Re: [osg-users] OpenSceneGraph-3.0.1 release candidate posted

2011-07-28 Thread Robert Osfield
Hi Jim,

On Wed, Jul 27, 2011 at 11:50 PM, Jim Bates jsba...@pacbell.net wrote:
  Zip file containing source code :
 http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.0.1-rc2.zip

Sorry about this, I've now fixed the 3.0.1-rc2.

I'll be reviewing a couple of submissions this morning and will likely
make rc3 later today.

Cheers,
Robert.
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Re: [osg-users] [build] problem compiling osg 3.0.0 for Android

2011-07-28 Thread Rubén Díaz
Hi,

just a quick one... (I was not sure whether I should have posted it here or 
somewhere else. anyway...)

I was testing the example application for OpenGL ES 2.0 and worked flawlessly 
using the Android 2.2 SDK. I tested on a Samsung Galaxy Tablet.
I am testing now, using the Android 3.1 SDK for an ASUS Eee Pad Transformer. 
And I am out of luck...

The result I get is the application starting (I can see the menu but the rest 
is black) and suddenly exiting a couple of seconds after. No error messages. 
Is this version of android (3.0 or 3.1) supported?

Thank you!

Cheers,
Rubén

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Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-28 Thread David Angelo
Hi John,

sorry for the late response. It just became clear that I go to SIGGRAPH.
Is there still a presentation slot available (5-10min)? If not, no problem.
I could talk about AVANGO, a VR System using OpenSceneGraph and a
selection of recent projects.
Please let me know.

Cheers,
David


On Tue, Jul 5, 2011 at 8:55 PM, John F. Richardson
richa...@spawar.navy.mil wrote:
 Hello,

 37 days till OpenScengraph BOF at SIGGRAPH 2011.

 10 AM Wed 10 Aug 2011.

 Anyone thinking of presenting at the BOF? Slots are 5 to 20 minutes.

 John F. Richardson

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[osg-users] Metadata: add new types?

2011-07-28 Thread suky0001
Hi Robert, hi all,

I'm moving our software to the current meta implementation. And clearly, adding 
new types handled by ValueObject is difficult: I may try adding 
META_ValueObject(SomeType, SomeTypeName), I won't be able to compile as 
Set/GetValueVisitor classes don't handle the new type. I may also try to create 
a MyTemplateValueObject which accept some MySet/MyGetValueVisitor (I 
did!), but there is plenty of problems, and cumbersome code to work around 
them. So I think I'm going to store my custom types directly as Objects, not as 
ValueObjects, manually handling the retreival of the values.

However, if for exotic types there is no solution apart from modifying (again) 
the OSG's implementation, I ask if more common types may be added. Namely:
- long
- osg::Vec[n](f|d)Array classes
- a DateTime class

Thoughts? Do you think of any other type that could be added?
For the DateTime class, I know there is no censensus on it and users may have 
choose different implementations. However this is quite common to require such 
a feature, and it may be useful to have a class in OSG for it... or at least a 
simple string that users may convert from/to their own type.

Cheers,

Sukender
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Re: [osg-users] Metadata: add new types?

2011-07-28 Thread Robert Osfield
Hi Suikender,

It's meant that one would subclass from osg::Object rather than
ValueObject for complex user types.  The ValueObject type is meant
just for simple values not composite/array values.  Extended the OSG
serializer classes is quite straight forward so I wouldn't worry about
this aspect - once you wrapped a couple of classes it becomes pretty
natural.  The osguserdata example illustrates this in action.

Robert.

On Thu, Jul 28, 2011 at 11:16 AM,  suky0...@free.fr wrote:
 Hi Robert, hi all,

 I'm moving our software to the current meta implementation. And clearly, 
 adding new types handled by ValueObject is difficult: I may try adding 
 META_ValueObject(SomeType, SomeTypeName), I won't be able to compile as 
 Set/GetValueVisitor classes don't handle the new type. I may also try to 
 create a MyTemplateValueObject which accept some 
 MySet/MyGetValueVisitor (I did!), but there is plenty of problems, and 
 cumbersome code to work around them. So I think I'm going to store my custom 
 types directly as Objects, not as ValueObjects, manually handling the 
 retreival of the values.

 However, if for exotic types there is no solution apart from modifying 
 (again) the OSG's implementation, I ask if more common types may be added. 
 Namely:
 - long
 - osg::Vec[n](f|d)Array classes
 - a DateTime class

 Thoughts? Do you think of any other type that could be added?
 For the DateTime class, I know there is no censensus on it and users may have 
 choose different implementations. However this is quite common to require 
 such a feature, and it may be useful to have a class in OSG for it... or at 
 least a simple string that users may convert from/to their own type.

 Cheers,

 Sukender
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[osg-users] Using existing OpenGL texture with OSG

2011-07-28 Thread Sergey Vidyuk
Hello

I have several SVG images which I want to use as textures in my application 
which uses both Qt and OpenSceneGraph. I want to do it using QSvgRenderer on 
QGLFramebufferObject. It allows to render SVG image directly on FBO and then 
use rendered image as texture like this:

QGLFramebufferObject * fbo = new QGLFramebufferObject(width, height);
QSvgRenderer renderer(QString(texture.svg));
QPainter painter(fbo);
renderer.render(painter);

After that I can use fbo-texture() to get OpenGL texture id and everything 
works perfectly in a simple test project (Qt + raw OpenGL). However I can't 
find any way to use this texture id with existing OSG classes.

I've googled for the ability to use existing OpenGL textures with OSG and 
looked breifly through the code of the osg::Texture and osg::Texture2D and it 
looks like I have to create a class derived from the osg::Texture which will 
wrap external texture. Is it the right way? Are there any good articles how to 
create your own texture class?

Sergey Vidyuk

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Re: [osg-users] Loading textures into VRAM

2011-07-28 Thread Ulrich Hertlein
Hi Frank,

On 27/07/11 20:48 , Frank Sullivan wrote:
 My understanding is that most OpenGL implementations will not load a texture 
 into VRAM
 until the time that it is first used. I was wondering, will a call to 
 glBindTexture
 suffice for using a texture? If so, could I write a node visitor that just 
 visits
 every StateSet in my graph, pulls out the texture objects, and calls
 Texture::TextureObject::bind()?
 
 I'm trying to think of a way to preload all of my textures into VRAM so that 
 I don't
 get a frame rate stutter the first time one object or another comes into view.

Unfortunately, the only way to *absolutely* make sure a texture is resident on 
the
graphics card is to draw geometry that uses the texture.

Cheers,
/uli
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Re: [osg-users] osgWidget documentation?

2011-07-28 Thread Daniel Cámpora
The examples don't contain exactly what I want to do. I'd like to have an 
EventHandler triggered with the mouseRelease action, but I need to keep the 
GUIEventAdapter and GUIActionAdapter parameters. As far as I can tell, I can't 
do this with the current mouseHandler / keyboardHandler for the widgets, right?

However, it would be nice to extend the functionality, so that I could avoid 
implementing again the logic to pick the correct widget.

The needs that bring up keeping the GUI parameters are so that all the 
information can be accessed from the Release event itself. Eg say I want to 
trigger new events only if I clicked in a widget.

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[osg-users] Curious error on exit under Kubuntu 11.04

2011-07-28 Thread Robert Osfield
Hi All,

Since I moved to Kubuntu 11.04 I've been getting a

  Inconsistency detected by ld.so: dl-close.c: 737: _dl_close:
Assertion `map-l_init_called' failed!

on exit from OSG apps runh from the console, it doesn't happen for all
app/models, but even the same app can see the problem with certainly
models, but not others.  Looking on the web there seems to plenty of
other applications with the same error since moving to Kubuntu/Ubuntu
11.04.  I haven't really seen any good leads - the best I can guess
from what I've seen with online discussion and my own tests is that it
looks might to be something todo with libc, I don't wonder if it also
might be related to dynamic loading of plugins.

Anyone with anyone thoughts or experience with this issue?

Robert.
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[osg-users] Picking objets

2011-07-28 Thread Carlos Sanches
Hi !
I m trying to detect wich object is selected with LineSegmentIntersector . I
m using the example osgpick  to help.
The problem is that I can only see where the line is intersected but I want
to execute some command only if a test objet is intersected.
 For example if I have two spheres A and B .
How do I know if I m touching only the A sphere  ?

 thank you !

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Re: [osg-users] Picking objets

2011-07-28 Thread Jason Daly

On 07/28/2011 11:31 AM, Carlos Sanches wrote:

Hi !
I m trying to detect wich object is selected with 
LineSegmentIntersector . I m using the example osgpick  to help.
The problem is that I can only see where the line is intersected but I 
want to execute some command only if a test objet is intersected.

 For example if I have two spheres A and B .
How do I know if I m touching only the A sphere  ?


The osgpick code demonstrates how to get all kinds of information from 
the Intersection objects in the 
osgUtil::LineSegmentIntersector::Intersections list.  You can get the 
local and world coordinates, the model matrix, the drawable object, the 
primitive index of the drawable, and even the node path traversed 
through the scene to get to the drawable.  It's all in the Intersection 
object.


--J

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Re: [osg-users] Moving skinned mesh by manually transforming the bones.

2011-07-28 Thread Alberto Luaces
George Bekos writes:

 Hello OSGers!

 The last days I am playing with osgAnimation in order to implement something. 
 I managed to make something work like I want it to but I don't know if this 
 is the right approach or not. I will describe my problem and then I will 
 describe my solution. I would be more than grateful if you could give my 
 suggestions,advices,tips etc.

 Problem:
 I have a skinned (it has a skeleton, it is based on bones) hand model in a 
 DAE file. The model does not contain any keyframes or animation.
 I want to import this hand into my OSG application and be able to move the 
 fingers independently using the k/b. The movement of the fingers is simple: 
 only rotation around an axis. (have your palm wide open and try to make a 
 fist, each finger rotates around one axis that passes through the joint).

 Solution:
 * I load the model normally.
 * I get a pointer to a bone(using an osg::NodeVisitor).
 * I get osgAnimation::UpdateBone callback for that bone
 * I get get the osgAnimation::StackedTransform from that 
 osgAnimation::UpdateBone
 * I push_back() a new osgAnimation::StackedRotateAxisElement  (I also store 
 the pointer somewhere else) to the osgAnimation::StackedTransform
 * Then I pass (using the constructor) the previous stored 
 osgAnimation::StackedRotateAxisTransform pointer to a custom EventHandler 
 that inherits from osgGA::GUIEventHandler and I add it (the handler) to the 
 osgViewer (using addEventhandler()).
 * Then inside the handler() function of my custom even handler I check for 
 key presses and then I modify the angle of the 
 osgAnimation::StackedRotateAxisTransform.

 All the above seem to work fine, but I don't know if this is the right way to 
 solve this kind of problem. I would appreciate any 
 comments/suggestions/ideas/tips.

 Thank you very much for your time!

Hi George,

if you are directly moving a bone, you could bypass all the
transformation system and just replace its update callback with one of
yours that should compute the bone position in skeleton space. Check the
original osgAnimation::UpdateBone for details.

-- 
Alberto

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Re: [osg-users] osgWidget documentation?

2011-07-28 Thread Jeremy Moles
On Thu, 2011-07-28 at 14:22 +0200, Daniel Cámpora wrote:
 The examples don't contain exactly what I want to do. I'd like to have an 
 EventHandler triggered with the mouseRelease action, but I need to keep the 
 GUIEventAdapter and GUIActionAdapter parameters. As far as I can tell, I 
 can't do this with the current mouseHandler / keyboardHandler for the 
 widgets, right?
 
 However, it would be nice to extend the functionality, so that I could avoid 
 implementing again the logic to pick the correct widget.
 
 The needs that bring up keeping the GUI parameters are so that all the 
 information can be accessed from the Release event itself. Eg say I want to 
 trigger new events only if I clicked in a widget.

Ahh, now I see what you're saying. Unfortunately, this won't be possible
without reimplementing a lot of code. What information are you missing?
Perhaps there is an alternative way to get it?

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Re: [osg-users] osgWidget documentation?

2011-07-28 Thread Daniel Cámpora
Hi :)

Well, the widget button will trigger an animation, and my whole application 
should be aware of this. I think the best way to do this is triggering a custom 
event on the start of the animation, so I'd need the GUIActionAdapter for my 
purposes.

Nevermind, I'll go for a custom EventHandler then. I only wanted to know if 
this was the best solution I could go for, taking into account the amount of 
effort you've already put into the widgets :)

Thanks a lot for answering my questions, Jeremy,

Cheers,

Daniel

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Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-28 Thread John F. Richardson
Hello David,

Yesyou can have a 10 - 15 minute slot. We want to know all about the 
recent projects.

John F. Richardson

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Angelo
Sent: Thursday, July 28, 2011 2:58 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

Hi John,

sorry for the late response. It just became clear that I go to SIGGRAPH.
Is there still a presentation slot available (5-10min)? If not, no problem.
I could talk about AVANGO, a VR System using OpenSceneGraph and a
selection of recent projects.
Please let me know.

Cheers,
David


On Tue, Jul 5, 2011 at 8:55 PM, John F. Richardson
richa...@spawar.navy.mil wrote:
 Hello,

 37 days till OpenScengraph BOF at SIGGRAPH 2011.

 10 AM Wed 10 Aug 2011.

 Anyone thinking of presenting at the BOF? Slots are 5 to 20 minutes.

 John F. Richardson

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[osg-users] How to build osgdotnet wrapper for OpenSceneGraph-3.0.0

2011-07-28 Thread Rakesh Parmar
Hi List,

I am trying to build osgdotnet warpper for OpenSceneGraph-3.0.0.
I have read the document provided here and i have compiled generator 
.sln aslo.
http://www.openscenegraph.org/projects/osgDotNet/wiki/GettingStartedWithTheWrappersGenerator

But i have read in archive mail that we need to modify osgdotnet wrapper to 
work for OpenSceneGraph-3.0.0. Is it correct?

If some body already done this for OpenSceneGraph-3.0.0 or any new version .

Plaese guide me or even any link will be welcome

Thank you!

Cheers,
parmar

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[osg-users] OpenSceneGraph-3.0.1-rc3 tagged, please test

2011-07-28 Thread Robert Osfield
Hi All,

I have merged a couple of different bug fixes, most significant is an
improvement to the dicom plugin that address scaling problems that
plagued some models.  Full list of changes sicne 3.0.0 below.  You can
download the source from:

   Zip file containing source code :
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.0.1-rc3.zip
  Subversion tag : svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.1-rc3
OpenSceneGraph

I would very much appreciate testing out in the community of release
candidate 3, if no problems arise I go ahead and make 3.0.1 tomorrow -
so you have less than 24 hours to spot those problems that just hold
your application back.

Thanks in advance for help with testing,
Robert.

-- Changes since 3.0.0:


2011-07-28 16:41  robert

* src/osgPlugins/dicom/ReaderWriterDICOM.cpp: Improved the handling
  of scaling of dicom imagery.

2011-07-28 12:08  robert

* src/osgViewer/GraphicsWindowX11.cpp: Merged from svn/trunk
  revision 12722. Refectored the EGL setup so that it's honours the
  Traits values.

2011-07-28 11:05  robert

* src/osg/Texture.cpp, src/osgWrappers/serializers/osg/Texture.cpp:
  Merged from svn/trunk, revision 12727, Reverted the change to the
  default setting of _resizeNonPowerOfTwoHint back to true for all
  platforms to ensure the
  same behaivour across platforms, something that can be achieved
  now thanks to the integrated GLU library.

  Corrected the default of the ResizeNonPowerOfTwoHint to true to
  reflect the actual default setting set by the
  Texture default constructor.

2011-07-28 08:19  robert

* src/osgDB/ObjectWrapper.cpp: From Johannes Baeuerle, merged from
  svn/trunk revision 12725, in the file
  src/osgDB/ObjectWrapper.cpp, where the GlobalLookupTable for gl
  enums for serialization purposes is defined, some of the
  compressed texture formats are missing. I added enums for the pvr
  and etc formats.

2011-07-28 07:47  robert

* src/osgViewer/View.cpp: From Jason Beverage, merged from
  svn/trunk revision 12723, Here is a small fix for
  getCameraContainingPosition. getXMin was
  being used in a case where getYMin should be used instead.

2011-07-25 19:28  robert

* AUTHORS.txt, ChangeLog: Updated ChangeLog and AUTHORS file for
  3.0.1-rc2

2011-07-25 18:39  robert

* CMakeLists.txt: Updated release candidate number

2011-07-25 17:08  robert

* src/osgViewer/Renderer.cpp: Merged from svn/trunk revision 12818,
  Fixed stats bug where not all stats fields were being collected
  by the cull_draw() method used in the SingleThreaded and
  CullDrawThreadPerContext threading models.

2011-07-22 09:28  robert

* src/osg/Texture.cpp: From Alexander Irion, merged from svn/trunk
  revision 12716, Texture borders are not supported in ES.

  _isTextureBorderClampSupported is set to TRUE in Texture.cpp,
  because of the version number check (GL VERSION = 1.3).

  This leads to an invalid enum error, when GL_TEXTURE_BORDER_COLOR
  is tried to set.

2011-07-22 08:26  robert

* src/osgViewer/ViewerEventHandlers.cpp: Merged from svn/trunk
  revision 12714, In the RecordCameraPathhandler fixed the
  handling of pressing 'Z' before 'z' which was causing the view
  to be reset to 0,0,0 by AnimationPathManipualtor with an empty
  AnimationPath.

2011-07-21 09:54  robert

* AUTHORS.txt, CMakeLists.txt, ChangeLog,
  applications/osgversion/Contributors.cpp, include/osg/Version:
  Updated ChangeLog, Version and AUTHORS file for 3.0.1-rc1

2011-07-21 09:19  robert

* src/osgText/TextBase.cpp: Merged from svn/trunk, workaround to
  culling issues assocaited with text that is set to scale relative
  to screen coords or is rotated to the screen.

2011-07-21 09:10  robert

* src/osgPlugins/vrml/ReaderWriterVRML2.cpp: From Mathias
  Froehlich, merged from svn/trunk revision 12708, I have attached
  an updated version of the VRML2 loader.
  That change is the result of the '[osgPlugins] VRML plugin -
  file url'
  discussion on osg-users.

  The attached change avoids rewriting file names into some kind of
  file urls
  and then use the url for opening an fstream. Instead just use the
  given file
  name to open the stream.
  Also this change adds some Notify output for the error paths.

2011-07-21 08:53  robert

* CMakeModules/FindFBX.cmake: From Wang Rui, merged from svn/trunk
  revision 12706, This fixes a small problem in the FindFBX file.
  In CMake scripts,
  VS2010 is not 

Re: [osg-users] osgWidget documentation?

2011-07-28 Thread Jeremy Moles
On Thu, 2011-07-28 at 18:53 +0200, Daniel Cámpora wrote:
 Hi :)
 
 Well, the widget button will trigger an animation, and my whole application 
 should be aware of this. I think the best way to do this is triggering a 
 custom event on the start of the animation, so I'd need the GUIActionAdapter 
 for my purposes.

 Nevermind, I'll go for a custom EventHandler then. I only wanted to know if 
 this was the best solution I could go for, taking into account the amount of 
 effort you've already put into the widgets :)

If you want to inject fake events into the system, the WindowManager
already has an osgViewer::View* you can use to cal -getEventQueue() on
from within your callback.

bool MyClass::mouseReleased(
double x,
double y,
const osgWidget::WindowManager* wm
) {
...
wm-getView()-getEventQueue()-addEvent(YourCustomEvent);
}

Would this work? I could still be misunderstanding something, or making
assumptions (wrongly) about what I remember of osgGA. :)

 Thanks a lot for answering my questions, Jeremy,
 
 Cheers,
 
 Daniel
 
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