Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Björn Blissing
Hi Robert,

The content of this tag looks really odd. The main folder contains a yet 
another folder containing a complete copy of OpenSceneGraph. The folder is 
named OpenSceneGraph-3.2  I guess this has something to do with commit 14356. 
This is probably a mistake and this folder should be deleted and the tag reset.

Best regards

Björn

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60140#60140





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


Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Robert Osfield
Hi Björn,


On 4 July 2014 08:24, Björn Blissing bjorn.bliss...@vti.se wrote:

 The content of this tag looks really odd. The main folder contains a yet
 another folder containing a complete copy of OpenSceneGraph. The folder is
 named OpenSceneGraph-3.2  I guess this has something to do with commit
 14356. This is probably a mistake and this folder should be deleted and the
 tag reset.


I have followed the links I published on this thread and on the OSG website
download page and they both take me to the correct 3.1.2-rc6.

What steps and links are you using to see a problem?

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


Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Jordi Torres
Hi Robert,

I think Bjorn is right. See
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc6/
inside this folder there is another OpenSceneGraph folder.

Cheers.


2014-07-04 10:43 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Björn,


 On 4 July 2014 08:24, Björn Blissing bjorn.bliss...@vti.se wrote:

 The content of this tag looks really odd. The main folder contains a yet
 another folder containing a complete copy of OpenSceneGraph. The folder is
 named OpenSceneGraph-3.2  I guess this has something to do with commit
 14356. This is probably a mistake and this folder should be deleted and the
 tag reset.


 I have followed the links I published on this thread and on the OSG
 website download page and they both take me to the correct 3.1.2-rc6.

 What steps and links are you using to see a problem?

 Robert.


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




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


Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Robert Osfield
On 4 July 2014 09:45, Jordi Torres jtorresfa...@gmail.com wrote:

 Hi Robert,

 I think Bjorn is right. See
 http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc6/
 inside this folder there is another OpenSceneGraph folder.


Thanks for the explanation, yep I see it.  That's really bizarre.  I used
exactly the same make tag-run that I used for all previous rc's, my local
check out doesn't have an OpenSceneGraph-3.2 directory.

I will do a rc7 and see what happens.

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


Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Robert Osfield


 I will do a rc7 and see what happens.



OK, I have just tagged a rc7, which in theory is the same as rct6 save for
the rc number:


http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc7/

This doesn't contain the nested OpenSceneGraph-3.2 branch inside.

I didn't do anything different this time vs last time so am perplexed how
the error snuck in.  A svn bug?  A hack?

Anyone have any ideas?

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


Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Robert Osfield
I have now updated the downloads page with links to the new rc7:

   - Zip file containing source code : OpenSceneGraph-3.2.1-rc7.zip
   
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.2.1-rc7.zip
   - Subversion tag for 3.2.1-rc7 : svn co
   http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.
   
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc7
   1-rc7 OpenSceneGraph
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Björn Blissing
Hi Robert,

RC7 looks correct. 

I don't know what happened during the tagging of RC6, but if you look in the 
SVN log there is actually two commits for the tag. Commit 14355 and 14356, the 
last one being the one that made the duplicated folder. 

Best regards
Björn

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60145#60145





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


Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Robert Osfield
On 4 July 2014 10:06, Björn Blissing bjorn.bliss...@vti.se wrote:

 Hi Robert,

 RC7 looks correct.


Thanks for checking.


 I don't know what happened during the tagging of RC6, but if you look in
 the SVN log there is actually two commits for the tag. Commit 14355 and
 14356, the last one being the one that made the duplicated folder.


I really is very strange, I use cmake make tag-run each time I make a dev
or stable release/release candidate, rc6 was no different, I don't recall
any errors being reported at the time or having to redo anything.  My best
guess right now is that the a subversion bug wither on the server or my
client.

Each release we'll just need to vigilant.

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


Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Jordi Torres
If it happens again I will have a look to the server. But it's quite
strange.

Cheers.


2014-07-04 11:54 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:

 On 4 July 2014 10:06, Björn Blissing bjorn.bliss...@vti.se wrote:

 Hi Robert,

 RC7 looks correct.


 Thanks for checking.


 I don't know what happened during the tagging of RC6, but if you look in
 the SVN log there is actually two commits for the tag. Commit 14355 and
 14356, the last one being the one that made the duplicated folder.


 I really is very strange, I use cmake make tag-run each time I make a
 dev or stable release/release candidate, rc6 was no different, I don't
 recall any errors being reported at the time or having to redo anything.
  My best guess right now is that the a subversion bug wither on the server
 or my client.

 Each release we'll just need to vigilant.

 Robert.







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




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


Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Robert Osfield
On 4 July 2014 10:56, Jordi Torres jtorresfa...@gmail.com wrote:

 If it happens again I will have a look to the server. But it's quite
 strange.


It would probably be worth checking about how up to date the subversion
version we have on the serve is.

My client version of subversion I pulled in from Kubuntu 14.04
respositories:

$ svn --version
svn, version 1.8.8 (r1568071)
   compiled Feb 24 2014, 10:11:25 on x86_64-pc-linux-gnu


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


Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Robert Osfield
Hi All,

I'm now ready to tag the 3.2.1 stable release,  but will wait till this
afternoon to tag the release so if you all can do some last minute testing
this would be appreciated.

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


Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Jordi Torres
Ok I will take a look.


2014-07-04 12:06 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:

 On 4 July 2014 10:56, Jordi Torres jtorresfa...@gmail.com wrote:

 If it happens again I will have a look to the server. But it's quite
 strange.


 It would probably be worth checking about how up to date the subversion
 version we have on the serve is.

 My client version of subversion I pulled in from Kubuntu 14.04
 respositories:

 $ svn --version
 svn, version 1.8.8 (r1568071)
compiled Feb 24 2014, 10:11:25 on x86_64-pc-linux-gnu


 Robert.




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




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


Re: [osg-users] CompositeViewer, GUIEventHandler::handle() and events cascading across Views

2014-07-04 Thread Julian Schindler
Hi,

I have the same problems when using a CompositeViewer with several views and a 
last view using osgWidget::WindowManager. I found out that the problem started 
somewhere between 3.1.5 and 3.1.6, assumably at Revision 13376. 

@Ignacio: Your code fixed the problem, please submit it!

Thank you!

Cheers,
Julian

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60126#60126





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


[osg-users] [build] Error inside VS2013 with ALL_BUILD

2014-07-04 Thread Colin McKay
Hi,

I have built OSG 3.2.0 using CMAKE on a Windows 8 PC for Visual Studio Ultimate 
2013. When I go into the solution file and select the BUILD option for 
ALL_BUILD I get the following error inside directx.cpp on line 67:


Code:

error C2678:binary '==': no operator found which takes a left-hand operand of 
type 'std::basic_istreamchar,std::char_traitschar' (or there is no 
acceptable conversion)




Has anyone encountered anything like this? 

Thank you!

Cheers,
Colin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60152#60152





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


Re: [osg-users] how to get the real world coordinates(x, y, z) in shader

2014-07-04 Thread Solkar Graphics
Hi,

Well...I was more thinking about a SSCCE than a whole project, but anyway:

Does your compiler support the currently effective (2011) standard for C++ 
sufficiently? 
try e.g. to compile this:

///
///@file bind_recursion.cxx
///@author solkar http://stackoverflow.com/users/2378245/solkar
///@see 
http://stackoverflow.com/questions/24491402/compile-time-recursion-via-stdfunction-variadic-templates/24494430#24494430
///@date Jul 1st, 2014

#include functional // bind, is_placeholder
#include exception  // runtime_error
#include iostream   
#include cmath  // M_PI  
#include complex 

#define VOODOO 1

#if VOODOO 
/**
 * It's rather pointless binding the N parameters 
 * of N-ary callable to N placeholders in-sequence 
 * 
 * This framework will start making sense if there are 
 * some free parameters to be bound; see HINT below.
 */ 

// placeholder
templateint N struct PH {};

// It's ugly to extend std,
// but there's no other way to make arbitrary 
// placeholders known to std::bind
namespace std {
templateint N
struct is_placeholderPHN 
: public integral_constantint, N {};
}

// recursive sequential binder
// this simply pushes the placeholder types into the Args 
// result is in-order
templateclass F, int N, class... Args
struct SeqBinder : public SeqBinderF, N-1, PHN, Args... {};

// recursive sequential binder terminator specialization
templateclass F, class... Args
struct SeqBinderF, 0, Args... {
static auto bind(F f)
/*
 * HINT
 * here is to point to add whatever invariant params
 * to the bind
 */
- decltype(std::bind(f, /* +whatever ,*/ Args()...)) {
 return std::bind(f, /* +whatever ,*/ Args()...); 
} // bind()
}; // SeqBinder (terminator specialization)

templatetypename F, int N
auto seq_bind(F f, const PHN) 
- decltype(SeqBinderF, N::bind(f)) {
return SeqBinderF, N::bind(f);
} // template seq_bind()

#endif // #if VOODOO

// no clue why gcc (4.8.2) wants a
// void output(void) (see below)
// for the recursive template below
void output(void) {

struct void_call : public std::runtime_error {
void_call(const char* msg) 
: std::runtime_error(msg) {}
};

// trace this
throw void_call(void output(void) called);
} // void output(void)

// recursive template
templatetypename T, typename... Args
void output(const T t, const Args... args) {
std::cout  typeid(t).name()   :   t  std::endl;
if (sizeof...(Args)  0)
// no clue why gcc (4.8.2) looks for a
// void output(void) 
output(args...);
} // template void output()

// test class
template 
typename... Args
 struct LHC {
std::functionvoid(Args...) cauldron;

///@TODO delete unwanted ctors

LHC() : 
#if VOODOO
cauldron(seq_bind(outputArgs..., PHsizeof...(Args)())) 
#else
cauldron(outputArgs...) 
#endif // #if VOODOO   
{} 

void operator () (const Args...args) const{
cauldron(args...);
}
}; // struct LHC

template 
typename... Args
 void make_GUT(Args... args) {
LHCArgs... smasher;
smasher(args...);
}

void test() {
auto cminus = std::exp(std::complexdouble(0.,M_PI));
auto phone_number = 137L;
make_GUT(GUT essentials: , 42, NULL, M_PI, cminus, phone_number);
} // void test() 

int main() {
try {
test();
} catch (const std::runtime_error e) {
std::cerr   e.what()  std::endl;
}
} // int main()
///
with both(0,1) settings for VOODOO, and so-called C++11-support enabled in 
your compiler. 

I'd dislike having to publish code that is already sort-of deprecated at the 
time of publishing.

Cheers,
Solkar

@moderators: How to save the , in 
#include myheader
in code-tags from being parsed. I thought especially code-tags would prevent 
that.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60154#60154





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


[osg-users] Where does RenderInfo come from which is passed to all Drawable::draw?

2014-07-04 Thread michael kapelko
Hi.
I'm working on integrating CEGUI into OSG and I have successfully followed
Wang Rui's example from his Cookbook:
https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04

But there's an ugly part with CEGUI initialization: it happens in
CEGUIDrawable::drawImplementation(RenderInfo ). It initializes paths, uses
a lot of mutables, strips constness. I want to get rid of that ugly stuff
and initialize CEGUI somewhere outside drawImplementation() call.
So when and where can I get RenderInfo that is passed to all
Drawable::draw(RenderInfo )?
Thanks.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Trouble with HUD

2014-07-04 Thread Andrés Barrionuevo
Hello there!

I've struggling a while with the setup of a HUD camera.
What I want to achieve is to show cross in the middle of the vieport.

I have been able to display text, but not the cross, so I'm requesting a little 
help with this ... :)

Here's the code for the viewer (it is based in the osgQt and osghud examples):


Code:

class Viewer: public QWidget, public osgViewer::Viewer {
public:
static const unsigned int MAIN_MASK = 0x1;
static const unsigned int HUD_MASK = 0x2;
virtual void paintEvent( QPaintEvent* event )
{
frame();
}
Viewer( osg::ref_ptrosg::Node g): QWidget(), osgViewer::Viewer() {
osg::ref_ptrosg::Camera cam = createCamera( 150, 10, 640, 800 );

QGridLayout* layout = new QGridLayout;
layout-setContentsMargins( 1, 1, 1, 1 );
QWidget* widget = addViewWidget( cam.get(), g.get() );

layout-addWidget( widget );
setLayout( layout );
connect( ( this-timer_ ), SIGNAL( timeout() ), this, SLOT( update() ) 
);

getDatabasePager()-setDoPreCompile( true );
}
void startTimer() { timer_.start(24); }
~Viewer(){}
private:
osg::Camera* createCamera( int x, int y, int w, int h )
{
try {
osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();
if( !ds ) {
  return NULL;
}
osg::ref_ptrosg::GraphicsContext::Traits traits =
new osg::GraphicsContext::Traits
;

traits-windowName = no name;
traits-windowDecoration = true;
traits-x = x;
traits-y = y;
traits-width = w;
traits-height = h;
traits-doubleBuffer = true;
traits-alpha = ds-getMinimumNumAlphaBits();
traits-stencil = ds-getMinimumNumStencilBits();
traits-sampleBuffers = ds-getMultiSamples();
traits-samples = 4;

osgViewer::Viewer::Views views;
getViews( views );
osg::ref_ptrosg::Camera camera = views[ 0 ]-getCamera();

camera-setGraphicsContext(
new osgQt::GraphicsWindowQt( traits.get() ) )
;
camera-setClearColor( osg::Vec4( 0,0,0,1 ) );
camera-setViewport(
new osg::Viewport( 0, 0, traits-width, traits-height) 
)
;
const double tw = static_castdouble( traits-width );
const double th = static_castdouble( traits-height );
camera-setProjectionMatrixAsPerspective( 30.0f, tw / th, 1.0f,
  1.0f )
;

camera-setCullMask( MAIN_MASK );
return camera.release();
} catch( const std::bad_alloc ) {
return NULL;
}
}
QWidget* addViewWidget( osg::Camera *camera, osg::Node *scene )
{
try {

addEventHandler( new osgViewer::StatsHandler );

osgGA::CameraManipulator* cameraManipulator =
new osgGA::TrackballManipulator(
osgGA::StandardManipulator::DEFAULT_SETTINGS
)
;

setCameraManipulator( cameraManipulator );
osg::observer_ptrosgGA::TrackballManipulator cm =
dynamic_castosgGA::TrackballManipulator*( 
cameraManipulator )
;

cm-setAnimationTime( -1 );
cm-setMinimumDistance( 10 );


hud = new osg::Camera;
hud-setCullMask( HUD_MASK );


hud-setReferenceFrame(osg::Transform::ABSOLUTE_RF);

hud-setClearMask(GL_DEPTH_BUFFER_BIT /*| 
GL_COLOR_BUFFER_BIT*/ );

hud-setRenderOrder(osg::Camera::POST_RENDER);

hud-setAllowEventFocus(false);

osgViewer::Viewer::Windows windows;
getWindows( windows );
hud-setClearColor( osg::Vec4( 0.0, 1.0, 0.0, 255.0 ) );

hud-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
hud-setGraphicsContext( windows.front() );



osg::Viewport* vport = camera-getViewport();
const osg::Matrix wmat = vport-computeWindowMatrix();
osg::Vec3d vc( vport-x() + vport-width()/2, 
vport-y() + vport-height()/2, 1.0 );

hud-setViewport( vc.x() - 50, vc.y() - 50, 100,100 );

hud-setProjectionMatrix( osg::Matrix::ortho2D( vc.x() 
- 50, vc.y() - 50, vc.x() + 50, vc.y() + 50 ) );

osg::ref_ptrosg::Geode geode = new osg::Geode;
osg::ref_ptrosg::Vec4Array color = new osg::Vec4Array;
color-push_back( osg::Vec4( 1.0, 0.0, 0.0, 1.0 ) );
#if 0

Re: [osg-users] CompositeViewer, GUIEventHandler::handle() and events cascading across Views

2014-07-04 Thread Robert Osfield
Hi Julian,

I have checked in a fix to CompositeViewer w.r.t handling of event with
inset Views into svn/trunk and the OSG-3.2 branch so it's now part of the
imminent 3.2.1 release.

Could you please test 3.2.1-rc7 or svn/trunk.

Robert.


On 3 July 2014 10:05, Julian Schindler julian.schind...@dlr.de wrote:

 Hi,

 I have the same problems when using a CompositeViewer with several views
 and a last view using osgWidget::WindowManager. I found out that the
 problem started somewhere between 3.1.5 and 3.1.6, assumably at Revision
 13376.

 @Ignacio: Your code fixed the problem, please submit it!

 Thank you!

 Cheers,
 Julian

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=60126#60126





 ___
 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] [build] Error inside VS2013 with ALL_BUILD

2014-07-04 Thread Robert Osfield
HI Colin,

I can't comment on this specific issue with 3.2.0 under Windows with this
specific compiler (3.2.0 was compiling fine under Windows at time of
release last year but compiler and goals posts move).  As far as I'm aware
the 3.2.1 release and svn/trunk are both currently compiling fine under
Windows so would recommend moving to 3.2.1-rc7 or waiting for me to tag
3.2.1 this afternoon.  3.2.1 is fully binary compatible with 3.2.0.


On 4 July 2014 12:57, Colin McKay charna...@gmail.com wrote:

 Hi,

 I have built OSG 3.2.0 using CMAKE on a Windows 8 PC for Visual Studio
 Ultimate 2013. When I go into the solution file and select the BUILD option
 for ALL_BUILD I get the following error inside directx.cpp on line 67:


 Code:

 error C2678:binary '==': no operator found which takes a left-hand operand
 of type 'std::basic_istreamchar,std::char_traitschar' (or there is no
 acceptable conversion)




 Has anyone encountered anything like this?

 Thank you!

 Cheers,
 Colin

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=60152#60152





 ___
 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] Visual C++ CLR Windows Forms app using OpenSceneGraph

2014-07-04 Thread Bluish Joe
I have the same issue (SEHException) and cannot find a way to embed 
OpenSceneGraph inside a Windows form.
Anyone can help, please?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60153#60153





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


Re: [osg-users] Where does RenderInfo come from which is passed to all Drawable::draw?

2014-07-04 Thread Robert Osfield
Hi CEGUI,

Unfortunately the design of CEGUI requires that your initialize it from a
graphics thread so you are limited to a custom Drawable or a draw callback
of some form.

Robert.


On 4 July 2014 14:07, michael kapelko korn...@gmail.com wrote:

 Hi.
 I'm working on integrating CEGUI into OSG and I have successfully followed
 Wang Rui's example from his Cookbook:
 https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04

 But there's an ugly part with CEGUI initialization: it happens in
 CEGUIDrawable::drawImplementation(RenderInfo ). It initializes paths, uses
 a lot of mutables, strips constness. I want to get rid of that ugly stuff
 and initialize CEGUI somewhere outside drawImplementation() call.
 So when and where can I get RenderInfo that is passed to all
 Drawable::draw(RenderInfo )?
 Thanks.

 ___
 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] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Garth D


Hi Robert,

Re OSG 3.2.1-rc6.

Builds and installs fine on a Debian Linux 7 system, updates as of less 
than a few days ago. gcc 4.7.2. nVidia, multi-head Xinerama, 2x2head 
cards. cmake line was:


cmake -D CMAKE_INSTALL_PREFIX=/opt/OpenSceneGraph-3.2.1-rc6 -D 
CMAKE_BUILD_TYPE=Release -D BUILD_OSG_EXAMPLES=yes ..


Fired up a few random examples, no extensive testing.

Also builds on a Debian 6.0.6 system, minimal but mixed updates. nVidia, 
multi-head Xinerama, 2x2head cards. Custom build script/environment with 
patches from current build env (3.2.1-rc1), which applied cleanly. gcc 
4.4.5. Fired up a few random examples, no extensive testing. FBX plugin 
included (20141?).


Was not in a position to run it through my full build env or integrate 
it into my app at this time.


Also have a Windows XP, 32-bit virtual machine, with MSVC++ 2008 express 
set up, on which I've already got 3.2.1-rc6 running, but it takes a huge 
amount of time for a full build so it'd be an overnight thing. I can try 
this out if it is useful, ping me if wanted.


Mostly just a simple build and install test on the two machines this 
time, but I hope it is still useful as a data point.


All the best with the release!

Cheers,
Garth

On 04/07/14 00:04, Robert Osfield wrote:

Hi All,

I made some minor warning fixes and bug fixes to support read/write of
image to .osgb format, these are now wrapped up in a 3.2.1 release
candidate 6:

  * Zip file containing source code : OpenSceneGraph-3.2.1-rc6.zip

http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.2.1-rc6.zip
  * Subversion tag for 3.2.1-rc6 : svn co
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.

http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc61-rc6
OpenSceneGraph

My plan is to tag the final 3.2.1 stable release tomorrow, so would
appreciate testing on the platforms you have available and against your
applications.

Thanks in advance,
Robert.


-- ChangeLog since rc5:

2014-07-03 14:13  robert

* NEWS.txt: Updated NEWS in prep for 3.2.1 release

2014-07-03 13:06  robert

* src/osgPlugins/osc/OscSendingDevice.cpp,
  src/osgPresentation/PropertyManager.cpp: Added vertical
  destructors

2014-07-02 14:14  robert

* src/osgPlugins/osg/ReaderWriterOSG2.cpp: Merged fix from
  svn/trunk to handlng of file type of nested files within a .osgx,
  .osgt and .osgb file.

2014-07-01 07:31  robert

* applications/osgviewer/osgviewer.cpp: Added #include stdint.h
  to address compile issue on some Linux distro's.

2014-06-30 15:31  robert

* examples/osgvolume/osgvolume.cpp: Add dds no flip on write option
  to prevent output of .dds volume from being flipped by the dds
  plugin.



___
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] Where does RenderInfo come from which is passed to all Drawable::draw?

2014-07-04 Thread Sergey Kurdakov
Hi Michael,

though I did not dig into code ( just spotted that there is native render
for ogre ), but seems an approach like

http://static.cegui.org.uk/docs/0.8.3/classCEGUI_1_1OgreRenderer.html can
be of some use.

That is - instead to render by CEGUI - render all things by osg itself (
see in CEGUI code cegui-0.8.3\cegui\src\RendererModules - and ogre renderer
is there ).
there is need for the render class for osg though.

but then - this will be really good integration with all capabilities of
osg in place.

Regards
Sergey


On Fri, Jul 4, 2014 at 5:07 PM, michael kapelko korn...@gmail.com wrote:

 Hi.
 I'm working on integrating CEGUI into OSG and I have successfully followed
 Wang Rui's example from his Cookbook:
 https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04

 But there's an ugly part with CEGUI initialization: it happens in
 CEGUIDrawable::drawImplementation(RenderInfo ). It initializes paths, uses
 a lot of mutables, strips constness. I want to get rid of that ugly stuff
 and initialize CEGUI somewhere outside drawImplementation() call.
 So when and where can I get RenderInfo that is passed to all
 Drawable::draw(RenderInfo )?
 Thanks.

 ___
 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] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Robert Osfield
Thanks for the testing and feedback Garth, much appreciated.  No need to
run the overnight build as I'll be tagging 3.2.1 this afternoon


On 4 July 2014 15:05, Garth D garthy_...@entropicsoftware.com wrote:


 Hi Robert,

 Re OSG 3.2.1-rc6.

 Builds and installs fine on a Debian Linux 7 system, updates as of less
 than a few days ago. gcc 4.7.2. nVidia, multi-head Xinerama, 2x2head cards.
 cmake line was:

 cmake -D CMAKE_INSTALL_PREFIX=/opt/OpenSceneGraph-3.2.1-rc6 -D
 CMAKE_BUILD_TYPE=Release -D BUILD_OSG_EXAMPLES=yes ..

 Fired up a few random examples, no extensive testing.

 Also builds on a Debian 6.0.6 system, minimal but mixed updates. nVidia,
 multi-head Xinerama, 2x2head cards. Custom build script/environment with
 patches from current build env (3.2.1-rc1), which applied cleanly. gcc
 4.4.5. Fired up a few random examples, no extensive testing. FBX plugin
 included (20141?).

 Was not in a position to run it through my full build env or integrate it
 into my app at this time.

 Also have a Windows XP, 32-bit virtual machine, with MSVC++ 2008 express
 set up, on which I've already got 3.2.1-rc6 running, but it takes a huge
 amount of time for a full build so it'd be an overnight thing. I can try
 this out if it is useful, ping me if wanted.

 Mostly just a simple build and install test on the two machines this time,
 but I hope it is still useful as a data point.

 All the best with the release!

 Cheers,
 Garth


 On 04/07/14 00:04, Robert Osfield wrote:

 Hi All,

 I made some minor warning fixes and bug fixes to support read/write of
 image to .osgb format, these are now wrapped up in a 3.2.1 release
 candidate 6:

   * Zip file containing source code : OpenSceneGraph-3.2.1-rc6.zip
 http://www.openscenegraph.org/downloads/developer_
 releases/OpenSceneGraph-3.2.1-rc6.zip
   * Subversion tag for 3.2.1-rc6 : svn co
 http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/
 OpenSceneGraph-3.2.
 http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/
 OpenSceneGraph-3.2.1-rc61-rc6

 OpenSceneGraph

 My plan is to tag the final 3.2.1 stable release tomorrow, so would
 appreciate testing on the platforms you have available and against your
 applications.

 Thanks in advance,
 Robert.


 -- ChangeLog since rc5:

 2014-07-03 14:13  robert

 * NEWS.txt: Updated NEWS in prep for 3.2.1 release

 2014-07-03 13:06  robert

 * src/osgPlugins/osc/OscSendingDevice.cpp,
   src/osgPresentation/PropertyManager.cpp: Added vertical
   destructors

 2014-07-02 14:14  robert

 * src/osgPlugins/osg/ReaderWriterOSG2.cpp: Merged fix from
   svn/trunk to handlng of file type of nested files within a .osgx,
   .osgt and .osgb file.

 2014-07-01 07:31  robert

 * applications/osgviewer/osgviewer.cpp: Added #include stdint.h
   to address compile issue on some Linux distro's.

 2014-06-30 15:31  robert

 * examples/osgvolume/osgvolume.cpp: Add dds no flip on write option
   to prevent output of .dds volume from being flipped by the dds
   plugin.



 ___
 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

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


Re: [osg-users] [build] Error inside VS2013 with ALL_BUILD

2014-07-04 Thread Voerman, L.
The line has been replaced in r13865 by
- if (fin.getline(buf, sizeof(buf)) == 0) {
+ if (!fin.getline(buf, sizeof(buf))) {

This solves the error you get with VS2013.



On Fri, Jul 4, 2014 at 1:57 PM, Colin McKay charna...@gmail.com wrote:

 Hi,

 I have built OSG 3.2.0 using CMAKE on a Windows 8 PC for Visual Studio
 Ultimate 2013. When I go into the solution file and select the BUILD option
 for ALL_BUILD I get the following error inside directx.cpp on line 67:


 Code:

 error C2678:binary '==': no operator found which takes a left-hand operand
 of type 'std::basic_istreamchar,std::char_traitschar' (or there is no
 acceptable conversion)




 Has anyone encountered anything like this?

 Thank you!

 Cheers,
 Colin

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=60152#60152





 ___
 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] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Garth D


Hi Robert,

No problem at all, HTH.

Cheers,
Garth

On 04/07/14 23:46, Robert Osfield wrote:

Thanks for the testing and feedback Garth, much appreciated.  No need to
run the overnight build as I'll be tagging 3.2.1 this afternoon


On 4 July 2014 15:05, Garth D garthy_...@entropicsoftware.com
mailto:garthy_...@entropicsoftware.com wrote:


Hi Robert,

Re OSG 3.2.1-rc6.

Builds and installs fine on a Debian Linux 7 system, updates as of
less than a few days ago. gcc 4.7.2. nVidia, multi-head Xinerama,
2x2head cards. cmake line was:

cmake -D CMAKE_INSTALL_PREFIX=/opt/__OpenSceneGraph-3.2.1-rc6 -D
CMAKE_BUILD_TYPE=Release -D BUILD_OSG_EXAMPLES=yes ..

Fired up a few random examples, no extensive testing.

Also builds on a Debian 6.0.6 system, minimal but mixed updates.
nVidia, multi-head Xinerama, 2x2head cards. Custom build
script/environment with patches from current build env (3.2.1-rc1),
which applied cleanly. gcc 4.4.5. Fired up a few random examples, no
extensive testing. FBX plugin included (20141?).

Was not in a position to run it through my full build env or
integrate it into my app at this time.

Also have a Windows XP, 32-bit virtual machine, with MSVC++ 2008
express set up, on which I've already got 3.2.1-rc6 running, but it
takes a huge amount of time for a full build so it'd be an overnight
thing. I can try this out if it is useful, ping me if wanted.

Mostly just a simple build and install test on the two machines this
time, but I hope it is still useful as a data point.

All the best with the release!

Cheers,
Garth


On 04/07/14 00:04, Robert Osfield wrote:

Hi All,

I made some minor warning fixes and bug fixes to support
read/write of
image to .osgb format, these are now wrapped up in a 3.2.1 release
candidate 6:

   * Zip file containing source code : OpenSceneGraph-3.2.1-rc6.zip


http://www.openscenegraph.__org/downloads/developer___releases/OpenSceneGraph-3.2.1-__rc6.zip

http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.2.1-rc6.zip
   * Subversion tag for 3.2.1-rc6 : svn co

http://svn.openscenegraph.org/__osg/OpenSceneGraph/tags/__OpenSceneGraph-3.2

http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.


http://svn.openscenegraph.__org/osg/OpenSceneGraph/tags/__OpenSceneGraph-3.2.1-rc6

http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc61-rc6

 OpenSceneGraph

My plan is to tag the final 3.2.1 stable release tomorrow, so would
appreciate testing on the platforms you have available and
against your
applications.

Thanks in advance,
Robert.


-- ChangeLog since rc5:

2014-07-03 14:13  robert

* NEWS.txt: Updated NEWS in prep for 3.2.1 release

2014-07-03 13:06  robert

* src/osgPlugins/osc/__OscSendingDevice.cpp,
   src/osgPresentation/__PropertyManager.cpp: Added vertical
   destructors

2014-07-02 14:14  robert

* src/osgPlugins/osg/__ReaderWriterOSG2.cpp: Merged fix from
   svn/trunk to handlng of file type of nested files within a .osgx,
   .osgt and .osgb file.

2014-07-01 07:31  robert

* applications/osgviewer/__osgviewer.cpp: Added #include stdint.h
   to address compile issue on some Linux distro's.

2014-06-30 15:31  robert

* examples/osgvolume/osgvolume.__cpp: Add dds no flip on write
option
   to prevent output of .dds volume from being flipped by the dds
   plugin.



_
osg-users mailing list
osg-users@lists.__openscenegraph.org
mailto:osg-users@lists.openscenegraph.org

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

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


_
osg-users mailing list
osg-users@lists.__openscenegraph.org
mailto:osg-users@lists.openscenegraph.org

http://lists.openscenegraph.__org/listinfo.cgi/osg-users-__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



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


Re: [osg-users] Where does RenderInfo come from which is passed to all Drawable::draw?

2014-07-04 Thread michael kapelko
I was thinking about OSG renderer module for CEGUI, but I'm not sure how to
do it atm.
Can you please elaborate (as much as possible) what you mean by here is
need for the render class for osg though. Do you mean a module located in
CEGUI or OSG? If the latter, what do I need to take into account?
Thanks.


2014-07-04 21:16 GMT+07:00 Sergey Kurdakov sergey.fo...@gmail.com:

 Hi Michael,

 though I did not dig into code ( just spotted that there is native render
 for ogre ), but seems an approach like

 http://static.cegui.org.uk/docs/0.8.3/classCEGUI_1_1OgreRenderer.html can
 be of some use.

 That is - instead to render by CEGUI - render all things by osg itself (
 see in CEGUI code cegui-0.8.3\cegui\src\RendererModules - and ogre renderer
 is there ).
 there is need for the render class for osg though.

 but then - this will be really good integration with all capabilities of
 osg in place.

 Regards
 Sergey


 On Fri, Jul 4, 2014 at 5:07 PM, michael kapelko korn...@gmail.com wrote:

 Hi.
 I'm working on integrating CEGUI into OSG and I have successfully
 followed Wang Rui's example from his Cookbook:
 https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04

 But there's an ugly part with CEGUI initialization: it happens in
 CEGUIDrawable::drawImplementation(RenderInfo ). It initializes paths, uses
 a lot of mutables, strips constness. I want to get rid of that ugly stuff
 and initialize CEGUI somewhere outside drawImplementation() call.
 So when and where can I get RenderInfo that is passed to all
 Drawable::draw(RenderInfo )?
 Thanks.

 ___
 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


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


Re: [osg-users] Where does RenderInfo come from which is passed to all Drawable::draw?

2014-07-04 Thread Sergey Kurdakov
Hi Michael,

Do you mean a module located in CEGUI or OSG?

module in CEGUI and calls there are made to osg

My  thought is this: osg is somewhat similar to ogre in many respects.
So it is possible to take ogre renderer and to try to replace calls to ogre
with similar calls to  osg ( mostly the replacement is  obvious, but some
parts are not ... here is a difficulty, but again I did not spend much time
on the code of that CEGUI module just browsed it ).

possibly it is few days effort .

Regards
Sergey




On Fri, Jul 4, 2014 at 6:41 PM, michael kapelko korn...@gmail.com wrote:

 I was thinking about OSG renderer module for CEGUI, but I'm not sure how
 to do it atm.
 Can you please elaborate (as much as possible) what you mean by here is
 need for the render class for osg though. Do you mean a module located in
 CEGUI or OSG? If the latter, what do I need to take into account?
 Thanks.


 2014-07-04 21:16 GMT+07:00 Sergey Kurdakov sergey.fo...@gmail.com:

 Hi Michael,

 though I did not dig into code ( just spotted that there is native render
 for ogre ), but seems an approach like

 http://static.cegui.org.uk/docs/0.8.3/classCEGUI_1_1OgreRenderer.html
 can be of some use.

 That is - instead to render by CEGUI - render all things by osg itself (
 see in CEGUI code cegui-0.8.3\cegui\src\RendererModules - and ogre renderer
 is there ).
 there is need for the render class for osg though.

 but then - this will be really good integration with all capabilities of
 osg in place.

 Regards
 Sergey


 On Fri, Jul 4, 2014 at 5:07 PM, michael kapelko korn...@gmail.com
 wrote:

 Hi.
 I'm working on integrating CEGUI into OSG and I have successfully
 followed Wang Rui's example from his Cookbook:
 https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04

 But there's an ugly part with CEGUI initialization: it happens in
 CEGUIDrawable::drawImplementation(RenderInfo ). It initializes paths, uses
 a lot of mutables, strips constness. I want to get rid of that ugly stuff
 and initialize CEGUI somewhere outside drawImplementation() call.
 So when and where can I get RenderInfo that is passed to all
 Drawable::draw(RenderInfo )?
 Thanks.

 ___
 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



 ___
 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] Trouble with HUD

2014-07-04 Thread Trajce Nikolov NICK
what happens if you change your coordinates of using Vec2Array to Vec3Array
(it is still in 3d regardless of your 2D HUD projection, so just set Z to
zero)?

Nick


On Fri, Jul 4, 2014 at 3:20 PM, Andrés Barrionuevo abarrionu...@gmx.com
wrote:

 Hello there!

 I've struggling a while with the setup of a HUD camera.
 What I want to achieve is to show cross in the middle of the vieport.

 I have been able to display text, but not the cross, so I'm requesting a
 little help with this ... :)

 Here's the code for the viewer (it is based in the osgQt and osghud
 examples):


 Code:

 class Viewer: public QWidget, public osgViewer::Viewer {
 public:
 static const unsigned int MAIN_MASK = 0x1;
 static const unsigned int HUD_MASK = 0x2;
 virtual void paintEvent( QPaintEvent* event )
 {
 frame();
 }
 Viewer( osg::ref_ptrosg::Node g): QWidget(), osgViewer::Viewer() {
 osg::ref_ptrosg::Camera cam = createCamera( 150, 10, 640, 800 );

 QGridLayout* layout = new QGridLayout;
 layout-setContentsMargins( 1, 1, 1, 1 );
 QWidget* widget = addViewWidget( cam.get(), g.get() );

 layout-addWidget( widget );
 setLayout( layout );
 connect( ( this-timer_ ), SIGNAL( timeout() ), this, SLOT(
 update() ) );

 getDatabasePager()-setDoPreCompile( true );
 }
 void startTimer() { timer_.start(24); }
 ~Viewer(){}
 private:
 osg::Camera* createCamera( int x, int y, int w, int h )
 {
 try {
 osg::DisplaySettings* ds =
 osg::DisplaySettings::instance().get();
 if( !ds ) {
   return NULL;
 }
 osg::ref_ptrosg::GraphicsContext::Traits traits =
 new osg::GraphicsContext::Traits
 ;

 traits-windowName = no name;
 traits-windowDecoration = true;
 traits-x = x;
 traits-y = y;
 traits-width = w;
 traits-height = h;
 traits-doubleBuffer = true;
 traits-alpha = ds-getMinimumNumAlphaBits();
 traits-stencil = ds-getMinimumNumStencilBits();
 traits-sampleBuffers = ds-getMultiSamples();
 traits-samples = 4;

 osgViewer::Viewer::Views views;
 getViews( views );
 osg::ref_ptrosg::Camera camera = views[ 0 ]-getCamera();

 camera-setGraphicsContext(
 new osgQt::GraphicsWindowQt( traits.get() ) )
 ;
 camera-setClearColor( osg::Vec4( 0,0,0,1 ) );
 camera-setViewport(
 new osg::Viewport( 0, 0, traits-width,
 traits-height) )
 ;
 const double tw = static_castdouble( traits-width );
 const double th = static_castdouble( traits-height );
 camera-setProjectionMatrixAsPerspective( 30.0f, tw / th, 1.0f,
   1.0f )
 ;

 camera-setCullMask( MAIN_MASK );
 return camera.release();
 } catch( const std::bad_alloc ) {
 return NULL;
 }
 }
 QWidget* addViewWidget( osg::Camera *camera, osg::Node *scene )
 {
 try {

 addEventHandler( new osgViewer::StatsHandler );

 osgGA::CameraManipulator* cameraManipulator =
 new osgGA::TrackballManipulator(
 osgGA::StandardManipulator::DEFAULT_SETTINGS
 )
 ;

 setCameraManipulator( cameraManipulator );
 osg::observer_ptrosgGA::TrackballManipulator cm =
 dynamic_castosgGA::TrackballManipulator*(
 cameraManipulator )
 ;

 cm-setAnimationTime( -1 );
 cm-setMinimumDistance( 10 );


 hud = new osg::Camera;
 hud-setCullMask( HUD_MASK );



 hud-setReferenceFrame(osg::Transform::ABSOLUTE_RF);

 hud-setClearMask(GL_DEPTH_BUFFER_BIT /*|
 GL_COLOR_BUFFER_BIT*/ );

 hud-setRenderOrder(osg::Camera::POST_RENDER);

 hud-setAllowEventFocus(false);

 osgViewer::Viewer::Windows windows;
 getWindows( windows );
 hud-setClearColor( osg::Vec4( 0.0, 1.0, 0.0,
 255.0 ) );

 hud-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
 hud-setGraphicsContext( windows.front() );



 osg::Viewport* vport = camera-getViewport();
 const osg::Matrix wmat =
 vport-computeWindowMatrix();
 osg::Vec3d vc( vport-x() + vport-width()/2,
 vport-y() + vport-height()/2, 1.0 );

 hud-setViewport( vc.x() - 50, vc.y() - 50,
 100,100 );

 hud-setProjectionMatrix( osg::Matrix::ortho2D(
 vc.x() - 50, vc.y() 

Re: [osg-users] Visual C++ CLR Windows Forms app using OpenSceneGraph

2014-07-04 Thread Trajce Nikolov NICK
Hi Joe,

is this for .NET Form? (C#,managed C++???)

if so, have a look at the osgMFCViewer how it is done, you can achieve it
same way. The basic is to get the windows handle of your form (the HWND)
and to pass it on in the traits as inheriteddata . If you provide a code
sample I might help you by looking at or do some changes here or there

Nick


On Fri, Jul 4, 2014 at 2:41 PM, Bluish Joe mirco.andr...@tesigroup.it
wrote:

 I have the same issue (SEHException) and cannot find a way to embed
 OpenSceneGraph inside a Windows form.
 Anyone can help, please?

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=60153#60153





 ___
 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


[osg-users] Re?? how to get the real world coordinates(x, y,z) in shader

2014-07-04 Thread ttaw
thanks.I see.I will post an attachment when i finish the 
sscce.-- Original --
From: Solkar Graphicssol...@freenet.de
Date: Fri, Jul 4, 2014 08:53 PM
To: osg-usersosg-users@lists.openscenegraph.org;
Subject: Re: [osg-users] how to get the real world coordinates(x, y,z) in shader


Hi,

Well...I was more thinking about a SSCCE than a whole project, but anyway:

Does your compiler support the currently effective (2011) standard for C++ 
sufficiently? 
try e.g. to compile this:

///
///@file bind_recursion.cxx
///@author solkar http://stackoverflow.com/users/2378245/solkar
///@see 
http://stackoverflow.com/questions/24491402/compile-time-recursion-via-stdfunction-variadic-templates/24494430#24494430
///@date Jul 1st, 2014

#include functional // bind, is_placeholder
#include exception  // runtime_error
#include iostream   
#include cmath  // M_PI  
#include complex 

#define VOODOO 1

#if VOODOO 
/**
 * It's rather pointless binding the N parameters 
 * of N-ary callable to N placeholders in-sequence 
 * 
 * This framework will start making sense if there are 
 * some free parameters to be bound; see HINT below.
 */ 

// placeholder
templateint N struct PH {};

// It's ugly to extend std,
// but there's no other way to make arbitrary 
// placeholders known to std::bind
namespace std {
templateint N
struct is_placeholderPHN 
: public integral_constantint, N {};
}

// recursive sequential binder
// this simply pushes the placeholder types into the Args 
// result is in-order
templateclass F, int N, class... Args
struct SeqBinder : public SeqBinderF, N-1, PHN, Args... {};

// recursive sequential binder terminator specialization
templateclass F, class... Args
struct SeqBinderF, 0, Args... {
static auto bind(F f)
/*
 * HINT
 * here is to point to add whatever invariant params
 * to the bind
 */
- decltype(std::bind(f, /* +whatever ,*/ Args()...)) {
 return std::bind(f, /* +whatever ,*/ Args()...); 
} // bind()
}; // SeqBinder (terminator specialization)

templatetypename F, int N
auto seq_bind(F f, const PHN) 
- decltype(SeqBinderF, N::bind(f)) {
return SeqBinderF, N::bind(f);
} // template seq_bind()

#endif // #if VOODOO

// no clue why gcc (4.8.2) wants a
// void output(void) (see below)
// for the recursive template below
void output(void) {

struct void_call : public std::runtime_error {
void_call(const char* msg) 
: std::runtime_error(msg) {}
};

// trace this
throw void_call(void output(void) called);
} // void output(void)

// recursive template
templatetypename T, typename... Args
void output(const T t, const Args... args) {
std::cout  typeid(t).name()   :   t  std::endl;
if (sizeof...(Args)  0)
// no clue why gcc (4.8.2) looks for a
// void output(void) 
output(args...);
} // template void output()

// test class
template 
typename... Args
 struct LHC {
std::functionvoid(Args...) cauldron;

///@TODO delete unwanted ctors

LHC() : 
#if VOODOO
cauldron(seq_bind(outputArgs..., PHsizeof...(Args)())) 
#else
cauldron(outputArgs...) 
#endif // #if VOODOO   
{} 

void operator () (const Args...args) const{
cauldron(args...);
}
}; // struct LHC

template 
typename... Args
 void make_GUT(Args... args) {
LHCArgs... smasher;
smasher(args...);
}

void test() {
auto cminus = std::exp(std::complexdouble(0.,M_PI));
auto phone_number = 137L;
make_GUT(GUT essentials: , 42, NULL, M_PI, cminus, phone_number);
} // void test() 

int main() {
try {
test();
} catch (const std::runtime_error e) {
std::cerr   e.what()  std::endl;
}
} // int main()
///
with both(0,1) settings for VOODOO, and so-called C++11-support enabled in 
your compiler. 

I'd dislike having to publish code that is already sort-of deprecated at the 
time of publishing.

Cheers,
Solkar

@moderators: How to save the , in 
#include myheader
in code-tags from being parsed. I thought especially code-tags would prevent 
that.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60154#60154





___
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