[osg-users] mapping to video koordinate system

2013-01-07 Thread DavidHornung

Hello,

how can I map a rectangle in my osg world on a rectangle with the same 
size in a Video? The Video is behind the OSG Scene.


Cheers,
David
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Re: [osg-users] Problems building OSC plugin on VS2008

2013-01-07 Thread Stephan Maximilian Huber
Hi Chris,

the osc-plugin compiles fine on my end with VS 2005. Is this a 64bit build?

cheers,
Stephan

Am 05.01.13 20:35, schrieb Chris Hanson:
 Anyone else encountering this? I have no clue, we're just trying to
 batch-build.
 
 d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\osc\OscOutboundPacketStream.h(101)
 : error C2535: 'osc::OutboundPacketStream
 osc::OutboundPacketStream::operator (osc::int32)' : member function
 already defined or declared
 ... 
 d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\osc\OscOutboundPacketStream.h(97)
 : see declaration of 'osc::OutboundPacketStream::operator '
 
 .\daeReader.cpp(298) : error C2039: 'data' : is not a member of
 'std::vector_Ty'
 ... with
 ... [
 ... _Ty=char
 ... ]
 
 
 
 
 
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Re: [osg-users] Happy New Year.

2013-01-07 Thread Robert Osfield
On 1 January 2013 19:48, Chris Hanson xe...@alphapixel.com wrote:

   I'm sure everyone, like myself is recovering, and playing, and spending
 non-work time, but I wanted to give a shout-out to everyone for a great and
 prosperous 2013.

My I pass on my new years greetings to yourself and everyone else in
the community :-)

   I'll be posting some cool OpenGL and OSG-related projects and whitepapers
 and stuff in the next couple of weeks (I'm slow...) so go check out
 AlphaPixel's twitter/facebook/G+/LinkedIn/telepathy feed.

Ooo tantalizing, any updates on this :-)
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Re: [osg-users] Mask projective texture

2013-01-07 Thread Robert Osfield
Hi Mateo,

I'm a bit confused as to what you are actually doing, my best guess is
that it's something like shadow mapping.  The best place to start is
to have a look at the osgprerender example and others similar to it.
Have a look at all examples that use osg::Camera when doing render to
texture, also have a look at the osgShadow library as it's osg::Camera
usage will show how to set up the Camera to create a render to depth
texture.

Robert.

On 6 December 2012 11:22, Mateo Gasparovic mateo.gasparo...@gmail.com wrote:
 Hi,

 I am beginner in the OpenSceneGraph in OpenGL. I have made a program for 
 Projecting textures using fragment and vertex shaders. The problem is that 
 texture is projected throughout the object.
 I have an idea to deal with this by using shadows (depth) map. The position 
 of light source is the same like the position of the projector, which I used 
 for Projecting texture.
 The idea is to disguise (mask) all the textures of the object that are in 
 shadow. Actually, I want to projects a texture only to do visible part of 
 object (at the time of shooting).
 How to create a shadow (depth) map in OSG or OpenGL sheader? How to mask 
 unwanted texture on 3D model?

 Thank you!

 Cheers,
 Mateo

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[osg-users] transparent objects in front of video in camera node with POST RENDER

2013-01-07 Thread DavidHornung

Hello,

I implemented the example from the book OSG3 Cookbook where is described 
how to play a Video in background of a 3D Scene. There they used 
POST_RENDER to achieve the behind effekt. Is it so possible to use BLEND 
in this setup, so that a 3D Object is semitransparent to the Video ?


Cheers,
David
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Re: [osg-users] [build] osgAndroidExampleGLES1 not loading model ( Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) )

2013-01-07 Thread Robert Osfield
Hi Sameer,

Issue like this are typically down to the scene graph being used
contain OpenGL state that simply isn't supported on your target OpenGL
ES version, with a quick look at the .osg file I can see an
osg::Program object which isn't supported by GLES 1, this should be a
implemented as non operation under GLES 1.x but perhaps something
associated with this is the cause of the error, but it could just as
likely be some other OpenGL state setting this doesn't map across.  I
would recommend iteratively hand editing the .osg to remove
osg::StateSet elements till you get something that works, from this
you should be able to spot the problem elements.

Robert.

On 25 December 2012 17:24, Sameer Ababneh samee...@gmail.com wrote:
 Greetings,
 i have attached some osg model that has no textures and its not that heavy, 
 well when loading it using the sample osgAndroidExampleGLES1, the logCat logs 
 that the model was sucessfully loaded and then each frame it logs :

 Code:

 Warning: detected OpenGL error 'invalid enumerant' at after 
 RenderBin::draw(..)



 and i just cant see anything on the screen,


 Thanks,
 max

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Re: [osg-users] osg::Smoothingvisitor and opengles2.0

2013-01-07 Thread Robert Osfield
Hi Raphael,

On 21 December 2012 14:10, raphael cano raphael.ca...@de.bosch.com wrote:
 After a quick look on the osgUtil::Smoothingvisitor class, it seems to be 
 that it uses the normal openGL pipeline, i.e. the nomals are pushed into 
 the drawable with setNormalArray.
 Is there a possibility to use this functionnality with attribute, in order to 
 make it compatible with openGLes2.0?

The OSG supports vertex attribute aliasing (via features in
osg::State) that allow norml, colour etc. arrays to be automatically
remapped to vertex attribute array equivalents.  This means you
shouldn't need to remap them yourself.

Robert.
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Re: [osg-users] how to delete the reference pointers

2013-01-07 Thread Robert Osfield
Hi Rishabh,

The ref_ptr is smart pointer that will automatically manage the ref
and unref of OSG objects, and when the ref() count of these objects
goes to 0 they will be automatically deleted.  If an object is shared
then it's ref count will be 2 or more (one per reference) and will not
be deleted when you just remove one of the references, only when the
last reference is removed will it be deleted.  This is very much
correct and intended behavior.

What exactly you want for you application I can't say as you've
provide too few details.

Robert.

On 21 December 2012 11:22, Rishabh Gupta rishabhgupta...@gmail.com wrote:
 Hi all,

 I am opening a new window(inherited from CWnd) from the main view window. In 
 this new window I am displaying the data, bt if i close this window and again 
 open it(while the view window was not closed),
 it still contains the data,which i was displaying earlier,though i have 
 assigned NULL to all the ref_ptr of that class holding the data.   :(

 A big thanx in advance for any help!!
 ...

 Thank you!
 :)
 Cheers,
 Rishabh

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Re: [osg-users] [build] [solved][OSX Lion] [trunk] ZeroConf folder missing

2013-01-07 Thread Robert Osfield
Hi Simon,

I'm just adding a reply for completeness as I believe the build issue
was just a temporary glitch should have been resolved already (back
last year :-).

Could you test out the latest svn/trunk just to confirm that it's now OK?

Thanks,
Robert.

On 14 December 2012 12:56, Simon Lemaitre sgr.lemai...@gmail.com wrote:
 Hi,

 Just had some troubles building the svn-trunk on Mac OS X Lion.
 Here's the CMake configuration I used :

 Code:

 BUILD_OSG_APPLICATIONS = OFF
 CMAKE_OSX_ARCHITECTURES = x86_64
 OSG_WINDOWING_SYSTEM = Cocoa
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio




 And here's the error I got :


 CMake Error at src/osgPlugins/CMakeLists.txt:274 (ADD_SUBDIRECTORY):
   add_subdirectory given source ZeroConfDevice which is not an existing
   directory.



 My (blind) quick fix was to simply comment those three lines in 
 osgPlugins/CMakeLists.txt :


 Code:

 IF(ZEROCONF_FOUND)
 ADD_SUBDIRECTORY(ZeroConfDevice)
 ENDIF()




 I succeed to compile the library using the default Apple compilers (using 
 XCode) but I'm worried of what I disabled doing this.

 Google didn't help me much. Maybe someone just forgot to svn-add the ZeroConf 
 folder in a recent patch ? What does OSG have to do with ZeroConf ?

 Cheers,
 Simon

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Re: [osg-users] Z Buffer Problems

2013-01-07 Thread Robert Osfield
Hi Kevin,

From the scant details provided I don't see how others can guess at
what the issue might be.  The type of difference between the two
images could one of many different things, the code segment or
description doesn't provide any clues to which of these it might be.

Have you got further with issue?  Any clearer idea yourself?

Robert.

On 11 December 2012 09:07, Kevin Virmani k.virm...@gmx.de wrote:
 Hi,

 I use the QT Plugin for OSG to display some .flt files. Most of them are 
 looking normal but some are just strange. I think it hase something to do 
 with the Z Buffer but I'm not sure (Picture in the attachement).

 The model is a child of a root node and the root ist assigend to the scene.
 I also have a grid which is added as a child to the root. On models which are 
 correct there is no problem with it but on incorrect models the grid becomes 
 also incorrect. (Second attachment., the red cone is behind the model)


 Code:

 osg::ref_ptrosg::Group root = new osg::Group();

 osg::Node* model = 
 osgDB::readNodeFile(m_entry-getRoot().toStdString(),options);
 root.get()-addChild(model);

 ...

 osg::Switch *switchGrid = new osg::Switch();
 switchGrid-addChild(createGrid(box));
 switchGrid-setValue(0,false);
 root.get()-asGroup()-addChild(switchGrid);

 m_osgWidget = new ViewerWidget(this); // Derrived from QGLWidget
 m_osgWidget-setSceneData(root.get());




 I hope someone can help me to fix this. In the osgviewer every model is  
 working correct and I don't know where my problem is.
 ...

 Thank you!

 Cheers,
 Kevin

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Re: [osg-users] [osgPlugins] stl plugin and BIND_PER_PRIMITIVE

2013-01-07 Thread Robert Osfield
Hi Michael,

BIND_PER_PRIMITIVE is indeed a really poor way to drive the OSG/OpenGL
as modern OpenGL doesn't support this binding directly to the OSG has
to jump through hoops to recreate this feature.  Moving to
BIND_PER_PRIMITIVE would be provide better peformance so you have my
blessing if you want to dive in and ammend the plugin.  I'd suggest
retaining the old implementation selectable via on osg::Option setting
as well even if it's not the default so others can get back the
original implementation in case their applications required this
specific arrangement.

Cheers,
Robert.

On 26 December 2012 22:08, Michael Schanne michael.scha...@gmail.com wrote:
 Hi,

 I have some models in my application that were provided to me in the .stl 
 file format, that I converted into .osg format using osgconv.  I was looking 
 at the .osg file and I noticed it contained BIND_PER_PRIMITIVE for the 
 normals.  I read elsewhere on the forum that this mode should be avoided as 
 it forces the app onto a slow path in OpenGL.  I looked over the source code 
 for the stl plugin and it looks like everything is imported as TRIANGLES.  If 
 this is the case, couldn't the normal vectors each be duplicated 3 times in 
 order to use BIND_PER_VERTEX instead?  If this works, would it be worthwhile 
 for me to submit this change?

 ...

 Thank you!

 Cheers,
 Michael

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Re: [osg-users] osgManipulator serializers not working

2013-01-07 Thread Robert Osfield
HI Michael,

The old .osg format won't support osgManipulator NodeKit, have you
tried the modern replacement .osgt that leverages the new serializer
support?

Robert.

On 27 December 2012 02:03, Michael Schanne michael.scha...@gmail.com wrote:
 Sorry for the thread bump, but has anybody ever gotten the osgManipulator 
 serializers to work?  They would be helpful to me in debugging my application.

 Thanks,
 Mike



 mschan01 wrote:
 Hi,

 I am trying to write my scene containing Draggers to an .osg file in order 
 to debug my application.  However, the Draggers in the graph are skipped 
 over and do not appear in the file.  I set the OSG_NOTIFY_LEVEL to DEBUG and 
 I saw this console output:


  FindFileInPath() : trying 
  C:\OpenSceneGraph\3.0.0\src\x86-win32-msvc\lib\osgPlugins-3.0.0\osgdb_osgmanipulatord.dll
   ...
  DynamicLibrary::failed loading osgPlugins-3.0.0/osgdb_osgmanipulatord.dll


 But, there is no osgdb_osgmanipulatord.dll.  The closest I have is 
 osgdb_serializers_osgmanipulatord.dll.  I tried renaming that dll but it 
 still didn't work, it just complained about another file.

 What do I need to do to get the osgManipulator serializers working?

 ...

 Thank you!

 Cheers,
 Michael


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Re: [osg-users] osg coordinate system

2013-01-07 Thread Robert Osfield
Hi Peterakos,

The bulk of the OSG loaders assume that world coordinates have +ve Z
upwards, +ve Y north and +ve X to the east.

The majority Camera Manipulators assume the world has Z up as well,
then set up Camera's view matrix so the Z up aligns with vertical
access of the screen, +ve Y into screen and +ve X to right.

You can change the default viewing position in the camera manipulators
if you wish by use the setHomePosition(..) method, or avoid the use of
Camera manipulators and just set the viewer's Camera's view matrix
directly using any of the Camera::setUpView*() method.

Robert.

On 28 December 2012 20:06, Peterakos hay...@gmail.com wrote:
 Hello.

 Osg uses a coordinate system in which the +y axis goes into the screen
 and +z axis goes up.
 Does this default matrix affects the model matrix of each object on
 the scene or the view matrix of all the cameras ?
 I wish i could remove this behavior.

 thnx.
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Re: [osg-users] Image::computeImageSizeInBytes bug

2013-01-07 Thread Robert Osfield
HI Marcin,

Have you come up with a fix?  I have plenty of stuff to get through so
any assistance on resolving this bug would be appreciated.

Thanks,
Robert.

On 28 December 2012 12:57, Marcin Prus p...@ai.com.pl wrote:
 Hi all,
 there's a bug in  Image::computeImageSizeInBytes(int width,int height, int
 depth, GLenum pixelFormat,GLenum type,int packing).
 It's easiest to reproduce if you try to compress rectangular texture with
 width  height using DXT compression. Last mipmaps with height  4 will get
 corrupted and some mipmaps may be lost because of computed size different
 from the actual one. Use osgconv --compressed -O OutputTextureFiles
 test01.ive out.osg on attached sample to create corrupted .dds file.

 Problem was introduced with change # 12912 from January I think and comes
 from not taking block nature of DXT compression into account in
 computeImageSizeInBytes function.  computeRowWidthInBytes computes average
 row size for DXT correctly but later there's no code to clamp height to 4 in
 computeImageSizeInBytes for rectangular DXT textures (I think
 computeBlockSize works as clamp for square ones so error is not present in
 such case). Perhaps other texture formats are affected too but I tested only
 DXT so far. I'll try to prepare fix but not before January 2nd.

 Best,
 Marcin Prus

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Re: [osg-users] Custom culling that works with shaders

2013-01-07 Thread Robert Osfield
Hi Glenn,

Just a quick reply as I'm just back from holiday season and rather
cold on techy topics.  Currently the OSG's culling is based around
testing a internal nodes bounding sphere against the view frustum
polytope and the geometry leaves bounding boxes.   With shaders having
the ability to move geometry around it obvious introduces a where is
it now? issue for any of the present bounding volume code that tries
to handle geometry with such shaders.  Currently the OSG has an
osg::Drawable::setInitialBound(..) feature but this is really crappy
and has long deserved a complete overhaul in the face of widespread
usage of shaders.

I don't believe tackling this issue by just providing some for of
culling callback/control would be sufficient as it's not only culling
traversals that need to test the whereabouts of geometry in the scene
graph.  What exactly a general purpose solution might be I can't say
without putting some more time thinking about the topic.  A good first
step would be to improve the bounding box controls in osg::Drawable so
it's better at managing user set bounding volumes.

Robert.

On 4 January 2013 15:44, Glenn Waldron gwald...@gmail.com wrote:
 Robert et al.,

 The topic of culling vis-a-vis shaders has come up a few times recently.

 The issue is: if you transform or emit vertices in a vertex, geometry, or
 tessellation shader, the new position information is not available to OSG's
 culling mechanism. This may result in visible geometry being culled.

 One approach is to artificially inflate the bounds of your geometry. Not
 very elegant. Cull callbacks won't help, since the visibility logic is in
 CullStack::isCulled() which executes before any cull callbacks.

 What I would like to do is use a custom frustum for culling. In my app I
 have just such a frustum, and I tried applying it the the current
 osg::CullingSet; but that CullingSet is automatically kept in sync with the
 Camera frustum and my changes get overwritten.

 I think we need a general-purpose solution, since this topic is bound to
 come up again. Here are a couple ideas:

 1) Allow the user to customize CullStack::isCulled() in some way, either
 with a callback, or by making the isCulled() variants virtual.

 2) Allow the user to apply a custom visibility frustum to the
 osg::CullingSet. (Calling CullingSet::setFrustum works, but gets
 automatically overwritten when there are subsequent Transforms in the scene
 graph.)

 I look forward to your thoughts.


 Glenn Waldron / @glennwaldron / osgEarth.org

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Re: [osg-users] OSG COLLADA build problem, Windows, vs2008

2013-01-07 Thread Robert Osfield
On 6 January 2013 09:37, Aurelien Albert aurelien.alb...@alyotech.fr wrote:
 Hi,

 I've sent a fix for that :

 http://forum.openscenegraph.org/viewtopic.php?t=11204


 The fix is not yet merged into trunk.

It is now :-)
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Re: [osg-users] Problems building OSC plugin on VS2008

2013-01-07 Thread Robert Osfield
Hi Chris,

I merged some changes to the OSC plugin from Stephan this morning, and
Aurlien's fix to the dae plugin so could you try out the latest
svn/trunk and see what the status is?

Thanks,
Robert.

On 5 January 2013 19:35, Chris Hanson xe...@alphapixel.com wrote:
 Anyone else encountering this? I have no clue, we're just trying to
 batch-build.

 d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\osc\OscOutboundPacketStream.h(101)
 : error C2535: 'osc::OutboundPacketStream
 osc::OutboundPacketStream::operator (osc::int32)' : member function
 already defined or declared
 ...
 d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\osc\OscOutboundPacketStream.h(97)
 : see declaration of 'osc::OutboundPacketStream::operator '

 .\daeReader.cpp(298) : error C2039: 'data' : is not a member of
 'std::vector_Ty'
 ... with
 ... [
 ... _Ty=char
 ... ]



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Re: [osg-users] mapping to video koordinate system

2013-01-07 Thread Robert Osfield
Hi David,

On 7 January 2013 11:21, DavidHornung horn...@googlemail.com wrote:
 how can I map a rectangle in my osg world on a rectangle with the same size
 in a Video? The Video is behind the OSG Scene.

Probably solve this in a similar way to one would answer the generic
question how long is a piece of string?

The bottom line is we can't answer you question as it's too open
ended.  Is you OSG world a 3D one, an perspective or orthographic one?
 When you say rectangle in my OSG world, what exactly do you mean?
What about the rectangle in the video, is the dimensions of the vedeo
frame or a rectangle that is within the video image?

Robert.
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Re: [osg-users] transparent objects in front of video in camera node with POST RENDER

2013-01-07 Thread Robert Osfield
Hi David,

If you want to blend the 3D objects ontop of a background image/video
then the best way would be to change the background Camera RenderOrder
to PRE_RENDER and disable the clear of the colour buffer for the main
Camera so that is doesn't overwrite the background.

Robert.

On 7 January 2013 13:37, DavidHornung horn...@googlemail.com wrote:
 Hello,

 I implemented the example from the book OSG3 Cookbook where is described how
 to play a Video in background of a 3D Scene. There they used POST_RENDER to
 achieve the behind effekt. Is it so possible to use BLEND in this setup, so
 that a 3D Object is semitransparent to the Video ?

 Cheers,
 David
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Re: [osg-users] mapping to video koordinate system

2013-01-07 Thread DavidHornung

Hi,
for example: I have a video of a football game, the teal camera always 
stays in its place and force the same point.

Now I want to add a virtual football field on the one in the video.

So how can i get the camera parameters the real camera had(unknown) for 
my virtual camera so that their views fit together?

Which techniques are there?

Hope now it is more clear

Cheers,
David

Am 07.01.2013 15:43, schrieb Robert Osfield:

Hi David,

On 7 January 2013 11:21, DavidHornung horn...@googlemail.com wrote:

how can I map a rectangle in my osg world on a rectangle with the same size
in a Video? The Video is behind the OSG Scene.

Probably solve this in a similar way to one would answer the generic
question how long is a piece of string?

The bottom line is we can't answer you question as it's too open
ended.  Is you OSG world a 3D one, an perspective or orthographic one?
  When you say rectangle in my OSG world, what exactly do you mean?
What about the rectangle in the video, is the dimensions of the vedeo
frame or a rectangle that is within the video image?

Robert.
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Re: [osg-users] transparent objects in front of video in camera node with POST RENDER

2013-01-07 Thread DavidHornung

Hi,

thank you for the tip, but now I have the Effekt that my transparent 
object is first transparent to the video and then gets its full color, 
like the color gets added each time


David.

Hi David,

If you want to blend the 3D objects ontop of a background image/video
then the best way would be to change the background Camera RenderOrder
to PRE_RENDER and disable the clear of the colour buffer for the main
Camera so that is doesn't overwrite the background.

Robert.

On 7 January 2013 13:37, DavidHornung horn...@googlemail.com wrote:

Hello,

I implemented the example from the book OSG3 Cookbook where is described how
to play a Video in background of a 3D Scene. There they used POST_RENDER to
achieve the behind effekt. Is it so possible to use BLEND in this setup, so
that a 3D Object is semitransparent to the Video ?

Cheers,
David
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Re: [osg-users] Which GPGPU postprocessing method is best for me?

2013-01-07 Thread Ethan Fahy
Thank you Jeremy I'll have a look at that implementation (I was actually just 
reading through Rui Wang's cookbook when you posted this).  In the meantime 
I'll also try compiling osgPPU and osgCompute and go through some examples to 
assess which of these can accomplish what I am looking to do.

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[osg-users] [osgPPU] Visual Studio compilation error

2013-01-07 Thread Ethan Fahy
Hello all,

I am attempting to build the trunk version of osgPPU against the trunk version 
of osg and cuda 5.0 using Visual Studio 2010 SP1 on Windows 7 x64.  I am trying 
to build in 32-bit mode and so I'm pointing to the 32-bit versions of the CUDA 
libraries that come with CUDA 5.0.  I also built osg in 32-bit mode.  I am also 
using CMake 2.8.9 .  

Before getting to the compilation errors, is there a known incompatibility 
between anything I just described?

CMake was having a hard time finding CUDA-related values automatically so I 
mostly set them manually as follows:

CUDA_DIR : C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v5.0

CUDA_INCLUDE : C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v5.0/include

CUDA_NVCC : C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v5.0/bin/nvcc.exe

CUDA_NVCC_FLAGS : -ccbin $(VCInstallDir)bin;-DWIN32

CUDA_SDK_DIR : C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v5.0

FOUND_CUDA : C:/Program Files/NVIDIA GPU Computing 
Toolkit/CUDA/v5.0/lib/Win32/cuda.lib

FOUND_CUDART : C:/Program Files/NVIDIA GPU Computing 
Toolkit/CUDA/v5.0/lib/Win32/cudart.lib

FOUND_CUDA_NVCC_INCLUDE : C:/Program Files/NVIDIA GPU Computing 
Toolkit/CUDA/v5.0/include

Does any of this seem incorrect?

Lastly, when I go to build this project in Visual Studio it builds everything 
successfully except for the cudakernel project which has more than 100 errors.  
I'll post some of them here (there are many more of the C2719 errors but I 
think you'll get the point):

Error   2   error C2371: 'size_t' : redefinition; different basic types 
c:\program files (x86)\microsoft visual studio 
10.0\vc\include\codeanalysis\sourceannotations.h 27
Error   3   error C4235: nonstandard extension used : '__unaligned' keyword 
not supported on this architecture  c:\Program Files (x86)\Microsoft Visual 
Studio 10.0\VC\INCLUDE\stdlib.h 342
Error   4   error C2719: 'val': formal parameter with 
__declspec(align('8')) won't be aligned   c:\program files\nvidia gpu 
computing toolkit\cuda\v5.0\include\surface_functions.h 2642
Error   5   error C2719: 'val': formal parameter with 
__declspec(align('8')) won't be aligned   c:\program files\nvidia gpu 
computing toolkit\cuda\v5.0\include\surface_functions.h 2647
Error   6   error C2719: 'val': formal parameter with 
__declspec(align('8')) won't be aligned   c:\program files\nvidia gpu 
computing toolkit\cuda\v5.0\include\surface_functions.h 2672
Error   7   error C2719: 'val': formal parameter with 
__declspec(align('8')) won't be aligned   c:\program files\nvidia gpu 
computing toolkit\cuda\v5.0\include\surface_functions.h 2677
Error   8   error C2719: 'val': formal parameter with 
__declspec(align('16')) won't be aligned  c:\program files\nvidia gpu 
computing toolkit\cuda\v5.0\include\surface_functions.h 2682
Error   9   error C2719: 'val': formal parameter with 
__declspec(align('16')) won't be aligned  c:\program files\nvidia gpu 
computing toolkit\cuda\v5.0\include\surface_functions.h 2687
Error   10  error C2719: 'val': formal parameter with 
__declspec(align('16')) won't be aligned  c:\program files\nvidia gpu 
computing toolkit\cuda\v5.0\include\surface_functions.h 2712
Error   11  error C2719: 'val': formal parameter with 
__declspec(align('16')) won't be aligned  c:\program files\nvidia gpu 
computing toolkit\cuda\v5.0\include\surface_functions.h 2717

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Re: [osg-users] Happy New Year.

2013-01-07 Thread Chris Hanson
Well, my New Years resolution of publishing more stuff so far has fallen
flat on its face. :(

I have a whitepaper detailing how (I think) VPB/OSG/PagedLOD structures,
build and uses data which I think many people would find useful, but I
haven't polished it up and published it yet. Soon...

Also, I'm still getting client releases and materials to talk about some of
the other nifty projects we've done over the last year or two.

And we have some more pre-compiled binaries to release, but I need to
structure the web site to present them...

And my cloning project has yet to produce a carbon copy of me to do all
this drudge work while I code, or sip cold Macallan somewhere warm and
tropical. BTW, that house in Skyfall was yours right? Pity about it gettin'
blowed up an' all. ;)



On Mon, Jan 7, 2013 at 6:31 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 On 1 January 2013 19:48, Chris Hanson xe...@alphapixel.com wrote:
 
I'm sure everyone, like myself is recovering, and playing, and spending
  non-work time, but I wanted to give a shout-out to everyone for a great
 and
  prosperous 2013.

 My I pass on my new years greetings to yourself and everyone else in
 the community :-)

I'll be posting some cool OpenGL and OSG-related projects and
 whitepapers
  and stuff in the next couple of weeks (I'm slow...) so go check out
  AlphaPixel's twitter/facebook/G+/LinkedIn/telepathy feed.

 Ooo tantalizing, any updates on this :-)
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-- 
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http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
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Re: [osg-users] Build Install OpenSceneGraph-3.1.3 give me a No WindowSystemInterface error ?

2013-01-07 Thread Chris Hanson
We're working on updating our builds as well, which will include the
COLLADA loader, if we can ever get it to compile. ;)


On Sun, Jan 6, 2013 at 6:49 AM, Mohamed Alji osgfo...@tevs.eu wrote:

 **
 Excellent Philip your solution worked !


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 Blog http://aljilogy.blogspot.fr

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-- 
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http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
@alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
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[osg-users] Building OSG/Producer/OT 1.2 w/gcc 4.4.5

2013-01-07 Thread Conan Doyle
Hi,

I find myself in need of building OSG/Producer/OT 1.2 to support a legacy 
project.  I am using gcc 4.4.5.  I am getting numerous compile errors regarding 
undeclared functions such as memset, memcpy, getenv and so on.  These seem easy 
enough to correct by adding the proper includes to the .cpp files in which the 
errors are found, but before I continue to do so, I thought I should ask if 
this was the correct or best approach and if I should expect any issues 
downstream in doing this or in general with building OSG/Producer/OT with 1.2 
w/gcc 4.4.5.


CD
... 

Thank you!

Cheers,
Conan

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Re: [osg-users] Building OSG/Producer/OT 1.2 w/gcc 4.4.5

2013-01-07 Thread Jason Daly

On 01/07/2013 04:25 PM, Conan Doyle wrote:

Hi,

I find myself in need of building OSG/Producer/OT 1.2 to support a legacy 
project.  I am using gcc 4.4.5.  I am getting numerous compile errors regarding 
undeclared functions such as memset, memcpy, getenv and so on.  These seem easy 
enough to correct by adding the proper includes to the .cpp files in which the 
errors are found, but before I continue to do so, I thought I should ask if 
this was the correct or best approach and if I should expect any issues 
downstream in doing this or in general with building OSG/Producer/OT with 1.2 
w/gcc 4.4.5.



Hi, Conan,

I vaguely recall having all kinds of problems with OSG 1.2 compiling
with any version of gcc4.  I think we ran into this when we upgraded our
version of Red Hat in the lab, and the new version switched from gcc3 to
4.  Our solution at the time was to go ahead and upgrade to OSG 2.0.

The point being, there probably isn't a right way to do this.
Whatever works best for you is probably the right way.

--J


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Re: [osg-users] Which GPGPU postprocessing method is best for me?

2013-01-07 Thread Wang Rui
Hi Ethan,

You may found the osgeffectcompositor in osgRecipes project as Jeremy says.
I'm currently working on a better version of ViewDependentShadowMap and
will try to provide a complete pipeline using forward shadows and deferred
shading work. It is always appreciated if you and others could provide some
more ideas and suggestions. :-)

Wang Rui



2013/1/8 Ethan Fahy ethanf...@gmail.com

 Thank you Jeremy I'll have a look at that implementation (I was actually
 just reading through Rui Wang's cookbook when you posted this).  In the
 meantime I'll also try compiling osgPPU and osgCompute and go through some
 examples to assess which of these can accomplish what I am looking to do.

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[osg-users] Can OSG be used as a tool to edit maps?

2013-01-07 Thread Nav Joseph
My question is as an offset to a discovery that osgEarth does not allow saving 
a map it generates, to the hard disk.
So I was wondering that if osgEarth is only for displaying maps, and virtual 
planet builder was to split up a map into tiles and lod's, and osgEdit was 
meant only for minor modelling of a scene, then that leaves me with only OSG 
itself, which has to be programmed in such a way that it allows me to edit a 
scene the way I want to edit it.

Eg.If I have a vector map (in whatever format) and I want to change a few 
details (like the color of a few lines) in it and save the map (as .osg or .ive 
or any other format), is my only option to use OSG for this task? What is the 
best way to edit maps using osg related tools? I'm ready to do some amount of 
programming related to it, as long as I can customize it as per the intricate 
details I want to edit. Raster, vector and maybe even DEM.


Nav of Joseph? You can call me Nav :-)

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