[osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Danny Riflko
Hi,

If I use in the main:
Vec4d C1 = Vec4d (1, 1,1, 1);
Then the vector has garbage in it.

But if I declare Vec4d C1 = Vec4d(); before main, then I can use the setter in 
the main to put some values in it, and it works.

Why is that? How does that work?


Thank you!

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Re: [osg-users] Hosting non-OSG-core projects on OSG servers

2009-11-07 Thread Robert Osfield
Hi Chris,

On Fri, Nov 6, 2009 at 10:40 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
  I'm about to begin working on a project with some significant interest to OSG
 developers. I'm wondering if this is a time where it would be appropriate to 
 ask if I
 should go set up hosting under Google Code, or if we think it's appropriate 
 to start
 hosting non-core projects (like osgPango, osgWidget, etc etc) on OSG's own 
 server.

  Robert, how do you feel about this?

I has been my intention that osgforge.osg with associated hosting on
the OSG server to fulfill this role.  One limit is that Jose's
university hosts the OSG server and has to agree to each new project
hosted, perhaps Jose can expand on this.

Whatever we end up going for it would be good to get away from having
lots OSG projects distributed all over the web and presented in
totally different ways.

Robert.
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Re: [osg-users] osgText artifacts

2009-11-07 Thread Robert Osfield
Hi Don,

My guess this is a minification mipmapping issue on the texture atlas
where the neighbouring glyph images are bleeding into the character
you want to render.   Choosing a font resolution nearer to your screen
resolution will probably help.

Robert.

On Fri, Nov 6, 2009 at 7:10 PM, Don Leich d...@ilight.com wrote:
 Hi all,

 For a while now I've noticed that some of my osgText at times may exhibit
 unwanted artifacts, similar to TV ghost images.  These artifacts are
 affected
 by the text size, resolution, and perhaps other factors.

 Digging in a bit more I found that the osgtext demo shows this
 problem -- look at the lower, right most t.  This partial snap shot was
 taken when osgtext ran at a window size of 800 x 600 on a Quadro FX 4000.
 The second snap is from my development where the artifacts are a little more
 prominent.

 Does anyone know how to avoid these ghosts?

 -Don Leich

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Re: [osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Robert Osfield
Hi Danny,

I'm not aware of any bugs related to copying Vec4d's - doing what you
quote has been done for many years without problems, I would recommend
that you double check your own code and your build to see if something
has gone amiss.

Robert.

On Sat, Nov 7, 2009 at 9:36 AM, Danny Riflko do_th...@luukku.com wrote:
 Hi,

 If I use in the main:
 Vec4d C1 = Vec4d (1, 1,1, 1);
 Then the vector has garbage in it.

 But if I declare Vec4d C1 = Vec4d(); before main, then I can use the setter 
 in the main to put some values in it, and it works.

 Why is that? How does that work?


 Thank you!

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Re: [osg-users] osgText artifacts

2009-11-07 Thread Robert Osfield
On Sat, Nov 7, 2009 at 10:46 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi Don,

 My guess this is a minification mipmapping issue on the texture atlas
 where the neighbouring glyph images are bleeding into the character
 you want to render.   Choosing a font resolution nearer to your screen
 resolution will probably help.

Forgot to mention, you could also try increasing the margin between glyphs.

Robert.
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[osg-users] Renderer and SceneView classes

2009-11-07 Thread Dan R
Hello, I'm new to OSG and am just looking over the code structure to
better learn how a proper scene graph library is laid out. I'm
interested in using (porting a stripped down version) of osg for a
project I'm working on in another language. I pretty much understand
the flow of the graph, however, when it comes down to the actual
rendering traversal I get a bit lost. So I have these two questions,
but maybe being directed to some older posts would be good answers...

1) The osgViewer::Renderer class appears frequently throughout the
code, however, it seems to be based around the osgUtils::SceneView
class. The SceneView class says that it's deprecated. Does this also
mean that the Renderer class is deprecated, or simply that any calls
to SceneView are no longer used in the normal work flow?

2) In a SingleThreaded case, where are the operations that result in
rendering the Drawables get added? I see that in the
renderingTraversals method, it first traverses the graph with a
getBound() call, then goes through each camera and does a cull() (this
uses a Renderer object from my first question), then goes through each
GraphicsContext and calls runOperations. Where I get lost is, where
are the operations for the GraphicsContext defined and added, that
actually end up doing the work of rendering the drawables?

Any direction in this case would clear a lot up for me, thanks,

Dan
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Re: [osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Chris 'Xenon' Hanson
Robert Osfield wrote:
 Hi Danny,
 I'm not aware of any bugs related to copying Vec4d's - doing what you
 quote has been done for many years without problems, I would recommend
 that you double check your own code and your build to see if something
 has gone amiss.

  Yeah, what you're doing should be fine. If it's not working, provide more 
info an a very
simple, compilable example. And what platform/compiler you're working on.

-- 
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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] Epic releases free version of Unreal Editor

2009-11-07 Thread Jan Ciger
Simon Hammett s.d.hamm...@googlemail.com wrote:
 I've gotten good results with exporting blender - .lwo as long as you
 split your model meshes up the right way, so you can run the smoothing
  visitor on it.

Why? There is osg exporter too. Works fine: 
http://projects.blender.org/projects/osgexport/

 It would be nice if osg could load directly out of .blend files, but the
  code in blender that deals with the file format is huge.
 
 Maybe somebody who is particularly bored could have a go at
 refactoring the .blend
 code into a separate library.

Again, this exists already, even though you probably do not want to do it. The 
.blend files are more containers of a lot of different things than a scenegraph-
like structure and the mapping will be tricky. The library is called 
readblend and comes with the Bullet physics engine.

Jan


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Re: [osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Danny Riflko
Hello, it seems the error I was referring to was simply because I debugged 
(Step Into) with release mode in Visual C++ 2008 Express Edition.

Here is a screenshot. The content of C12 is garbage. So it was a noob question.

robertosfield, could you remove my e-mail from the post? The bots can pick it 
for spamming.

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Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Simon Hammett
2009/11/7 Jan Ciger jan.ci...@gmail.com:
 Simon Hammett s.d.hamm...@googlemail.com wrote:
 I've gotten good results with exporting blender - .lwo as long as you
 split your model meshes up the right way, so you can run the smoothing
  visitor on it.

 Why? There is osg exporter too. Works fine:
 http://projects.blender.org/projects/osgexport/

Well .lwo was the first format I found that worked and it's binary so
the models load quickly.
The apps I work on, load lots of stuff outta dbs, run third party dlls
 black boxes etc
on start up, so they are already irritatingly slow to start up.

There's also the problem with setting up new machines to run a project;
It takes ages to join the code co-op projects, install boost  other libraries,
black boxes, etc, etc. Adding another step of installing blender and
then getting
the export script as well just makes things take longer.

 It would be nice if osg could load directly out of .blend files, but the
  code in blender that deals with the file format is huge.

 Maybe somebody who is particularly bored could have a go at
 refactoring the .blend
 code into a separate library.

 Again, this exists already, even though you probably do not want to do it. The
 .blend files are more containers of a lot of different things than a 
 scenegraph-
 like structure and the mapping will be tricky. The library is called
 readblend and comes with the Bullet physics engine.

Nice, thanks for the info, I'll look in to that.

I'd prefer to load models directly out of the .blend file,
it would save mucking about with exporting.

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Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Jan Ciger
Simon Hammett s.d.hamm...@googlemail.com wrote:
 
 Well .lwo was the first format I found that worked and it's binary so
 the models load quickly.
 The apps I work on, load lots of stuff outta dbs, run third party dlls
  black boxes etc
 on start up, so they are already irritatingly slow to start up.

Well, you export to .osg and then you can always convert to binary .ive once 
you are happy with the model.

 There's also the problem with setting up new machines to run a project;
 It takes ages to join the code co-op projects, install boost  other
  libraries, black boxes, etc, etc. Adding another step of installing
  blender and then getting
 the export script as well just makes things take longer.

Hmm, how is that different from going the .lwo route? You need Blender 
installed and export to .lwo as well, no?


 Nice, thanks for the info, I'll look in to that.
 
 I'd prefer to load models directly out of the .blend file,
 it would save mucking about with exporting.

You can actually automate the export - e.g. the Soya3D engine does it in that 
way that whenever the user requests a .blend  file to be loaded, it spawns 
Blender in the background calling it with a command line argument to load the 
model and call the export script. The result is then cached and the model is 
re-exported only when the .blend file is newer than the cached data. The user 
never has to tinker with the exporter, they just notice Blender starting once 
when the model is exported for the first time.

Jan


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Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Simon Hammett
2009/11/7 Jan Ciger jan.ci...@gmail.com:
 Simon Hammett s.d.hamm...@googlemail.com wrote:

 Well .lwo was the first format I found that worked and it's binary so
 the models load quickly.
 The apps I work on, load lots of stuff outta dbs, run third party dlls
  black boxes etc
 on start up, so they are already irritatingly slow to start up.

 Well, you export to .osg and then you can always convert to binary .ive once
 you are happy with the model.

which is yet another step in the process.
that's making things more complicated, not less.
and .lwo works rather nicely so why change?

 There's also the problem with setting up new machines to run a project;
 It takes ages to join the code co-op projects, install boost  other
  libraries, black boxes, etc, etc. Adding another step of installing
  blender and then getting
 the export script as well just makes things take longer.

 Hmm, how is that different from going the .lwo route? You need Blender
 installed and export to .lwo as well, no?

yes, but you don't have to hunt up the osg exporter script and install that.
again, it's adding yet another step the process.


 Nice, thanks for the info, I'll look in to that.

 I'd prefer to load models directly out of the .blend file,
 it would save mucking about with exporting.

 You can actually automate the export - e.g. the Soya3D engine does it in that
 way that whenever the user requests a .blend  file to be loaded, it spawns
 Blender in the background calling it with a command line argument to load the
 model and call the export script. The result is then cached and the model is
 re-exported only when the .blend file is newer than the cached data. The user
 never has to tinker with the exporter, they just notice Blender starting once
 when the model is exported for the first time.

 Jan

Well I could do that on my development machine, but I'm not going to
take that route
for client machines.

Sometimes our apps are rolled out to many hundreds of machines;
am I supposed to ask them to install blender, install the export
script, then install our app
x 700 times? That's just not going to fly.

Exporting to .lwo is easy and if that readblend library you mentioned
is a viable route then
I can simplify things by removing another job that I have to do.

btw, do you have any xp with that library?
I'd much appreciate any thing extra you can tell me about it.

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Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Jan Ciger
Simon Hammett s.d.hamm...@googlemail.com wrote:
 which is yet another step in the process.
 that's making things more complicated, not less.
 and .lwo works rather nicely so why change?

Because .osg can capture also things that are native to the scenegraph that 
you cannot capture in .lwo (e.g. shaders). Moreover, the compiled .ive is 
optimized by the OSG optimizer, saving even more loading time.

 Sometimes our apps are rolled out to many hundreds of machines;
 am I supposed to ask them to install blender, install the export
 script, then install our app
 x 700 times? That's just not going to fly.

Then you are doing it wrong, in my opinion. If you are provisioning 700 
machines, you should have a premade system image with all this preconfigured or 
an installer that will install all the tools the user needs in one go (Blender 
and the scripts are freely redistributable). Then having an extra exporter or 
whatever doesn't matter.

Are you really saying that you are installing (or have the users install) 700 
machines manually?? I do not know your exact situation, but this sounds rather 
crazy to me.

Anyhow, I am not going to tell you how to do your job - if it works for you, 
by all means stay with it.

 btw, do you have any xp with that library?
 I'd much appreciate any thing extra you can tell me about it.

No, I didn't try it, I just saw it in Bullet when I have played with it. 

Regards,

Jan 


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Re: [osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Danny Riflko
Can't you simply edit the post and delete the e-mail.

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Re: [osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Jan Ciger
Danny Riflko do_th...@luukku.com wrote:
 Can't you simply edit the post and delete the e-mail.

No, because the forum is actually attached to a mailing list where your posts 
are re-posted automatically. We wouldn't be able to reply back to you without 
the e-mail.

Regards,

Jan


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Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Simon Hammett
2009/11/7 Jan Ciger jan.ci...@gmail.com:
 Simon Hammett s.d.hamm...@googlemail.com wrote:
 which is yet another step in the process.
 that's making things more complicated, not less.
 and .lwo works rather nicely so why change?

 Because .osg can capture also things that are native to the scenegraph that
 you cannot capture in .lwo (e.g. shaders). Moreover, the compiled .ive is
 optimized by the OSG optimizer, saving even more loading time.

And if I needed shaders or animation I'd be using the osg export script.
Like I said, .lwo does it for me, so why add an extra step?

 Sometimes our apps are rolled out to many hundreds of machines;
 am I supposed to ask them to install blender, install the export
 script, then install our app
 x 700 times? That's just not going to fly.

 Then you are doing it wrong, in my opinion. If you are provisioning 700
 machines, you should have a premade system image with all this preconfigured 
 or
 an installer that will install all the tools the user needs in one go (Blender
 and the scripts are freely redistributable). Then having an extra exporter or
 whatever doesn't matter.

 Are you really saying that you are installing (or have the users install) 700
 machines manually?? I do not know your exact situation, but this sounds rather
 crazy to me.

I completely agree, it is crazy.

But we sell s/w to small/medium sized manufacturing companies and that's
the way most of them do this stuff.

We try and persuade them otherwise, but it's very rare for anybody to
ever listen. And even then, our s/w isn't just used directly by the
clients, it's
distributed to their many sales reps who are independent companies of
only 1 or 2 people.

Most the of the sales reps are people who have trouble walking and talking
at the same time, so the install process has to be as simple as possible.

In the manufacturing world most companies have very small profit margins
and are therefore very reluctant to spent money and are very conservative
and as a suppler to those companies, our profits are minimal as well
unfortunately.

My development machine is over 4 years old and my monitor is over 10 years old.
But I get to do quite a bit of graphics work, so that makes up for the
other irritations.

 Anyhow, I am not going to tell you how to do your job - if it works for you,
 by all means stay with it.

I wish we wouldn't...

 btw, do you have any xp with that library?
 I'd much appreciate any thing extra you can tell me about it.

 No, I didn't try it, I just saw it in Bullet when I have played with it.

Ah, ty.

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Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Cedric Pinson
Hi Simon,
Blender file is a container like 3dsmax file. If you want to load .blend
in osg directly it will be very complex and not suitable for a lot of
cases.
Anyway, if you really want it i would suggest to make a plugin that run
osg export in background mode and then load the result in osg.

Of course it depends of your usage, i use osgexport and it works very
well, do you have some problem with it ?

Cheers,
Cedric

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http://www.plopbyte.net


On Fri, 2009-11-06 at 19:14 +, Simon Hammett wrote:
 2009/11/6 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com:
  Hi all,
 
  looks much better
 
  I didn't mean to start a discussion about engine licensing and use. I
  assumed that if we're here it's probably because we want to use OSG and
  design / write our own engines!
 
  I was focusing on the toolset. And in fact, I was probably overly
  enthusiastic about the Unreal toolset being available, because the licensing
  terms say that it (the engine in this case includes the toolset) can only be
  used for free for noncommercial and educational projects. So that rules out
  using it to make assets for an OSG-based commercial project, which is what I
  was excited about.
 
  Oh well. I guess Blender + text editor is still the (free) toolset of
  choice...
 
 Yah, blender is the only tool I've found useful with osg so far.
 Even then you have to be careful.
 
 I've gotten good results with exporting blender - .lwo as long as you
 split your model meshes up the right way, so you can run the smoothing visitor
 on it.
 
 At some point when I've got time I would like to add crease angle support
 to the visitor which would make modelling a whole lot easier.
 
 It would be nice if osg could load directly out of .blend files, but the code 
 in
 blender that deals with the file format is huge.
 
 Maybe somebody who is particularly bored could have a go at
 refactoring the .blend
 code into a separate library.
 


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