Vincent,

 On Thu, Sep 3, 2009 at 2:33 PM, Vincent
 Bourdiervincent.bourd...@gmail.com wrote:
  I'm not sure to understand you well :
 
  Impostors will use more memory than a defaut LOD ? so where is the
  advantages of them ?
 
  I have 3Go of RAM, and the memory is not used at all with less than 10
 000
  faces ... so memory is not a problem.

 It's memory on the graphics card that is the problem.  If you create a
 large number of large textures on the GPU then you run out of memory.

 There is a very limited set of cases where imposters are good, and
 these deserve very specific implementations.  The OSG's osg::Impostor
 was an interesting experiment, but in the end it was too general
 purpose and with it unable to avoid the pitfalls of impostors.

  Assuming impostor are not the good solution, do pagedLod are more what
 I'm
  looking for ? I understood that pagedLod are LOD that load from disk the
  model when its level is required, and free the unused children when the
  children limit have been reached.
  Does it really save much memory ? how to use them correctly ?

 Are you looking for me to teach you all about real-time computer
 graphics? It's a big topic  database paging and LOD's are just one
 tool and a very powerful one, and one that's more generally useful
 than impostors.


I was just asking for explanation on pagedLod. I just found this
implementation in OSG and there are very few comments on the source. I know
LOD and how to use them, but PagedLod is something new for me and I didn't
found more explanation of how does it work and the best/worst use case
and/or advices.

Thanks for the precision.

Regards,
   Vincent.



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Re: [osg-users] [3rdparty] osgOcean : Integration into existing Database / Application

2009-09-03 Thread Jean-Sébastien Guay

Hello Sebastien,


I would like to update this post to know if there is a way to integrate 
osgOcean material (and shader) to an existing surface like it was mentioned ?


I don't know what you're referring to exactly, the post you're replying 
to contains discussions about making lakes and rivers (which is 
currently not supported) and then diverged into camera manipulators.


What do you want to do exactly?

If you want what's under the OceanScene to use the same shaders as the 
rest of your scene, then osgOcean::OceanScene() has methods 
setDefaultSceneShader(osg::Program*) and setUseDefaultSceneShader(bool) 
to let you either specify a shader that the OceanScene should use, or to 
make the OceanScene not use any shader so that it will use the shader 
that's specified higher up in your scene graph. You can check out 
osgOcean/resources/shaders/default_scene.{vert|frag} and take 
inspiration from those shaders to adapt your own shaders.


If you want to change the way the ocean surface itself is shaded, then 
look at osgOcean/resources/shaders/water.{vert|frag} and modify that 
Don't forget to either transpose your modifications into 
FFTOceanSurface.cpp (near the end of the file you'll see the shaders as 
inline strings) or set USE_LOCAL_SHADERS 0 at the top of that same 
source file so it will load the shader from the file instead of using 
the one that's inline in the source file.


If what you want to do is not one of those two things, please let us 
know what it is so we can help you better.


J-S
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Re: [osg-users] [3rdparty] change ocean height

2009-09-03 Thread Sebastien Nerig
Hi JS

bad luck for me ! ^^
anyway thanks for your answer and have nice holidays :)

sebastien

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Re: [osg-users] [3rdparty] osgOcean : Integration into existing Database / Application

2009-09-03 Thread Sebastien Nerig
Hi,

I was talking about rivers and lakes, and I had my answer.

Thanks

Sebastien

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Re: [osg-users] OsgSim Impostor lag and errors

2009-09-03 Thread Robert Osfield
Hi Vincent,

On Thu, Sep 3, 2009 at 3:05 PM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
 I was just asking for explanation on pagedLod. I just found this
 implementation in OSG and there are very few comments on the source. I know
 LOD and how to use them, but PagedLod is something new for me and I didn't
 found more explanation of how does it work and the best/worst use case
 and/or advices.

I'm afraid I have way too much work on my plate right now to go
providing guidance on the topic of paging.  The best I can do is
provide quick pointers.

Perhaps others can provide some recommended reading for you.

Robert.
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Re: [osg-users] [osgPlugins] bmp load vertically flipped

2009-09-03 Thread stefan nortd
hey ulrich,

I am not sure I understand. I am loading a bmp and use it as a texture on a 
quad. I use the same texture coordinates for various image types but only the 
bmp displays upside down.

stefan


stefan hechenberger

http://linear.nortd.com

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Re: [osg-users] [3rdparty] osgOcean : Integration into existing Database / Application

2009-09-03 Thread Jean-Sébastien Guay

Hi Sebastien,


I was talking about rivers and lakes, and I had my answer.


Well, if you just want the surface appearance, then you can surely 
examine the osgOcean source to see how reflection/refraction is done, 
what the shaders do, etc. and do the same for your river/lake surface. 
Doing vertex deformation is more difficult though.


Hope this helps,

J-S
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[osg-users] Quictime Plugin on Windows

2009-09-03 Thread Serge Lages
Hi all,

I would like to know if anyone is using with success the Quicktime plugin on
Windows ? Currently when I try to play a video I have this error :
MovieData :: NewMovieFromProperties failed with err -43

It seems that the function NewMovieFromProperties is called with the
parameter _movie to NULL, but if I read this doc :
http://www.monen.nl/DevDoc/documentation/QuickTime/Reference/QTRef_MovieManager/Reference/reference.html#//apple_ref/c/func/NewMovieFromProperties

It seems that the Movie parameter needs to be allocated. Am I missing
something ?
Thanks !

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[osg-users] NodeCallBack vs accept

2009-09-03 Thread Eric Pouliquen
Hi All,

 I would like to be sure to understand the difference between :

 - Creating a NodeCallback and attach it to a Node
 - Re-Implementing locally the virtual accept method

 For example I saw that we can attach a NodeCallback as an UpdateCallback, and 
testing the other method, I implemented the accept method in a node heriting 
from osg::Group, and saw that the UpdateVisitor never call it, but the 
CullVisitor does... is it a correct behavior ?

Thank you!

Cheers,
Eric

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Re: [osg-users] [osgPlugins] bmp load vertically flipped

2009-09-03 Thread Ulrich Hertlein

Hi Stefan,

On 3/09/09 5:14 PM, stefan nortd wrote:

I am not sure I understand. I am loading a bmp and use it as a texture on a 
quad. I use
the same texture coordinates for various image types but only the bmp displays 
upside
down.


Then I would say your BMP is upside down ;-)

I have a stack of objects with BMP textures that would definitively look wrong if the 
loader would always flip the image.  It's all down to how it was modelled.


Cheers,
/ulrich
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[osg-users] Problems port OSG 1.0 - 2.8.2; Can't embed viewer in external app

2009-09-03 Thread Natasha Westland

Hello,

I am having difficulties upgrading from OSG 1.0 to 2.8.2 (on CentOS) and 
was hoping to tap into this wealth of knowledge
after failing miserably poking around the source code and attempting to 
retrofit the example applications into my own.


Using OSG 1.0, I have an application which used an osgProducer to embed 
a viewer in another (GTK+ based) application. 
Using the below approach, I am able to successfully render images in the 
external application.  In my attempt to port to OSG 2.8.2,
I am able to embed the viewer in the external application but I can't 
seem to render any images.  (I've tried simply changing the
background color and that doesn't work either.)  Based on observations 
in the debugger,  it appears that my viewer may not be
integrated properly with the gtk redrawing thread of the external 
application due to the fact that the visible (black) view is
overdrawn by the external application at random times, and it is never 
seen again.  Any pointers would be greatly appreciated. 
Thanks!


Natasha
westl...@ll.mit.edu

_ Initialization of osgProducer viewer using OSG 1.0:  _

   osgProducer::Viewer viewer (BuildConfig());
   viewer.setUpViewer (osgProducer::Viewer::SKY_LIGHT_SOURCE |
 
osgProducer::Viewer::HEAD_LIGHT_SOURCE |
 
osgProducer::Viewer::STATE_MANIPULATOR | 
 
osgProducer::Viewer::STATS_MANIPULATOR |
 
osgProducer::Viewer::VIEWER_MANIPULATOR ); 


 gtk_init (argc, argv);

 // set the xid of the GtkSocket and connect the GtkPlug
 guint32 xid = wGtkPlug;// gtksocket of external application
 GtkWidget *plug = gtk_plug_new(xid);
 gtk_signal_connect(GTK_OBJECT(plug), destroy-event, 
GTK_SIGNAL_FUNC(destroy_event), viewer);


 // set the viewer to display in the plug
 
viewer.getCamera(0)-getRenderSurface()-setWindow(gtk_plug_get_id(GTK_PLUG(plug)));


// create a new thread to handle GTK events
 pthread_create(gtk_thread, NULL, gtk_thread_loop, NULL);

   // create the windows and run the threads.
   viewer.realize();

   while( !viewer.done() ) {
   viewer.sync();
   viewer.update();
 
   // fire off the cull and draw traversals of the scene.

viewer.frame();
usleep(50);
}

   Producer::CameraConfig*
   BuildConfig(void) {
   Producer::RenderSurface *rs1 = new Producer::RenderSurface;
   rs1-setScreenNum(0);
   rs1-setWindowName(external-app);
   rs1-setWindowRectangle (0,0,640,480);
   Producer::Camera *camera1 = new Producer::Camera;
   camera1-setRenderSurface(rs1);
   camera1-setOffset( 0.0, 0.0 );
   rs1-setInputRectangle 
(Producer::RenderSurface::InputRectangle(0.0,1.0,0.0,1.0));

   Producer::InputArea *ia = new Producer::InputArea;
   ia-addRenderSurface(rs1);
   Producer::CameraConfig *cfg = new Producer::CameraConfig;
   cfg-addCamera(Camera 1,camera1);
   cfg-setInputArea(ia);
   return cfg;
   }

 void *gtk_thread_loop(void *arg) {
 gtk_main();
 return NULL;
  }


_ Rendering the images in OSG 1.0 is implemented as follows (same 
for OSG 2.8.2): _


   _loadedModel = osgDB::readNodeFile(sName);
   if (!_loadedModel) {
 viewer.setClearColor( osg::Vec4( 0.9f, 0.9f, 0.9f, 1.0) );
 return 1;
   }
   viewer.setClearColor( osg::Vec4( 0.701961f, 0.862745f, 0.949020f, 
1.0) );


   // optimize the scene graph, remove rendundent nodes and state etc.
   osgUtil::Optimizer optimizer;
   optimizer.optimize(_loadedModel.get());
  
   //add the model to the transform.

   _modelTransform.get()-addChild(_loadedModel.get());

   // set the scene to render
   viewer.setSceneData(_rootNode.get());

_ Initialization in OSG 2.8.2 is below: HELP - what am I doing 
wrong? _


   osgViewer::Viewer viewer;

   osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;

   traits-screenNum = 0;
   traits-x = 0;
   traits-y = 0;
   traits-width = 640;
   traits-height = 480;
   traits-red = 8;
   traits-blue = 8;
   traits-green = 8;
   traits-alpha = 0;
   traits-windowDecoration = false;
   traits-pbuffer = false;
   traits-doubleBuffer = true;
   traits-sharedContext = 0;
   traits-windowName = external-app;

  gtk_init (argc, argv);

 // set the xid of the GtkSocket and connect the GtkPlug
 guint32 xid = wGtkPlug;
 GtkWidget *plug = gtk_plug_new(xid);
 gtk_signal_connect(GTK_OBJECT(plug), destroy-event, 
GTK_SIGNAL_FUNC(destroy_event), viewer);


 // Hike logging up
 osg::setNotifyLevel (osg::NOTICE);

 // set the viewer to display in the plug
 traits-inheritedWindowData = new 
osgViewer::GraphicsWindowX11::WindowData(gtk_plug_get_id(GTK_PLUG(plug)));
 viewer.getCamera()-setGraphicsContext 
(osg::GraphicsContext::createGraphicsContext(traits.get()));
 viewer.getCamera()-setViewport (new 

Re: [osg-users] Quictime Plugin on Windows

2009-09-03 Thread Jean-Sébastien Guay

Hi Serge,

I would like to know if anyone is using with success the Quicktime 
plugin on Windows ?


I had compiled it a while back, and wrote a note about it on this page:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins

but it's pretty trivial so my guess is that you're probably using a 
newer version of the QuickTime SDK and running into a new problem. I 
haven't used it for a long while so I can't really help more, you'd 
probably need to go into the code with the SDK documentation and see 
what's wrong or what could have changed.


Alternatively you could try to download the version of the SDK I 
referenced in that page and see if that works. If so then at least you 
have something that works while you (or someone else) tries to find out 
what's wrong with the new version.


All that's assuming that it's the version of the SDK that's changed and 
causing problems, it could well be something else.


Hope that helps,

J-S
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Re: [osg-users] [osgPlugins] bmp load vertically flipped

2009-09-03 Thread Kawicki, Ryan H
Bitmaps are stored upside down internally.  If the loader is not
flipping your image, then flip the image yourself.

From http://en.wikipedia.org/wiki/BMP_file_format;
Bitmap data

This block of bytes describes the image, pixel by pixel. Pixels are
stored upside-down with respect to normal image raster scan order,
starting in the lower left corner, going from left to right, and then
row by row from the bottom to the top of the image.[2] Uncompressed
Windows bitmaps can also be stored from the top row to the bottom, if
the image height value is negative.

Ryan H. Kawicki
The Boeing Company
Training Systems  Services
Software Engineer
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[osg-users] How do I create/update uniform struct?

2009-09-03 Thread Wyatt Earp
I want to use a struct in my glsl shader.

osg::StateSet::getOrCreateUniform allows for the specification of
Uniform::Type, but I don't see an enumeration for struct.  How would I
create/set the uniform struct?

WE
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Re: [osg-users] Quictime Plugin on Windows

2009-09-03 Thread Stephan Maximilian Huber
Serge Lages schrieb:
 Hi all,
 
 I would like to know if anyone is using with success the Quicktime plugin on
 Windows ? Currently when I try to play a video I have this error :
 MovieData :: NewMovieFromProperties failed with err -43
 
 It seems that the function NewMovieFromProperties is called with the
 parameter _movie to NULL, but if I read this doc :
 http://www.monen.nl/DevDoc/documentation/QuickTime/Reference/QTRef_MovieManager/Reference/reference.html#//apple_ref/c/func/NewMovieFromProperties
 
 It seems that the Movie parameter needs to be allocated. Am I missing
 something ?

I am using similar code on windows and it works for me. Note the cited
documentation:

theMovie
A pointer to a variable that receives the new movie.

NewMovieFromProperties will create a new movie-object and return it via
theMovie.

What movie type do you want to play? Have you tried other types?

I'll try to test the qt-plugin..

cheers,
Stephan
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Re: [osg-users] [osgPlugins] bmp load vertically flipped

2009-09-03 Thread Ulrich Hertlein

On 3/09/09 5:47 PM, Kawicki, Ryan H wrote:

Bitmaps are stored upside down internally.  If the loader is not
flipping your image, then flip the image yourself.


From http://en.wikipedia.org/wiki/BMP_file_format;

Bitmap data

This block of bytes describes the image, pixel by pixel. Pixels are
stored upside-down with respect to normal image raster scan order,
starting in the lower left corner, going from left to right, and then
row by row from the bottom to the top of the image.[2] Uncompressed
Windows bitmaps can also be stored from the top row to the bottom, if
the image height value is negative.


Ah, good point.  The loader actually checks for negative height values and corrects them. 
 Which means it's flipping the image but not exposing this information.


/ulrich
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Re: [osg-users] question on osgviewer stereo

2009-09-03 Thread Wenqin Wang
Hi, Robert,
  Thanks for your reply. The projection system is DepthQ single projector 
system. The difference of sharpness is pretty clear, the only things we have 
changed are screen width, height, and distance. 


Thank you!

Wenqin

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Re: [osg-users] Qt Quit menu button vs. OSG, on Mac

2009-09-03 Thread Stephan Maximilian Huber
Paul Shabash schrieb:
 We've figured it out.
 
 It's due to this code fragment in GraphicsWindowCarbon.cpp, 
 OSXCarbonWindowSystemInterface::OSXCarbonWindowSystemInterface() 356-9:
 
 // register application event handler and AppleEventHandler to get 
 quit-events:
 static const EventTypeSpec menueventSpec = {kEventClassCommand, 
 kEventCommandProcess};
 OSErr status = InstallEventHandler(GetApplicationEventTarget(), 
 NewEventHandlerUPP(ApplicationEventHandler), 1, menueventSpec, 0, NULL);
 status = AEInstallEventHandler( kCoreEventClass, kAEQuitApplication, 
 NewAEEventHandlerUPP(QuitAppleEventHandler), 0, false);
 
 It basically just dumps any Quit handlers that have been installed before.
 
 Isn't this a rather dangerous thing to do?  The code should check for any 
 pre-existing handlers and chain them if there are any.

To my knowledge you can add more than one application-/event-handler, so
this should be safe. It might that the event-handler itself behaves
badly. But with your setting I thinkt the best way is to add no event
handlers at all, because Qt handles all the application-setup.

I have no experience with Qt and the carbon-implementation misses some
implementation details (e.g. using it in another carbon-app) but feel
free to add the missing functionality and submit it back to osg-submission.

I don't know if you can mix Cocoa with QT, then perhaps the new Cocoa
backend in 2.9.x might be useful, as there is some functionality to
bypass the application-setup stuff.

Or just create a subclass from osg::GraphicsContext::WindowingInterface
which doesn't setup the carbon-app-stuff, and just returns
GraphicsWindowCarbon-/PixelBufferCarbon-instances and register this
class via osg::GraphicsContext::setWindowingInterface()

cheers,
Stephan
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[osg-users] How do I create/update uniform struct?

2009-09-03 Thread Wyatt Earp
I want to use a struct in my glsl shader.

osg::StateSet:: getOrCreateUniform allows for the specification of
Uniform::Type, but I don't see an enumeration for struct.  How would I
create/set the uniform struct?

WE
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[osg-users] osgIntrospection / gen_wrapper - How to use ist?

2009-09-03 Thread Torben Dannhauer
Hi,

I'm building an osg based visual system for simulators ( e.g. flight 
simulators).

I want to use the osgLua Nodekit for scripting support and discovered that it 
is build on osgIntrospection.

Now I'd like to know how to enable osgIntrospection for my own classes.
I have read that modification of my osg classes are not requiered, because
the osgIntrospection framework is able to do it automaticaly via gen_wrapper.

Unfortunalety i've only found documantation for an old osg version here: 
http://www.openscenegraph.org/projects/osg/wiki/GenWrapper .


What have I to do to make my osg  (2.8.2) classes osgIntrospection ready?

Thank you very much!

Cheers,
Torben

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[osg-users] How do I create/update uniform struct?

2009-09-03 Thread Wyatt Earp
I want to use a struct in my glsl shader.

osg::StateSet::getOrCreateUniform allows for the specification of
Uniform::Type, but I don't see an enumeration for struct.  How would I
create/set the uniform struct?

WE
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Re: [osg-users] Quictime Plugin on Windows

2009-09-03 Thread Serge Lages
Hi all,

Thanks for your help, I've made it work, but only if I specify a file with
its absolute path and not its relative path. Any idea what's the problem ?

On Thu, Sep 3, 2009 at 6:29 PM, Stephan Maximilian Huber 
ratzf...@digitalmind.de wrote:

 Hi,


 Stephan Maximilian Huber schrieb:
  I'll try to test the qt-plugin..

 compiled osg 2.8.2, tried osgmovie with a movie, and it worked as expected.

 cheers,
 Stephan
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Re: [osg-users] Quictime Plugin on Windows

2009-09-03 Thread Serge Lages
To be more precise, if I have my video in the same directory as the binary,
calling osgmovie myfile.move works, but if I move my file on ../myfile.mov,
it doesn't work anymore... :/ But with the absolute path it always work.

On Thu, Sep 3, 2009 at 6:44 PM, Serge Lages serge.la...@gmail.com wrote:

 Hi all,

 Thanks for your help, I've made it work, but only if I specify a file with
 its absolute path and not its relative path. Any idea what's the problem ?


 On Thu, Sep 3, 2009 at 6:29 PM, Stephan Maximilian Huber 
 ratzf...@digitalmind.de wrote:

 Hi,


 Stephan Maximilian Huber schrieb:
  I'll try to test the qt-plugin..

 compiled osg 2.8.2, tried osgmovie with a movie, and it worked as
 expected.

 cheers,
 Stephan
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Re: [osg-users] Question regarding rtt

2009-09-03 Thread Robert Osfield
Hi Brett,

viewer.run() is just a convenience method, it's very easily to just
replace it with the full frame loop.

while(!viewer.done())
{
viewer.frame();
}

Or expanded further:

while(!viewer.done())
{
viewer.advance();
viewer.eventTraversal();
viewer.updateTraversal();
viewer.renderingTraversals();
}

Then set the camera in this frame loop, or... just use run() and a
camera update callback, or CameraManipulator as is done in most
examples.

Robert.

On Thu, Sep 3, 2009 at 4:54 PM, Brett Thomas Leebrettle...@hotmail.com wrote:
 Hi,

 since im using osg in my own application Theres now viewer.run().So how to 
 update it.
 Thank you!

 Cheers,
 Brett

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Re: [osg-users] Quictime Plugin on Windows

2009-09-03 Thread Stephan Maximilian Huber
Hi,


Stephan Maximilian Huber schrieb:
 I'll try to test the qt-plugin..

compiled osg 2.8.2, tried osgmovie with a movie, and it worked as expected.

cheers,
Stephan
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Re: [osg-users] NodeCallBack vs accept

2009-09-03 Thread Paul Martz




Yes, this is correct behavior. The UpdateVisitor doesn't waste time
traversing the scene graph if there are no registered update callbacks.

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




Eric Pouliquen wrote:

  Hi All,

 I would like to be sure to understand the difference between :

 - Creating a NodeCallback and attach it to a Node
 - Re-Implementing locally the virtual "accept" method

 For example I saw that we can attach a NodeCallback as an UpdateCallback, and testing the other method, I implemented the "accept" method in a node heriting from osg::Group, and saw that the UpdateVisitor never call it, but the CullVisitor does... is it a correct behavior ?

Thank you!

Cheers,
Eric

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[osg-users] GraphicsContext resizedCallback/resizedImplementation bug

2009-09-03 Thread Steven Powers
Hi,
OSG 2.2
The original issue:
I have a graphics context with multiple cameras. Some of which are rendering to 
an attached image. When I resize the graphics context ALL of the camera's 
viewports are resized. I did not want this to happen so I defined my own 
ResizedCallback which will only resize Cameras that I tell it to.

Issue with ResizedCallback:
I can resize the camera's I want to and leave the others the way they are just 
fine. But since I defined my own ResizedCallback GraphicsContext no longer 
updates the following values as it would normally do in 
GraphicsContext::resizedImplementation().


Code:

_traits-x = x;
_traits-y = y;
_traits-width = width;
_traits-height = height;




Now when I query these values from GraphicsContext they no longer equate to the 
values I set by resizing the context. 

This is because GraphicsContext::resizedImplementation() is not called when a 
ResizedCallback is set. It is impossible to set the traits values in the 
ResizedCallback since the values are private.

To repair this I would change:


Code:

void resized(int x, int y, int width, int height)
{
if (_resizedCallback.valid()) 
_resizedCallback-resizedImplementation(this, x, y, width, height);
else resizedImplementation(x, y, width, height);
}





to 


Code:

void resized(int x, int y, int width, int height)
{
if (_resizedCallback.valid()) 
_resizedCallback-resizedImplementation(this, x, y, width, height);
else resizedImplementation(x, y, width, height);
_traits-x = x;
_traits-y = y;
_traits-width = width;
_traits-height = height;  


  }





Or something similar.


Thank you!

Cheers,
Steven[/code]

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Re: [osg-users] How do I create/update uniform struct?

2009-09-03 Thread Wyatt B. S. Earp
Sorry for the multiple posts.   
Wyatt

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Re: [osg-users] [osgPlugins] bmp load vertically flipped

2009-09-03 Thread stefan nortd
Granted that different image types store pixels differently I would still 
assume that the image loader should nevertheless be consistent across different 
image format. I guess this is an assumption that depends how low-level one 
approaches pixel data. 

So I record it is not a bug in the image loader. correct?

Thank you!

Cheers,
stefan


stefan hechenberger

http://linear.nortd.com

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[osg-users] Structs in GLSL shaders with OSG

2009-09-03 Thread Wyatt B. S. Earp
I posted this via the mailing list, but it seems to never have gone through.

I want to use a struct in my glsl shader.

osg::StateSet::getOrCreateUniform allows for the specification of 
Uniform::Type, but I don't see an enumeration for struct.  How would I 
create/set the uniform struct?

WE 



Wyatt

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Re: [osg-users] Structs in GLSL shaders with OSG

2009-09-03 Thread Thrall, Bryan
Wyatt B. S. Earp wrote on Thursday, September 03, 2009 2:38 PM:

 I posted this via the mailing list, but it seems to never have gone
through.
 
 I want to use a struct in my glsl shader.
 
 osg::StateSet::getOrCreateUniform allows for the specification of
 Uniform::Type, but I don't see an enumeration for struct.  How would I
 create/set the uniform struct?  

You need to specify uniforms for each struct member, so they'd have
names like mystruct.firstmember and mystruct.secondmember with
appropriate types.

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Re: [osg-users] [osgPlugins] bmp load vertically flipped

2009-09-03 Thread Chris 'Xenon' Hanson
stefan nortd wrote:
 Granted that different image types store pixels differently I would still 
 assume that the image loader should nevertheless be consistent across 
 different image format. I guess this is an assumption that depends how 
 low-level one approaches pixel data. 

  Agreed.

 So I record it is not a bug in the image loader. correct?

  It could be a bug, or it could be a bug in whatever created the BMP. Do we 
have sample
data that we can look at? I know the BMP format pretty well.

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Re: [osg-users] Structs in GLSL shaders with OSG

2009-09-03 Thread Jean-Sébastien Guay

Hi Wyatt,


I posted this via the mailing list, but it seems to never have gone through.


Err, yeah, it came through fine (all three times)

http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg31649.html

J-S
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[osg-users] Nested transparent objects

2009-09-03 Thread Ben Axelrod
I am trying to view transparent objects inside of other transparent objects.  
My objects are simple ShapeDrawables with some color and alpha transparency.  I 
am seeing strange behavior where the inner object is sometimes completely 
hidden by the outer object depending on camera angle.  Also, some of the object 
edges that should be visible are not. (Again, depending on camera angle).

In the attached images: badalpha.png there is a small red cube partially 
inside of a larger green cube.  they both have some transparency and you should 
be able to see through both objects.  however, some edges of the green cube are 
completely hidden by the red cube.  The desired behavior can be seen in 
badalphamodbyhand.png in which I modified to show what should be shown.

This must be a common problem, but I searched the archives and it did not turn 
up much.

my GL_DEPTH_TEST attribute is on as well as GL_BLEND.  I am using OSG 2.6.0 
with an NVidia series 7 graphics card.

Is there some way to improve the transparency visualization?

Thanks,
-Ben

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Re: [osg-users] Nested transparent objects

2009-09-03 Thread Thrall, Bryan
Ben Axelrod wrote on Thursday, September 03, 2009 4:25 PM:

 I am trying to view transparent objects inside of other transparent
objects. 
 My objects are simple ShapeDrawables with some color and alpha
transparency. 
 I am seeing strange behavior where the inner object is sometimes
completely
 hidden by the outer object depending on camera angle.  Also, some of
the
 object edges that should be visible are not. (Again, depending on
camera
 angle). 
 
 In the attached images: badalpha.png there is a small red cube
partially
 inside of a larger green cube.  they both have some transparency and
you
 should be able to see through both objects.  however, some edges of
the green
 cube are completely hidden by the red cube.  The desired behavior can
be seen
 in badalphamodbyhand.png in which I modified to show what should be
shown. 
 
 This must be a common problem, but I searched the archives and it did
not
 turn up much. 
 
 my GL_DEPTH_TEST attribute is on as well as GL_BLEND.  I am using OSG
2.6.0
 with an NVidia series 7 graphics card. 
 
 Is there some way to improve the transparency visualization?

This is a common problem: OSG sorts at the granularity of Drawables and
according to the bounding sphere's center, so it can get the rendering
order wrong from certain points of view (for proper blending, distant
transparent objects need to be rendered before nearer objects). For
intersecting Drawables, there is no correct order, which is what you're
seeing.

To get correct behavior, you'd have to split your objects into separate
Drawables so that they can be sorted, which may require splitting
polygons (and for dynamic objects, splitting the polygons every time the
objects move or change shape).

HTH,
-- 
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
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Re: [osg-users] OSGConv on VPB PagedLOD database

2009-09-03 Thread J.P. Delport

Hi,

Chris 'Xenon' Hanson wrote:

  I ended up using Windows PowerShell to script a find/xargs foreach solution.

  I do think perhaps osgconv might benefit from a recursive convert option. has 
anyone
else run into trouble simply converting a VPB database between .osg and .ive or 
back, as a
result of this limitation?

I also had to recurse manually. An option in osgconv would be nice.



  Secondly, I notice that on write, the PagedLOD nodes write a DatabasePath 
item that
wasn't present in the source .osg files. It ends up making the paths hard-coded 
instead of
relative. I hacked around this by temporarily commenting out the line that 
writes the
DatabasePath to the .osg file, but there must be a 'proper' solution. Has anyone
experienced what I'm talking about?

Yes, I've had the same issue. I got around it by cd'ing to the dir where 
the file was before I run osgconv. From bottom of:


http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/CompressExisting

Reason for cd before osgconv

For some reason osgconv must be run with only the input file name, i.e. 
from the directory where the file is located. If it is run by passing 
not only the filename, but a whole path to the file, the links to files 
in other directories get corrupted somehow. When the links are broken, 
one can only open the database properly from a single directory, e.g.


cd new_db
osgviewer terrain.ive

would work, but

cd ..
osgviewer new_db/terrain.ive

or execution from any other path would not.

jp

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Re: [osg-users] Picky warning about assignment operator

2009-09-03 Thread J.P. Delport

Hi,

Anders Backman wrote:

Hi!

Compiling the following class in VisualStudio with the highest varning 
level /W4 results in the warning:


OpenSceneGraph\include\OpenThreads/ReadWriteMutex(94) : warning C4512: 
'OpenThreads::ScopedReadLock' : assignment operator could not be generated



class ScopedReadLock
{
public:

ScopedReadLock(ReadWriteMutex mutex):_mutex(mutex) { 
_mutex.readLock(); }

~ScopedReadLock() { _mutex.readUnlock(); }

protected:  
ReadWriteMutex _mutex;

};


It would be nice if this warning could be avoided.
Unfortunately in this case there is basically only one way of doing that:


As another option, can one not write one's own assignment operator?

jp



#ifdef _WIN32
  // Disable warning about assignment operator could not be generated 
due to reference members.

  #pragma warning( disable: 4512 )
#endif

/Anders


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Re: [osg-users] Question regarding rtt

2009-09-03 Thread J.P. Delport

Hi,

you only have to add the camera once. I will be traversed/updated every 
frame.


jp

Brett Thomas Lee wrote:

Hi,

 Im using osg in my application.My application consists of init() and run()
functions. Im doing all initialization stuff in init(),run() is called every 
frame and Im updating the contents of texture(rtt) by calling
root-addChild(preRenderCamera.get()); in run every frame.But the contents are 
getting updated but the application slows down after some frames.I think this is 
due to adding lots of prerendercameras every frame??
What is the way to update the camera in an efficient way??

Thank you!

Cheers,
Brett

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[osg-users] [osgPlugins] Problems building Plugins dicom

2009-09-03 Thread Jason Jerald
Hello everyone.  I built DCMTK 3.5.4 successfully but am having problems 
building Plugins Dicom.  I am using Visual Studio 2005 on Windows Vista.  Has 
anybody built Plugins dicom successfully with Visual Studio on Window Vista?

I believe the following might(?) be issues in building Plugins dicom


*** /MD versus /MT ***
When making DCMTK with CMake the CMAKE_CXX_FLAGS have /MD which is the same for 
OSG.  However, when I look at the projects in Visual Studio, the flags are /MT. 
 Is this a problem?  If so, why is CMake not setting it correctly and how can I 
fix it?

*** iostream.h versus iostream ***
OSG uses iostream.  I am not convinced the file ofstream in DCMTK is configured 
to use iostream correctly.  I tried hardcoding the use of iostream without 
getting plugin dicom to build successfully.


*** other library conflicts? 
I tried the \NoDefaultLib option and tried ignoring some other libraries with 
no success.

*** other problems ***
I might be completely missing something.  Could there be some other problem?  
The output is below.

Thanks!

Jason









Error   72  error LNK2005: public: __thiscall 
std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar 
::~basic_stringchar,struct std::char_traitschar,class std::allocatorchar 
(void) 
(??1?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@q...@xz) 
already defined in dcmimgle.lib(dcmimage.obj)   msvcprtd.lib
Error   73  error LNK2005: public: __thiscall 
std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar 
::basic_stringchar,struct std::char_traitschar,class std::allocatorchar 
(char const *) 
(??0?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@q...@pbd@Z) 
already defined in dcmimgle.lib(dcmimage.obj) msvcprtd.lib
Error   74  error LNK2005: public: class std::basic_ostreamchar,struct 
std::char_traitschar   __thiscall std::basic_ostreamchar,struct 
std::char_traitschar ::operator(class std::basic_ostreamchar,struct 
std::char_traitschar   (__cdecl*)(class std::basic_ostreamchar,struct 
std::char_traitschar  )) 
(??6?$basic_ostr...@du?$char_traits@d...@std@@@std@@qaeaa...@p6aaav01@AAV01@@z...@z)
 already defined in dcmimgle.lib(dcmimage.obj) msvcprtd.lib
Error   75  error LNK2005: class std::basic_ostreamchar,struct 
std::char_traitschar   __cdecl std::endl(class 
std::basic_ostreamchar,struct std::char_traitschar  ) 
(?e...@std@@yaaav?$basic_ostr...@du?$char_traits@d...@std@@@1...@aav21@@Z) 
already defined in dcmimgle.lib(dcmimage.obj)msvcprtd.lib
Error   76  error LNK2005: public: class std::basic_ostreamchar,struct 
std::char_traitschar   __thiscall std::basic_ostreamchar,struct 
std::char_traitschar ::operator(double) 
(??6?$basic_ostr...@du?$char_traits@d...@std@@@std@@qaeaa...@n@Z) already 
defined in dcmimgle.lib(diimage.obj)  msvcprtd.lib
Error   77  error LNK2005: public: class std::basic_ostreamchar,struct 
std::char_traitschar   __thiscall std::basic_ostreamchar,struct 
std::char_traitschar ::operator(unsigned int) 
(??6?$basic_ostr...@du?$char_traits@d...@std@@@std@@qaeaa...@i@Z) already 
defined in dcmdata.lib(dchashdi.obj)msvcprtd.lib
Error   78  error LNK2005: public: class std::basic_ostreamchar,struct 
std::char_traitschar   __thiscall std::basic_ostreamchar,struct 
std::char_traitschar ::operator(class std::ios_base  (__cdecl*)(class 
std::ios_base )) 
(??6?$basic_ostr...@du?$char_traits@d...@std@@@std@@qaeaa...@p6aaavios_base@1...@aav21@@z...@z)
 already defined in dcmdata.lib(dcfilefo.obj)   msvcprtd.lib
Error   79  error LNK2005: public: class std::basic_ostreamchar,struct 
std::char_traitschar   __thiscall std::basic_ostreamchar,struct 
std::char_traitschar ::operator(int) 
(??6?$basic_ostr...@du?$char_traits@d...@std@@@std@@qaeaa...@h@Z) already 
defined in dcmimgle.lib(dimoimg.obj) msvcprtd.lib
Error   80  error LNK2005: public: class std::basic_ostreamchar,struct 
std::char_traitschar   __thiscall std::basic_ostreamchar,struct 
std::char_traitschar ::operator(unsigned short) 
(??6?$basic_ostr...@du?$char_traits@d...@std@@@std@@qaeaa...@g@Z) already 
defined in dcmimgle.lib(dimoimg.obj)  msvcprtd.lib
Error   81  error LNK2005: public: class std::basic_ostreamchar,struct 
std::char_traitschar   __thiscall std::basic_ostreamchar,struct 
std::char_traitschar ::operator(unsigned long) 
(??6?$basic_ostr...@du?$char_traits@d...@std@@@std@@qaeaa...@k@Z) already 
defined in dcmimgle.lib(dimoimg.obj)   msvcprtd.lib
Error   82  error LNK2005: public: char const * __thiscall 
std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar 
::c_str(void)const  
(?c_...@?$basic_string@du?$char_tra...@d@std@@v?$alloca...@d@2@@std@@QBEPBDXZ) 
already defined in dcmimgle.lib(dcmimage.obj)  msvcprtd.lib
Error   83  error LNK2005: public: __thiscall 
std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar