Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Wang Rui
Hi Robert and all,

This is a really interesting topic. I haven't read all the posts yet,
so please forgive me if my thoughts were already suggested.

2010/2/25 Robert Osfield robert.osfi...@gmail.com:
   o No ones added there name to list of volunteers yet:

I'd like to take care of the serialization parts and the osgt/osgb
plugins. But it seems I don't have the permission to edit the
volunteers page. Should I obtain an ID from Jose first?

  o We are proposing an influx of contributors with commit access to various 
 parts of the OSG and
 they don't yet have experience of doing this w.r.t the OSG, it probably 
 is quite risky way for them to
 cut their teeth.   The risk is born by us all, and any teething problems 
 could cost much more time
 in short term.  Given I'd like to get a stable release in the not too 
 distant future this clearly ups
 the risk on getting this out promptly.

 I there think it would probably be best to having a stagging 
 area/experimental branch for those
 becoming maintainers.   But... to have this we have to have a better 
 system for merging from the
 branches.

A considerable portion of submissions are examples and plugins, and
modifications on them. And at present we already have 145 examples and
74 plugins in the svn/trunk, and the number is sure to continue
growing, which leads to a heavy burden upon maintainers. I would
suggest divide the whole source code into 3 projects:
OpenSceneGraph-Core, OpenSceneGraph-Examples and
OpenSceneGraph-Plugins.

A few important and stable examples and plugins will still be placed
in the core project directory, for instance, the osg, ive, curl, bmp,
png, jpeg and freetype plugins. And the latter two projects include
unstable and experimental ones, for more contributors to submit or
import their code directly. Core developers don't need to care much of
them, and just add a CMake option BUILD_UNSTABLE to help developers
select examples and plugins they are interested in.

This will reduce the code and dependencies checking time of core OSG
directory and give more flexible decisions for building executions and
libraries. Of course it won't solve the problem of handling
submissions from everywhere, but will at least reduce the complexity,
in my opinion.

And I'll suggest split up the examples into catagories, again, which
is mentioned before. We could divide the examples directory into
multiple subdirectories, each representing a kind of demonstrations,
like animations, viewers, widgets, effects and so on.

Regards,

Wang Rui
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Mathieu MARACHE
Hi,

Just a follow-up on http://github.com . PragProgs have a nice
screencast that shows github in action :
http://pragprog.com/screencasts/v-scgithub/insider-guide-to-github

The first five minutes are a showcase of the fancy stuff but then it
explains how to realliy use it. Nice to watch. The first episode is
free...

--
Mathieu
O ascii ribbon campaign - stop html mail - www.asciiribbon.org



On 23 February 2010 09:37, Mathieu Marache mathieu.mara...@gmail.com wrote:
 Hi Robert and al,

 [...]

 Spreading tasks and responsibility

 OK, how do we put all this discussion of submissions/knowledge and
 avoiding too much multi-tasking together in a form of solutions?  We'll I
 believe that specializing Knowledge and Responsibility go hand in hand with
 making more efficient use of each maintainer.  I am over stretched - I'm
 responsible for just too much code, and if I'm struggling then we can't
 expect anyone else to cope with trying to responsible with such a wide code
 base.   So ideally we want to let me concentrate my time and knowledge on a
 smaller set of the OSG code base, and if we are to expect others to step in
 it should be for them to take over responsibility for small sets of the OSG
 code base.

 Taking on small sets of the OSG base will help nurture the knowledge about
 that code and help them remain efficient - to avoid the maintainer from
 becoming overcome with the various tasks associated with it - user support,
 bug charaterisation and fixing, merging submissions, ongoing development.
  The type of sets of OSG code that a maintainer would be responsible for
 should be something that have a itch to scratch - something that is
 essential for their work, something they wrote or have been a major
 contributor to.

 For myself what parts of the OSG would it be easy for me to pass over
 without undue risk to project?  Well the OpenSceneGraph/examples would be
 one area.  OpenSceneGraph/applictions another.
  OpenSceneGraph/src/osgWrappers, OpenSceneGraph/src/osgPlugins/ - or small
 groups of the plugins,  The NodeKits.  Utility libraries like
 osgIntrospection would also be a good candidate, and possibly even moved out
 of the OSG core into a separate project completely.

 The only parts of the OSG that I would feel really uncomfortable about
 passing over would be the core libraries, osg, osgUtil, osgDB, osgViewer.
  OpenThreads is also core, but it's decoupled enough that it might be a
 reasonable candidate for others taking responsibility for.

 Full Responsibility is Full Responsibility, Half measures might as well be
 empty measures.

 Ideally for me I could just hand over complete responsibility for
 components of the OSG and then be able cast all responsibility for it myself
 away.  If I can do this I have one less thing to worry about and I can
 concentrate on those parts that need my expertise the most.   However, if I
 still need to retain knowledge and keep involved in ongoing maintenance then
 I'm still stuck with being spread too thing - still undermined too much by
 multi-tasking.

 The responsibility also extends to be around and active in the community
 for a good deal of the time, one has to take responsibility for answering
 questions on the mailing list/forum, doing testing, handling submissions,
 helping with getting dev and stable releases out.

 We are already some way there...

 Giving over responsibility to maintaining, merging submissions and doing
 ongoing support for components of the OSG already happens in a modest way.
  Cedric Pinson has svn write access to osgAnimation, and Paul Martz (and I
 think possibly Brede Johanson) has write access to
 src/osgPlugins/OpenFlight.  There has to be an occassional bit of coordinate
 between but so far I believe it has worked pretty well.  I'm certainly
 relieved not to have to worry about these components.

 Michael Platings was also granted write permission to the new FBX plugin,
 but alas hasn't yet been able to successfully check anything in which has
 certainly held back maintenance of this new component.  Sorting this out is
 beyond my skill set.  Perhaps Michael and Jose Luis can explain what they've
 tried so far.

 There is also write permission granted to Paul Martz, and I believe a
 couple of engineers to the svn/osg/branches portion of the OSG svn.  This
 enables others to maintain branches and make releases without my
 intervention.  As far as I'm aware Paul has been the only one to take up on
 doing maintenance on the branches, but even here most of the work on the
 branches and make minor point releases has been tackled by me.

 Is another version control system the way to go for more distributed
 development?

 This topic has been raised a couple of times over the last couple of years
 - version control systems like git and mercial are better set up of
 maintaining and merging separate branches.  I've tried merging branches
 using subversion and it's possible to make a real mess of it rather quickly
 if you 

Re: [osg-users] Shader composition

2010-02-25 Thread Robert Osfield
Hi Chris,

My plan is still to tackle the shader composition prior to 3.0.  I haven't
had a chance to make any more progress on it this yet as I've been hunkered
down with merging submissions/bug fixes/refactors of problematic parts of
the OSG.

To tackle shader composition I really need to hide myself away in a bunker
for a week or two, concentrate 100% on the design as getting it to be
flexible enough and perform as good as the existing fixed function pipeline
will be a big challenge.

While there is still a big submissions backlog it's kinda hard for me to
just turn my back on it, and I can't juggle the two tasks at the same time.
This does put the pressure on whether I can get shader composition done
before the next stable release, or when I have to go back to earning a
living.  I do believe shader composition will be the killer feature for us
going forward, but it has to deliver on flexibility and performance,
compromises on this and we'll not see it adopted.

If someone wants to help fund my efforts on shader composition then feel
free :-)

Robert.

On Thu, Feb 25, 2010 at 2:27 AM, Chris 'Xenon' Hanson
xe...@alphapixel.comwrote:

  One of my clients is headed squarely into a place in their project where
 they need to do
 a lot of sophisticated shader work throughout the whole scenegraph.

  I was reading back along message history from January and I saw some
 mention of shader
 composition coming to OSG in an official manner relatively soon. With the
 stable release
 on the near roadmap, I was wondering if shader composition was now further
 down-road from
 the stable release or what the official plan was.

  I think there might be several people interested in working on this when
 it comes to the
 front of the queue. If anyone wants to register their interest, this might
 be a good time
 to chip in.

 --
 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] Shader composition

2010-02-25 Thread Lilith Bryant
Robert, Chris, et al,

I highly suggest you do some benchmarking on shader compiling/link times.  We 
investigated this a couple of years ago, and found that we couldn't avoid an 
output glitch (due to compile/link time) whenever we needed a new shader.

GL Drivers may well have improved since then, but I'd hate to see you spend 
weeks getting something together only to find it's unusable in practice.

Lilith

On 2010-02-25 10:02:33 PM, Robert Osfield wrote:
 Hi Chris,
 
 My plan is still to tackle the shader composition prior to 3.0.  I haven't
 had a chance to make any more progress on it this yet as I've been hunkered
 down with merging submissions/bug fixes/refactors of problematic parts of
 the OSG.
 
 To tackle shader composition I really need to hide myself away in a bunker
 for a week or two, concentrate 100% on the design as getting it to be
 flexible enough and perform as good as the existing fixed function pipeline
 will be a big challenge.
 
 While there is still a big submissions backlog it's kinda hard for me to
 just turn my back on it, and I can't juggle the two tasks at the same time.
 This does put the pressure on whether I can get shader composition done
 before the next stable release, or when I have to go back to earning a
 living.  I do believe shader composition will be the killer feature for us
 going forward, but it has to deliver on flexibility and performance,
 compromises on this and we'll not see it adopted.
 
 If someone wants to help fund my efforts on shader composition then feel
 free :-)
 
 Robert.

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Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-25 Thread Morné Pistorius
Excellent news!  Thank you, that will be really helpful!

Regards,
Morne

On Wed, Feb 24, 2010 at 7:49 PM, Anders Backman ande...@cs.umu.se wrote:
 I managed to build what I need in 64bit.
 My take on it was to cmakeify them all.
 Collada, boost (only  libsystem, libfilesystem), (jpeg, png and zlib was
 alredy cmakified.)
 There are a few which Im not interested in, including jasper, tiff and a few
 more.
 I can certainly pack this into a zip including the bin/lib/include content.
 I'll see if I get it done tomorrow.
 Took a while though to get everything to build, which everyone (including
 the Collada team would open their eyes and spot CMake.


 /A
 On Wed, Feb 24, 2010 at 6:41 PM, Luigi Calori l.cal...@cineca.it wrote:

 Hi, I ' m building a somehow cmaked, static version of the (currently
 basic) osg dependencies.
 I' m trying also to make it extensible by keeping patch and compiler
 options in separate folders.
 I attach a zip of my current repo:
 try to build the Assemblies/test2 folder with latest 2.8 cmake.
 It should work also for win64 i tested with msvc9 32

 Hope it helps
 Luigi


 Morné Pistorius wrote:

 Hi Anders,

 How did you get on with this?  Were you able to build the third party
 dependencies for Win64?  A third party package, even with just the
 basic dependencies to build most of OSG, would really be helpful.  I
 was about to start building my own when I found this thread, and hoped
 you had beat me to it! :)

 Cheers,
 Morne

 On Wed, Feb 10, 2010 at 8:45 AM, Anders Backman ande...@cs.umu.se
 wrote:


 Hi all. Looong  time no see.
 Im currently trying to build OSG on 64bit under windows (VS2009).
 Getting all the dependencies over to 64bit is apain.
 I did a quick search through forum/mail, and it seems that not many does
 this.
 Is there ANYONE with a prebuilt package including Collada (with boost,
 pcre,
 libxml), jpeg, png, zlib for 64bit windows?

 The Cmake:d versions of jpeg, zlib, png was certainly a big help.
 But before I dig into this, perhaps someone has a prebuilt package?
 --

 /Anders
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Re: [osg-users] Collada Plugin problem with SketchUp exported models...

2010-02-25 Thread Michael Platings
Hi Alessandro,
please see my email to osg-submissions on 11th Feb, [osg-submissions] DAE
Animation. This contains many fixes and improvements to the DAE plugin,
including handling transparency correctly.
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Jose Luis Hidalgo
Hi Tim,

   o What is the situation with importing histories from svn?

 Speaking for git, the git svn works very well for maintaining a local git
 repository that corresponds to a remote SVN repository. If you ever decided
 that you wanted to flip the switch, this git repository could be uploaded,
 massaged a bit and become the official git repo.

That's partially true,but there ar some kind of git merges that can
not be in sync properly with SVN, I've suffered this in the past
trying to maintain a subversion repository at the same time that a
local git repository, even working alone I managed to break the local
git repository and mess some commits over subversion... so, If we move
to mercurial/git there is no turn back, no retro-compatibility at all.

About importing the history, both git and mercurial can import
subversion history.

I would like to answer some other Robert's questions, but today I
don't have the time... tomorrow maybe.

Cheers,
   JL


-- 
  Jose L. Hidalgo Valiño (PpluX)
   http://www.pplux.com 
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Re: [osg-users] Shader composition

2010-02-25 Thread Robert Osfield
Hi Lilith,

On Thu, Feb 25, 2010 at 9:12 AM, Lilith Bryant dark...@gmail.com wrote:

 I highly suggest you do some benchmarking on shader compiling/link times.
  We
 investigated this a couple of years ago, and found that we couldn't avoid
 an
 output glitch (due to compile/link time) whenever we needed a new shader.


I agree that performance is critical.  When ever I make major changes to the
OSG I do lots of benchmarking.

In this specific case compilation, linking and uniform changes all have
their own performance issues to be mindful of.  My expectation for shader
composition was that we'd need to do upfront compilation, and linking as
much as possible and select between complete programs rather than
dynamically doing too much actual shader composition during draw dispatch on
each frame.

Keeping the CPU overhead of doing selection of which program to make active
is also something that I've been pondering about.

Keeping this all in check is why I need to spend the time thinking about the
design so deeply.

Robert.

I
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Robert Osfield
Hi All,

Another little questions with more experience with git/mercurial - how big
does is local repository that users would have on their machines?  I presume
it'll be larger than a typically svn check out.

Robert.
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Robert Osfield
Hi All,

And another little thought that we might be able to improve up when
migrating to a new DVCS, - authors of changes.  Right now I do a From
FirstName SecondName, details in all submissions, then use osgversions -R
ChangeLog to parse out the authors, and make any typo corrections made to
FirstName SecondName that might have been made, as well as pick out authors
names from a time when I hadn't yet adopted the From scheme.  It kinda works
but it's hacky.

It'd be good to have the authors names formally assigned to submissions,
this is all made a bit more awkward but the fact that a maintainer who's not
the original author will be doing the formal commit to the main repo.
Actually knowing who the original author and the maintainer who did the
review and merge is useful.  Is this possible?

When importing the subversion history it'd be good to sort out the old
submissions to have the authors assigned from formally (ideally typo's fixed
:-).  I don't doubt this is a job that could be partly automated, but will
still require quite a bit of human review and editoring.   The hacks in
osgversion to compenstate for the typo's might be help here.

Thoughts?
Robert.
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Tim Moore
On Thu, Feb 25, 2010 at 11:03 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi All,

 Another little questions with more experience with git/mercurial - how big
 does is local repository that users would have on their machines?  I presume
 it'll be larger than a typically svn check out.

 Robert.


 Actually, SVN often loses because it keeps a copy of the working tree
around, whereas the local repository of e.g. git is highly compressed.

My local git clone of the OSG sources, including all the history and a
checked out tree, is 127M.

Tim
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Tim Moore
On Thu, Feb 25, 2010 at 11:19 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi All,

 And another little thought that we might be able to improve up when
 migrating to a new DVCS, - authors of changes.  Right now I do a From
 FirstName SecondName, details in all submissions, then use osgversions -R
 ChangeLog to parse out the authors, and make any typo corrections made to
 FirstName SecondName that might have been made, as well as pick out authors
 names from a time when I hadn't yet adopted the From scheme.  It kinda works
 but it's hacky.

 It'd be good to have the authors names formally assigned to submissions,
 this is all made a bit more awkward but the fact that a maintainer who's not
 the original author will be doing the formal commit to the main repo.
 Actually knowing who the original author and the maintainer who did the
 review and merge is useful.  Is this possible?

 git has a notion of an author and a committer for each patch. The original
author is preserved as a patch is passed around, modified, and committed to
different trees.

 When importing the subversion history it'd be good to sort out the old
 submissions to have the authors assigned from formally (ideally typo's fixed
 :-).  I don't doubt this is a job that could be partly automated, but will
 still require quite a bit of human review and editoring.   The hacks in
 osgversion to compenstate for the typo's might be help here.

 git has some tools for mapping short user names, as found in CVS commits,
to full name and email; dunno if they would apply.

Tim
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Tim Moore
On Thu, Feb 25, 2010 at 10:51 AM, Jose Luis Hidalgo 
joseluis.hida...@gmail.com wrote:

 Hi Tim,

o What is the situation with importing histories from svn?
 
  Speaking for git, the git svn works very well for maintaining a local
 git
  repository that corresponds to a remote SVN repository. If you ever
 decided
  that you wanted to flip the switch, this git repository could be
 uploaded,
  massaged a bit and become the official git repo.

 That's partially true,but there ar some kind of git merges that can
 not be in sync properly with SVN, I've suffered this in the past
 trying to maintain a subversion repository at the same time that a
 local git repository, even working alone I managed to break the local
 git repository and mess some commits over subversion... so, If we move
 to mercurial/git there is no turn back, no retro-compatibility at all.

True, and that's the reason for many of the subcommands of git svn: do
commits, merges etc. in a way that can still be checked back into svn.
However, I believe Robert's question was just about import i.e., no turning
back :)


 About importing the history, both git and mercurial can import
 subversion history.

 Tim
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Mathieu MARACHE
We will have to wait github's import to be formal, but the following article
gives some good scales :
http://www.contextualdevelopment.com/logbook/git/large-projects

I extracted some parts to illustrate :
repository sizes for 15 years of FreeBSD's history
CVS1.7 GBSVN3.9 GBGit511 MB
Working copy
CVS534 MBSVN1.1 GBGit995 MB
Note that usually git has the best compression in the DVCS tools.

So DCVS tools should consume less disk space than subversion and on top of
that have access to all the repository history locally...

Mathieu

Le 25 févr. 2010 à 11:03, Robert Osfield robert.osfi...@gmail.com a
écrit :

Hi All,

Another little questions with more experience with git/mercurial - how big
does is local repository that users would have on their machines?  I presume
it'll be larger than a typically svn check out.

Robert.


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[osg-users] Shader program crash

2010-02-25 Thread Andrzej Piatek
Hi,

I have got problems with shader, my code to create working shader :

{
(declarations)
 (...)
vertexShader = new osg::Shader(osg::Shader::VERTEX);
fragmentShader = new osg::Shader(osg::Shader::FRAGMENT);

vertexShader-loadShaderSourceFromFile(sphere.vert);
fragmentShader-loadShaderSourceFromFile(sphere.frag);
shaderProgram-addShader(vertexShader);
shaderProgram-addShader(fragmentShader);


stateSet-setAttributeAndModes(shaderProgram,osg::StateAttribute::ON);

(...)

}
When i write a simple program which only one or two objects and attach the
program into StateSet of those objects it works fine.
Problem starts when I wanted to include this code in bigger project,
application crashes and VS debug doesn't show me where is the bad code,
I only get : 0xC005: *Access violation* reading location *0xcdcdcdcd *

Where can be the problem ?

Best regards,
Andrew.
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Re: [osg-users] Shader program crash

2010-02-25 Thread J.P. Delport

Hi,

AFAIK you get the cdcdcd pattern in VS when trying to read memory that 
was not allocated. Check that you are not deleting data or pointing to 
invalid data.


jp

Andrzej Piatek wrote:

Hi,

I have got problems with shader, my code to create working shader :

{
(declarations)
 (...)
vertexShader = new osg::Shader(osg::Shader::VERTEX);
fragmentShader = new osg::Shader(osg::Shader::FRAGMENT);

vertexShader-loadShaderSourceFromFile(sphere.vert);
fragmentShader-loadShaderSourceFromFile(sphere.frag);
shaderProgram-addShader(vertexShader);
shaderProgram-addShader(fragmentShader);


stateSet-setAttributeAndModes(shaderProgram,osg::StateAttribute::ON);

(...)

}
When i write a simple program which only one or two objects and attach
the program into StateSet of those objects it works fine.
Problem starts when I wanted to include this code in bigger project, 
application crashes and VS debug doesn't show me where is the bad code,

I only get : 0xC005: /Access violation/ reading location /0xcdcdcdcd /

Where can be the problem ?

Best regards,
Andrew.




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Re: [osg-users] Shader program crash

2010-02-25 Thread Andrzej Piatek
Yes i know, but always VS points me, where or which was not allocated
variable, this time it points me no where. When i disassembly it i get only
blank code in this location.

2010/2/25 J.P. Delport jpdelp...@csir.co.za

 Hi,

 AFAIK you get the cdcdcd pattern in VS when trying to read memory that was
 not allocated. Check that you are not deleting data or pointing to invalid
 data.

 jp

 Andrzej Piatek wrote:

 Hi,

 I have got problems with shader, my code to create working shader :

 {
 (declarations)
  (...)
vertexShader = new osg::Shader(osg::Shader::VERTEX);
fragmentShader = new osg::Shader(osg::Shader::FRAGMENT);

vertexShader-loadShaderSourceFromFile(sphere.vert);
fragmentShader-loadShaderSourceFromFile(sphere.frag);
shaderProgram-addShader(vertexShader);
shaderProgram-addShader(fragmentShader);


stateSet-setAttributeAndModes(shaderProgram,osg::StateAttribute::ON);

 (...)

 }
 When i write a simple program which only one or two objects and attach
 the program into StateSet of those objects it works fine.
 Problem starts when I wanted to include this code in bigger project,
 application crashes and VS debug doesn't show me where is the bad code,
 I only get : 0xC005: /Access violation/ reading location /0xcdcdcdcd
 /

 Where can be the problem ?

 Best regards,
 Andrew.


 

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Re: [osg-users] [osgPPU] FFT users?

2010-02-25 Thread josselin . petit

Hi Art, Hi Jason,

Ok thanks for your answer, I will try with CUDA so.

Cheers,
Josselin.




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Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-25 Thread Garrett Cope
Paul,

Don't need anybody to debug my code - just thought I would ping the community 
and see if anybody had encountered a similar issue with migration.

For future reference, the issue was the 'glReadBuffer(_readBuffer);' call on 
line 907 of RenderStage.cpp being called with a null buffer. I added a check 
back in (_drawBuffer != GL_NONE) that had been present in version 2.8.2 and 
everything works great.

--Garrett

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[osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Garrett Cope
Hi,

I'm looking for a clarification from Cedric (or anyone else experienced with 
osgAnimation) on the correct way to set up the data structures for the hardware 
skinning implementation.

Integrating the hardware skinning example with my code works fine with example 
files like nathan.osg or any other .osg file for that matter. When loading my 
own native data (which works fine with software skinning) I get a runtime crash 
attributed to osg::GLBeginEndAdapter::VertexAttrib4fv during rendering.

If I comment out the line in RigTransformHardware where the BoneWeight vertex 
attribute is being set, no more crash. (But obviously no animation either). So 
I'm guessing that my bone weights are set up in some way that was compatible 
with software skinning but not hardware. I'm currently setting up a vertex 
influence map and adding it to the RigGeometry as shown in the software 
skinning example.

Any ideas or clarification on this topic would be appreciated.

Thanks,
Jamie

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Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-25 Thread Robert Osfield
Hi Garret,

Are you able to reproduce the problem with any of the OSG examples?  It
would be very useful for us to be able to recreate the problem and get to
the bottom of it.  You suggestion about changing RenderStage.cpp to fix
things for your app suggests a problem elsewhere, or a regression in
RenderStage.cpp.  This may/or may not be related to the line you've changed
back.  Without being able to reproduce the problem we won't be able to
determine the actual cause or appropriate fix.

Cheers,
Robert.

On Thu, Feb 25, 2010 at 2:48 PM, Garrett Cope 
garrett.cope@simcen.usuhs.edu wrote:

 Paul,

 Don't need anybody to debug my code - just thought I would ping the
 community and see if anybody had encountered a similar issue with migration.

 For future reference, the issue was the 'glReadBuffer(_readBuffer);' call
 on line 907 of RenderStage.cpp being called with a null buffer. I added a
 check back in (_drawBuffer != GL_NONE) that had been present in version
 2.8.2 and everything works great.

 --Garrett

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Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Cedric Pinson
Hi Jamie,

I would be happy to have a look at your files, hardware skinning is
really young and i would be glad to make it more robust. Could you
provide a small example that i could test ?

Cheers,
Cedric

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Thu, 2010-02-25 at 14:57 +, Garrett Cope wrote:
 Hi,
 
 I'm looking for a clarification from Cedric (or anyone else experienced with 
 osgAnimation) on the correct way to set up the data structures for the 
 hardware skinning implementation.
 
 Integrating the hardware skinning example with my code works fine with 
 example files like nathan.osg or any other .osg file for that matter. When 
 loading my own native data (which works fine with software skinning) I get a 
 runtime crash attributed to osg::GLBeginEndAdapter::VertexAttrib4fv during 
 rendering.
 
 If I comment out the line in RigTransformHardware where the BoneWeight vertex 
 attribute is being set, no more crash. (But obviously no animation either). 
 So I'm guessing that my bone weights are set up in some way that was 
 compatible with software skinning but not hardware. I'm currently setting up 
 a vertex influence map and adding it to the RigGeometry as shown in the 
 software skinning example.
 
 Any ideas or clarification on this topic would be appreciated.
 
 Thanks,
 Jamie
 
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Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-25 Thread Garrett Cope
Hi Robert,

Yes, I experienced the same issue using example data files as well (cow.osg). 

I'd be glad to help track down the root issue. What do you need from me?

Cheers,
Garrett

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Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Garrett Cope
Hi Cedric,

As it is right now the code is part of a larger plugin, so it's not exactly a 
small example. I'll try to put something smaller together.

Generally speaking though, should it work to use the RigGeometry setup in the 
software skinning example and just add the RigTransformImplementation to that?

Thanks,
Jamie

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Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-25 Thread Robert Osfield
Hi Garrett,

On Thu, Feb 25, 2010 at 3:14 PM, Garrett Cope 
garrett.cope@simcen.usuhs.edu wrote:

 Yes, I experienced the same issue using example data files as well
 (cow.osg).

 I'd be glad to help track down the root issue. What do you need from me?


A guide to the simplicity way to reproduce the problem.  Details on your own
software/OS/hardware setup would be useful too.

For instance does:

  osgviewer cow.osg

Work fine for you?  Does it require mods to an osg example to reproduce the
error?  Is the error OS/driver/hardware related.  We need to have enough
info to be able to reproduce the error and characterize when/where it
occurs.  Others aren't reporting the same problems as you so there must be
something specific going on, so we need to nail down what this is.

Robert.
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Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Cedric Pinson
Hi Jamie,

If you can send me your data or a sample file that reproduce the
problem, i guess i could have look / test it.

About the way to setup it, it can be complicate depending on your
pipeline, I provided a very simple shaders as example but you will have
to adapt them for your case.

I can just suggest to look into osganimationhardware example. I would
need your file to test it to give you more information.

Cheers,
Cedric

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Thu, 2010-02-25 at 15:22 +, Garrett Cope wrote:
 Hi Cedric,
 
 As it is right now the code is part of a larger plugin, so it's not exactly a 
 small example. I'll try to put something smaller together.
 
 Generally speaking though, should it work to use the RigGeometry setup in the 
 software skinning example and just add the RigTransformImplementation to that?
 
 Thanks,
 Jamie
 
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Re: [osg-users] Collada Plugin problem with SketchUp exported models...

2010-02-25 Thread Roger James




On 25/02/2010 09:42, Michael Platings wrote:
Hi Alessandro,
please see my email to osg-submissions on 11th Feb, "[osg-submissions]
DAE Animation". This contains many fixes and improvements to the DAE
plugin, including handling transparency correctly.

Michael,

I had a quick look at your submission, it looks like you have had a
good go at fixing the (my :-) ) transparency mess! So I won't submit
any fixes. Any chance you can give me a heads up on your thinking
behind "getTransparencyCounts", I am puzzled by it!

Roger


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Re: [osg-users] freetype fonts on Windows...

2010-02-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

Thanks for all your help. Given the suggestions, we were able to track down
the problem. It was a mix up between using the Release version vs. the Debug
version of the freetype lib. The suggestion of using OSG Notify was very
helpful for tracking the problem down.

Thanks again.
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson,
Gordon
Sent: Tuesday, February 23, 2010 4:59 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...

HI

Has the freetype library and its dependancies been build with the same
compiler, patches and re-distributables as your application and no
mixing of release or debug libs?  As in the past this has been the
problem for many

Also a goolgle or archive search should throw similar responses that
others have had with freetype 


Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, February 23, 2010 6:34 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...

Thanks guys.

We'll investigate it more given the suggestions. It's probably something
silly we're failing to do...

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon
Hammett
Sent: Tuesday, February 23, 2010 4:25 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...



On 23 February 2010 23:17, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


Mourad,

Yes. We know the path setting is correct because we can use the
other plugin
dlls that reside in the folder without any problems.

Thanks for the input.


-Shayne




FYI, my build of freetype-2.3.9 is just static libs, no dlls.
So my osg plugin is obv. using just those libs.

Been ages since I built it, so I forget the details:

but if you get desperate I can send you the solutions and vcproj files
for freetype  the osg freetype plugin.

Then again, I'm pretty sure I didn't do anything special to get it to
work.
So you must be a muppet! ;)

--
http://www.ssTk.co.uk

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Re: [osg-users] Shader composition

2010-02-25 Thread Chris 'Xenon' Hanson
On 2/25/2010 2:02 AM, Robert Osfield wrote:
 If someone wants to help fund my efforts on shader composition then feel
 free :-)

  I'll find out where they stand on it.

 Robert.

-- 
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Re: [osg-users] Collada Plugin problem with SketchUpexported models...

2010-02-25 Thread Michael Platings
I had a quick look at your submission, it looks like you have had a good
go at fixing the (my :-) ) transparency mess!  So I won't submit any
fixes. Any chance you can give me a heads up on your thinking behind
getTransparencyCounts, I am puzzled by it!
 
Certainly - some files use a transparency value of 1 to mean completely
opaque (the spec says this is correct) while other files use a
transparency value of 1 to mean completely transparent. It's hard to be
completely certain of which meaning is used, so instead I added a
heuristic to make a best guess: If there are more transparency values of
0 than 1 then 0 is interpreted to mean opaque, otherwise 1 is
interpreted to mean opaque.

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Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-25 Thread D.J. Caldwell
Maybe slightly off topic, but somewhat related: boost is currently
experimenting/working on a cmake build alternative for their system.
Perhaps this could help (confirm) your setup(s)?

Keep us all posted on the 64bit front...

Thanks...

D.J.

On Thu, Feb 25, 2010 at 4:19 AM, Morné Pistorius
mpistorius@googlemail.com wrote:
 Excellent news!  Thank you, that will be really helpful!

 Regards,
 Morne

 On Wed, Feb 24, 2010 at 7:49 PM, Anders Backman ande...@cs.umu.se wrote:
 I managed to build what I need in 64bit.
 My take on it was to cmakeify them all.
 Collada, boost (only  libsystem, libfilesystem), (jpeg, png and zlib was
 alredy cmakified.)
 There are a few which Im not interested in, including jasper, tiff and a few
 more.
 I can certainly pack this into a zip including the bin/lib/include content.
 I'll see if I get it done tomorrow.
 Took a while though to get everything to build, which everyone (including
 the Collada team would open their eyes and spot CMake.


 /A
 On Wed, Feb 24, 2010 at 6:41 PM, Luigi Calori l.cal...@cineca.it wrote:

 Hi, I ' m building a somehow cmaked, static version of the (currently
 basic) osg dependencies.
 I' m trying also to make it extensible by keeping patch and compiler
 options in separate folders.
 I attach a zip of my current repo:
 try to build the Assemblies/test2 folder with latest 2.8 cmake.
 It should work also for win64 i tested with msvc9 32

 Hope it helps
 Luigi


 Morné Pistorius wrote:

 Hi Anders,

 How did you get on with this?  Were you able to build the third party
 dependencies for Win64?  A third party package, even with just the
 basic dependencies to build most of OSG, would really be helpful.  I
 was about to start building my own when I found this thread, and hoped
 you had beat me to it! :)

 Cheers,
 Morne

 On Wed, Feb 10, 2010 at 8:45 AM, Anders Backman ande...@cs.umu.se
 wrote:


 Hi all. Looong  time no see.
 Im currently trying to build OSG on 64bit under windows (VS2009).
 Getting all the dependencies over to 64bit is apain.
 I did a quick search through forum/mail, and it seems that not many does
 this.
 Is there ANYONE with a prebuilt package including Collada (with boost,
 pcre,
 libxml), jpeg, png, zlib for 64bit windows?

 The Cmake:d versions of jpeg, zlib, png was certainly a big help.
 But before I dig into this, perhaps someone has a prebuilt package?
 --

 /Anders
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Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Garrett Cope
Hi Cedric,

My data is not in a natively supported format, so it probably wouldn't do much 
good for me to send it to you.

It will probably take me longer to decouple that section from the app than it 
is worth, so I will just try and debug it further and let you know what I find.

I'm just looking to get the same simple shader working that you use in the 
example. I don't have a pipeline any more complicated than that.

--Jamie

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Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-25 Thread D.J. Caldwell
Sorry; what I meant was, boost is experimenting using cmake to build
boost, as an alternative to their boost build system.

Hope this helps...

D.J.

On Thu, Feb 25, 2010 at 1:46 PM, D.J. Caldwell dlcaldwel...@gmail.com wrote:
 Maybe slightly off topic, but somewhat related: boost is currently
 experimenting/working on a cmake build alternative for their system.
 Perhaps this could help (confirm) your setup(s)?

 Keep us all posted on the 64bit front...

 Thanks...

 D.J.

 On Thu, Feb 25, 2010 at 4:19 AM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Excellent news!  Thank you, that will be really helpful!

 Regards,
 Morne

 On Wed, Feb 24, 2010 at 7:49 PM, Anders Backman ande...@cs.umu.se wrote:
 I managed to build what I need in 64bit.
 My take on it was to cmakeify them all.
 Collada, boost (only  libsystem, libfilesystem), (jpeg, png and zlib was
 alredy cmakified.)
 There are a few which Im not interested in, including jasper, tiff and a few
 more.
 I can certainly pack this into a zip including the bin/lib/include content.
 I'll see if I get it done tomorrow.
 Took a while though to get everything to build, which everyone (including
 the Collada team would open their eyes and spot CMake.


 /A
 On Wed, Feb 24, 2010 at 6:41 PM, Luigi Calori l.cal...@cineca.it wrote:

 Hi, I ' m building a somehow cmaked, static version of the (currently
 basic) osg dependencies.
 I' m trying also to make it extensible by keeping patch and compiler
 options in separate folders.
 I attach a zip of my current repo:
 try to build the Assemblies/test2 folder with latest 2.8 cmake.
 It should work also for win64 i tested with msvc9 32

 Hope it helps
 Luigi


 Morné Pistorius wrote:

 Hi Anders,

 How did you get on with this?  Were you able to build the third party
 dependencies for Win64?  A third party package, even with just the
 basic dependencies to build most of OSG, would really be helpful.  I
 was about to start building my own when I found this thread, and hoped
 you had beat me to it! :)

 Cheers,
 Morne

 On Wed, Feb 10, 2010 at 8:45 AM, Anders Backman ande...@cs.umu.se
 wrote:


 Hi all. Looong  time no see.
 Im currently trying to build OSG on 64bit under windows (VS2009).
 Getting all the dependencies over to 64bit is apain.
 I did a quick search through forum/mail, and it seems that not many does
 this.
 Is there ANYONE with a prebuilt package including Collada (with boost,
 pcre,
 libxml), jpeg, png, zlib for 64bit windows?

 The Cmake:d versions of jpeg, zlib, png was certainly a big help.
 But before I dig into this, perhaps someone has a prebuilt package?
 --

 /Anders
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[osg-users] Rapidly updating texture data

2010-02-25 Thread Ben Cain
Hello,

Is there a way to repeatedly/efficiently update an OSG texture's data
... for example imagery data that is being updating in system memory
(e.g. from a sensor capture device).

I've tried updating an OSG texture using texture2D-setImage(data) ...
but it is very slow.  Again, the image data is already in memory.

Thanks,
   Ben
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Re: [osg-users] Rapidly updating texture data

2010-02-25 Thread Jason Daly

Ben Cain wrote:

Hello,

Is there a way to repeatedly/efficiently update an OSG texture's data
... for example imagery data that is being updating in system memory
(e.g. from a sensor capture device).

I've tried updating an OSG texture using texture2D-setImage(data) ...
but it is very slow.  Again, the image data is already in memory.
  


You might try using PBOs (pixel buffer objects).  I think the 
osgscreencapture example shows them in action.


--J

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Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-25 Thread Allen Saucier
Ok, I have a partial solution :):)


 
 Environment Tab: 
 Linux Set your LD_LIBRARY_PATH to: 
 
 ${workspace_loc}/libosgvp/libjni-osgvp/target/target_cmake/lib:/home/your_username/.depman/lib
  
 
 For windows XP your PATH must point to (pay attention to word bin): 
 
 ${workspace_loc}/libosgvp/libjni-osgvp/target/target_cmake/bin:c:/documents 
 and settings/your_user/.depman/bin 
 


This is mostly correct.  However, for Windows, the CLASSPATH and PATH must use 
; and not :

Throughout all of my attempts of setting the command window's CLASSPATH, and 
PATH environment variables plus setting the eclipse internal LD_LIBRARY_PATH 
and PATH variables, I naturally used ; in the command windows variables but not 
within eclipse.

Once I used ; between the paths within the PATH environment variable in 
eclipse, the application finally found all the needed dll's it was searching 
for.

But, now I have a bigger problem. kernel32.dll on Windows XP.  I've attached my 
error log and here is what the error output is as produced while running from 
within eclipse.  The application crashes after producing this error:

# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc005) at pc=0x7c80977f, pid=5352, tid=2568
#
# JRE version: 6.0_18-b07
# Java VM: Java HotSpot(TM) Client VM (16.0-b13 mixed mode, sharing windows-x86 
)
# Problematic frame:
# C  [kernel32.dll+0x977f]
#
# An error report file with more information is saved as:
# C:\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libosgvp-examples\hs_err_pid5352.log
#
# If you would like to submit a bug report, please visit:
#   http://java.sun.com/webapps/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#

[error occurred during error reporting , id 0xc005]




Thank you for the help,
Allen

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Re: [osg-users] Rapidly updating texture data

2010-02-25 Thread Ben Cain
Thanks Jason.

I've used FBOs before for render-to-texture.  I'll take a look at PBOs.

On Thu, Feb 25, 2010 at 3:05 PM, Jason Daly jd...@ist.ucf.edu wrote:

 You might try using PBOs (pixel buffer objects).  I think the
 osgscreencapture example shows them in action.

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Re: [osg-users] Rapidly updating texture data

2010-02-25 Thread Jason Daly

Ben Cain wrote:

Thanks Jason.

I've used FBOs before for render-to-texture.  I'll take a look at PBOs.
  


No problem.  There's also the osg::ImageStream class.  It's subclassed 
in the ffmpeg plugin and used in the osgmovie example for streaming 
movies to texture.  If you've got an image stream from a hardware device 
that you're trying to use for texturing, then you might want to take 
advantage of that structure, since it's already there.


--J

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Re: [osg-users] Scale mesh/terrain once before adding to scene

2010-02-25 Thread D.J. Caldwell
David,

After looking into Paul's suggestion, I believe that (for static
terrain) if you add your terrain to your scaling node, and then use
Paul's suggestion on the scaling node, you may get what you're looking
for.  The Optimizer is much simpler than my original suggestion,
although you may still want to look at those other classes for future
work.

Again, if your terrain has levels of detail, I would recommend just
using the MatrixTransform approach.

I hope this helps...

D.J.

On Thu, Feb 25, 2010 at 5:05 PM, Paul Martz pma...@skew-matrix.com wrote:
 David Cofer wrote:

 I am new to OSG, so perhaps this is simple and I do not understand how
 something is working. I want to scale a terrain once immediately after it is
 loaded, but before it is added to the scenegraph. I know I can do this by
 adding it to a matrixtransform node that is scaled, but that seems
 inefficient. It seems like it would have have to mess with the scaling every
 time the scenegraph is processed instead of just having to scale things once
 when it is loaded.
 Is there a way to apply a transform once in this manner? Am I
 misunderstanding how the scenegraph is processed and why I believe this
 would be more efficient?

 You could run the osgUtil::Optimizer with the FLATTEN_STATIC_TRANSFORMS
 visitor.
   -Paul

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Re: [osg-users] Scale mesh/terrain once before adding to scene

2010-02-25 Thread Paul Martz

David Cofer wrote:
I am new to OSG, so perhaps this is simple and I do not understand how something is working. I want to scale a terrain once immediately after it is loaded, but before it is added to the scenegraph. I know I can do this by adding it to a matrixtransform node that is scaled, but that seems inefficient. It seems like it would have have to mess with the scaling every time the scenegraph is processed instead of just having to scale things once when it is loaded. 


Is there a way to apply a transform once in this manner? Am I misunderstanding 
how the scenegraph is processed and why I believe this would be more efficient?


You could run the osgUtil::Optimizer with the FLATTEN_STATIC_TRANSFORMS 
visitor.

   -Paul

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Re: [osg-users] Scale mesh/terrain once before adding to scene

2010-02-25 Thread D.J. Caldwell
Hello, David.

If your terrain is static, I would recommend an osg::NodeVisitor used
on your terrain in combination with osgUtil::TransformAttributeFunctor
used on the drawables of your terrain.  As far as I know, this is a
custom solution, so you'll have to look into both of these classes to
see how to apply them correctly.

If your terrain has levels of detail, I would recommend using the
osg::MatrixTransform node, or your levels of detail may not get the
right scaling applied.

I hope this helps.

D.J.

On Thu, Feb 25, 2010 at 4:58 PM, David Cofer dco...@mindcreators.com wrote:
 I am new to OSG, so perhaps this is simple and I do not understand how 
 something is working. I want to scale a terrain once immediately after it is 
 loaded, but before it is added to the scenegraph. I know I can do this by 
 adding it to a matrixtransform node that is scaled, but that seems 
 inefficient. It seems like it would have have to mess with the scaling every 
 time the scenegraph is processed instead of just having to scale things once 
 when it is loaded.

 Is there a way to apply a transform once in this manner? Am I 
 misunderstanding how the scenegraph is processed and why I believe this would 
 be more efficient?

 Thanks for you help,
 David

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[osg-users] Scale mesh/terrain once before adding to scene

2010-02-25 Thread David Cofer
I am new to OSG, so perhaps this is simple and I do not understand how 
something is working. I want to scale a terrain once immediately after it is 
loaded, but before it is added to the scenegraph. I know I can do this by 
adding it to a matrixtransform node that is scaled, but that seems inefficient. 
It seems like it would have have to mess with the scaling every time the 
scenegraph is processed instead of just having to scale things once when it is 
loaded. 

Is there a way to apply a transform once in this manner? Am I misunderstanding 
how the scenegraph is processed and why I believe this would be more efficient?

Thanks for you help,
David

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Re: [osg-users] [forum] Please ignore this message...

2010-02-25 Thread John Galt
Hi,

Ignored


Thank you!

Cheers,
John

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[osg-users] Error Code: 0xC0150002 : The application failed to initialize properly. Click on Ok to terminate the application

2010-02-25 Thread John Galt
Hi,

I installed the binaries. osg works fine from the command prompt. I liked VS08 
to osg using the Dwight Design tutorial: 

I'm trying to compile this example: osganimate.cpp from the osg site.

When I try to build it it gives the following message:



1-- Build started: Project: OSGTemp, Configuration: Debug Win32 --
1Compiling...
1OSGMain.cpp
1Compiling manifest to resources...
1Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0
1Copyright (C) Microsoft Corporation.  All rights reserved.
1Linking...
1LINK : C:\Users\Manu\Documents\Visual Studio 
2008\Projects\OSGTemp\Debug\OSGTemp.exe not found or not built by the last 
incremental link; performing full link
1Embedding manifest...
1Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0
1Copyright (C) Microsoft Corporation.  All rights reserved.
1Build log was saved at file://c:\Users\Manu\Documents\Visual Studio 
2008\Projects\OSGTemp\OSGTemp\Debug\BuildLog.htm
1OSGTemp - 0 error(s), 0 warning(s)
== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==


and when I run it I get the dreaded error code!

Also, I'm in a weird situation where I'm having TWO Debug folders!

One's address is: Visual Studio 2008/Projects/OSGTemp/Debug

The Other Debug Folder is being created in: Visual Studio 
2008/Projects/OSGTemp/OSGTemp/Debug

Do you have any suggestions for me to correct this error? 


Thank you!

Cheers,
John

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[osg-users] Stencil Buffer and RTT

2010-02-25 Thread sumit
I am trying to do render in frame buffer object by using a child camera of
the main camera. Both have same scene. In scene I am using stencil buffer.
For main camera output I am getting is correct, but for child camera,
geometry is rendered independent of the value of the stencil buffer. 

 

Code is :

 #include osg/Geode

#include osg/Geometry

#include osg/Material

#include osg/Vec3

#include osg/MatrixTransform

#include osg/Texture2D

#include osg/PolygonStipple

#include osg/TriangleFunctor

#include osg/io_utils

#include osg/Stencil

 

#include osgDB/ReadFile

#include osgDB/WriteFile

 

#include osgViewer/Viewer

 

#include osg/Math

 

osg::ref_ptrosg::Image _image;

osgViewer::Viewer viewer;

osg::Group* root;

 

class Callback : public osg::NodeCallback

{

  public:

Callback():osg::NodeCallback()

{

_firstTime = true;

}

 

virtual void operator() (osg::Node *node, osg::NodeVisitor *nv)

{

if(_firstTime)

{

#if 1

osg::Camera *pOSGCamera = new osg::Camera;

 

//get osg-texture for the  hud-widget camera1target:

osg::ref_ptrosg::Texture2D pOSGTexture = new osg::Texture2D;
//m_pHUD-GetOrCreateOSGTexture(camera1target);

_image = new osg::Image;

//_image-allocateImage (256, 256, 1, GL_RGBA, GL_FLOAT);

viewer.getCamera()-addChild(pOSGCamera); //run as hud-cam*/

 

//setup the hud-cam

pOSGCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);

pOSGCamera-setClearMask(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT);

pOSGCamera-setViewport(viewer.getCamera()-getViewport());

 
pOSGCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);

pOSGCamera-setRenderOrder(osg::Camera::PRE_RENDER);

pOSGCamera-attach(osg::Camera::COLOR_BUFFER, pOSGTexture);

pOSGCamera-attach(osg::Camera::COLOR_BUFFER,_image);

   

//hud-cam watches the default scene:

pOSGCamera-addChild(root); //watch default scene

#endif

}

else

{

osgDB::writeImageFile(*_image,c:\\dump.png);

}

_firstTime = false;

 

}

 

private:

bool _firstTime;

 

};

 

osg::ref_ptrosg::Group createStencilNode()

{

osg::Group* clipNode = new osg::Group;

   //renders a quad after stencil test

   {

osg::StateSet* dstate = clipNode-getOrCreateStateSet();

 

//set the stencil value so that no two feature's stemcil value
overlaps

//dstate-setRenderBinDetails(1000,RenderBin);

 
dstate-setMode(GL_CULL_FACE,osg::StateAttribute::OVERRIDE|osg::StateAttribu
te::OFF);

dstate-setMode( GL_DEPTH_TEST,
osg::StateAttribute::PROTECTED|osg::StateAttribute::OFF );

 

osg::Stencil* stencil = new osg::Stencil;

stencil-setFunction(osg::Stencil::NEVER,1,~0u);

stencil-setOperation(osg::Stencil::ZERO , osg::Stencil::ZERO,
osg::Stencil::ZERO);

 
dstate-setAttributeAndModes(stencil,osg::StateAttribute::PROTECTED|osg::Sta
teAttribute::ON);

dstate-setMode(GL_STENCIL_TEST, osg::StateAttribute::ON);

 

// make a full screen quad:

osg::Geometry* quad = new osg::Geometry();

 

//quad to create a full screen quad

osg::Vec3Array* verts = new osg::Vec3Array(4);

(*verts)[0].set( 0, 0.5, 0 );

(*verts)[1].set( 0, 0, 0 );

(*verts)[2].set( 0.5, 0, 0 );

(*verts)[3].set( 0.5, 0.5, 0 );

quad-setVertexArray( verts );

quad-addPrimitiveSet( new osg::DrawArrays(
osg::PrimitiveSet::QUADS, 0, 4 ) );

 

//set the color of the feature to the quad

osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array();

colors-push_back( osg::Vec4(1.0, 0.0, 0.0, 1.0) );

quad-setColorArray( colors );



//bind this to full quad

quad-setColorBinding( osg::Geometry::BIND_OVERALL );

 

//create the geode

osg::Geode* quad_geode = new osg::Geode();

quad_geode-addDrawable( quad );

 

//make the transformation so that it covers whole screen

osg::MatrixTransform* abs = new osg::MatrixTransform();

abs-setReferenceFrame( osg::Transform::ABSOLUTE_RF );

abs-setMatrix( osg::Matrix::identity() );

abs-addChild( quad_geode );

 

osg::Projection* proj = new osg::Projection();

proj-setMatrix( osg::Matrix::ortho(0, 1, 0, 1, 0, -1) );

proj-addChild( abs );

 

clipNode-addChild(proj);

 

//Place 1:

//GetScene()-GetSceneNode()-addChild(clipNode);

   }

   return clipNode;

}

 

int main(int, char **)

{

osg::DisplaySettings::instance()-setMinimumNumStencilBits(8);

root = new osg::Group;

root-addChild(createStencilNode());

 

// add model to viewer.

viewer.setSceneData( root );

root-setUpdateCallback(new Callback());

 

viewer.run();


Re: [osg-users] Rapidly updating texture data

2010-02-25 Thread J.P. Delport

Hi Ben,

we also pump data from cameras into the GPU. To enable PBOs is simple:

// make image
osg::ref_ptrosg::Image myim = new osg::Image();
// attach pbo
myim-setPixelBufferObject(new osg::PixelBufferObject(myim.get()));

// point im to data, avoid copying (mod format here for your app)
myim-setImage(ImageFormat_[i].getWidth(),

ImageFormat_[i].getHeight(),
  1, 1, 
GL_LUMINANCE, GL_UNSIGNED_BYTE,

  my_data_pointer,

osg::Image::NO_DELETE);

// assign to texture
mytexture-setImage(myim.get());

Now, when the data update, just call myim-dirty() and all should 
update. You can also call setImage again.


jp

Ben Cain wrote:

Thanks Jason.

I've used FBOs before for render-to-texture.  I'll take a look at PBOs.

On Thu, Feb 25, 2010 at 3:05 PM, Jason Daly jd...@ist.ucf.edu wrote:

You might try using PBOs (pixel buffer objects).  I think the
osgscreencapture example shows them in action.


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Re: [osg-users] Stencil Buffer and RTT

2010-02-25 Thread J.P. Delport

Hi,

you can either attach your own stencil buffer to the camera attachments, 
or some value osg::Camera::IMPLICIT_STENCIL_BUFFER_ATTACHMENT must be set.


Have a look at src/osgUtil/RenderStage.cpp and search for stencilAttached.

HTH
jp

sumit wrote:
I am trying to do render in frame buffer object by using a child camera 
of the main camera. Both have same scene. In scene I am using stencil 
buffer. For main camera output I am getting is correct, but for child 
camera, geometry is rendered independent of the value of the stencil 
buffer.


 


Code is :

 #include osg/Geode

#include osg/Geometry

#include osg/Material

#include osg/Vec3

#include osg/MatrixTransform

#include osg/Texture2D

#include osg/PolygonStipple

#include osg/TriangleFunctor

#include osg/io_utils

#include osg/Stencil

 


#include osgDB/ReadFile

#include osgDB/WriteFile

 


#include osgViewer/Viewer

 


#include osg/Math

 


osg::ref_ptrosg::Image _image;

osgViewer::Viewer viewer;

osg::Group* root;

 


class Callback : public osg::NodeCallback

{

  public:

Callback():osg::NodeCallback()

{

_firstTime = true;

}

 


virtual void operator() (osg::Node *node, osg::NodeVisitor *nv)

{

if(_firstTime)

{

#if 1

osg::Camera *pOSGCamera = new osg::Camera;

 


//get osg-texture for the  hud-widget camera1target:

osg::ref_ptrosg::Texture2D pOSGTexture = new 
osg::Texture2D; //m_pHUD-GetOrCreateOSGTexture(camera1target);


_image = new osg::Image;

//_image-allocateImage (256, 256, 1, GL_RGBA, GL_FLOAT);

viewer.getCamera()-addChild(pOSGCamera); //run as hud-cam*/

 


//setup the hud-cam

pOSGCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);

pOSGCamera-setClearMask(GL_COLOR_BUFFER_BIT | 
GL_DEPTH_BUFFER_BIT);


pOSGCamera-setViewport(viewer.getCamera()-getViewport());


pOSGCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);


pOSGCamera-setRenderOrder(osg::Camera::PRE_RENDER);

pOSGCamera-attach(osg::Camera::COLOR_BUFFER, pOSGTexture);

pOSGCamera-attach(osg::Camera::COLOR_BUFFER,_image);

  


//hud-cam watches the default scene:

pOSGCamera-addChild(root); //watch default scene

#endif

}

else

{

osgDB::writeImageFile(*_image,c:\\dump.png);

}

_firstTime = false;

 


}

 


private:

bool _firstTime;

 


};

 


osg::ref_ptrosg::Group createStencilNode()

{

osg::Group* clipNode = new osg::Group;

   //renders a quad after stencil test

   {

osg::StateSet* dstate = clipNode-getOrCreateStateSet();

 

//set the stencil value so that no two feature's stemcil value 
overlaps


//dstate-setRenderBinDetails(1000,RenderBin);


dstate-setMode(GL_CULL_FACE,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);


dstate-setMode( GL_DEPTH_TEST, 
osg::StateAttribute::PROTECTED|osg::StateAttribute::OFF );


 


osg::Stencil* stencil = new osg::Stencil;

stencil-setFunction(osg::Stencil::NEVER,1,~0u);

stencil-setOperation(osg::Stencil::ZERO , osg::Stencil::ZERO, 
osg::Stencil::ZERO);



dstate-setAttributeAndModes(stencil,osg::StateAttribute::PROTECTED|osg::StateAttribute::ON);


dstate-setMode(GL_STENCIL_TEST, osg::StateAttribute::ON);

 


// make a full screen quad:

osg::Geometry* quad = new osg::Geometry();

 


//quad to create a full screen quad

osg::Vec3Array* verts = new osg::Vec3Array(4);

(*verts)[0].set( 0, 0.5, 0 );

(*verts)[1].set( 0, 0, 0 );

(*verts)[2].set( 0.5, 0, 0 );

(*verts)[3].set( 0.5, 0.5, 0 );

quad-setVertexArray( verts );

quad-addPrimitiveSet( new osg::DrawArrays( 
osg::PrimitiveSet::QUADS, 0, 4 ) );


 


//set the color of the feature to the quad

osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array();

colors-push_back( osg::Vec4(1.0, 0.0, 0.0, 1.0) );

quad-setColorArray( colors );

   


//bind this to full quad

quad-setColorBinding( osg::Geometry::BIND_OVERALL );

 


//create the geode

osg::Geode* quad_geode = new osg::Geode();

quad_geode-addDrawable( quad );

 


//make the transformation so that it covers whole screen

osg::MatrixTransform* abs = new osg::MatrixTransform();

abs-setReferenceFrame( osg::Transform::ABSOLUTE_RF );

abs-setMatrix( osg::Matrix::identity() );

abs-addChild( quad_geode );

 


osg::Projection* proj = new osg::Projection();

proj-setMatrix( osg::Matrix::ortho(0, 1, 0, 1, 0, -1) );

proj-addChild( abs );

 


clipNode-addChild(proj);

 


//Place 1:

//GetScene()-GetSceneNode()-addChild(clipNode);

   }