[osg-users] osgEarth fading effect?

2010-04-14 Thread Akilan Thangamani
Hi,

  Similar to osgEarth which provides to set fading effect to the terrain 
tiles, could it be is possible to get the same effect directly from osg alone 
and how? Bcoz, to exploit that feature from osgEarth, it puts some constraints 
like the terrainDB should be generated with --terrain options and some other 
split level specifications. By passing all those constraints I wud like to see 
thru my terrainDB with the fading effect. I hope dat dis s not just to do with 
pagedLOD.

Thanks

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Re: [osg-users] Add a color node in the scenegraph?

2010-04-14 Thread Benjamin GODIN
Hello, I tried what you said, but it doesn't work.
Do you see an error in my code ?


Code:
osg::ref_ptrosg::Sphere sphere = new osg::Sphere(osg::Vec3f(0.0, 0.0, 0.0), 
.5f);

osg::ref_ptrosg::ShapeDrawable sphereDrawable = new 
osg::ShapeDrawable(sphere.get());
sphereDrawable-getOrCreateStateSet()-setMode(osg::StateAttribute::BLENDCOLOR, 
osg::StateAttribute::ON);

osg::ref_ptrosg::Geode sphereGeode = new osg::Geode();
sphereGeode-addDrawable(sphereDrawable.get());


osg::Matrix I = osg::Matrix::identity();
osg::ref_ptrosg::MatrixTransform mtI = new osg::MatrixTransform(I);

mtI-addChild(sphereGeode.get());

double x = 0.0;
for (int k = 0; k  10; k++) {
osg::ref_ptrosg::PositionAttitudeTransform patSphere = new 
osg::PositionAttitudeTransform();

patSphere-setPosition(osg::Vec3f(x, 0.0, 0.0));

if (k == 5) {
osg::BlendColor* bc = new osg::BlendColor(osg::Vec4(1.0, 0.0, 
0.0, 1.0));
patSphere-getOrCreateStateSet()-setAttributeAndModes(bc, 
osg::StateAttribute::ON);

patSphere-getOrCreateStateSet()-setMode(osg::StateAttribute::BLENDCOLOR, 
osg::StateAttribute::ON);
}

patSphere-addChild(mtI.get());

root-addChild(patSphere.get());
}



Thanks. :)

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Re: [osg-users] run-on-demand

2010-04-14 Thread Robert Osfield
Hi Paul,

On Tue, Apr 13, 2010 at 10:46 PM, Paul Gotzel
paul.got...@us.cd-adapco.com wrote:
 Something I've noticed since I started using osg is that the viewer uses all
 of one cpu even when the view is not changing.

Do you have vsync off?  If so enable it right away.  You should only
ever have vsync off if you are doing very specific types of
benchmarking.  Vsync off wastes energy and ruins visual quality.

 I've tried passing the
 --run-on-demand option to osgviewer and  doing
 viewer.setRunFrameScheme(osgViewer::ViewerBase::ON_DEMAND); in code and
 there is no difference.  What gives?

On demand rendering checks to see if the the scene graph needs
updating, if it does it lets the frame go ahead.  Perhaps you have
something that animates in your scene.

Robert.
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Re: [osg-users] Quadro FX 2500M weird polygon edge lines

2010-04-14 Thread Robert Osfield
Hi Chris,

This is almost certainly a driver bug, so if can't change the driver
your options are likely to be pretty limited.  Sometimes drivers screw
up on display list generation so you could try disabling display
lists.

Robert.

On Wed, Apr 14, 2010 at 5:48 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
  One of the machines I've been exposed to this week is a Dell Precision M90 
 laptop with a
 Quadro FX 2500M. I guess they use them for on-site demos sometimes. Now, 
 normally a Quadro
 is a pretty desirable card. but this one is doing some weird stuff in OSG 
 that I can't
 identify. The model being displayed shows thin spiderweb edges on some 
 polygon edges. Not
 always, it seems view-dependent. Turning off lighting and texturing in 
 OSGviewer does not
 solve the problem.

  The same model, viewed on my 9600M GT laptop is fine.

  It seems like I've seen this weirdness before somewhere, and it's familiar, 
 but it's
 escaping me. I've looked at all the Quadro settings (antialiasing, etc) and 
 they are all off.

  Is this ringing a bell with anyone?

  The driver version is Forceware 156.69, and I'm told the driver can't be 
 updated. either
 there isn't a newer driver, or it won't install on this Dell machine.

  Any insight welcomed.

 --
 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] osgEarth fading effect?

2010-04-14 Thread Robert Osfield
Hi Akilan,

When you say fading effect do you simply mean that you want to
change the alpha value of the terrain so that it becomes transparent?

Robert.

On Wed, Apr 14, 2010 at 8:12 AM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
 Hi,

      Similar to osgEarth which provides to set fading effect to the terrain 
 tiles, could it be is possible to get the same effect directly from osg alone 
 and how? Bcoz, to exploit that feature from osgEarth, it puts some 
 constraints like the terrainDB should be generated with --terrain options and 
 some other split level specifications. By passing all those constraints I wud 
 like to see thru my terrainDB with the fading effect. I hope dat dis s not 
 just to do with pagedLOD.

 Thanks

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Re: [osg-users] osgEarth fading effect?

2010-04-14 Thread Torben Dannhauer
Hi,

I think he intends fading out tiles (via alpha)  which are replaced by tiles 
with higher or lower LOD.

Is there any predefined method? Would be nice to test, especially regarding 
performance :)



Cheers,
Torben

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[osg-users] use osgSim::SphereSegment to create a cone

2010-04-14 Thread Lv Qing
Hi,

... 

I am using osgSim::SphereSegment to create a cone.like this:

SphereSegment::SphereSegment(osg::Vec3(0,0), 100,0,360,-50,0).

It looks OK,but there always has a secton betwen the acme and the 

bottom.I try to disable side color,surface color,spoke color,edgeLine 

color,there always has the secton,need help!

Thank you!

Cheers,
Lv

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Re: [osg-users] use osgSim::SphereSegment to create a cone

2010-04-14 Thread Robert Osfield
Hi Lv,

You are trying to push a specialist node well beyond it's intended
design, please use a more appropriate class like osg::Geometry to
create exactly the geometry you want.  See the osggeometry example.

Robert.

On Wed, Apr 14, 2010 at 11:51 AM, Lv Qing donlvq...@msn.com wrote:
 Hi,

 ...

 I am using osgSim::SphereSegment to create a cone.like this:

 SphereSegment::SphereSegment(osg::Vec3(0,0), 100,0,360,-50,0).

 It looks OK,but there always has a secton betwen the acme and the

 bottom.I try to disable side color,surface color,spoke color,edgeLine

 color,there always has the secton,need help!

 Thank you!

 Cheers,
 Lv

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[osg-users] [osgPlugins] gecko plugin

2010-04-14 Thread Wang Xianghua
Hi,
My OSG version is 2.8.2, I downloaded the gecko-sdk-win32-msvc-1.8.0.4.zip, but 
I still can not cmake the gecko plugin, XUL_DIR_NOTFOUND,
XUL_INCLUDE_DIR_NOTFOUND,
XUL_LIBRARY_NOTFOUND,
XUL_MOZJS_LIBRARY_NOTFOUND,
XUL_NSS_LIBRARY_NOTFOUND,
XUL_PLUGIN_LIBRARY_NOTFOUND,
XUL_XPCOM_LIBRARY_NOTFOUND

why? What file I had missed?

Another, I have read the code of gecko plugin, It includes a headernsIcaret.h 
,but the xulrunner sdk doesn't have this file.
How to solve this problem?

... 

Thank you!

Cheers,
Wang

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[osg-users] osgshadow example does not work

2010-04-14 Thread Martin Großer

hello,

i try to run the osgshadow.exe on windows xp and it doesn't work. Have 
everyone a impression what the mistake is (see the image osgshadow.jpg)?


I have a NVIDIA GeForce 9600 and the latest driver.

Cheers

Martin
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Re: [osg-users] [osgPlugins] gecko plugin

2010-04-14 Thread Wang Rui
Hi Wang Xianghua,

I have tried building osgdb_gecko on windows and found that the
xulrunner prebuilt SDKs were not suitable. You should download the 1.8
source code, for instance, xulrunner_1.8.1.16, and obtain complete
packages from it.

BTW, why not have a try of the new osgQt library and osgbrowser
example. It's much more recommended now because of the complexity of
mozilla API, in my opinion.

Wang Rui


2010/4/14 Wang Xianghua osgfo...@tevs.eu:
 Hi,
 My OSG version is 2.8.2, I downloaded the gecko-sdk-win32-msvc-1.8.0.4.zip, 
 but I still can not cmake the gecko plugin, XUL_DIR_NOTFOUND,
 XUL_INCLUDE_DIR_NOTFOUND,
 XUL_LIBRARY_NOTFOUND,
 XUL_MOZJS_LIBRARY_NOTFOUND,
 XUL_NSS_LIBRARY_NOTFOUND,
 XUL_PLUGIN_LIBRARY_NOTFOUND,
 XUL_XPCOM_LIBRARY_NOTFOUND

 why? What file I had missed?

 Another, I have read the code of gecko plugin, It includes a 
 headernsIcaret.h ,but the xulrunner sdk doesn't have this file.
 How to solve this problem?

 ...

 Thank you!

 Cheers,
 Wang

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Re: [osg-users] [osgPlugins] gecko plugin

2010-04-14 Thread Robert Osfield
Hi Wang,

I wouldn't recommend using the gecko plugin as gecko has turned out to
be rather a beast to get working across platforms.  In OpenSceneGraph
svn/trunk and the 2.9.x series there is support for using QWebKit, so
I'd recommend using this rather than the gecko plugin as Qt is much
easier to get working across platforms.

Robert.

On Wed, Apr 14, 2010 at 1:37 PM, Wang Xianghua osgfo...@tevs.eu wrote:
 Hi,
 My OSG version is 2.8.2, I downloaded the gecko-sdk-win32-msvc-1.8.0.4.zip, 
 but I still can not cmake the gecko plugin, XUL_DIR_NOTFOUND,
 XUL_INCLUDE_DIR_NOTFOUND,
 XUL_LIBRARY_NOTFOUND,
 XUL_MOZJS_LIBRARY_NOTFOUND,
 XUL_NSS_LIBRARY_NOTFOUND,
 XUL_PLUGIN_LIBRARY_NOTFOUND,
 XUL_XPCOM_LIBRARY_NOTFOUND

 why? What file I had missed?

 Another, I have read the code of gecko plugin, It includes a 
 headernsIcaret.h ,but the xulrunner sdk doesn't have this file.
 How to solve this problem?

 ...

 Thank you!

 Cheers,
 Wang

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Re: [osg-users] run-on-demand

2010-04-14 Thread Paul Gotzel




Robert,

Are you referring to a vsync option on my graphics card? I'm running
Linux and I have an option called Sync to VBlank. Checking or
unchecking this option has no effect. I also run develop other OpenGL
applications without this problem so I doubt it is a graphics card
setting.

I'm running the distributed 2.9.7 (debug) version of the osgviewer with
the following command:

$ osgviewerd --run-on-demand cow.osg

I also saw this with 2.8.2. I don't rotate the view or move the
mouse. Any thoughts? I'll try to debug it to see what logic is
actually using CPU.

Thanks,
Paul


Robert Osfield wrote:

  Hi Paul,

On Tue, Apr 13, 2010 at 10:46 PM, Paul Gotzel
paul.got...@us.cd-adapco.com wrote:
  
  
Something I've noticed since I started using osg is that the viewer uses all
of one cpu even when the view is not changing.

  
  
Do you have vsync off?  If so enable it right away.  You should only
ever have vsync off if you are doing very specific types of
benchmarking.  Vsync off wastes energy and ruins visual quality.

  
  
I've tried passing the
--run-on-demand option to osgviewer and doing
viewer.setRunFrameScheme(osgViewer::ViewerBase::ON_DEMAND); in code and
there is no difference. What gives?

  
  
On demand rendering checks to see if the the scene graph needs
updating, if it does it lets the frame go ahead.  Perhaps you have
something that animates in your scene.

Robert.
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Re: [osg-users] osgIntrospection serialization

2010-04-14 Thread Paul Gotzel

Torben,

I mainly want it for serialization/deseialization.  I've tried the 
serialization available in 2.9.7 and it works a treat!  Now I just need 
to implement a cross platform STL socket stream. Thanks for your help.


Cheers,
Paul

Torben Dannhauer wrote:

Hi Paul,

I intended to use osgIntrospection to provide scripting functionality to my 
software. As I dived in deeper into osgIntrospection, I recognized that this 
framework is quite complicated. After lots of reading forum posts and 
discussions, I learned that this part of osg was once contributed to osg by a 
third party. This person is any longer active in the osg community, so Robert 
is thinking about removing osgIntrospection from the core project, as soon as 
any other technique is available.
As far as I know, the wrapper definitions of osgIntrospection are created semi 
automatically. This seem to cause lots of trouble. Robert assumed that manual 
wrapper definition and maintenance would be easier.

Now osgDB::Serializer enters the game: Wang wrote it to allow file formats 
which can grow with the project. The old .osg and .ive format was hard coded, 
so later added node classes could not be saved to file/stream.
In the new format, all classes have the usual class definition with members and 
attributes.  For the serializer, all classes provide now additionally  set/get 
functions for all members with a well defined signature AND they contain a 
macro call which connects all members and there set/get functions.

To serialize nodes is now easy: Using predefined osg nodes you can serialize in 
one step, because all get/set functions and the MACRO call is implemented 
already. (you have to use at least 2.9.7)
If you use one transportcontainsers, you have to define you transport 
container, the getters/setter and the serializer macro.

Please note that my transport container node holds other customs nodes, so they 
are build in that serializer compatible way too. (not listed below)

Regarding namespace: osgDB::serializer requires namespace usage! My application did not use namespace before, but I added it for the serializer and it works ) 


In detail, why do you want to use osgIntrospection? For serializing nodes or 
for scripting abilities? I would recommend you to try solving your issue with 
the “new” technique, because this will give your software a guaranteed future 
(at least more the using osgIntrospection, I assume)

I myself would be happy if the serializer functionality would get a 
corresponding wrapper functionality.
Maybe this could be realized by specifying the function signatures via calling 
them with a Macro. (only a fiorst simple approach of myself to that topic)

Well , I hope I could help you, don’t hesitate to ask.

I will post this email additionally in our thread in the forum to participate 
other persons in that discussion.

Best regards from Salzburg,

Torben



My example dataIO_transportContainer.cpp:

#include dataIO_transportContainer.h
#include osgDB/ObjectWrapper
#include osgDB/InputStream
#include osgDB/OutputStream

REGISTER_OBJECT_WRAPPER( dataIO_transportContainer,  // The 
unique wrapper name
 new osgVisual::dataIO_transportContainer, 
// The proto
 osgVisual::dataIO_transportContainer, 
// The class typename
osg::Object 
osgVisual::dataIO_transportContainer )  // The inheritance relations
{
  ADD_INT_SERIALIZER( FrameID, 0 );
  ADD_MATRIXD_SERIALIZER( ViewMatrix, osg::Matrixd() );
  ADD_LIST_SERIALIZER( Executer, 
osgVisual::dataIO_transportContainer::executerList );
  ADD_LIST_SERIALIZER( IOSlots, 
osgVisual::dataIO_transportContainer::slotList );
}

My example dataIO_transportContainer.h:
#pragma once
/* -*-c++-*- osgVisual - Copyright (C) 2009-2010 Torben Dannhauer
 *
 * This library is based on OpenSceneGraph, open source and may be redistributed and/or modified under 
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or

 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * osgVisual requires for some proprietary modules a license from the 
correspondig manufacturer.
 * You have to aquire licenses for all used proprietary modules.
 * 
 * This library is distributed in the hope that it will be useful,

 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/

#include osg/Object
#include osg/Matrixd

#include dataIO_executer.h
#include dataIO_slot.h

#include vector

namespace osgVisual {

class dataIO_transportContainer : public osg::Object
{
public:
  META_Object(osgVisual,dataIO_transportContainer);// Required for 
serializer
  dataIO_transportContainer(const 

Re: [osg-users] run-on-demand

2010-04-14 Thread Robert Osfield
Hi Paul,

I just did a test on my Kubuntu system and used top to track the CPU
utilization and found that when spinning the cow.osg CPU usage is very
low, but when I stop the model spinning the CPU usage goes up to 100%.
 Ooops looks like the code is going into a spin lock.  However, if I
enable the limiting of the frame rate CPU usage when using
run-on-demand goes back down to near 0:

   osgviewer --run-max-frame-rate 100 --run-on-demand cow.osg


So my guess is that the frame loop, when runing on demand, is just
running in a continuous loop checking where a new frame is required.
The solution to high CPU utilization is likely to be just to add a
sleep when on demand rendering is enabled and there is nothing to do.
I'll look into this.


Robert.

On Wed, Apr 14, 2010 at 2:22 PM,osgviewer --run-max-frame-rate 100
--run-on-demand cow.osg Paul Gotzel paul.got...@us.cd-adapco.com
wrote:
 Robert,

 Are you referring to a vsync option on my graphics card?   I'm running Linux
 and I have an option called Sync to VBlank.  Checking or unchecking this
 option has no effect.  I also run  develop other OpenGL applications without
 this problem so I doubt it is a graphics card setting.

 I'm running the distributed 2.9.7 (debug) version of the osgviewer with the
 following command:

 $ osgviewerd --run-on-demand cow.osg

 I also saw this with 2.8.2.  I don't rotate the view or move the mouse.  Any
 thoughts?  I'll try to debug it to see what logic is actually using CPU.

 Thanks,
 Paul


 Robert Osfield wrote:

 Hi Paul,

 On Tue, Apr 13, 2010 at 10:46 PM, Paul Gotzel
 paul.got...@us.cd-adapco.com wrote:


 Something I've noticed since I started using osg is that the viewer uses all
 of one cpu even when the view is not changing.


 Do you have vsync off?  If so enable it right away.  You should only
 ever have vsync off if you are doing very specific types of
 benchmarking.  Vsync off wastes energy and ruins visual quality.



 I've tried passing the
 --run-on-demand option to osgviewer and  doing
 viewer.setRunFrameScheme(osgViewer::ViewerBase::ON_DEMAND); in code and
 there is no difference.  What gives?


 On demand rendering checks to see if the the scene graph needs
 updating, if it does it lets the frame go ahead.  Perhaps you have
 something that animates in your scene.

 Robert.
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Re: [osg-users] osgIntrospection serialization

2010-04-14 Thread J.P. Delport

Hi,

On 14/04/10 15:28, Paul Gotzel wrote:

Torben,

I mainly want it for serialization/deseialization. I've tried the
serialization available in 2.9.7 and it works a treat! Now I just need
to implement a cross platform STL socket stream. Thanks for your help.


I can recommend the asio (boost:asio) lib for cross-platform sockets.

http://think-async.com/Asio/

jp



Cheers,
Paul

Torben Dannhauer wrote:

Hi Paul,

I intended to use osgIntrospection to provide scripting functionality
to my software. As I dived in deeper into osgIntrospection, I
recognized that this framework is quite complicated. After lots of
reading forum posts and discussions, I learned that this part of osg
was once contributed to osg by a third party. This person is any
longer active in the osg community, so Robert is thinking about
removing osgIntrospection from the core project, as soon as any other
technique is available.
As far as I know, the wrapper definitions of osgIntrospection are
created semi automatically. This seem to cause lots of trouble. Robert
assumed that manual wrapper definition and maintenance would be easier.

Now osgDB::Serializer enters the game: Wang wrote it to allow file
formats which can grow with the project. The old .osg and .ive format
was hard coded, so later added node classes could not be saved to
file/stream.
In the new format, all classes have the usual class definition with
members and attributes. For the serializer, all classes provide now
additionally set/get functions for all members with a well defined
signature AND they contain a macro call which connects all members and
there set/get functions.

To serialize nodes is now easy: Using predefined osg nodes you can
serialize in one step, because all get/set functions and the MACRO
call is implemented already. (you have to use at least 2.9.7)
If you use one transportcontainsers, you have to define you transport
container, the getters/setter and the serializer macro.

Please note that my transport container node holds other customs
nodes, so they are build in that serializer compatible way too. (not
listed below)

Regarding namespace: osgDB::serializer requires namespace usage! My
application did not use namespace before, but I added it for the
serializer and it works )
In detail, why do you want to use osgIntrospection? For serializing
nodes or for scripting abilities? I would recommend you to try solving
your issue with the “new” technique, because this will give your
software a guaranteed future (at least more the using
osgIntrospection, I assume)

I myself would be happy if the serializer functionality would get a
corresponding wrapper functionality.
Maybe this could be realized by specifying the function signatures via
calling them with a Macro. (only a fiorst simple approach of myself to
that topic)

Well , I hope I could help you, don’t hesitate to ask.

I will post this email additionally in our thread in the forum to
participate other persons in that discussion.

Best regards from Salzburg,

Torben



My example dataIO_transportContainer.cpp:

#include dataIO_transportContainer.h
#include osgDB/ObjectWrapper
#include osgDB/InputStream
#include osgDB/OutputStream

REGISTER_OBJECT_WRAPPER( dataIO_transportContainer, // The unique
wrapper name
new osgVisual::dataIO_transportContainer, // The proto
osgVisual::dataIO_transportContainer, // The class typename
osg::Object osgVisual::dataIO_transportContainer ) // The
inheritance relations
{
ADD_INT_SERIALIZER( FrameID, 0 );
ADD_MATRIXD_SERIALIZER( ViewMatrix, osg::Matrixd() );
ADD_LIST_SERIALIZER( Executer,
osgVisual::dataIO_transportContainer::executerList );
ADD_LIST_SERIALIZER( IOSlots,
osgVisual::dataIO_transportContainer::slotList );
}

My example dataIO_transportContainer.h:
#pragma once
/* -*-c++-*- osgVisual - Copyright (C) 2009-2010 Torben Dannhauer
*
* This library is based on OpenSceneGraph, open source and may be
redistributed and/or modified under * the terms of the OpenSceneGraph
Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* osgVisual requires for some proprietary modules a license from the
correspondig manufacturer.
* You have to aquire licenses for all used proprietary modules.
* * This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/

#include osg/Object
#include osg/Matrixd

#include dataIO_executer.h
#include dataIO_slot.h

#include vector

namespace osgVisual {

class dataIO_transportContainer : public osg::Object
{
public:
META_Object(osgVisual,dataIO_transportContainer); // Required for
serializer
dataIO_transportContainer(const osgVisual::dataIO_transportContainer
tC_, const osg::CopyOp copyop=osg::CopyOp::SHALLOW_COPY): // Required
for 

[osg-users] 3D model fomat

2010-04-14 Thread Yong Wang
Hi,

I'm learning OSG, and trying to build a ship simulator. 

What is the best 3D model format I should use? Is it OpenFlight, or 3ds,
or obj?

Thanks a lot,
Yong
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Re: [osg-users] osgEarth fading effect?

2010-04-14 Thread Jason Beverage
Hi Akilan,

If you're talking about the FadeLayerNode in osgEarth it's basically
just doing a shader that blends multiple texture units together.  The
osgFX::MultiTextureControl does something similar without using
shaders is so that we could support fading along with imagery that
contains an alpha channel.

You should be able to use the shaders for the most part and apply them
to a regular VPB model.

Jason

On Wed, Apr 14, 2010 at 5:23 AM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
 Hi,

 I think he intends fading out tiles (via alpha)  which are replaced by tiles 
 with higher or lower LOD.

 Is there any predefined method? Would be nice to test, especially regarding 
 performance :)



 Cheers,
 Torben

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Re: [osg-users] run-on-demand

2010-04-14 Thread Robert Osfield
Hi Paul,

On Wed, Apr 14, 2010 at 2:31 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
 So my guess is that the frame loop, when runing on demand, is just
 running in a continuous loop checking where a new frame is required.
 The solution to high CPU utilization is likely to be just to add a
 sleep when on demand rendering is enabled and there is nothing to do.
 I'll look into this.

I've added a minimum frame time into the run loop when no rendering is
required so that when you enable render of demand it now sleeps to
1/100th of second per time round the frame loop.  With this in place
the CPU usage is now pretty close to 0.

An svn update will get this fix.

Cheers,
Robert.
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[osg-users] How to not show textures

2010-04-14 Thread Inos Tranac
Hi everyone,

I'm having a tough time preventing textures from showing in the scene. I've 
tried the approach explained in the QuickStartGuide, but I'm obviously missing 
something bigtime...
Here is the main part of the code:


Code:

unsigned int mode = osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF;
osg::ref_ptr osg::StateSet state = sceneNoColor-getOrCreateStateSet();

for( unsigned int ii=0; ii 12; ii++)
{
state-setTextureMode( ii, GL_TEXTURE_1D, mode );
state-setTextureMode( ii, GL_TEXTURE_2D, mode );
state-setTextureMode( ii, GL_TEXTURE_3D, mode );
}




Frankly, I wouldn't mind removing the textures alltogether, but I'm not sure 
how to do that efficiently.

I would very much appreciate any suggestions about how to make this work. 

Thank you in advance.
Inos

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[osg-users] About OSG and Distributed Issue?

2010-04-14 Thread xyc508
Hi,all
 
how to develop OSG for Distributed usage? Could one give which Distributed tool 
or software is right or best?
 
Thanks ahead
 
Donlin
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Re: [osg-users] osgIntrospection serialization

2010-04-14 Thread Torben Dannhauer
Hi Paul,

I'm working on extact the same issue! My plan was to finish my cluster 
implementation and then discuss with the community if some parts could be 
reused to add cluster functionality to osg something like osgCluster.

At first I tried to use boost::asio for my project, because the usage seems 
quite simple and it has great features (e.g. sending my serializeed stream over 
network would be only some lines of code), but I did'nt managed to get 
boost::asio compiling with my osg application. Maybe you have a solution?

At the moment I use my own udp implementation.





Thank you!

Cheers,
Torben

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[osg-users] ConvexHull

2010-04-14 Thread Nitin Rangari
I have created class AXConvexHull derive from  osg::TriangleMesh

class AXConvexHull:public osg::TriangleMesh
{
public:

public:

AXConvexHull() {}

   /* AXConvexHull(const AXConvexHull mesh,const CopyOp
copyop=CopyOp::SHALLOW_COPY):
Shape(mesh,copyop),
_vertices(mesh._vertices),
_indices(mesh._indices) {}
META_Shape(osg, AXConvexHull);*/


void setVertices(osg::Vec3Array* vertices) { _vertices = vertices; }
 osg::Vec3Array* getVertices() { return _vertices.get(); }
const osg::Vec3Array* getVertices() const { return _vertices.get();
}

void setIndices(osg::IndexArray* indices) { _indices = indices; }
osg::IndexArray* getIndices() { return _indices.get(); }
const osg::IndexArray* getIndices() const { return _indices.get(); }

void setNormals(osg::Vec3Array* normals) { _normals = normals; }
osg::Vec3Array* getNormals() { return _normals.get(); }

protected:

virtual ~AXConvexHull(){}
osg::ref_ptrosg::Vec3Array _vertices;
osg::ref_ptrosg::IndexArray _indices;
osg::ref_ptrosg::Vec3Array _normals;
};

but when i do

osg::ref_ptrosg::Geode geode=new osg::Geode();
 adaptive3d::AXGraphicsMesh* patch =dynamic_castAXGraphicsMesh*(gObject);
if(patch!=NULL)
{
 myMesh-setIndices(patch-getIndicesData());
myMesh-setVertices(patch-getVerticesData());
myMesh-setNormals(patch-getNormalData());
}
   currentShapeDrawable = new osg::ShapeDrawable(myMesh);
 geode-addDrawable(currentShapeDrawable);
rootgNode-addChild(geode.get());
its not showing anything
.
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Re: [osg-users] run-on-demand

2010-04-14 Thread Paul Gotzel




Robert,

Unfortunately, this causes another problem. Now when I do this:

$ osgviewerd --run-on-demand --window 0 0 400 400 cow.osg

The window doesn't rerender on resize or repaint. I would expect that
a window resize would set a need to render flag. Thanks for you help.

 Paul Gotzel


Robert Osfield wrote:

  Hi Paul,

On Wed, Apr 14, 2010 at 2:31 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
  
  
So my guess is that the frame loop, when runing on demand, is just
running in a continuous loop checking where a new frame is required.
The solution to high CPU utilization is likely to be just to add a
sleep when on demand rendering is enabled and there is nothing to do.
I'll look into this.

  
  
I've added a minimum frame time into the run loop when no rendering is
required so that when you enable render of demand it now sleeps to
1/100th of second per time round the frame loop.  With this in place
the CPU usage is now pretty close to 0.

An svn update will get this fix.

Cheers,
Robert.
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Re: [osg-users] 3D model fomat

2010-04-14 Thread Tomlinson, Gordon
Depends on what you want and the tools you have

I personally think Open-flight through Creator or one of the few clones
out there now, is a good choice for to modeling  and then convert to IVE
for run time. Others uses 3ds and obj fine but I' also old school and
know Creator very well. (Main problem with Creator is simply cost
compared to other tools )

We recently created a SKP importer/export for Sketch up to OSG and the
models that come out of Sketch up are no really ready prime time Vis-Sim
it create what to complex models that look very simple in SketchUp but
when exported become nightmares...




Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
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 Yong
Wang
Sent: Wednesday, April 14, 2010 9:37 AM
To: OpenSceneGraph Users
Subject: [osg-users] 3D model fomat

Hi,

I'm learning OSG, and trying to build a ship simulator. 

What is the best 3D model format I should use? Is it OpenFlight, or 3ds,
or obj?

Thanks a lot,
Yong
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g
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Re: [osg-users] osgIntrospection serialization

2010-04-14 Thread Paul Gotzel




Torben,

At the minute I'm cobbling a prototype together. I'm using VTK's
client/server socket implementation. I plan to wrap this with
something that derives from ostream.  (Hopefully, VTK is not
considered the devils work here but it is something I'm more familiar
with. :-) I'll let you know how I get on. I could probably package up
something cleaner when things settle down.

Cheers,
Paul Gotzel



Torben Dannhauer wrote:

  Hi Paul,

I'm working on extact the same issue! My plan was to finish my cluster implementation and then discuss with the community if some parts could be reused to add cluster functionality to osg something like "osgCluster".

At first I tried to use boost::asio for my project, because the usage seems quite simple and it has great features (e.g. sending my serializeed stream over network would be only some lines of code), but I did'nt managed to get boost::asio compiling with my osg application. Maybe you have a solution?

At the moment I use my own udp implementation.





Thank you!

Cheers,
Torben

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Re: [osg-users] 3D model fomat

2010-04-14 Thread Yong Wang
Hi, Gordon:

Thanks a lot for your quick response, does that mean IVE provides better
performance for runtime?

Yong
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tomlinson, Gordon
Sent: Wednesday, April 14, 2010 10:24 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3D model fomat

Depends on what you want and the tools you have

I personally think Open-flight through Creator or one of the few clones
out there now, is a good choice for to modeling  and then convert to IVE
for run time. Others uses 3ds and obj fine but I' also old school and
know Creator very well. (Main problem with Creator is simply cost
compared to other tools )

We recently created a SKP importer/export for Sketch up to OSG and the
models that come out of Sketch up are no really ready prime time Vis-Sim
it create what to complex models that look very simple in SketchUp but
when exported become nightmares...




Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
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 Yong
Wang
Sent: Wednesday, April 14, 2010 9:37 AM
To: OpenSceneGraph Users
Subject: [osg-users] 3D model fomat

Hi,

I'm learning OSG, and trying to build a ship simulator. 

What is the best 3D model format I should use? Is it OpenFlight, or 3ds,
or obj?

Thanks a lot,
Yong
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g
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Re: [osg-users] 3D model fomat

2010-04-14 Thread Tomlinson, Gordon
Hi

Generally in many cases yes IVE's will/can help improve your runtime
performance especially load time, when converting from other formats
such as 3DS, FLT to IVE optimizations can be done that can aid the run
time as well , but could model a lot of that as but most folks don't
model that way these days, it's a skill that being lost

Whatever the run-time you use it is generally found that the native
binary format IVE in the case of OSG will typically outperform the
generic modeling formats 

Having said that how you model a feature or set of features can also
dramatically improve or hit the runtime performance whether or not you
use IVE etc


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
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 Yong
Wang
Sent: Wednesday, April 14, 2010 10:39 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3D model fomat

Hi, Gordon:

Thanks a lot for your quick response, does that mean IVE provides better
performance for runtime?

Yong
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tomlinson, Gordon
Sent: Wednesday, April 14, 2010 10:24 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3D model fomat

Depends on what you want and the tools you have

I personally think Open-flight through Creator or one of the few clones
out there now, is a good choice for to modeling  and then convert to IVE
for run time. Others uses 3ds and obj fine but I' also old school and
know Creator very well. (Main problem with Creator is simply cost
compared to other tools )

We recently created a SKP importer/export for Sketch up to OSG and the
models that come out of Sketch up are no really ready prime time Vis-Sim
it create what to complex models that look very simple in SketchUp but
when exported become nightmares...




Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
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 Yong
Wang
Sent: Wednesday, April 14, 2010 9:37 AM
To: OpenSceneGraph Users
Subject: [osg-users] 3D model fomat

Hi,

I'm learning OSG, and trying to build a ship simulator. 

What is the best 3D model format I should use? Is it OpenFlight, or 3ds,
or obj?

Thanks a lot,
Yong
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Re: [osg-users] Quadro FX 2500M weird polygon edge lines

2010-04-14 Thread Jason Daly

Robert Osfield wrote:

Hi Chris,

This is almost certainly a driver bug, so if can't change the driver
your options are likely to be pretty limited.  Sometimes drivers screw
up on display list generation so you could try disabling display
lists.
  


There may not be an official driver update, but there is probably a 
driver update available via third party means.  Try 
http://laptopvideo2go.com


I used to have an M90 myself, and I got drivers from there all the time.

--J

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Re: [osg-users] osgIntrospection serialization

2010-04-14 Thread J.P. Delport

Hi Torben,

On 14/04/10 16:14, Torben Dannhauer wrote:

Hi Paul,

I'm working on extact the same issue! My plan was to finish my
cluster implementation and then discuss with the community if some
parts could be reused to add cluster functionality to osg something
like osgCluster.

At first I tried to use boost::asio for my project, because the usage
seems quite simple and it has great features (e.g. sending my
serializeed stream over network would be only some lines of code),
but I did'nt managed to get boost::asio compiling with my osg
application. Maybe you have a solution?


what problem did you have? We've used boost::asio 1.42 on Win/Lin/Mac 
with our OSG apps.


rgds
jp



At the moment I use my own udp implementation.





Thank you!

Cheers, Torben

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Re: [osg-users] How to not show textures

2010-04-14 Thread Tomlinson, Gordon
This is what we use every day and it works

http://www.vis-sim.com/osg/osg_faq_1.htm#f47

we also tend to do stateSet-setDataVariance(osg::Object::DYNAMIC); as
well


Personally I would not use ref_ptr on the state here but that's me

Also were are doing this ?


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
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 Inos
Tranac
Sent: Wednesday, April 14, 2010 9:49 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How to not show textures

Hi everyone,

I'm having a tough time preventing textures from showing in the scene.
I've tried the approach explained in the QuickStartGuide, but I'm
obviously missing something bigtime...
Here is the main part of the code:


Code:

unsigned int mode = osg::StateAttribute::OVERRIDE |
osg::StateAttribute::OFF;
osg::ref_ptr osg::StateSet state = sceneNoColor-getOrCreateStateSet();

for( unsigned int ii=0; ii 12; ii++)
{
state-setTextureMode( ii, GL_TEXTURE_1D, mode );
state-setTextureMode( ii, GL_TEXTURE_2D, mode );
state-setTextureMode( ii, GL_TEXTURE_3D, mode );
}




Frankly, I wouldn't mind removing the textures alltogether, but I'm not
sure how to do that efficiently.

I would very much appreciate any suggestions about how to make this
work. 

Thank you in advance.
Inos

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Re: [osg-users] Quadro FX 2500M weird polygon edge lines

2010-04-14 Thread Martin Naylor
Yeah try the website below, I had a problem with a Sony Vaio laptop I just
updated to Windows 7.
It has a geforce 7600 gt (go) . Using the drivers from the site below and a
hacked .inf file got my OpenGL working on the laptop.It just crashed when
you fired up anything OpenGL.

Good luck.

Martin.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: 14 April 2010 15:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] Quadro FX 2500M weird polygon edge lines

Robert Osfield wrote:
 Hi Chris,

 This is almost certainly a driver bug, so if can't change the driver
 your options are likely to be pretty limited.  Sometimes drivers screw
 up on display list generation so you could try disabling display
 lists.
   

There may not be an official driver update, but there is probably a 
driver update available via third party means.  Try 
http://laptopvideo2go.com

I used to have an M90 myself, and I got drivers from there all the time.

--J

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[osg-users] Absolute position of an object

2010-04-14 Thread daniele argiolas
Hi,
I create a simple scene with osg where I load an osg model.
Then I try to position it with PositionAttitudeTransform and setPosition but it 
remains always in the same position (center of the scene).
How can I position objects in absolute way?


Thank you!

Cheers,
daniele

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Re: [osg-users] Absolute position of an object

2010-04-14 Thread Tomlinson, Gordon
As you don't show your code I have to ask a couple of obvious questions 

Is the node you loaded a child of the PAT?

Has the PAT been added to the Scene?


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
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 daniele
argiolas
Sent: Wednesday, April 14, 2010 12:00 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Absolute position of an object

Hi,
I create a simple scene with osg where I load an osg model.
Then I try to position it with PositionAttitudeTransform and setPosition
but it remains always in the same position (center of the scene).
How can I position objects in absolute way?


Thank you!

Cheers,
daniele

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Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-14 Thread Michael Platings
Hi all,
I've now updated the FBX plugin to compile with the latest FBX SDK.
Unfortunately this breaks compatibility with previous versions so next time
you get the plugin you'll need to install version 2011.2 FBX SDK if you want
to recompile the plugin.
-Michael

On 13 April 2010 13:29, Doug McCorkle mc...@iastate.edu wrote:

 Hello Michael,


 On Apr 13, 2010, at 3:45 AM, Michael Platings wrote:

  The FBX plugin is written for version 2010.2 of the SDK.

 OK.


  That version is still available in the SDK Archives page on Autodesk's
 website.

 Right, I have been grabbing these but wanted to check and see if it was
 supported on a new version of OSG.


  I'll look into getting 2011.2 working, cheers.

 Wow! Thanks.


 Doug
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Re: [osg-users] osgIntrospection serialization

2010-04-14 Thread Torben Dannhauer
Hi Delport,

I'm a bloody beginner using boost, so I tried to compile it myself (failed) and 
to install/use prebuild packages for VC 2005 (also failed).

Finally, after a full week of disappointment I stopped this approach and 
implemented my own simple upd transmission.

In linux, I think it is simple, just installing boost and it's dev package.
How to start in windows? compile it myself? Or should I use precompiled 
packages? Do you have a tutorial?

Thank you!

Cheers,
Torben

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Re: [osg-users] Absolute position of an object

2010-04-14 Thread Paul Martz

daniele argiolas wrote:

Hi,
I create a simple scene with osg where I load an osg model.
Then I try to position it with PositionAttitudeTransform and setPosition but it 
remains always in the same position (center of the scene).
How can I position objects in absolute way?


The viewer always looks directly at your model. So unless you've loaded 
something else so show your model's relative position, such as axes.osg, then it 
will appear to be in the same place.


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Re: [osg-users] Quadro FX 2500M weird polygon edge lines

2010-04-14 Thread David Glenn

robertosfield wrote:
 Hi Chris,
 
 This is almost certainly a driver bug, so if can't change the driver
 your options are likely to be pretty limited.  Sometimes drivers screw
 up on display list generation so you could try disabling display
 lists.
 
 Robert.
 
 


I was wondering if it comes up when you run anything else that uses OpenGL?

If so, that might be the driver or worse!

I had an Alienware lap heater that had a Quadro card in it and after a year, I 
got some funky shadows that truned out that since they didn't heat sink the 
Quadro chip properly, the heat was burring it out! As a result, Alienware 
(Dell) had to replace the GPU with a lesser GPU that didn't crank out as much 
heat as the Quadro did - hence it didn't burn out on me!
I've since traded in that box for a nice (cooler) Toshiba gaming lap top that 
doen't burn holes on the lap of my blue genes. 

FYI: Alienware is owned by Dell, so most likely the M90 you have an Alienware 
built lap heater - E lap top!
 
D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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[osg-users] Should I stop the rendering thread when updating the scene graph? I suppose not, but..

2010-04-14 Thread Oleg Shistik
Hi,

I am a relative new OSG user and I am developing OSG ActiveX application.
My C++ project is compiled in VS2008 with /CLR (I am using .NET platform for 
the Web services communication).
In my application the rendering (viewer-frame()) is running in a separate 
thread which is started when the application in initialized. The OpenLocalFile 
function (running in the main thread) is responsible for loading scenes from 
the local disk.

The following is the function source code:
void CDl3dViewerCtrl::OpenLocalFile()
{
 // sigal the rendering thread to stop and wait for it
 StopRenderingThread();
 // clean the model (except of the service nodes)
 int cnt = _root-getNumChildren();
 _root-removeChildren(NUMBER_SERVICE_NODES, cnt - NUMBER_SERVICE_NODES);
 // Load a new model
 osg::ref_ptrosg::Node node = osgDB::readNodeFile(_loadedFile);
 if (node.valid())
 {
  node-setDataVariance(osg::Object::DYNAMIC);
  _root-addChild(node.get());
  _viewer-setSceneData(_root.get());
  // Back to home position to see the whole scene
  _viewer-getCameraManipulator()-computeHomePosition();
  _viewer-getCameraManipulator()-home( 0.0 );
  _viewer-realize();
 }
 else
 {
  ::MessageBox(0, A2BSTR(Fail to open file.), LError, MB_OK);
 }
 // run the rendering thread
 StartRenderingThread();
}

My problem is that without StopRenderingThread() the code doesn't work. 
Actually it works, but after number of sequential calls i am getting debug 
assertion: Expression: (this-_Has_container(), 0). That call stack presented 
below.
I suppose that is normal practice to make changes in the scene graph when the 
rendering is running, but in my case it makes problems.

I'd happy to get any suggestion/ideas regarding this problem.
Thanks and Best Regards

Oleg

Some additional info:

I took Wang Rui http://markmail.org/message/shdd6p5lqcqg62bf sample as a start 
point for my application. 
The same problem is reproducible in the original (Wang Rui) ActiveX, that is 
not /CLR.
It also occurs when the ActiveX is running in my tester (ActiveX container), so 
I think the Internet Explorer is not guilty here.
It is happing at least on four computers (Vista/Windows 7).

The call stack:
 osg55-osgd.dll!std::_Vector_const_iteratorosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node
   ::operator++()  Line 116 + 0x3a bytes C++
  
osg55-osgd.dll!std::_Vector_iteratorosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node
  ::operator++()  Line 350 C++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line 60 + 
0x8 bytes C++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line 191 + 
0x1c bytes C++
  
osg55-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node
  node={...})  Line 300 + 0xf bytes C++
  osg55-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Transform  node={...})  
Line 1034 C++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::MatrixTransform  node={...})  
Line 136 + 0x13 bytes C++
  osg55-osgd.dll!osg::MatrixTransform::accept(osg::NodeVisitor  nv={...})  
Line 37 + 0x41 bytes C++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line 62 + 
0x25 bytes C++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line 191 + 
0x1c bytes C++
  
osg55-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node
  node={...})  Line 300 + 0xf bytes C++
  osg55-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Transform  node={...})  
Line 1034 C++
  osg55-osgd.dll!osg::NodeVisitor::apply(osg::MatrixTransform  node={...})  
Line 136 + 0x13 bytes C++
  osg55-osgd.dll!osg::MatrixTransform::accept(osg::NodeVisitor  nv={...})  
Line 37 + 0x41 bytes C++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line 62 + 
0x25 bytes C++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line 191 + 
0x1c bytes C++
  
osg55-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node
  node={...})  Line 300 + 0xf bytes C++
  osg55-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Group  node={...})  Line 
1011 C++
  osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line 38 + 
0x41 bytes C++
  osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line 62 + 
0x25 bytes C++
  osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line 191 + 
0x1c bytes C++
  
osg55-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node
  node={...})  Line 300 + 0xf bytes C++
  osg55-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Group  node={...})  Line 
1011 C++
  osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line 38 + 
0x41 bytes C++
  osg55-osgUtild.dll!osgUtil::SceneView::cullStage(const osg::Matrixd  
projection={...}, const osg::Matrixd  modelview={...}, osgUtil::CullVisitor * 
cullVisitor=0x027cd700, osgUtil::StateGraph * rendergraph=0x027c9638, 
osgUtil::RenderStage * renderStage=0x027cd358, osg::Viewport * 
viewport=0x027c55b8)  Line 962 + 0x42 

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-14 Thread Jean-Sébastien Guay

Hi Michael,


I've now updated the FBX plugin to compile with the latest FBX SDK.
Unfortunately this breaks compatibility with previous versions so next
time you get the plugin you'll need to install version 2011.2 FBX SDK if
you want to recompile the plugin.


Wouldn't there have been a way to keep it compatible with both? (#ifdefs 
or something)


Also, will the new sdk/plugin read older files (that the old plugin read 
fine)? I guess the answer is yes, otherwise you wouldn't have modified 
the plugin in that way, but then where does the incompatibility come from?


Just curious.

J-S
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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-04-14 Thread Trajce (Nick) Nikolov
Hi Kim,

I am in a hurry for this and willing to fund the finalization of the new
code. Any time estimation to make it work? Please let me know

-Nick


On Tue, Apr 13, 2010 at 2:15 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,


 Sorry chap, I'm afraid not. I haven't had the time to sit down with it
 for a while.


 Kim.


 On 12 April 2010 18:10, Trajce (Nick) Nikolov nikolov.tra...@gmail.com
 wrote:
  Hi Kim,
  any progress on this?
  -Nick
 
 
  On Tue, Apr 6, 2010 at 10:09 PM, Jean-Sébastien Guay
  jean-sebastien.g...@cm-labs.com wrote:
 
  Hi Kim,
 
  Just got round to looking at this stack trace and I can't find any
  references to osg::GLBufferObject in the 2.8.2 code.
 
  What version of OSG were you running when you got the crash? I'll see
  if I can reproduce it.
 
  I was running it on SVN trunk (2.9.8 right now). That would seem to
  indicate that the new buffer object pools are tripping up osgOcean...
 
  J-S
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Re: [osg-users] using draggers to move objects in a scene

2010-04-14 Thread marc green
Hi, I created a scene consisting of a man holding onto a book.
Now I am trying to get the scene to act as follows:

* when i pick the man, the book moves with it
* when i pick the book, it moves without the man, and actually detaches from it 
(if i move the man again another time the book will not move)

I tried to use some dragger (axis transform ,tabBox) method but to no avail - 
everytime the object i move is being duplicated, and i cannot move the man with 
the book. any ideas on how to to it?

I'm using visual studio 2008 with the osg 2.8.0
If my question is in any way missing or unclear, please let me know and i'll 
elaborate.

P.S. : 
The node tree i used to do it is:
root -- body -- all the body parts (head, arms, legs etc...) each of them has 
it's own tranform
root -- book (also with it's own transform)
... 

Thank you!

Cheers,
marc

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[osg-users] Issues drawing interactive line

2010-04-14 Thread Nem Kumar
Hi,
In my windows machine i am using osg and qt based framework for making a
small application.
I am able to draw lines as AXES in my application, but when i try to draw
line using mouse. It
does not work.
The same code of line drawing using mouse works on windows 7 to my surprise.
it also works on any machine having external graphics card.
I am using osg 2.8.2 and Qt 4.6.1.

Anyone having any idea?

Regards,
Nem
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Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-14 Thread Michael Platings


 Wouldn't there have been a way to keep it compatible with both? (#ifdefs or
 something)


I would have if I could have without making the code nightmarishly
complicated but the structure of how animations are presented by the SDK is
very different now.


 Also, will the new sdk/plugin read older files (that the old plugin read
 fine)? I guess the answer is yes, otherwise you wouldn't have modified the
 plugin in that way, but then where does the incompatibility come from?


You guess correctly, yes old files read fine :) I should have said the
latest SDK breaks compatibility with previous versions* of the plugin code*;
there's no break in compatibility with any .fbx files.
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Re: [osg-users] 3D model fomat

2010-04-14 Thread mas oug
Essentially, it REALLY depends, because some formats are text based while
others may be proprietary file types. Some are designed for animation,
others may include textures. It might help to try experimenting with some of
them. See which ones you like.

-Masoug
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Re: [osg-users] Use namespace...

2010-04-14 Thread mas oug
Thanks for the helpful replies! So it is just a matter of preference, i
guess :)

-Masoug
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[osg-users] strange Matrix interface

2010-04-14 Thread Jason Fisher
Hi,

can somebody explain to me why in Matrixd/Matrixf there is a getRotate, 
setRotate, getTrans, setTrans, getScale ... but no setScale? is there a reason 
for this?

and why do i have to pass a matrix to the (non-static) bool Matrix::invert 
method?

Cheers,
Jason

PS: a Matrix MatrixTransform::getMatrix (no const reference) would also be 
nice, so i could operate on the contained matrix directly if i wanted to and 
would not have to copy it with getMatrix and copy it again with setMatrix...)


ithrak (Jason Fisher)

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Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-14 Thread Jean-Sébastien Guay

Hi Michael,


You guess correctly, yes old files read fine :) I should have said the
latest SDK breaks compatibility with previous versions/ of the plugin
code/; there's no break in compatibility with any .fbx files.


Great, thanks, that clears it up. Guess I'll install the new SDK. Will 
your modified CMake find file find the required version (2011.2) even if 
both 2010.2 and 2011.2 are installed? I'll probably keep 2010.2 
installed so I'm able to compile OSG 2.8.3...


Thanks,

J-S
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