Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi,

everything in OSG was compiled successfully. I even compiled the projects one 
at a time.  Since then I have done it twice once for debug and again for 
release.  But to be safe and not waste anyone's time how can I be certain other 
than seeing the entire OSG project compile with no errors.
And yes I did set the environment to DEBUG_FP and it definitely gives me more 
information so the notify is working.


Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread Chris Hanson
Are you 100% sure your shaders are compiling? Did you turn OSG's Notify
level to DEBUG_FP?

On Mon, Sep 29, 2014 at 3:22 PM, joey pedroza  wrote:

> Hi,
>
> Well more progress, I can set the background color but nothing appears on
> screen. baby steps :)  any hint as to what else I may want to look into as
> to why nothing is seen on screen except for the background color would be
> greatly appreciated
>
> Thank you!
>
> Cheers,
> joey
>
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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi,

Well more progress, I can set the background color but nothing appears on 
screen. baby steps :)  any hint as to what else I may want to look into as to 
why nothing is seen on screen except for the background color would be greatly 
appreciated

Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi,

Update: turns out if I run it in release mode it doesn't crash so my problem 
must be that in debug mode I have issues, will figure that out later. Currently 
trying to get it to work by passing it my own graphic context.


Thank you!

Cheers,
joey

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi,

screen shot of what the cmd window shows.



Thank you!

Cheers,
joey[/img]

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Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi,

I say that the plugins are available as I copied all generated exe's and dll's 
to the working directory.  But here is what the debug window shows when I try 
to read a node.  A few thing to note.  
1. I had it working with OpenGL 1.0 or whatever the defaults were.
2. I rebuilt everything with Open GLES2.0. To do that I deleted the pixel and 
graphicwindow32 files from the OSGViewer project.
3. Per the suggestions above I am trying to pass it my own graphic context.
4. The code compiles and runs but crashes when trying to read a node. 
This is where I am currently stuck and not sure why it would do this as not 
sure that any of the changes I made would impact reading a node.
5. Oh I added the environment variable OSG_NOTIFY_LEVEL and set it to DEBUG_FP 
not sure what more we expect to see but I pasted what I saw below.

First-chance exception at 0x07fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: std::bad_alloc at memory location 0x0025b330..
First-chance exception at 0x07fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: std::bad_alloc at memory location 0x00258e60..
First-chance exception at 0x07fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: [rethrow] at memory location 0x..
First-chance exception at 0x07fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: std::bad_alloc at memory location 0x00258e60..
Unhandled exception at 0x07fefd8c940d in osgjoeytest.exe: Microsoft C++ 
exception: std::bad_alloc at memory location 0x00258e60..

Just in case this is part of the code I am trying to run. This was taken from 
the GLUT example. I am in the middle of trying another example that is 
different. 

//Display the window.
ShowWindow(hWnd, SW_SHOW);

HWND/
// create the view of the scene.
osg::ref_ptr viewerE = new osgViewer::Viewer;
viewerE->setReleaseContextAtEndOfFrameHint(false);
osg::observer_ptr window = 
viewerE->setUpViewerAsEmbeddedInWindow(100,100,800,600);
//osg::ref_ptr globeE = 
osgDB::readNodeFile("C:\\workspace\\EarthFiles\\joey.earth");
osg::ref_ptr globeE = 
osgDB::readNodeFile("C:\\workspace\\osgEarthProject\\data\\world.tif");
osg::ref_ptr mapNodeE = MapNode::get(globeE);
osg::Group* rootE = new osg::Group();
rootE->addChild( mapNodeE );
viewerE->setSceneData(rootE);
viewerE->setCameraManipulator(new osgGA::FlightManipulator());
//viewer->addEventHandler(new osgViewer::StatsHandler);
viewerE->realize();


Other example I'm in the middle of looking at not sure which is the way to go 
so feel free to let me know.
// graphics window embedded [x,y,w,h parameters don't seem to do anything??]
m_osg_winEmb = new 
osgViewer::GraphicsWindowEmbedded(0,0,this->width(),this->height());

// sets the viewport as described here 
http://www.opengl.org/sdk/docs/man/xhtml/glViewport.xml
// but (x=0 and y=0) correspond to (0,0) of the entire window and not just 
our local item bounds
m_osg_viewer.getCamera()->setViewport(new 
osg::Viewport(0,0,this->width(),this->height()));
m_osg_viewer.getCamera()->setGraphicsContext(m_osg_winEmb.get());
m_osg_viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);

Thank you!

Cheers,
joey

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Re: [osg-users] Precise world to screen space transformation

2014-09-29 Thread Andrés Barrionuevo
Hi,


> I (again for the screenshots) started a StackOverflow question


You can upload here pics too. There's a size limit, though.
... 

Cheers,
Andrés

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[osg-users] Composite Viewer issue with QT

2014-09-29 Thread Nick Modly
Hi,

I'm working on a QT application that has several views / viewports onto a scene 
(different perspectives and projections). One of these needs to have a 
transparent QT HUD. I've spent a lot of time going over examples and archive 
posts, and it seems to me that the most up-to-date way to do this is to render 
the QT Hud onto a QGraphicsScene attached to a QGraphicsView, and to set the 
Viewport of the QGraphicsView to be the osg GLWidget. This is how QT supports 
using generic GL Widget rendering as the background of a QGraphicsView (the QT 
Boxes demo is a good example). However, I'm running into a couple of problems 
that are preventing me from fully realizing the goals of my application.

The main points that I need to hit:
1. Composite Viewer managing multiple views
2. (At least) One of the views needs to support a QGraphicsScene HUD.

(1) is easy - the osgViewerQt example covers it pretty simply, and modifying 
that to use a QGraphicsView with the viewport set to the GL widget rather than 
adding the GLWidget to the layout directly worked just fine.

I was able to get (2) working for a single view without too much additional 
difficulty. However, when I add more views to the compositeViewer after the 
first with the HUD, I start to get rendering errors. The console spits out 
"Warning: detected OpenGL error 'invalid value' at after RenderBin::draw(..)" 
over and over, and it appears that all of the views are rendering to the same 
viewport. I think it has something to do with the context not switching 
properly, because frame() gets called from within the QGraphicsScene's 
drawBackground() method. I thought to try to subclass the compositeViewer and 
override frame() to allow you to call it seperately for each view attached to 
the viewer, but that's a pretty serious undertaking and I'm not even sure it is 
going to address my problem.



Cheers,
Nick

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Re: [osg-users] OSG 3.2.1 osgviewerWX not showing up in Visual Studio solution and proposal to remedy the situation

2014-09-29 Thread Robert Osfield
Hi Émeric,

On 29 September 2014 16:08, Émeric MASCHINO 
wrote:

> Indeed, you've made the changes in rev. 12838 but the logs aren't that
> explicit ;-)
>

I *merged* the changes, I didn't write them.

Maybe was it a transient problem with an old wxWidgets release? For
> records, I'm building against wxWidgets 3.0.1.
>

For most of the OSG diverse platforms I have to trust those who work on the
platform that have the problem to address it.  I can't say whether this
particular issue and workaround is transient or not as I don't have first
hand experience with the original problem or current state of play.

Robert.
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[osg-users] OSG 3.2.1 OpenEXR plug-in incorrectly links against Release zlib.lib in Debug target

2014-09-29 Thread Émeric MASCHINO
Hi,

On Windows platform, the OSG 3.2.1 OpenEXR plug-in incorrectly links
against both the Debug and Release version of zlib[d].lib in Debug
target.

Looking at src\osgPlugins\exr\CMakeLists.txt, shouldn't the directive
at ln. 5 simply read:

SET(TARGET_EXTERNAL_LIBRARIES ${OPENEXR_LIBRARIES})

rather than:

SET(TARGET_EXTERNAL_LIBRARIES ${OPENEXR_LIBRARIES} ${ZLIB_LIBRARY} )

SETUP_PLUGIN seems to already add the correct zlib[d].lib dependence.

Regards,

 Émeric
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[osg-users] OSG 3.2.1 DICOM plug-in incorrectly links against Release zlib.lib in Debug target

2014-09-29 Thread Émeric MASCHINO
Hi,

On Windows platform, the OSG 3.2.1 DICOM plug-in incorrectly links
against both the Debug and Release version of zlib[d].lib in Debug
target.

Looking at src\osgPlugins\dicom\CMakeLists.txt, shouldn't the
directive at ln. 8 simply read:

LINK_LIBRARIES(${DCMTK_LIBRARIES})

rather than:

LINK_LIBRARIES(${DCMTK_LIBRARIES} ${ZLIB_LIBRARY})

SETUP_PLUGIN seems to already add the correct zlib[d].lib dependence.

Regards,

 Émeric
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Re: [osg-users] OSG 3.2.1 osgviewerWX not showing up in Visual Studio solution and proposal to remedy the situation

2014-09-29 Thread Émeric MASCHINO
Hi Robert,

Indeed, you've made the changes in rev. 12838 but the logs aren't that
explicit ;-)

Anyway, I've checked that without the guard, both de Debug and Release
versions of osgviewerWX[d]:
- successfully build;
- link only against Debug or Release libraries (including the wxWidgets ones);
- run flawlessly.

Maybe was it a transient problem with an old wxWidgets release? For
records, I'm building against wxWidgets 3.0.1.

 Émeric


2014-09-25 13:40 GMT+02:00 Robert Osfield :
> Hi Émeric,
>
> My guess is that check against build type had to be added to work around
> problems under Windows with mixing release and debug libraries in the
> context of WxWidgets.  Have a check of the svn logs for the submission that
> added this workaround, it might give some more insight to why it exists.
>
> Robert.
>
> On 25 September 2014 12:19, Émeric MASCHINO 
> wrote:
>>
>> Hi,
>>
>> Even though I've correctly set up my wxWidgets environment, the
>> osgviewerWX example isn't added to my OSG 3.2.1 Visual Studio
>> solution.
>>
>> Looking at the examples\CMakeLists.txt file, I've noticed that
>> osgviewerWX inclusion is guarded against wxWidgets_FOUND (obviously)
>> but also against CMAKE_BUILD_TYPE (with a further check that it equals
>> to "Release"). Strangely enough, it appears that CMAKE_BUILD_TYPE
>> isn't defined when I'm generating the Visual Studio solution/projects
>> file with cmake-gui (at least for the Release|x64 target), so
>> osgviewerWX is never included in my OSG 3.2.1 solution.
>>
>> Is this CMAKE_BUILD_TYPE guard really necessary? Indeed, osgviewerWX
>> should be able to build both in Debug and Release targes, as permitted
>> by the CMake's wxWidgets_USE_REL_AND_DBG variable.
>>
>> I thus propose to simply remove the guard in the
>> examples\CMakeLists.txt file from:
>>
>> IF   (wxWidgets_FOUND AND CMAKE_BUILD_TYPE)
>> IF (${CMAKE_BUILD_TYPE} STREQUAL "Release")
>> ADD_SUBDIRECTORY(osgviewerWX)
>> ENDIF()
>> ENDIF()
>>
>> to:
>>
>> IF   (wxWidgets_FOUND)
>> ADD_SUBDIRECTORY(osgviewerWX)
>> ENDIF()
>>
>> BTW, this will be consistent with the other osgviewer examples (GLUT,
>> SDL, FLTK, FOX).
>>
>> What's your opinion?
>>
>> Chhers,
>>
>>  Émeric
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Re: [osg-users] code repository for OSG dependencies?

2014-09-29 Thread Björn Blissing
Hi Christian,

I have tried to compile all the dependencies in a combined CMake build script, 
for automated builds of dependencies. The idea is to be able to just download 
the source for the individual libraries and then do automated builds for your 
desired toolset. As for now I support building the following dependencies from 
source:
* zlib
* libpng
* libjpeg
* libtiff
* FreeType
* GLUT
* GIFLIB
* MINIZIP

You can find the scritps on my GitHub page:
http://github.com/bjornblissing/osg-3rdparty-cmake

For each library I have attached a link to the download location in the Readme 
file in the git repository.

Regards,
Björn

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[osg-users] Precise world to screen space transformation

2014-09-29 Thread Ben Morgan
Hi,

I would like to get the screen space coordinates of a label in world
space. I found a method by which it is supposed to work—by taking
points from the bounding box and multiplying them by a few matrices.
The points convert fine to screen space coordinates, but this doesn't
give me a precise fit.

I (again for the screenshots) started a StackOverflow question on
this, back when I didn't realize that I couldn't just take two points
from the bounding box:

http://stackoverflow.com/questions/25999868/world-to-screen-space-coordinates-in-openscenegraph

If I calculate this for all points of the bounding box, and take the
max/min x and y coordinates, then I get a screen space box that is too
big.

Is there a good way to get a precise screen space representation of a
flat label in screen space?

Thanks for your help! :-)

Ben
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Re: [osg-users] code repository for OSG dependencies?

2014-09-29 Thread Christian Buchner
answering my own question

the version numbers are listed here:
http://www.osgvisual.org/projects/osgvisual/wiki/Downloads

and the source code archive seems to be located here:
 http://www.osgvisual.org/public_download/3rdParty_x86_x64-src_V9.7z


I hope this is also helpful to others.

Christian

2014-09-29 10:33 GMT+02:00 Christian Buchner :

>
> I will have to create a list of open source code and version numbers of
> the OSG dependencies (for resolving contractual issues)
>
> Currently I am using the full, precompiled OSG dependencies for VS 2013,
> maintained by Torben Dannhauer.
>
> Is there a code repository for the source code of these dependencies?
> Finding the version numbers is quite hard from the provided binaries only.
> Having this in source form would be greatly appreciated.
>
> Christian
>
>
>
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Re: [osg-users] problems with shadow maping

2014-09-29 Thread Christian Buchner
Hi Jay,

that is not a lot of information you gave there.

What shadow mapping algorithm is applied?

Does the shader create the shadow map or does it only render out an
existing shadow map to the surface of your cube?

Do you use any classes from osgShadow in your code?

Christian


2014-09-22 8:53 GMT+02:00 Guo Zhao :

> Hi, all
>   Recently, i used shaders to create my own shadow map, but got the wrong
> selfmaping, if i render a box, the upside of the box will be alway in the
> shadow. is there anybody to help me?
> ...
>
> Thank you!
>
> Cheers,
> Jay
>
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[osg-users] code repository for OSG dependencies?

2014-09-29 Thread Christian Buchner
I will have to create a list of open source code and version numbers of the
OSG dependencies (for resolving contractual issues)

Currently I am using the full, precompiled OSG dependencies for VS 2013,
maintained by Torben Dannhauer.

Is there a code repository for the source code of these dependencies?
Finding the version numbers is quite hard from the provided binaries only.
Having this in source form would be greatly appreciated.

Christian
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