Re: [osg-users] Problem with readNodeFiles

2010-03-14 Thread Robert Osfield
Hi Paul,

Good detective work, the lack of return was the problem as the
FILE_NOT_HANDLED result was being over written by latter operations.
Added a return in fixes the problem and :

   osgviewer cow.osg dumptruck.osg.(-5,-5,-5).trans

Works correctly once more :-)

Fix now checked into svn/trunk.

Robert.


On Sun, Mar 14, 2010 at 2:59 AM, Paul Martz pma...@skew-matrix.com wrote:
 Robert Osfield wrote:

 Hi Paul,

 Thanks for the report.  I can reproduce it at my end, but as yet don't
 know what it might be.  I will investigate on Monday.

 Thanks for looking into this. I was curious, so I thought I'd dig a little
 on a Saturday night over a beer.

 It appears to be a problem in src/osgPlugins/osg/ReaderWriterOSG2.cpp. The
 prepareReading method checks for the wrong extension but fails to
 immediately return once that has been identified as the case...

    Options* prepareReading( ReadResult result, std::string fileName, const
 Options* options ) const
    {
        std::string ext = osgDB::getLowerCaseFileExtension( fileName );
        if ( !acceptsExtension(ext) ) result = ReadResult::FILE_NOT_HANDLED;
 // Should return here?
        fileName = osgDB::findDataFile( fileName, options );
        if ( fileName.empty() ) result = ReadResult::FILE_NOT_FOUND; //
 Should return here too, right?

        osg::ref_ptrOptions local_opt = options ?

 static_castOptions*(options-clone(osg::CopyOp::SHALLOW_COPY)) : new
 Options;

 local_opt-getDatabasePathList().push_front(osgDB::getFilePath(fileName));
        if ( ext==osgt ) local_opt-setOptionString(
 local_opt-getOptionString() +  Ascii );
        etc


 But I haven't dug deep enough to explain why the issue goes away when you
 swap the order of the two command line arguments. Perhaps due to the chain
 of responsibility pattern.
   -Paul
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[osg-users] clip plane and shadow scene

2010-03-14 Thread Vivien Delage
Hi everyone,

I have an issue combining clipplane and shadow scene.

I first used a scene with a standard osg::group where I attach a clip
node with a clip plane cutting the scene along the Y axis.
Things worked well so far and I saw the scene correctly cut in half.

Now if I remplace the osg::group with a osgShadow::ShadowedScene the
problem starts.
What happens then is that the scene will not be cut anymore, but only
the shadow will be impacted by the clip plane.
So I will see on the display the full scene uncutted with the shadow
cut in half.

What I would like to see is the correctly cut scene together with the
cut shadow.


I am relatively new to osg so I guess this might just be a small
configuration issue, but I looked around on the web and on the mailing
archive and
I could not find anything on this.

Thanks in advance,

Vivien


PS: here is the code I use to create my clip plane:

osg::ref_ptrosg::ClipNode clipNode = new osg::ClipNode();
osg::ref_ptrosg::ClipPlane clipplane = new osg::ClipPlane();
clipplane-setClipPlane(0, -1, 0, 10.1);
clipNode-addClipPlane(clipplane);

clipNode-setStateSetModes(*_translNode-getOrCreateStateSet(),osg::StateAttribute::ON);
_translNode-addChild(clipNode);

and here is the code I use to create my shadow scene:

osg::ref_ptrosgShadow::ShadowedScene shadowscene = new
osgShadow::ShadowedScene();

shadowscene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);

shadowscene-setCastsShadowTraversalMask(CastsShadowTraversalMask);

osg::ref_ptrosgShadow::StandardShadowMap shmap = new
osgShadow::StandardShadowMap();
shadowscene-setShadowTechnique(shmap.get());
   _translNode-addChild(shadowscene);
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[osg-users] Bug in osg::Texture::computeInternalFormatWithImage / osg::Image

2010-03-14 Thread Hartwig Wiesmann
Hi,

assume you create a picture using GL_BGRA format using 
osg::Image::allocateImage(int s,int t,int r,GLenum format,GLenum type, int 
packing) or you set the format with osg::Image::setInternalTextureFormat.
Both methods do not check if the internal texture format is valid.

Calling osg::Texture::computeInternalFormatWithImage then results in a valid 
texture format because this function also does not check if the texture format 
is valid.

I am willing to provide a patch but I would like to have an input where I 
should patch the source code. I prefer to do it in 
osg::Texture::computeInternalFormatWithImage.
Next question: assume the format is wrong which format should be taken?

Hartwig



Thank you!

Cheers,
Hartwig

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[osg-users] Bug in osg::Texture::computeInternalFormatWithImage / osg::Image

2010-03-14 Thread Hartwig Wiesmann
Hi,

sorry, it should read 

Calling osg::Texture::computeInternalFormatWithImage then results in an invalid 
texture format 

Thank you!

Cheers,
Hartwig

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Re: [osg-users] ScreenShot File name

2010-03-14 Thread Jean-Sébastien Guay

Hi Danny,


I'm using OSG inside of ActiveX control (based on OSGActiveX example) embedded into HTML 
page. First time when I'm loading it and each time I'm taking snapshot, I'm getting 
test_0.png and each snapshot overwrites this file.
When I'm pressing F5 or reloading page using IE address bar I'm starting to 
save snapshots as test_1.png and each snaphot overwrite this file.
This behavior continues each time I'm reloading page. the counter is being 
incremented by one to test_2, test_3 etc
the only solution for this problem is to close IE and to wait till ActiveX 
unloads from Memeory. after it the counts start form zero.


Check the code for osgViewer::ScreenCaptureHandler::WriteToFile in 
src/osgViewer/ScreenCaptureHandler.cpp. There must be a bug there. It's 
pretty simple code, so you can make your own version of WriteToFile that 
does whatever you want, and then use an instance of your class in the 
constructor of ScreenCaptureHandler.


// pseudocode
class MyWriteToFile
  : public osgViewer::ScreenCaptureHandler::WriteToFile
{
  MyWriteToFile(filename, extension, savePolicy)
: osgViewer::ScreenCaptureHandler::WriteToFile(filename, extension,
   savePolicy)
  {
// ...
  }

  operator()(...)
  {
// ...
  }

  // ...
};

// then...
osgViewer::ScreenCaptureHandler* _scnsvr;
_scnsvr = new osgViewer::ScreenCaptureHandler(new 
MyWriteToFile(test,png,osgViewer::ScreenCaptureHandler::WriteToFile::SavePolicy::OVERWRITE));


(if you do find a bug in the existing code please let us know so we can 
fix it for future versions of OSG though)


Hope this helps,

J-S
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Re: [osg-users] [osgPlugins] WRL Plugin needed

2010-03-14 Thread John Galt
Hi,

The link doesn't seem to work. 

I would appreciate it if anyone is willing to share binaries of the VRML Plugin 
for Visual Studio 2008.

Thank you!

Cheers,
John

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Re: [osg-users] Bug in osg::Texture::computeInternalFormatWithImage / osg::Image

2010-03-14 Thread Robert Osfield
Hi Hartwig,

If you set a format that isn't supported by the OpenGL driver and you
get an error then so be it.  Fixing the code that sets up the image
with a valid texture format is what should be done.  Trying to catch
and correct for a problem in user application set of OSG data is
rather pushing what the OSG should and can be expected to do.  This is
particularly the case when what formats that might be supported that
can be driver dependent.

Robert.

On Sun, Mar 14, 2010 at 12:21 PM, Hartwig Wiesmann
hartwig.wiesm...@wanadoo.nl wrote:
 Hi,

 assume you create a picture using GL_BGRA format using 
 osg::Image::allocateImage(int s,int t,int r,GLenum format,GLenum type, int 
 packing) or you set the format with osg::Image::setInternalTextureFormat.
 Both methods do not check if the internal texture format is valid.

 Calling osg::Texture::computeInternalFormatWithImage then results in a valid 
 texture format because this function also does not check if the texture 
 format is valid.

 I am willing to provide a patch but I would like to have an input where I 
 should patch the source code. I prefer to do it in 
 osg::Texture::computeInternalFormatWithImage.
 Next question: assume the format is wrong which format should be taken?

 Hartwig



 Thank you!

 Cheers,
 Hartwig

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Re: [osg-users] [osgPlugins] WRL Plugin needed

2010-03-14 Thread Michele Fiorentino
Hi,

you need the iv plugin which (svn sorce code speaking )is the only which 
implements such reader. 
You need coin library to compile it

Actually i experienced crashes in reading simple and complex iv \wrl models 
which i can open easily with coin .(see post)


Thank you!

Cheers,
Michele

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Re: [osg-users] [build] How do I successfully deploy a OSG app?

2010-03-14 Thread Luigi Calori

Gordon Tomlinson wrote:

You don't need static builds to use OSG on another machine

You say it does not work ...HOW does NOT work ?, 


how are you installing on another machine ?


Yes you do need the correctly MSVC re-distributable to be installed as part
of your applications installation process
  
you can also deploy all in the same folder: your exec + all the bin 
folder resulted from OSG install step + the neede MSVC stuff:


you can obtain it by adding this patch to the main OSG CMakeLists.txt:

@@ -243,14 +238,6 @@
SET(CMAKE_EXE_LINKER_FLAGS_DEBUG /debug /INCREMENTAL:NO)
ENDIF(NOT OSG_MSVC_DEBUG_INCREMENTAL_LINK)
ENDIF()
-IF(EXISTS 
${CMAKE_ROOT}/Modules/InstallRequiredSystemLibraries.cmake)
-OPTION(OSG_MSVC_INSTALL_MFC_LIBRARIES Set to ON to include 
system libraries in install dir  OFF)

-MARK_AS_ADVANCED(OSG_MSVC_INSTALL_MFC_LIBRARIES)
-IF(OSG_MSVC_INSTALL_MFC_LIBRARIES)
-SET(CMAKE_INSTALL_MFC_LIBRARIES 1)
-INCLUDE(InstallRequiredSystemLibraries)
-ENDIF(OSG_MSVC_INSTALL_MFC_LIBRARIES)
-  ENDIF(EXISTS 
${CMAKE_ROOT}/Modules/InstallRequiredSystemLibraries.cmake)

ENDIF(MSVC)
ENDIF(WIN32)


then build osg with
cd osg_build
cmake -DCMAKE_INSTALL_PREFIX:PATH=your OSG install folder 
-DOSG_MSVC_INSTALL_MFC_LIBRARIES:BOOL=ON osg source folder

cmake --build . --config Release

then you should have in your OSG install folder/bin  all you need to 
add to your exe to make it deployable


HTH
   Luigi


You need to ensure that the MSVC re-distributable's and the OSG bin\dlls are
in your path and that your install all the OSG dlls including the plugin-in
directory etc





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gor...@gordontomlinson.com
www.photographybyGordon.com
www.vis-sim.com 
www.gordontomlinson.com 
IM: gordon3db...@3dscenegraph.com


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mas Oug
Sent: Friday, March 12, 2010 3:48 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [build] How do I successfully deploy a OSG app?

How do we deploy an OSG app that we compiled in VC++ 2008?

Because simply the .exe will not work on other computers (naturally).

I've tried using VC redist. and friends, but with no avail...

I have heard of static linking, but how would that work?

I would greatly appreciate any helpful response!

Thanks!

-Masoug

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Re: [osg-users] [osgPlugins] WRL Plugin needed

2010-03-14 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 2010-03-14 19:55, Michele Fiorentino wrote:
 Hi,
 
 you need the iv plugin which (svn sorce code speaking )is the only which 
 implements such reader. 
 You need coin library to compile it

That is actually incorrect.

WRL files are VRML files, use the OpenVRML-based VRML plugin for that,
not the old iv one which works only for OpenInventor format. Also, the
Coin3D based VRML plugin is deprecated as far as I know, it wasn't even
working last time I have checked.

The source code is in the OSG distribution, just not compiled by default
(that's why there is no DLL).

Regards,

Jan
-BEGIN PGP SIGNATURE-
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iD8DBQFLnTgln11XseNj94gRAgw/AJ9dduSp9r+euv0WSoteykOyNtlHmACg3DYc
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[osg-users] [osgPlugins] ivplugin or vrml plugin? this is the problem

2010-03-14 Thread Michele Fiorentino
Hi,

ok nice to know! i was walking in the bad direction. Just using cmake it 
detected my coin installation and ivplugin the only available when i did a 
search .wrl in my solution with VSC++ , thus my response

Now, should i abandon the coin ivplugin ? i was just debugging it! vrml plugin 
should be the mainstream?


Thank you!

Cheers,
Michele

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Re: [osg-users] clip plane and shadow scene

2010-03-14 Thread Roland Smeenk
Hi Vivien,

shadow rendering uses shaders and therefore replaces the fixed function 
pipeline (FFP). The clipplane functionality is part of the FFP and is not part 
of the shadow rendering.

To solve this you'll need to add clipplane functionality to the shadow 
rendering shader. Note that this should be solved by OSG in the future once 
shader composition is implemented.

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Re: [osg-users] [build] How do I successfully deploy a OSG app?

2010-03-14 Thread Mas Oug
Thanks a lot for all the helpful responses!  :D 

Currently, I am a little busy, and I can't get to try it out yet, but I'll keep 
you guys posted!

THANKS!

-masoug

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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-14 Thread Paul Martz
Hi guys -- Given this work is still in progress, I agree with Robert and 
I don't think it's right for the 2.8.3 release. Sorry.

   -Paul



Robert Osfield wrote:

Hi Andy,

On Wed, Mar 10, 2010 at 2:02 PM, Andy Skinner 
andy.skin...@mathworks.com mailto:andy.skin...@mathworks.com wrote:


Robert was at one time (Novemeber, December) working with removing
some more static initializers.  We really need to get up to date on
OSG, and we need to get rid of the initializers.  If Robert was able
to complete that (he hadn't had time as of December), it would be a
big help.  (We want to use the osgViewer library, but the
initializers caused problems for us.)


I'm afraid I've only done part of the work on replacing the static 
initializers, the only areas that I've cleaned up the ones that I was 
tackling during other work.  Curiously only yesterday I was starting to 
think about what's left to do for 3.0 and the static initializers was 
one of own personally todo items.  Do this work as a community task 
might be appropriate, a different thread would be the place to do this.


Even if he was able to do it, I don't know whether the changes were
small enough for your purposes.  But for us to take another step on
2.8.x (as stable instead of developer) would be comforting.


I suspect the changes for static initializers would often be a bit too 
intrusive as it'll come with other changes.   One could possible try and 
tackle the task for the 2.8 branch and 2.9.x series separately, but.. 
this comes with more resources needed.


If you can dive in a help out then it might make it more possible.  My 
guess is that Paul already has more than enough tasks to do to put 2.8.3 
together without other tasks pilling on top.  If a set of non intrusive 
changes can be supplied to Paul in a form that he can easily review and 
merge without risky stability or portability then it'll have a better 
chance of making it in.


With the 2.9.x series the scope is still more open to more intrusive 
changes.


Robert.




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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-14 Thread Paul Martz

Hello OSG community --

Status update: I spent Saturday working on the 2.8 branch, and have 
already merged and committed several changes, working towards the 2.8.3 
release. I will add a wiki page (probably late Monday) to document the 
changes that are going in, plus the changes under consideration.


Sorry I didn't make any progress today. It's tax season in the U.S. :-(

PCJohn wrote:
Is it possible to include plugins? I am particularly interested in 
updated Inventor plugin.

John


It's possible. The updated FBX plugin wasn't too much work. I've added 
your Inventor plugin to my list of things to look at.

   -Paul
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[osg-users] OSG and vrJuggler

2010-03-14 Thread Rohit Vijay Bapat
Hi,
I am trying to use OSG with vrJuggler in a cluster of four machines. I am using 
OSG 2.8.2 , VC++ 2008 on XP. vrJuggler is already configured on the cluster , 
but it is useed for VE Suite not OSG.

Can anybody please guide me regarding the topic ? or any example code to show a 
simple object on cluster ?
... 

Thank you!

Cheers,
Rohit

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