[osg-users] ld: framework not found QtCore on Mac

2011-05-05 Thread Roni Zanolli
Hi All,

I'm having a error compiling OpenSceneGraph-2.9.13 on my mac laptop. I get a 
error ld: framework not found QtCore just after Linking CXX shared library 
../../lib/libosgQt.dylib.

I have change cmake directive CMAKE_OSX_ARCHITECTURES to x86_64.
I'm have mac os x version 10.6.7 and Qt 4.7.0.

QtCore is installed at /Library/Frameworks.
I'd appreciate some information in this problem.

Thank you!

Cheers,
Roni

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Re: [osg-users] iOS: integration with not-OpenGL apps

2011-05-05 Thread Alessandro Terenzi
Thank you Stefan, I'm going to try it right now...

Alessandro

On Wed, May 4, 2011 at 10:22 PM, Stephan Huber ratzf...@digitalmind.dewrote:

 Hi Alessandro,

 I had some time to polish the GraphicsWindowIOS-implementation and it
 should work now to use a GraphicsWindowIOS as part of a bigger
 IOS-application.

 on github (https://github.com/stmh/osg/tree/iphone) there's even a new
 example demonstrating the usage.

 Basically you create a WindowDataClass with your parent-view as
 parameter, this will instruct GraphicsWindowIOS to add the created view
 to this parent-view, and it does respect the sizes in the traits-object.

 After that, you can query the GraphicsWindowIOS-object for the created
 view via dynamic_castosgViewer::GraphicsWindowIOS*(window)-getView();

 See the code inside FlipSideViewController.mm for more details.

 These new changes are currently not part of osg-trunk, but I'll submit
 them, as soon as possible.

 Please let me know, if this new code works on your end.

 cheers,

 Stephan



 Am 02.05.11 19:17, schrieb Alessandro Terenzi:
  Hi,
  I'm trying to find a way to integrate OSG into a generic app for iOS, but
  I'm facing some problems. Maybe I'm missing something, but as far as I've
  understood, it looks like that, in order to use OSG on iOS, I must always
  use the UIWindow and the corresponding UIView/UIViewController objects
  created by means of GraphicsWindowIOS::WindowData...but in this way I
 find
  difficult to later manage those UIView and UIViewController objects
  especially if I need to integrate them in a dynamic view hierarchy.
 
  What I'd like to do is to create a UIView-derived class that encapsulates
  everything required to use OSG to draw in just that view, then I'd like
 to
  manage that view by my own UIViewController (not related to OSG).
 
  Is there a way to do this with what is already available in OSG (2.9.13)?
 If
  not, can anyone suggest what (beyond creating a context and all OpenGLES
  related stuff) the UIView-derived class should do from the OSG point of
  view?
 
  Thanks.
  Alessandro
 
 
 
 
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Re: [osg-users] iOS: integration with not-OpenGL apps

2011-05-05 Thread Alessandro Terenzi
I've tried the new updated version and it works fine on my end. Now it looks
very easy to manage the OSG's view within a custom view controller.

I'd like to ask a couple of things, just to understand better how everything
works.

1) in GraphicsWindowIOS, beyond the window and view, also a view
controller is defined and it is allocated in GraphicsWindowIOS.mm just after
the view...is this view controller really needed? How is it used?

2) in the view_test example, at the end of FlipsideViewController,mm file,
what is the role of USE_GRAPICSWINDOW_IMPLEMENTATION(IOS) ? I tried by
removing it and it looks like that my app still works...

Thanks.
Alessandro

On Thu, May 5, 2011 at 9:24 AM, Alessandro Terenzi a.tere...@gmail.comwrote:

 Thank you Stefan, I'm going to try it right now...

 Alessandro

 On Wed, May 4, 2011 at 10:22 PM, Stephan Huber ratzf...@digitalmind.dewrote:

 Hi Alessandro,

 I had some time to polish the GraphicsWindowIOS-implementation and it
 should work now to use a GraphicsWindowIOS as part of a bigger
 IOS-application.

 on github (https://github.com/stmh/osg/tree/iphone) there's even a new
 example demonstrating the usage.

 Basically you create a WindowDataClass with your parent-view as
 parameter, this will instruct GraphicsWindowIOS to add the created view
 to this parent-view, and it does respect the sizes in the traits-object.

 After that, you can query the GraphicsWindowIOS-object for the created
 view via dynamic_castosgViewer::GraphicsWindowIOS*(window)-getView();

 See the code inside FlipSideViewController.mm for more details.

 These new changes are currently not part of osg-trunk, but I'll submit
 them, as soon as possible.

 Please let me know, if this new code works on your end.

 cheers,

 Stephan



 Am 02.05.11 19:17, schrieb Alessandro Terenzi:
  Hi,
  I'm trying to find a way to integrate OSG into a generic app for iOS,
 but
  I'm facing some problems. Maybe I'm missing something, but as far as
 I've
  understood, it looks like that, in order to use OSG on iOS, I must
 always
  use the UIWindow and the corresponding UIView/UIViewController objects
  created by means of GraphicsWindowIOS::WindowData...but in this way I
 find
  difficult to later manage those UIView and UIViewController objects
  especially if I need to integrate them in a dynamic view hierarchy.
 
  What I'd like to do is to create a UIView-derived class that
 encapsulates
  everything required to use OSG to draw in just that view, then I'd like
 to
  manage that view by my own UIViewController (not related to OSG).
 
  Is there a way to do this with what is already available in OSG
 (2.9.13)? If
  not, can anyone suggest what (beyond creating a context and all OpenGLES
  related stuff) the UIView-derived class should do from the OSG point of
  view?
 
  Thanks.
  Alessandro
 
 
 
 
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[osg-users] Geometry Generated object UV texture?

2011-05-05 Thread Nan WANG
Hi,
Anybody knows how to set a UV coordinate on a geometry shader generated object?

I tested my U-moving VS FS shader with a osg::Sphere and osg::box.
The uv coordinate can be mapping properly in VS and FS

When i apply this two Shaders to a Geometry Shader generated objectsthe 
texture2D mapping is not right...

i think it should be a problem of having right UV on GS generated object?

How can I give a UV to GS generated object? 

... 

Thank you!

Cheers,
Nan

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Re: [osg-users] [osgPlugins] osgAnimation Update

2011-05-05 Thread Alberto Luaces
Garrett Cope writes:

 Am I correct that invBindMatrixInSkeletonSpace is the rotation from
 the bone to the skeleton root rather than the previous bone as in
 earlier versions of osgAnimation?

Yes, I think you are, by looking for example at the compute function in
include/osgAnimation/RigTransformSoftware.

-- 
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Re: [osg-users] iOS: integration with not-OpenGL apps

2011-05-05 Thread Stephan Maximilian Huber
Am 05.05.11 11:52, schrieb Alessandro Terenzi:
 1) in GraphicsWindowIOS, beyond the window and view, also a view
 controller is defined and it is allocated in GraphicsWindowIOS.mm just after
 the view...is this view controller really needed? How is it used?

The ViewController is used to adapt the view to a new
device-orientation. It should be easy to add a new code-path to disable
the creation of the ViewController, if needed.

 2) in the view_test example, at the end of FlipsideViewController,mm file,
 what is the role of USE_GRAPICSWINDOW_IMPLEMENTATION(IOS) ? I tried by
 removing it and it looks like that my app still works...

As the osg-libs are static you'll have to tell the linker to include the
GraphicsWindowIOS-class in the final app, this is the purpose of
USE_GRAPICSWINDOW_IMPLEMENTATION(IOS). In the other examples this line
is in the file Plugins.h

cheers,

Stephan
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Re: [osg-users] Geometry Generated object UV texture?

2011-05-05 Thread Paul Martz

On 5/5/2011 4:07 AM, Nan WANG wrote:

Hi,
Anybody knows how to set a UV coordinate on a geometry shader generated object?

I tested my U-moving VS FS shader with a osg::Sphere and osg::box.
The uv coordinate can be mapping properly in VS and FS

When i apply this two Shaders to a Geometry Shader generated objectsthe 
texture2D mapping is not right...

i think it should be a problem of having right UV on GS generated object?

How can I give a UV to GS generated object?


I'm not sure I understand the problem. Why not just create a varying vec2 for 
the texture coordinate and write to it in your geometry shader?

   -Paul
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Re: [osg-users] Geometry Generated object UV texture?

2011-05-05 Thread Nan WANG
Hello boss:

Here are some details of my problem:

In my Geometry Shader, i have some codes to generate objects in real time (i.e. 
triangles, these trangles constitute a surface). With VS and FS, i can set the 
gl_FragColor as i like..

But when applying a texture to the objects which are generated in realtime... 
it doesn't work as i wish...

I guess that is the realtime generated object does not have right UV 
coordinates...like osg::box...or osg::sphere...

is there a way of setting box mapping UV to the realtime generated UV?







Thank you!

Cheers,
Nan

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Re: [osg-users] Geometry Generated object UV texture?

2011-05-05 Thread Nan WANG
the problem i am thinking is that:

when we create an object like osg::box..then osg::ShapeDrawable* 
unitCubeDrawable

then the box contain a right UV coordinate.

the objects which are realtime generated do not have BOX UVso if i apply a 
texture to objsthere should be a problem...

Right?


... 

Thank you!

Cheers,
Nan

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Re: [osg-users] iOS: integration with not-OpenGL apps

2011-05-05 Thread Alessandro Terenzi
Thanks Stephan.

Alessandro

On Thu, May 5, 2011 at 12:39 PM, Stephan Maximilian Huber 
ratzf...@digitalmind.de wrote:

 Am 05.05.11 11:52, schrieb Alessandro Terenzi:
  1) in GraphicsWindowIOS, beyond the window and view, also a view
  controller is defined and it is allocated in GraphicsWindowIOS.mm just
 after
  the view...is this view controller really needed? How is it used?

 The ViewController is used to adapt the view to a new
 device-orientation. It should be easy to add a new code-path to disable
 the creation of the ViewController, if needed.

  2) in the view_test example, at the end of FlipsideViewController,mm
 file,
  what is the role of USE_GRAPICSWINDOW_IMPLEMENTATION(IOS) ? I tried by
  removing it and it looks like that my app still works...

 As the osg-libs are static you'll have to tell the linker to include the
 GraphicsWindowIOS-class in the final app, this is the purpose of
 USE_GRAPICSWINDOW_IMPLEMENTATION(IOS). In the other examples this line
 is in the file Plugins.h

 cheers,

 Stephan
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Re: [osg-users] Geometry Generated object UV texture?

2011-05-05 Thread Paul MARTZ
See my previous post. When you use a geometry shader to create new vertices, 
and the object is textured, then the geometry shader must generate tex coords 
for each vertex. 

Paul Martz
Skew Matrix Software
Http://www.skew-matrix.com


On May 5, 2011, at 7:23, Nan WANG nan.c...@gmail.com wrote:

 the problem i am thinking is that:
 
 when we create an object like osg::box..then osg::ShapeDrawable* 
 unitCubeDrawable
 
 then the box contain a right UV coordinate.
 
 the objects which are realtime generated do not have BOX UVso if i apply 
 a texture to objsthere should be a problem...
 
 Right?
 
 
 ... 
 
 Thank you!
 
 Cheers,
 Nan
 
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[osg-users] Compile osg in 32 Bit

2011-05-05 Thread Martin Haffner
Hi,

I have a 64 Bit Linux (OpenSuse) and want to compile osg to 32 Bit 
executables/libraries.
It seems like if I run the standard installation I only get 64 Bit executables 
and shared objects.
I know you can force the compiler to create 32 bit binaries per flag -m32 but I 
don't know how to tell osg to compile into 32 Bit.
So what do I have to do to compile osg into 32 Bit executables and .so etc.?

Thank you!

Cheers,
Martin

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Re: [osg-users] Compile osg in 32 Bit

2011-05-05 Thread Alberto Luaces
Martin Haffner writes:

 I know you can force the compiler to create 32 bit binaries per flag -m32 but 
 I don't know how to tell osg to compile into 32 Bit.

That's it! But please note that you also need the 32 bit version of the
libraries used as a dependency for OSG.

-- 
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Re: [osg-users] Compile osg in 32 Bit

2011-05-05 Thread Martin Haffner
Hi,

Well, and how do I tell CMake to generate a makefile that uses the -m32 flag?

Thank you!

Cheers,
Martin

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Re: [osg-users] Geometry Generated object UV texture?

2011-05-05 Thread Nan WANG
i am a beginner  of OSG

Could you provide me an example of that?or some links
Cheers,
Nan

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Re: [osg-users] Compile osg in 32 Bit

2011-05-05 Thread Sergey Polischuk
Hi, Martin

You can add -m32 manually to CXX_FLAGS in CMakeCache or with ccmake

Cheers,
Sergey.

05.05.2011, 18:28, Martin Haffner str...@gmx.net:
 Hi,

 Well, and how do I tell CMake to generate a makefile that uses the -m32 flag?

 Thank you!

 Cheers,
 Martin

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Re: [osg-users] Geometry Generated object UV texture?

2011-05-05 Thread Sergey Polischuk
Hi, Nan

You should generate them with same GS. If you draw GS generated model 
immediatly you should specify correct outputs\inputs for generated tc's in 
geometry and fragment shaders. If you stream out and save generated vertices 
data with transform feedback you should also stream out generated texcoords.

Cheers,
Sergey.

05.05.2011, 14:07, Nan WANG nan.c...@gmail.com:
 Hi,
 Anybody knows how to set a UV coordinate on a geometry shader generated 
 object?

 I tested my U-moving VS FS shader with a osg::Sphere and osg::box.
 The uv coordinate can be mapping properly in VS and FS

 When i apply this two Shaders to a Geometry Shader generated objectsthe 
 texture2D mapping is not right...

 i think it should be a problem of having right UV on GS generated object?

 How can I give a UV to GS generated object?

 ...

 Thank you!

 Cheers,
 Nan

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Re: [osg-users] Compile osg in 32 Bit

2011-05-05 Thread Martin Haffner
Hi,

Ok, I modified the CMAKE_CXX_FLAGS line in CMakeCache.txt to this line:
CMAKE_CXX_FLAGS:STRING=-m32

Then I call CMake and it also generates a Makefile. I searched in the whole 
Makefile but there is no m32 flag! Did I miss something?

Thank you!

Cheers,
Martin

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Re: [osg-users] Compile osg in 32 Bit

2011-05-05 Thread Alberto Luaces
Martin Haffner writes:

 Hi,

 Ok, I modified the CMAKE_CXX_FLAGS line in CMakeCache.txt to this line:
 CMAKE_CXX_FLAGS:STRING=-m32

 Then I call CMake and it also generates a Makefile. I searched in the whole 
 Makefile but there is no m32 flag! Did I miss something?

It seems cmake bundles the flags into flags.make files:

$ find -name flags.make -exec grep --color m32 {} +

Anyway, just to be sure, perform a test build:

$ VERBOSE=1 make OpenThreads

and later inspect the results with `ldd'.

-- 
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Re: [osg-users] large VBOs for multiple Drawables

2011-05-05 Thread Riccardo Corsi
Hi All,

I revamp this thread as my question is strictly related, as I'm trying to
pack multiple geometries into shared VBO.

I'm creating a shared osg::Vec3Array for vertices,
same for as many vertex attribute as I need,
and then assigning these shared arrays to the different geometries
(pGeom-setVertexArray() and pGeom-setVertexAttribArray() )
and telling the geometry to use VBO and not display lists.

Then I create a new DrawElements for each geometry, with the correct vertex
indices offset,
and as I want them to share the same EBO underneath,
I'm trying with:
pDrawElemsUInt-setElementBufferObject(pSharedEBO);
pGeom-addPrimitiveSet(pDrawElemsUInt);

But I think I' missing something because, with gDebugger, I see that there
are as many bindBuffer calls as num-geom * num-shared-buffers.

Am I wrong in the way I try to share the drawElems EBO? Or missing something
else?
Thank you!

Ricky




On Mon, Jan 3, 2011 at 19:31, Jason Beverage jasonbever...@gmail.comwrote:

 Hi Terry,

 I was generating all my geometry in code so I wrote some custom code
 to pack them tightly into a single vertex array.

 Jason

 On Mon, Jan 3, 2011 at 1:05 PM, Terry Welsh mogu...@gmail.com wrote:
  Hi Jason,
  Thank you for the suggestion.  I feel like I'm missing something
  still.  Is there an Optimizer feature or something that combines
  Arrays for you?  Or did you write a bunch of custom code that
  processes your models after you load them?
  --
  Terry Welsh
  mogumbo 'at' gmail.com
  www.reallyslick.com
 
 
 
  Message: 3
  Date: Sun, 2 Jan 2011 21:28:12 -0500
  From: Jason Beverage jasonbever...@gmail.com
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] large VBOs for multiple Drawables
  Message-ID:
 aanlktin2mdb-vewdrpkp0rwjxcok2jm4o0vdx31ao...@mail.gmail.com
  Content-Type: text/plain; charset=ISO-8859-1
 
  Hi Terry,
 
  You can pack the verts of your small objects into a single
  osg::Vec3Array and share that array across multiple osg::Geometry
  objects then use DrawElements for each geometry with the correct
  indices.  I've just recently done this actually for a project I'm
  working on and it's worked out great.
 
  Thanks,
 
  Jason
 
  On Sat, Jan 1, 2011 at 6:21 PM, Terry Welsh mogu...@gmail.com wrote:
  I found some email threads that hinted at this a little, but nothing
  seemed very specific. ?I have scenes where display lists perform a bit
  better than VBOs. ?My best guess is because my objects have relatively
  small vertex counts (usually between 20 and 200). ?Is there any way in
  OSG to use one large VBO to store the date for multiple Drawables in
  order to minimize buffer state changes?
  --
  Terry Welsh
  mogumbo 'at' gmail.com
  www.reallyslick.com
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Re: [osg-users] large VBOs for multiple Drawables

2011-05-05 Thread Glenn Waldron
Ricky,

AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable state.
So I believe they will be bound and unbound for each Geometry, even if they
are shared. Somebody correct me if I'm wrong. (See
Geometry::drawImplementation.)

Glenn Waldron / Pelican Mapping / @glennwaldron


On Thu, May 5, 2011 at 11:40 AM, Riccardo Corsi
riccardo.co...@kairos3d.itwrote:

 Hi All,

 I revamp this thread as my question is strictly related, as I'm trying to
 pack multiple geometries into shared VBO.

 I'm creating a shared osg::Vec3Array for vertices,
 same for as many vertex attribute as I need,
 and then assigning these shared arrays to the different geometries
 (pGeom-setVertexArray() and pGeom-setVertexAttribArray() )
 and telling the geometry to use VBO and not display lists.

 Then I create a new DrawElements for each geometry, with the correct vertex
 indices offset,
 and as I want them to share the same EBO underneath,
 I'm trying with:
 pDrawElemsUInt-setElementBufferObject(pSharedEBO);
 pGeom-addPrimitiveSet(pDrawElemsUInt);

 But I think I' missing something because, with gDebugger, I see that there
 are as many bindBuffer calls as num-geom * num-shared-buffers.

 Am I wrong in the way I try to share the drawElems EBO? Or missing
 something else?
 Thank you!

 Ricky




 On Mon, Jan 3, 2011 at 19:31, Jason Beverage jasonbever...@gmail.comwrote:

 Hi Terry,

 I was generating all my geometry in code so I wrote some custom code
 to pack them tightly into a single vertex array.

 Jason

 On Mon, Jan 3, 2011 at 1:05 PM, Terry Welsh mogu...@gmail.com wrote:
  Hi Jason,
  Thank you for the suggestion.  I feel like I'm missing something
  still.  Is there an Optimizer feature or something that combines
  Arrays for you?  Or did you write a bunch of custom code that
  processes your models after you load them?
  --
  Terry Welsh
  mogumbo 'at' gmail.com
  www.reallyslick.com
 
 
 
  Message: 3
  Date: Sun, 2 Jan 2011 21:28:12 -0500
  From: Jason Beverage jasonbever...@gmail.com
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] large VBOs for multiple Drawables
  Message-ID:
 aanlktin2mdb-vewdrpkp0rwjxcok2jm4o0vdx31ao...@mail.gmail.com
  Content-Type: text/plain; charset=ISO-8859-1
 
  Hi Terry,
 
  You can pack the verts of your small objects into a single
  osg::Vec3Array and share that array across multiple osg::Geometry
  objects then use DrawElements for each geometry with the correct
  indices.  I've just recently done this actually for a project I'm
  working on and it's worked out great.
 
  Thanks,
 
  Jason
 
  On Sat, Jan 1, 2011 at 6:21 PM, Terry Welsh mogu...@gmail.com wrote:
  I found some email threads that hinted at this a little, but nothing
  seemed very specific. ?I have scenes where display lists perform a bit
  better than VBOs. ?My best guess is because my objects have relatively
  small vertex counts (usually between 20 and 200). ?Is there any way in
  OSG to use one large VBO to store the date for multiple Drawables in
  order to minimize buffer state changes?
  --
  Terry Welsh
  mogumbo 'at' gmail.com
  www.reallyslick.com
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Re: [osg-users] large VBOs for multiple Drawables

2011-05-05 Thread Riccardo Corsi
Hi Glenn,

thanks for your reply...
so to avoid the gl state change related to the bind/unbind of the buffers,
have I got to pack multiple geometries into a single one?

I'd had preferred to keep them separated as each has a logical meaning in
my app,
and to have direct access to a single geom when picking.

Also, I don't understand very much what's advantage in sharing VBOs among
geometries if they are rebound for every geometry rendered.
I thought the gain when creating larger VBO shared among geometries was to
reduce the state changes and obtain better batches down on the graphics HW.
Thank you.

Ricky



On Thu, May 5, 2011 at 17:51, Glenn Waldron gwald...@gmail.com wrote:

 Ricky,

 AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable state.
 So I believe they will be bound and unbound for each Geometry, even if they
 are shared. Somebody correct me if I'm wrong. (See
 Geometry::drawImplementation.)

 Glenn Waldron / Pelican Mapping / @glennwaldron



 On Thu, May 5, 2011 at 11:40 AM, Riccardo Corsi 
 riccardo.co...@kairos3d.it wrote:

 Hi All,

 I revamp this thread as my question is strictly related, as I'm trying to
 pack multiple geometries into shared VBO.

 I'm creating a shared osg::Vec3Array for vertices,
 same for as many vertex attribute as I need,
 and then assigning these shared arrays to the different geometries
 (pGeom-setVertexArray() and pGeom-setVertexAttribArray() )
 and telling the geometry to use VBO and not display lists.

 Then I create a new DrawElements for each geometry, with the correct
 vertex indices offset,
 and as I want them to share the same EBO underneath,
 I'm trying with:
 pDrawElemsUInt-setElementBufferObject(pSharedEBO);
 pGeom-addPrimitiveSet(pDrawElemsUInt);

 But I think I' missing something because, with gDebugger, I see that there
 are as many bindBuffer calls as num-geom * num-shared-buffers.

 Am I wrong in the way I try to share the drawElems EBO? Or missing
 something else?
 Thank you!

 Ricky




 On Mon, Jan 3, 2011 at 19:31, Jason Beverage jasonbever...@gmail.comwrote:

 Hi Terry,

 I was generating all my geometry in code so I wrote some custom code
 to pack them tightly into a single vertex array.

 Jason

 On Mon, Jan 3, 2011 at 1:05 PM, Terry Welsh mogu...@gmail.com wrote:
  Hi Jason,
  Thank you for the suggestion.  I feel like I'm missing something
  still.  Is there an Optimizer feature or something that combines
  Arrays for you?  Or did you write a bunch of custom code that
  processes your models after you load them?
  --
  Terry Welsh
  mogumbo 'at' gmail.com
  www.reallyslick.com
 
 
 
  Message: 3
  Date: Sun, 2 Jan 2011 21:28:12 -0500
  From: Jason Beverage jasonbever...@gmail.com
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] large VBOs for multiple Drawables
  Message-ID:
 aanlktin2mdb-vewdrpkp0rwjxcok2jm4o0vdx31ao...@mail.gmail.com
  Content-Type: text/plain; charset=ISO-8859-1
 
  Hi Terry,
 
  You can pack the verts of your small objects into a single
  osg::Vec3Array and share that array across multiple osg::Geometry
  objects then use DrawElements for each geometry with the correct
  indices.  I've just recently done this actually for a project I'm
  working on and it's worked out great.
 
  Thanks,
 
  Jason
 
  On Sat, Jan 1, 2011 at 6:21 PM, Terry Welsh mogu...@gmail.com
 wrote:
  I found some email threads that hinted at this a little, but nothing
  seemed very specific. ?I have scenes where display lists perform a
 bit
  better than VBOs. ?My best guess is because my objects have
 relatively
  small vertex counts (usually between 20 and 200). ?Is there any way
 in
  OSG to use one large VBO to store the date for multiple Drawables in
  order to minimize buffer state changes?
  --
  Terry Welsh
  mogumbo 'at' gmail.com
  www.reallyslick.com
  ___
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[osg-users] [vpb] Flat Database Generation in Meters really shocked me when i load it to my osg application..!!!

2011-05-05 Thread Atilla Selem
Hi,

i have tried to generate a terrain (.ive) database using osgdem commandline 
options in order to buid a flat database where coordinates are in meters. After 
successfull generation i put that terrain in my osg application and really 
shocked! Before telling you what i saw as the output let me tell you my inputs.
 - i have four Dted-2 elevation file,
 - i have one GeoTiff image which is successfully mapped on dted files.
 - Dteds are starting (from 36N, 128E to 38N, 130E). So there are 4 1x1 degree 
cells [ Total size is 2x2].
 - GeoTiff image also extends from 36N, 128E to 38N, 130E. So it covers [2x2] 
elevation file without no problem.

Dted and Image Coordinate Systems are:
Geographic ( Latitude / Longitude )
Datum : WGS84
Unit : Arc degrees.

after putting dteds and image in seperate folders ( MyDted, MyImage ) i 
executed the following vpb command to generate my flat database.

- osgdem -t MyDted -d MyImage -l 8 -v 0.1 -o MyTerrain_Flat.ive

after executig above line and loading Terrain_Flat.ive on my osg application it 
was really difficult to find where is MyTerrain_Flat.ive on my view. 
When i zoom in What i saw was a 2x2 meter flat database in osg size. !!!It was 
located on x = 128 , y = 36 on my view according to ( 0,0,0) of my scene!!!
Real size of Dteds of Image was 178 km in Easting and 221 km in Northing.. i 
have checked size and everythings was ok with Dted and Image.

Now the question is 
1 - Is there a problem with vpb when creating flat database in meters? 
2- Have i missed a command line option?
3- Why is the generated terrain covers 2x2 meters although it is 178 x 221 km 
in real size?
4- Why it is located in x = 128 , y = 36 ? Those were Lower Left Lat/Lon 
coordinates of dteds and image file?
4- Isn't it possible to generate real size flat terrains in meters in x,y,z 
using vpb?

Any help is really appreciated...

... 

Thank you!

Cheers,
Atilla

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[osg-users] [vpb] Flat Database Generation in Meters really shocked me when i load it to my osg application..!!!

2011-05-05 Thread Atilla Selem
Hi,

i have tried to generate a terrain (.ive) database using osgdem commandline 
options in order to buid a flat database where coordinates are in meters. After 
successfull generation i put that terrain in my osg application and really 
shocked! Before telling you what i saw as the output let me tell you my inputs.
 - i have four Dted-2 elevation file,
 - i have one GeoTiff image which is successfully mapped on dted files.
 - Dteds are starting (from 36N, 128E to 38N, 130E). So there are 4 1x1 degree 
cells [ Total size is 2x2].
 - GeoTiff image also extends from 36N, 128E to 38N, 130E. So it covers [2x2] 
elevation file without no problem.

Dted and Image Coordinate Systems are:
Geographic ( Latitude / Longitude )
Datum : WGS84
Unit : Arc degrees.

after putting dteds and image in seperate folders ( MyDted, MyImage ) i 
executed the following vpb command to generate my flat database.

- osgdem -t MyDted -d MyImage -l 8 -v 0.1 -o MyTerrain_Flat.ive

after executig above line and loading Terrain_Flat.ive on my osg application it 
was really difficult to find where is MyTerrain_Flat.ive on my view. 
When i zoom in What i saw was a 2x2 meter flat database in osg size. !!!It was 
located on x = 128 , y = 36 on my view according to ( 0,0,0) of my scene!!!
Real size of Dteds of Image was 178 km in Easting and 221 km in Northing.. i 
have checked size and everythings was ok with Dted and Image.

Now the question is 
1 - Is there a problem with vpb when creating flat database in meters? 
2- Have i missed a command line option?
3- Why is the generated terrain covers 2x2 meters although it is 178 x 221 km 
in real size?
4- Why it is located in x = 128 , y = 36 ? Those were Lower Left Lat/Lon 
coordinates of dteds and image file?
4- Isn't it possible to generate real size flat terrains in meters in x,y,z 
using vpb?

Any help is really appreciated...

... 

Thank you!

Cheers,
Atilla

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Re: [osg-users] large VBOs for multiple Drawables

2011-05-05 Thread Glenn Waldron
On Thu, May 5, 2011 at 12:02 PM, Riccardo Corsi
riccardo.co...@kairos3d.itwrote:

 Hi Glenn,

 thanks for your reply...
 so to avoid the gl state change related to the bind/unbind of the buffers,
 have I got to pack multiple geometries into a single one?


yes



 I'd had preferred to keep them separated as each has a logical meaning in
 my app,
 and to have direct access to a single geom when picking.


I have been in the same boat. OSG does not draw Geometry's in the order they
appear in the graph; rather it sorts them by state attributes in order to
minimize state changes during the draw. (Other things like bins come into
play as well.) But VBO/EBO bindings are not part of that state...maybe they
should be. Or maybe the bind/unbind methods in State could be smarter about
not unbinding a buffer object until a new one needs binding. Not sure what
side effects this might have but it's worth experimenting with...?



 Also, I don't understand very much what's advantage in sharing VBOs among
 geometries if they are rebound for every geometry rendered.
 I thought the gain when creating larger VBO shared among geometries was to
 reduce the state changes and obtain better batches down on the graphics HW.

Thank you.

 Ricky



 On Thu, May 5, 2011 at 17:51, Glenn Waldron gwald...@gmail.com wrote:

 Ricky,

 AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable
 state. So I believe they will be bound and unbound for each Geometry, even
 if they are shared. Somebody correct me if I'm wrong. (See
 Geometry::drawImplementation.)

 Glenn Waldron / Pelican Mapping / @glennwaldron



 On Thu, May 5, 2011 at 11:40 AM, Riccardo Corsi 
 riccardo.co...@kairos3d.it wrote:

 Hi All,

 I revamp this thread as my question is strictly related, as I'm trying to
 pack multiple geometries into shared VBO.

 I'm creating a shared osg::Vec3Array for vertices,
 same for as many vertex attribute as I need,
 and then assigning these shared arrays to the different geometries
 (pGeom-setVertexArray() and pGeom-setVertexAttribArray() )
 and telling the geometry to use VBO and not display lists.

 Then I create a new DrawElements for each geometry, with the correct
 vertex indices offset,
 and as I want them to share the same EBO underneath,
 I'm trying with:
 pDrawElemsUInt-setElementBufferObject(pSharedEBO);
 pGeom-addPrimitiveSet(pDrawElemsUInt);

 But I think I' missing something because, with gDebugger, I see that
 there are as many bindBuffer calls as num-geom * num-shared-buffers.

 Am I wrong in the way I try to share the drawElems EBO? Or missing
 something else?
 Thank you!

 Ricky




 On Mon, Jan 3, 2011 at 19:31, Jason Beverage jasonbever...@gmail.comwrote:

 Hi Terry,

 I was generating all my geometry in code so I wrote some custom code
 to pack them tightly into a single vertex array.

 Jason

 On Mon, Jan 3, 2011 at 1:05 PM, Terry Welsh mogu...@gmail.com wrote:
  Hi Jason,
  Thank you for the suggestion.  I feel like I'm missing something
  still.  Is there an Optimizer feature or something that combines
  Arrays for you?  Or did you write a bunch of custom code that
  processes your models after you load them?
  --
  Terry Welsh
  mogumbo 'at' gmail.com
  www.reallyslick.com
 
 
 
  Message: 3
  Date: Sun, 2 Jan 2011 21:28:12 -0500
  From: Jason Beverage jasonbever...@gmail.com
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] large VBOs for multiple Drawables
  Message-ID:
 aanlktin2mdb-vewdrpkp0rwjxcok2jm4o0vdx31ao...@mail.gmail.com
 
  Content-Type: text/plain; charset=ISO-8859-1
 
  Hi Terry,
 
  You can pack the verts of your small objects into a single
  osg::Vec3Array and share that array across multiple osg::Geometry
  objects then use DrawElements for each geometry with the correct
  indices.  I've just recently done this actually for a project I'm
  working on and it's worked out great.
 
  Thanks,
 
  Jason
 
  On Sat, Jan 1, 2011 at 6:21 PM, Terry Welsh mogu...@gmail.com
 wrote:
  I found some email threads that hinted at this a little, but nothing
  seemed very specific. ?I have scenes where display lists perform a
 bit
  better than VBOs. ?My best guess is because my objects have
 relatively
  small vertex counts (usually between 20 and 200). ?Is there any way
 in
  OSG to use one large VBO to store the date for multiple Drawables in
  order to minimize buffer state changes?
  --
  Terry Welsh
  mogumbo 'at' gmail.com
  www.reallyslick.com
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Re: [osg-users] stats issue with svn

2011-05-05 Thread Tom Pearce
Martin, J-S,

Do you happen to know if this issue occurs only when the stats are enabled, or 
if it also occurs in the viewer without the stats displayed?  I ask because 
I've never actually used the stats functionality, but sometimes when we launch 
our application, the graphics appear lower quality (as in occasional jumpiness) 
but other times this problem is gone or at least barely noticeable.  I'm just 
curious if this might be the same issue.

Cheers,
Tom

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Re: [osg-users] [vpb] Flat Database Generation in Meters really shocked me when i load it to my osg application..!!!

2011-05-05 Thread Glenn Waldron
Atilla,
osgdem is creating your model in what's called a plate carre projection --
in which degrees are simply reinterpreted as meters. That is why your 2x2
degree cell is appearing as 2x2 meters.

You need to reproject into a proper projected spatial reference system (like
UTM) to get the correct extents.

Check the bottom of this page for tips:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem


Glenn Waldron / Pelican Mapping / @glennwaldron


On Thu, May 5, 2011 at 12:25 PM, Atilla Selem ase...@havelsan.com.trwrote:

 Hi,

 i have tried to generate a terrain (.ive) database using osgdem commandline
 options in order to buid a flat database where coordinates are in meters.
 After successfull generation i put that terrain in my osg application and
 really shocked! Before telling you what i saw as the output let me tell you
 my inputs.
  - i have four Dted-2 elevation file,
  - i have one GeoTiff image which is successfully mapped on dted files.
  - Dteds are starting (from 36N, 128E to 38N, 130E). So there are 4 1x1
 degree cells [ Total size is 2x2].
  - GeoTiff image also extends from 36N, 128E to 38N, 130E. So it covers
 [2x2] elevation file without no problem.

 Dted and Image Coordinate Systems are:
 Geographic ( Latitude / Longitude )
 Datum : WGS84
 Unit : Arc degrees.

 after putting dteds and image in seperate folders ( MyDted, MyImage ) i
 executed the following vpb command to generate my flat database.

 - osgdem -t MyDted -d MyImage -l 8 -v 0.1 -o MyTerrain_Flat.ive

 after executig above line and loading Terrain_Flat.ive on my osg
 application it was really difficult to find where is MyTerrain_Flat.ive on
 my view.
 When i zoom in What i saw was a 2x2 meter flat database in osg size. !!!It
 was located on x = 128 , y = 36 on my view according to ( 0,0,0) of my
 scene!!!
 Real size of Dteds of Image was 178 km in Easting and 221 km in Northing..
 i have checked size and everythings was ok with Dted and Image.

 Now the question is
 1 - Is there a problem with vpb when creating flat database in meters?
 2- Have i missed a command line option?
 3- Why is the generated terrain covers 2x2 meters although it is 178 x 221
 km in real size?
 4- Why it is located in x = 128 , y = 36 ? Those were Lower Left Lat/Lon
 coordinates of dteds and image file?
 4- Isn't it possible to generate real size flat terrains in meters in x,y,z
 using vpb?

 Any help is really appreciated...

 ...

 Thank you!

 Cheers,
 Atilla

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=39045#39045





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Re: [osg-users] stats issue with svn

2011-05-05 Thread Jean-Sébastien Guay

Hi Tom,


Do you happen to know if this issue occurs only when the stats are enabled, or 
if it also occurs in the viewer without the stats displayed?  I ask because 
I've never actually used the stats functionality, but sometimes when we launch 
our application, the graphics appear lower quality (as in occasional jumpiness) 
but other times this problem is gone or at least barely noticeable.  I'm just 
curious if this might be the same issue.


No, in my case at least the issue I've seen only affects the stats and 
it is only a display issue - the actual frame rate and speed of the 
application is not affected.


J-S
--
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Re: [osg-users] large VBOs for multiple Drawables

2011-05-05 Thread Paul Martz

On 5/5/2011 9:51 AM, Glenn Waldron wrote:

AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable state. So I
believe they will be bound and unbound for each Geometry, even if they are
shared. Somebody correct me if I'm wrong. (See Geometry::drawImplementation.)


This is my experience as well. OSG binds and unbinds the buffer object per 
Geometry during draw, and doesn't attempt to minimize this state change.


OSG relies on the underlying OpenGL implementation to do lazy buffer bindings, 
so that binding a buffer, followed by unbinding a buffer, followed by binding 
the same buffer again, is handled optimally. However, to my knowledge, OSG 
doesn't group Geometry objects based on the buffer objects they use, so even if 
the underlying OpenGL implementation does perform lazy buffer bindings, it's 
unlikely that OSG is taking maximum advantage of it.

   -Paul
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Jean-Sébastien Guay

Hi Farshid,

The problem I had with my own compiled version of OSGExp was indeed 
caused by mismatched DLLs. The prebuilt version's installer copied the 
OSG DLLs into the 3dsmax directory, as well as the Previewer.dll. When 
compiling my own version, I was able to just have my own version of OSG 
on the PATH, and had to replace the Previewer.dll with my compiled version.



Yes, all the methods I described are supported by the existing exporter.
I agree that it's not ideal, but we came up with these methods before I
was even a developer on the osgmaxexp project. So we had to work with
what we had at the time.


That's totally understandable. I'll look at adding some automation for 
this process soon.


Thanks for your support,

J-S
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Re: [osg-users] [vpb] Flat Database Generation in Meters really shocked me when i load it to my osg application..!!!

2011-05-05 Thread Atilla Selem
Hi Glenn,
Thanks for the tip.. but i really need to know,

Where should i do reprojection? In my dted-2 files and/or in my GeoTiff.file 
(since their projections are both Geographic - Lat/Lon) before executing osgdem?
Or should i do re-scaling or whatever after i load terrain in osg application?
And What tool or command option should i use to reproject to UTM?

thanks in advance..

Atilla.



Glenn Waldron wrote:
 Atilla,osgdem is creating your model in what's called a plate carre 
 projection -- in which degrees are simply reinterpreted as meters. That is 
 why your 2x2 degree cell is appearing as 2x2 meters.
 
 
 You need to reproject into a proper projected spatial reference system (like 
 UTM) to get the correct extents.
 
 
 Check the bottom of this page for tips:
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem 
 (http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem)
 
 
 Glenn Waldron / Pelican Mapping / @glennwaldron
 
 
 On Thu, May 5, 2011 at 12:25 PM, Atilla Selem  () wrote:
 
   Hi,
  
  i have tried to generate a terrain (.ive) database using osgdem commandline 
  options in order to buid a flat database where coordinates are in meters. 
  After successfull generation i put that terrain in my osg application and 
  really shocked! Before telling you what i saw as the output let me tell you 
  my inputs.
   - i have four Dted-2 elevation file,
   - i have one GeoTiff image which is successfully mapped on dted files.
   - Dteds are starting (from 36N, 128E to 38N, 130E). So there are 4 1x1 
  degree cells [ Total size is 2x2].
   - GeoTiff image also extends from 36N, 128E to 38N, 130E. So it covers 
  [2x2] elevation file without no problem.
  
  Dted and Image Coordinate Systems are:
  Geographic ( Latitude / Longitude )
  Datum : WGS84
  Unit : Arc degrees.
  
  after putting dteds and image in seperate folders ( MyDted, MyImage ) i 
  executed the following vpb command to generate my flat database.
  
  - osgdem -t MyDted -d MyImage -l 8 -v 0.1 -o MyTerrain_Flat.ive
  
  after executig above line and loading Terrain_Flat.ive on my osg 
  application it was really difficult to find where is MyTerrain_Flat.ive on 
  my view.
  When i zoom in What i saw was a 2x2 meter flat database in osg size. !!!It 
  was located on x = 128 , y = 36 on my view according to ( 0,0,0) of my 
  scene!!!
  Real size of Dteds of Image was 178 km in Easting and 221 km in Northing.. 
  i have checked size and everythings was ok with Dted and Image.
  
  Now the question is
  1 - Is there a problem with vpb when creating flat database in meters?
  2- Have i missed a command line option?
  3- Why is the generated terrain covers 2x2 meters although it is 178 x 221 
  km in real size?
  4- Why it is located in x = 128 , y = 36 ? Those were Lower Left Lat/Lon 
  coordinates of dteds and image file?
  4- Isn't it possible to generate real size flat terrains in meters in x,y,z 
  using vpb?
  
  Any help is really appreciated...
  
  ...
  
  Thank you!
  
  Cheers,
  Atilla
  
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Jean-Sébastien Guay

Hello again Farshid,


OK. The different ways you mention above, are they all currently
supported by OSGExp? Meaning, the material name is exported? The
object properties field is exported as descriptions you say? (I
haven't gone through the code to OSGExp yet)


Yes, all the methods I described are supported by the existing exporter.


Question then, where do I go in Max to set these kinds of tags? Can you 
give me an example of what your artist would do to say that a given 
object (or a given material) has a normal map?


Thanks in advance,

J-S
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Re: [osg-users] [vpb] Flat Database Generation in Meters really shocked me when i load it to my osg application..!!!

2011-05-05 Thread Glenn Waldron
I recommend reprojecting them first. You can use gdalwarp, or a tool like
Global Mapper.

You may also want to investigate osgEarth as an alternative approach to
doing terrain with OSG.

Glenn Waldron / Pelican Mapping / @glennwaldron


On Thu, May 5, 2011 at 1:08 PM, Atilla Selem ase...@havelsan.com.tr wrote:

 Hi Glenn,
 Thanks for the tip.. but i really need to know,

 Where should i do reprojection? In my dted-2 files and/or in my
 GeoTiff.file (since their projections are both Geographic - Lat/Lon) before
 executing osgdem?
 Or should i do re-scaling or whatever after i load terrain in osg
 application?
 And What tool or command option should i use to reproject to UTM?

 thanks in advance..

 Atilla.



 Glenn Waldron wrote:
  Atilla,osgdem is creating your model in what's called a plate carre
 projection -- in which degrees are simply reinterpreted as meters. That is
 why your 2x2 degree cell is appearing as 2x2 meters.
 
 
  You need to reproject into a proper projected spatial reference system
 (like UTM) to get the correct extents.
 
 
  Check the bottom of this page for tips:
 
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem(
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem)
 
 
  Glenn Waldron / Pelican Mapping / @glennwaldron
 
 
  On Thu, May 5, 2011 at 12:25 PM, Atilla Selem  () wrote:
 
Hi,
  
   i have tried to generate a terrain (.ive) database using osgdem
 commandline options in order to buid a flat database where coordinates are
 in meters. After successfull generation i put that terrain in my osg
 application and really shocked! Before telling you what i saw as the output
 let me tell you my inputs.
- i have four Dted-2 elevation file,
- i have one GeoTiff image which is successfully mapped on dted files.
- Dteds are starting (from 36N, 128E to 38N, 130E). So there are 4 1x1
 degree cells [ Total size is 2x2].
- GeoTiff image also extends from 36N, 128E to 38N, 130E. So it covers
 [2x2] elevation file without no problem.
  
   Dted and Image Coordinate Systems are:
   Geographic ( Latitude / Longitude )
   Datum : WGS84
   Unit : Arc degrees.
  
   after putting dteds and image in seperate folders ( MyDted, MyImage ) i
 executed the following vpb command to generate my flat database.
  
   - osgdem -t MyDted -d MyImage -l 8 -v 0.1 -o MyTerrain_Flat.ive
  
   after executig above line and loading Terrain_Flat.ive on my osg
 application it was really difficult to find where is MyTerrain_Flat.ive on
 my view.
   When i zoom in What i saw was a 2x2 meter flat database in osg size.
 !!!It was located on x = 128 , y = 36 on my view according to ( 0,0,0) of my
 scene!!!
   Real size of Dteds of Image was 178 km in Easting and 221 km in
 Northing.. i have checked size and everythings was ok with Dted and Image.
  
   Now the question is
   1 - Is there a problem with vpb when creating flat database in meters?
   2- Have i missed a command line option?
   3- Why is the generated terrain covers 2x2 meters although it is 178 x
 221 km in real size?
   4- Why it is located in x = 128 , y = 36 ? Those were Lower Left
 Lat/Lon coordinates of dteds and image file?
   4- Isn't it possible to generate real size flat terrains in meters in
 x,y,z using vpb?
  
   Any help is really appreciated...
  
   ...
  
   Thank you!
  
   Cheers,
   Atilla
  
   --
   Read this topic online here:
   http://forum.openscenegraph.org/viewtopic.php?p=39045#39045 (
 http://forum.openscenegraph.org/viewtopic.php?p=39045#39045)
  
  
  
  
  
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Re: [osg-users] large VBOs for multiple Drawables

2011-05-05 Thread Glenn Waldron
On Thu, May 5, 2011 at 12:59 PM, Paul Martz pma...@skew-matrix.com wrote:

 On 5/5/2011 9:51 AM, Glenn Waldron wrote:

 AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable
 state. So I
 believe they will be bound and unbound for each Geometry, even if they are
 shared. Somebody correct me if I'm wrong. (See
 Geometry::drawImplementation.)


 This is my experience as well. OSG binds and unbinds the buffer object per
 Geometry during draw, and doesn't attempt to minimize this state change.

 OSG relies on the underlying OpenGL implementation to do lazy buffer
 bindings, so that binding a buffer, followed by unbinding a buffer, followed
 by binding the same buffer again, is handled optimally. However, to my
 knowledge, OSG doesn't group Geometry objects based on the buffer objects
 they use, so even if the underlying OpenGL implementation does perform lazy
 buffer bindings, it's unlikely that OSG is taking maximum advantage of it.


Paul, you know more about OSG internals than I. Would you think that
isolating all the Geomety objects that share a VBO into a single render bin
might increase the effectiveness of the driver's lazy binding?

Glenn Waldron / Pelican Mapping / @glennwaldron
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Javier Taibo
  Hi J-S!

On Wed, May 4, 2011 at 10:27 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 maya2osg (Maya plugin)
 ---
 As for maya2osg, it also seems active (last checkin Apr. 24th) and I was
 able to compile it myself and use my compiled version without any problems.
 But again there are unanswered messages on the sourceforge forum. I've
 subscribed to its mailing list and posted a few questions to which I haven't
 yet gotten an answer but it hasn't been that long yet. However from the

  OMG!   X-D

  How many minutes did you wait???  :)

 archives it doesn't seem the mailing list is much more active than the
 forum. Again, the main developer is also a member of this list,
 ParticlePeter. So the same question applies, where do we discuss this, here
 or on the project's sourceforge forums / its own mailing list?

  I have been quite busy last months and didn't work too much on the
plug-in. Actually, the active developer was ParticlePeter, integrating
osgAnimation export. I am retaking the project these days, and I'm
afraid Peter is under heavy workload, so it seems we are playing turns
 :)

  About where to discuss, wherever you prefer, the OSG list, the
maya2osg list. Personally I don't like forums very much. About the
unanswered questions in the forum, it's a matter of time availability.
I released the code in case someone finds it useful, but cannot
guarantee user support.

 In both cases, I'd like to ask how active are the projects, really. If I do
 some work on them, will it likely be accepted and integrated quickly, or
 will it sit as a patch for a few months?

  Patches will be accepted and integrated ASAP, but this is a project
developed in my spare time, so it is adapted to time availability.

 We'll be looking to have at least normal mapping exported as a basic feature
 - maya2osg already supports that but it's not working 100% yet, and we'll

  It has been broken on one of the last updates. I am checking it...
Actually, I will need it soon at work so I must fix it whether I like
it or not.

 want to add it to OSGExp. We'll also probably want to add a callback
 mechanism in some places, so that the exported file can be customized to the
 final engine's pipeline. But I can discuss this later.

 I hope I can work with the authors of the respective plugins and get them
 working for our purposes. Thanks in advance,

  As I already said in the other list, contributions are always
welcome. It's nice to see there is people interested in the project.


  Regards,

-- 
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Re: [osg-users] large VBOs for multiple Drawables

2011-05-05 Thread Paul Martz

On 5/5/2011 11:26 AM, Glenn Waldron wrote:

On Thu, May 5, 2011 at 12:59 PM, Paul Martz pma...@skew-matrix.com
mailto:pma...@skew-matrix.com wrote:

On 5/5/2011 9:51 AM, Glenn Waldron wrote:

AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable
state. So I
believe they will be bound and unbound for each Geometry, even if they 
are
shared. Somebody correct me if I'm wrong. (See
Geometry::drawImplementation.)


This is my experience as well. OSG binds and unbinds the buffer object per
Geometry during draw, and doesn't attempt to minimize this state change.

OSG relies on the underlying OpenGL implementation to do lazy buffer
bindings, so that binding a buffer, followed by unbinding a buffer, followed
by binding the same buffer again, is handled optimally. However, to my
knowledge, OSG doesn't group Geometry objects based on the buffer objects
they use, so even if the underlying OpenGL implementation does perform lazy
buffer bindings, it's unlikely that OSG is taking maximum advantage of it.


Paul, you know more about OSG internals than I. Would you think that isolating
all the Geomety objects that share a VBO into a single render bin might increase
the effectiveness of the driver's lazy binding?


Assuming the driver does lazy buffer bindings, yes. I know that OSG gets a big 
win from sorting some OpenGL state, so it stands to reason that including more 
OpenGL state in this feature (such as buffer bindings) would produce a 
performance increment. (Of course it goes without saying that the performance 
delta depends on the model's organization.)


This is something that could be benchmarked in an OpenGL app first, to see if 
there's any real performance delta between the three strategies that I can think of:


1) Render using random buffer objects, always bind and unbind around each 
Geometry analogue (what OSG does currently).


2) Group Geometry analogues by their buffer objects, but still bind and unbind 
around each Geometry analogue (what you're proposing).


3) Like 2, but only bind once for each group of Geometry analogues that share 
the same buffer object (the optimal approach).

   -Paul

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Re: [osg-users] [vpb] Flat Database Generation in Meters reallyshocked me when i load it to my osg application..!!!

2011-05-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Try using the following to reproject your data...

gdalwarp -s_srs proj=latlong +datum=WGS84 -t_srs proj=utm +zone=11 
+datum=WGS84 infile outfile

Do this before using osgdem on your data files. UTM zone selection will be 
dependent upon where your lat/lon is...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Atilla Selem
Sent: Thursday, May 05, 2011 11:09 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Flat Database Generation in Meters reallyshocked 
me when i load it to my osg application..!!!

Hi Glenn,
Thanks for the tip.. but i really need to know,

Where should i do reprojection? In my dted-2 files and/or in my GeoTiff.file 
(since their projections are both Geographic - Lat/Lon) before executing osgdem?
Or should i do re-scaling or whatever after i load terrain in osg application?
And What tool or command option should i use to reproject to UTM?

thanks in advance..

Atilla.



Glenn Waldron wrote:
 Atilla,osgdem is creating your model in what's called a plate carre 
 projection -- in which degrees are simply reinterpreted as meters. That is 
 why your 2x2 degree cell is appearing as 2x2 meters.
 
 
 You need to reproject into a proper projected spatial reference system (like 
 UTM) to get the correct extents.
 
 
 Check the bottom of this page for tips:
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem 
 (http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem)
 
 
 Glenn Waldron / Pelican Mapping / @glennwaldron
 
 
 On Thu, May 5, 2011 at 12:25 PM, Atilla Selem  () wrote:
 
   Hi,
  
  i have tried to generate a terrain (.ive) database using osgdem commandline 
  options in order to buid a flat database where coordinates are in meters. 
  After successfull generation i put that terrain in my osg application and 
  really shocked! Before telling you what i saw as the output let me tell you 
  my inputs.
   - i have four Dted-2 elevation file,
   - i have one GeoTiff image which is successfully mapped on dted files.
   - Dteds are starting (from 36N, 128E to 38N, 130E). So there are 4 1x1 
  degree cells [ Total size is 2x2].
   - GeoTiff image also extends from 36N, 128E to 38N, 130E. So it covers 
  [2x2] elevation file without no problem.
  
  Dted and Image Coordinate Systems are:
  Geographic ( Latitude / Longitude )
  Datum : WGS84
  Unit : Arc degrees.
  
  after putting dteds and image in seperate folders ( MyDted, MyImage ) i 
  executed the following vpb command to generate my flat database.
  
  - osgdem -t MyDted -d MyImage -l 8 -v 0.1 -o MyTerrain_Flat.ive
  
  after executig above line and loading Terrain_Flat.ive on my osg 
  application it was really difficult to find where is MyTerrain_Flat.ive on 
  my view.
  When i zoom in What i saw was a 2x2 meter flat database in osg size. !!!It 
  was located on x = 128 , y = 36 on my view according to ( 0,0,0) of my 
  scene!!!
  Real size of Dteds of Image was 178 km in Easting and 221 km in Northing.. 
  i have checked size and everythings was ok with Dted and Image.
  
  Now the question is
  1 - Is there a problem with vpb when creating flat database in meters?
  2- Have i missed a command line option?
  3- Why is the generated terrain covers 2x2 meters although it is 178 x 221 
  km in real size?
  4- Why it is located in x = 128 , y = 36 ? Those were Lower Left Lat/Lon 
  coordinates of dteds and image file?
  4- Isn't it possible to generate real size flat terrains in meters in x,y,z 
  using vpb?
  
  Any help is really appreciated...
  
  ...
  
  Thank you!
  
  Cheers,
  Atilla
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=39045#39045 
  (http://forum.openscenegraph.org/viewtopic.php?p=39045#39045)
  
  
  
  
  
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Re: [osg-users] large VBOs for multiple Drawables

2011-05-05 Thread Robert Osfield
HI All,


Current the OSG does unbind VBO's at the end of
osg::Geometry::drawImplementation(..) so that VBO and EBO state
doesn't leak into adjoining Drawables.  If an implementation is known
to only use VBO's, with no display lists then potentially we could not
bother with the unbind at the end of Geometry::drawImplemenation() and
use lazy state updating.

Robert.
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Jean-Sébastien Guay

Hi Javier,


   OMG!   X-D
   How many minutes did you wait???  :)


About 5 ;-)

No seriously, about 5 hours, but it's fine, I didn't really expect a 
reply that quick - it was meant as a joke, and I had other questions to 
ask for the Max export plugin too so I started a thread about both plugins.



   About where to discuss, wherever you prefer, the OSG list, the
maya2osg list. Personally I don't like forums very much. About the
unanswered questions in the forum, it's a matter of time availability.
I released the code in case someone finds it useful, but cannot
guarantee user support.


I was just asking about forums because it made it look like the project 
was dead, but of course I totally understand that working on such a 
thing can be off and on depending on other projects and workload (see 
osgboostpython.googlecode.com for my own example of this :-) ).


About where to discuss, I think you might have better visibility if we 
discuss here, that way others will know the project is active. But if 
you generally don't read all messages and prefer to keep the two 
separate I can understand. It's really up to you.



   Patches will be accepted and integrated ASAP, but this is a project
developed in my spare time, so it is adapted to time availability.


I totally understand, I just hate keeping patches locally and hate even 
more developing new patches over old ones and not being able to separate 
the work, so that's why I asked :-)



   As I already said in the other list, contributions are always
welcome. It's nice to see there is people interested in the project.


Great! I'll look into adding CMake build files tomorrow, since I just 
did the same thing for the Max exporter today (it went quite fast). 
Would you mind if the first version was Windows/VC++ only? I don't have 
Maya for Linux so couldn't test, and putting in a build system for Linux 
that should work but is untested is not a good strategy I think.


Thanks for your support,

J-S
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Re: [osg-users] OSGExp: CMake build

2011-05-05 Thread Farshid Lashkari
Hi Jean-Sébastien,

Thanks, I will go ahead and add these to the trunk. I am going to keep the
existing Visual Studio projects though. The existing projects can be used
for both 32 and 64-bit builds. I even wrote a Python script in the Setup
folder that automates building the Visual Studio projects for each
version/platform and creates the installer.

Cheers,
Farshid

On Thu, May 5, 2011 at 1:17 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hello Farshid,

 I have made a CMake configuration to be able to generate build files for
 OSGExp. My main motivation for this was to be able to specify the Max SDK
 and OSG directories more easily than directly modifying the VS Project files
 for each of the 3 projects...

 To find the Max SDK, it will use the MAXSDK environment variable as the VS
 project files did. To find OSG, it uses the FindOSGHelper.cmake that Paul
 Martz did for osgWorks - since both osgWorks and OSGExp are LGPL, I think
 there's no problem there.

 One nice thing is it will use the 32 bit or 64 bit Max SDK libs depending
 on whether you're building for 32 or 64 bit. It can't do the same for OSG
 since there's no standard convention for installing both 32 and 64 bit OSG
 side by side, so we just take in on faith that the user will specify the
 right build of OSG or else there will be compile/link errors.

 Also, if you specify a Max installation directory, it will copy
 Previewer.dll to that directory (as required for the plugin to work). It is
 expected that you will set CMAKE_INSTALL_PREFIX to the directory that you
 specify in Max's plugin.ini so that doing the INSTALL target will do all
 that's needed to install a newly compiled version of the plugin without any
 manual intervention.

 Since I didn't see any makefiles and I don't even know if 3dsmax exists for
 other platforms than Windows, I have not included anything that is not
 Windows in the CMake files. This can be added if needed later.

 Hope this is useful. If you have any questions, let me know. The zip file
 should be unzipped in the source tree and consists only of files that need
 to be added in svn... No code changes. You can decide if you want to keep
 the existing Visual Studio project files or not, but this completely
 supersedes them (apart from the fact that you could build both 32 and 64 bit
 from the same solution - with the CMake files you'll have to generate 2 sets
 of solution/project files and build them independently).

 Thanks,

 J-S
 --
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Javier Taibo
  Hi J-S,

On Thu, May 5, 2011 at 10:25 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 No seriously, about 5 hours, but it's fine, I didn't really expect a reply
 that quick - it was meant as a joke, and I had other questions to ask for
 the Max export plugin too so I started a thread about both plugins.

  I suppose you have a very short timeframe in justincaseidie.com  :D

 About where to discuss, I think you might have better visibility if we
 discuss here, that way others will know the project is active. But if you
 generally don't read all messages and prefer to keep the two separate I can
 understand. It's really up to you.

  OK. If nobody consider it intrusive to the OSG list, I'll be glad to
discuss here.

 Great! I'll look into adding CMake build files tomorrow, since I just did
 the same thing for the Max exporter today (it went quite fast). Would you
 mind if the first version was Windows/VC++ only? I don't have Maya for Linux
 so couldn't test, and putting in a build system for Linux that should work
 but is untested is not a good strategy I think.

  The CMake script is already in the svn/trunk. I am trying in Win7
32-bit + VS2010 Express + Maya 2011 + OSG 2.9.11.

  It correctly creates the VS project and it is working in Release
configuration. The installation is also ready, assuming you have write
permission to the plug-in directory. The only thing I have unsolved is
the Debug configuration, I don't know what is the orthodox way to make
it link with debug versions of OSG. I tried to detect the
CMAKE_BUILD_TYPE and if it is Debug link with OSG_LIBRARY_DEBUG
instead of OSG_LIBRARY, but it didn't work. I think it should
probably work in Linux, but in Visual Studio the configurations are
managed inside the VS project/solution and so the CMAKE_BUILD_TYPE is
not known when the CMake script is evaluated.

  Maybe you can help me with that, and test it in your system and let
me know if it works. I'm pretty sure that you have much more knowledge
than me about CMake. I am developing a weird love-hate relationship
with this software.


  Regards,

-- 
Javier Taibo
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Jean-Sébastien Guay

Hi Javier,


   I suppose you have a very short timeframe in justincaseidie.com  :D


I didn't know about this, it's actually hilarious...

It will actually only be sent if you fail to log back in to the system 
within the timeframe that you set, we're just sort of assuming that only 
death would stop you doing this.


Gold :-)


The only thing I have unsolved is
the Debug configuration, I don't know what is the orthodox way to make
it link with debug versions of OSG.


This can actually be handled automatically with the right usage of 
FindOSG. But I agree that it's not always obvious how to do that. When 
you start writing tons of ifs for each configuration, it's a clear sign 
that you're not using CMake to its full potential.


I'll have a look at it tomorrow morning.

Thanks,

J-S
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Re: [osg-users] ld: framework not found QtCore on Mac

2011-05-05 Thread Roni Zanolli
Hi,

  I just found my problem. I'm not sure if I caused it or it is some bug on 
QtSDK installation. I'm used to work on Linux so Mac is new for me.
  Playing with link.txt file in the osgQt/CMakeFiles/osgQt.dir I figure out the 
flag -isysroot /Developer/SDKs/MacOSX10.6.sdk was not finding my QtCore so  I 
went to look at the directory and found out I had a extra Frameworks in the 
path /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/Frameworks so I remove 
the extra Frameworks and made it a link to /Library/Frameworks.
 I already had /Developer/SDKs/MacOSX10.5 in my computer and then installed the 
 latest Qt SDK without uninstalling the old one.
 I was building osg with minimum installation and it worked ok. I'm trying to 
build the examples now and got a problem in the osgviewerWX missing required 
architecture x86_64. I will try to fix this now. 

Cheers,
Roni

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