[osg-users] Integrating joystick in a application with osgGraphicsWindowQt
I'm trying to integrate the example osgdirectinput example to handle the joystick events in an application written using osg and Qt and having osgGraphicsWindowQt. When I try to retrieve GraphicsWindowWin32 I ob through the following code I obtain NULL. osgViewer::GraphicsWindowWin32* windowWin32 = dynamic_cast( _camera->getGraphicsContext() ); Can you suggest me the best practices to integrate joystick in an application of usch type? Do examples exist related to this scenario? The version of OSG I'm using is 3.0.1 while the Qt version is 4.7.3. Francesco ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] terrain altimetry not visible after osgdem generation
Hi, I'm trying to obtain a full earth including terrains for all parts (or at least for some parts) using Virtual Planet Builder. I'm using bluemarble textures and ASTER GDEM as digital elevation model. In order to generate the earth model I use the command below. It generates the whole earth with the texture but it seems that the terrain elevation is lacking: indeed, when I go near to the mountains with osgviewer, the terrain altimetry is not visible and they seems flat. What could be the problem? Is there in the command-line any problem with the command or with data I'm using? Where can I find prepared reference sample data to do some tests with osgdem? Code: osgdem --bluemarble-west -t land_shallow_topo_west.tif --bluemarble-east -t land_shallow_topo_east.tif -d GDEM-10km-colorized.tif -l 8 -v 1.0 --geocentric --POLYGONAL --PagedLOD -o earth/earth.ive Thank you! Cheers, Francesco ---- Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65288#65288 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Color Bar (or lut, lookup table) with non-scalar colours
Hi, I'm working on the visualization of CAE models and I 'm interested to the development of a lookup table (lut) with a color bar having non-linear increment of colours. In particular I'm interested to a colour bar similar to that showed by ParaView software (see file among attachements). At the moment I'm using osgSim::ScalarBar class but it has a linear increment of the colours. Does exist in OSG code an implementation of a scalar bar with a non-linear increment of colours? Thank you! Cheers, Francesco -------- Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64308#64308 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] left/right alternating stereo
Hi, I have a NVidia Quadro video card and I have resolved using Quad Buffer after configuring NVidia Control Panel correctly for stereo visualization. Thank you! Cheers, Francesco Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62456#62456 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] left/right alternating stereo
Hi, does OpenSceneGraph supports left/right alternating stereo as output? I'm working on a system where I need to set this type of stereo because side by side stereo doesn't work on it but I have found working this type of stereo that is available on Bino open source video player. This type of stereo is described at the following link among supported output techniques: http://bino3d.org/doc/bino.html#Output-Techniques Does exist in OpenSceneGraph a similar type of stereo? Thank you! Cheers, Francesco ---- Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62373#62373 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Half Side-by-side
Hi, as suggested, I've solved setting OFF the OSG_SPLIT_STEREO_AUTO_ADJUST_ASPECT_RATIO option and setting SIDE_BY_SIDE stereo HORIZONTAL or TOP_AND_BOTTOM. :-) Thank you! Cheers, Francesco Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61960#61960 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Half Side-by-side
Hello, I'm trying to display a simple OpenSceneGraph application on a 3d active tv that supports SBS Half (Half Side-by-Side) in FullHD resolution. I've already tried using stereo configuration for Side-by-side (HORIZONTAL_SPLIT) but the result is a stretched image. It seems that HORIZIONTAL_SPLIT was introduced to support output for CardBoard-like devices. Does exist a simple configuration to obtain the type of output I'm looking for? Or it is required to set it manually configuring the osg camera? Thanks in advance, Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgAnimation and TimelineAnimationManager
Hi Cedric, I'm interested to the source code of the link that you provided (http://hg.plopbyte.net/pokme) but the link seems to be broken. Where can I find it? Thanks in advance, Francesco Cedric Pinson wrote: > > I have started the Timeline Animation manager with pokme project... It > worked when I used it, so I guess you can have a look to the source of > pokme http://hg.plopbyte.net/pokme > > I know that this manager needs more work but I didn't have the time to > improve it... anyway if you have sample code to reproduce the problem I > will be happy to help. > > For info, pokme use timeline animation manager with skinned model > Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55012#55012 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to control manually every frame of animation in a BasicAnimationManager
Hi, today I have found an interesting example regarding the topic on book "OpenSceneGraph 3.0: Beginner's Guide": it creates an animation (pages from 220 to 225) defining channels. I have seen that animation works using an UpdateCallback of type osgAnimation::UpdateMatrixTransform. This updateCallback updates a matrix transform to create animation. I have tried to save the original matrix loaded in this MatrixTransform (obtained through a Visitor on a node that has nodeCallback of type UpdateMatrixTransform) and to reapply it after stopping the animation. I expect that the final position of the animated object could be the same of the position at the start of animation but it doesn't work in this manner. Am I wrong somewhere? Does the animations loaded from fbx work in a differente manner? Thanks, Francesco -------- Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54946#54946 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to control manually every frame of animation in a BasicAnimationManager
Hi, I'm trying to control a BasicAnimationManager * manually i.e. I like to be able to implement a command to display a certain keyframe of the animation. At the moment I'm already able to launch play, stop with various play modes on a fbx model. I've found the manner to extract channels [1] and I have tried to set value of a specific channel but it seems not to work. How does it work internally? I need this because I like to launch the animation in a collaboration environment in which animation on different pc should be synchronized. As first thing I could also be satisfied to be able only to position animation as before playing animation in a single step (without executing the animation with play mode ONCE). Thank you! Cheers, Francesco [1] http://forum.openscenegraph.org/viewtopic.php?t=9881&highlight= -------- Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54923#54923 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to build OpenSceneGraph for Android in Windows
Hi Nick, is there any problem working with ndk r8b? It seems that Android example has been done using r8b version. Thank you very much, Francesco Trajce Nikolov NICK wrote: > Hi Francesco, > > this top was discussed heavely last week (look for osgAndroidExample in the > archive). Here is a fix for that error - you have to edit a file > > > http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653 > > (http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653) > -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53698#53698 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to build OpenSceneGraph for Android in Windows
S2LR wrote: > > [...] > I'm getting the following error when I run the "make"... > > Android NDK: Parsing Application.mk > Android NDK: APP_PIE is > C:/AndroidDevelopment/android-ndk-r8e/build/gmsl/__gmsl:512: *** non-numeric > second argument to `wordlist' function: ''. Stop. > make[2]: *** [Android-OpenSceneGraph] Error 2 > make[1]: *** [CMakeFiles/ndk.dir/all] Error 2 > make: *** [all] Error 2 > > Any idea on what this error is referring to? > [...] > > With r8c the procedure gives the same error while with android-ndk-r8b-windows.zip compilation starts. That ndk can be found at the following link: https://dl.google.com/android/ndk/android-ndk-r8b-windows.zip Francesco -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53680#53680 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo anaglyph: which glasses?
Ulrich Hertlein wrote: > Hi Francesco, > Presumably you don't have a color-calibrated monitor, like most of us, so the > chances that > the red/cyan RGB values that are picked by OSG, the values sent to the > monitor, and the > actual color values displayed match your glasses are virtually zero. How can I calibrate colours of my monitor? Are there some tools to do so? > This is probably more a case of tweaking the OSG red/cyan to match whatever > glasses you have. > How can I tweak OSG red/cyan? Cheers Francesco -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32165#32165 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stereo anaglyph: which glasses?
Hi, I have enabled anaglyph stereo visualization on my application and I have tried some red/cyan glasses. Watching app only with one eye at a time it appear that cyan lens works well (I see only one image without noise) while the red lens show ghosting problems. I have did a research among the old post hoping that someone had my same problem. I have found only the post "source for 3d glasses" [1] but there there are no information about the type of glasses and the appropriate colour of lenses. Could anyone give me any suggestions about the appropriate colour of lenses? Thank you! Cheers, Francesco [1] http://forum.openscenegraph.org/viewtopic.php?t=5215&highlight=glasses -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32157#32157 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] AnimationPathCallback, how to return to the initial position
Hi, I'm using AnimationPathCallback to animate an object. It works well. Now I like to return to the initial position. How can I do it? I have tried with reset() method but it don't give me the hoped results. Thank you! Cheers, Francesco -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17446#17446 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgmovie plugins supported
Hi guys, I want to add a movie in my scenegraph builded with openscenegraph 1.2 (on a windows machine). The problem is that I have a .flv video and I don't know what types of formats are supported in order to convert it in a supported format. How can I see this? I have already done some tests with .asf, .avi, .mpg, .mp4, .flv and .wmv but the message is always the same: "Warning: Could not find plugin to read objects from file filename.ext" What types of formats are supported in a native way on Windows without install other plugins? Thanks in advance Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Streaming of high resolution images
J.P. Delport wrote: > Hi, > > are you creating a new image every time using osgDB::readImageFile? If > so, then you might be just plain running out of memory if you are not > destroying old images. > Yes, I load a certain number of images (a lot of images, for example 20.000 at 1400x1050 resolution-jpg or tga) with readImageFile at the initialization of the application and I load them in memory (inside std::vector) at startup. To visualize all the images in a smoothing way (like a movie) with play, forward, rewind, skipToNextFrame, skipToPreviousFrame command I iterate the array elements. My problem is that I can load inside the vector a little number of images (about one hundred). Then I have not enough memory error. I suppose that this error is normal because I load all the uncompressed images in memory (also with .jpg) and I'm looking for a method to solve this problem. I have already tried to destroy old images but in that case there is the following problem: the process of loading images from my hard disk to ram require about two times the time required for visualization at 30 fps so it arrives a moment where the buffer is full. As regards ramdisk probably it could be a solution (implementing parallel threads) but on Windows it has portability problems due to the installation of a driver that probably I cannot install on target PC of my application. Thanks all for the useful answers (you are giving me new roads to follow) Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7514#7514 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Streaming of high resolution images
> The bottleneck is still your disk I/O bandwidth and if that isn't fast enough > you're still > out of luck. Yes, the bottleneck is certainly I/O bandwidth: in fact the application doesn't block until It work totally in ram. When RAM is full the paging file (on the hard disk) begin to grow and the application go slow and crush. > Still: the resolution you mentioned (1440x1050) requires ~108 MB/s for 8-bit > RGB @ 25 fps > (and over 140 MB/s for 10-bit or RGBA). You need a few drives to do that... What do you mean with "You need a few drives to do that..."? That the majority of hard drives support a flow like that? I think so but probably the problem could be the loading process of images and I hope that it could be resolved using other techniques (probably customizing implementation of osgDB::readImageFile? probably with ramdisk?). Is it possible or am i wrong? What is the path (in terms of memory) that images follow before to be displayed at video? At the moment i'm already trying using quicktime (inserting images in a .mov) while, as regards ive, there could it be a problem of size because i have a lot of images to display. Thanks all for the useful answers Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7461#7461 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Streaming of high resolution images
> How are you streaming these images? What resolution and format are they? > > When you're talking about streaming I suppose you're using some kind of > compression? I'm not using any form of compression at this moment: I have a set of .tga image at a resolution of 1440x1050 and I have tried to read them both with osgDB::readImageFile function (loading the images at the initialization of application) and using osgimagesequence example. > On > Linux this would most likely be handled by the xine plugin, on OS X possibly > the quicktime > plugin. I have read something about this but i have not understood if both quicktime or xine introduce some form of compression. Thanks Hi Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7288#7288 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Streaming of high resolution images
Hi all, I'm trying to stream high resolution images in real-time. My problem is that performance degenerate after some time; this is due to the complete occupation of the ram and to the slow process of loading an image in memory that is slower than the visualization frequency needed by my application. In which classes is this process handled? Is there a manner to avoid (or to mitigate) this problem using a different approach? I remember that i have already seen this same argument in mailing list but, doing a search, I have not found what I'm searching for. Thanks in advance Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7280#7280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is there a relationship between nodes and switchsets?
2009/1/23 Ulrich Hertlein : > Hi Francesco, > > Quoting Francesco Argese : >> Now i like to enable dof management of a switch only when it is > > What do you mean by 'dof management'? I intend to handle dof considering the relationship with the switch. > >> enabled. To do so i need to understand what is the relationship >> between opensceneGraph nodes and SwitchSet index. When i enable switch >> i specify an int representing the SwitchSet in the function void >> setActiveSwitchSet (unsigned int switchSet). > > (I assume you're talking about calling 'setActiveSwitchSet' on 'sw01' and that > 'sw01' is an osgSim::MultiSwitch.) > > 'switchSet' determines which children of 'sw01' are considered visible. > 'getValueList(switchSet)' gives you a list which children (by index) are > visible is this switch set. Ok. I had not understood this relationship beetween children and SwitchSet: now it is more clear. Now i can try to retrieve the information i need linking the index to the children's name of my switch. > > For example switchSet==0 could enable the first child > ('First_Switch_Alternative'), switchSet==1 would enable the second child, and > switchSet==2 would activate the first and the second child. > > In this case you would have three switchSets [0..2] of which each contains two > values, one for each child. > >> Another thing that i have not understood: is if there is a manner to >> enable a switch with the name of the children? > > No, not that I'm aware of. > > Hope this helps, Thanks, it is very useful. Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Is there a relationship between nodes and switchsets?
Hi all, i have an flt model that in Creator shows a structure similar to the following: db | --->Default | --->sw01 | --->First_Switch_Alternative | --> dof01 --> dof02 --> ... | --->Second_Switch_alternative | --> dof01_1 --> dof02_2 --> ... I have loaded it in OpenSceneGraph and i have enabled switch and dof nodes towards keyboards commands. At the moment I'm not capable of implement the association dof - switch (i load them in an independent manner). Now i like to enable dof management of a switch only when it is enabled. To do so i need to understand what is the relationship between opensceneGraph nodes and SwitchSet index. When i enable switch i specify an int representing the SwitchSet in the function void setActiveSwitchSet (unsigned int switchSet). Traversing the scenegraph i found a node with name First_Switch_Alternative, another the name Second_Switch_Alternative, ecc.. but I have not understood if there is a relationship between these nodes and the unsigned int switchSet. Another thing that i have not understood: is if there is a manner to enable a switch with the name of the children? Thanks in advance Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] is there an automatic method to enable dof?
Hi guys, i begin thanking you: I have resolved the problem regarding the research of dof and switch nodes in my flt models: now I have a vector containing all the pointers to switches and dof and i need to activate them. Following the OSG FAQ [1], I have found that a method to enable DOF nodes is to use method setAnimationOn( true ) on my DOFTransform. I have tried this but it give no effect to the scene. I have tried also the function animate() but it doesn't produce any result. What these two functions do? At the moment I'm enabling the dof node towards setCurrentHPR(osg::Vec3(...)) and it works well, but i like to reduce the amount of code if there is another method to do so already integrated in OpenSceneGraph. Another thing: what is the function to change osg::MultiSwitch value? Thanks in advance Francesco Argese [1]http://www.3drealtimesimulation.com/osg/osg_faq_2.htm#f73 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] finding switch and dof nodes in a 3D model without name
Hi all, I have a application that load some 3D models in .flt format. This models include both switches and Dof and I like to enable it. To do so i have done a research in OpenSceneGraph documentation and I have found the tutorials regarding the argument (in particular [1]). It works well but I prefer, if it could be possible, to find how many switch and dof nodes there are in a model and recover a pointer to them without knowing their name. In this manner I could configure my application changing models without take care of the name given to the particular switches and dof. I'm with version 1.2 of OSG. Is it possible to do so? Thanks in advance Francesco Argese [1] http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/FindingNodes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Is it necessary a while cycle to remove a child?
Hi guys, i begin thanking all users that are helping me on this mailing list; i don't thank always after the response to avoid the opening of a new thread because i receive only digest and i don't know if it is possible to receive as complete messages only the message in responce to me. i have a doubt: During my application event generated by user led to change my scenegraph deleting some child nodes. With version 1.2 on windows i have obtained the following behaviour: 1)If i remove the node in question with the following command this->unitTransform->removeChild(this->geodeSphere.get(); it doesn't cancel it always but also sometimes. 2)If i use a while that cycle until the removal is not possible it remove the child correctly. My doubt is the following: is it necessary or could it be possible that i have done some errors that generate this behaviour? Thanks in advance Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] error compiling osg 2.6.1 on mac os x 10.4.11
Hi guys, i'm trying to install OSG 2.6.1 on Mac OS X 10.4.11. The version of cmake is 2.6-patch 2. The version of gcc is i686-apple-darwin8-gcc-4.0.1 (GCC) 4.0.1 (Apple Computer, Inc. build 5250) The version of g++ is i686-apple-darwin8-g++-4.0.1 (GCC) 4.0.1 (Apple Computer, Inc. build 5250) I have typed the following commands (as written on documentation): ./configure make The compilation start until 20% when it told me this error (it seems to be a compiler problem): [ 20%] Building CXX object src/osgUtil/CMakeFiles/osgUtil.dir/Tessellator.cpp.o /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp: In member function 'void osgUtil::Tessellator::beginTessellation()': /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:44: error: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'/Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp: In member function 'void osgUtil::Tessellator::beginTessellation()': /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:44: error: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:44: error: initializing argument 3 of 'void gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:45: error: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:45: error: initializing argument 3 of 'void gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:44: error: initializing argument 3 of 'void gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))'/Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:46: error: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:46: error: initializing argument 3 of 'void gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:47: error: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:47: error: initializing argument 3 of 'void gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:48: error: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:48: error: initializing argument 3 of 'void gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:45: error: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:45: error: initializing argument 3 of 'void gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:46: error: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:46: error: initializing argument 3 of 'void gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:47: error: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:47: error: initializing argument 3 of 'void gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:48: error: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)' /Users/argesino/Development/3D Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:48: error: initializing argument 3 of 'void gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))' lipo: can't figure out the architecture type of: /var/tmp//ccn3IWWi.out make[2]: *** [src/osgUtil/CMakeFiles/osgUtil.dir/Tessellator.cpp.o] Error 1 make[1]: *** [src/osgUtil/CMakeFiles/osgUtil.dir/all] Error 2 make: *** [all] Error 2 Anyone have the same problem? How can i resolve it? Thanks in advance Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] computeIntersections problem
Hi all, i'm trying to implement PickHandler in my application with osg 1.2. Following example osg::pick i have written the following lines of code: bool PickHandler::pick (const double x, const double y, osgProducer::Viewer* viewer) { std::vector hlist; if ( viewer->computeIntersections(x, y, hlist) ) { //Here i handle the information recovered from computeIntersections() hlist.clear(); } return true; } Im working under Windows: the resulting application works well if i compile it in release mode but when use in debug mode it give me the following error on instruction hlist.clear(). If i don't call this instruction it give me the same error at the return (because the application try to empty Heap). Debug Assertion Failed File:dbddel.cpp Line:52 Exception: _BLOCK_TYPE_IS_VALID(pHead->nBlockUse). I have tried to comment the code containing computeIntersection and all works well. It seems that computeIntersections function do something on hlist, avoiding to empty memory. How can i resolve this problem? Does exist another functionto to have the same behaviour? How can i try to resolve this problem? Thanke in advance Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] error in quick start guide taken from lulu
Hoping that this information could be useful, I write to signal an error in the book OpenScenegraph Quick Start Guide (black and white version) available on lulu [1]. The problem is in the index (page vi and age viii) that stop indexing at page 38. In fact from 2.2 chapter it signal that all the remaining chapter are at page 38. I have seen also that the same problem is present in the pdf colour version [2]. Regards Francesco Argese [1] http://www.lulu.com/content/907209 [2]http://www.lulu.com/items/volume_51/767000/767629/3/print/OSGQSG.pdf ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] is possible to display a Bounding Sphere?
Hi all, i have a doubt: is it possilble to display a bounding sphere in wireframe mode? I have seen that the class Bounding Sphere doesn't iherite from osg::Node so i don't know how to add it to the scenegraph. Thanks in advance Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problems regarding mouse events with osg 1.2
Hi all, I have written an application based on osgart 1.0 (that uses OpenScenegraph 1.2) and i'm trying to add mouse event support. To do so i have written a class derived from osgGA::GUIEventHandler and added the event Handler to the viewer. The handle works but i have noted some problems with events RIGHT_MOUSE_BUTTON and LEFT_MOUSE_BUTTON that don't work as i expect. Others events, such asPUSH, works very well. In particular when i launch the application the result is a wrong interpretation of the events. I have understood this problem with the following simple code in the "handle()"'s body: int event = ea.getEventType(); switch(event) { case osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON: printf("Evento PUSH generato\n"); break; case osgGA::GUIEventAdapter::RIGHT_MOUSE_BUTTON: printf("Evento RIGHT_MOUSE_BUTTON generato\n"); break; } It prints wrong results using the mouse. Is this a known problem with 1.2 version? Or have i done some errors using the library? Thanks in advance Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problems downloading from svn
Hi all, I'm trying to download from svn server "Openscenegraph Training Materials" with the following command: svn checkout http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Training/trunk OpenSceneGraph-Training The download begin but, after some minutes it gave me the following error: svn: REPORT di '/svn/osg/!svn/vcc/default': Could not read response body: connection was closed by server (http://www.openscenegraph.org) Did anyone have the same problem? What can i do to resolve it? Are those materials downloadable through http somewhere? Thanks in advance Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with scenegraph build
> There isn't too much that we can specific say to such an open ended > problem, we can only guess at how you have put your app together and > what might be the problem. Ok. I had fair to be too long in the email and to create problems to all subscribers so i have reduced text too much. I try to describe problem with a little words. I begin to say that i have a working version of the same application all in a file but now i need to do a sort of refactoring to obtain a clean and expandable code. Probably i have to give an eye to understand where i have forgotten something... It seems that i have put myself into a prison built by me. :-) > What you need to do at your end is start simple and steadily add > functionality. There are plenty of OSG examples that do work so learn > from these. Yes i have found it very useful. Probably it is the moment to study them better. Thanks Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem with scenegraph build
Hi all, I'm developing an application with osgART and, in the main function i have the viewer that take in input the root node with some children. When i launch the application (it doesn't give errors bot in complation and at runtime) the Viewer display only a blue screenshot. I have checked that all the links among my Nodes and i have also tried to substitute the code of scenegraph creation with a simple example (Listing 2-1) to understand what could be the problem and his experiment return me the same problem. Probably could it be some viewer option that i have not enabled? Or probably the fact that i have two different classes that handle Viewer and scenegraph (probably some variable could not be rechable for exampe child node)? Thanks Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg classes to load xml files
Hi all, I'm new to OpenSceneGraph and I am beginning trying to modfy some useful examples. In my applications I need to load an xml configuration file. I have the following question: has OpenScenegraph any xml support or have I to use external libraries (for example libxml2)? Thanks Francesco Argese ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org