Re: [osg-users] OSG and .NET (C#)

2014-05-23 Thread Carsten Scharfe
Hi Nick,

I forgot those. Please copy the missing .i files from the python folder to the 
csharp folder.
They are redirecting to the ones one directory level above (the ones i've sent 
you).

Carsten

_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Trajce Nikolov NICK
Sent: Friday, May 23, 2014 11:12 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and .NET (C#)

Hi Carsten

Thanks a bunch! At least some progress. I had to remove from 
src/csharp/CMakeLists.txt at ln 121 osgdSPACE to get it generated and now 
configure is complaining (see the attached log). You are sending these files in 
the zip file, shell I copy them in the csharp folder?


OSG VERSION 3.1.6

Configuring done

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osg.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgAnimation.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgDB.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgFX.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgGA.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgManipulator.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgSim.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgText.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgUtil.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

CMake Error in src/csharp/CMakeLists.txt:
Cannot find source file:

D:/Development/osgswig/src/csharp/osgViewer.i

Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
.hxx .in .txx

Generating done

On Fri, May 23, 2014 at 9:19 AM, Carsten Scharfe 
cscha...@dspace.demailto:cscha...@dspace.de wrote:
Try the ones in the attached zip file

_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_

From: osg-users 
[mailto:osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org]
 On Behalf Of Trajce Nikolov NICK
Sent: Wednesday, May 21, 2014 10:11 PM

To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and .NET (C#)

Hi Carsten,

again on this topic, I decided to not give up on this. I am wondering how you 
actually build osgswig from the current source available. I have examined the 
CMakeLists.txt files in the project and all I can say this is available for 
python, perl and java only, from my little understanding of CMake configuration.

In the main CMakeLists.txt line 174 is adding the src folder for the core
And this is the src CMakeLists

IF   (BUILD_OSGPYTHON)
ADD_SUBDIRECTORY(python)
ENDIF(BUILD_OSGPYTHON)
IF   (BUILD_OSGPERL)
ADD_SUBDIRECTORY(perl)
ENDIF(BUILD_OSGPERL)
IF   (BUILD_OSGJAVA)
ADD_SUBDIRECTORY(java)
ENDIF(BUILD_OSGJAVA)

since I dont build it for any of these I am not surprised I am ending up with 
empty project

Can you share the build setting for CMake? Thanks again

Nick

On Wed, May 21, 2014 at 3:54 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.commailto:trajce.nikolov.n...@gmail.com wrote:
Thanks Robert, I will give it a try. Actually all I care for now is to see the 
Viewer into .NET control, do not care to much of the underlying approach - but 
simplier, better.

 I had thought C# was going out of fashion with the advent of tablet
and phones taking midshare and developer time...

Nah, at least not in Macedonia. Here you can not find C++ job, all is .NET, C#, 
Java .. suddenly

Thanks again

Re: [osg-users] OSG and .NET (C#)

2014-05-21 Thread Carsten Scharfe
Hi Nick,

I have done this with osgSwig, which can be found here: 
https://code.google.com/p/osgswig/
Although it's a pain with many pitfalls, you can get
working wrappers with it.

These osgSwig project works even with OSG 3.0.1, 3.1.5 and 3.3.1
after getting the project to compile correctly.

Generally Swig (v2.0.12) generates code for intermediate c++ dlls which
are called by .Net via Pinvoke.
After generation, which in my case is not error free, you probably have
to correct these errors by hand in the generated C# code.
Luckily this is not an endless list.

Cheers,
Carsten

_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Trajce Nikolov NICK
Sent: Tuesday, May 20, 2014 7:07 PM
To: OpenSceneGraph Users
Subject: [osg-users] OSG and .NET (C#)

Hi Community,

in the language wrappers section the project link is broken. Where is this 
project now and any clue what is the status? Also, anyone have done this and 
willing to share hints, code?

Thanks a bunch!

Nick

--
trajce nikolov nick
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Re: [osg-users] OSG and .NET (C#)

2014-05-21 Thread Carsten Scharfe
Hi,

osgSwig generates the .cs files but no project.
I leaves it to your choice if you want to integrate the .cs files
in direct way into your own project or if you want to create
a .Net dll.

If the latter is what you want to do, then just create a .Net dll
project, drag  drop the .cs files into it and compile in a
second step. At some points errors will appear telling you
that the override keyword is illegal. This is the result of
multiple inheritance in Osg. Just delete the override keyword
(at 26 locations, dont worry the compiler tells you where) and
continue.

For my .Net wrappers i left out osgIntrospection, as this is not
needed for generating the wrappers.

Carsten

_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Trajce Nikolov NICK
Sent: Wednesday, May 21, 2014 12:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and .NET (C#)

Hi Carsten,

thanks for the input. Here is how far I have got:

I downloaded swigwin
got osgswig source
run CMake of osgswig, build my solution (I am on Windows Visual Studio) and got 
no project for osgswig

I set to build osgswig with osgIntrospection.

Any hints?

Thanks a bunch!

Nick

On Wed, May 21, 2014 at 9:25 AM, Carsten Scharfe 
cscha...@dspace.demailto:cscha...@dspace.de wrote:
Hi Nick,

I have done this with osgSwig, which can be found here: 
https://code.google.com/p/osgswig/
Although it's a pain with many pitfalls, you can get
working wrappers with it.

These osgSwig project works even with OSG 3.0.1, 3.1.5 and 3.3.1
after getting the project to compile correctly.

Generally Swig (v2.0.12) generates code for intermediate c++ dlls which
are called by .Net via Pinvoke.
After generation, which in my case is not error free, you probably have
to correct these errors by hand in the generated C# code.
Luckily this is not an endless list.

Cheers,
Carsten

_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_

From: osg-users 
[mailto:osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org]
 On Behalf Of Trajce Nikolov NICK
Sent: Tuesday, May 20, 2014 7:07 PM
To: OpenSceneGraph Users
Subject: [osg-users] OSG and .NET (C#)

Hi Community,

in the language wrappers section the project link is broken. Where is this 
project now and any clue what is the status? Also, anyone have done this and 
willing to share hints, code?

Thanks a bunch!

Nick

--
trajce nikolov nick

___
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Re: [osg-users] OSG and .NET (C#)

2014-05-21 Thread Carsten Scharfe
Did you configure the paths to your osg includes
and libs in cmake?
This sounds like that cmake could not find your osg.

Carsten

_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Trajce Nikolov NICK
Sent: Wednesday, May 21, 2014 2:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and .NET (C#)

Thanks Carsten. The problem is that I didn't get that far. I don't have osgswig 
built yet, from my CMake and the VS solution for osgswig I got only three 
projects (all in order to build osgswig. Is this an executable???) BUILD_ALL, 
uninstall and ZERO_CHECK, the standard that comes with every CMake generated 
solution, but again no osgswig.

Any hints? What I have missed?

Nick

On Wed, May 21, 2014 at 2:17 PM, Carsten Scharfe 
cscha...@dspace.demailto:cscha...@dspace.de wrote:
Hi,

osgSwig generates the .cs files but no project.
I leaves it to your choice if you want to integrate the .cs files
in direct way into your own project or if you want to create
a .Net dll.

If the latter is what you want to do, then just create a .Net dll
project, drag  drop the .cs files into it and compile in a
second step. At some points errors will appear telling you
that the override keyword is illegal. This is the result of
multiple inheritance in Osg. Just delete the override keyword
(at 26 locations, dont worry the compiler tells you where) and
continue.

For my .Net wrappers i left out osgIntrospection, as this is not
needed for generating the wrappers.

Carsten

_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_

From: osg-users 
[mailto:osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org]
 On Behalf Of Trajce Nikolov NICK
Sent: Wednesday, May 21, 2014 12:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and .NET (C#)

Hi Carsten,

thanks for the input. Here is how far I have got:

I downloaded swigwin
got osgswig source
run CMake of osgswig, build my solution (I am on Windows Visual Studio) and got 
no project for osgswig

I set to build osgswig with osgIntrospection.

Any hints?

Thanks a bunch!

Nick

On Wed, May 21, 2014 at 9:25 AM, Carsten Scharfe 
cscha...@dspace.demailto:cscha...@dspace.de wrote:
Hi Nick,

I have done this with osgSwig, which can be found here: 
https://code.google.com/p/osgswig/
Although it's a pain with many pitfalls, you can get
working wrappers with it.

These osgSwig project works even with OSG 3.0.1, 3.1.5 and 3.3.1
after getting the project to compile correctly.

Generally Swig (v2.0.12) generates code for intermediate c++ dlls which
are called by .Net via Pinvoke.
After generation, which in my case is not error free, you probably have
to correct these errors by hand in the generated C# code.
Luckily this is not an endless list.

Cheers,
Carsten

_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_

From: osg-users 
[mailto:osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org]
 On Behalf Of Trajce Nikolov NICK
Sent: Tuesday, May 20, 2014 7:07 PM
To: OpenSceneGraph Users
Subject: [osg-users] OSG and .NET (C#)

Hi Community,

in the language wrappers section the project link is broken. Where is this 
project now and any clue what is the status? Also, anyone have done this and 
willing to share hints, code?

Thanks a bunch!

Nick

--
trajce nikolov nick

___
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Re: [osg-users] Weird polygons on nVidia NVS cards

2012-08-28 Thread Carsten Scharfe
Hi Robert,

Thank you for your answer.
I've tried and set the sharedContext member to 0 for all views,
as you've suggested.
The result was the same, corrupted polygons in one or more views.
But now with the difference that shaders work only in one view, which
is the one first created.

Maybe there is still an error in initializing the views, so I've added
the code used for creating a view:

osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;
osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowWin32::WindowData(hwnd,false);
CRect winRect;

::GetClientRect(hwnd,winRect);

// init graphics traits
traits-x = 0;
traits-y = 0;
traits-width = winRect.Width();
traits-height = winRect.Height();
traits-windowDecoration = false;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-setInheritedWindowPixelFormat = true;
traits-inheritedWindowData = windata;
traits-supportsResize = true;
traits-useMultiThreadedOpenGLEngine = true;
traits-alpha = 8;
traits-red = 8;
traits-green = 8;
traits-blue = 8;
traits-depth = 24;
traits-stencil = 8;

osg::ref_ptrosg::GraphicsContext gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());

osgViewer::View *posgViewNew = new osgViewer::View;
osg::DisplaySettings *posgDs = new osg::DisplaySettings;

posgDs-setDefaults();
posgDs-setDisplayType(osg::DisplaySettings::MONITOR);
posgDs-setDepthBuffer(true);
posgDs-setStereo(false);
posgDs-setDoubleBuffer(true);

// and make that camera display its contents in this context
posgViewNew-getCamera()-setClearMask(GL_DEPTH_BUFFER_BIT | 
GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
posgViewNew-getCamera()-setClearStencil(0);

posgViewNew-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);
posgViewNew-getCamera()-setDisplaySettings(posgDs);
posgViewNew-getCamera()-setGraphicsContext(gc.get());
posgViewNew-getCamera()-setViewport(0,0, winRect.Width(), 
winRect.Height());

On start our application creates 4 views this way, right after creating and 
setting up the
composite viewer as single threaded.
What puzzles me is that assigned shaders work only in one view and that other 
views
have still corrupted polygons.
Besides displaying the views (i.e. adding them to the composite viewer) take a 
long time on NVS cards.
Do you have seen such behavior?

We observed this on an NVS4200M and on other NVS systems. Are the drivers so 
bad, that only one context
is supported on NVS cards?

Sadly, the other approach, you've suggested, by using the view's viewports in 
the same window is for several
reason unapplicable.

Regards,
Carsten.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday, August 27, 2012 3:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Weird polygons on nVidia NVS cards

Hi Carsten,

On 27 August 2012 11:57, Carsten Scharfe cscha...@dspace.de wrote:
 Both views share the same context. This context is created first, with no
 inherited window data.

 When I create a new view, I create a new context for this view and set the
 sharedContext member

 to the shared context. I set the inherited window data too for embedding the
 view in the desired window.

I think you are a little confused by what is a context and what is a
shared context.  You description implies that you have two graphics
context, the second graphics context sharing OpenGL objects with the
first context (this is what a shared context means), but is still a
separate graphics context.

It could be that there is an issue with the viewer setup, but equally
is could be an issue in the OpenGL driver with sharing GL objects
between contexts.

Personally I would avoid sharing contexts historically has been be
problematic with some drivers, and brings up limitations in the way
that you can use the OSG i.e. you can't use it multi-threaded and you
have to be careful about cleanup.  The OSG can handle multiple
contexts just fine, just don't set the sharedContext info when setting
up your new context.  Alternatively just share the same graphics
context with both view's viewports on the same window - this approach
will lead to the best performance.

Robert.
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Re: [osg-users] Weird polygons on nVidia NVS cards

2012-08-28 Thread Carsten Scharfe
I'll try that out.

Carsten

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Tuesday, August 28, 2012 11:45 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Weird polygons on nVidia NVS cards

Hi Carsten,

In principle what you are doing should work, what might be wrong I
can't say though.  I don't use windows so can't comment on the
specifics of this type of setup.  The only thing I can think of that
might cause one window to work but others not is for the OpenGL object
management to be set up incorrectly, this should however be done for
you by the OSG.

As a sanity test could you try creating windows using osgViewer's
window creation without using the WindowData feature.

Robert.

On 28 August 2012 10:34, Carsten Scharfe cscha...@dspace.de wrote:
 Hi Robert,

 Thank you for your answer.
 I've tried and set the sharedContext member to 0 for all views,
 as you've suggested.
 The result was the same, corrupted polygons in one or more views.
 But now with the difference that shaders work only in one view, which
 is the one first created.

 Maybe there is still an error in initializing the views, so I've added
 the code used for creating a view:

 osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits;
 osg::ref_ptrosg::Referenced windata = new
 osgViewer::GraphicsWindowWin32::WindowData(hwnd,false);
 CRect winRect;

 ::GetClientRect(hwnd,winRect);

 // init graphics traits
 traits-x = 0;
 traits-y = 0;
 traits-width = winRect.Width();
 traits-height = winRect.Height();
 traits-windowDecoration = false;
 traits-doubleBuffer = true;
 traits-sharedContext = 0;
 traits-setInheritedWindowPixelFormat = true;
 traits-inheritedWindowData = windata;
 traits-supportsResize = true;
 traits-useMultiThreadedOpenGLEngine = true;
 traits-alpha = 8;
 traits-red = 8;
 traits-green = 8;
 traits-blue = 8;
 traits-depth = 24;
 traits-stencil = 8;

 osg::ref_ptrosg::GraphicsContext gc =
 osg::GraphicsContext::createGraphicsContext(traits.get());

 osgViewer::View *posgViewNew = new osgViewer::View;
 osg::DisplaySettings *posgDs = new osg::DisplaySettings;

 posgDs-setDefaults();
 posgDs-setDisplayType(osg::DisplaySettings::MONITOR);
 posgDs-setDepthBuffer(true);
 posgDs-setStereo(false);
 posgDs-setDoubleBuffer(true);

 // and make that camera display its contents in this context
 posgViewNew-getCamera()-setClearMask(GL_DEPTH_BUFFER_BIT |
 GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
 posgViewNew-getCamera()-setClearStencil(0);

 posgViewNew-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);
 posgViewNew-getCamera()-setDisplaySettings(posgDs);
 posgViewNew-getCamera()-setGraphicsContext(gc.get());
 posgViewNew-getCamera()-setViewport(0,0, winRect.Width(),
 winRect.Height());

 On start our application creates 4 views this way, right after creating and
 setting up the
 composite viewer as single threaded.
 What puzzles me is that assigned shaders work only in one view and that
 other views
 have still corrupted polygons.
 Besides displaying the views (i.e. adding them to the composite viewer) take
 a long time on NVS cards.
 Do you have seen such behavior?

 We observed this on an NVS4200M and on other NVS systems. Are the drivers so
 bad, that only one context
 is supported on NVS cards?

 Sadly, the other approach, you've suggested, by using the view's viewports
 in the same window is for several
 reason unapplicable.

 Regards,
 Carsten.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: Monday, August 27, 2012 3:57 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Weird polygons on nVidia NVS cards

 Hi Carsten,

 On 27 August 2012 11:57, Carsten Scharfe cscha...@dspace.de wrote:
 Both views share the same context. This context is created first, with no
 inherited window data.

 When I create a new view, I create a new context for this view and set the
 sharedContext member

 to the shared context. I set the inherited window data too for embedding
 the
 view in the desired window.

 I think you are a little confused by what is a context and what is a
 shared context.  You description implies that you have two graphics
 context, the second graphics context sharing OpenGL objects with the
 first context (this is what a shared context means), but is still a
 separate graphics context.

 It could be that there is an issue with the viewer setup, but equally
 is could be an issue in the OpenGL driver with sharing GL objects
 between contexts

Re: [osg-users] Weird polygons on nVidia NVS cards

2012-08-28 Thread Carsten Scharfe
I tried it out now.
Windows are appearing, and shaders work on each view.
But polygon corruption still persists.

It seems to me that this is a driver issue.

Carsten.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Carsten Scharfe
Sent: Tuesday, August 28, 2012 11:48 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Weird polygons on nVidia NVS cards

I'll try that out.

Carsten

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Tuesday, August 28, 2012 11:45 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Weird polygons on nVidia NVS cards

Hi Carsten,

In principle what you are doing should work, what might be wrong I
can't say though.  I don't use windows so can't comment on the
specifics of this type of setup.  The only thing I can think of that
might cause one window to work but others not is for the OpenGL object
management to be set up incorrectly, this should however be done for
you by the OSG.

As a sanity test could you try creating windows using osgViewer's
window creation without using the WindowData feature.

Robert.

On 28 August 2012 10:34, Carsten Scharfe cscha...@dspace.de wrote:
 Hi Robert,

 Thank you for your answer.
 I've tried and set the sharedContext member to 0 for all views,
 as you've suggested.
 The result was the same, corrupted polygons in one or more views.
 But now with the difference that shaders work only in one view, which
 is the one first created.

 Maybe there is still an error in initializing the views, so I've added
 the code used for creating a view:

 osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits;
 osg::ref_ptrosg::Referenced windata = new
 osgViewer::GraphicsWindowWin32::WindowData(hwnd,false);
 CRect winRect;

 ::GetClientRect(hwnd,winRect);

 // init graphics traits
 traits-x = 0;
 traits-y = 0;
 traits-width = winRect.Width();
 traits-height = winRect.Height();
 traits-windowDecoration = false;
 traits-doubleBuffer = true;
 traits-sharedContext = 0;
 traits-setInheritedWindowPixelFormat = true;
 traits-inheritedWindowData = windata;
 traits-supportsResize = true;
 traits-useMultiThreadedOpenGLEngine = true;
 traits-alpha = 8;
 traits-red = 8;
 traits-green = 8;
 traits-blue = 8;
 traits-depth = 24;
 traits-stencil = 8;

 osg::ref_ptrosg::GraphicsContext gc =
 osg::GraphicsContext::createGraphicsContext(traits.get());

 osgViewer::View *posgViewNew = new osgViewer::View;
 osg::DisplaySettings *posgDs = new osg::DisplaySettings;

 posgDs-setDefaults();
 posgDs-setDisplayType(osg::DisplaySettings::MONITOR);
 posgDs-setDepthBuffer(true);
 posgDs-setStereo(false);
 posgDs-setDoubleBuffer(true);

 // and make that camera display its contents in this context
 posgViewNew-getCamera()-setClearMask(GL_DEPTH_BUFFER_BIT |
 GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
 posgViewNew-getCamera()-setClearStencil(0);

 posgViewNew-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);
 posgViewNew-getCamera()-setDisplaySettings(posgDs);
 posgViewNew-getCamera()-setGraphicsContext(gc.get());
 posgViewNew-getCamera()-setViewport(0,0, winRect.Width(),
 winRect.Height());

 On start our application creates 4 views this way, right after creating and
 setting up the
 composite viewer as single threaded.
 What puzzles me is that assigned shaders work only in one view and that
 other views
 have still corrupted polygons.
 Besides displaying the views (i.e. adding them to the composite viewer) take
 a long time on NVS cards.
 Do you have seen such behavior?

 We observed this on an NVS4200M and on other NVS systems. Are the drivers so
 bad, that only one context
 is supported on NVS cards?

 Sadly, the other approach, you've suggested, by using the view's viewports
 in the same window is for several
 reason unapplicable.

 Regards,
 Carsten.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: Monday, August 27, 2012 3:57 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Weird polygons on nVidia NVS cards

 Hi Carsten,

 On 27 August 2012 11:57, Carsten Scharfe cscha...@dspace.de wrote:
 Both views share the same context. This context is created first, with no
 inherited window data.

 When I create a new view, I create a new context for this view and set the
 sharedContext member

 to the shared context. I set the inherited window data too for embedding
 the
 view in the desired window.

 I think you

Re: [osg-users] Weird polygons on nVidia NVS cards

2012-08-27 Thread Carsten Scharfe
Hi Robert,

Both views share the same context. This context is created first, with no 
inherited window data.
When I create a new view, I create a new context for this view and set the 
sharedContext member
to the shared context. I set the inherited window data too for embedding the 
view in the desired window.

Carsten.


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday, August 27, 2012 11:41 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Weird polygons on nVidia NVS cards

HI Carsten,

Does the new view have the two views sharing the same graphics context, or are 
you creating a new context?  If you are creating a new context how are your 
creating the new context?

Robert.
On 27 August 2012 10:13, Carsten Scharfe 
cscha...@dspace.demailto:cscha...@dspace.de wrote:
Hi.

I've come across a strange behaviour regarding NVS cards from nVidia.

On some occasions I get corrupted polygons, when initializing and showing a new 
view, which
is rendered by a composite viewer. I've attached 2 screenshots showing the 
corrupted rendering
and how it should be.

Strange enough, this behavior can be observed only on NVS cards. Quadro Fx, 
Quadro and GeForce
cards do not show this issue.

Has anybody had the same or similar problem and can give me some hints on what 
went wrong?
I definitely need help here.

I use OSG 3.0 on Win7. The scene is rendered with some shaders.
Our application has an edit mode for scene assembly integrated, which, if 
activated, creates a new
view for editing purposes and adds this view to the composite viewer.
Our edit mode is rendered in a different window and thus requires it's own view.
The polygon corruption occurs on this occasion. If the edit mode is deactivated 
and activated again
(the view is only created once on the first activation) the rendering is as 
expected.

Any comment is welcome.
Thanks in advance.

Carsten

The correctd rendering:

Fehler! Es wurde kein Dateiname angegeben.
The corrupted rendering:

Fehler! Es wurde kein Dateiname angegeben.


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Re: [osg-users] Weird polygons on nVidia NVS cards

2012-08-27 Thread Carsten Scharfe
Oh. I forgot to mention that I'm using the composite viewer in single threaded 
mode.

Carsten

_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Carsten Scharfe
Sent: Monday, August 27, 2012 12:58 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Weird polygons on nVidia NVS cards

Hi Robert,

Both views share the same context. This context is created first, with no 
inherited window data.
When I create a new view, I create a new context for this view and set the 
sharedContext member
to the shared context. I set the inherited window data too for embedding the 
view in the desired window.

Carsten.


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday, August 27, 2012 11:41 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Weird polygons on nVidia NVS cards

HI Carsten,

Does the new view have the two views sharing the same graphics context, or are 
you creating a new context?  If you are creating a new context how are your 
creating the new context?

Robert.
On 27 August 2012 10:13, Carsten Scharfe 
cscha...@dspace.demailto:cscha...@dspace.de wrote:
Hi.

I've come across a strange behaviour regarding NVS cards from nVidia.

On some occasions I get corrupted polygons, when initializing and showing a new 
view, which
is rendered by a composite viewer. I've attached 2 screenshots showing the 
corrupted rendering
and how it should be.

Strange enough, this behavior can be observed only on NVS cards. Quadro Fx, 
Quadro and GeForce
cards do not show this issue.

Has anybody had the same or similar problem and can give me some hints on what 
went wrong?
I definitely need help here.

I use OSG 3.0 on Win7. The scene is rendered with some shaders.
Our application has an edit mode for scene assembly integrated, which, if 
activated, creates a new
view for editing purposes and adds this view to the composite viewer.
Our edit mode is rendered in a different window and thus requires it's own view.
The polygon corruption occurs on this occasion. If the edit mode is deactivated 
and activated again
(the view is only created once on the first activation) the rendering is as 
expected.

Any comment is welcome.
Thanks in advance.

Carsten

The correctd rendering:

Fehler! Es wurde kein Dateiname angegeben.
The corrupted rendering:

Fehler! Es wurde kein Dateiname angegeben.


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[osg-users] Problem with loading 3d-models with asian characters in file name.

2012-08-20 Thread Carsten Scharfe
Hi,

I hope somebody can help me out with this nasty problem.

I try to load model file (e.g. a collada file) which has some asian characters 
in its file name.
Although I’ve compiled Osg with OSG_USE_UFT8_FILENAME set to true, no model is 
loaded.
osgDB::readNodeFile just returns an empty node as result, saying that the file 
was not found.

A filename like E:\3dlibnew\$龙\龙.dae is received as E:\3dlibnew\$?\?.dae even 
in our
own application.

Do I need to do additional conversions?
Please help me. Any advice is welcome.

I’m using Osg 3.0 on Win7.

Regards,
Carsten


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[osg-users] Questions on AutoTransform

2012-03-26 Thread Carsten Scharfe
Hi,

I'm having to views, one normal 3d view and one top view with an camera icon, 
that represents the camera of the 3d view (orientation and position).
The top view (with an orthogonal projection) kann be zoomed in and zoomed out.
Of course, zooming out the top view will scale the camera icon, which I want to 
prevent. The camera icon shall have the same size at all times.
Therefore I want to use the Autotransform, but I do not get the expected 
results.

Here's how I set up the icon geometry with the AutoTransform:

   MatrixTransform
  |
  |
 AutoTransform
  |
  |
  IconGeometry (several Geodes)

The MatrixTransform controls the orientation an position of the icon.
The AutoTransform shall do the automatic scaling, so that the icon always stays 
the same size.

Here's an excerpt from the initialization code:

cameraIcon = new osg::MatrixTransform;
cameraIcon-setMatrix(DsTOsgMatrix4::translate(2, g_fCameraIconHeight, 
0));

osg::ref_ptrosg::AutoTransform camAutoScale = new osg::AutoTransform;
camAutoScale-setAutoScaleToScreen(true);

cameraIcon-addChild(camAutoScale);
camAutoScale-addChild(camBody);
camAutoScale-addChild(camMoveHandle);
camAutoScale-addChild(camRotateHandle);

The effect I'm getting is that the icon is not visible. If I comment out the 
line where I set the autoscaletoscreen as true, display of the icon is normal.
I guess I'm missing something in the setup of the AutoTransform.

I'm using Osg 3.0.0. Zooming is done by changing the orthogonal projection 
matrix of the view's camera appriately.
I'm using a right handed coordinate system with the z-axis as up-axis.

Do I have to set special axis in the AutoTransform?
Does the position has to be set in the AutoTransform, when the icon's position 
changes?

Can somebody help me out? Any hints are welcome.

Cheers,
Carsten

_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_




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Re: [osg-users] Using osgViewer::Viewer with independant slave cameras

2011-10-12 Thread Carsten Scharfe
Thanks for pointing me to the example, Robert.
That helped. Obviously, I was too blind to see the part in the example.

Cheers,
Carsten

_

Carsten Scharfe
Software Developer
Experiment Software ESIM 

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday, October 10, 2011 4:45 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Using osgViewer::Viewer with independant slave cameras

Hi Carsten,

On Mon, Oct 10, 2011 at 3:32 PM, Carsten Scharfe cscha...@dspace.de wrote:
 Any idea on how I could convince each view of a composite viewer to share the 
 graphics context?

CompositeViewer works just fine with a sharing a context between all
views.  The osgcompositeviewer does *EXACTLY* this.  Please read the
example.

Robert.
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[osg-users] Using osgViewer::Viewer with independant slave cameras

2011-10-10 Thread Carsten Scharfe
Hi!

I've search the archives, but could not  find any posts on this topic.

I want to setup a osgViewer::Viewer with 4 cameras, which can be controlled 
independently from
the master camera, if the user click-drags in the corresponding viewport.
Creating the viewer and 4 slaves is not a problem, but to manipulate each cam 
separately.
I have an implementation of my project with the composite viewer, which works, 
but due to
some technical implications, I want to switch to a single viewer.

I tried to set setAllowEventFocus(true) to the master and slave cams, but that 
did not work.

Can anybody give me a hint on how to setup the viewer correctly or point me to 
an example
where this is done?

Cheers,
Carsten
_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_




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Re: [osg-users] Using osgViewer::Viewer with independant slave cameras

2011-10-10 Thread Carsten Scharfe
Hi Robert,

Yes, that's what I did first. But unfortunately my 4 views have to be 
embededded in
windows (derived from CDocuemntView on Windows). Creating a view for each 
window also
creates a new graphics context, since each view has its own window handle. 
Therefore
much memory is consumed, which blows my app, if I load a bigger scene (~250k 
polys, on a
Quadro 580FX).

Any idea on how I could convince each view of a composite viewer to share the 
graphics context?

Regards,
Carsten

_

Carsten Scharfe
Software Developer
Experiment Software ESIM 

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday, October 10, 2011 4:19 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Using osgViewer::Viewer with independant slave cameras

Hi Casten,

If you have 4 independent views then you should use the
CompositeViewer class.  osgViewer::Viewer is for a single View.  See
the osgcomposite viewer example.

Robert.

On Mon, Oct 10, 2011 at 2:37 PM, Carsten Scharfe cscha...@dspace.de wrote:
 Hi!

 I've search the archives, but could not  find any posts on this topic.

 I want to setup a osgViewer::Viewer with 4 cameras, which can be controlled
 independently from
 the master camera, if the user click-drags in the corresponding viewport.
 Creating the viewer and 4 slaves is not a problem, but to manipulate each
 cam separately.
 I have an implementation of my project with the composite viewer, which
 works, but due to
 some technical implications, I want to switch to a single viewer.

 I tried to set setAllowEventFocus(true) to the master and slave cams, but
 that did not work.

 Can anybody give me a hint on how to setup the viewer correctly or point me
 to an example
 where this is done?

 Cheers,
 Carsten
 _

 Carsten Scharfe
 Software Developer
 Experiment Software ESIM

 dSPACE GmbH
 Rathenaustraße 26
 33102 Paderborn
 Germany

 Tel.:  +49 5251 1638-1920
 http://www.dspace.com
 mailto:cscha...@dspace.de
 _




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


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Re: [osg-users] compiling trunk of osgIntrospection with osg3.0with vs2010

2011-08-04 Thread Carsten Scharfe
Hi Ryan,

thank you very much for directing me to cppintrospection.
This helped me a lot. I even got the most osg library wrappers compiled after 
generation of the osg wrappers and
fixing some minor problems like:

-  adding libraries to link against, like cppinstrospection.lib, 
osg.lib and OpenThreads.lib (they somehow are missing in the wrapper libs)

-  adding an #include osg/observer_ptr where it was reported as 
unknown identifier

-  correcting some TYPE_NAME_ALIASES dealing with function pointers, 
e.g.:
TYPE_NAME_ALIAS(void*(osgDB::ObjectWrapper*), 
osgDB::RegisterWrapperProxy::AddPropFunc)
(was generated as TYPE_NAME_ALIAS(void(*, 
osgDB::RegisterWrapperProxy::AddPropFunc) , with a closing bracket missing )

But I'm again stuck at compiling osgDB wrapper, with the following error 
message:

1-- Build started: Project: osgwrapper_osgDB, Configuration: Release Win32 
--
1  OutputStream.cpp
1D:\development\visual studio 2010\VC\include\sstream(724): error C2248: 
'std::basic_ios_Elem,_Traits::basic_ios' : cannot access private member 
declared in class 'std::basic_ios_Elem,_Traits'
1  with
1  [
1  _Elem=char,
1  _Traits=std::char_traitschar
1  ]
1  D:\development\visual studio 2010\VC\include\ios(176) : see 
declaration of 'std::basic_ios_Elem,_Traits::basic_ios'
1  with
1  [
1  _Elem=char,
1  _Traits=std::char_traitschar
1  ]
1  This diagnostic occurred in the compiler generated function 
'std::basic_stringstream_Elem,_Traits,_Alloc::basic_stringstream(const 
std::basic_stringstream_Elem,_Traits,_Alloc )'
1  with
1  [
1  _Elem=char,
1  _Traits=std::char_traitschar,
1  _Alloc=std::allocatorchar
1  ]

I cannot track that down, to correct it. Any advice or help is welcome.

Thanks in advance.

Cheers,
Carsten
_

Carsten Scharfe
Software Developer
Experiment Software ESIM

dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany

Tel.:  +49 5251 1638-1920
http://www.dspace.com
mailto:cscha...@dspace.de
_


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ryan Pavlik
Sent: Monday, August 01, 2011 7:01 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] compiling trunk of osgIntrospection with osg3.0with 
vs2010

I've gotten fairly close to building this, even using the Clang compiler.  
You'll want to get my fork of the 'cppintrospection' library, which is just a 
name-change of osgIntrospection with some updates.  
https://github.com/rpavlik/cppintrospection

There were a number of changes to the config needed, and I made a number of 
other fixes in the wrapper generator, as well as the library itself. This 
improved version also includes a single-step generate and build of wrappers, 
and also reduces the size of the wrapper libraries by reducing the number of 
reflection template instantiations required.

I've used it successfully with the 2.8 branch and the Clang compiler on Linux - 
haven't tested it on other platforms yet but I've been careful to keep it 
cross-platform.

Ryan

On Mon, Aug 1, 2011 at 8:46 AM, Carsten Scharfe 
cscha...@dspace.demailto:cscha...@dspace.de wrote:
Hi All,

I'm trying to compile osgIntrospection with OSG 3.0.0 in Visual Studio 2010.
While osgIntrospection compiles, the osgWrappers (e.g. Wrapper osg) do not.
It seem to be that VS2010 has severe Problems with finding operator-methods of 
classes such
as string or map. Maybe this is a template instatiation issue.
The error messages I'll get from VS2010:

1E:\OpenSceneGraph-3.0.0\include\osg/State(2477): error C2784: 'bool 
std::operator (const std::move_iterator_RanIt ,const 
std::move_iterator_RanIt2 )' : could not deduce template argument for 'const 
std::move_iterator_RanIt ' from 'const std::string'
1  D:\development\visual studio 2010\VC\include\iterator(371) : see 
declaration of 'std::operator '

or

1E:\OpenSceneGraph-3.0.0\osgIntrospection\include\osgIntrospection/ReaderWriter(217):
 error C2678: binary '' : no operator found which takes a left-hand operand 
of type 'std::istream' (or there is no acceptable conversion)
1.  D:\development\visual studio 2010\VC\include\istream(1053): could be 
'std::basic_istream_Elem,_Traits std::operator 
std::char_traitschar(std::basic_istream_Elem,_Traits ,signed char *)' 
[found using argument-dependent lookup]


In need some hints or help to sort this out. I'm definitely stuck.
Can somebody help me please?

Any advice is welcome,
Cheers

Carsten




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--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State

[osg-users] compiling trunk of osgIntrospection with osg3.0 with vs2010

2011-08-01 Thread Carsten Scharfe
Hi All,

I'm trying to compile osgIntrospection with OSG 3.0.0 in Visual Studio 2010.
While osgIntrospection compiles, the osgWrappers (e.g. Wrapper osg) do not.
It seem to be that VS2010 has severe Problems with finding operator-methods of 
classes such
as string or map. Maybe this is a template instatiation issue.
The error messages I'll get from VS2010:

1E:\OpenSceneGraph-3.0.0\include\osg/State(2477): error C2784: 'bool 
std::operator (const std::move_iterator_RanIt ,const 
std::move_iterator_RanIt2 )' : could not deduce template argument for 'const 
std::move_iterator_RanIt ' from 'const std::string'
1  D:\development\visual studio 2010\VC\include\iterator(371) : see 
declaration of 'std::operator '

or

1E:\OpenSceneGraph-3.0.0\osgIntrospection\include\osgIntrospection/ReaderWriter(217):
 error C2678: binary '' : no operator found which takes a left-hand operand 
of type 'std::istream' (or there is no acceptable conversion)
1  D:\development\visual studio 2010\VC\include\istream(1053): could be 
'std::basic_istream_Elem,_Traits std::operator 
std::char_traitschar(std::basic_istream_Elem,_Traits ,signed char *)' 
[found using argument-dependent lookup]


In need some hints or help to sort this out. I'm definitely stuck.
Can somebody help me please?

Any advice is welcome,
Cheers

Carsten



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Re: [osg-users] camera/cameraview questions

2007-08-29 Thread Carsten Scharfe
hi robert,

thanx for your answer. it helped me out.
but how do i accumulate the matrix efficiently?

cheers,
carsten

Zitat von Robert Osfield [EMAIL PROTECTED]:

 Hi Carsten,

 The CameraView node is meant to be placed within the scene graph as a
 leaf node, the accumulated transform matrix down to the CameraView
 provides its final position in space just like any other node.
 CameraView is a passive object, effectively a marker that you put into
 the scene graph it doesn't do any rendering itself.   One would use it
 for marking various view points in the scene, or for creating a camera
 view that tracks a node in the scene i.e. a car.

 To render the view one must get the the accumulated view matrix (the
 world to local transform) and pass it onto the viewers Camera setting
 it's view matrix.   Right now there isn't a convenience method built
 into osgViewer for doing this, so you'll need to manage this in your
 own application.  You could use the NodeTrackerManipulator for to
 attach to the CameraView, but this manipulator is general purpose and
 doesn't know about some of the specific features of CameraView.

 CameraView isn't widely used, which is why it hasn't been wired up in
 osgViewer, perhaps further down the line we'll revisit this, feel free
 to contribute to this effort.


 Robert.


 On 8/28/07, Carsten Scharfe [EMAIL PROTECTED] wrote:
 hi there,

 do i understand the functionality of the cameraview node correct?

 i assume, that cameraview is used to position the camera (and 
 animate, of course)
 within the scene, without having to manipulate view matrices directly.

 but then how do i retrieve the actual viewing matrix, if the camera 
 is positioned
 by a cameraview?

 what happens if geometry is attached as a child of a camera node?

 maybe someone can help me out?

 cheers,
 carsten scharfe
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Carsten Scharfe

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AR/VR TeamFuerstenallee 11
Heinz Nixdorf Institute   33102 Paderborn (Germany)
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[osg-users] camera/cameraview questions

2007-08-28 Thread Carsten Scharfe
hi there,

do i understand the functionality of the cameraview node correct?

i assume, that cameraview is used to position the camera (and animate, of 
course)
within the scene, without having to manipulate view matrices directly.

but then how do i retrieve the actual viewing matrix, if the camera is 
positioned
by a cameraview?

what happens if geometry is attached as a child of a camera node?

maybe someone can help me out?

cheers,
carsten scharfe
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