[osg-users] [osgPlugins] Trouble Building Stable 3.0.1 And Conflicting Newer Libraries

2015-07-27 Thread Michael Chapman
I've been trying to build osg on an arch system for a bit now and I'm running 
into some problems with newer libraries. I was trying to use the new version in 
the arch repo (3.2.1), but whenver I tried to load a .osg scene file, the 
entire computer would immediately lock up and it sounded like the computer 
suddenly started spinning the disk at hyper speed. You know, one of those 
really bad freeze ups where you can't even kill the process. I couldn't even 
get an error message because it froze up so fast. But displaying a basic window 
seemed to work fine.

So I've been trying to build 3.0.1 in hopes that it would be more stable, but 
I'm having problems with conflicts related to giflib, ffmpeg, and xine. The 
arch wiki already mentions that osg needs to link against the older 
compatibility version of ffmpeg and I've made two very small changes to the GIF 
reader class in the source to accomodate the problem with the newer giflib, but 
the build is starting to seem a bit ad-hoc.

How can I change the cmake build process so that it uses some older versions of 
ffmpeg and xine-lib? Or should I just ignore these extra plugins somehow, 
because I only really need osg for scene management and rendering?

Thanks!

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[osg-users] [osgPlugins] Cannot load WRL files

2015-07-27 Thread Felix Goldberg
Hi,

I am trying to render models using the MATLAB 3D Model Renderer which wraps 
OpenSceneGraph. It works well for .osg files but gives me error on every other 
kind of of file, in particular .wrl which I need to be able to work with 
textures.

I initially thought  that a plugin was missing but I am able to view the .wrl 
files using the osgviewer.exe - so maybe that is not the problem.

Seeking enlightenment

Thank you!

Cheers,
Felix

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Re: [osg-users] [osgPlugins] Cannot load WRL files

2015-07-27 Thread Jan Ciger
On Wed, Jul 22, 2015 at 9:27 AM, Felix Goldberg
 wrote:
> Hi,
>
> I am trying to render models using the MATLAB 3D Model Renderer which wraps 
> OpenSceneGraph. It works well for .osg files but gives me error on every 
> other kind of of file, in particular .wrl which I need to be able to work 
> with textures.
>
> I initially thought  that a plugin was missing but I am able to view the .wrl 
> files using the osgviewer.exe - so maybe that is not the problem.
>
> Seeking enlightenment

It would help if you posted the error message you are actually getting.

J.
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Re: [osg-users] ClipNode Opposite Behavior

2015-07-27 Thread Christian Buchner
If you want the hole to be specified in object local coordinates, use
gl_Vertex.
Getting world coordinates is a bit more tricky, you would need to have the
transformation matrix between object coordinates and world coordinates
accessible
in the vertex (or fragment) shader.

Definitely do not use gl_FragCoord - because this one is in 2D screen space.

Christian



2015-07-26 15:46 GMT+02:00 Glenn Waldron :

> Erick,
> gl_FragCoord is almost certainly not what you want (Google it). Try
> something like this:
>
> Vertex shader:
>
> uniform vec3 center;
> varying float dist;
> void main()
> {
> vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
> dist = length(center - vertex.xyz);
> }
>
> Fragment shader:
>
> uniform float rad;
> varying float dist;
> void main()
> {
> if ( rad < dist )
> discard;
> else
> gl_FragColor = ...;
> }
>
>
>
> Glenn Waldron / @glennwaldron
>
> On Fri, Jul 24, 2015 at 9:22 AM, Erik Hensens  wrote:
>
>> Thanks Christian. It's funny you mention that because since I'm not
>> setting the color, the quad looks like an old television tuned to a
>> frequency not in service, i.e. "static" or "snow". I think every time the
>> quad is rendered each fragment's color is set to whatever value is in some
>> uninitialized portion of memory, and each fragment changes color each time
>> it is rendered. Quite a funny effect!
>>
>> I added the following line to set the color, and now it is always blue,
>> but it's still not putting a hole in my quad, it's all there or all gone
>> depending on whether I say if (fDist < rad) or if (fDist > rad):
>>
>>
>> Code:
>>
>> // The fragment shader program source code
>> std::string szFragSource(
>> "uniform vec3 center;\n"
>> "uniform float rad;\n"
>> "void main()\n"
>> "{\n"
>> "float fDistX = gl_FragCoord.x - center.x;\n"
>> "float fDistY = gl_FragCoord.y - center.y;\n"
>> "float fDistZ = gl_FragCoord.z - center.z;\n"
>> "float fDist = sqrt(fDistX * fDistX + fDistY * fDistY + fDistZ *
>> fDistZ);\n"
>> "gl_FragColor = vec4(0.0,0.0,1.0,1.0);\n"
>> "if (fDist < rad) discard;\n"
>> "}\n"
>> );
>>
>>
>>
>>
>> Any other ideas about why my code doesn't achieve what I want? For
>> example, am I using gl_FragCoord correctly? Are there other errors in my
>> frag source?
>>
>> Thanks again!
>>
>>
>> cbuchner1 wrote:
>> > I believe your fragment shader is not setting the output fragment color
>> at all, which is a minimum requirement for a fragment shader to work.
>> >
>> >
>> > Christian
>> >
>> >
>> >
>> > 2015-07-23 23:59 GMT+02:00 Erik Hensens < ()>:
>> >
>> > > Sorry for the triplicate post, I received an error message on trying
>> to post until I removed the quotes...
>> > >
>> > > --
>> > > Read this topic online here:
>> > > http://forum.openscenegraph.org/viewtopic.php?p=64458#64458 (
>> http://forum.openscenegraph.org/viewtopic.php?p=64458#64458)
>> > >
>> > >
>> > >
>> > >
>> > >
>> > > ___
>> > > osg-users mailing list
>> > >  ()
>> > >
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> (
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> )
>> > >
>> > >
>> > >
>> >
>> >
>> >  --
>> > Post generated by Mail2Forum
>>
>>
>> --
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>>
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Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Trajce Nikolov NICK
Hi again Bjorn,

by looking at the CMakeLists.txt(s) CMake will need some env variables. I
haven't tried it yet, but is this how it is intended to work?

Thanks again,
Nick

On Mon, Jul 27, 2015 at 12:29 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Thanks Bjorn !
>
> On Mon, Jul 27, 2015 at 12:00 AM, Björn Blissing 
> wrote:
>
>> Hi Nick,
>>
>> If building it from source is an option for you. I have made a CMake
>> script to simplify the building some of the most important 3rd party
>> dependencies.
>>
>> https://github.com/bjornblissing/osg-3rdparty-cmake
>>
>> Best regards
>> Björn
>>
>> Den 25 jul 2015 1:47 em skrev Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com>:
>> Hi Community,
>>
>> anyone aware of build of the 3rdparty dependencies with MSVS 2015 and
>> willing to share?
>>
>> Thanks a bunch as always!
>>
>> Cheers,
>> Nick
>>
>> --
>> trajce nikolov nick
>> ___
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>>
>
>
>
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Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Trajce Nikolov NICK
Bojrn, me again :-),

I was having the sources from the mingw32 package which didn't worked, but
managed almost all with the sources from sourceforge. One question, from
where did you get the libtiff sources? I tried different origins including
the official one but still can not find the one containing tif_config.vc.h
... Can you give me a pointer?

Thanks a bunch!

Nick

On Mon, Jul 27, 2015 at 1:28 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi again Bjorn,
>
> by looking at the CMakeLists.txt(s) CMake will need some env variables. I
> haven't tried it yet, but is this how it is intended to work?
>
> Thanks again,
> Nick
>
> On Mon, Jul 27, 2015 at 12:29 AM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Thanks Bjorn !
>>
>> On Mon, Jul 27, 2015 at 12:00 AM, Björn Blissing 
>> wrote:
>>
>>> Hi Nick,
>>>
>>> If building it from source is an option for you. I have made a CMake
>>> script to simplify the building some of the most important 3rd party
>>> dependencies.
>>>
>>> https://github.com/bjornblissing/osg-3rdparty-cmake
>>>
>>> Best regards
>>> Björn
>>>
>>> Den 25 jul 2015 1:47 em skrev Trajce Nikolov NICK <
>>> trajce.nikolov.n...@gmail.com>:
>>> Hi Community,
>>>
>>> anyone aware of build of the 3rdparty dependencies with MSVS 2015 and
>>> willing to share?
>>>
>>> Thanks a bunch as always!
>>>
>>> Cheers,
>>> Nick
>>>
>>> --
>>> trajce nikolov nick
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>
>>
>>
>> --
>> trajce nikolov nick
>>
>
>
>
> --
> trajce nikolov nick
>



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Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Trajce Nikolov NICK
Found it :-)

ftp://ftp.remotesensing.org/pub/libtiff

Thanks !

Nick

On Mon, Jul 27, 2015 at 2:28 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Bojrn, me again :-),
>
> I was having the sources from the mingw32 package which didn't worked, but
> managed almost all with the sources from sourceforge. One question, from
> where did you get the libtiff sources? I tried different origins including
> the official one but still can not find the one containing tif_config.vc.h
> ... Can you give me a pointer?
>
> Thanks a bunch!
>
> Nick
>
> On Mon, Jul 27, 2015 at 1:28 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi again Bjorn,
>>
>> by looking at the CMakeLists.txt(s) CMake will need some env variables. I
>> haven't tried it yet, but is this how it is intended to work?
>>
>> Thanks again,
>> Nick
>>
>> On Mon, Jul 27, 2015 at 12:29 AM, Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com> wrote:
>>
>>> Thanks Bjorn !
>>>
>>> On Mon, Jul 27, 2015 at 12:00 AM, Björn Blissing 
>>> wrote:
>>>
 Hi Nick,

 If building it from source is an option for you. I have made a CMake
 script to simplify the building some of the most important 3rd party
 dependencies.

 https://github.com/bjornblissing/osg-3rdparty-cmake

 Best regards
 Björn

 Den 25 jul 2015 1:47 em skrev Trajce Nikolov NICK <
 trajce.nikolov.n...@gmail.com>:
 Hi Community,

 anyone aware of build of the 3rdparty dependencies with MSVS 2015 and
 willing to share?

 Thanks a bunch as always!

 Cheers,
 Nick

 --
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>>>
>>>
>>>
>>> --
>>> trajce nikolov nick
>>>
>>
>>
>>
>> --
>> trajce nikolov nick
>>
>
>
>
> --
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>



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Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Trajce Nikolov NICK
Hi again,

I bombed this thread with my findings with the progress, I hope no one will
mind my impatience :-)

Bjorn, although all is configured it seams you have used this with some
specific versions that are sort of out dated (like jpeg and freetype).
Could you point me for the sources of your libs you did your builds with
these CMakeLists.txt(s)?

Thanks a lot

Nick

On Mon, Jul 27, 2015 at 2:35 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Found it :-)
>
> ftp://ftp.remotesensing.org/pub/libtiff
>
> Thanks !
>
> Nick
>
> On Mon, Jul 27, 2015 at 2:28 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Bojrn, me again :-),
>>
>> I was having the sources from the mingw32 package which didn't worked,
>> but managed almost all with the sources from sourceforge. One question,
>> from where did you get the libtiff sources? I tried different origins
>> including the official one but still can not find the one
>> containing tif_config.vc.h ... Can you give me a pointer?
>>
>> Thanks a bunch!
>>
>> Nick
>>
>> On Mon, Jul 27, 2015 at 1:28 PM, Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com> wrote:
>>
>>> Hi again Bjorn,
>>>
>>> by looking at the CMakeLists.txt(s) CMake will need some env variables.
>>> I haven't tried it yet, but is this how it is intended to work?
>>>
>>> Thanks again,
>>> Nick
>>>
>>> On Mon, Jul 27, 2015 at 12:29 AM, Trajce Nikolov NICK <
>>> trajce.nikolov.n...@gmail.com> wrote:
>>>
 Thanks Bjorn !

 On Mon, Jul 27, 2015 at 12:00 AM, Björn Blissing >>> > wrote:

> Hi Nick,
>
> If building it from source is an option for you. I have made a CMake
> script to simplify the building some of the most important 3rd party
> dependencies.
>
> https://github.com/bjornblissing/osg-3rdparty-cmake
>
> Best regards
> Björn
>
> Den 25 jul 2015 1:47 em skrev Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>:
> Hi Community,
>
> anyone aware of build of the 3rdparty dependencies with MSVS 2015 and
> willing to share?
>
> Thanks a bunch as always!
>
> Cheers,
> Nick
>
> --
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>
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>



 --
 trajce nikolov nick

>>>
>>>
>>>
>>> --
>>> trajce nikolov nick
>>>
>>
>>
>>
>> --
>> trajce nikolov nick
>>
>
>
>
> --
> trajce nikolov nick
>



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Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Björn Blissing
Hi Nick,


If you look at the readme.md file there are listing of which version I have 
successfully tested against. There for each library there is also a link to 
where you can download the latest source.

https://github.com/bjornblissing/osg-3rdparty-cmake/blob/master/README.md


It has been a couple of months since I last tried to build these libraries, so 
some of them has updated.

The libraries which have updated since I last tested are:


libpng

Latest version tested: 1.6.16

Current version available: 1.6.18


libtiff

Latest version tested: 4.0.3

Current version available: 4.0.4


FreeType

Latest version tested: 2.5.5

Current version available: 2.6.0


Except for FreeType I guess there are only minor upgrades, so the build scripts 
should probably work even with the newest versions (but I cannot give any 
guarantees).


Best regards

Björn



Från: osg-users  för Trajce Nikolov 
NICK 
Skickat: den 27 juli 2015 15:42
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] MSVS2015 3rdparty build

Hi again,

I bombed this thread with my findings with the progress, I hope no one will 
mind my impatience :-)

Bjorn, although all is configured it seams you have used this with some 
specific versions that are sort of out dated (like jpeg and freetype). Could 
you point me for the sources of your libs you did your builds with these 
CMakeLists.txt(s)?

Thanks a lot

Nick

On Mon, Jul 27, 2015 at 2:35 PM, Trajce Nikolov NICK 
mailto:trajce.nikolov.n...@gmail.com>> wrote:
Found it :-)

ftp://ftp.remotesensing.org/pub/libtiff

Thanks !

Nick

On Mon, Jul 27, 2015 at 2:28 PM, Trajce Nikolov NICK 
mailto:trajce.nikolov.n...@gmail.com>> wrote:
Bojrn, me again :-),

I was having the sources from the mingw32 package which didn't worked, but 
managed almost all with the sources from sourceforge. One question, from where 
did you get the libtiff sources? I tried different origins including the 
official one but still can not find the one containing tif_config.vc.h ... Can 
you give me a pointer?

Thanks a bunch!

Nick

On Mon, Jul 27, 2015 at 1:28 PM, Trajce Nikolov NICK 
mailto:trajce.nikolov.n...@gmail.com>> wrote:
Hi again Bjorn,

by looking at the CMakeLists.txt(s) CMake will need some env variables. I 
haven't tried it yet, but is this how it is intended to work?

Thanks again,
Nick

On Mon, Jul 27, 2015 at 12:29 AM, Trajce Nikolov NICK 
mailto:trajce.nikolov.n...@gmail.com>> wrote:
Thanks Bjorn !

On Mon, Jul 27, 2015 at 12:00 AM, Björn Blissing 
mailto:bjorn.bliss...@vti.se>> wrote:
Hi Nick,

If building it from source is an option for you. I have made a CMake script to 
simplify the building some of the most important 3rd party dependencies.

https://github.com/bjornblissing/osg-3rdparty-cmake

Best regards
Björn

Den 25 jul 2015 1:47 em skrev Trajce Nikolov NICK 
mailto:trajce.nikolov.n...@gmail.com>>:
Hi Community,

anyone aware of build of the 3rdparty dependencies with MSVS 2015 and willing 
to share?

Thanks a bunch as always!

Cheers,
Nick

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Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Trajce Nikolov NICK
Thanks a lot Bjorn!

My bad :-( .. I should have done the homework first (README file). Thanks
again !

Nick

On Mon, Jul 27, 2015 at 4:35 PM, Björn Blissing 
wrote:

> Hi Nick,
>
>
> If you look at the readme.md file there are listing of which version I
> have successfully tested against. There for each library there is also a
> link to where you can download the latest source.
>
> https://github.com/bjornblissing/osg-3rdparty-cmake/blob/master/README.md
>
>
> It has been a couple of months since I last tried to build these
> libraries, so some of them has updated.
>
> The libraries which have updated since I last tested are:
>
>
> libpng
>
> Latest version tested: 1.6.16
>
> Current version available: 1.6.18
>
>
> libtiff
>
> Latest version tested: 4.0.3
>
> Current version available: 4.0.4
>
>
> FreeType
>
> Latest version tested: 2.5.5
>
> Current version available: 2.6.0
>
>
> Except for FreeType I guess there are only minor upgrades, so the build
> scripts should probably work even with the newest versions (but I cannot
> give any guarantees).
>
>
> Best regards
>
> Björn
>
>
> 
> Från: osg-users  för Trajce
> Nikolov NICK 
> Skickat: den 27 juli 2015 15:42
> Till: OpenSceneGraph Users
> Ämne: Re: [osg-users] MSVS2015 3rdparty build
>
> Hi again,
>
> I bombed this thread with my findings with the progress, I hope no one
> will mind my impatience :-)
>
> Bjorn, although all is configured it seams you have used this with some
> specific versions that are sort of out dated (like jpeg and freetype).
> Could you point me for the sources of your libs you did your builds with
> these CMakeLists.txt(s)?
>
> Thanks a lot
>
> Nick
>
> On Mon, Jul 27, 2015 at 2:35 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>
> wrote:
> Found it :-)
>
> ftp://ftp.remotesensing.org/pub/libtiff
>
> Thanks !
>
> Nick
>
> On Mon, Jul 27, 2015 at 2:28 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>
> wrote:
> Bojrn, me again :-),
>
> I was having the sources from the mingw32 package which didn't worked, but
> managed almost all with the sources from sourceforge. One question, from
> where did you get the libtiff sources? I tried different origins including
> the official one but still can not find the one containing tif_config.vc.h
> ... Can you give me a pointer?
>
> Thanks a bunch!
>
> Nick
>
> On Mon, Jul 27, 2015 at 1:28 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>
> wrote:
> Hi again Bjorn,
>
> by looking at the CMakeLists.txt(s) CMake will need some env variables. I
> haven't tried it yet, but is this how it is intended to work?
>
> Thanks again,
> Nick
>
> On Mon, Jul 27, 2015 at 12:29 AM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>
> wrote:
> Thanks Bjorn !
>
> On Mon, Jul 27, 2015 at 12:00 AM, Björn Blissing  > wrote:
> Hi Nick,
>
> If building it from source is an option for you. I have made a CMake
> script to simplify the building some of the most important 3rd party
> dependencies.
>
> https://github.com/bjornblissing/osg-3rdparty-cmake
>
> Best regards
> Björn
>
> Den 25 jul 2015 1:47 em skrev Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>:
> Hi Community,
>
> anyone aware of build of the 3rdparty dependencies with MSVS 2015 and
> willing to share?
>
> Thanks a bunch as always!
>
> Cheers,
> Nick
>
> --
> trajce nikolov nick
> ___
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>
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>
>
>
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[osg-users] viewing frame rate problem

2015-07-27 Thread Joe Kindle
Hi,

So i need to see the frame rate, and when i press the 's' key in the osgviewer, 
it shows me :
Frame rate : 0.0  (in the begining, after that its just shows me nothing in the 
value of the frame rate.)
The model is running well, but thats still there 
What can be the issue ? 
Thank you!


Joe

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Re: [osg-users] [osgPlugins] Cannot load WRL files

2015-07-27 Thread John Richardson
Which toolbox contains the MATLAB 3D renderer? The Simulink toolbox?

John

-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
Behalf Of Felix Goldberg
Sent: Wednesday, July 22, 2015 7:28 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [osgPlugins] Cannot load WRL files

Hi,

I am trying to render models using the MATLAB 3D Model Renderer which wraps
OpenSceneGraph. It works well for .osg files but gives me error on every
other kind of of file, in particular .wrl which I need to be able to work
with textures.

I initially thought  that a plugin was missing but I am able to view the
.wrl files using the osgviewer.exe - so maybe that is not the problem.

Seeking enlightenment

Thank you!

Cheers,
Felix

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Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Trajce Nikolov NICK
Hi Community,

I have builds for MSVS2015 (64bit only at the moment but can do 32bit as
well). If anyone in need of these please ping me.

Bjorn, thanks again !

Cheers,
Nick

On Mon, Jul 27, 2015 at 4:51 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Thanks a lot Bjorn!
>
> My bad :-( .. I should have done the homework first (README file). Thanks
> again !
>
> Nick
>
> On Mon, Jul 27, 2015 at 4:35 PM, Björn Blissing 
> wrote:
>
>> Hi Nick,
>>
>>
>> If you look at the readme.md file there are listing of which version I
>> have successfully tested against. There for each library there is also a
>> link to where you can download the latest source.
>>
>> https://github.com/bjornblissing/osg-3rdparty-cmake/blob/master/README.md
>>
>>
>> It has been a couple of months since I last tried to build these
>> libraries, so some of them has updated.
>>
>> The libraries which have updated since I last tested are:
>>
>>
>> libpng
>>
>> Latest version tested: 1.6.16
>>
>> Current version available: 1.6.18
>>
>>
>> libtiff
>>
>> Latest version tested: 4.0.3
>>
>> Current version available: 4.0.4
>>
>>
>> FreeType
>>
>> Latest version tested: 2.5.5
>>
>> Current version available: 2.6.0
>>
>>
>> Except for FreeType I guess there are only minor upgrades, so the build
>> scripts should probably work even with the newest versions (but I cannot
>> give any guarantees).
>>
>>
>> Best regards
>>
>> Björn
>>
>>
>> 
>> Från: osg-users  för Trajce
>> Nikolov NICK 
>> Skickat: den 27 juli 2015 15:42
>> Till: OpenSceneGraph Users
>> Ämne: Re: [osg-users] MSVS2015 3rdparty build
>>
>> Hi again,
>>
>> I bombed this thread with my findings with the progress, I hope no one
>> will mind my impatience :-)
>>
>> Bjorn, although all is configured it seams you have used this with some
>> specific versions that are sort of out dated (like jpeg and freetype).
>> Could you point me for the sources of your libs you did your builds with
>> these CMakeLists.txt(s)?
>>
>> Thanks a lot
>>
>> Nick
>>
>> On Mon, Jul 27, 2015 at 2:35 PM, Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com>
>> wrote:
>> Found it :-)
>>
>> ftp://ftp.remotesensing.org/pub/libtiff
>>
>> Thanks !
>>
>> Nick
>>
>> On Mon, Jul 27, 2015 at 2:28 PM, Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com>
>> wrote:
>> Bojrn, me again :-),
>>
>> I was having the sources from the mingw32 package which didn't worked,
>> but managed almost all with the sources from sourceforge. One question,
>> from where did you get the libtiff sources? I tried different origins
>> including the official one but still can not find the one containing
>> tif_config.vc.h ... Can you give me a pointer?
>>
>> Thanks a bunch!
>>
>> Nick
>>
>> On Mon, Jul 27, 2015 at 1:28 PM, Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com>
>> wrote:
>> Hi again Bjorn,
>>
>> by looking at the CMakeLists.txt(s) CMake will need some env variables. I
>> haven't tried it yet, but is this how it is intended to work?
>>
>> Thanks again,
>> Nick
>>
>> On Mon, Jul 27, 2015 at 12:29 AM, Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com>
>> wrote:
>> Thanks Bjorn !
>>
>> On Mon, Jul 27, 2015 at 12:00 AM, Björn Blissing > > wrote:
>> Hi Nick,
>>
>> If building it from source is an option for you. I have made a CMake
>> script to simplify the building some of the most important 3rd party
>> dependencies.
>>
>> https://github.com/bjornblissing/osg-3rdparty-cmake
>>
>> Best regards
>> Björn
>>
>> Den 25 jul 2015 1:47 em skrev Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com>:
>> Hi Community,
>>
>> anyone aware of build of the 3rdparty dependencies with MSVS 2015 and
>> willing to share?
>>
>> Thanks a bunch as always!
>>
>> Cheers,
>> Nick
>>
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[osg-users] [osgPlugins] Trouble with texture to export to OSGJS format

2015-07-27 Thread Mathieu Bartillat
Good morning,

I'm hardly trying to export a 3d model to OSGJS format but I have trouble with 
the textures. Concretely the textures do not appear in the OSGJS output file.

What I did:

1) initially I had an IVE file that an infographist gave me. I tried the two 
commands osgconv File.ive File.osgjs.
I got this return:
Fatal nb colors 1 != 1349
can't save osgjs file
Unable to write to output stream

Idem with osgconv -O OutputTextureFiles File.ive File.osgjs

2) I tried (just for test) to convert the ive file to osg format. It works but 
the output file has no texture.

3) I asked the infographist to export the model to OBJ format with 3dsMAX. So I 
got an OBJ file and a MTL file.
Then I do osgconv -O OutputTextureFiles File.obj File.osgjs
I get some warnings such as

*** line not handled *** :map_refl C:\myFolder\myFolder2\maps\refmap_txt.jpg
Warning: [ReaderWriterOBJ::convertElementListToGeometry] Some faces from 
geometry '' were reversed by the plugin

Strange because the JPG file really exists in my fodler ! I have other JPG 
files and I have no warning message for them.
Anyway, I do not think it is the source of the problem. 
But the final OSGJS does not appear with textures, as no texture is exported. 
The geometry is correct.



Apparently I did something wrong, but I don't know where !
If someone has an idea about this export issue ?


Thanks a lot and have a good day,
Mathieu

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Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-07-27 Thread Jim Tan
Hello dear OSG-community,

View-dependent progressive meshes implementations is open-source now!
Link: github dot com / kctan0805 / vdpm


Best regards,
Jim

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Re: [osg-users] [osgPlugins] Trouble with texture to export to OSGJS format

2015-07-27 Thread Jordi Torres
Hi Mathieu,

You should use the gles plugin to export to avoid the Fatal nb colors error.
See: https://github.com/cedricpinson/osgjs/wiki/Convert-model-with-OSG.

For the images:

You can try to convert first your model to osgb and write the textures to
disk and then convert to osgjs using $osgconv file.osgb.gles file.osgjs, if
the osgjs plugin is not writting to disk the images.
Also you can save them as inline images in the same osgjs file. The
resultant file will be bigger though, but it is ok for quick tests. For
example drag & dropping here http://webkeux.com/osgjs-test/

One more thing, if you have the images as separate files you *must *use a
server (http server I mean).

Cheers.

2015-07-27 9:59 GMT+02:00 Mathieu Bartillat :

> Good morning,
>
> I'm hardly trying to export a 3d model to OSGJS format but I have trouble
> with the textures. Concretely the textures do not appear in the OSGJS
> output file.
>
> What I did:
>
> 1) initially I had an IVE file that an infographist gave me. I tried the
> two commands osgconv File.ive File.osgjs.
> I got this return:
> Fatal nb colors 1 != 1349
> can't save osgjs file
> Unable to write to output stream
>
> Idem with osgconv -O OutputTextureFiles File.ive File.osgjs
>
> 2) I tried (just for test) to convert the ive file to osg format. It works
> but the output file has no texture.
>
> 3) I asked the infographist to export the model to OBJ format with 3dsMAX.
> So I got an OBJ file and a MTL file.
> Then I do osgconv -O OutputTextureFiles File.obj File.osgjs
> I get some warnings such as
>
> *** line not handled *** :map_refl
> C:\myFolder\myFolder2\maps\refmap_txt.jpg
> Warning: [ReaderWriterOBJ::convertElementListToGeometry] Some faces from
> geometry '' were reversed by the plugin
>
> Strange because the JPG file really exists in my fodler ! I have other JPG
> files and I have no warning message for them.
> Anyway, I do not think it is the source of the problem.
> But the final OSGJS does not appear with textures, as no texture is
> exported. The geometry is correct.
>
>
>
> Apparently I did something wrong, but I don't know where !
> If someone has an idea about this export issue ?
>
>
> Thanks a lot and have a good day,
> Mathieu
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=64482#64482
>
>
>
>
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[osg-users] 2d Rectangle to 3d position

2015-07-27 Thread sam
Hi All,

I have a gui that I'm trying to convert over to the osgWidget system and
I'm having an issue with understanding exactly how this will work. My 2d
elements are stored as:

rect = left, top, right, bottom
rect = 0,449,640,480;

How would I go about converting the above into the proper 3d points to pass
to the add widget? Do I need to translate 2d screen space into some 3d
coordinates, or? I feel like I'm missing something fundamental.

Thanks
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Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-07-27 Thread webmaster
Hi Jim,
  Great news!
  Before your VDPM for osg,i ever used 
glod(http://www.cs.jhu.edu/~graphics/GLOD),will test your VDPM for osg when 
have time,and feedback the results to you.
  cheers
  zhuwan 
  07,28,2015
> -原始邮件-
> 发件人: "Jim Tan" 
> 发送时间: 2015-7-27 20:12:19
> 收件人: osg-users@lists.openscenegraph.org
> 抄送: 
> 主题: Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph
> 
> Hello dear OSG-community,
> 
> View-dependent progressive meshes implementations is open-source now!
> Link: github dot com / kctan0805 / vdpm
> 
> 
> Best regards,
> Jim
> 
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=64486#64486
> 
> 
> 
> 
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Re: [osg-users] [build] Trouble Building Stable 3.0.1 And Conflicting Newer Libraries

2015-07-27 Thread Michael Chapman
Ok, I've narrowed down the problem. It turns out it only occurs with some of 
the .osg/.osgt files from the SampleData. If I try and load the "cessna.osg", 
"cessna.osgt", "cow.osg", or "cow.osgt" files, then my entire computer 
instantly freezes so badly that I can't even kill the process. But if I load 
the "fountain.osgt" file, everything works fine. It even animates the 
fountain's particle system just fine.

I've checked and the problem exists with either the arch 3.2.1 build or when I 
build 3.0.1 myself. I'm using the 3.0.0 sample data. Is there an updated 
version? Or do I need to convert the files somehow? I'm kind of lost because 
everything freezes so fast that I don't even get any erros messages printed to 
the log. The log is completely empty, a black screen shows up, and then the 
entire computer freezes and I'm forced to shutdown and start all over. I've 
been reading through the Quick-Start guid for 3.0.0 and basically all of the 
features seem to work fine. It's just loading those particular scene files that 
causes this error.

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Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-07-27 Thread michael kapelko
Good to see it open source. Is it Windows only?

2015-07-28 5:11 GMT+07:00 webmaster :

> Hi Jim,
>   Great news!
>   Before your VDPM for osg,i ever used glod(
> http://www.cs.jhu.edu/~graphics/GLOD),will test your VDPM for osg when
> have time,and feedback the results to you.
>   cheers
>   zhuwan
>   07,28,2015
>
> > -原始邮件-
> > 发件人: "Jim Tan" 
> > 发送时间: 2015-7-27 20:12:19
> > 收件人: osg-users@lists.openscenegraph.org
> > 抄送:
> > 主题: Re: [osg-users] [ANN] View-dependent progressive meshes on 
> > OpenSceneGraph
> >
> > Hello dear OSG-community,
> >
> > View-dependent progressive meshes implementations is open-source now!
> > Link: github dot com / kctan0805 / vdpm
> >
> >
> > Best regards,
> > Jim
> >
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=64486#64486
> >
> >
> >
> >
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Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-07-27 Thread Jim Tan
I've built and tested on windows platform only. Suppose it should be supported 
on other platform which OSG supported.


kornerr wrote:
> Good to see it open source. Is it Windows only?
> 
> 
> 2015-07-28 5:11 GMT+07:00 webmaster < ()>:
> 
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Re: [osg-users] Geometry shader based apps/examples have shader compile failures...

2015-07-27 Thread Mark Pai
Hello Sebastian,

Thanks a lot for sending help. I installed the shader analyzer and started
testing my geometry shader. I found that if your code has a line comment
right before the code, as below, then the compile fails.

// some comment
out vec2 uv;

But, if you separate the line comment and the code with one blank line
like this

// some comment

out vec2 uv;

then all is well. Sure, I can live with this adjustment any day... 

So, million thanks to you for sending out timely help.

Best regards,
-Mark


[quote="SMesserschmidt"]Hi Mark,

If a shader gets compiled correcty has nothing to do with osg. You 
probably updated your driver recently. NVidia decided to follow the GLSL 
grammar more strictly.
For instance code like float x = vec2(1) is not working anymore, since 
implicit conversion of types is not allowed in GLSL. So try to fix your 
shaders with that in mind.
BTW: I'm using GPU ShaderAnalyzer[1] by AMD  to validate my shader code, 
as it seems to be awfully strict ;-)

Cheers
Sebastian

[1]
http://developer.amd.com/tools-and-sdks/graphics-development/gpu-shaderanalyzer/
[quote]Hello,

I am using OSG ver 3.4.0-Rc1 under Window 8.1, Visual Studio 2012 Win64. NVidia 
laptop driver Ver: 353.30.

Of-late, I started noticing strange geometry shader compile failures with 
applications that worked perfectly (in 3.2) after I switched to osg 3.4.0-rc1.

First-of, my own application that has one geometry shader (#version 400) that 
is ending up with compile errors, and then I see corrupt source string in 'src' 
when I did std::string src = geomObject->getShaderSource();

Variables uv, normal are correctly declared but the error log says -
GEOMETRY glCompileShader "" FAILED
GEOMETRY Shader "" infolog:
ERROR: 0:64: 'uv' : undeclared identifier
ERROR: 0:64: 'assign' :  cannot convert from '2-component vector of float' to 
'float'
ERROR: 0:72: 'normal' : undeclared identifier
ERROR: 0:72: 'assign' :  cannot convert from '3-component vector of float' to 
'float'

iow, original shader code says:
out vec2 uv;
out vec3 normal;

and geomObject->getShaderSource() says:
out vec2 uv;mal;

The shader source is in a text file and is read using
osg::ref_ptr geomObject = 
osg::Shader::readShaderFile(osg::Shader::GEOMETRY, gsFilename.txt);

Then, I also see similar geometry shader compile failures with examples such as 
osgForest, osgSSBO, osgTessellationShader...

I am not sure what is going on. Any help here is sincerely appreciated.

Thanks, Regards,
-Mark

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Re: [osg-users] Oculus DK2 and intersections

2015-07-27 Thread Maxim Kuzmin
So, is there any way to check intersections in Oculus Rift mode?

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