Re: [osg-users] CompositeViewer regression between OSG 3.1.4 and 3.2

2014-06-27 Thread Robert Osfield
Hi Glenn,

On 27 June 2014 22:08, Glenn Waldron  wrote:
> Sure. These were the breaks:

I see that you are testing 3.3.2 rather than 3.2.1.  Both have the fix
to the CompositeViewer event focus bug that you reported.

>
> 1) osg::Geode::DrawableList type is gone; replaced usage of iterators with
> getNumDrawables + getDrawable(i) (tag 3.3.2)
>
> 2) osg::Drawable::getBound() renamed to getBoundingBox(). Replaced with a
> polyfill function (tag 3.3.2) Also computeBound() is now computeBoundingBox.
>
> 3) osgGA::EventQueue::Events now contains osgGA::Event type instead of
> osgGA::GUIEventAdapter; Fixed wtih a macro that calls
> Event::asGUIEventAdapter (tag 3.3.1)
>
> 4) Node::getCullCallback() returns osg::Callback instead of
> osg::NodeCallback; fixed with ifdefs (tag 3.3.2)
>
> 5) Replace CullCallback::cull(..) with Callback::run(...); fixed with ifdefs
> (tag 3.3.2)


These are all part of 3.3.x dev branch and related to the changes I've
made to make callbacks more generic, and allow osg::Drawable to be
added to the scene graph without an osg::Geode decorating it.  I don't
think we can avoid all these issues.

> I think that's it.
>
> I am seeing this warning -- not sure whether it's an issue:
>
> H:\devel\osg\3.3.2\install\vc10-x64\include\osg/ClusterCullingCallback(73):
> warning C4250: 'osg::ClusterCullingCallback' : inherits
> 'osg::NodeCallback::osg::NodeCallback::run' via dominance

Seems the VS compiler doesn't take note of the "using
NodeCallback::run();" usage in the ClusterCullingCallback that I added
to avoid ambiguity.  I have re-implemneted the run method to
explicitly call the NodeCallback::run() implementation.  This is now
checked into svn/trunk.

Robert.
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Re: [osg-users] OS X 10.9 Mavericks shaders problem

2014-06-27 Thread michael kapelko
It turned out that I was not calling osg::Program::addBindAttribLocation to
bind "Tangent" to "6". Somehow it worked fine under Linux. Now it works
under OS X, too.


2014-06-28 1:58 GMT+07:00 michael kapelko :

> I tried 7, 8, 9.
> 8 looked even more broken than before (looked like it was used by some
> predefined attribute).
> 7 and 9 were (0, 0, 0) again.
>
>
> 2014-06-28 1:34 GMT+07:00 michael kapelko :
>
> Here's my wrapper TSGVisitor class: http://goo.gl/Hd0WwJ
>> And I use ID=6 for the attribute.
>> I'll try 7 and 8.
>>
>>
>> 2014-06-28 1:28 GMT+07:00 Sebastian Messerschmidt <
>> sebastian.messerschm...@gmx.de>:
>>
>>  Hi Michael,
>>>
>>> can you show the code calling the TSG and assigning the vertex
>>> attributes?
>>> Usually you will have to to a high vertex attribute like 7 or 8, since
>>> the lower numbers are mapped to the fixed function pipeline attributes.
>>> I can check my code when I'm on my development machine again.
>>> Which version of osg are you using?
>>>
>>> Cheers
>>> Sebastain
>>>
>>>  I've researched deeper into my normal maps not working after fixing
>>> those shader errors that have been reported under OS X, and found out that
>>> in my pass1VS ( http://goo.gl/sT7m7n ) Tangent attribute is always (0,
>>> 0, 0). I get it from osgUtil::TangentSpaceGenerator.
>>> Any clues?
>>> Thanks.
>>>
>>>
>>> 2014-06-26 17:51 GMT+07:00 Sebastian Messerschmidt <
>>> sebastian.messerschm...@gmx.de>:
>>>
 Hi Michael,

 The shader code seems indeed to be faulty and I found the errors
 generated quite appropriate. Maybe your driver in the Linux is quite sloppy
 and uses some extensions. Nvidia for instance allows all sort of
 non-standard functions ( hlsl saturate etc.)
 I usually use ATI Shader Analyzer. It seems to stick to the GLSL
 specifications very tightly [1].
 Unfortunately I'm on vacation and don't have my developer laptop with
 me, so I cannot check directly.

 [1]
 http://developer.amd.com/tools-and-sdks/graphics-development/gpu-tools/gpu-shaderanalyzer/#download

 Cheers
 Sebastian
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>>
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread michael kapelko
Nah. Looking at all the emails here, Re: is pretty much the standard.


2014-06-28 11:23 GMT+07:00 Sergey Kurdakov :

> Hi Michael.
>
>
> >Sergey, don't forget to append "Re: " when you reply
>
> strange, threading should not depend on Re: ( neither it depends in my web
> gmail browser ), rather it was always a good way to keep the same name for
> thread -according to old message lists etiquette ( it is just more
> difficult currently in online web gmail mail client due to that it hides
> automatic Re: )
>
> so I think Re: issue  is more about your settings.
>
> Regards
> Sergey
>
>
>
> On Sat, Jun 28, 2014 at 7:52 AM, michael kapelko 
> wrote:
>
>> Sergey, don't forget to append "Re: " when you reply. Otherwise, GMail
>> sees it as different threads. And that's even more annoying that what's
>> happening already ;)
>>
>>
>> 2014-06-28 10:11 GMT+07:00 LearningOSG LearningOSG > >:
>>
>>  yes,off topic,so we stop and not to continue this,let back to osg
>>> related topics.
>>> cheers
>>> Learned osg five months
>>>
>>>
>>> 2014-06-28 10:06 GMT+08:00 Sergey Kurdakov :
>>>
>>> Hi LearningOSG,

 >OSG to D3D9's convert is very simple,and i also conside this is
 nothing,so >never mind.

 ok, but you tried to sell it as a major feature and almost succeed,
 until others got a look. To novice that might seem like a good approach to
 communicate in professional community - but it is not. It just feels not
 right for almost anyone here.

 so you are welcome to add things, just to create too much noise for any
 new minor features distracts from discussing those other points, which
 professionally interest people, neither it helps to any customer, which are
 irrelevant here - as it is not a customer market place.

 Regards
 Sergey



 On Sat, Jun 28, 2014 at 5:52 AM, LearningOSG LearningOSG <
 learning...@gmail.com> wrote:

> Hi Sergey,
>Agreed all of your points,but you seems ignored the most important
> one point,all of the customers they only want the immediately results,and
> the result quality is required highly,rarely of them hope to have dangers
> to engage a thing too far to realize and not know the final results.
>Say sorry first,because i wantn't to ment a osg software before,his
> name is delta3d,they first get the american army's amounts money help to
> develop the thing which army needed,and many years pasted,now you can see
> the results.
>OSG to D3D9's convert is very simple,and i also conside this is
> nothing,so never mind.
>
>cheers
>
>Learned osg five months
>
>
> 2014-06-28 9:07 GMT+08:00 Sergey Kurdakov :
>
>>  Hi LearningOSG,
>>
>> >This is a very very minor works
>>
>> yes, but you won't stop moving further? it would be sad if all
>> endeavors just stopped at the first step.
>>
>> as for
>>
>> >and many of them have no time to learn osg,they needed the final
>> results,the >finished simulator that they can used directly.
>>
>> and  for that normal customers  hire software developers and if these
>> customers are instead themselves software developers, then like you they
>> are capable to make something valuable in relatively short time frames,
>>
>> so what is your exact point - to promote OSG to customers or to
>> developers?
>>
>> These are two different tasks.
>>
>> >even not know what is OSG
>>
>> so if your task is to promote OSG to those who do not know graphics
>> programming at all to hire graphics programmers - that is fine, and demos
>> are really what is needed, but showing that  directx 9 can be supported 
>> is
>> not really good selling point to even naive customer. Because windows xp 
>> is
>> already discontinued, and almost all win 7 capable computers have opengl
>> compatible cards with respective drivers and very well served by osg as 
>> it
>> is.
>>
>> currently - what could be a hot sell - is a support for DX 11 features
>> ( to have osg based projects in windows METRO  apps and to run on
>> current XBOX )
>>
>> and it is already can be done via ANGLE project which  currently
>> supports almost all  OpenGL ES 3.0 features, and while OpenGL ES 3.0  is 
>> a
>> little limited compared to OpenGL 4.x , if the game or software is 
>> heavily
>> shader based - differences are minimal. and with your 'fixed part' being
>> done - even fixed pipeline could be supported ( if it is used in a 
>> project
>> ).
>>
>> So, it is not like - that some new feature could be a selling point.
>> Rather - the existing demand should be met with specific features.
>>
>> but you will see that by yourself - that over time just you new
>> feature - dx9 support won't attract much attention.
>>
>> Regards
>>>

Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Sergey Kurdakov
Hi Michael.

>Sergey, don't forget to append "Re: " when you reply

strange, threading should not depend on Re: ( neither it depends in my web
gmail browser ), rather it was always a good way to keep the same name for
thread -according to old message lists etiquette ( it is just more
difficult currently in online web gmail mail client due to that it hides
automatic Re: )

so I think Re: issue  is more about your settings.

Regards
Sergey



On Sat, Jun 28, 2014 at 7:52 AM, michael kapelko  wrote:

> Sergey, don't forget to append "Re: " when you reply. Otherwise, GMail
> sees it as different threads. And that's even more annoying that what's
> happening already ;)
>
>
> 2014-06-28 10:11 GMT+07:00 LearningOSG LearningOSG 
> :
>
> yes,off topic,so we stop and not to continue this,let back to osg related
>> topics.
>> cheers
>> Learned osg five months
>>
>>
>> 2014-06-28 10:06 GMT+08:00 Sergey Kurdakov :
>>
>> Hi LearningOSG,
>>>
>>> >OSG to D3D9's convert is very simple,and i also conside this is
>>> nothing,so >never mind.
>>>
>>> ok, but you tried to sell it as a major feature and almost succeed,
>>> until others got a look. To novice that might seem like a good approach to
>>> communicate in professional community - but it is not. It just feels not
>>> right for almost anyone here.
>>>
>>> so you are welcome to add things, just to create too much noise for any
>>> new minor features distracts from discussing those other points, which
>>> professionally interest people, neither it helps to any customer, which are
>>> irrelevant here - as it is not a customer market place.
>>>
>>> Regards
>>> Sergey
>>>
>>>
>>>
>>> On Sat, Jun 28, 2014 at 5:52 AM, LearningOSG LearningOSG <
>>> learning...@gmail.com> wrote:
>>>
 Hi Sergey,
Agreed all of your points,but you seems ignored the most important
 one point,all of the customers they only want the immediately results,and
 the result quality is required highly,rarely of them hope to have dangers
 to engage a thing too far to realize and not know the final results.
Say sorry first,because i wantn't to ment a osg software before,his
 name is delta3d,they first get the american army's amounts money help to
 develop the thing which army needed,and many years pasted,now you can see
 the results.
OSG to D3D9's convert is very simple,and i also conside this is
 nothing,so never mind.

cheers

Learned osg five months


 2014-06-28 9:07 GMT+08:00 Sergey Kurdakov :

>  Hi LearningOSG,
>
> >This is a very very minor works
>
> yes, but you won't stop moving further? it would be sad if all
> endeavors just stopped at the first step.
>
> as for
>
> >and many of them have no time to learn osg,they needed the final
> results,the >finished simulator that they can used directly.
>
> and  for that normal customers  hire software developers and if these
> customers are instead themselves software developers, then like you they
> are capable to make something valuable in relatively short time frames,
>
> so what is your exact point - to promote OSG to customers or to
> developers?
>
> These are two different tasks.
>
> >even not know what is OSG
>
> so if your task is to promote OSG to those who do not know graphics
> programming at all to hire graphics programmers - that is fine, and demos
> are really what is needed, but showing that  directx 9 can be supported is
> not really good selling point to even naive customer. Because windows xp 
> is
> already discontinued, and almost all win 7 capable computers have opengl
> compatible cards with respective drivers and very well served by osg as it
> is.
>
> currently - what could be a hot sell - is a support for DX 11 features
> ( to have osg based projects in windows METRO  apps and to run on
> current XBOX )
>
> and it is already can be done via ANGLE project which  currently
> supports almost all  OpenGL ES 3.0 features, and while OpenGL ES 3.0  is a
> little limited compared to OpenGL 4.x , if the game or software is heavily
> shader based - differences are minimal. and with your 'fixed part' being
> done - even fixed pipeline could be supported ( if it is used in a project
> ).
>
> So, it is not like - that some new feature could be a selling point.
> Rather - the existing demand should be met with specific features.
>
> but you will see that by yourself - that over time just you new
> feature - dx9 support won't attract much attention.
>
> Regards
> Sergey
>
> On Sat, Jun 28, 2014 at 4:20 AM, LearningOSG LearningOSG <
> learning...@gmail.com> wrote:
>
>> Hi Sergey,
>>This is a very very minor works in osg,please not mind,and thanks
>> to use LearningOSG,this is what i am doing,and like this name,OSG is
>> 

Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread michael kapelko
Sergey, don't forget to append "Re: " when you reply. Otherwise, GMail sees
it as different threads. And that's even more annoying that what's
happening already ;)


2014-06-28 10:11 GMT+07:00 LearningOSG LearningOSG :

> yes,off topic,so we stop and not to continue this,let back to osg related
> topics.
> cheers
> Learned osg five months
>
>
> 2014-06-28 10:06 GMT+08:00 Sergey Kurdakov :
>
> Hi LearningOSG,
>>
>> >OSG to D3D9's convert is very simple,and i also conside this is
>> nothing,so >never mind.
>>
>> ok, but you tried to sell it as a major feature and almost succeed, until
>> others got a look. To novice that might seem like a good approach to
>> communicate in professional community - but it is not. It just feels not
>> right for almost anyone here.
>>
>> so you are welcome to add things, just to create too much noise for any
>> new minor features distracts from discussing those other points, which
>> professionally interest people, neither it helps to any customer, which are
>> irrelevant here - as it is not a customer market place.
>>
>> Regards
>> Sergey
>>
>>
>>
>> On Sat, Jun 28, 2014 at 5:52 AM, LearningOSG LearningOSG <
>> learning...@gmail.com> wrote:
>>
>>> Hi Sergey,
>>>Agreed all of your points,but you seems ignored the most important
>>> one point,all of the customers they only want the immediately results,and
>>> the result quality is required highly,rarely of them hope to have dangers
>>> to engage a thing too far to realize and not know the final results.
>>>Say sorry first,because i wantn't to ment a osg software before,his
>>> name is delta3d,they first get the american army's amounts money help to
>>> develop the thing which army needed,and many years pasted,now you can see
>>> the results.
>>>OSG to D3D9's convert is very simple,and i also conside this is
>>> nothing,so never mind.
>>>
>>>cheers
>>>
>>>Learned osg five months
>>>
>>>
>>> 2014-06-28 9:07 GMT+08:00 Sergey Kurdakov :
>>>
  Hi LearningOSG,

 >This is a very very minor works

 yes, but you won't stop moving further? it would be sad if all
 endeavors just stopped at the first step.

 as for

 >and many of them have no time to learn osg,they needed the final
 results,the >finished simulator that they can used directly.

 and  for that normal customers  hire software developers and if these
 customers are instead themselves software developers, then like you they
 are capable to make something valuable in relatively short time frames,

 so what is your exact point - to promote OSG to customers or to
 developers?

 These are two different tasks.

 >even not know what is OSG

 so if your task is to promote OSG to those who do not know graphics
 programming at all to hire graphics programmers - that is fine, and demos
 are really what is needed, but showing that  directx 9 can be supported is
 not really good selling point to even naive customer. Because windows xp is
 already discontinued, and almost all win 7 capable computers have opengl
 compatible cards with respective drivers and very well served by osg as it
 is.

 currently - what could be a hot sell - is a support for DX 11 features
 ( to have osg based projects in windows METRO  apps and to run on
 current XBOX )

 and it is already can be done via ANGLE project which  currently
 supports almost all  OpenGL ES 3.0 features, and while OpenGL ES 3.0  is a
 little limited compared to OpenGL 4.x , if the game or software is heavily
 shader based - differences are minimal. and with your 'fixed part' being
 done - even fixed pipeline could be supported ( if it is used in a project
 ).

 So, it is not like - that some new feature could be a selling point.
 Rather - the existing demand should be met with specific features.

 but you will see that by yourself - that over time just you new feature
 - dx9 support won't attract much attention.

 Regards
 Sergey

 On Sat, Jun 28, 2014 at 4:20 AM, LearningOSG LearningOSG <
 learning...@gmail.com> wrote:

> Hi Sergey,
>This is a very very minor works in osg,please not mind,and thanks
> to use LearningOSG,this is what i am doing,and like this name,OSG is
> a excellent lower simulation layer,just like Linux.
>But for world customers,they even not know what is OSG,and many of
> them have no time to learn osg,they needed the final results,the finished
> simulator that they can used directly.
> cheers
>Learned osg five months
>
>
>

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>>>
>>> ___
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>>> osg

Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread LearningOSG LearningOSG
yes,off topic,so we stop and not to continue this,let back to osg related
topics.
cheers
Learned osg five months


2014-06-28 10:06 GMT+08:00 Sergey Kurdakov :

> Hi LearningOSG,
>
> >OSG to D3D9's convert is very simple,and i also conside this is
> nothing,so >never mind.
>
> ok, but you tried to sell it as a major feature and almost succeed, until
> others got a look. To novice that might seem like a good approach to
> communicate in professional community - but it is not. It just feels not
> right for almost anyone here.
>
> so you are welcome to add things, just to create too much noise for any
> new minor features distracts from discussing those other points, which
> professionally interest people, neither it helps to any customer, which are
> irrelevant here - as it is not a customer market place.
>
> Regards
> Sergey
>
>
>
> On Sat, Jun 28, 2014 at 5:52 AM, LearningOSG LearningOSG <
> learning...@gmail.com> wrote:
>
>> Hi Sergey,
>>Agreed all of your points,but you seems ignored the most important one
>> point,all of the customers they only want the immediately results,and the
>> result quality is required highly,rarely of them hope to have dangers to
>> engage a thing too far to realize and not know the final results.
>>Say sorry first,because i wantn't to ment a osg software before,his
>> name is delta3d,they first get the american army's amounts money help to
>> develop the thing which army needed,and many years pasted,now you can see
>> the results.
>>OSG to D3D9's convert is very simple,and i also conside this is
>> nothing,so never mind.
>>
>>cheers
>>
>>Learned osg five months
>>
>>
>> 2014-06-28 9:07 GMT+08:00 Sergey Kurdakov :
>>
>>>  Hi LearningOSG,
>>>
>>> >This is a very very minor works
>>>
>>> yes, but you won't stop moving further? it would be sad if all endeavors
>>> just stopped at the first step.
>>>
>>> as for
>>>
>>> >and many of them have no time to learn osg,they needed the final
>>> results,the >finished simulator that they can used directly.
>>>
>>> and  for that normal customers  hire software developers and if these
>>> customers are instead themselves software developers, then like you they
>>> are capable to make something valuable in relatively short time frames,
>>>
>>> so what is your exact point - to promote OSG to customers or to
>>> developers?
>>>
>>> These are two different tasks.
>>>
>>> >even not know what is OSG
>>>
>>> so if your task is to promote OSG to those who do not know graphics
>>> programming at all to hire graphics programmers - that is fine, and demos
>>> are really what is needed, but showing that  directx 9 can be supported is
>>> not really good selling point to even naive customer. Because windows xp is
>>> already discontinued, and almost all win 7 capable computers have opengl
>>> compatible cards with respective drivers and very well served by osg as it
>>> is.
>>>
>>> currently - what could be a hot sell - is a support for DX 11 features
>>> ( to have osg based projects in windows METRO  apps and to run on
>>> current XBOX )
>>>
>>> and it is already can be done via ANGLE project which  currently
>>> supports almost all  OpenGL ES 3.0 features, and while OpenGL ES 3.0  is a
>>> little limited compared to OpenGL 4.x , if the game or software is heavily
>>> shader based - differences are minimal. and with your 'fixed part' being
>>> done - even fixed pipeline could be supported ( if it is used in a project
>>> ).
>>>
>>> So, it is not like - that some new feature could be a selling point.
>>> Rather - the existing demand should be met with specific features.
>>>
>>> but you will see that by yourself - that over time just you new feature
>>> - dx9 support won't attract much attention.
>>>
>>> Regards
>>> Sergey
>>>
>>> On Sat, Jun 28, 2014 at 4:20 AM, LearningOSG LearningOSG <
>>> learning...@gmail.com> wrote:
>>>
 Hi Sergey,
This is a very very minor works in osg,please not mind,and thanks to
 use LearningOSG,this is what i am doing,and like this name,OSG is a
 excellent lower simulation layer,just like Linux.
But for world customers,they even not know what is OSG,and many of
 them have no time to learn osg,they needed the final results,the finished
 simulator that they can used directly.
 cheers
Learned osg five months



>>>
>>> ___
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>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
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>>
>>
>
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>
>
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread LearningOSG LearningOSG
"hung Nevada",just the location of 51 ares,lol


2014-06-28 11:00 GMT+08:00 Chris Hanson :

> >​Chris Hanson in this list,say he is in 51 areas
>
> I'm in Area 51?
>
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>
>
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Sergey Kurdakov
Hi LearningOSG

>Sergey,Now a very ideal poeple or company hired you,and give you tons of
>moneys,and you get all of the offers and tell them please give me a team
and >many many years?just like delta3d???

this is exactly not a question to discuss on a list which is about
technical developments of osg.

there could be those who can find someone ready to finance big projects,
much bigger than few people working on delta3d ( I seen few such start up
companies personally ), but those who managed to convince - did not dig
into much of tech details, so discussions of business and technical
features  are two separate things - and exactly no one discussed bussiness
opportunities on the list ( except of occasional position offerings )

I think, that I'm so much talented like you - so I could only congratulate
you and your progress with osg.

But please - ask tech questions, post your achievements but do not try to
touch how to convince someone to finance projects, it's off topic.

Regards
Sergey



On Sat, Jun 28, 2014 at 6:44 AM, LearningOSG LearningOSG <
learning...@gmail.com> wrote:

> Hi Sergey,
>Maybe make some disturb for the list members,the following things i
> want to emphasize:
>1.The currently Lua interface and features which osg is developping
> haven't any relationships with OSGWARES 1.0 Beta.
>2.In fact the big problems all the advanced osg develops faced is for
> Example:
>  Sergey,Now a very ideal poeple or company hired you,and give you tons
> of moneys,and you get all of the offers and tell them please give me a team
> and many many years?just like delta3d???
>Say sorry first for the disturbs,and i wantn't to discuss no more not
> related with technology.
>cheers
>Learned osg five months
>
>
> 2014-06-28 10:28 GMT+08:00 Sergey Kurdakov :
>
> Hi LearningOSG,among other feature which  were mentioned was lua
>> scripting - this is exact feature which is now developed by Robert ( in the
>> past it was possible to script osg from other languages though, such as C#
>> ).
>>
>> btw I do not blame you, just try to convey to you, that how you behave
>> looks weird to the members of the list and even to Chris ( you may ask him
>> ), so that if you get a message ( not offense - it is not intended) you may
>> try to change somewhat how you announce things and not be banned some day
>> due to how others see your actions.
>>
>> Regards
>>
>> Sergey
>>
>>
>>
>>
>>
>> On Sat, Jun 28, 2014 at 6:17 AM, LearningOSG LearningOSG <
>> learning...@gmail.com> wrote:
>>
>>> Hi Sergey,
>>>First i never wantn't to emphasize osg to d3d9 features,this is only
>>> a feature mented in the coming OSGWARES 1.0 Beta,you can look at the osg
>>> mailing lists again,one day a people named Chris Hanson in this list,say he
>>> is in 51 areas about this feature,then have following Robert's justice and
>>> discusses,I am only a osg leaner,and not selling softwares,until currently.
>>> cheers
>>>Learned osg five months
>>>
>>>
>>> 2014-06-28 9:52 GMT+08:00 LearningOSG LearningOSG >> >:
>>>
>>> Hi Sergey,
Agreed all of your points,but you seems ignored the most important
 one point,all of the customers they only want the immediately results,and
 the result quality is required highly,rarely of them hope to have dangers
 to engage a thing too far to realize and not know the final results.
Say sorry first,because i wantn't to ment a osg software before,his
 name is delta3d,they first get the american army's amounts money help to
 develop the thing which army needed,and many years pasted,now you can see
 the results.
OSG to D3D9's convert is very simple,and i also conside this is
 nothing,so never mind.

cheers

Learned osg five months


 2014-06-28 9:07 GMT+08:00 Sergey Kurdakov :

>  Hi LearningOSG,
>
> >This is a very very minor works
>
> yes, but you won't stop moving further? it would be sad if all
> endeavors just stopped at the first step.
>
> as for
>
> >and many of them have no time to learn osg,they needed the final
> results,the >finished simulator that they can used directly.
>
> and  for that normal customers  hire software developers and if these
> customers are instead themselves software developers, then like you they
> are capable to make something valuable in relatively short time frames,
>
> so what is your exact point - to promote OSG to customers or to
> developers?
>
> These are two different tasks.
>
> >even not know what is OSG
>
> so if your task is to promote OSG to those who do not know graphics
> programming at all to hire graphics programmers - that is fine, and demos
> are really what is needed, but showing that  directx 9 can be supported is
> not really good selling point to even naive customer. Because windows xp 
> is
> already discontinued, and almost all win 7 ca

Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Chris Hanson
>​Chris Hanson in this list,say he is in 51 areas

I'm in Area 51?
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread LearningOSG LearningOSG
Hi Sergey,
   Maybe make some disturb for the list members,the following things i want
to emphasize:
   1.The currently Lua interface and features which osg is developping
haven't any relationships with OSGWARES 1.0 Beta.
   2.In fact the big problems all the advanced osg develops faced is for
Example:
 Sergey,Now a very ideal poeple or company hired you,and give you tons
of moneys,and you get all of the offers and tell them please give me a team
and many many years?just like delta3d???
   Say sorry first for the disturbs,and i wantn't to discuss no more not
related with technology.
   cheers
   Learned osg five months


2014-06-28 10:28 GMT+08:00 Sergey Kurdakov :

> Hi LearningOSG,among other feature which  were mentioned was lua
> scripting - this is exact feature which is now developed by Robert ( in the
> past it was possible to script osg from other languages though, such as C#
> ).
>
> btw I do not blame you, just try to convey to you, that how you behave
> looks weird to the members of the list and even to Chris ( you may ask him
> ), so that if you get a message ( not offense - it is not intended) you may
> try to change somewhat how you announce things and not be banned some day
> due to how others see your actions.
>
> Regards
>
> Sergey
>
>
>
>
>
> On Sat, Jun 28, 2014 at 6:17 AM, LearningOSG LearningOSG <
> learning...@gmail.com> wrote:
>
>> Hi Sergey,
>>First i never wantn't to emphasize osg to d3d9 features,this is only a
>> feature mented in the coming OSGWARES 1.0 Beta,you can look at the osg
>> mailing lists again,one day a people named Chris Hanson in this list,say he
>> is in 51 areas about this feature,then have following Robert's justice and
>> discusses,I am only a osg leaner,and not selling softwares,until currently.
>> cheers
>>Learned osg five months
>>
>>
>> 2014-06-28 9:52 GMT+08:00 LearningOSG LearningOSG 
>> :
>>
>> Hi Sergey,
>>>Agreed all of your points,but you seems ignored the most important
>>> one point,all of the customers they only want the immediately results,and
>>> the result quality is required highly,rarely of them hope to have dangers
>>> to engage a thing too far to realize and not know the final results.
>>>Say sorry first,because i wantn't to ment a osg software before,his
>>> name is delta3d,they first get the american army's amounts money help to
>>> develop the thing which army needed,and many years pasted,now you can see
>>> the results.
>>>OSG to D3D9's convert is very simple,and i also conside this is
>>> nothing,so never mind.
>>>
>>>cheers
>>>
>>>Learned osg five months
>>>
>>>
>>> 2014-06-28 9:07 GMT+08:00 Sergey Kurdakov :
>>>
  Hi LearningOSG,

 >This is a very very minor works

 yes, but you won't stop moving further? it would be sad if all
 endeavors just stopped at the first step.

 as for

 >and many of them have no time to learn osg,they needed the final
 results,the >finished simulator that they can used directly.

 and  for that normal customers  hire software developers and if these
 customers are instead themselves software developers, then like you they
 are capable to make something valuable in relatively short time frames,

 so what is your exact point - to promote OSG to customers or to
 developers?

 These are two different tasks.

 >even not know what is OSG

 so if your task is to promote OSG to those who do not know graphics
 programming at all to hire graphics programmers - that is fine, and demos
 are really what is needed, but showing that  directx 9 can be supported is
 not really good selling point to even naive customer. Because windows xp is
 already discontinued, and almost all win 7 capable computers have opengl
 compatible cards with respective drivers and very well served by osg as it
 is.

 currently - what could be a hot sell - is a support for DX 11 features
 ( to have osg based projects in windows METRO  apps and to run on
 current XBOX )

 and it is already can be done via ANGLE project which  currently
 supports almost all  OpenGL ES 3.0 features, and while OpenGL ES 3.0  is a
 little limited compared to OpenGL 4.x , if the game or software is heavily
 shader based - differences are minimal. and with your 'fixed part' being
 done - even fixed pipeline could be supported ( if it is used in a project
 ).

 So, it is not like - that some new feature could be a selling point.
 Rather - the existing demand should be met with specific features.

 but you will see that by yourself - that over time just you new feature
 - dx9 support won't attract much attention.

 Regards
 Sergey

 On Sat, Jun 28, 2014 at 4:20 AM, LearningOSG LearningOSG <
 learning...@gmail.com> wrote:

> Hi Sergey,
>This is a very very minor works in osg,please not mind,and thanks
> to use L

Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Sergey Kurdakov
Hi LearningOSG,among other feature which  were mentioned was lua scripting
- this is exact feature which is now developed by Robert ( in the past it
was possible to script osg from other languages though, such as C# ).

btw I do not blame you, just try to convey to you, that how you behave
looks weird to the members of the list and even to Chris ( you may ask him
), so that if you get a message ( not offense - it is not intended) you may
try to change somewhat how you announce things and not be banned some day
due to how others see your actions.

Regards

Sergey





On Sat, Jun 28, 2014 at 6:17 AM, LearningOSG LearningOSG <
learning...@gmail.com> wrote:

> Hi Sergey,
>First i never wantn't to emphasize osg to d3d9 features,this is only a
> feature mented in the coming OSGWARES 1.0 Beta,you can look at the osg
> mailing lists again,one day a people named Chris Hanson in this list,say he
> is in 51 areas about this feature,then have following Robert's justice and
> discusses,I am only a osg leaner,and not selling softwares,until currently.
>cheers
>Learned osg five months
>
>
> 2014-06-28 9:52 GMT+08:00 LearningOSG LearningOSG :
>
> Hi Sergey,
>>Agreed all of your points,but you seems ignored the most important one
>> point,all of the customers they only want the immediately results,and the
>> result quality is required highly,rarely of them hope to have dangers to
>> engage a thing too far to realize and not know the final results.
>>Say sorry first,because i wantn't to ment a osg software before,his
>> name is delta3d,they first get the american army's amounts money help to
>> develop the thing which army needed,and many years pasted,now you can see
>> the results.
>>OSG to D3D9's convert is very simple,and i also conside this is
>> nothing,so never mind.
>>
>>cheers
>>
>>Learned osg five months
>>
>>
>> 2014-06-28 9:07 GMT+08:00 Sergey Kurdakov :
>>
>>>  Hi LearningOSG,
>>>
>>> >This is a very very minor works
>>>
>>> yes, but you won't stop moving further? it would be sad if all endeavors
>>> just stopped at the first step.
>>>
>>> as for
>>>
>>> >and many of them have no time to learn osg,they needed the final
>>> results,the >finished simulator that they can used directly.
>>>
>>> and  for that normal customers  hire software developers and if these
>>> customers are instead themselves software developers, then like you they
>>> are capable to make something valuable in relatively short time frames,
>>>
>>> so what is your exact point - to promote OSG to customers or to
>>> developers?
>>>
>>> These are two different tasks.
>>>
>>> >even not know what is OSG
>>>
>>> so if your task is to promote OSG to those who do not know graphics
>>> programming at all to hire graphics programmers - that is fine, and demos
>>> are really what is needed, but showing that  directx 9 can be supported is
>>> not really good selling point to even naive customer. Because windows xp is
>>> already discontinued, and almost all win 7 capable computers have opengl
>>> compatible cards with respective drivers and very well served by osg as it
>>> is.
>>>
>>> currently - what could be a hot sell - is a support for DX 11 features
>>> ( to have osg based projects in windows METRO  apps and to run on
>>> current XBOX )
>>>
>>> and it is already can be done via ANGLE project which  currently
>>> supports almost all  OpenGL ES 3.0 features, and while OpenGL ES 3.0  is a
>>> little limited compared to OpenGL 4.x , if the game or software is heavily
>>> shader based - differences are minimal. and with your 'fixed part' being
>>> done - even fixed pipeline could be supported ( if it is used in a project
>>> ).
>>>
>>> So, it is not like - that some new feature could be a selling point.
>>> Rather - the existing demand should be met with specific features.
>>>
>>> but you will see that by yourself - that over time just you new feature
>>> - dx9 support won't attract much attention.
>>>
>>> Regards
>>> Sergey
>>>
>>> On Sat, Jun 28, 2014 at 4:20 AM, LearningOSG LearningOSG <
>>> learning...@gmail.com> wrote:
>>>
 Hi Sergey,
This is a very very minor works in osg,please not mind,and thanks to
 use LearningOSG,this is what i am doing,and like this name,OSG is a
 excellent lower simulation layer,just like Linux.
But for world customers,they even not know what is OSG,and many of
 them have no time to learn osg,they needed the final results,the finished
 simulator that they can used directly.
 cheers
Learned osg five months



>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
___

Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread LearningOSG LearningOSG
Hi Sergey,
   First i never wantn't to emphasize osg to d3d9 features,this is only a
feature mented in the coming OSGWARES 1.0 Beta,you can look at the osg
mailing lists again,one day a people named Chris Hanson in this list,say he
is in 51 areas about this feature,then have following Robert's justice and
discusses,I am only a osg leaner,and not selling softwares,until currently.
   cheers
   Learned osg five months


2014-06-28 9:52 GMT+08:00 LearningOSG LearningOSG :

> Hi Sergey,
>Agreed all of your points,but you seems ignored the most important one
> point,all of the customers they only want the immediately results,and the
> result quality is required highly,rarely of them hope to have dangers to
> engage a thing too far to realize and not know the final results.
>Say sorry first,because i wantn't to ment a osg software before,his
> name is delta3d,they first get the american army's amounts money help to
> develop the thing which army needed,and many years pasted,now you can see
> the results.
>OSG to D3D9's convert is very simple,and i also conside this is
> nothing,so never mind.
>
>cheers
>
>Learned osg five months
>
>
> 2014-06-28 9:07 GMT+08:00 Sergey Kurdakov :
>
>> Hi LearningOSG,
>>
>> >This is a very very minor works
>>
>> yes, but you won't stop moving further? it would be sad if all endeavors
>> just stopped at the first step.
>>
>> as for
>>
>> >and many of them have no time to learn osg,they needed the final
>> results,the >finished simulator that they can used directly.
>>
>> and  for that normal customers  hire software developers and if these
>> customers are instead themselves software developers, then like you they
>> are capable to make something valuable in relatively short time frames,
>>
>> so what is your exact point - to promote OSG to customers or to
>> developers?
>>
>> These are two different tasks.
>>
>> >even not know what is OSG
>>
>> so if your task is to promote OSG to those who do not know graphics
>> programming at all to hire graphics programmers - that is fine, and demos
>> are really what is needed, but showing that  directx 9 can be supported is
>> not really good selling point to even naive customer. Because windows xp is
>> already discontinued, and almost all win 7 capable computers have opengl
>> compatible cards with respective drivers and very well served by osg as it
>> is.
>>
>> currently - what could be a hot sell - is a support for DX 11 features
>> ( to have osg based projects in windows METRO  apps and to run on current
>> XBOX )
>>
>> and it is already can be done via ANGLE project which  currently supports
>> almost all  OpenGL ES 3.0 features, and while OpenGL ES 3.0  is a little
>> limited compared to OpenGL 4.x , if the game or software is heavily shader
>> based - differences are minimal. and with your 'fixed part' being done -
>> even fixed pipeline could be supported ( if it is used in a project ).
>>
>> So, it is not like - that some new feature could be a selling point.
>> Rather - the existing demand should be met with specific features.
>>
>> but you will see that by yourself - that over time just you new feature -
>> dx9 support won't attract much attention.
>>
>> Regards
>> Sergey
>>
>> On Sat, Jun 28, 2014 at 4:20 AM, LearningOSG LearningOSG <
>> learning...@gmail.com> wrote:
>>
>>> Hi Sergey,
>>>This is a very very minor works in osg,please not mind,and thanks to
>>> use LearningOSG,this is what i am doing,and like this name,OSG is a
>>> excellent lower simulation layer,just like Linux.
>>>But for world customers,they even not know what is OSG,and many of
>>> them have no time to learn osg,they needed the final results,the finished
>>> simulator that they can used directly.
>>> cheers
>>>Learned osg five months
>>>
>>>
>>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
___
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[osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Sergey Kurdakov
Hi LearningOSG,

>OSG to D3D9's convert is very simple,and i also conside this is nothing,so
>never mind.

ok, but you tried to sell it as a major feature and almost succeed, until
others got a look. To novice that might seem like a good approach to
communicate in professional community - but it is not. It just feels not
right for almost anyone here.

so you are welcome to add things, just to create too much noise for any new
minor features distracts from discussing those other points, which
professionally interest people, neither it helps to any customer, which are
irrelevant here - as it is not a customer market place.

Regards
Sergey



On Sat, Jun 28, 2014 at 5:52 AM, LearningOSG LearningOSG <
learning...@gmail.com> wrote:

> Hi Sergey,
>Agreed all of your points,but you seems ignored the most important one
> point,all of the customers they only want the immediately results,and the
> result quality is required highly,rarely of them hope to have dangers to
> engage a thing too far to realize and not know the final results.
>Say sorry first,because i wantn't to ment a osg software before,his
> name is delta3d,they first get the american army's amounts money help to
> develop the thing which army needed,and many years pasted,now you can see
> the results.
>OSG to D3D9's convert is very simple,and i also conside this is
> nothing,so never mind.
>
>cheers
>
>Learned osg five months
>
>
> 2014-06-28 9:07 GMT+08:00 Sergey Kurdakov :
>
>> Hi LearningOSG,
>>
>> >This is a very very minor works
>>
>> yes, but you won't stop moving further? it would be sad if all endeavors
>> just stopped at the first step.
>>
>> as for
>>
>> >and many of them have no time to learn osg,they needed the final
>> results,the >finished simulator that they can used directly.
>>
>> and  for that normal customers  hire software developers and if these
>> customers are instead themselves software developers, then like you they
>> are capable to make something valuable in relatively short time frames,
>>
>> so what is your exact point - to promote OSG to customers or to
>> developers?
>>
>> These are two different tasks.
>>
>> >even not know what is OSG
>>
>> so if your task is to promote OSG to those who do not know graphics
>> programming at all to hire graphics programmers - that is fine, and demos
>> are really what is needed, but showing that  directx 9 can be supported is
>> not really good selling point to even naive customer. Because windows xp is
>> already discontinued, and almost all win 7 capable computers have opengl
>> compatible cards with respective drivers and very well served by osg as it
>> is.
>>
>> currently - what could be a hot sell - is a support for DX 11 features
>> ( to have osg based projects in windows METRO  apps and to run on current
>> XBOX )
>>
>> and it is already can be done via ANGLE project which  currently supports
>> almost all  OpenGL ES 3.0 features, and while OpenGL ES 3.0  is a little
>> limited compared to OpenGL 4.x , if the game or software is heavily shader
>> based - differences are minimal. and with your 'fixed part' being done -
>> even fixed pipeline could be supported ( if it is used in a project ).
>>
>> So, it is not like - that some new feature could be a selling point.
>> Rather - the existing demand should be met with specific features.
>>
>> but you will see that by yourself - that over time just you new feature -
>> dx9 support won't attract much attention.
>>
>> Regards
>> Sergey
>>
>> On Sat, Jun 28, 2014 at 4:20 AM, LearningOSG LearningOSG <
>> learning...@gmail.com> wrote:
>>
>>> Hi Sergey,
>>>This is a very very minor works in osg,please not mind,and thanks to
>>> use LearningOSG,this is what i am doing,and like this name,OSG is a
>>> excellent lower simulation layer,just like Linux.
>>>But for world customers,they even not know what is OSG,and many of
>>> them have no time to learn osg,they needed the final results,the finished
>>> simulator that they can used directly.
>>> cheers
>>>Learned osg five months
>>>
>>>
>>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread LearningOSG LearningOSG
Hi Sergey,
   Agreed all of your points,but you seems ignored the most important one
point,all of the customers they only want the immediately results,and the
result quality is required highly,rarely of them hope to have dangers to
engage a thing too far to realize and not know the final results.
   Say sorry first,because i wantn't to ment a osg software before,his name
is delta3d,they first get the american army's amounts money help to develop
the thing which army needed,and many years pasted,now you can see the
results.
   OSG to D3D9's convert is very simple,and i also conside this is
nothing,so never mind.

   cheers

   Learned osg five months


2014-06-28 9:07 GMT+08:00 Sergey Kurdakov :

> Hi LearningOSG,
>
> >This is a very very minor works
>
> yes, but you won't stop moving further? it would be sad if all endeavors
> just stopped at the first step.
>
> as for
>
> >and many of them have no time to learn osg,they needed the final
> results,the >finished simulator that they can used directly.
>
> and  for that normal customers  hire software developers and if these
> customers are instead themselves software developers, then like you they
> are capable to make something valuable in relatively short time frames,
>
> so what is your exact point - to promote OSG to customers or to
> developers?
>
> These are two different tasks.
>
> >even not know what is OSG
>
> so if your task is to promote OSG to those who do not know graphics
> programming at all to hire graphics programmers - that is fine, and demos
> are really what is needed, but showing that  directx 9 can be supported is
> not really good selling point to even naive customer. Because windows xp is
> already discontinued, and almost all win 7 capable computers have opengl
> compatible cards with respective drivers and very well served by osg as it
> is.
>
> currently - what could be a hot sell - is a support for DX 11 features
> ( to have osg based projects in windows METRO  apps and to run on current
> XBOX )
>
> and it is already can be done via ANGLE project which  currently supports
> almost all  OpenGL ES 3.0 features, and while OpenGL ES 3.0  is a little
> limited compared to OpenGL 4.x , if the game or software is heavily shader
> based - differences are minimal. and with your 'fixed part' being done -
> even fixed pipeline could be supported ( if it is used in a project ).
>
> So, it is not like - that some new feature could be a selling point.
> Rather - the existing demand should be met with specific features.
>
> but you will see that by yourself - that over time just you new feature -
> dx9 support won't attract much attention.
>
> Regards
> Sergey
>
> On Sat, Jun 28, 2014 at 4:20 AM, LearningOSG LearningOSG <
> learning...@gmail.com> wrote:
>
>> Hi Sergey,
>>This is a very very minor works in osg,please not mind,and thanks to
>> use LearningOSG,this is what i am doing,and like this name,OSG is a
>> excellent lower simulation layer,just like Linux.
>>But for world customers,they even not know what is OSG,and many of
>> them have no time to learn osg,they needed the final results,the finished
>> simulator that they can used directly.
>> cheers
>>Learned osg five months
>>
>>
>>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
___
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[osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Sergey Kurdakov
Hi LearningOSG,

>This is a very very minor works

yes, but you won't stop moving further? it would be sad if all endeavors
just stopped at the first step.

as for

>and many of them have no time to learn osg,they needed the final
results,the >finished simulator that they can used directly.

and  for that normal customers  hire software developers and if these
customers are instead themselves software developers, then like you they
are capable to make something valuable in relatively short time frames,

so what is your exact point - to promote OSG to customers or to developers?

These are two different tasks.

>even not know what is OSG

so if your task is to promote OSG to those who do not know graphics
programming at all to hire graphics programmers - that is fine, and demos
are really what is needed, but showing that  directx 9 can be supported is
not really good selling point to even naive customer. Because windows xp is
already discontinued, and almost all win 7 capable computers have opengl
compatible cards with respective drivers and very well served by osg as it
is.

currently - what could be a hot sell - is a support for DX 11 features
( to have osg based projects in windows METRO  apps and to run on current
XBOX )

and it is already can be done via ANGLE project which  currently supports
almost all  OpenGL ES 3.0 features, and while OpenGL ES 3.0  is a little
limited compared to OpenGL 4.x , if the game or software is heavily shader
based - differences are minimal. and with your 'fixed part' being done -
even fixed pipeline could be supported ( if it is used in a project ).

So, it is not like - that some new feature could be a selling point. Rather
- the existing demand should be met with specific features.

but you will see that by yourself - that over time just you new feature -
dx9 support won't attract much attention.

Regards
Sergey

On Sat, Jun 28, 2014 at 4:20 AM, LearningOSG LearningOSG <
learning...@gmail.com> wrote:

> Hi Sergey,
>This is a very very minor works in osg,please not mind,and thanks to
> use LearningOSG,this is what i am doing,and like this name,OSG is a
> excellent lower simulation layer,just like Linux.
>But for world customers,they even not know what is OSG,and many of them
> have no time to learn osg,they needed the final results,the finished
> simulator that they can used directly.
>cheers
>Learned osg five months
>
>
>
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread LearningOSG LearningOSG
Hi Sergey,
   This is a very very minor works in osg,please not mind,and thanks
to use LearningOSG,this
is what i am doing,and like this name,OSG is a excellent lower simulation
layer,just like Linux.
   But for world customers,they even not know what is OSG,and many of them
have no time to learn osg,they needed the final results,the finished
simulator that they can used directly.
   cheers
   Learned osg five months


2014-06-28 8:09 GMT+08:00 Sergey Kurdakov :

>
> Hi LearningOSG,
>
> GLSL shaders could be converted  to HLSL 'on the fly' via ANGLE project,
>
> cannot say if you'd take this task, but should be, in principle, very
> similar to what was already done:
>
>  just a modified ANGLE source should be used to be combined with what was
> already done. Fortunately licenses of all involved projects do allow such a
> thing.
>
> Regards
> Sergey
>
>
> On Sat, Jun 28, 2014 at 3:49 AM, LearningOSG LearningOSG <
> learning...@gmail.com> wrote:
>
>> Hi Nick,
>>This is only the very simple methods to provide the full(90%)
>> convert,if not use GLSL shader parts,if you also want use GLSL shades,I
>> know a new tool can convert GLSL to HLSL,Have some suggestions:
>>1.If you want to use this in OSG MT static Mode,minor osg lines
>> changes is need.
>>2.If you want to write directx codes in osg,you need to use OSG MT
>> Mode.
>>3.Currently please use only .ive files only ,this can ensure run
>> successful,otherwise,such as .osg,.osgt files have problems,in theory the
>> .osg and .ive file is equal,i haven't times in this aspect to dig the
>> reason.
>>thank all of you kindly.
>>cheers
>>Learned osg five months
>>
>>
>>
>> 2014-06-28 5:37 GMT+08:00 Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com>:
>>
>> I tried it at my end as well. Well, I think Mr. Zhu (?) deserve credit
>>> for being the first one that "publicly" tried this after the big and
>>> somewhat weird marketing. It is just linking osg against gldirect library
>>> and you can run osg now on XBox :-) (Robert? :-)). I read all the nice
>>> defensive thoughts from the community about language barriers, cultural
>>> differences etc.(which afterall made me feel bad since I commented in not
>>> so friendly fashion), still thinking that Mr. Zhu (?)  could have been nice
>>> to the community as well by not making such a big noise and describing it
>>> in just a line of nice email and to not make the curious from the community
>>> to download 1.1GB of compiled all of OSG where just a link (or built)
>>> gldirect would be enough
>>>
>>> Nick
>>>
>>> Nick
>>>
>>>
>>> On Fri, Jun 27, 2014 at 9:25 PM, Thomas Hogarth <
>>> thomas.hoga...@gmail.com> wrote:
>>>
 I've deleted the binaries and am uploading the binaries.

 It's just osg built with all the example etc again that mesa lib.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=60007#60007





 ___
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 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

>>>
>>>
>>>
>>> --
>>> trajce nikolov nick
>>>
>>> ___
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
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>>
>>
>
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[osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Sergey Kurdakov
Hi LearningOSG,

GLSL shaders could be converted  to HLSL 'on the fly' via ANGLE project,

cannot say if you'd take this task, but should be, in principle, very
similar to what was already done:

 just a modified ANGLE source should be used to be combined with what was
already done. Fortunately licenses of all involved projects do allow such a
thing.

Regards
Sergey


On Sat, Jun 28, 2014 at 3:49 AM, LearningOSG LearningOSG <
learning...@gmail.com> wrote:

> Hi Nick,
>This is only the very simple methods to provide the full(90%)
> convert,if not use GLSL shader parts,if you also want use GLSL shades,I
> know a new tool can convert GLSL to HLSL,Have some suggestions:
>1.If you want to use this in OSG MT static Mode,minor osg lines changes
> is need.
>2.If you want to write directx codes in osg,you need to use OSG MT Mode.
>3.Currently please use only .ive files only ,this can ensure run
> successful,otherwise,such as .osg,.osgt files have problems,in theory the
> .osg and .ive file is equal,i haven't times in this aspect to dig the
> reason.
>thank all of you kindly.
>cheers
>Learned osg five months
>
>
>
> 2014-06-28 5:37 GMT+08:00 Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>:
>
> I tried it at my end as well. Well, I think Mr. Zhu (?) deserve credit for
>> being the first one that "publicly" tried this after the big and somewhat
>> weird marketing. It is just linking osg against gldirect library and you
>> can run osg now on XBox :-) (Robert? :-)). I read all the nice defensive
>> thoughts from the community about language barriers, cultural differences
>> etc.(which afterall made me feel bad since I commented in not so friendly
>> fashion), still thinking that Mr. Zhu (?)  could have been nice to the
>> community as well by not making such a big noise and describing it in just
>> a line of nice email and to not make the curious from the community to
>> download 1.1GB of compiled all of OSG where just a link (or built) gldirect
>> would be enough
>>
>> Nick
>>
>> Nick
>>
>>
>> On Fri, Jun 27, 2014 at 9:25 PM, Thomas Hogarth > > wrote:
>>
>>> I've deleted the binaries and am uploading the binaries.
>>>
>>> It's just osg built with all the example etc again that mesa lib.
>>>
>>> --
>>> Read this topic online here:
>>> http://forum.openscenegraph.org/viewtopic.php?p=60007#60007
>>>
>>>
>>>
>>>
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>
>>
>>
>> --
>> trajce nikolov nick
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
> ___
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>
>
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread LearningOSG LearningOSG
Hi Nick,
   This is only the very simple methods to provide the full(90%) convert,if
not use GLSL shader parts,if you also want use GLSL shades,I know a new
tool can convert GLSL to HLSL,Have some suggestions:
   1.If you want to use this in OSG MT static Mode,minor osg lines changes
is need.
   2.If you want to write directx codes in osg,you need to use OSG MT Mode.
   3.Currently please use only .ive files only ,this can ensure run
successful,otherwise,such as .osg,.osgt files have problems,in theory the
.osg and .ive file is equal,i haven't times in this aspect to dig the
reason.
   thank all of you kindly.
   cheers
   Learned osg five months



2014-06-28 5:37 GMT+08:00 Trajce Nikolov NICK :

> I tried it at my end as well. Well, I think Mr. Zhu (?) deserve credit for
> being the first one that "publicly" tried this after the big and somewhat
> weird marketing. It is just linking osg against gldirect library and you
> can run osg now on XBox :-) (Robert? :-)). I read all the nice defensive
> thoughts from the community about language barriers, cultural differences
> etc.(which afterall made me feel bad since I commented in not so friendly
> fashion), still thinking that Mr. Zhu (?)  could have been nice to the
> community as well by not making such a big noise and describing it in just
> a line of nice email and to not make the curious from the community to
> download 1.1GB of compiled all of OSG where just a link (or built) gldirect
> would be enough
>
> Nick
>
> Nick
>
>
> On Fri, Jun 27, 2014 at 9:25 PM, Thomas Hogarth 
> wrote:
>
>> I've deleted the binaries and am uploading the binaries.
>>
>> It's just osg built with all the example etc again that mesa lib.
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=60007#60007
>>
>>
>>
>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> trajce nikolov nick
>
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Trajce Nikolov NICK
I tried it at my end as well. Well, I think Mr. Zhu (?) deserve credit for
being the first one that "publicly" tried this after the big and somewhat
weird marketing. It is just linking osg against gldirect library and you
can run osg now on XBox :-) (Robert? :-)). I read all the nice defensive
thoughts from the community about language barriers, cultural differences
etc.(which afterall made me feel bad since I commented in not so friendly
fashion), still thinking that Mr. Zhu (?)  could have been nice to the
community as well by not making such a big noise and describing it in just
a line of nice email and to not make the curious from the community to
download 1.1GB of compiled all of OSG where just a link (or built) gldirect
would be enough

Nick

Nick


On Fri, Jun 27, 2014 at 9:25 PM, Thomas Hogarth 
wrote:

> I've deleted the binaries and am uploading the binaries.
>
> It's just osg built with all the example etc again that mesa lib.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=60007#60007
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



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Re: [osg-users] CompositeViewer regression between OSG 3.1.4 and 3.2

2014-06-27 Thread Glenn Waldron
Sure. These were the breaks:


1) osg::Geode::DrawableList type is gone; replaced usage of iterators with
getNumDrawables + getDrawable(i) (tag 3.3.2)

2) osg::Drawable::getBound() renamed to getBoundingBox(). Replaced with a
polyfill function (tag 3.3.2) Also computeBound() is now computeBoundingBox.

3) osgGA::EventQueue::Events now contains osgGA::Event type instead of
osgGA::GUIEventAdapter; Fixed wtih a macro that calls
Event::asGUIEventAdapter (tag 3.3.1)

4) Node::getCullCallback() returns osg::Callback instead of
osg::NodeCallback; fixed with ifdefs (tag 3.3.2)

5) Replace CullCallback::cull(..) with Callback::run(...); fixed with
ifdefs (tag 3.3.2)


I think that's it.

I am seeing this warning -- not sure whether it's an issue:

H:\devel\osg\3.3.2\install\vc10-x64\include\osg/ClusterCullingCallback(73):
warning C4250: 'osg::ClusterCullingCallback' : inherits
'osg::NodeCallback::osg::NodeCallback::run' via dominance



Glenn Waldron / @glennwaldron


On Fri, Jun 27, 2014 at 4:17 PM, Robert Osfield 
wrote:

> Hi Glenn,
>
> Could you or Jason post the build breaks so I know where we stand w.r.t
> mods to Osg or osgEath to keep things building.
>
> Robert.
> On 27 Jun 2014 20:52, "Glenn Waldron"  wrote:
>
>> Robert,
>> I was in the process of building against OSG 3.3.2 to test, but ran into
>> issues (osgEath doesn't build against it so I need to address that). I may
>> not be able to complete testing until later since I'm heading off on
>> vacation. Just wanted to let you know why I had not responded.
>>
>>
>> Glenn Waldron / @glennwaldron
>>
>>
>> On Fri, Jun 27, 2014 at 11:35 AM, Robert Osfield <
>> robert.osfi...@gmail.com> wrote:
>>
>>> HI Glenn et. al,
>>>
>>> I have been looking into the CompositeVIew/View focus issue and have
>>> resolved it by adding a render order sort into list of Cameras that
>>> have Viewport that enclose the current mouse position.  The last
>>> Camera rendered will be the topmost one so can be taken as the one
>>> that gets focus for that event.  This resolve the bug illustrated by
>>> Glenn's example.
>>>
>>> This fix is checked into svn/trunk and the OSG-3.2 branch so will be
>>> part of the next dev release and OSG-3.2.1 release candidate.
>>>
>>> Could you test svn/trunk or the OSG-3.2 branch and let me know if the
>>> issue has now been resolved.
>>>
>>> Cheers,
>>> Robert.
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>
>>
>> ___
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
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>
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Re: [osg-users] CompositeViewer regression between OSG 3.1.4 and 3.2

2014-06-27 Thread Robert Osfield
Hi Glenn,

Could you or Jason post the build breaks so I know where we stand w.r.t
mods to Osg or osgEath to keep things building.

Robert.
On 27 Jun 2014 20:52, "Glenn Waldron"  wrote:

> Robert,
> I was in the process of building against OSG 3.3.2 to test, but ran into
> issues (osgEath doesn't build against it so I need to address that). I may
> not be able to complete testing until later since I'm heading off on
> vacation. Just wanted to let you know why I had not responded.
>
>
> Glenn Waldron / @glennwaldron
>
>
> On Fri, Jun 27, 2014 at 11:35 AM, Robert Osfield  > wrote:
>
>> HI Glenn et. al,
>>
>> I have been looking into the CompositeVIew/View focus issue and have
>> resolved it by adding a render order sort into list of Cameras that
>> have Viewport that enclose the current mouse position.  The last
>> Camera rendered will be the topmost one so can be taken as the one
>> that gets focus for that event.  This resolve the bug illustrated by
>> Glenn's example.
>>
>> This fix is checked into svn/trunk and the OSG-3.2 branch so will be
>> part of the next dev release and OSG-3.2.1 release candidate.
>>
>> Could you test svn/trunk or the OSG-3.2 branch and let me know if the
>> issue has now been resolved.
>>
>> Cheers,
>> Robert.
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> ___
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>
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Re: [osg-users] OpenSceneGraph-3.2.1 release candidate 4 released

2014-06-27 Thread Robert Osfield
Hi Tom,

I will update the webpage but not right  away as I am a way from the
computer for the or st of today.

Robert
On 27 Jun 2014 20:32, "Jolley, Thomas P"  wrote:

> Hi Robert,
>
> Will you be putting this on the download page?
>
> 
> Tom Jolley
>
> -Original Message-
> From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
> Behalf Of Robert Osfield
> Sent: Friday, June 27, 2014 11:54 AM
> To: OpenSceneGraph Users
> Subject: [osg-users] OpenSceneGraph-3.2.1 release candidate 4 released
>
> Hi All,
>
> I made a bug fix to the handling of events in CompositeViewer today, and
> checked in a couple of fixes from users but each of these is low risk w.r.t
> build and runtime so I've gone ahead and checked these into the OSG-3.2 and
> used this as the bases for OpenSceneGraph-3.2.1 release candidate 4 that
> I've just tagged.
>
> 3.2.1 will be binary compatible with OSG-3.2.0, and is contains bug and
> build fixes to the 3.2.0 stable release.  No new features are added, for
> new features you'll need to use the OSG-3.3.x dev release branch or
> svn/trunk.
>
> My plan is to release the stable 3.2.1 release next week so would
> appreciate testing out in the community and feedback on success or failure
> to build and to work against your platforms and applications.
>
> Thanks in advance for your assistance in putting 3.2.1 to bed.
>
> Robert.
>
> ___
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Re: [osg-users] CompositeViewer regression between OSG 3.1.4 and 3.2

2014-06-27 Thread Glenn Waldron
Robert,
I was in the process of building against OSG 3.3.2 to test, but ran into
issues (osgEath doesn't build against it so I need to address that). I may
not be able to complete testing until later since I'm heading off on
vacation. Just wanted to let you know why I had not responded.


Glenn Waldron / @glennwaldron


On Fri, Jun 27, 2014 at 11:35 AM, Robert Osfield 
wrote:

> HI Glenn et. al,
>
> I have been looking into the CompositeVIew/View focus issue and have
> resolved it by adding a render order sort into list of Cameras that
> have Viewport that enclose the current mouse position.  The last
> Camera rendered will be the topmost one so can be taken as the one
> that gets focus for that event.  This resolve the bug illustrated by
> Glenn's example.
>
> This fix is checked into svn/trunk and the OSG-3.2 branch so will be
> part of the next dev release and OSG-3.2.1 release candidate.
>
> Could you test svn/trunk or the OSG-3.2 branch and let me know if the
> issue has now been resolved.
>
> Cheers,
> Robert.
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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Re: [osg-users] OpenSceneGraph-3.2.1 release candidate 4 released

2014-06-27 Thread Jolley, Thomas P
Hi Robert,

Will you be putting this on the download page?


Tom Jolley

-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Robert Osfield
Sent: Friday, June 27, 2014 11:54 AM
To: OpenSceneGraph Users
Subject: [osg-users] OpenSceneGraph-3.2.1 release candidate 4 released

Hi All,

I made a bug fix to the handling of events in CompositeViewer today, and 
checked in a couple of fixes from users but each of these is low risk w.r.t 
build and runtime so I've gone ahead and checked these into the OSG-3.2 and 
used this as the bases for OpenSceneGraph-3.2.1 release candidate 4 that I've 
just tagged.

3.2.1 will be binary compatible with OSG-3.2.0, and is contains bug and build 
fixes to the 3.2.0 stable release.  No new features are added, for new features 
you'll need to use the OSG-3.3.x dev release branch or svn/trunk.

My plan is to release the stable 3.2.1 release next week so would appreciate 
testing out in the community and feedback on success or failure to build and to 
work against your platforms and applications.

Thanks in advance for your assistance in putting 3.2.1 to bed.

Robert.

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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Thomas Hogarth
I've deleted the binaries and am uploading the binaries.

It's just osg built with all the example etc again that mesa lib.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60007#60007





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Re: [osg-users] osg 3.2.0 on WQXVGA

2014-06-27 Thread Simon Hammett
I hit this recently and it's due to a rather peculiar assumption by MS:

http://msdn.microsoft.com/en-us/magazine/dn574798.aspx

Basically they've gone and broken every DPI aware program by assuming that
every program without the appropriate manifest setting is wrong.

Scroll done a bit and check out the manifest bit and add that to your
program, that should fix things for you.


On 27 June 2014 20:01, Lee Butler  wrote:

> Hi,
>
> I just built 3.2.0 on Windows 8.1 using Visual Studio Express 2013 and
> cmake 3.0.0.
>
> The machine (Lenovo X1) has a 2560x1440 (QHD) display on Intel Core i7
> 4400 graphics.  When running:
>   C:\> osgviewer --window 50 50 1024 768 cow.osg
>
> I get a window that takes up much more of the display than 1024x768 pixels
> but seems to be showing a low-res (1024x768) image inside it.
>
> I haven't found anyone else with this issue outside of a Qt context.  Any
> hints would be welcome.
>
> Thank you!
>
> Cheers,
> Lee
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=60004#60004
>
>
>
>
>
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[osg-users] osg 3.2.0 on WQXVGA

2014-06-27 Thread Lee Butler
Hi,

I just built 3.2.0 on Windows 8.1 using Visual Studio Express 2013 and cmake 
3.0.0.

The machine (Lenovo X1) has a 2560x1440 (QHD) display on Intel Core i7 4400 
graphics.  When running:
  C:\> osgviewer --window 50 50 1024 768 cow.osg

I get a window that takes up much more of the display than 1024x768 pixels but 
seems to be showing a low-res (1024x768) image inside it.  

I haven't found anyone else with this issue outside of a Qt context.  Any hints 
would be welcome.

Thank you!

Cheers,
Lee

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Re: [osg-users] OS X 10.9 Mavericks shaders problem

2014-06-27 Thread michael kapelko
I tried 7, 8, 9.
8 looked even more broken than before (looked like it was used by some
predefined attribute).
7 and 9 were (0, 0, 0) again.


2014-06-28 1:34 GMT+07:00 michael kapelko :

> Here's my wrapper TSGVisitor class: http://goo.gl/Hd0WwJ
> And I use ID=6 for the attribute.
> I'll try 7 and 8.
>
>
> 2014-06-28 1:28 GMT+07:00 Sebastian Messerschmidt <
> sebastian.messerschm...@gmx.de>:
>
>  Hi Michael,
>>
>> can you show the code calling the TSG and assigning the vertex attributes?
>> Usually you will have to to a high vertex attribute like 7 or 8, since
>> the lower numbers are mapped to the fixed function pipeline attributes.
>> I can check my code when I'm on my development machine again.
>> Which version of osg are you using?
>>
>> Cheers
>> Sebastain
>>
>>  I've researched deeper into my normal maps not working after fixing
>> those shader errors that have been reported under OS X, and found out that
>> in my pass1VS ( http://goo.gl/sT7m7n ) Tangent attribute is always (0,
>> 0, 0). I get it from osgUtil::TangentSpaceGenerator.
>> Any clues?
>> Thanks.
>>
>>
>> 2014-06-26 17:51 GMT+07:00 Sebastian Messerschmidt <
>> sebastian.messerschm...@gmx.de>:
>>
>>> Hi Michael,
>>>
>>> The shader code seems indeed to be faulty and I found the errors
>>> generated quite appropriate. Maybe your driver in the Linux is quite sloppy
>>> and uses some extensions. Nvidia for instance allows all sort of
>>> non-standard functions ( hlsl saturate etc.)
>>> I usually use ATI Shader Analyzer. It seems to stick to the GLSL
>>> specifications very tightly [1].
>>> Unfortunately I'm on vacation and don't have my developer laptop with
>>> me, so I cannot check directly.
>>>
>>> [1]
>>> http://developer.amd.com/tools-and-sdks/graphics-development/gpu-tools/gpu-shaderanalyzer/#download
>>>
>>> Cheers
>>> Sebastian
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>>>
>>
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>>
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Chris Hanson
So, is there any original code that is worth redistributing, or is it just
OSG compiled with an existing GL->DX emulator library?


On Fri, Jun 27, 2014 at 12:37 PM, Thomas Hogarth 
wrote:

> It's all the binaries and build files for osg the mesa lib, even a cmake
> exe in there.
>
> It's using this
>
> http://sourceforge.net/projects/gldirect/
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=6#6
>
>
>
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Thomas Hogarth
It's all the binaries and build files for osg the mesa lib, even a cmake exe in 
there.

It's using this

http://sourceforge.net/projects/gldirect/

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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Chris Hanson
Thomas, shoot me the file privately and I can mirror it onto my fast server
if you want. And strip it down if necessary.


On Fri, Jun 27, 2014 at 12:20 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> What is so big then (1.1GB)? If that was it I will cancel the download
>
> Nick
>
>
> On Fri, Jun 27, 2014 at 8:18 PM, Thomas Hogarth 
> wrote:
>
>> Ok I got it downloaded
>>
>> Looks like it's using some Mesa lib gldirect5 that uses DirectX to handle
>> OpenGL calls.
>>
>> Kind of interesting, though other then XBox, Windows Phone and the normal
>> Surface all environments with DirectX have OpenGL anyway.
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=59997#59997
>>
>>
>>
>>
>>
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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 • osgEarth • Terrain • Telemetry • Cryptography
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Re: [osg-users] OS X 10.9 Mavericks shaders problem

2014-06-27 Thread michael kapelko
Here's my wrapper TSGVisitor class: http://goo.gl/Hd0WwJ
And I use ID=6 for the attribute.
I'll try 7 and 8.


2014-06-28 1:28 GMT+07:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:

>  Hi Michael,
>
> can you show the code calling the TSG and assigning the vertex attributes?
> Usually you will have to to a high vertex attribute like 7 or 8, since the
> lower numbers are mapped to the fixed function pipeline attributes.
> I can check my code when I'm on my development machine again.
> Which version of osg are you using?
>
> Cheers
> Sebastain
>
>  I've researched deeper into my normal maps not working after fixing
> those shader errors that have been reported under OS X, and found out that
> in my pass1VS ( http://goo.gl/sT7m7n ) Tangent attribute is always (0, 0,
> 0). I get it from osgUtil::TangentSpaceGenerator.
> Any clues?
> Thanks.
>
>
> 2014-06-26 17:51 GMT+07:00 Sebastian Messerschmidt <
> sebastian.messerschm...@gmx.de>:
>
>> Hi Michael,
>>
>> The shader code seems indeed to be faulty and I found the errors
>> generated quite appropriate. Maybe your driver in the Linux is quite sloppy
>> and uses some extensions. Nvidia for instance allows all sort of
>> non-standard functions ( hlsl saturate etc.)
>> I usually use ATI Shader Analyzer. It seems to stick to the GLSL
>> specifications very tightly [1].
>> Unfortunately I'm on vacation and don't have my developer laptop with me,
>> so I cannot check directly.
>>
>> [1]
>> http://developer.amd.com/tools-and-sdks/graphics-development/gpu-tools/gpu-shaderanalyzer/#download
>>
>> Cheers
>> Sebastian
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Re: [osg-users] OS X 10.9 Mavericks shaders problem

2014-06-27 Thread Sebastian Messerschmidt

Hi Michael,

can you show the code calling the TSG and assigning the vertex attributes?
Usually you will have to to a high vertex attribute like 7 or 8, since 
the lower numbers are mapped to the fixed function pipeline attributes.

I can check my code when I'm on my development machine again.
Which version of osg are you using?

Cheers
Sebastain
I've researched deeper into my normal maps not working after fixing 
those shader errors that have been reported under OS X, and found out 
that in my pass1VS ( http://goo.gl/sT7m7n ) Tangent attribute is 
always (0, 0, 0). I get it from osgUtil::TangentSpaceGenerator.

Any clues?
Thanks.


2014-06-26 17:51 GMT+07:00 Sebastian Messerschmidt 
mailto:sebastian.messerschm...@gmx.de>>:


Hi Michael,

The shader code seems indeed to be faulty and I found the errors
generated quite appropriate. Maybe your driver in the Linux is
quite sloppy and uses some extensions. Nvidia for instance allows
all sort of non-standard functions ( hlsl saturate etc.)
I usually use ATI Shader Analyzer. It seems to stick to the GLSL
specifications very tightly [1].
Unfortunately I'm on vacation and don't have my developer laptop
with me, so I cannot check directly.

[1]

http://developer.amd.com/tools-and-sdks/graphics-development/gpu-tools/gpu-shaderanalyzer/#download


Cheers
Sebastian
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Trajce Nikolov NICK
What is so big then (1.1GB)? If that was it I will cancel the download

Nick


On Fri, Jun 27, 2014 at 8:18 PM, Thomas Hogarth 
wrote:

> Ok I got it downloaded
>
> Looks like it's using some Mesa lib gldirect5 that uses DirectX to handle
> OpenGL calls.
>
> Kind of interesting, though other then XBox, Windows Phone and the normal
> Surface all environments with DirectX have OpenGL anyway.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=59997#59997
>
>
>
>
>
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Thomas Hogarth
Ok I got it downloaded

Looks like it's using some Mesa lib gldirect5 that uses DirectX to handle 
OpenGL calls.

Kind of interesting, though other then XBox, Windows Phone and the normal 
Surface all environments with DirectX have OpenGL anyway.

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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Trajce Nikolov NICK
I think this is his home DSL connection based on IP2Location report. I am
46% done (it says like 6 hours more). Let few of us download it and see
what it is to not overload his upload

Nick


On Fri, Jun 27, 2014 at 5:45 PM, Jan Ciger  wrote:

> On Fri, Jun 27, 2014 at 4:05 PM, Trajce Nikolov NICK
>  wrote:
> > me too :)
> >
> > Nick
> >
>
> That's over a 1.1GB of compressed source code? Does it contain the
> entire Windows source code too or what?
>
> If someone could mirror the material on a faster server I would also
> have a look, but even on our very fast connection at work it is asking
> for 25 hours download time. The server is extremely slow.
>
> Regards,
>
> J.
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Re: [osg-users] OS X 10.9 Mavericks shaders problem

2014-06-27 Thread michael kapelko
I've researched deeper into my normal maps not working after fixing those
shader errors that have been reported under OS X, and found out that in my
pass1VS ( http://goo.gl/sT7m7n ) Tangent attribute is always (0, 0, 0). I
get it from osgUtil::TangentSpaceGenerator.
Any clues?
Thanks.


2014-06-26 17:51 GMT+07:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:

> Hi Michael,
>
> The shader code seems indeed to be faulty and I found the errors generated
> quite appropriate. Maybe your driver in the Linux is quite sloppy and uses
> some extensions. Nvidia for instance allows all sort of non-standard
> functions ( hlsl saturate etc.)
> I usually use ATI Shader Analyzer. It seems to stick to the GLSL
> specifications very tightly [1].
> Unfortunately I'm on vacation and don't have my developer laptop with me,
> so I cannot check directly.
>
> [1] http://developer.amd.com/tools-and-sdks/graphics-
> development/gpu-tools/gpu-shaderanalyzer/#download
>
> Cheers
> Sebastian
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[osg-users] OpenSceneGraph-3.2.1 release candidate 4 released

2014-06-27 Thread Robert Osfield
Hi All,

I made a bug fix to the handling of events in CompositeViewer today,
and checked in a couple of fixes from users but each of these is low
risk w.r.t build and runtime so I've gone ahead and checked these into
the OSG-3.2 and used this as the bases for OpenSceneGraph-3.2.1
release candidate 4 that I've just tagged.

3.2.1 will be binary compatible with OSG-3.2.0, and is contains bug
and build fixes to the 3.2.0 stable release.  No new features are
added, for new features you'll need to use the OSG-3.3.x dev release
branch or svn/trunk.

My plan is to release the stable 3.2.1 release next week so would
appreciate testing out in the community and feedback on success or
failure to build and to work against your platforms and applications.

Thanks in advance for your assistance in putting 3.2.1 to bed.

Robert.

-- ChangeLog since the 3.2.0 release:

2014-06-27 15:55  robert

* src/osgUtil/DelaunayTriangulator.cpp: Removed unused method.

2014-06-27 15:48  robert

* src/osgUtil/Tessellator.cpp: From Laurens Voerman, "attached is a
 modified version of src/osgUtil/Tessellator.cpp
 current code checks for a Nullpointer and on notify level info or
 above will inform you with a crash, by dereferencing it."

2014-06-27 15:39  robert

* AUTHORS.txt: Updated AUTHORS file

2014-06-27 15:38  robert

* src/osg/ApplicationUsage.cpp: Added a render order sort to the
 list of Cameras being tested by the
 *Viewer::generatePointerData(..) method to ensure that the
 highest Camera gets focus.

2014-06-27 15:30  robert

* include/osg/Camera, src/osg/GraphicsContext.cpp,
 src/osgViewer/CompositeViewer.cpp, src/osgViewer/Viewer.cpp:
 Added a render order sort to the list of Cameras being tested by
 the *Viewer::generatePointerData(..) method to ensure that the
 highest Camera gets focus.

2014-06-27 15:26  robert

* AUTHORS.txt: Updated AUTHORS file

2014-06-26 15:54  robert

* ChangeLog: Updated ChangeLog for 3.2.1-rc4

2014-06-26 15:18  robert

* CMakeLists.txt: Updated RC number to 4.

2014-06-26 11:49  robert

* src/osg/Sequence.cpp: From Sebastian Messerschmidt, "I've applied
 a simple fix for the backward animation support in osg::Sequence.
 It will simply use the sign of the speed set in the getNextValue.
 Attached file is against trunk."

2014-06-26 11:11  robert

* src/osgDB/Registry.cpp: From Laurens Voerman, "In order to speed
 up loading large scenes (especially from network disk) I added
 code to our viewer to setup multiple database-pagers and request
 the files trough a database-request:
 databasePager->setUpThreads(16, 1);

 We experienced problems with multiple databasepagers loading
 files in parallel, when two threads start to load the same file
 (usually a texture referenced by multiple models). The second
 thread to add the file to the cache (sometimes) manages to do so
 while the refcount from the cached object still is zero, causing
 the object loaded to be destroyed.
 Sometimes the second thread manages to ref() the object before
 Referenced::signalObserversAndDelete does the final recount
 check, causing a warning:
 "Warning Referenced::signalObserversAndDelete(,,) doing delete
 with _refCount=1"

 With a deleted object added to the scenegraph we get some
 undesired results, I think the program only crashes if the object
 was a Node, and just has some untextured surfaces if it was a
 texture, but I'm not completely sure.

 Attached is a modified version of the Registry.cpp, returning the
 object in cache and let the duplicate loaded object to be
 destroyed.

 A more efficient option would be to add some sort of blocking
 entry to the objectcache to stop the second thread from reading
 the file, and just wait until the first thread added it to the
 cache. If you think that's worthwile we would be happy to
 implement that version. A bit tricky to implement and test,
 that's why I submit a simple version that stops my program from
 crashing.
 "

2014-06-26 11:09  robert

* src/osgDB/Registry.cpp: Removed erroneous character

2014-06-26 10:53  robert

* src/osgText/Text3D.cpp, src/osgText/TextBase.cpp: From Farshid
 Lashkari,
 "I noticed that Text3D objects would change there z alignment
 depending on the alignment mode. I'm not sure if this was
 intentional or just a simple mistake. My expectation was that the
 front of the object would always stay aligned to the 0 z-plane,
 regardless of the alignment mode. I've attached an updated
 version that retains a consistent z-alignment."
 "I just now noticed another issue with Text3D objects. It was not
 properly computing the bounding box when non-axis aligned
 rotations were being applied. In this case all corners of the
 bounding box need to be transformed in order to get the correct
 containing box. I've attached the updated file."
 "The incorrect bounding box problem also applies to regular Text
 objects. I've attached the fix for that as well as the original
 Text3D fix."

2014-06-26 10:24  robert

* src/osg/ImageSequence.cpp: From Laurens Voerman, "

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-06-27 Thread Robert Osfield
Thanks Pjotr, fix merged and submitted to svn/trunk.

On 27 June 2014 11:16, Pjotr Svetachov  wrote:
> Hi Robert,
>
> I made a small change to DataOutputStream.cpp which makes saving Geodes 
> possible again. This is only half a fix as it only will save a Drawable that 
> is part of a Geode. But this change does not require a version bump of the 
> .ive format. I tried it with a few datasets we have here with the 3.2 stable 
> branch and the trunk with this patch and there was no difference in the .ive 
> files that were produced.
>
> Cheers,
> Pjotr
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=59981#59981
>
>
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Jan Ciger
On Fri, Jun 27, 2014 at 4:05 PM, Trajce Nikolov NICK
 wrote:
> me too :)
>
> Nick
>

That's over a 1.1GB of compressed source code? Does it contain the
entire Windows source code too or what?

If someone could mirror the material on a faster server I would also
have a look, but even on our very fast connection at work it is asking
for 25 hours download time. The server is extremely slow.

Regards,

J.
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Re: [osg-users] CompositeViewer regression between OSG 3.1.4 and 3.2

2014-06-27 Thread Robert Osfield
HI Glenn et. al,

I have been looking into the CompositeVIew/View focus issue and have
resolved it by adding a render order sort into list of Cameras that
have Viewport that enclose the current mouse position.  The last
Camera rendered will be the topmost one so can be taken as the one
that gets focus for that event.  This resolve the bug illustrated by
Glenn's example.

This fix is checked into svn/trunk and the OSG-3.2 branch so will be
part of the next dev release and OSG-3.2.1 release candidate.

Could you test svn/trunk or the OSG-3.2 branch and let me know if the
issue has now been resolved.

Cheers,
Robert.
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread Trajce Nikolov NICK
me too :)

Nick


On Fri, Jun 27, 2014 at 4:05 PM, michael kapelko  wrote:

> I'm downloading it for about 2.5 hours now. Too curious into the ongoing
> show.
>
>
> 2014-06-27 18:42 GMT+07:00 LearningOSG LearningOSG 
> :
>
>> Today,when updating the www.osg3d.org website encounter some problem,so
>> i upload the full sourcecode version first,this package include all the
>> tools and source code needed.
>> the download URL is:
>> http://115.126.74.11/OpenSceneGraph3.3.2DEVD3D9.zip
>> size:1.1G
>>
>> cheers
>> Learned osg five months
>>
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Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread michael kapelko
I'm downloading it for about 2.5 hours now. Too curious into the ongoing
show.


2014-06-27 18:42 GMT+07:00 LearningOSG LearningOSG :

> Today,when updating the www.osg3d.org website encounter some problem,so i
> upload the full sourcecode version first,this package include all the tools
> and source code needed.
> the download URL is:
> http://115.126.74.11/OpenSceneGraph3.3.2DEVD3D9.zip
> size:1.1G
>
> cheers
> Learned osg five months
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] [build] OSG built for BlackBerry10 (QNX) crashes after start

2014-06-27 Thread Robert Osfield
HI Guiseppe,

I haven't heard of others tackling Blackberry with the OSG yet, so
your working right on the bleeding edge so discovering new problems
that will need to worked through.  The ApplicationUsage singleton is
initialized by the first call to it's instance() method, perhaps
multi-threaded static initialization is happening and causing
problems.  Other singletons in the OSG with have to add an explicit
initialization local to the instance() method to force an
initialization to avoid theading issues, perhaps this might be worth
doing here.   The aid with this I wrote a OSG_INIT_SINGLETON_PROXY
#define

I've added usage of this #define as below.  I've also attached the
modified ApplicationUsage.cpp. The modified file is from svn/trunk but
is identical to the one in the OSG-3.2 so it should apply directly.

Could you test this, if it works I'll check it into svn/trunk and the
OSG-3.2 branch.

Robert.


$ svn diff
Index: ApplicationUsage.cpp
===
--- ApplicationUsage.cpp(revision 14306)
+++ ApplicationUsage.cpp(working copy)
@@ -15,6 +15,7 @@
 #include 

 #include 
+#include 
 #include 
 #include 

@@ -33,6 +34,8 @@
 return s_applicationUsage.get();
 }

+OSG_INIT_SINGLETON_PROXY(ApplicationUsageSingletonProxy,
ApplicationUsage::instance())
+
 void ApplicationUsage::addUsageExplanation(Type type,const
std::string& option,const std::string& explanation)
 {
 switch(type)
@@ -69,7 +72,7 @@
 {
 std::ostringstream ostr;
 ostr< wrote:
> Hi,
>
> I would like to develop Apps with OSG and Qt for BlackBerry10 devices.
> I've built OSG for BlackBerry10 using the CMake GUI and the ARM toolchain 
> which is provided by the BlackBerry Native SDK. In CMake, I added
> the include path and the library of GDAL which I also built from 
> source with the ARM toolchain
>
> GLESv1 (I've used the settings as descibed in the OSG Wiki)
>
> Qt4 dependencies. Therefor I've used the already existing Qt 
> libraries which are preinstalled on BlackBerry10
>
> the zlib include directory and library
>
> Further CMake configuration I set:
> BUILD_OPENTHREADS_WITH_QT: ON
>
> OSG_WINDOWING_SYSTEM: Qt
>
> CMAKE_EXE_LINKER_FLAGS: -V4.6.3,gcc_ntoarmv7le -g -O0 -Y_gpp 
> -D__QNX__ -D_QT -fstack-protector-strong
>
> The Toolchain:
> CMAKE_AR: ntoarm-ar.exe
>
> CMAKE_ASM_COMPILER: qcc.exe
>
> CMAKE_CXX_COMPILER: gcc.exe
>
> CMAKE_C_COMPILER: gcc.exe
>
> CMAKE_LINKER: ntoarmv7-ld.exe
>
> CMAKE_NM: ntoarmv7-nm.exe
>
> CMAKE_OBJCOPY: ntoarmv7-objcopy.exe
>
> CMAKE_OBJDUMP: ntoarmv7-objdump.exe
>
> CMAKE_RANLIB: ntoarm-ranlib.exe
>
> CMAKE_STRIP: ntoarm-strip.exe
>
>
> When I run following simple code the app crashes immediately.
>
> Code:
>
> #include 
>
> #include 
> #include 
> #include "applicationui.hpp"
>
> #include 
> #include 
>
> using namespace bb::cascades;
>
> class ViewerWidget : public osgViewer::CompositeViewer
> {
>
> };
>
> Q_DECL_EXPORT int main(int argc, char **argv)
> {
> Application app(argc, argv);
>
> // Create the Application UI object, this is where the main.qml file
> // is loaded and the application scene is set.
> new ApplicationUI(&app);
> osgViewer::CompositeViewer vWidget;
>
> // Enter the application main event loop.
> return Application::exec();
> }
>
>
>
> I don't get any error messages. In debugging mode, the back trace gives me 
> following information:
> #0  0x016634ac in SignalKill () from 
> C:\bbndk\runtime_10_2_1_3175\qnx6\armle-v7\lib\libc.so.3
>
> #1  0x01652c68 in raise () from 
> C:\bbndk\runtime_10_2_1_3175\qnx6\armle-v7\lib\libc.so.3
>
> #2  0x01690668 in __ssp_fail () from 
> C:\bbndk\runtime_10_2_1_3175\qnx6\armle-v7\lib\libc.so.3
>
> #3  0x080b6f66 in std::map std::less, std::allocator std::string> > >::operator
> [] (this=0x922e474, __k=...) at 
> C:/bbndk/target_10_2_0_1155/qnx6/usr/include/c++/4.6.3/bits/stl_map.h:455
> #4  0x0820cf76 in osg::ApplicationUsage::addEnvironmentalVariable 
> (this=, 
> option=, 
> explanation=, 
> defaultValue=) 
> at 
> C:\Project\OpenSceneGraph-3.2.0\OpenSceneGraph\src\osg\ApplicationUsage.cpp:69
>
> Backtrace stopped: previous frame inner to this frame (corrupt stack?)
>
>
> It seems like there must be a memory corruption somewhere. Since the debugger 
> never reaches main, it is very hard to me to find the issue.
> Does anybody have an idea? Please let me know if you need more information.
>
> I would greatly appreciate any help!
>
>
> Thank you!
>
> Cheers,
> Giuseppe
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=59973#59973
>
>
>
>
>
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[osg-users] [build] OSG built for BlackBerry10 (QNX) crashes after start

2014-06-27 Thread Giuseppe Amaro
Hi,

I would like to develop Apps with OSG and Qt for BlackBerry10 devices.
I've built OSG for BlackBerry10 using the CMake GUI and the ARM toolchain which 
is provided by the BlackBerry Native SDK. In CMake, I added 
the include path and the library of GDAL which I also built from source 
with the ARM toolchain

GLESv1 (I've used the settings as descibed in the OSG Wiki)

Qt4 dependencies. Therefor I've used the already existing Qt libraries 
which are preinstalled on BlackBerry10

the zlib include directory and library

Further CMake configuration I set:
BUILD_OPENTHREADS_WITH_QT: ON

OSG_WINDOWING_SYSTEM: Qt

CMAKE_EXE_LINKER_FLAGS: -V4.6.3,gcc_ntoarmv7le -g -O0 -Y_gpp -D__QNX__ 
-D_QT -fstack-protector-strong

The Toolchain:
CMAKE_AR: ntoarm-ar.exe

CMAKE_ASM_COMPILER: qcc.exe

CMAKE_CXX_COMPILER: gcc.exe

CMAKE_C_COMPILER: gcc.exe

CMAKE_LINKER: ntoarmv7-ld.exe

CMAKE_NM: ntoarmv7-nm.exe

CMAKE_OBJCOPY: ntoarmv7-objcopy.exe

CMAKE_OBJDUMP: ntoarmv7-objdump.exe

CMAKE_RANLIB: ntoarm-ranlib.exe

CMAKE_STRIP: ntoarm-strip.exe


When I run following simple code the app crashes immediately. 

Code:

#include 

#include 
#include 
#include "applicationui.hpp"

#include 
#include 

using namespace bb::cascades;

class ViewerWidget : public osgViewer::CompositeViewer
{

};

Q_DECL_EXPORT int main(int argc, char **argv)
{
Application app(argc, argv);

// Create the Application UI object, this is where the main.qml file
// is loaded and the application scene is set.
new ApplicationUI(&app);
osgViewer::CompositeViewer vWidget;

// Enter the application main event loop.
return Application::exec();
}



I don't get any error messages. In debugging mode, the back trace gives me 
following information:
#0  0x016634ac in SignalKill () from 
C:\bbndk\runtime_10_2_1_3175\qnx6\armle-v7\lib\libc.so.3

#1  0x01652c68 in raise () from 
C:\bbndk\runtime_10_2_1_3175\qnx6\armle-v7\lib\libc.so.3

#2  0x01690668 in __ssp_fail () from 
C:\bbndk\runtime_10_2_1_3175\qnx6\armle-v7\lib\libc.so.3

#3  0x080b6f66 in std::map, std::allocator > >::operator
[] (this=0x922e474, __k=...) at 
C:/bbndk/target_10_2_0_1155/qnx6/usr/include/c++/4.6.3/bits/stl_map.h:455
#4  0x0820cf76 in osg::ApplicationUsage::addEnvironmentalVariable 
(this=, 
option=, 
explanation=, 
defaultValue=) at 
C:\Project\OpenSceneGraph-3.2.0\OpenSceneGraph\src\osg\ApplicationUsage.cpp:69

Backtrace stopped: previous frame inner to this frame (corrupt stack?)


It seems like there must be a memory corruption somewhere. Since the debugger 
never reaches main, it is very hard to me to find the issue. 
Does anybody have an idea? Please let me know if you need more information.

I would greatly appreciate any help!


Thank you!

Cheers,
Giuseppe

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Re: [osg-users] two separte camera and manipulator

2014-06-27 Thread Trajce Nikolov NICK
Hi

>The idea is when i move the node with a manipulator i move the second
camera in the same time.

You can attach NodeCallback to the second Camera
(Camera::setUpdateCallback) that will follow the node moved by the main
Camera. In your callback you do something like:

camera->setViewMatrixAsLookAt( eye, nodePosition, up )

Nick




On Sat, Jun 21, 2014 at 9:20 AM, Jérôme Béchu 
wrote:

> Hi,
>
> I am new with OpenSceneGraph,
> I try to have two camera, one main, and second one follow a node in my
> scene.
> The idea is when i move the node with a manipulator i move the second
> camera in the same time.
>
> If you want my drity source code, go to pastbin and add u3eC0eBi to the
> url.
>
> So my idea is to use a osgManipulator::Constraint to grab manipulator
> info, and use osgGA::CameraManipulator to move the camera.
>
> I succeed to have two camera with differents positions, and have my
> manipulator (based on demos).
> But I am not able to move my second camera, :(
>
> Is it the good way to do that ?
> Where I am wrong ?
>
> Thank you!
>
> Cheers,
> jerome[/code]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=59846#59846
>
>
>
>
>
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[osg-users] Render to texture,processing, make it displayed

2014-06-27 Thread Hao Wang
Hi,

I use the Render to texture method to get a float image, then I need to process 
the image to make the data is in the range of 0-255, after that I want to 
display the image. But I don't know how to handle it,is there anyone know how 
do it? Thank you.
Thank you!

Cheers,
Hao

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[osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!

2014-06-27 Thread LearningOSG LearningOSG
Today,when updating the www.osg3d.org website encounter some problem,so i
upload the full sourcecode version first,this package include all the tools
and source code needed.
the download URL is:
http://115.126.74.11/OpenSceneGraph3.3.2DEVD3D9.zip
size:1.1G

cheers
Learned osg five months
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[osg-users] two separte camera and manipulator

2014-06-27 Thread Jérôme Béchu
Hi,

I am new with OpenSceneGraph,
I try to have two camera, one main, and second one follow a node in my scene.
The idea is when i move the node with a manipulator i move the second camera in 
the same time.

If you want my drity source code, go to pastbin and add u3eC0eBi to the url.

So my idea is to use a osgManipulator::Constraint to grab manipulator info, and 
use osgGA::CameraManipulator to move the camera.

I succeed to have two camera with differents positions, and have my manipulator 
(based on demos).
But I am not able to move my second camera, :(

Is it the good way to do that ?
Where I am wrong ?

Thank you!

Cheers,
jerome[/code]

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Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-06-27 Thread Pjotr Svetachov
I was trying to save a file to .ive format today but that failed with the 
message: "Unknown node in Group::write(), className()=Geometry"
So right now it looks like it's impossible to write to .ive files.
While osgt/osgb files work I looked at the code and noticed that the 
osg::Drawable does not have an osg::Node associate which means that node 
specific fields like _cullingActive and _nodeMask are not saved.

Cheers,
Pjotr

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Re: [osg-users] Change the camera rotation axis

2014-06-27 Thread Andrés Barrionuevo
Hi Nick,

I am reading the code. Thanks for your help!!! :D 
... 

Cheers,
Andrés

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Re: [osg-users] Access vertexes of a 3D model in the vertex shader

2014-06-27 Thread ying song
Hi Sebastian ,

I'm sorry for the confusion.

The distortion value is a function of position, and it's for per vextex. It 
won't changed over time. 

To be more details, the distortion function will calculate the pixel 
coordinates based on the passing vertex positions.

Thanks!
Ying

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Re: [osg-users] Tonight found OpenSceneGraph3.3.2DEV Release is perfect support D3D9 originally!

2014-06-27 Thread LearningOSG LearningOSG
hello Chris Hanson,
  currently is updating website,after while you can goto look at and
download all is there.
cheers
Learned osg five months



2014-06-27 11:22 GMT+08:00 Chris Hanson :

> Ok. Could you maybe explain what exactly it is you're doing and how you're
> running in D3D9.0? Because this looks indistinguishable from running in
> OpenGL, so it's hard to understand what you're saying you've done.
>
>
> On Thu, Jun 26, 2014 at 2:55 PM, LearningOSG LearningOSG <
> learning...@gmail.com> wrote:
>
>> Hi all
>> Tonight found OpenSceneGraph3.3.2DEV Release is perfect support D3D9
>> originally!
>> If you only run in normal dll mode,and want to render all osg scenes
>> use d3d 9.0,in OpenSceneGraph3.3.2DEV,no one line code needed to
>> change,then all is OK,and this progress haven't any different in normal
>> compiling osg.
>> Tonight my compiler enviroment is vc2010,
>> Cmake is 3.0 Release.
>> Not changed anything,OSG is running in d3d 9.0 perfectly.
>> attached is the runtime snapshots!
>> in morning i will find a fast internet upload place to share all the
>> things also include full sourcecode to osg community!
>> cheers
>> Learned osg five months
>>
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>
>
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