Re: [osg-users] SVN commit bottleneck

2009-10-27 Thread J.P. Delport

Hi all,

sorry for coming late... just some thoughts, I don't claim to have all 
the answers...


Chris 'Xenon' Hanson wrote:

Paul Martz wrote:

I am booked 100% with client work, and if my clients are content on the
current release, and there are no pending new features that the clients
need, then I have no funding or availability to support a new stable
release.


  And that's totally reasonable.


I also don't have time to admin releases, but would gladly test a 
trunk+patches tree and provide feedback if one existed and I could 
easily get hold of it.





Ultimately, Chris, if you have a need for a stable release, or even a
need to get your changes into a branch that will eventually lead to a
stable release, then you have just volunteered. :-)


  Actually, while I _am_ volunteering, it's not because I need a new release. 
Anybody I'm
working with right now can build from source with patches I send. But, I 
dislike seeing
the trunk get stale and fragmented, so I want to ensure that we hold together a 
community
release protocol.


We are also running trunk with manual patches and I don't like it. If 
many people do this, it also means we are duplicating a lot of work and 
testing.





If I'm not mistaken, we can branch the trunk either right now, or just
prior to the start of Robert's GL ES2 work, and Chris could add his
changes to the branch, and that branch could eventually lead to a 2.10
stable release. Robert's trunk work could eventually lead to a 2.12
release. The downside of this is there might be a potentially nasty
merge in there somewhere.
Robert, Chris: Thoughts?


  While I'm very opposed to the nasty merge part, I don't have any need to 
force any
sort of branches or releases myself. I'm simply trying to look out for the 
continued
maintenance of the entire trunk.


I see two approaches with releases:
1) branch trunk, add patches to branch, make release from branch
2) branch trunk, add patches to branch, merge changes to trunk, make 
release from trunk.


I like 2 more, which means the trunk gets up to date when Robert has 
time to merge patches from the branch (this is almost like the staging 
or -mm trees in the linux kernel) and Robert knows what has been merged. 
The only change from the current way of working is that users have some 
way to test patches without applying it themselves. So instead of saying 
try the trunk version ... one can say try the staging version and 
report if it fixes your problem. If feedback is received on patches 
working, and this info is visible in some way [*], Robert could more 
easily merge these back to trunk (we will need some way to cherry pick 
patches).


[*] This relates to issue tracking in some way. Currently the only way 
to know if a patch has been applied is to read osg-submissions or browse 
code. I think Robert tracks patches (Robert, correct me if I'm wrong) by 
just using his inbox, but this does not scale to more than one person 
applying fixes.


regards
jp




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




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Re: [osg-users] Unable to save just captured screen

2009-10-27 Thread Iñaki García

Hi again:

I've found the problem involving saving JPEG files from the example 
osgscreencapture. Currently, the writeImageFile lines are commented 
out, and this may lead to thinking that uncommenting them will work and 
make the file test_1.jpg. But this is not actually true, since:
- The pixelFormat that WindowCaptureCallback use to recover the 
framebuffer is either GL_BGRA or GL_BGR.

- JPEG pluggin can only save GL_LUMINANCE, GL_ALPHA or GL_RGB pixel formats.

A change in the WindowCaptureCallback pixel format to GL_RGB makes the 
file saving work.


Iñaki García escribió:

Hi everybody:

I am trying to capture images to disk, using the WindowCaptureCallback 
of the example osgscreencapture, but I became locked in the 
osgDB::writeImageFile (callback is called, I hope it creates an image 
from readPixels). But I always get 0KB test_1.jpg file.


The error output of the operation is:
Error writing file test_1.jpg: Warning: Error in writing to test_1.jpg.
Error writing file test_1.jpg: Warning: Could not find plugin to write 
image to file test_1.jpg.


And I don't understand it. osgdb_jpeg.dll is in a directory in the 
PATH, I've also copied there jpeg62.dll in case it's needed. The 
oddest thing is that if I do:

osg::Image* img = osgDB::readImageFile(captura I.JPG);
osgDB::writeImageFile(*img, captura_copy.jpg);
in other places (i.e. after creating the CompositeViewer, before 
realize it), it loads the image and stores it again.


But writeImageFile fails in 
WindowCaptureCallback::contextData::readPixels. Any idea of what's 
happening? May that warning log be spawned if the image is badly 
captured?


Sorry for the probably obvious question, but it's been two days since 
I'm trying to solve the riddle.


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Re: [osg-users] [build] How i build the osg dll on WINXP

2009-10-27 Thread Mike Fried
Hi,

where i can  download the libjpeg for windows. I can't find sourcecode?


Thank you!

Cheers,
Mike

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Re: [osg-users] [build] How i build the osg dll on WINXP

2009-10-27 Thread Mike Fried
now i found 
http://gnuwin32.sourceforge.net/packages/jpeg.htm

and try it!

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[osg-users] crash with setTextureAttributeAndModes

2009-10-27 Thread Otto Cologne
Hi,

I'm having a crash with setTextureAttributeAndModes I don't know how to fix. 

To explain the issue. I have a list of data sets which hold a pointer to a 
osg::Texture3D. The texture mixing is done in a shader and my texture update 
function containing the following loop is called from an update  callback. 
Since the order of the textures can/must change i loop over the textures and do 
this


Code:

osg::StateSet* sliceState = m_sliceNode-getOrCreateStateSet();
for ( size_t i = 0; i  datasetList.size(); ++i)
{
  osg::Texture3D* texture3D = datasetList[i] )-getTexture3D();
  sliceState-setTextureAttributeAndModes( i, texture3D, 
osg::StateAttribute::ON );
}




This works just find when adding one texture after another. However when the 
order changes, thus overwriting a different order it crashes. So apparently I'm 
doing it wrong. 

Any help would be greatly appreciated.
... 

Thank you!

Cheers,
Otto

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[osg-users] Wiki editing permissions?

2009-10-27 Thread Montgomery, John T.
Although the Wiki says, Go ahead and edit., when I log in to the wiki, I 
don't seem to have appropriate permissions?
I want to try out formatting in the Sandbox for the spelling bee file listing, 
but no editing facilities appear.
Is this something about my setup, or must someone allocate editing permissions 
to me?
( Username: jmmp )

Thanks.

:-)
John Montgomery, Glassel, Scotland.




The University of Aberdeen is a charity registered in Scotland, No SC013683.
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Re: [osg-users] runtime bug when loading obj model in OpenSceneGraph 2.8.2

2009-10-27 Thread Ulrich Hertlein

Hello Dat,

On 27/10/09 2:05 AM, Nguyen Tien Dat wrote:

So I have read about .mtl and .obj files and understood what you
meant. I created a program to optimize the model
(http://cs.uiowa.edu/~tinguyen/OptimizeMtlFiles.rar)
But the new one that I created doesn't look the same as the old one
when I don't use texture. Please click this link to download both
versions, and use osgviewer.exe to view them.
http://cs.uiowa.edu/~tinguyen/supermarket_3ds.rar
The old one has some color (again, without texture), but the new one
doesn't. So I'm wondering what's wrong.


Quite simple: if you look at the beginning of the 'supermarket_new.obj' file you'll see 
the reference to the material file: 'mtllib supermarket_new.mlt'


Note the file extension, it's 'mlt' but it should be 'mtl'.
The obj reader should complain rather loudly that it can't find this file but apparently 
it isn't.


Cheers,
/ulrich
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Re: [osg-users] Mac OS X mouse handling Warp pointer.

2009-10-27 Thread Stephan Maximilian Huber
Hi David,

David Guthrie schrieb:
 Hi,
 
 I'm having an issue which with warping the mouse pointer on Mac OS X that is 
 generally expected, but behaves differently than on other platforms.
 
 That is, when you warp the mouse pointer using either of the warp functions 
 (GraphicsWindowCarbon uses CGDisplayMoveCursorToPoint), all input is frozen 
 for 0.25 seconds.  When trying to implement a mouse look style mouse 
 movement, the normal method is to move the mouse pointer back to the center 
 of the screen even frame on other platforms, but doing this blocks all input 
 in OS X for a quarter second unless I call
 
 CGSetLocalEventsSuppressionInterval(0);
 
 The other method is to disassociate the mouse pointer position from the mouse 
 movement, but that solution won't work with the current osx window classes 
 because they track the mouse position, not its movement.
 
 I was going to submit a change adding the above line to GraphicsWindowCarbon, 
 and possible the Cocoa version, but it appears that this function is 
 deprecated in 10.6 in favor of
 
 CGEventSourceSetLocalEventsSuppressionInterval(...);
 
 
 So, to conclude,  I have two points to this post.
 
 1.  I think we should make this the default behavior so it will work the same 
 across platforms, unless there is another solution
 
 2.  I don't know how to implement this using the other function because I'm 
 not an expert on event sources, and I haven't really been able to make it 
 work.  Does anyone more skilled than I in this area know how to make this 
 work or do you recommend I just use the older function for now?


There's really no documentation about using
CGEventSourceSetLocalEventsSuppressionInterval correctly.

I tried something along these lines, but it didn't work.

CGEventSourceRef event_source_ref =
CGEventSourceCreate(kCGEventSourceStateCombinedSessionState);
CGEventSourceSetLocalEventsSuppressionInterval(event_source_ref, 0.0);
CFRelease(event_source_ref);


So I think it's best we use the deprecated call to
CGSetLocalEventsSuppressionInterval. The carbon implementation is full
of deprecated calls :)

cheers,
Stephan
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Re: [osg-users] Wiki editing permissions?

2009-10-27 Thread Tomlinson, Gordon
Try a search the email archives 

this question has been answered many times and within the last 5 days or
so 




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
Montgomery, John T.
Sent: Tuesday, October 27, 2009 6:14 AM
To: OpenSceneGraph Users
Subject: [osg-users] Wiki editing permissions?

Although the Wiki says, Go ahead and edit., when I log in to the wiki,
I don't seem to have appropriate permissions?
I want to try out formatting in the Sandbox for the spelling bee file
listing, but no editing facilities appear.
Is this something about my setup, or must someone allocate editing
permissions to me?
( Username: jmmp )

Thanks.

:-)
John Montgomery, Glassel, Scotland.




The University of Aberdeen is a charity registered in Scotland, No
SC013683.
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Re: [osg-users] runtime bug when loading obj model in OpenSceneGraph 2.8.2

2009-10-27 Thread Erik den Dekker


Hi Dat,

Maybe I am not seeing something obvious here, but why don't you use  
the OpenSceneGraph VRML loader instead of taking a detour via 3DS Max  
and convert to .obj format?


   Erik den Dekker

On 26-10-2009, at 16:10, Nguyen Tien Dat wrote:


Dear Ulrich,
Sorry for my stupidity, but I don't know anything about modifying
models. The model is actually created in VRML, and I use 3DS Max to
export it to obj format. So if you can, please tell me a bit more
about how to optimize the model:
- How can you remove duplicate materials (if you can tell me how to do
it by hand, that helps too)
- What else can I do to load the model in an efficient way?
Thank you very much,
Dat

On Mon, Oct 26, 2009 at 7:33 AM, Ulrich Hertlein u.hertl...@sandbox.de 
 wrote:

Hi Dat,

On 23/10/09 5:26 PM, tien dat wrote:


Dear Ulrich,
Could you tell me more about how to specify that option? Can I  
specify

it while using osgviewer.exe or I have to rebuild osgviewer.exe with
the option?


Unfortunately you can't (at the moment) set this option externally or
internally, because the .obj loader doesn't pass the options object  
along.


Even if you could it would only avoid loading the same image over  
and over
again.  It will not solve the massively duplicated state/material  
that the

model has.

Either the modelling is done very inefficiently in the 3D  
application or

whatever exporter is used messes things up.

If you absolutely have to use osgviewer (rather than your own app)  
I'd
actually write a script to optimise the .obj and .mtl files by  
removing

duplicate materials.

What you might also want to do is to remove the 'map_Ka' (ambient  
texture
map) statements since they are not used with the standard OpenGL  
paths (but

are still loaded).

Cheers,
/ulrich

On Fri, Oct 23, 2009 at 5:02 AM, Ulrich Hertleinu.hertl...@sandbox.de 


 wrote:


On 23/10/09 10:58 AM, Ulrich Hertlein wrote:


On 22/10/09 9:40 PM, tien dat wrote:


I have a model in obj format and want to load the model into
OpenSceneGraph. When there is no texture, OpenSceneGraph can  
load the

model fine. But when I use the model with texture, OpenSceneGraph
allocates a huge amount of memory and crashes. I think it's a  
runtime
bug and would like to know how to fix it. Please find some  
pictures


Not really a bug, I'd say you're running out of memory.

- try to reduce the image sizes.
- a lot of materials reference the same image. I don't think the  
obj
loader caches this which means you're loading that image over  
and over

again. Use osgDB::Options to specify caching of images.


Oh, and you seem to have pretty much one material per drawable.   
This

will
absolutely kill your performance.  Have a look at the .mtl file,  
you'll
notice that there are heaps of materials that have identical  
properties.


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Re: [osg-users] Wiki editing permissions?

2009-10-27 Thread Montgomery, John T.
OK, I'll search.

:-)
John Montgomery, Glassel, Scotland.


The University of Aberdeen is a charity registered in Scotland, No SC013683.
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Re: [osg-users] Wiki editing permissions?

2009-10-27 Thread Montgomery, John T.
Following a search, it seems, JL says..

 In order to edit content and to avoid spam we decided to
selectively add edit permissions to those who ask for them. Could you
please send me an email with your Trac's username ? 

I have to send an email with my track username?
That's what I did at the start of this thread:

Subject: Wiki Editing Permissions?
Username: jmmp

:-)
John Montgomery
Medi-CAL Unit, CLSM, Polwarth Bldg., Forresterhill, Aberdeen AB25 2ZD.
Mob: 07592453757, Skype search: jmmp08
Web: http://www.abdn.ac.uk/JMVP/ | http://www.abdn.ac.uk/clsm/  |  
http://www.thevigils.co.uk/


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, 
Gordon
Sent: 27 October 2009 11:26
To: OpenSceneGraph Users
Subject: Re: [osg-users] Wiki editing permissions?

Try a search the email archives

this question has been answered many times and within the last 5 days or
so




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
Montgomery, John T.
Sent: Tuesday, October 27, 2009 6:14 AM
To: OpenSceneGraph Users
Subject: [osg-users] Wiki editing permissions?

Although the Wiki says, Go ahead and edit., when I log in to the wiki,
I don't seem to have appropriate permissions?
I want to try out formatting in the Sandbox for the spelling bee file
listing, but no editing facilities appear.
Is this something about my setup, or must someone allocate editing
permissions to me?
( Username: jmmp )

Thanks.

:-)
John Montgomery, Glassel, Scotland.




The University of Aberdeen is a charity registered in Scotland, No
SC013683.
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Re: [osg-users] Wiki editing permissions?

2009-10-27 Thread Jose Luis Hidalgo
Hi John,

   I'm sure you can spot the difference between sending a mail (to the
list) or sending me a mail. Sorry but I can barely follow the list, so
please, all these wiki-editing issues mail them directly to me (that
means, no need to pollute the list). By the way, you should be able to
modify content by now...

Cheers,
   JL.

On Tue, Oct 27, 2009 at 12:40 PM, Montgomery, John T.
j.t.montgom...@abdn.ac.uk wrote:
 Following a search, it seems, JL says..

  In order to edit content and to avoid spam we decided to
 selectively add edit permissions to those who ask for them. Could you
 please send me an email with your Trac's username ? 

 I have to send an email with my track username?
 That's what I did at the start of this thread:

 Subject: Wiki Editing Permissions?
 Username: jmmp

 :-)
 John Montgomery
 Medi-CAL Unit, CLSM, Polwarth Bldg., Forresterhill, Aberdeen AB25 2ZD.
 Mob: 07592453757, Skype search: jmmp08
 Web: http://www.abdn.ac.uk/JMVP/ | http://www.abdn.ac.uk/clsm/  |  
 http://www.thevigils.co.uk/


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, 
 Gordon
 Sent: 27 October 2009 11:26
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Wiki editing permissions?

 Try a search the email archives

 this question has been answered many times and within the last 5 days or
 so




 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
 Montgomery, John T.
 Sent: Tuesday, October 27, 2009 6:14 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Wiki editing permissions?

 Although the Wiki says, Go ahead and edit., when I log in to the wiki,
 I don't seem to have appropriate permissions?
 I want to try out formatting in the Sandbox for the spelling bee file
 listing, but no editing facilities appear.
 Is this something about my setup, or must someone allocate editing
 permissions to me?
 ( Username: jmmp )

 Thanks.

 :-)
 John Montgomery, Glassel, Scotland.




 The University of Aberdeen is a charity registered in Scotland, No
 SC013683.
 ___
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 osg-users@lists.openscenegraph.org
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 g
 ___
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-- 
  Jose L. Hidalgo Valiño (PpluX)
   http://www.pplux.com 
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Re: [osg-users] Wiki editing permissions?

2009-10-27 Thread Montgomery, John T.
Lovely, thanks - sorry about the pollution.  Won't do it again.

:-)
John Montgomery
Medi-CAL Unit, CLSM, Polwarth Bldg., Forresterhill, Aberdeen AB25 2ZD.
Mob: 07592453757, Skype search: jmmp08
Web: http://www.abdn.ac.uk/JMVP/ | http://www.abdn.ac.uk/clsm/  |  
http://www.thevigils.co.uk/


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jose Luis 
Hidalgo
Sent: 27 October 2009 11:54
To: OpenSceneGraph Users
Subject: Re: [osg-users] Wiki editing permissions?

Hi John,

   I'm sure you can spot the difference between sending a mail (to the
list) or sending me a mail. Sorry but I can barely follow the list, so
please, all these wiki-editing issues mail them directly to me (that
means, no need to pollute the list). By the way, you should be able to
modify content by now...

Cheers,
   JL.

On Tue, Oct 27, 2009 at 12:40 PM, Montgomery, John T.
j.t.montgom...@abdn.ac.uk wrote:
 Following a search, it seems, JL says..

  In order to edit content and to avoid spam we decided to
 selectively add edit permissions to those who ask for them. Could you
 please send me an email with your Trac's username ? 

 I have to send an email with my track username?
 That's what I did at the start of this thread:

 Subject: Wiki Editing Permissions?
 Username: jmmp

 :-)
 John Montgomery
 Medi-CAL Unit, CLSM, Polwarth Bldg., Forresterhill, Aberdeen AB25 2ZD.
 Mob: 07592453757, Skype search: jmmp08
 Web: http://www.abdn.ac.uk/JMVP/ | http://www.abdn.ac.uk/clsm/  |  
 http://www.thevigils.co.uk/


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, 
 Gordon
 Sent: 27 October 2009 11:26
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Wiki editing permissions?

 Try a search the email archives

 this question has been answered many times and within the last 5 days or
 so




 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
 Montgomery, John T.
 Sent: Tuesday, October 27, 2009 6:14 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Wiki editing permissions?

 Although the Wiki says, Go ahead and edit., when I log in to the wiki,
 I don't seem to have appropriate permissions?
 I want to try out formatting in the Sandbox for the spelling bee file
 listing, but no editing facilities appear.
 Is this something about my setup, or must someone allocate editing
 permissions to me?
 ( Username: jmmp )

 Thanks.

 :-)
 John Montgomery, Glassel, Scotland.




 The University of Aberdeen is a charity registered in Scotland, No
 SC013683.
 ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
 g
 ___
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Re: [osg-users] [build] How i build the osg dll on WINXP

2009-10-27 Thread Jean-Sébastien Guay

Hello Mike,


where i can  download the libjpeg for windows. I can't find sourcecode?


You don't need to go hunting for binaries or compile source yourself for 
these basic dependencies, you can just go to:


http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

and get the dependencies you need for your version of compiler. This is 
for the basic dependencies, like jpeg, freetype, png, etc.


For the optional dependencies you need to get binaries or compile them 
from source yourself, as you have found out for Collada for example.


This was all explained on this page:

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

Hope this helps,

J-S
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Re: [osg-users] z-fighting issue with coplanar polygons

2009-10-27 Thread James Adkison ARA/CFD
Jason,

I was able to figure out the technique to accomplish this on Thursday before I 
went out of town.  Here are the steps I went through:

* Create a polygon of the lake

* Create an osg::Texture2D

* Create an osg::Camera

o   Set to pre-render mode

o   Set to render in the frame buffer

o   Set to an orthographic view

o   Attach the lake polygon to the camera, it seems to me that this is how the 
geometry is used to populate the newly created texture and that this is 
referred to and render to texture (RTT or RTT camera)

* Apply the newly created texture to the osg::Heightfield

I got this working using a simple test application to figure out how to do it.  
I will add it to the real application today, but I expect it will work out as 
nicely as it did in the test application.  I will let you know how it goes and 
at that time I will also post the source code for my test application in case 
anyone else wants to see how this works.

Thanks,
James

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald
Sent: Thursday, October 22, 2009 4:41 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] z-fighting issue with coplanar polygons

James, I am fairly new to OSG so I do not know what specific classes or API 
calls might be used.

In non-OSG terms I think a way to do it would be to:


1.   Create your lake geometry placed in relation to the terrain

2.   Set up an orthographic camera looking from above, down towards the lake

3.   Render the lake to texture

4.   Set the uv texture coordinates of your terrain geometry to be equal to 
x,y (i.e., ignore the height)

5.   Apply the lake texture to the terrain geometry

I am sure there are more specific steps to think about as you implement it.  
Let us know if it works or if you think of something better.

Jason




From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison 
ARA/CFD
Sent: Thursday, October 22, 2009 4:02 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] z-fighting issue with coplanar polygons

Jason,

I'm going to try the 'project textures onto the terrain via UV mapping' 
solution today.  I searching how to do this right now and I'm not sure if I 
finding relevant information.  Can you provide a brief/high-level description 
of the steps I would need to go through to perform the UV mapping, specifically 
what classes and/or API calls would be involved, or a tutorial?  I found some 
information on a RTT camera but I'm not sure if this is what I'm looking for.

James

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald
Sent: Wednesday, October 21, 2009 9:09 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] z-fighting issue with coplanar polygons

I don't see much for performance implications as long as you are not 
dynamically changing the texture every frame.

Jason


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison 
ARA/CFD
Sent: Wednesday, October 21, 2009 11:56 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] z-fighting issue with coplanar polygons

I'm not very experienced in OSG and I spoke to a co-worker about this approach. 
 The thought is that there might be some performance implications with this 
approach.  This is because there may be multiple surface feature types and they 
can be enabled/disabled separately.  For example, if there are lakes and 
forests they will be created in the texture but each time one of them is 
enabled disabled this process has to be repeated and each texture would be 
approx 1k x 1k.  I'm going to give it a shot and see how it performs.   Any 
other thoughts in the mean time?

James

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald
Sent: Wednesday, October 21, 2009 2:16 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] z-fighting issue with coplanar polygons

Can you project onto a texture and then apply the texture to the geometry?  
Either in a modeling package or algorithmically by rendering to a texture and 
then project that texture onto the terrain by planar uv mapping?

 Jason




From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison 
ARA/CFD
Sent: Wednesday, October 21, 2009 10:25 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] z-fighting issue with coplanar polygons

I'm using an Heightfield to represent my terrain and parts of the terrain could 
have a surface feature (e.g. a lake).  The lake is being drawn as a polygon 
directly on the surface of the terrain.  This, of course, is causing z-fighting 
to occur between the terrain and the surface feature.  I 

Re: [osg-users] [osgPPU] turn off and on osgppu?

2009-10-27 Thread Huiliang Yang
Hi,

Thanks a lot, I follow your suggestion and right now I can turn on/off it. 


Thank you!

Cheers,
Hui

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Re: [osg-users] crash with setTextureAttributeAndModes

2009-10-27 Thread David Callu
Hi Otto


We don't have enough information to solve you problem.
Have you try to debug you application ?
Have you an available callstack to found where you application crash ?
Have you a simple program test which isolate the problem ?
but more simply, is your datasetList array store texture pointer in
osg::ref_ptr ?

Nobody can help you with this too little description.
This probably a misusing of osg code more than a bug in OSG.

HTH
David Callu



2009/10/27 Otto Cologne schur...@gmx.de

 Hi,

 I'm having a crash with setTextureAttributeAndModes I don't know how to
 fix.

 To explain the issue. I have a list of data sets which hold a pointer to a
 osg::Texture3D. The texture mixing is done in a shader and my texture update
 function containing the following loop is called from an update  callback.
 Since the order of the textures can/must change i loop over the textures and
 do this


 Code:

 osg::StateSet* sliceState = m_sliceNode-getOrCreateStateSet();
 for ( size_t i = 0; i  datasetList.size(); ++i)
 {
  osg::Texture3D* texture3D = datasetList[i] )-getTexture3D();
  sliceState-setTextureAttributeAndModes( i, texture3D,
 osg::StateAttribute::ON );
 }




 This works just find when adding one texture after another. However when
 the order changes, thus overwriting a different order it crashes. So
 apparently I'm doing it wrong.

 Any help would be greatly appreciated.
 ...

 Thank you!

 Cheers,
 Otto

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Re: [osg-users] crash with setTextureAttributeAndModes

2009-10-27 Thread Ulrich Hertlein

Hi Otto,

On 27/10/09 10:12 AM, Otto Cologne wrote:

I'm having a crash with setTextureAttributeAndModes I don't know how to fix.

To explain the issue. I have a list of data sets which hold a pointer to a
osg::Texture3D. The texture mixing is done in a shader and my texture update 
function
containing the following loop is called from an update  callback. Since the 
order of
the textures can/must change i loop over the textures and do this
...

osg::StateSet* sliceState = m_sliceNode-getOrCreateStateSet(); for ( size_t i = 
0; i
datasetList.size(); ++i) { osg::Texture3D* texture3D = datasetList[i]
)-getTexture3D(); sliceState-setTextureAttributeAndModes( i, texture3D,
osg::StateAttribute::ON ); }

This works just find when adding one texture after another. However when the 
order
changes, thus overwriting a different order it crashes. So apparently I'm doing 
it
wrong.


David already hinted at the answer: you need to use ref_ptrTexture3D for your 
datasetList, not Texture3D*.


Or manually do a 'ref' on each object.

Cheers,
/ulrich
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Re: [osg-users] crash with setTextureAttributeAndModes

2009-10-27 Thread Otto Cologne
Yes you are right :) I was just about to post that i followed that hint and 
used it. It works now. Thanks.


Ulrich Hertlein wrote:
 Hi Otto,
 
 On 27/10/09 10:12 AM, Otto Cologne wrote:
 
  I'm having a crash with setTextureAttributeAndModes I don't know how to fix.
  
  To explain the issue. I have a list of data sets which hold a pointer to a
  osg::Texture3D. The texture mixing is done in a shader and my texture 
  update function
  containing the following loop is called from an update  callback. Since the 
  order of
  the textures can/must change i loop over the textures and do this
  ...
  
  osg::StateSet* sliceState = m_sliceNode-getOrCreateStateSet(); for ( 
  size_t i = 0; i
  datasetList.size(); ++i) { osg::Texture3D* texture3D = datasetList[i]
  )-getTexture3D(); sliceState-setTextureAttributeAndModes( i, texture3D,
  osg::StateAttribute::ON ); }
  
  This works just find when adding one texture after another. However when 
  the order
  changes, thus overwriting a different order it crashes. So apparently I'm 
  doing it
  wrong.
  
 
 David already hinted at the answer: you need to use ref_ptrTexture3D for 
 your 
 datasetList, not Texture3D*.
 
 Or manually do a 'ref' on each object.
 
 Cheers,
 /ulrich
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[osg-users] osgAnimation update

2009-10-27 Thread Cedric Pinson
Hi,

I just commited a big update about osgAnimation. It contains a cleanup
of some class name related to Timeline, i split all Actions in
differents file for better usability.
I Refactored RigGeometry class to support hardware and software
skinning. The default implementation is software because most of the
time (because of shader) the hardware implementation needs to be
customized and can't fit for each usage. I added an example
osganimationhadware to demonstrate how to setup the hardware
implementation.
I also remove the computation of bounding box for the RigGeometry in all
case. Be default setting a setComputeBoundingBoxCallback(new
ComputeBoundingBoxCallback);
Disable the computation using vertex array. If you want to restore
computation computation of the bounding box as before simply
setComputeBoundingBoxCallback(0);

I updated and added new model to work with hardware implementation:
- nathan.osg has now a bounding box to show how to set a bounding box on
a bone to fit the character motion.
- bignathan.osg is the same mesh with more vertex and only one mesh for
the entire body.

to test a bit:
osganimationhardware --software --number 15 nathan.osg #software test
osganimationhardware --number 15 nathan.osg # hardware test

osganimationhardware --software --number 15 bignathan.osg
osganimationhardware --number 15 bignathan.osg


those data and example are not yet in the trunk so you can get them from
http://hg.plopbyte.net/osg-data/
http://hg.plopbyte.net/osg-trunk/


dont hesitate to report feedback

Cheers,
Cedric

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Re: [osg-users] Wiki editing permissions?

2009-10-27 Thread Chris 'Xenon' Hanson
Jose Luis Hidalgo wrote:
 Hi John,
 list) or sending me a mail. Sorry but I can barely follow the list, so
 please, all these wiki-editing issues mail them directly to me (that
 means, no need to pollute the list). By the way, you should be able to
 modify content by now...

  Can we edit the wiki page footer to add a note right there that says for 
wiki editing
permission please contact Jose Luis Hidalgo? No need to put the e-mail address 
there,w e
don't want to make it too easy for spammers. But that way potential editors can 
see the
information right in-page where they'd be looking for the edit link.

 Cheers,
JL.

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Re: [osg-users] runtime bug when loading obj model in OpenSceneGraph 2.8.2

2009-10-27 Thread Nguyen Tien Dat
Dear Ulrich and Erik,
Yeah, I can load the model with texture now. Thanks Ulrich for your
help. I really appreciate that.
For Erik's question, I must say that I did try the VRML loader, but it
didn't compile. I had another thread to ask for the issue (you can
search in osg mails for VRML plug in), and there were some answers.
Some said I may use Linux instead, and some said I should be able to
compile in in Windows. Anyway, I wasn't able to compile the plug-in,
so converting to obj model is the next thing I try. It works for me
now, so I think I'm good.
Thanks,
Dat

On Tue, Oct 27, 2009 at 6:27 AM, Erik den Dekker e...@dendekker.com wrote:

 Hi Dat,

 Maybe I am not seeing something obvious here, but why don't you use the
 OpenSceneGraph VRML loader instead of taking a detour via 3DS Max and
 convert to .obj format?

   Erik den Dekker

 On 26-10-2009, at 16:10, Nguyen Tien Dat wrote:

 Dear Ulrich,
 Sorry for my stupidity, but I don't know anything about modifying
 models. The model is actually created in VRML, and I use 3DS Max to
 export it to obj format. So if you can, please tell me a bit more
 about how to optimize the model:
 - How can you remove duplicate materials (if you can tell me how to do
 it by hand, that helps too)
 - What else can I do to load the model in an efficient way?
 Thank you very much,
 Dat

 On Mon, Oct 26, 2009 at 7:33 AM, Ulrich Hertlein u.hertl...@sandbox.de
 wrote:

 Hi Dat,

 On 23/10/09 5:26 PM, tien dat wrote:

 Dear Ulrich,
 Could you tell me more about how to specify that option? Can I specify
 it while using osgviewer.exe or I have to rebuild osgviewer.exe with
 the option?

 Unfortunately you can't (at the moment) set this option externally or
 internally, because the .obj loader doesn't pass the options object
 along.

 Even if you could it would only avoid loading the same image over and
 over
 again.  It will not solve the massively duplicated state/material that
 the
 model has.

 Either the modelling is done very inefficiently in the 3D application or
 whatever exporter is used messes things up.

 If you absolutely have to use osgviewer (rather than your own app) I'd
 actually write a script to optimise the .obj and .mtl files by removing
 duplicate materials.

 What you might also want to do is to remove the 'map_Ka' (ambient texture
 map) statements since they are not used with the standard OpenGL paths
 (but
 are still loaded).

 Cheers,
 /ulrich

 On Fri, Oct 23, 2009 at 5:02 AM, Ulrich Hertleinu.hertl...@sandbox.de
  wrote:

 On 23/10/09 10:58 AM, Ulrich Hertlein wrote:

 On 22/10/09 9:40 PM, tien dat wrote:

 I have a model in obj format and want to load the model into
 OpenSceneGraph. When there is no texture, OpenSceneGraph can load the
 model fine. But when I use the model with texture, OpenSceneGraph
 allocates a huge amount of memory and crashes. I think it's a runtime
 bug and would like to know how to fix it. Please find some pictures

 Not really a bug, I'd say you're running out of memory.

 - try to reduce the image sizes.
 - a lot of materials reference the same image. I don't think the obj
 loader caches this which means you're loading that image over and over
 again. Use osgDB::Options to specify caching of images.

 Oh, and you seem to have pretty much one material per drawable.  This
 will
 absolutely kill your performance.  Have a look at the .mtl file, you'll
 notice that there are heaps of materials that have identical
 properties.

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Re: [osg-users] Improving multisampled FBO

2009-10-27 Thread Wojciech Lewandowski

Hi Paul,

I have just submitted proposed changes to osg-submissions. Please, see 
[osg-submissions] DisplaySettings masks for implicit buffer attachments 
thread for details.


Cheers,
Wojtek Lewandowski


- Original Message - 
From: Paul Martz pma...@skew-matrix.com

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, October 26, 2009 10:09 PM
Subject: Re: [osg-users] Improving multisampled FBO



Yes it's quite confusing.

The RenderStage code was already set up as follows: If doing MSFBO (and 
therefore need two FBOs, one for multisampled rendering and one for final 
resolve), then configure fbo as the resolve FBO, and When done 
configuring, swap it into _resolveFbo (see line 554). But, if not using 
MSFBO, then fbo is just the render fbo.


(I did not write this code, I am just the poor sap left to maintain it. 
:-)


My code handles this correctly: If using MSFBO, then resolveBuffersMask is 
the value set by the app for the resolve buffers. But if not using MSFBO, 
then resolveBuffersMask is the value set by the app for render buffers. In 
both cases, resolveBuffersMask is used to configure fbo.


So, my code is correct, in light of how the existing code is written.

I attempted to explain this briefly in code comments at lines 349-351 and 
also lines 377-378, but perhaps to clarify things further, you could paste 
this email from me as a code comment about line 442.


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



Wojciech Lewandowski wrote:

Hi Paul,
 Thanks. I am almost done with modifications for DisplaySettings. I have 
to test it and will submit the code tomorrow. But I have one question 
regarding your changes in RenderStage.cpp. I have understood that 
RenderMask defines implicit attachments for main FBO and ResolveMask 
defines implicit attachments for multisample FBO. I noticed that when 
multisampling is not used both masks are actually set to RenderMask value 
(RenderStage.cpp line 352). But when multisampling is on, it looks like 
masks are swapped because ResolveMask is used to force implicit buffers 
for main FBO and RenderMask is used to force  implicit buffers for MS 
FBO. Its bit surprising to me, but maybe its correct ?
 For example: see excerpt from RenderStage lines 440-455 if 
(!depthAttached)


{

if( resolveBuffersMask  osg::Camera::USE_DEPTH_BUFFER )

{

fbo-setAttachment(osg::Camera::DEPTH_BUFFER,

osg::FrameBufferAttachment(new osg::RenderBuffer(width, 
height, GL_DEPTH_COMPONENT24)));


depthAttached = true;

}

if (fbo_multisample.valid() 

( renderBuffersMask  osg::Camera::USE_DEPTH_BUFFER ) )

{

fbo_multisample-setAttachment(osg::Camera::DEPTH_BUFFER,

osg::FrameBufferAttachment(new osg::RenderBuffer(width, 
height, GL_DEPTH_COMPONENT24, samples, colorSamples)));


depthAttached = true;

}

}

Cheers,
Wojtek Lewandowski
 - Original Message -
From: Paul Martz pma...@skew-matrix.com 
mailto:pma...@skew-matrix.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org 
mailto:osg-users@lists.openscenegraph.org

Sent: Monday, October 26, 2009 2:56 PM
Subject: Re: [osg-users] Improving multisampled FBO

  Wojciech Lewandowski wrote:
  I will prepare and submit a code with these modifications if you 
accept

  general direction.
 
  Sounds good to me, please go ahead and make these changes (including 
the

  entry point name change). And thanks for the help with this.
 -Paul
 
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Re: [osg-users] z-fighting issue with coplanar polygons

2009-10-27 Thread Jason Jerald
Great! I am happy to hear it seems to be working for you.

 

Jason

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James
Adkison ARA/CFD
Sent: Tuesday, October 27, 2009 6:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] z-fighting issue with coplanar polygons

 

Jason,

 

I was able to figure out the technique to accomplish this on Thursday before
I went out of town.  Here are the steps I went through:

. Create a polygon of the lake

. Create an osg::Texture2D

. Create an osg::Camera

o   Set to pre-render mode

o   Set to render in the frame buffer

o   Set to an orthographic view

o   Attach the lake polygon to the camera, it seems to me that this is how
the geometry is used to populate the newly created texture and that this is
referred to and render to texture (RTT or RTT camera)

. Apply the newly created texture to the osg::Heightfield

 

I got this working using a simple test application to figure out how to do
it.  I will add it to the real application today, but I expect it will work
out as nicely as it did in the test application.  I will let you know how it
goes and at that time I will also post the source code for my test
application in case anyone else wants to see how this works.

 

Thanks,

James

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Jerald
Sent: Thursday, October 22, 2009 4:41 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] z-fighting issue with coplanar polygons

 

James, I am fairly new to OSG so I do not know what specific classes or API
calls might be used.

 

In non-OSG terms I think a way to do it would be to:

 

1.   Create your lake geometry placed in relation to the terrain 

2.   Set up an orthographic camera looking from above, down towards the
lake

3.   Render the lake to texture

4.   Set the uv texture coordinates of your terrain geometry to be equal
to x,y (i.e., ignore the height)

5.   Apply the lake texture to the terrain geometry

 

I am sure there are more specific steps to think about as you implement it.
Let us know if it works or if you think of something better.

 

Jason

 

 

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James
Adkison ARA/CFD
Sent: Thursday, October 22, 2009 4:02 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] z-fighting issue with coplanar polygons

 

Jason,

 

I'm going to try the 'project textures onto the terrain via UV mapping'
solution today.  I searching how to do this right now and I'm not sure if I
finding relevant information.  Can you provide a brief/high-level
description of the steps I would need to go through to perform the UV
mapping, specifically what classes and/or API calls would be involved, or a
tutorial?  I found some information on a RTT camera but I'm not sure if this
is what I'm looking for.

 

James

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Jerald
Sent: Wednesday, October 21, 2009 9:09 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] z-fighting issue with coplanar polygons

 

I don't see much for performance implications as long as you are not
dynamically changing the texture every frame.

 

Jason

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James
Adkison ARA/CFD
Sent: Wednesday, October 21, 2009 11:56 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] z-fighting issue with coplanar polygons

 

I'm not very experienced in OSG and I spoke to a co-worker about this
approach.  The thought is that there might be some performance implications
with this approach.  This is because there may be multiple surface feature
types and they can be enabled/disabled separately.  For example, if there
are lakes and forests they will be created in the texture but each time one
of them is enabled disabled this process has to be repeated and each texture
would be approx 1k x 1k.  I'm going to give it a shot and see how it
performs.   Any other thoughts in the mean time?

 

James

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Jerald
Sent: Wednesday, October 21, 2009 2:16 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] z-fighting issue with coplanar polygons

 

Can you project onto a texture and then apply the texture to the geometry?
Either in a modeling package or algorithmically by rendering to a texture
and then project that texture onto the terrain by planar uv mapping?

 

 Jason

 

 

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James
Adkison ARA/CFD
Sent: Wednesday, October 21, 2009 10:25 AM
To: 

Re: [osg-users] Help with Run-Time Error

2009-10-27 Thread Jacob Armstrong

Robert,

 

Thanks for responding to my question about the Run-Time Error. I will certainly 
look into the vpbmaster solution. However, I had a couple other questions for 
you regarding osgdem and the userlist in general:

 

1) I tried to respond to your post and it was asking me for a username. I just 
signed up yesterday and submitted my e-mail and created a password, so I have 
no idea what my username is/would be, so I'm unable to respond and view other 
posts.

 

2) I was wondering when the osgdem process would begin generating the output 
.ive files. I have it running in a command prompt window with the environment 
variable OSG_NOTIFY_LEVEL set to DEBUG and I keep getting 
areCoordinateSystemEquivalent lhs= rhs=  messages on the screen, with an 
occasional No need to divide or Need to Divide X + Y for level 9 for 
example. It's been running for 29 hours and I have no files in my output 
directory. I specified 25 levels for the -l argument when launching the 
process, but I wasn't sure when to expect some files to be generated in this 
process.

 

Thanks for your time and help!

Jake

 

 

 
  
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[osg-users] Problem with DOF Nodes

2009-10-27 Thread Felipe Lemus
Hi,
I am trying to make a scene with a Helicopter flying over a terrain and with 
the option to change its course or stop it in real time. I have been looking 
tutorial 8, and I have tried to do a modification to rotate tank instead the 
two DOF nodes. Here is the code, i have GTKviewer but it is possible to do with 
classic viewer.

Tuto_8.cpp

#include  osg/Group 
#include  osg/Node
#include  osgDB/ReadFile
#include  osgViewer/Viewer
#include  osgSim/DOFTransform
#include  osgSim/MultiSwitch 
#include  osgGA/TrackballManipulator
 
#include tankDataType.h
#include tankNodeCallback.h
#include  gtk/gtk.h
#include  ViewerGtk.h

int main()
{

osg::Node* tankNode = NULL;
osg::Group* root = new osg::Group();
osgViewer::ViewerGtk viewer;
tankNode = osgDB::readNodeFile(./models/t72-tank_des.flt);
root-addChild(tankNode);

tankDataType* tankData = new tankDataType(tankNode);
tankNode-setUserData( tankData );
tankNode-setUpdateCallback(new tankNodeCallback);

osgGA::TrackballManipulator *Tman = new osgGA::TrackballManipulator();
viewer.setUpViewInWindow( 100, 100, 800, 650 );
viewer.setSceneData( root );
viewer.realize();
viewer.setCameraManipulator( Tman );

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

tankDataType.cpp

#include tankDataType.h
  
tankDataType::tankDataType(osg::Node* n)
  {
 rotation=  0;
  tank =  dynamic_cast osgSim::DOFTransform* (n);
}
 
void tankDataType::updateTurretRotation()
{
 rotation -= 0.01;
 tank-setCurrentHPR( osg::Vec3(rotation,0,0) );
}

tankDataType.h

#ifndef _TANKDATATYPE_H_
#include  osgSim/DOFTransform
#include  osgSim/MultiSwitch 

 class tankDataType : public osg::Referenced
 {
 public:
tankDataType(osg::Node* n);
   
void updateTurretRotation();

protected:
osgSim::DOFTransform* tank;
double rotation;

 };
 
 #endif

tankNodeCallBack.h

#ifndef _TANKNODECALLBACK_H_
 
 class tankNodeCallback : public osg::NodeCallback
 {
  public:
  virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
  {
  osg::ref_ptrtankDataType tankData = dynamic_casttankDataType* 
(node-getUserData() );
 
 if(tankData != NULL)
 {
 tankData-updateTurretRotation(); 
 }
 traverse(node, nv);
 }
 };
 #endif



The code compiles but when run it gives the following error:

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb5ae2a60 (LWP 502)]
tankDataType::updateTurretRotation (this=0x962b410) at 
/usr/local/include/osgSim/DOFTransform:48
48void setCurrentHPR(const osg::Vec3 hpr) {_currentHPR = hpr; 
dirtyBound(); }

Any help is welcome!!!

Thank you!

Cheers,
Felipe

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Re: [osg-users] Non-core projects, code library

2009-10-27 Thread Chris 'Xenon' Hanson
Jean-Sébastien Guay wrote: Nothing came of it, and there was not much 
enthusiasm about
the idea (I
 still think it would be nice) so I ended up hosting my own projects on
 googlecode. I know others do the same (osgOcean, osgPango/osgCairo, ...)
 I think basically that offering a central place for the OSG ecosystem
 (things that surround OSG without being part of it) would be very good
 both for people who are looking for specialized libraries built on top
 of OSG (more certainty that it will work without too much trouble), and
 the developers of such libraries (more visibility).

  I think we're all on the same page here. The question is, what would it take 
to allow
some of these projects to be collected and hosted on the OSG web site.

  I'm going to inquire with Jose about his opinion.

 J-S

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

2009-10-27 Thread Jose Luis Hidalgo
Hi Chris,

   Done, I've written a one-liner wiki page and linked to the main TOC
at the bottom. Feel free to modify it, correct it (sorry my English is
awful), or whatever :)

Cheers,
   JL


On Tue, Oct 27, 2009 at 5:14 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 Jose Luis Hidalgo wrote:
 Hi John,
 list) or sending me a mail. Sorry but I can barely follow the list, so
 please, all these wiki-editing issues mail them directly to me (that
 means, no need to pollute the list). By the way, you should be able to
 modify content by now...

  Can we edit the wiki page footer to add a note right there that says for 
 wiki editing
 permission please contact Jose Luis Hidalgo? No need to put the e-mail 
 address there,w e
 don't want to make it too easy for spammers. But that way potential editors 
 can see the
 information right in-page where they'd be looking for the edit link.

 Cheers,
    JL.

 --
 Chris 'Xenon' Hanson, omo sanza lettere                  Xenon AlphaPixel.com
 PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
 There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
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   http://www.pplux.com 
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Re: [osg-users] Help with Run-Time Error

2009-10-27 Thread Robert Osfield
Hi Jacob,

On Tue, Oct 27, 2009 at 6:40 PM, Jacob Armstrong jaco...@hotmail.com wrote:
 1) I tried to respond to your post and it was asking me for a username. I
 just signed up yesterday and submitted my e-mail and created a password, so
 I have no idea what my username is/would be, so I'm unable to respond and
 view other posts.

Are you talking about the forum or mailing list?  I guess the forum,
in which case I'll have to defer to Art Tevs to answer questions as
he's the administrator of the osg-forum.

 2) I was wondering when the osgdem process would begin generating the output
 .ive files. I have it running in a command prompt window with the
 environment variable OSG_NOTIFY_LEVEL set to DEBUG and I keep getting
 areCoordinateSystemEquivalent lhs= rhs=  messages on the screen, with an
 occasional No need to divide or Need to Divide X + Y for level 9 for
 example. It's been running for 29 hours and I have no files in my output
 directory. I specified 25 levels for the -l argument when launching the
 process, but I wasn't sure when to expect some files to be generated in this
 process.

A osgdem running for 29 hours is a an osgdem run that shouldn't have been run.

osgdem is only handle portions of large databases, you can't push too
many levels through it otherwise it'll end up consuming all your
memory.  Please just go to the VPB wiki and ready the guide on how to
use vpbmaster, it's the tool you need to use, let it do the
appropriate calls to osgdem.

Robert.
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Re: [osg-users] Problem with DOF Nodes

2009-10-27 Thread Thrall, Bryan
Felipe Lemus wrote on Tuesday, October 27, 2009 1:57 PM:
 tankDataType::tankDataType(osg::Node* n)
   {
  rotation=  0;
   tank =  dynamic_cast osgSim::DOFTransform* (n);
 }
 
 void tankDataType::updateTurretRotation()
 {
  rotation -= 0.01;
  tank-setCurrentHPR( osg::Vec3(rotation,0,0) );
 }

This code assumes that tanks is never null (i.e. that the top node of
the loaded file is a DOFTransform), but this is not guaranteed; the
dynamic_cast could return null, then updateTurretRotation() would
segfault.

You should use a NodeVisitor to find the DOFTransform in the loaded
model and pass that to the tankDataType constructor.

HTH,
-- 
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
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[osg-users] VRML files with LOD?

2009-10-27 Thread dtidrow
Has anyone had any problem with converting a VRML file (ie. 'blah.wrl')
containing LOD nodes into other file formats with properly working LOD
ranges?  I'm currently trying to load in VRML files with several LOD
nodes, each LOD node has a line similar to this in it:

range [ 2337.82, 7854.97, 29222.8 ]

Below this node are four groups of geometry, with the apparent intention
of having active ranges of [0, 2337.82], [2337.82, 7854.97], [7854.97,
29222.8], [29222.8, MAXFLOAT]

Using osg-2.4, I get the following when I convert the file to .osg:

  RangeList 4 {
0 2337.82
2337.82 7854.97
0 0
29222.8 3.40282e+38
  }

Is the above behavior a known problem with the osg-2.4 VRML plugin?  I'm
using osg-2.4 only because the VRML files choke later versions due to
other issues that I'm also investigating.  Has anyone else tried loading
complex vrml files (30MB, hundreds of thousands of triangles, multiple
LOD's) with the OSG vrml loader?

Don

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Re: [osg-users] VRML files with LOD?

2009-10-27 Thread Jan Ciger
Hi Don,

dtid...@patriot.net wrote:
 Has anyone had any problem with converting a VRML file (ie. 'blah.wrl')
 containing LOD nodes into other file formats with properly working LOD
 ranges?  I'm currently trying to load in VRML files with several LOD
 nodes, each LOD node has a line similar to this in it:
 
 range [ 2337.82, 7854.97, 29222.8 ]
 
...
 Is the above behavior a known problem with the osg-2.4 VRML plugin?  I'm
 using osg-2.4 only because the VRML files choke later versions due to
 other issues that I'm also investigating.  Has anyone else tried loading
 complex vrml files (30MB, hundreds of thousands of triangles, multiple
 LOD's) with the OSG vrml loader?
 
 Don


First of all, which VRML plugin are you using?
The one that is using OpenVRML doesn't support LOD nodes if I remember right.  
Are you using Coin3D by chance? That would match the old version of OSG you 
have. Coin3D was later replaced and that old plugin removed, because Coin was 
very buggy.

Regarding the second issue - you need to try, I do not have that big test file 
in VRML format anywhere. The current OpenVRML plugin does not support LODs, it 
could be easy to add that, though. However, if you need something more 
advanced from VRML than simple textured meshes, you may need to convert the 
model using other tools beforehand - the plugin is not intended to load any 
VRML you throw at it.

Regards,

Jan


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[osg-users] SpeedTree Example for late version of OSG?

2009-10-27 Thread Wyatt Earp
I would like to integrated SpeedTree 5.0 into an osg application.  Having
searched the mailing list archives the most recent mention of a SpeedTree
example that I found was over a year ago.  Has anyone been using SpeedTree
with OSG and possibly put together an example that would show how to use
SpeedTree with a later version of OSG?

Wyatt
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Re: [osg-users] PositionAttitudeTransform - rotation and translation

2009-10-27 Thread Ash Pat
Hi Mourad ,
I got it to work. Thank you very much for your prompt responses.

Regards,
Ash

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