Re: [osg-users] OSGExp, movie textures and OSG file formats

2011-06-28 Thread Alessandro Terenzi
Hi,
thanks everybody for your answers...

to Farshid: when I exported to .ive or .osgb I checked 'Embed image data'...but 
the ive/osgb file size doesn't looks correct (I used a 16MB video and the size 
of the ive/osgb was something like 300KB).

Cheers,
Alessandro

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Re: [osg-users] Delighted to announce OpenSceneGraph-3.0.0!

2011-06-28 Thread Torben Dannhauer
Dear Robert,

thank you for your effort! I hope you will enjoy the trip with you family!

Thanks also to the community, OSg 3.0 will be great!

Best wishes,

Torben

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Re: [osg-users] Errors reported on BINO-PC on CDash

2011-06-28 Thread Albino Rodrigues
Hi,

You can safely ignore this. It was due to a failing hard drive. The linker 
crashed a lot.

... 

Thank you!

Cheers,
Albino

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Re: [osg-users] OSGExp specular

2011-06-28 Thread Jean-Sébastien Guay

Hi Farshid,


If nobody has any strong objections, I will go ahead and remove the
divide by 9.99.


I agree with both your conclusions, at least from my perspective the 
results are more consistent without that division. I was compensating in 
my shaders, as I said, but being able not to do that would be even better.


Thanks,

J-S
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Re: [osg-users] OSGExp, movie textures and OSG file formats

2011-06-28 Thread Farshid Lashkari
Hi Alessandro,

When exporting to ive/osgb, did you uncheck the "Embed image data" option?

I've never actually tried exporting a model with movie textures before, so
there could very well be bugs with this workflow. I'll look into this soon
and let you know if I find any issues.

Cheers,
Farshid

On Fri, Jun 24, 2011 at 12:06 PM, Alessandro Terenzi wrote:

> I wonder if anybody else experienced my same problem: I wrote a visitor
> that looks for movie textures in order to play them, the input files come
> from 3dsMax via OSGExp v1.0.0, but I made it work only if I export to .osg,
> if I export to either .ive or .osgb the visitor fails to dynamic_cast any
> found Image to ImageStream so I cannot play those movie textures. I also
> noticed that if I export to .osgt then the Image's DataVariance is set to
> STATIC, even though the texture file type is avi, mov or others (so I have
> to change it to DYNAMIC otherwise they won't play)
>
> Does anyone have the same issues (especially those with the binary
> formats)? Is all this related to OSGExp only or am I supposed to look for
> movie texture in a different way than the way I use with .osg files?
>
> Thanks.
> Alessandro
>
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Re: [osg-users] OSGExp specular

2011-06-28 Thread Farshid Lashkari
Hi,

I just spent some time looking into this and I have to agree with Baker
about removing the divide by 9.99. I created a simple model and exported to
some popular formats (3DS, collada, vrml) and the specular color in those
models is a factor of 10 greater than the value in the osg file.

Regarding the shininess setting, I'm not sure what the right thing to do is.
I looked at the value exported by the various formats, and they are all over
the place. It does match the value in the 3DS format though, so I'm thinking
we should stick to the current behavior.

If nobody has any strong objections, I will go ahead and remove the divide
by 9.99.

Cheers,
Farshid

On Tue, Jun 28, 2011 at 3:16 PM, Bradley Baker Searles
wrote:

> Hi Guys,
>
> We're running into this issue as well, and I'd agree that to synchronize
> what the artist sees in MAX with what is rendered in OSG, the scale by 9.99
> should not happen. Currently the MAX specular level of 999 is required to
> get an OSG specular material value of 1.0, which means the object is
> "glowing hot" in MAX, and normal looking in our OSG app.
>
> This change would also allow the artist the range of 0.0 to 9.99 in the OSG
> material, so they could oversaturate it if desired.
>
> I'm also of the opinion that the exponent shouldn't be scaled from the MAX
> (0-100) to OSG (0-128). It's just the exponent for the specular
> contribution. I'd personally trade consistency between the authoring
> environment and our OSG app for losing out on the exponent values of 101+
> (which we aren't using anyway).
>
> So I'd propose that this code in MtlKeeper::createMaterial(...) remove the
> divide by 9.99 from the setSpecular() call, and the setShininess() call
> multiply by 100.0 instead of 128.0.
>
> Thanks-
> Baker Searles
>
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[osg-users] How to get the listof supported file formats

2011-06-28 Thread Daniel Peraza
Hi, I'm using OSG & Qt to build a visualizer for my thesis. I'm completely new 
to OSG and almost as new to Computer Graphics Programming too, so please don't 
mad on me and be patient ;-) 

I need to know how to get the list of supported file formats in order to use 
QFileDialog with the proper extension filters. I'm trying this in a slot of my 
main window:


Code:

void MainWindow::loadFile()
{
osg::ref_ptr registry = osgDB::Registry::instance();
osgDB::Registry::ReaderWriterList readers = registry->getReaderWriterList();
osgDB::Registry::ReaderWriterList::iterator it;
osgDB::ReaderWriter::FormatDescriptionMap descrMap;
osgDB::ReaderWriter::FormatDescriptionMap::iterator descrMapIt;


qDebug() << readers.size() << " registered ReaderWriters";

for (it = readers.begin(); it != readers.end(); it++) {
descrMap = (*it)->supportedOptions();

for( descrMapIt = descrMap.begin(); descrMapIt != descrMap.end(); 
descrMapIt++) {
//std::cout << (*descrMapIt);
}
}


QString filename = QFileDialog::getOpenFileName(
this, tr("Load a File:"),
QDir::homePath(), "OpenSceneGraph (*.osg)"
);

if ( !filename.isNull() ) {
this->osgWidget->loadModel(filename);
}
}




But qDebug() always says that there are no registered ReaderWriters. I'd expect 
to get the native osg ReaderWriter as a minimum, but I can't get that even. 


Thank you!

Cheers,
Daniel :D  :D  :?  :(  :( [/code]

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Re: [osg-users] OSGExp specular

2011-06-28 Thread Bradley Baker Searles
Hi Guys,

We're running into this issue as well, and I'd agree that to synchronize what 
the artist sees in MAX with what is rendered in OSG, the scale by 9.99 should 
not happen. Currently the MAX specular level of 999 is required to get an OSG 
specular material value of 1.0, which means the object is "glowing hot" in MAX, 
and normal looking in our OSG app.

This change would also allow the artist the range of 0.0 to 9.99 in the OSG 
material, so they could oversaturate it if desired.

I'm also of the opinion that the exponent shouldn't be scaled from the MAX 
(0-100) to OSG (0-128). It's just the exponent for the specular contribution. 
I'd personally trade consistency between the authoring environment and our OSG 
app for losing out on the exponent values of 101+ (which we aren't using 
anyway).

So I'd propose that this code in MtlKeeper::createMaterial(...) remove the 
divide by 9.99 from the setSpecular() call, and the setShininess() call 
multiply by 100.0 instead of 128.0.

Thanks-
Baker Searles

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Re: [osg-users] [osgPlugins] OBJ (WaveFront) files can't be loaded

2011-06-28 Thread Per Fahlberg

Hi again,

I took a quick look at the obj plugin in OSG and I think it is actually 
parsing the file correctly. The mtl-file has both d an Tr defined. Both 
Tr and d in the material file control the transparency of the material. 
In the ford.mtl file it has d=1.0 and Tr=0.0 so the file is actually 
specifying that the material should be fully opaque at the same time as 
it is specifying that the material should be fully transparent. The 
mtl-specification found here: 
http://people.sc.fsu.edu/~jburkardt/data/mtl/mtl.html 
 has the 
following description of the d an Tr fields:


*d*/alpha/
   defines the transparency of the material to be alpha. The default is
   1.0 (not transparent at all) Some formats use*Tr*instead of*d*;
*Tr*/alpha/
   defines the transparency of the material to be alpha. The default is
   1.0 (not transparent at all). Some formats use*d*instead of*Tr*;

So it is not specified which has precedence over the other and since in 
the ford.mtl file the Tr field is after the d field in the file the obj 
plugin reads the Tr field last and thus sets the alpha to 0.


The original specification that is referenced from the obj plugin 
(http://local.wasp.uwa.edu.au/~pbourke/dataformats/mtl/) does not 
mention the Tr field so I don't know where that comes from, but 
apparently it is used in the mtl-files. I'm not sure how to best handle 
a situation where both Tr and d are present.


Regards,
Per


On 06/28/2011 09:35 PM, Per Fahlberg wrote:

Hi Alexey,

The model is invisible since it has a material that has alpha set to 
0. If you look in the ford.osg file all the material colors has alpha 
set to 0. When I look at the ford.mtl file I notice that the alpha 
component is missing for all colors and my guess would be that the obj 
plugin somehow defaults to alpha 0 when the alpha component is missing.


Regards,
Per

On 06/28/2011 03:44 PM, Alexey Chernov wrote:

Hi,

I suffer strange problem loading obj file in OpenSceneGraph (tried 
versions from 2.8.3 to 3.0 RC2). osgviewer starts successfully, 
prints nothing to console but don't show the model, only background 
is painted.


If I load the file in my code using


Code:

osg::Node* model = osgDB::readNodeFile(location);



the app just freezes and is unable to load the model, too. I tried 
many different *.obj files without any success, one of them is 
attached (it's sample from 3DSMax converted to *.obj). It can be 
loaded successfully in Blender and 3DSMax.


Did someone face the same problem? I have really no idea what it can 
be. So any help would be highly appreciated.


Thank you!

Cheers,
Alexey

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Re: [osg-users] [osgPlugins] OBJ (WaveFront) files can't be loaded

2011-06-28 Thread Per Fahlberg

Hi Alexey,

The model is invisible since it has a material that has alpha set to 0. 
If you look in the ford.osg file all the material colors has alpha set 
to 0. When I look at the ford.mtl file I notice that the alpha component 
is missing for all colors and my guess would be that the obj plugin 
somehow defaults to alpha 0 when the alpha component is missing.


Regards,
Per

On 06/28/2011 03:44 PM, Alexey Chernov wrote:

Hi,

I suffer strange problem loading obj file in OpenSceneGraph (tried versions 
from 2.8.3 to 3.0 RC2). osgviewer starts successfully, prints nothing to 
console but don't show the model, only background is painted.

If I load the file in my code using


Code:

osg::Node* model = osgDB::readNodeFile(location);



the app just freezes and is unable to load the model, too. I tried many 
different *.obj files without any success, one of them is attached (it's sample 
from 3DSMax converted to *.obj). It can be loaded successfully in Blender and 
3DSMax.

Did someone face the same problem? I have really no idea what it can be. So any 
help would be highly appreciated.

Thank you!

Cheers,
Alexey

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[osg-users] Visual Assist X users?

2011-06-28 Thread Chris 'Xenon' Hanson
  Any other OSG users on MSVC++ using Visual Assist X?

  I love it, but the automatic ->/. correction gets confused about ref_ptr's 
ability to
dereference the referenced object by -> but access its own utility methods by .

  Anyone found a way to sort this out?

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[osg-users] [osgPlugins] OBJ (WaveFront) files can't be loaded

2011-06-28 Thread Alexey Chernov
Hi,

I suffer strange problem loading obj file in OpenSceneGraph (tried versions 
from 2.8.3 to 3.0 RC2). osgviewer starts successfully, prints nothing to 
console but don't show the model, only background is painted.

If I load the file in my code using


Code:

osg::Node* model = osgDB::readNodeFile(location);



the app just freezes and is unable to load the model, too. I tried many 
different *.obj files without any success, one of them is attached (it's sample 
from 3DSMax converted to *.obj). It can be loaded successfully in Blender and 
3DSMax.

Did someone face the same problem? I have really no idea what it can be. So any 
help would be highly appreciated.

Thank you!

Cheers,
Alexey

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[osg-users] TimelineAnimationManager, pause actions

2011-06-28 Thread Aitor Ardanza
Hi,

I'm looking at how I could do  but I don't ge ideas...
I need to stop the animation in the middle and then continue whit it after X 
time.
I can identify the middle of the animation:

Code:
newAnimAction->setCallback(newAnimAction->getNumFrames()/2.0, new 
ActionEnd(this));



But then I don't know how can I stop it and reanimate it ...
Any help???

Thank you!

Cheers,
Aitor

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Re: [osg-users] Will OSG handle RAS to some other format before I try to get it to compile in Cygwin

2011-06-28 Thread Chris 'Xenon' Hanson
On 6/28/2011 7:36 AM, Brian Keener wrote:
> Before I spend any more time on this I wanted to verify that OSG can 
> convert a RAS image file to a bmp or jpeg or something.  We have some 
> RAS images we tried to get from an AS400 for forms design but we need 
> to get them back into another format to edit them and proceed.  Other 
> programs I have tried tell me invalid/incorrect header.

  I don't think OSG has a Sun Raster plugin.

  Have you looked into netpbm or ImageMagick?

  If they're really important, drop me a note and we can talk about what it 
would cost to
dissect them and get them converted into something you can use.

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Re: [osg-users] Delighted to announce OpenSceneGraph-3.0.0!

2011-06-28 Thread Tomlinson, Gordon
Congratulations to OSG and the community
 
Great Job Folks 
 
 
Gordon Tomlinson 
Product Technology Manager 3d Technology 
System Engineering Consultant
Overwatch® An Operating Unit of Textron Systems 
Office:   703-437-7651  x 2415
Fax:   703-437-0039
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be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
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Violations of these export laws are subject to severe civil, criminal and 
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Re: [osg-users] Delighted to announce OpenSceneGraph-3.0.0!

2011-06-28 Thread Wang Rui
Congratulations to the whole OSG community! :-)

And of course, I'm proud to be one of the contributors and is ready to
work for the new developer releases from now on.

I'll make up a Chinese version tomorrow and announce the good news to
developers all over China.

Cheers,

Wang Rui
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Re: [osg-users] Delighted to announce OpenSceneGraph-3.0.0!

2011-06-28 Thread Vincent Bourdier
Thanks a lot for your work, it is a pleasure to have a very good library 
still living and with a lot of people concerned and interested.


Regards,
Vincent.

Le 28/06/2011 12:03, Robert Osfield a écrit :

I'm chuffed to bit to be able to announce the OpenSceneGraph-3.0.0
release, a release long in incubation but well worth the wait - it's
faster, more stable, extends portability to embedded and mobile
platforms and has heaps of new features and refinements.  To grab the
source head over to the download page:

   http://www.openscenegraph.org/projects/osg/wiki/Downloads

Or

   Zip file containing source code :
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-3.0/source/OpenSceneGraph-3.0.0.zip
   Subversion tag : svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.0
OpenSceneGraph

The press release is rather muted really... considering just how big a
step forward over 2.x series is, but he it is, feel free to suggest
ways to sell the changes a little more flamboyantly:

http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG3.0

What is amazing is how much 3.0.0 is a community effort, since the
2.8.0 release we've seen 91 new contributors provide new features,
refinements, build and bug fixes, with a staggering total number of
contributors standing at 464!  I can't include thanks to them here,
but all the contributors are listed up on our contributors page:

 
http://www.openscenegraph.org/projects/osg/wiki/Support/Contributors/ThreePointZero

If your are one of those contributors, or one of the unsung heroes
that pitched in with testing you should feel proud to have been part
of making 3.0.0 what it is today - the worlds most portable and
feature rich scene graph technology.

A big thank you to all that have helped, and to everyone have fun with
the new release, I think it's pretty darn awesome :-)

Robert.
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Re: [osg-users] Delighted to announce OpenSceneGraph-3.0.0!

2011-06-28 Thread Peter Amstutz
Congratulations Robert and to everyone that contributed!

On 6/28/2011 6:03 AM, Robert Osfield wrote:
> I'm chuffed to bit to be able to announce the OpenSceneGraph-3.0.0
> release, a release long in incubation but well worth the wait - it's
> faster, more stable, extends portability to embedded and mobile
> platforms and has heaps of new features and refinements.  To grab the
> source head over to the download page:
>
>   http://www.openscenegraph.org/projects/osg/wiki/Downloads
>
> Or
>
>   Zip file containing source code :
> http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-3.0/source/OpenSceneGraph-3.0.0.zip
>   Subversion tag : svn co
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.0
> OpenSceneGraph
>
> The press release is rather muted really... considering just how big a
> step forward over 2.x series is, but he it is, feel free to suggest
> ways to sell the changes a little more flamboyantly:
>
>http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG3.0
>
> What is amazing is how much 3.0.0 is a community effort, since the
> 2.8.0 release we've seen 91 new contributors provide new features,
> refinements, build and bug fixes, with a staggering total number of
> contributors standing at 464!  I can't include thanks to them here,
> but all the contributors are listed up on our contributors page:
>
> 
> http://www.openscenegraph.org/projects/osg/wiki/Support/Contributors/ThreePointZero
>
> If your are one of those contributors, or one of the unsung heroes
> that pitched in with testing you should feel proud to have been part
> of making 3.0.0 what it is today - the worlds most portable and
> feature rich scene graph technology.
>
> A big thank you to all that have helped, and to everyone have fun with
> the new release, I think it's pretty darn awesome :-)
>
> Robert.
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Re: [osg-users] Delighted to announce OpenSceneGraph-3.0.0!

2011-06-28 Thread Mathias Fröhlich

On Tuesday 28 June 2011, Robert Osfield wrote:
> A big thank you to all that have helped, and to everyone have fun with
> the new release, I think it's pretty darn awesome :-)

Thank YOU!

Mathias

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Registernummer/Commercial Register No.: HRB 382196 


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[osg-users] Job offer in Gothenburg, Sweden

2011-06-28 Thread Per Nordqvist
Dear osg-users,

I'm posting a job opportunity today: Volvo Technology in Gothenburg is
looking for
a person to help us develop our in-house truck driving simulator which
is using Openscenegraph since 2008.
It's a fixed-base, 3-channel cylinder projection simulator. This job
is not only about graphics but it's certainly a
big plus if you are familiar with osg.

Note: person must work on site.

More details here:
https://xjobs.brassring.com/1033/asp/tg/cim_jobdetail.asp?jobId=227334&PartnerId=25079&SiteId=5171&type=mail&JobReqLang=1&recordstart=1&JobSiteId=5171&JobSiteInfo=227334_5171&gqid=259


Best regards,

/Per Nordqvist
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Re: [osg-users] VPB and OpenStreetMap coordinates problem

2011-06-28 Thread Torben Dannhauer
Hi Simon,

great to hear that you solved the problem!
Thanks for the feedback so otherone's can avoid this pitfall.


Cheers,
Torben

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[osg-users] Will OSG handle RAS to some other format before I try to get it to compile in Cygwin

2011-06-28 Thread Brian Keener
A year or so back I was able to get OSG to compile on Cygwin. Recently 
tried again and I am having a few issues.  Of course in the meantime I 
have moved from Cygwin 1.5 to 1.7 and that has major changes plus the 
GCC/G++ 4.3.4 compiler and changes within that to create the cross 
compiler as opposed to the old -mno-cygwin switch.  Any or all of these 
factors may be an issue.  I've tried following my old notes but if I 
accept the CCMake defaults where it finds X and OpenGl then it burps n 
Xsync and others which are in the X libs and present on my system and 
in the cmake.  If I try to make it a Windows appl and viewer then it 
burps on the _gl??? References.

Before I spend any more time on this I wanted to verify that OSG can 
convert a RAS image file to a bmp or jpeg or something.  We have some 
RAS images we tried to get from an AS400 for forms design but we need 
to get them back into another format to edit them and proceed.  Other 
programs I have tried tell me invalid/incorrect header.


Thanks for any assistance.

bk


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Re: [osg-users] VPB and OpenStreetMap coordinates problem

2011-06-28 Thread Simon Wenner

On 06/06/2011 10:41 AM, Torben Dannhauer wrote:

Hi Simon,

of course it would be a (very) dirty hack. The VPB Terrain creation is well 
tested, so my first guess was the problem is the data itself.

Cheers,
Torben


Torben, you were right.

After further investigations I found the real cause of my coordinate 
offsets. I post my finding as I hope it is useful for other (Swiss) OSG 
users.


The initial data is stored in CH1903 coordinates. This data is then 
converted to WGS84. This conversion is an approximation and introduces a 
spacially varying error in the order of 3 - 5 arc seconds. The details 
of the conversion can be found in this document:

http://www.swisstopo.admin.ch/internet/swisstopo/en/home/topics/survey/sys/refsys/switzerland.parsysrelated1.37696.downloadList.97912.DownloadFile.tmp/swissprojectionen.pdf

from this page:
http://www.swisstopo.admin.ch/internet/swisstopo/en/home/topics/survey/sys/refsys/projections.html

Now I can fix it properly by adding this error offset to the OSM 
coordinates.


Thanks again!

Cheers,
Simon
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[osg-users] [osgPlugins] 3DS model loader: textures are not transparent

2011-06-28 Thread Roberto Sartori
Hi,

I'm loading a 3ds track model with some transparent materials that represent 
trees. Unfortunately in OSG these textures does not appear transparent.

See attached screenshot.

Transparency is assigned in the 3ds material and alpha is associated to a b/w 
jpg image. Is there a way to "cycle" through the loaded textures and enable 
transparency? or, better, can I set a property to the root node to enable 
transparency to all child textures?

Thank you!

Cheers,
Roberto

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Attachments: 
http://forum.openscenegraph.org//files/texture_not_transparent_510.jpg


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Re: [osg-users] Please test OSG-3.0 branch or 3.0.0-rc7

2011-06-28 Thread Jim Bates
You're supposed to be on holiday. Thx for the update. still working on 
integration. Go with what you got, but expect at least 3 updates to follow. :)

Thx for the update was the primary meaning of this post. Still working on 
integration.

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Re: [osg-users] Please test OSG-3.0 branch or 3.0.0-rc7

2011-06-28 Thread Stephan Wenglorz

Hi,

a bit too late :), anyway, I just finished building rev. 12680 on Win 
Vista 32bit using VS 2010, osgviewer with .osgt files runs ok.


Bye
Stephan

Am 28.06.2011 11:13, schrieb Christian Schulte:

Hi Robert,

sorry for the late response here my compile and run tests :

* compiles and runs fine on Windows XP 32 bits with gcc 4.5.2
* compiles and runs fine on Windows 7 64 bits with gcc 4.5.2
* compiles and runs fine on Red Hat Entreprise 5 32 bits with gcc
  4.1.2

There is still the problem with the dds plugin that I explained to you
in a mail exchange on March 7 and 8 2011 " Subject : osgPlugins : dds
problem on windows platform", that appeared after the modifications of
Wojtek Lewandowski made the 22.05.2009

cheers,

Christian


Le 28/06/2011 10:09, Stephan Maximilian Huber a écrit :

Hi Robert,

Am 28.06.11 09:43, schrieb Robert Osfield:

I'm now ready to tag 3.0.0 but if users have a OSG-3.0 branch checked
out it'd great if you could do a final svn update and build to make
sure that I haven't introduced any last minute errors.

Rev. 12679 (osg.trunk) compiled w/o errors on OS X 32bit.

cheers,

Stephan

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[osg-users] Delighted to announce OpenSceneGraph-3.0.0!

2011-06-28 Thread Robert Osfield
I'm chuffed to bit to be able to announce the OpenSceneGraph-3.0.0
release, a release long in incubation but well worth the wait - it's
faster, more stable, extends portability to embedded and mobile
platforms and has heaps of new features and refinements.  To grab the
source head over to the download page:

  http://www.openscenegraph.org/projects/osg/wiki/Downloads

Or

  Zip file containing source code :
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-3.0/source/OpenSceneGraph-3.0.0.zip
  Subversion tag : svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.0
OpenSceneGraph

The press release is rather muted really... considering just how big a
step forward over 2.x series is, but he it is, feel free to suggest
ways to sell the changes a little more flamboyantly:

   http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG3.0

What is amazing is how much 3.0.0 is a community effort, since the
2.8.0 release we've seen 91 new contributors provide new features,
refinements, build and bug fixes, with a staggering total number of
contributors standing at 464!  I can't include thanks to them here,
but all the contributors are listed up on our contributors page:


http://www.openscenegraph.org/projects/osg/wiki/Support/Contributors/ThreePointZero

If your are one of those contributors, or one of the unsung heroes
that pitched in with testing you should feel proud to have been part
of making 3.0.0 what it is today - the worlds most portable and
feature rich scene graph technology.

A big thank you to all that have helped, and to everyone have fun with
the new release, I think it's pretty darn awesome :-)

Robert.
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Re: [osg-users] Please test OSG-3.0 branch or 3.0.0-rc7

2011-06-28 Thread Christian Schulte


  
  
Hi Robert,

sorry for the late response here my compile and run tests :


  compiles and runs fine on Windows XP 32 bits with gcc 4.5.2
  compiles and runs fine on Windows 7 64 bits with gcc 4.5.2
  compiles and runs fine on Red Hat Entreprise 5 32 bits with
gcc 4.1.2

There is still the problem with the dds plugin that I explained to
you in a mail exchange on March 7 and 8 2011 " Subject : osgPlugins
: dds problem on windows platform", that appeared after the
modifications of Wojtek Lewandowski made the 22.05.2009 

cheers,

Christian


Le 28/06/2011 10:09, Stephan Maximilian Huber a écrit :

  Hi Robert,

Am 28.06.11 09:43, schrieb Robert Osfield:

  
I'm now ready to tag 3.0.0 but if users have a OSG-3.0 branch checked
out it'd great if you could do a final svn update and build to make
sure that I haven't introduced any last minute errors. 

  
  
Rev. 12679 (osg.trunk) compiled w/o errors on OS X 32bit.

cheers,

Stephan

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Re: [osg-users] [build] OSG 3.1.0 SVN don't work for me

2011-06-28 Thread BARANGER Emmanuel
Hi,

Currently the softwares: OpenArena, Nexuiz, SuperTuxKart, 2.49b Blender, 
Blender 2.58, marble, Atlas, 0 A.D., glxgears, the effects of Kwin etc ... work 
perfectly with 3D acceleration.
OSG only one to crash 3D. And after I have to restart the session because no 
more 3D graphic software works :(

Conclusion: Nvidia 173.14.30 driver works very well and the acceleration is 
enabled and functional.

glinfo result : 

Code:

[helijah@localhost ~]$ glxinfo
name of display: :0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
GLX_EXT_texture_from_pixmap, GLX_ARB_multisample, GLX_NV_float_buffer
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, 
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, 
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
GLX_SGI_swap_control, GLX_NV_float_buffer, GLX_ARB_fbconfig_float, 
GLX_EXT_fbconfig_packed_float, GLX_EXT_texture_from_pixmap, 
GLX_EXT_framebuffer_sRGB, GLX_NV_present_video
GLX version: 1.3
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
GLX_EXT_texture_from_pixmap, GLX_ARB_multisample, GLX_NV_float_buffer, 
GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce FX 5700VE/AGP/SSE2
OpenGL version string: 2.1.2 NVIDIA 173.14.30
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler
OpenGL extensions:
GL_ARB_depth_texture, GL_ARB_fragment_program, 
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, 
GL_ARB_half_float_pixel, GL_ARB_imaging, GL_ARB_multisample, 
GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object, 
GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shadow, 
GL_ARB_shader_objects, GL_ARB_shading_language_100, 
GL_ARB_texture_border_clamp, GL_ARB_texture_compression, 
GL_ARB_texture_cube_map, GL_ARB_texture_env_add, 
GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, 
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_rectangle, 
GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object,   
  
GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos, 
  
GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,   
  
GL_EXT_blend_color, GL_EXT_blend_func_separate, GL_EXT_blend_minmax,
  
GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader,  
  
GL_EXT_depth_bounds_test, GL_EXT_draw_range_elements, GL_EXT_fog_coord, 
  
GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters, 
GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, 
GL_EXT_packed_pixels, GL_EXT_paletted_texture, GL_EXT_pixel_buffer_object, 
GL_EXT_point_parameters, GL_EXT_rescale_normal, GL_EXT_secondary_color, 
GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, 
GL_EXT_shared_texture_palette, GL_EXT_stencil_two_side, 
GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_compression_s3tc, 
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, 
GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, 
GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod, 
GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_texture_sRGB, 
GL_EXT_timer_query, GL_EXT_vertex_array, GL_IBM_rasterpos_clip, 
GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, 
GL_NV_copy_depth_to_color, GL_NV_depth_clamp, GL_NV_fence, 
GL_NV_float_buffer, GL_NV_fog_distance, GL_NV_fragment_program, 
GL_NV_fragment_program_option, GL_NV_framebuffer_multisample_coverage, 
GL_NV_half_float, GL_NV_light_max_exponent, GL_NV_multisample_filter_hint, 
GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range, 
GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners, 
GL_NV_register_combiners2, GL_NV_texgen_reflection, 
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, 
GL_NV_texture_expand_normal, GL_NV_texture_rectangle, 
GL_NV_texture_sha

Re: [osg-users] weird problem with Intel GMAs

2011-06-28 Thread Stephan Maximilian Huber
Hi Chris,

Am 27.06.11 19:14, schrieb Chris 'Xenon' Hanson:

> I don't have an answer, but I wonder if gDebugger might give you any insight?

Thanks for the suggestion, I did something similar: I compared the raw
opengl command-stream (1x stats enabled, 1x stats disabled) with OpenGl
Profiler on a Mac and there's nothing special in the stats-part what
looks suspicious / is different from the other opengl commands.



cheers,

Stephan
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Re: [osg-users] Please test OSG-3.0 branch or 3.0.0-rc7

2011-06-28 Thread Stephan Maximilian Huber
Hi Robert,

Am 28.06.11 09:43, schrieb Robert Osfield:
> I'm now ready to tag 3.0.0 but if users have a OSG-3.0 branch checked
> out it'd great if you could do a final svn update and build to make
> sure that I haven't introduced any last minute errors. 

Rev. 12679 (osg.trunk) compiled w/o errors on OS X 32bit.

cheers,

Stephan

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Re: [osg-users] Please test OSG-3.0 branch or 3.0.0-rc7

2011-06-28 Thread Robert Osfield
Hi All,

I have just checked in build fix for compiling against libcurl 7.21.7,
a crash fix for the 3ds plugin that occurred for models that opacity
maps by no base texture, and a typo fix for the NEWS.txt.

I'm now ready to tag 3.0.0 but if users have a OSG-3.0 branch checked
out it'd great if you could do a final svn update and build to make
sure that I haven't introduced any last minute errors.  I'm now going
to head offline for an hour and then if their aren't any reports of
problems I'm going to tag 3.0.0 and then prep the website for
announcing the release.

Cheers,
Robert.
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