Re: [osg-users] OSG + SDL

2010-04-17 Thread Alberto Luaces
"Jean-Francois Severe" writes:

> I heard there's another way to do this, using the osgViewer, but I never 
> found a sensible piece of code that would explain me what to use and how it 
> works.

Hi Jean-Francois, have you looked at the osgviewerSDL example that comes
with OSG?

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Re: [osg-users] [build] Install problem with OSG 2.8.3

2010-04-17 Thread Nick Schultz
yeah, I misread the version number, but I'm pretty sure its a problem with 
VS2010.  When VS2010 builds the solution, the binaries are placed in 
bin/release directory... however when I use VS2008, the binaries are placed 
directly in the bin directory, thus the install script not having any problems.

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Re: [osg-users] [build] Install problem with OSG 2.8.3

2010-04-17 Thread Paul Martz

Nick Schultz wrote:

Not sure why the path is being set as :

"E:/OpenSceneGraph-dev/bin/Release/../../bin/osg66-osg.dll"

when it is actually located at :

"E:/OpenSceneGraph-dev/bin/Release/osg66-osg.dll"

why is this happening in the first place?


Are you sure you're installing 2.8.3? The so version is 65 for 2.8.3. 66 is the 
so version number for 2.9.8. Did you try to do an svn switch that went awry? I 
suggest you start from a clean source tree and delete your CMake cache.


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Re: [osg-users] [build] Install problem with OSG 2.8.3

2010-04-17 Thread Nick Schultz
I get a wierd error as well:



3>  -- Up-to-date: E:/OpenSceneGraph/include/OpenThreads/Config
3>  -- Up-to-date: E:/OpenSceneGraph/lib/osg.lib
3>  CMake Error at src/osg/cmake_install.cmake:50 (FILE):
3>file INSTALL cannot find
3>"E:/OpenSceneGraph-dev/bin/Release/../../bin/osg66-osg.dll".
3>  Call Stack (most recent call first):
3>src/cmake_install.cmake:33 (INCLUDE)
3>cmake_install.cmake:100 (INCLUDE)
3>  
3> 


I looked at src/osg/cmake_install.cmake and it has:


Code:
IF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL 
"libopenscenegraph")
  IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$")
FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE SHARED_LIBRARY 
FILES "E:/OpenSceneGraph-dev/bin/Debug/../../bin/osg66-osgd.dll")
  ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$")
  IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Rr][Ee][Ll][Ee][Aa][Ss][Ee])$")
FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE SHARED_LIBRARY 
FILES "E:/OpenSceneGraph-dev/bin/Release/../../bin/osg66-osg.dll")
  ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES 
"^([Rr][Ee][Ll][Ee][Aa][Ss][Ee])$")
  IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES 
"^([Mm][Ii][Nn][Ss][Ii][Zz][Ee][Rr][Ee][Ll])$")
FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE SHARED_LIBRARY 
FILES "E:/OpenSceneGraph-dev/bin/MinSizeRel/../../bin/osg66-osgs.dll")
  ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES 
"^([Mm][Ii][Nn][Ss][Ii][Zz][Ee][Rr][Ee][Ll])$")
  IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES 
"^([Rr][Ee][Ll][Ww][Ii][Tt][Hh][Dd][Ee][Bb][Ii][Nn][Ff][Oo])$")
FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE SHARED_LIBRARY 
FILES "E:/OpenSceneGraph-dev/bin/RelWithDebInfo/../../bin/osg66-osgrd.dll")
  ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES 
"^([Rr][Ee][Ll][Ww][Ii][Tt][Hh][Dd][Ee][Bb][Ii][Nn][Ff][Oo])$")
ENDIF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL 
"libopenscenegraph")



Not sure why the path is being set as :

"E:/OpenSceneGraph-dev/bin/Release/../../bin/osg66-osg.dll"

when it is actually located at :

"E:/OpenSceneGraph-dev/bin/Release/osg66-osg.dll"

I also had the same problem with OpenThreads.dll, and I changed the 
cmake_install.cmake in that directory to the correct paths by removing 
"../../bin/"

why is this happening in the first place?

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Re: [osg-users] Detecting new data merged into the scenegraph by the DatabasePager

2010-04-17 Thread Chris 'Xenon' Hanson
On 4/17/2010 3:12 AM, Robert Osfield wrote:
> Hi Chris,
> When I implemented the rendering on demand feature in osgViewer I
> added a convenience method ViewerBase::checkNeedToDoFrame() to find
> out whether anything had changed in the scene graph.

  Thanks. That's perfect. Just wasn't looking in the right place!

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[osg-users] OSG + SDL

2010-04-17 Thread Jean-Francois Severe
Hi,

I'm trying to use OSG to draw to a SDL window. I've found lots of information 
everywhere on this, but it all seems to use SceneView, which is said to be 
deprecated, and doesn't work when I try it. It's a shame because it's exactly 
what I needed to integrate nicely with my code.
I heard there's another way to do this, using the osgViewer, but I never found 
a sensible piece of code that would explain me what to use and how it works.
I would rather use my own code to do this rather than a library, as I need a 
good control over input and over the SDL event queue. The best would be a way 
to draw a scene to the current openGL context, using only opengl commands. What 
would be the correct way to do this ?

Thank you for any information regarding this.

Cheers,
Jeff

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Re: [osg-users] Detecting new data merged into the scenegraph by the DatabasePager

2010-04-17 Thread Robert Osfield
Hi Chris,

When I implemented the rendering on demand feature in osgViewer I
added a convenience method ViewerBase::checkNeedToDoFrame() to find
out whether anything had changed in the scene graph.

Have a look at the implementation in src/osgViewer/Viewer.cpp,
Viewer::checkNeedToDoFrame(), among other checks it contains the
lines:

// If the database pager is going to update the scene the render flag is
// set so that the updates show up
if(getDatabasePager()->requiresUpdateSceneGraph() ||
getDatabasePager()->getRequestsInProgress()) return true;


Robert.


On Fri, Apr 16, 2010 at 11:47 PM, Chris 'Xenon' Hanson
 wrote:
>  Suppose an application that is not free-running the draw loop (because the 
> data and view
> is unchanging unless the mouse is actively interacting with it). There are 
> many PagedLOD
> nodes, and the databasepager can insert newly-loaded data into the 
> scenegraph. However,
> the main cull/draw loop doesn't know that new data is now available for 
> display, and
> neglects to redraw to incorporate it.
>
>  I was looking around because I thought I recalled a callback or something 
> that could be
> intercepted to notify the application when DatabasePager::updateSceneGraph() 
> completed and
> the new data had been added via addLoadedDataToSceneGraph(). I can't spot 
> anything there
> though. Does anyone have any recommendations for how to detect this condition?
>
>  I thought about just polling requiresUpdateSceneGraph() once per potential 
> frame, but
> that's kind of crude. I could try to find a way to peek at the depth of the
> _dataToMergeList->_requestList it examines, and see if the value is 
> decreasing, but that's
> pretty wonky too. Is there a Right Way?
>
>
>  Thanks in advance.
>
> --
> 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] Collision System

2010-04-17 Thread Roland Smeenk
Hi Niyanth,

please don't crosspost you question to multiple forums.
This will result in three messages on the mailing list and in a fragmented 
discussion across those threads.

Two other posts deleted.

kind regards, 

Roland Smeenk

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Re: [osg-users] How to force FFMPEG plugin

2010-04-17 Thread Robert Osfield
Hi Mike,

Another method above Mourad's tip is to append a ".ffmpeg" to the end
of the filename, the ffmpeg plugin will automatically strip this and
then load the video.

It's my plan to make the ffmpeg plugin the default video plugin for
the OSG, but we'll need to sort out a good default audio
implementation first, as both the xine and quicktime plugins provide
audio for video's, something that ffmpeg itself doesn't provide.

Robert.

On Fri, Apr 16, 2010 at 7:41 PM, Mike Wozniewski  wrote:
> Does anyone know how to force the use of the ffmpeg plugin instead of xine.
> I know that this is possible on the commandline, eg:
>
> osgmovie -e ffmpeg movie.mov
>
> But I'd like to do this in code, eg:
>  osg::Image* image = osgDB::readImageFile(path);
>  osg::ImageStream* imagestream = dynamic_cast(image);
>
> I can't seem to find how the osgmovie example uses this extension
> argument...
>
> Any pointers would be appreciated.
>
> Thanks,
> Mike Wozniewski
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Re: [osg-users] Osg on Windows Mobile

2010-04-17 Thread Robert Osfield
Hi Pertur,

On Fri, Apr 16, 2010 at 12:39 PM, Aitor Ardanza  wrote:
> Anyone know if you can somehow use OSG on Windows Mobile systems? There is 
> any ongoing project?
> I'm trying to implement visual studio 2008 + windows mobile 6 + opengl es 
> 1.1, but can not get my applications run well on my device.

I haven't heard of users actively using OSG on Windows modile systems
yet, you may well be the first.  What problems are you seeing?

One thing you could do to as a test is to build the OSG against OpenGL
ES 1.1 on the desktop or even just normal OpenGL but with the OSG
built against the subset of OpenGL that OpenGL ES 1.1 has,  and get
your app working well on the desktop then test it against the mobile
target.

Robert.
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Re: [osg-users] About OSG and Distributed Issue?

2010-04-17 Thread Martin Scheffler
you can also check out Avango (http://www.avango.org/). It uses OSG and 
provides ways to replicate scene graph structures. i don't know if the network 
stuff is optimized enough for internet use though

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