Re: [osg-users] Converting PrimitiveSet to use triangles instead of triangle strips / fans?

2018-08-16 Thread Jordi Torres
Hi,

There is an option in the obj plugin to avoid tristrips. It's probably
better to try this cause tristripping is not cheap depending on the
geometry.

>From the top of my head is something like "noTrisStripPolygons".

Hope it helps.

El jue., 16 ago. 2018 12:30 a. m., Julien Valentin <
julienvalenti...@gmail.com> escribió:

> INDEX_mesh don't reindex indexed
> I fix it on my branch introducing a forceReindex parameter to the
> IndexMeshVisitor and use it witout an attached Optimizer
>
>
> L. Voerman wrote:
> > I tend to use set OSG_OPTIMIZER=INDEX_MESH VERTEX_POSTTRANSFORM
> VERTEX_PRETRANSFORM
> >
> > for these, but there might be something else preventing the optimizer
> from changing your geometry.
> > set OSG_OPTIMIZER=STATIC_OBJECT_DETECTION  INDEX_MESH
> VERTEX_POSTTRANSFORM VERTEX_PRETRANSFORM MERGE_GEOMETRY MERGE_GEODES
> >
> > might do the trick
> > Laurens.
> >
> >
> > On Wed, Aug 15, 2018 at 9:10 AM Jad Killian < ()> wrote:
> >
> >
> > > Hi,
> > >
> > > When I import a .obj file with readNodeFile, the result is a triangle
> strip instead of triangles. Even if the .obj file is a simple square with 4
> vertices and 2 triangular faces, the resulting primitive set in the geode
> geometry contains
> > > 1 face, 4 indices with mode = 5 (TRIANGLE_STRIP).
> > >
> > > I tried using the osg::Optimizer, but it doesn't seem to do anything:
> > >
> > >
> > >
> > > Code:
> > > osg::ref_ptr node =
> osgDB::readNodeFile(filepath.toStdString());
> > >
> > > osgUtil::Optimizer optimizer;
> > > optimizer.optimize(node, osgUtil::Optimizer::INDEX_MESH);
> > >
> > >
> > >
> > > for optimizer flags I tried INDEX_MESH, TESSELLATE_GEOMETRY,
> DEFAULT_OPTIMIZATIONS, nothing seems to work.
> > >
> > > Any ideas?
> > >
> > > Thanks
> > >
> > > --
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=74401#74401 (
> http://forum.openscenegraph.org/viewtopic.php?p=74401#74401)
> > >
> > >
> > >
> > >
> > >
> > > ___
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> > >  ()
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> )
> > >
> >
> >
> >  --
> > Post generated by Mail2Forum
>
>
> 
> Twirling twirling twirling toward freedom
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74538#74538
>
>
>
>
>
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Re: [osg-users] OSG API Guides

2018-06-08 Thread Jordi Torres
Hi Maxim,

You can generate it from the code with doxygen.
http://www.openscenegraph.org/index.php/documentation/guides/user-guides/106-create-doxygen-documentation

Cheers.

2018-06-08 16:44 GMT+02:00 Maxim Stere :

> Did a check from home,
> Everything works. So it seems that it's the proxy that is blocking it.
>
> Is there a way to get a downloaded or checked out copy of the API? This
> way we can have it on our internal network for reference?
>
> I saw that some people had the OSG 3.0 API online, so wondering how they
> downloaded the pages.
>
> 
> Thank you,
> --Maxim
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74012#74012
>
>
>
>
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Re: [osg-users] OpenSceneGraph-3.6 branch made, please test in prep for stable 3.6.0 release

2018-03-21 Thread Jordi Torres
Hi Alberto and Robert,



2018-03-20 17:21 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi Alberto,
>
> On 20 March 2018 at 15:02, Alberto Luaces <alua...@udc.es> wrote:
> > Hi, it cross-compiles and runs the viewer (loading some obj and ive
> > files) just fine with mingw-64 on linux.
>
> Thanks for the testing.
>
> > By the way, is the CDash system still working?
>
> I haven't looked at the old CDash system, if it is working it isn't
> down to me :-)
>
>
CDash server was the same as old track server, so it won't work anymore. I
removed the website links to cdash. Sorry for the inconvenience,





> > I was unable to find it,
> > and maybe it is of use for this task.  The CI available at github seems
> > to be choking on the fact that OSG takes more than 50 minutes to build
> > on the systems they are using, so the process is interrupted before
> > it finishes.
>
> Travis Cl used to be pretty solid but these days it either seems to
> race through builds in a couple of minutes or timeouts.  I presume the
> Travis servers are being overloaded at times.  I've had to disable the
> OSX build completely as it was failing almost all the time due to
> timeouts.  With timeout failures you get a totally false picture of
> the build status so there might be a point where we just have to give
> up with Travis C;/
>
> These automated build systems are no match for real people compiling
> the OSG on their build platforms and testing against their own
> applications.
>
> Robert.
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Re: [osg-users] Looking for FBX models to test out our FBX plugin

2018-03-09 Thread Jordi Torres
Hi Julien,

There is a search filter for animated models. Maybe it can help...
https://sketchfab.com/search?features=downloadable+animated=fbx_by=-pertinence=models

Cheers

El El vie, 9 mar 2018 a las 23:04, Julien Valentin <
julienvalenti...@gmail.com> escribió:

> Hi
> Searching sketchfab i find out that most of the so called rigged
> aren't...:/
> so Here's the two I've found and check as real animated rig (Blender 2.79
> import fbx work very nice with them)
> https://sketchfab.com/models/3a09c60daf6642598724a51a29e2cf28
> https://sketchfab.com/models/ab4c8506972a43d8b9649727d88a475a
> These seams decent test model for osgAnimation basics features.
> Cheers
>
>
>
> robertosfield wrote:
> > Hi All,
> >
> > I'm currently looking to re-factor elements of the FBX plugin to make
> > it more cleaner and flexible but don't have many FBX models myself to
> > test things.  If you have models that you can share publically or
> > privately then I'd appreciate being able to add these to my sure any
> > changes I make don't cause any regressions.
> >
> > For now my focus will be unifying the way that textures are read and
> > setup in the OSG's FBX plugin.  I've got a small window of time in
> > which to look at a few outstanding issues, so will do what I can, it
> > won't be a major re-factor of the FBX plugin.
> >
> > Thanks in advance for any FBX models you can share.
> >
> > Cheers,
> > Robert.
> > ___
> > osg-users mailing list
> >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >  --
> > Post generated by Mail2Forum
>
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=73060#73060
>
>
>
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Re: [osg-users] Looking for FBX models to test out our FBX plugin

2018-03-09 Thread Jordi Torres
Hey Robert,

Huge list of free downloadable models from Sketchfab :)
https://sketchfab.com/search?features=downloadable=fbx_by=-pertinence=models

Cheers.

2018-03-09 17:20 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi All,
>
> I'm currently looking to re-factor elements of the FBX plugin to make
> it more cleaner and flexible but don't have many FBX models myself to
> test things.  If you have models that you can share publically or
> privately then I'd appreciate being able to add these to my sure any
> changes I make don't cause any regressions.
>
> For now my focus will be unifying the way that textures are read and
> setup in the OSG's FBX plugin.  I've got a small window of time in
> which to look at a few outstanding issues, so will do what I can, it
> won't be a major re-factor of the FBX plugin.
>
> Thanks in advance for any FBX models you can share.
>
> Cheers,
> Robert.
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Re: [osg-users] Online documentation not available

2018-02-05 Thread Jordi Torres
Hi Hartwig​,

Indeed, I've gone ahead and unpublished the two links to mercurial and svn
repositories cc:@Robert. (They are not deleted, only archived)
Just ping if you see more content that should be reviewed/updated.


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Re: [osg-users] Online documentation not available

2018-02-05 Thread Jordi Torres
Hey guys,

Just fixed the links in
http://www.openscenegraph.org/index.php/documentation/guides/reference-guides
and removed the menu entry for the old wiki.

Should be good now.

2018-02-05 14:56 GMT+01:00 Jordi Torres <jtorresfa...@gmail.com>:

> Hey Michael,
>
> It's in the github badges, but indeed, we should make it more visible.
> I will try to update the doc later today.
>
> Cheers.
>
> 2018-02-05 14:49 GMT+01:00 michael kapelko <korn...@gmail.com>:
>
>> Wow. I've been in search for this link, too. Thanks for it.
>>
>> On 5 February 2018 at 11:36, Jordi Torres <jtorresfa...@gmail.com> wrote:
>> > Hi Hartwig, Julien et al
>> >
>> > Trac server is no longer available. It's dismantled.
>> >
>> > We should change the links in the website to
>> > https://codedocs.xyz/openscenegraph/OpenSceneGraph/ which is tracking
>> the
>> > master and building the documentation.
>> >
>> > Cheers.
>> >
>> >
>> >
>> > El dom., 4 feb. 2018 10:31 p. m., Julien Valentin
>> > <julienvalenti...@gmail.com> escribió:
>> >>
>> >> trac seams down
>> >>
>> >>
>> >> hartwigw wrote:
>> >> > Hi,
>> >> >
>> >> > I used the ones on this page:
>> >> >
>> >> >
>> >> > http://www.openscenegraph.org/index.php/documentation/guides
>> /reference-guides
>> >> >
>> >> > Thank you!
>> >> >
>> >> > Cheers,
>> >> > Hartwig
>> >>
>> >>
>> >> --
>> >> Read this topic online here:
>> >> http://forum.openscenegraph.org/viewtopic.php?p=72925#72925
>> >>
>> >>
>> >>
>> >>
>> >>
>> >> ___
>> >> osg-users mailing list
>> >> osg-users@lists.openscenegraph.org
>> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens
>> cenegraph.org
>> >
>> >
>> > ___
>> > osg-users mailing list
>> > osg-users@lists.openscenegraph.org
>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens
>> cenegraph.org
>> >
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> Jordi Torres
>
>
>


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Re: [osg-users] Online documentation not available

2018-02-05 Thread Jordi Torres
Hey Michael,

It's in the github badges, but indeed, we should make it more visible.
I will try to update the doc later today.

Cheers.

2018-02-05 14:49 GMT+01:00 michael kapelko <korn...@gmail.com>:

> Wow. I've been in search for this link, too. Thanks for it.
>
> On 5 February 2018 at 11:36, Jordi Torres <jtorresfa...@gmail.com> wrote:
> > Hi Hartwig, Julien et al
> >
> > Trac server is no longer available. It's dismantled.
> >
> > We should change the links in the website to
> > https://codedocs.xyz/openscenegraph/OpenSceneGraph/ which is tracking
> the
> > master and building the documentation.
> >
> > Cheers.
> >
> >
> >
> > El dom., 4 feb. 2018 10:31 p. m., Julien Valentin
> > <julienvalenti...@gmail.com> escribió:
> >>
> >> trac seams down
> >>
> >>
> >> hartwigw wrote:
> >> > Hi,
> >> >
> >> > I used the ones on this page:
> >> >
> >> >
> >> > http://www.openscenegraph.org/index.php/documentation/
> guides/reference-guides
> >> >
> >> > Thank you!
> >> >
> >> > Cheers,
> >> > Hartwig
> >>
> >>
> >> --
> >> Read this topic online here:
> >> http://forum.openscenegraph.org/viewtopic.php?p=72925#72925
> >>
> >>
> >>
> >>
> >>
> >> ___
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> >> osg-users@lists.openscenegraph.org
> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-
> openscenegraph.org
> >
> >
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Re: [osg-users] Online documentation not available

2018-02-05 Thread Jordi Torres
Hi Hartwig, Julien et al

Trac server is no longer available. It's dismantled.

We should change the links in the website to
https://codedocs.xyz/openscenegraph/OpenSceneGraph/ which is tracking the
master and building the documentation.

Cheers.


El dom., 4 feb. 2018 10:31 p. m., Julien Valentin <
julienvalenti...@gmail.com> escribió:

> trac seams down
>
>
> hartwigw wrote:
> > Hi,
> >
> > I used the ones on this page:
> >
> > http://www.openscenegraph.org/index.php/documentation/
> guides/reference-guides
> >
> > Thank you!
> >
> > Cheers,
> > Hartwig
>
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72925#72925
>
>
>
>
>
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Re: [osg-users] Conan C++ dependency manager

2018-01-15 Thread Jordi Torres
Hi Julien,

-1 on spaces to tabs

You started a flame war... :)

Cheers.

2018-01-14 14:27 GMT+01:00 michael kapelko <korn...@gmail.com>:

> Hi.
> I think the community (including me) is currently in the 'get it done
> and we'll use it' mode. So do it whatever way you like, then everybody
> will be eager to test and use it.
>
> On 14 January 2018 at 00:34, Julien Valentin <julienvalenti...@gmail.com>
> wrote:
> > Hi all,
> >
> > The recipe only works for win32 for the moment...i'll continue that on
> my free time.
> > However, i'm kind of concern about huge source copy involved in conan...
> >
> > Perhaps it's time to change switch spaces to tabs on git to releave my
> poor hdd (headers only are 4Mo!?)
> >
> > The transition seams managed in git itself:
> > https://stackoverflow.com/questions/2316677/can-git-
> automatically-switch-between-spaces-and-tabs
> >
> > What do you think of it?
> >
> >
> > Cheers
> >
> >
> > kornerr wrote:
> >> Julien, don't forget to include step by step guide(s) on how to build
> >> OpenSceneGraph for Linux, macOS, and Windows once you're done with the
> >> first iteration.
> >> I'm sure other people would try Conan then, too.
> >>
> >> On 11 January 2018 at 12:29, Julien Valentin <> wrote:
> >>
> >> > Hi
> >> > Okay, i'm happy that conan induces such an enthusiasm,
> >> > My plan is to create a repo for all osg ecosystem:
> >> > -top directory (packagename, OpenSceneGraph, osgEarth, osgAudio...)
> >> > -subdirs containing versionned recipe
> >> >
> >> > But I don't have all the necessary knowledge of its mecanism in order
> to tell my vision is the good one. So anyone more familiar with conan have
> to stop me if I say bullshit.
> >> > Here's my 2 main observations that would require deepest knowledge of
> conan
> >> > 1)conan seams to manage built package itself in custom directory so
> we can't forsee that
> >> > 2)conan is userspace so we can't manage environement variables or any
> root stuff
> >> >
> >> > it forces me to choose an alternative to classic
> "one-directory-per-lib" + add directories to PATH
> >> > The solution I used in the recipe is to let user install all his
> recipe from the same directory and put all recipes libraries into commons
> bin,lib,include with a custom deploy() method
> >> > It's bad but I havent figured how conan manage its paths ... My
> paranoia tells me it is there they try to create dependancy to conan rules
> (and chain us in their system) but i'm not sure.
> >> >
> >> > Cheers
> >> >
> >> >
> >> >
> >> > cfjob wrote:
> >> >
> >> > > Hi,
> >> > > Great to see integrate osg to conan.
> >> > > Users could use osg from conan without having to rebuild it.
> >> > > ...
> >> > >
> >> > > Thank you!
> >> > >
> >> > > Cheers,
> >> > > Ben
> >> > >
> >> >
> >> >
> >> > --
> >> > Read this topic online here:
> >> > http://forum.openscenegraph.org/viewtopic.php?p=72722#72722
> >> >
> >> >
> >> >
> >> >
> >> >
> >> > ___
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> >> >
> >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-
> openscenegraph.org
> >> >
> >> ___
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> >>
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> openscenegraph.org
> >>
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> >
> >
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> > http://forum.openscenegraph.org/viewtopic.php?p=72748#72748
> >
> >
> >
> >
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Re: [osg-users] OpenSceneGraph-3.5.9 developer release tagged

2017-11-30 Thread Jordi Torres
Sure,

Here you have. Just commented out the two conflicting libraries.

Thanks.

2017-12-01 8:34 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi Jordi,
>
> On 1 December 2017 at 05:46, Jordi Torres <jtorresfa...@gmail.com> wrote:
> > So just comenting the lines referring to those libraries in the
> > FindOpenCascade.cmake file did the trick. Also tested with a few igs
> files
> > and all worked ok.
> > So not sure for your opencascade version these libraries are needed to
> build
> > or/and run, but definitely not needed for me (installed from apt).
>
> Could you post your ammended FindOPenCascade.cmake?
>
> > Could it be version dependent issues?
>
> There are version dependencies.
>
> I got things building with a slightly smaller set of dependencies
> myself but a member of the community needed to add the extra
> dependencies.  I don't recall the details off the top of my head.
>
> Robert.
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# LocateOPENCASCADE
# This module defines
# OPENCASCADE_LIBRARY
# OPENCASCADE_FOUND, if false, do not try to link to OPENCASCADE
# OPENCASCADE_INCLUDE_DIR, where to find the headers
#
# $OPENCASCADE_DIR is an environment variable that would
# correspond to the ./configure --prefix=$OPENCASCADE_DIR
# used in building OPENCASCADE.

FIND_PATH(OPENCASCADE_INCLUDE_DIR BRepMesh.hxx
  PATHS
${OPENCASCADE_DIR}
$ENV{OPENCASCADE_DIR}
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
/usr/freeware
  PATH_SUFFIXES
opencascade
inc
include
inc/cascade
include/cascade
)

MACRO(FIND_OPENCASCADE_LIBRARY MYLIBRARY MYLIBRARYNAME)

FIND_LIBRARY("${MYLIBRARY}"
NAMES "${MYLIBRARYNAME}"
PATHS
$ENV{OPENCASCADE_DIR}/lib}
$ENV{OPENCASCADE_LIB}
${OPENCASCADE_DIR}/lib
$ENV{OPENCASCADE_DIR}/lib
${OPENCASCADE_DIR}/lib/
~/Library/Frameworks
/Library/Frameworks
/usr/local/lib
/usr/lib
/sw/lib
/opt/local/lib
/opt/csw/lib
/opt/lib
/usr/freeware/lib64
)

ENDMACRO()



FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBinL TKBinL)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBin TKBin)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBinTObj TKBinTObj)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBinXCAF TKBinXCAF)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBool TKBool)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBO TKBO)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBRep TKBRep)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKCAF TKCAF)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKCDF TKCDF)
#FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKDCAF TKDCAF)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKDraw TKDraw)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKernel TKernel)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKFeat TKFeat)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKFillet TKFillet)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKG2d TKG2d)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKG3d TKG3d)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKGeomAlgo TKGeomAlgo)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKGeomBase TKGeomBase)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKHLR TKHLR)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKIGES TKIGES)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKLCAF TKLCAF)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKMath TKMath)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKMesh TKMesh)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKMeshVS TKMeshVS)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKOffset TKOffset)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKOpenGl TKOpenGl)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKPrim TKPrim)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKQADraw TKQADraw)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKService TKService)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKShHealing TKShHealing)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKStdL TKStdL)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKStd TKStd)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKSTEP209 TKSTEP209)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKSTEPAttr TKSTEPAttr)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKSTEPBase TKSTEPBase)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKSTEP TKSTEP)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKSTL TKSTL)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKTObjDRAW TKTObjDRAW)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKTObj TKTObj)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKTopAlgo TKTopAlgo)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKTopTest TKTopTest)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKV3d TKV3d)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKVCAF TKVCAF)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKViewerTest TKViewerTest)
FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKVRML TKVRML)
#FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKXCAF TKXCAF)
FIND_OPEN

Re: [osg-users] OpenSceneGraph-3.5.9 developer release tagged

2017-11-30 Thread Jordi Torres
Hi Robert,

So just comenting the lines referring to those libraries in the
FindOpenCascade.cmake file did the trick. Also tested with a few igs files
and all worked ok.
So not sure for your opencascade version these libraries are needed to
build or/and run, but definitely not needed for me (installed from apt).

Could it be version dependent issues?

Cheers.

2017-11-30 21:30 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi Jordi,
>
> On 30 November 2017 at 20:11, Jordi Torres <jtorresfa...@gmail.com> wrote:
> > No I don't have this dependency in my system, fresh build. In fact
> >
> > OPENCASCADE_TKDCAF is part from the package oce-draw, so CMake does not
> find
> > it automatically. But OPENCASCADE_TKVCAF is definitely not there.
>
> I don't understand the what specifically happening on your system, the
> FindOpenCascade script is long winded, I can only guess that some
> combination of dependencies on your system are causing an issue.
>
>
> > Can you tell me what packages do you have installed w.r.t opencascade?
> Maybe
> > a newer version?
>
> It's a year since I worked on the OpenCascade so I'm a bit rusty.
> Looking at where it's installed on my system it's in
> /usr/local/include/opencascade and /usr/local/lib so I probably
> installed from a local install/build rather than pulling it in from
> debian/ubuntu repositories.
>
>
> > BTW Is probable that we don't need all the libraries here:
> > https://github.com/openscenegraph/OpenSceneGraph/
> blob/master/CMakeModules/FindOpenCascade.cmake#L57-L112
> > to build the plugin.
>
> OpenCascade requires an massive number of separate libs to do even
> basic things with it, I tried to keep the number down as much as I
> possible could.  It was one of these tasks that at the start looked to
> be a straight forward but ended up a bit of nightmare to get things
> linking, lib after lib had to be added.
>
> I'm pretty sure we can't cut down the number of libs that are linked
> in.  Whether we can cut down the number of Find's I don't know.  It's
> a whole heap of stuff to iterate through to find out the minimum
> required.
>
> As to what is wrong with the FidOpenCascade script in your case I
> don't know.  Could it be finding a subset of all the libs but not all
> of them but is still assuming that it can build the plugin?
>
> Robert.
> _______
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Re: [osg-users] OpenSceneGraph-3.5.9 developer release tagged

2017-11-30 Thread Jordi Torres
Hi Robert,


> OpenCASCADE is building fine for me.  Could you install this
> dependency and see how you get on?  Or perhaps your CMakeCache.txt is
> stale and just needs to be regenerated.
>
>
No I don't have this dependency in my system, fresh build. In fact

OPENCASCADE_TKDCAF is part from the package oce-draw, so CMake does not
find it automatically. But OPENCASCADE_TKVCAF is definitely not there.

Can you tell me what packages do you have installed w.r.t opencascade?
Maybe a newer version?

BTW Is probable that we don't need all the libraries here:
https://github.com/openscenegraph/OpenSceneGraph/blob/master/CMakeModules/FindOpenCascade.cmake#L57-L112
to build the plugin.

Cheers.


> Robert.
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Re: [osg-users] OpenSceneGraph-3.5.9 developer release tagged

2017-11-29 Thread Jordi Torres
ory
> Merge pull request #383 from anormann1974/patch-1Fixed missing
> initialization of B_ and N_ in constructor
>
> Tue, 21 Nov 2017 13:59:51 +
> Author : Robert Osfield
> Fixed typo
>
> Tue, 21 Nov 2017 13:41:57 +
> Author : Robert Osfield
> Added Text::getCharacterCorners(...) method to help applications that
> want to find out the positions of characters being rendered.
>
> Tue, 21 Nov 2017 13:54:45 +0100
> Author : Andre Normann
> Fixed missing initialization of B_ and N_ in constructor
>
> Mon, 20 Nov 2017 12:49:20 +
> Author : Robert Osfield
> Moved the version to 3.5.9 and the version setting code to top of CMake
> file
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Re: [osg-users] TBN Matrix for Normal Mapping - OSG and GLSL

2017-11-08 Thread Jordi Torres
Ouch bad link:

https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osgPlugins/gles/TangentSpaceVisitor.cpp#L46

this one is the right one!

2017-11-08 9:19 GMT+01:00 Jordi Torres <jtorresfa...@gmail.com>:

> Hi Romulo,
>
> You can use TangentSpaceGenerator to get the values of the T B and N. Here
> you have a code example: https://github.com/sketchfab/osg/blob/
> 5d35b2a2d55e92b4c736ea5edcd9eeedf9ea6786/src/osgPlugins/
> gles/TangentSpaceVisitor.cpp#L46
>
> Cheers.
>
> 2017-11-07 21:48 GMT+01:00 Rômulo Cerqueira <romulogcerque...@gmail.com>:
>
>> Hi,
>>
>> I have used normal mapping using GLSL and OSG for my application (an
>> imaging sonar simulation) and I got problems by calculating the TBN matrix
>> on shaders. The normal vectors contain lower resolution on border in
>> comparison with the center of image.
>>
>> Follows my vertex code:
>>
>> Code:
>>
>> #version 130
>>
>> out vec3 pos;
>> out vec3 normal;
>> out mat3 TBN;
>>
>> void main() {
>> pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
>> normal = gl_NormalMatrix * gl_Normal.xyz;
>>
>> vec3 n = normalize(normal);
>> vec3 t = normalize(cross(normal, vec3(-1,0,0)));
>> vec3 b = cross(t, n) + cross(n, t);
>> TBN = transpose(mat3(t,b,n));
>>
>> gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
>> gl_TexCoord[0] = gl_MultiTexCoord0;
>> }
>>
>>
>>
>>
>> Part of my fragment code:
>>
>> Code:
>>
>> #version 130
>>
>> in vec3 pos;
>> in vec3 normal;
>> in mat3 TBN;
>> uniform sampler2D normalTexture;
>>
>> void main() {
>> vec3 newNormal = (texture2D(normalTexture, gl_TexCoord[0].st).rgb *
>> 2.0 - 1) * TBN;
>> newNormal = normalize(newNormal);
>> ...
>> }
>>
>>
>>
>>
>> The resulting figure is attached.
>>
>> How can I calculate the TBN matrix to compute the normal mapping properly?
>>
>> Thanks in advance,
>>
>>
>> ...
>>
>> Thank you!
>>
>> Cheers,
>> Rômulo[/img]
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=72324#72324
>>
>>
>>
>>
>> Attachments:
>> http://forum.openscenegraph.org//files/screenshot_from_2017_
>> 11_06_23_00_48_832.png
>>
>>
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>>
>
>
>
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>
>
>


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Re: [osg-users] TBN Matrix for Normal Mapping - OSG and GLSL

2017-11-08 Thread Jordi Torres
Hi Romulo,

You can use TangentSpaceGenerator to get the values of the T B and N. Here
you have a code example:
https://github.com/sketchfab/osg/blob/5d35b2a2d55e92b4c736ea5edcd9eeedf9ea6786/src/osgPlugins/gles/TangentSpaceVisitor.cpp#L46

Cheers.

2017-11-07 21:48 GMT+01:00 Rômulo Cerqueira <romulogcerque...@gmail.com>:

> Hi,
>
> I have used normal mapping using GLSL and OSG for my application (an
> imaging sonar simulation) and I got problems by calculating the TBN matrix
> on shaders. The normal vectors contain lower resolution on border in
> comparison with the center of image.
>
> Follows my vertex code:
>
> Code:
>
> #version 130
>
> out vec3 pos;
> out vec3 normal;
> out mat3 TBN;
>
> void main() {
> pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
> normal = gl_NormalMatrix * gl_Normal.xyz;
>
> vec3 n = normalize(normal);
> vec3 t = normalize(cross(normal, vec3(-1,0,0)));
> vec3 b = cross(t, n) + cross(n, t);
> TBN = transpose(mat3(t,b,n));
>
> gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
> gl_TexCoord[0] = gl_MultiTexCoord0;
> }
>
>
>
>
> Part of my fragment code:
>
> Code:
>
> #version 130
>
> in vec3 pos;
> in vec3 normal;
> in mat3 TBN;
> uniform sampler2D normalTexture;
>
> void main() {
> vec3 newNormal = (texture2D(normalTexture, gl_TexCoord[0].st).rgb *
> 2.0 - 1) * TBN;
> newNormal = normalize(newNormal);
> ...
> }
>
>
>
>
> The resulting figure is attached.
>
> How can I calculate the TBN matrix to compute the normal mapping properly?
>
> Thanks in advance,
>
>
> ...
>
> Thank you!
>
> Cheers,
> Rômulo[/img]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72324#72324
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/screenshot_from_
> 2017_11_06_23_00_48_832.png
>
>
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Jordi Torres
Hi Julien, Robert et al.

I'll be out next week, but my plan is to start testing as soon as I get to
my computer.
We have a wide variety of animation models to test, so I hope we can help
in this topic.

Sorry for not being able to add any feedback these days.

Cheers.

El 27 oct. 2017 6:33 p. m., "Robert Osfield" 
escribió:

Hi Raymond,

On 27 October 2017 at 14:41, Raymond de Vries  wrote:

> FWIW, I tried to build the osganimation branch last week or so with Visual
> Studio 2015 and it did not build. I did not have time to look into the
> issues but plan to do so asap.
>

Do you recall what the issues were?  I might be able resolve them before
you next check it out.


>
> Fyi, I will test with fbx models that I have used successfully with
> previous versions of the OSG.
>

Thanks that will be really helpful.

Cheers,
Robert.




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Re: [osg-users] Possible PolytopeIntersector bug?

2017-10-04 Thread Jordi Torres
Hi again,

Clearly an error in my side. Sorry for the noise :(.

Cheers.

2017-10-04 14:48 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>:

> Hi robert,
>
> Thanks for your input, maybe the error is in my side. I will try to
> provide a minimal repro case.
>
> Thanks!
>
> El 4 oct. 2017 2:31 p. m., "Robert Osfield" <robert.osfi...@gmail.com>
> escribió:
>
>> Hi Jordi,
>>
>> On 4 October 2017 at 10:49, Jordi Torres <jtorresfa...@gmail.com> wrote:
>>
>>> Sorry I sent the mail without finishing it.
>>>
>>> As I was saying...
>>>
>>> In previous versions it was some code checking that.
>>> https://github.com/openscenegraph/OpenSceneGraph/blob/OpenSc
>>> eneGraph-3.4/src/osgUtil/PolytopeIntersector.cpp#L300
>>>
>>> Am I missing something?
>>>
>>
>> The new implementation works differently, it aims to take an input
>> polygon (the triangle as three src vertices) and trims this successively by
>> clipping it against each plane of the polytope.  If all the vertices are
>> clipped away then there is nothing left of the original polygon to
>> intersect with so returning false at this point is appropriate.
>>
>> Is there a specific problem you've come across or are you just trying to
>> compare code before and after?
>>
>> Robert.
>>
>>
>>
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Re: [osg-users] Possible PolytopeIntersector bug?

2017-10-04 Thread Jordi Torres
Hi robert,

Thanks for your input, maybe the error is in my side. I will try to provide
a minimal repro case.

Thanks!

El 4 oct. 2017 2:31 p. m., "Robert Osfield" <robert.osfi...@gmail.com>
escribió:

> Hi Jordi,
>
> On 4 October 2017 at 10:49, Jordi Torres <jtorresfa...@gmail.com> wrote:
>
>> Sorry I sent the mail without finishing it.
>>
>> As I was saying...
>>
>> In previous versions it was some code checking that.
>> https://github.com/openscenegraph/OpenSceneGraph/blob/
>> OpenSceneGraph-3.4/src/osgUtil/PolytopeIntersector.cpp#L300
>>
>> Am I missing something?
>>
>
> The new implementation works differently, it aims to take an input polygon
> (the triangle as three src vertices) and trims this successively by
> clipping it against each plane of the polytope.  If all the vertices are
> clipped away then there is nothing left of the original polygon to
> intersect with so returning false at this point is appropriate.
>
> Is there a specific problem you've come across or are you just trying to
> compare code before and after?
>
> Robert.
>
>
>
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Re: [osg-users] Possible PolytopeIntersector bug?

2017-10-04 Thread Jordi Torres
Sorry I sent the mail without finishing it.

As I was saying...

In previous versions it was some code checking that.
https://github.com/openscenegraph/OpenSceneGraph/blob/OpenSceneGraph-3.4/src/osgUtil/PolytopeIntersector.cpp#L300

Am I missing something?

Thanks!


2017-10-04 11:48 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>:

> Hi Robert,
>
> I'm not sure PolytopeIntersector has en error here:
>
> https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osgUtil/
> PolytopeIntersector.cpp#L186
>
> I think it returns false when the whole polytope goes through a triangle.
> In previous versions it was some code checking that.
>
>
>
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>
>
>


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[osg-users] Possible PolytopeIntersector bug?

2017-10-04 Thread Jordi Torres
Hi Robert,

I'm not sure PolytopeIntersector has en error here:

https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osgUtil/PolytopeIntersector.cpp#L186

I think it returns false when the whole polytope goes through a triangle.
In previous versions it was some code checking that.



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Re: [osg-users] Some issues with the OSG website

2017-10-03 Thread Jordi Torres
Hey Chris,

The old trac is down again. I will try to restart it one more time, but it
is coming the day to get rid of it.
Maybe the only valuable information that it's not in the current website is
the tutorials part, which are pretty outdated these days.

I will remove Paul from professional services and don't hesitate to ping me
whatever issue you see.

Thanks for the heads up.

2017-10-03 17:53 GMT+02:00 Chris Hanson <xe...@alphapixel.com>:

>   So, I was trying to refer a new OSG user to a section on callbacks to
> explain the deprecated NodeCallback, but I notice that trying to go to this
> page:
>
> www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Callbacks
>
> seems to redirect to one of the trac URLs which isn't working. What is the
> intended outcome of this?
>
>
>
>   Also, in the professional services section, Paul Martz has officially
> retired (per his website) and should probably be removed. he has been
> referring people to me recently.
>
> --
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> Training • Consulting • Contracting
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Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1

2017-08-08 Thread Jordi Torres
Hi Robert,

I will try to make it work again. I'll ping you when I know something else
(in a different trhead to not add noise to this one).

Thanks

2017-08-08 15:41 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>:

> On 8 August 2017 at 10:14, Robert Osfield <robert.osfi...@gmail.com>
> wrote:
>
>> I did an update of the coverity_scan branch to master yesterday, but
>> unfortunately the build failed due to timeout :
>>
>>https://travis-ci.org/openscenegraph/OpenSceneGraph/jobs/261921157
>>
>>
> I restarted the job and it was timedout again after 49mins.  I don't know
> whether changes on the travis server are slowing things.  As things stand
> using travis for a coverity_scan is not viable, even disabling the build of
> major components of the OSG won't fix things.
>
> Robert.
>
>
>
>
>
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Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1

2017-08-08 Thread Jordi Torres
Humnm, we can have different coverity scan branches if we want to analyze
several releases. Anyway is no problem for me to wait to 3.6 :).

Thanks Robert.



2017-08-07 19:25 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>:

> On 7 August 2017 at 16:40, Jordi Torres <jtorresfa...@gmail.com> wrote:
>
>> Can I ask for a coverity_scan build before tagging the release?
>>
>>>
>>> <http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org>
>>>
>>
> You can indeed ask :-)
>
> The coverity_scan is based on master rather than the 3.4 branch so it
> won't affect the 3.4.1 release.
>
> Doing a converity_scan and fix cycle is on my TODO list, should get to it
> soon as there haven't been many issues with 3.4.1 reported for me to chase
> up :-)
>
> Robert.
>
>
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Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1

2017-08-07 Thread Jordi Torres
Hey Robert,

Can I ask for a coverity_scan build before tagging the release?

Thx.

2017-07-31 10:37 GMT+02:00 Dennis Cappendijk <dennis.cappend...@gmail.com>:

> Thank you!
>
> Cheers,
> Dennis
>
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>
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Re: [osg-users] osgUtil::IntersectionVisitor slow with huge geometry

2017-07-18 Thread Jordi Torres
HI Gianni,

For faster intersections it is far better to build the kdtree first. Also
splitting your huge geometry in several could help to traverse the graph in
case you don't want to use kdtrees.

Cheers.

2017-07-18 12:17 GMT+02:00 Gianni Ambrosio <g.ambrosio+...@gmail.com>:

> Hi All,
> I built a test geometry with about 9M triangles and 27M vertices. The
> intent of my spike solution (attached) is to select a triangle with mouse
> to change its color. I realized that the bottleneck of that code is the
> line where the camera accepts the "osgUtil::IntersectionVisitor" (line 51:
> camera->accept(iv)). That call takes most of the computation time.
> Debugging the OSG code I fall into:
>
> void LineSegmentIntersector::intersect(osgUtil::IntersectionVisitor& iv,
> osg::Drawable* drawable, const osg::Vec3d& s, const osg::Vec3d& e)
>
> In that code there are different methods to be used: KdTree,
> USE_DOUBLE_CALCULATIONS or USE_FLOAT_CALCULATIONS.
> On the basis of your experience, is one of the previous method ideal to
> solve my performance issue or something else must be done?
>
> Best regards,
> Gianni
>
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>
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Re: [osg-users] Dimension Mask in PolytopeIntersector still working?

2017-05-26 Thread Jordi Torres
Hi Robert,

All ok in my side.

Thanks!!

2017-05-25 9:51 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi Jordi,
>
> Yesterday I checked in a couple of change, from the git log:
>
>
> $ git log
> commit 20ac472d1f7d85360714168d94e10729c1f9ce8d
> Author: Robert Osfield <rob...@openscenegraph.com>
> Date:   Wed May 24 19:40:08 2017 +0100
>
> Moved OSG_USE_DEPRECATED_API from include/osg/Export to Cmake
> controlled include/osg/Config
>
> commit 8c54a4931975967022aba6ce92973ad27def8e97
> Author: Robert Osfield <rob...@openscenegraph.com>
> Date:   Wed May 24 19:39:36 2017 +0100
>
> Replaced deprecated API usage
>
> commit a60aed70b58f2d1b95f5b8eecfd2a3a583906661
> Author: Robert Osfield <rob...@openscenegraph.com>
> Date:   Wed May 24 18:34:22 2017 +0100
>
> Replaced DimensionMask naming with more appropriate PrimitiveMask
> nameing.
>
> commit a201b15648ce3bd5a34b96cb046c1e8a6431bb4e
> Author: Robert Osfield <rob...@openscenegraph.com>
> Date:   Wed May 24 16:02:29 2017 +0100
>
> Added support for PolytopeIntersector::setDimensionsMask.
>
>
> The new API naming is:
>
> /// dimension enum to specify primitive types to check.
> enum {
> POINT_PRIMITIVES = (1<<0),  /// check for points
> LINE_PRIMITIVES = (1<<1),   /// check for lines
> TRIANGLE_PRIMITIVES = (1<<2),   /// check for triangles
> and other primitives like quad, polygons that can be decomposed into
> triangles
> ALL_PRIMITIVES = ( POINT_PRIMITIVES | LINE_PRIMITIVES |
> TRIANGLE_PRIMITIVES )
> };
>
> /** Set which Primitives should be tested for intersections.*/
> void setPrimitiveMask(unsigned int mask) { _primitiveMask = mask; }
>
> /** Get which Primitives should be tested for intersections.*/
> unsigned int getPrimitiveMask() const { return _primitiveMask; }
>
> The old API is now deprecated:
>
> #ifdef OSG_USE_DEPRECATED_API
>
> enum {
> DimZero = POINT_PRIMITIVES,/// deprecated, use
> POINT_PRIMITIVES
> DimOne = LINE_PRIMITIVES,  /// deprecated, use
> POINT_PRIMITIVES
> DimTwo = TRIANGLE_PRIMITIVES,  /// deprecated, use
> POINT_PRIMITIVES
> AllDims =  ALL_PRIMITIVES  /// deprecated, use
> ALL_PRIMITIVES
> };
>
> /** deprecated, use setPrimtiveMask() */
> inline void setDimensionMask(unsigned int mask) {
> setPrimitiveMask(mask); }
>
> /** deprecated, use getPrimtiveMask() */
> inline unsigned int getDimensionMask() const { return
> getPrimitiveMask(); }
> #endif
>
> I have also change the way that OSG_USE_DEPRECATED_API is controlled,
> it used to be hard-wired into include/osg/Export, I have moved it into
> the cmake generated include/osg/Config header.  To enable/disable the
> deprecated API you just now need to use ccmake to toggle the
> OSG_USE_DEPRECATED_API.
>
> I also modified the osgkeyboardmouse example to set the PrimitiveMask
> and in my testing it looks like things are working fine.  Could you
> test this and let me know how it all works out in your usage case.
>
> Robert.
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Re: [osg-users] Dimension Mask in PolytopeIntersector still working?

2017-05-24 Thread Jordi Torres
Hi Robert,

I'm ok to change the name. My concern was more about losing functionality.

Thank you!

2017-05-24 17:12 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi Jordi,
>
> On 24 May 2017 at 11:50, Jordi Torres <jtorresfa...@gmail.com> wrote:
> > It used to work meaning that one could target only lines, or points, or
> > triangles or a combination of them. Now that seems not possible.
> >
> > Also I'm getting repeated intersection points for some intersections,
> but I
> > need to test it further.
>
> I have just checked in support for PolytopeIntersect::DimensionMask.
> I haven't change the name but I think it really should be called
> PrimitiveMask as this would be more appropriate.
>
> Robert.
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Re: [osg-users] Dimension Mask in PolytopeIntersector still working?

2017-05-24 Thread Jordi Torres
Hi Robert,


> I vaguely recall seeing the dimensionMask  code in the original
> PolytopeIntersector and it struck me as a bit hacky, perhaps I didn't
> get round to implementing in the new code.
>
> Robert.
>

It used to work meaning that one could target only lines, or points, or
triangles or a combination of them. Now that seems not possible.

Also I'm getting repeated intersection points for some intersections, but I
need to test it further.

I'll keep you posted.





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[osg-users] Dimension Mask in PolytopeIntersector still working?

2017-05-24 Thread Jordi Torres
Hi Robert,

With your last changes about Polytope Intersection I'm not sure wether
dimensionmask is still used. A quick grep does not reveal any use of
_dimensionMask in the intersection proccess or getDimensionMask method in
PolytopeIntersector.

Am I missing something?


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Re: [osg-users] [forum] Using OSG after a very long hiatus

2017-03-02 Thread Jordi Torres
Hi Rodrigo,

Not sure which tutorials are you following, but if you are looking at
trac.openscenegraph.org yes, they are totally out of date. Probably we
should think in finally remove the trac. All the resources are now in
www.openscenegraph.org. Also and a part from the books which are a great
resource, ( by the way you can get an electronic copy so you can read in
your screen, copy/paste etc ) I would suggest to follow Robert's advice and
learn from the examples. IMO is the best/first place to look in order to
understand better an OSG feature.

Cheers.

2017-03-02 9:21 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>:

> HI Rodrigo,
>
> On 1 March 2017 at 21:34, Rodrigo Dias <rodrigo1...@gmail.com> wrote:
> > Book? C'mon! We're in 2017!!
>
> Have you lost the ability to read in 2017?
>
> Book's are another resource at your disposal, they don't take away
> from the rest of the resources.
>
> > How do OSG intend to be a great 3D base without an up to date tutorial
> on-line?
>
> There
>
> >
> > I'm trying the tutorials in the wiki of openscenegraph dot org (can't
> upload the link before I have 2 posts...)
> >
> > they're about 8~9 years old, and they're crashing most of the time
> (although I could run the first one twice already -- but they're fragile as
> glass: comment and uncomment a line and all of a sudden all you can get is
> "Segmentation fault". The only solution for me was to start a new project.
> But the first time the Release didn't run, now the Debug don't run).
>
> The tutorials on openscenegraph.org are not all up to date, they are
> written and maintained by the community.  I don't personally have
> enough free time to do a blanket update of these as I have plenty of
> other OSG tasks to manage, done *free* of charge.
>
> I would encourage members of the community to help update them where
> possible.  If there are ones that aren't broken then specific
> instructions as to which ones are problematic would be useful.
>
> As a general note, if you are getting seg fault then perhaps the
> problem is elsewhere other than the tutorial you are testing.  You
> don't provide any information about what platform you are using, how
> you have built the OSG, how you are building the tutorials, which
> tutorials are a problem and where they seg fault at this point there
> is nothing we can do to advice you on how to resolve them,
>
> Also, the OSG source code distribution itself has 184
> application/examples with full source code provided, each one is built
> and tested so are known to work with the latest OSG, this represent a
> huge resource.
>
> Robert.
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Re: [osg-users] updating the webpages

2017-01-19 Thread Jordi Torres
Hi Paul,

You have now publisher rights. Once you login you can take a look to the
author guidelines:

http://www.openscenegraph.org/index.php/login/author-guidelines

Don't hesitate to ask if you have any doubt.

Cheers.

2017-01-19 4:47 GMT+01:00 Paul McIntosh <paul.mcint...@internetscooter.com>:

> Thanks - now registered.
>
> Cheers,
>
> Paul
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69998#69998
>
>
>
>
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Re: [osg-users] OSG documentation

2016-11-07 Thread Jordi Torres
Hi Inna,

Besides Trajce said I would start reading
http://www.openscenegraph.org/index.php/documentation/getting-started.
There you find references to books tutorials and some advices.

Cheers.

2016-11-07 12:53 GMT+01:00 Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com>:

> Hi Inna,
>
> Wang Rui wrote really nice book for beginners
> https://www.packtpub.com/game-development/openscenegraph-30-
> beginners-guide
>
> Even though it is for a just a bit older version of OSG, you can learn the
> basics well
>
> Cheers!
> Nick
>
> On Mon, Nov 7, 2016 at 12:40 PM, Inna Reddy <osgfo...@tevs.eu> wrote:
>
>> Hi all,
>>
>> I am very new to OSG. Interested to learn from scratch, but did not find
>> the proper documentation. Can some one tell me the way to deal with
>> documentation and best place to start learning.
>>
>>
>> Thank you!
>>
>> Cheers,
>> Inna
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=69257#69257
>>
>>
>>
>>
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>
>
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Re: [osg-users] Latest OSG cannot realize viewer under Android

2016-10-20 Thread Jordi Torres
Hi Michael,

I'm sorry I don't have the time now to dig into the problems you have. But
I strongly recommend you base your work in
http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4,
I've tested it a number of times with success. Then you can make use of
osgAndroid if you target GL_ES 1 ( https://github.com/miragetech/osgAndroid ).
If GL_ES 2 is a must you are on your own, but I tested it with success some
time ago.

Cheers.

2016-10-20 15:45 GMT+02:00 michael kapelko <korn...@gmail.com>:

> Since I can't find the starting point for Android with latest OSG, I'll
> try to dive back into year 2011 to the point where it first worked for Jorge
> Izquierdo Ciges who wrote the first Android docs:
> http://www.openscenegraph.org/index.php/documentation/
> platform-specifics/android/44-building-openscenegraph-for-
> android-3-0-3-0-1
> I'll recreate mid-2011 development environment and challenge my luck.
>
> 2016-10-20 1:38 GMT+07:00 Robert Osfield <robert.osfi...@gmail.com>:
>
>> Hi Michael,
>>
>> I haven't done any development under Android myself so can't comment
>> on the specifics. A few general comments might help a bit perhaps.
>> Hopefully others in the community with Android experience will be chip
>> in with specifics.
>>
>> The osgViewer library doesn't have any Android support built into it,
>> so it's not possible to just use osgViewer like you do on the desktop.
>> Instead you'll need to have create an GLES graphics window from within
>> Android and then get osgViewer to render to this via the
>> GraphicsWindowEmbedded adapter.  This is the route that the
>> OpenSceneGraph/examples/osgAndoidExampleGLES1/GLES2 take, this is what
>> the setUpViewerAsEmbeddedInWindow(..) call will be doing.
>>
>> Robert.
>>
>>
>> On 19 October 2016 at 15:26, michael kapelko <korn...@gmail.com> wrote:
>> > Hi.
>> > I'm trying to make a minimal OSG application to work under Android.
>> > I closely follow GLES2 example.
>> > Upon viewer->realize() call I get the following errors:
>> >
>> > I/OSGLog: Warning:
>> > GraphicsContext::WindowingSystemInterfaces::getWindowingSyst
>> emInterface()
>> > failed, no interfaces available.
>> > I/OSGLog: AcrossAllScreens::configure() : Error, no
>> WindowSystemInterface
>> > available, cannot create windows.
>> > I/OSGLog: Viewer::realize() - failed to set up any windows
>> >
>> > This leads to a viewer without instantiated Camera.
>> >
>> > Is it normal to have those errors? Is there any windowing interface for
>> > Android?
>> >
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>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens
>> cenegraph.org
>> >
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-20 Thread Jordi Torres
Hi Mathieu,


> If I want to compile osgQt using travisCI or appveyor I need to pull also
> osg's code to compile it ?
>

Maybe we could upload the OSG succesful builds in travis CI to docker. And
then pull it from osgQt build. I will need to figure out how to do this but
it cuold be an option.

Cheers.




>
>
>>
>> Robert.
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Re: [osg-users] [build] Where to obtain dependencies for Ubuntu

2016-09-01 Thread Jordi Torres
BTW, the information in http://www.openscenegraph.org/index.php/download-
section/dependencies is also outdated.  And the prepackaged deps for debian
are now 10 years old
http://download.gna.org/underware/openscenegraph/gnulinux/debian/  :O. So
definitely the best would be to install directly from apt.

Cheers.

2016-09-01 16:29 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>:

> Hi,
>
> @Alberto Better if we give links to the joomla site, as the old trac is
> not up to date, and will eventually disappear ->
> http://www.openscenegraph.org/index.php/download-section/dependencies
>
> @Kaku Ro What dependencies are you missing? The vast majority of them are
> accesible through apt repositories.
>
> Thanks!
>
>
> 2016-09-01 16:19 GMT+02:00 Alberto Luaces <alua...@udc.es>:
>
>> "Kaku Ro" writes:
>>
>> > Hi,
>> >
>> > I'm newbie for OSG and is going to build OSG 3.4.0 on Ubuntu 16.
>> > But I can't find the dependencies from the official Wiki.
>> > Does anyone know where can I get it?
>> >
>>
>> Hi, you can read the following page referring to linux:
>>
>> http://trac.openscenegraph.org/projects/osg//wiki/Downloads/Dependencies
>>
>> --
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>>
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>
>
>
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>
>
>


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Re: [osg-users] [build] Where to obtain dependencies for Ubuntu

2016-09-01 Thread Jordi Torres
Hi,

@Alberto Better if we give links to the joomla site, as the old trac is not
up to date, and will eventually disappear ->
http://www.openscenegraph.org/index.php/download-section/dependencies

@Kaku Ro What dependencies are you missing? The vast majority of them are
accesible through apt repositories.

Thanks!


2016-09-01 16:19 GMT+02:00 Alberto Luaces <alua...@udc.es>:

> "Kaku Ro" writes:
>
> > Hi,
> >
> > I'm newbie for OSG and is going to build OSG 3.4.0 on Ubuntu 16.
> > But I can't find the dependencies from the official Wiki.
> > Does anyone know where can I get it?
> >
>
> Hi, you can read the following page referring to linux:
>
> http://trac.openscenegraph.org/projects/osg//wiki/Downloads/Dependencies
>
> --
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Re: [osg-users] Online documentation down

2016-08-10 Thread Jordi Torres
Hi Maxime,

It should be up again. Other user already warned about it in a previous
thread, thanks anyway.

Cheers.

2016-08-10 9:19 GMT+02:00 Maxime Chambefort <maxime.chambef...@gmail.com>:

> Hi,
>
> I'm new here and I hope to find and be able to offer my help to anyone
> here! I can do a presentation post if needed of course.
>
> This is my first post and I am writing today because the online
> documentation of OSG is down, I can't access it at all on any computer or
> smartphone. I'm trying to build it from source but for a reason I don't
> fully understand yet why the content of all pages is not generated, I only
> get the titles and part of the menus but not any real useful content.
>
> Thank you for your support!
>
> Cheers,
> Maxime
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=68328#68328
>
>
>
>
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Re: [osg-users] online documentation does not work

2016-08-10 Thread Jordi Torres
Hi,

It should be up again.

Thanks.

2016-08-10 13:38 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>:

> Hi Gianni,
>
> Thanks for the warn, it seems the old server is down. I will reboot it as
> soon as I can.
>
> Sorry for the inconvenience.
>
>
> 2016-08-10 10:50 GMT+02:00 Gianni Ambrosio <g.ambrosio+...@gmail.com>:
>
>> Hi,
>> http://www.openscenegraph.org/index.php/documentation/guides
>> /reference-guides
>>
>> Click on any link relatet to specific library documentation (osg,
>> osgViewer ...) but the page is not shown. Yesterday and today the same
>> problem.
>>
>> Cheers,
>> Gianni
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=68330#68330
>>
>>
>>
>>
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>>
>
>
>
> --
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>
>
>


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Re: [osg-users] online documentation does not work

2016-08-10 Thread Jordi Torres
Hi Gianni,

Thanks for the warn, it seems the old server is down. I will reboot it as
soon as I can.

Sorry for the inconvenience.


2016-08-10 10:50 GMT+02:00 Gianni Ambrosio <g.ambrosio+...@gmail.com>:

> Hi,
> http://www.openscenegraph.org/index.php/documentation/guides
> /reference-guides
>
> Click on any link relatet to specific library documentation (osg,
> osgViewer ...) but the page is not shown. Yesterday and today the same
> problem.
>
> Cheers,
> Gianni
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68330#68330
>
>
>
>
>
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Re: [osg-users] osgQt Coverity Scan reported issue, Qt experts please chip in.

2016-06-24 Thread Jordi Torres
Hi Jan,

El 24/6/2016 21:46, "Jan Ciger"  escribió:
>
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Hello,
>
> On 24/06/16 20:32, Robert Osfield wrote:
> > If you have a github account you should be able to login in with
> > this account.  Alternatively you can create your own account for
> > Coverity.
>
> I have logged in with my Github account, but unless someone adds me to
> the OpenSceneGraph project, I don't have access to the reports.
>
> >

You can add yourself to the project as an observer/defect viewer. Otherwise
you also can ask for permissions as a contributor. Me or Robert will add
you as soon as you ask for it.

Cheers.

> > Attach is a screen snaptshot of the source browser.  The source I
> > also included in my previous post.
>
> >
> > I've looked at the relevant code, copy and pasted below for
> > reference. The issue looks to be related to mixing an int key value
> > with the enum's defined in osgGA::GUIEventAdapter.  I presume the
> > key value is coming in from a Qt event, though I'm not 100% clear
> > on this as I'm not the author of this code, no have Qt expertise.
>
> Yes, the problem is that the key is being passed into the function as
> an instead of enum. It is coming from QEvent (line 136 of the same
> file). The code is taking the Qt events and passing them to the OSG
> event handling system using custom Qt events (a kludge necessary to
> work around some Qt issues).
>
> To fix the problem the comparison should be done using the Qt key
> codes instead:
>
> Change:
> osgGA::GUIEventAdapter::KEY_Shift_L  to  Qt::Key_Shift
> osgGA::GUIEventAdapter::KEY_Shift_R to Qt::Key_Shift as well
>
> osgGA::GUIEventAdapter::KEY_Control_L to Qt::Key_Control
> osgGA::GUIEventAdapter::KEY_Control_R to Qt::Key_Control
>
> osgGA::GUIEventAdapter::KEY_Alt_L to Qt::Key_Alt
> osgGA::GUIEventAdapter::KEY_Alt_R to Qt::Key_AltGr
>
> osgGA::GUIEventAdapter::KEY_Meta_L to Qt::Key_Meta
> osgGA::GUIEventAdapter::KEY_Meta_R to Qt::Key_Meta
>
>
> I don't think Qt makes distinction between left/right shift, control
> and meta (windows) keys unless you use the native scan code, which is
> platform-specific.
>
> You can find the full list here:
> http://doc.qt.io/qt-5/qt.html#Key-enum
>
> Best regards,
>
> Jan
>
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v2
>
> iD8DBQFXbY4sn11XseNj94gRAsTqAJ9mZ7BWmhrfNKNPSbjlw97UPMVb8QCfVuzK
> 3exJN3eTbdmqx1pwgwPHeYw=
> =Hs+F
> -END PGP SIGNATURE-
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Re: [osg-users] OpenSceneGraph Travis + Coverity scan up and running

2016-06-23 Thread Jordi Torres
Hi Jason,

It seems your coverity scan build is not being launched. Instead of this
the "script" tag command is the one running.
Take a look at
https://github.com/openscenegraph/OpenSceneGraph/blob/master/.travis.yml#L52,
the "normal" build should not be launched if you are in the
coverity_branch.
Also your project should be easier to configure as you are not running
MacOSX builds, so you are not using a matrix for travis. So in a first look
I cannot spot anything weird, but make sure the indentation is correct, as
it seems to be important.

I'm happy to help if I can so feel free to contact me.

Cheers.


2016-06-23 16:54 GMT+02:00 Jason Beverage <jasonbever...@gmail.com>:

> If it works, it's perfect :)
>
> I set something up for osgEarth and it appears to be working, at least for
> the travis builds.  I haven't seen coverity working yet though.  The travis
> build on my coverity_scan branch runs to completion and says that it's
> authorized with coverity and everything, but no coverity activity.  How
> long has it been taking you to see coverity activity on the dashboard once
> a travis build completes?
>
> My travis file for osgearth and coverity is here
> https://github.com/gwaldron/osgearth/blob/coverity_scan/.travis.yml if
> any experts want to peek at it ;)
>
> Jason
>
> On Thu, Jun 23, 2016 at 10:33 AM Robert Osfield <robert.osfi...@gmail.com>
> wrote:
>
>> Hi Jason,
>>
>> On 21 June 2016 at 21:51, Jason Beverage <jasonbever...@gmail.com> wrote:
>> > Really cool Robert.  I'd love to get TravisCI setup for osgEarth as
>> well, we
>> > might pick your brain on it here soon.
>>
>> I'm not the one with the skills on settings things up, Jordi and Ralf
>> were the main driving forces behind making it happen ;-)
>>
>> For osgEarth you can look at what we've done with Travis by looking at
>> the .travis.yml that the OSG now has.  It's not perfect but seems to
>> be working well now.
>>
>> Cheers,
>> Robert.
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] Setting up travis for OSG in github

2016-06-09 Thread Jordi Torres
Already done it. :).

2016-06-09 12:23 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi Joridi.
>
> On 9 June 2016 at 11:20, Jordi Torres <jtorresfa...@gmail.com> wrote:
> > Ok, fixed it, this is how it should look like
> > https://github.com/jtorresfabra/osg/tree/changeReadmeToMD. Note the
> badge is
> > working and showing buld-passing icon.
>
> Looks good, go head a create a pull request :-)
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Re: [osg-users] Setting up travis for OSG in github

2016-06-09 Thread Jordi Torres
Ok, fixed it, this is how it should look like
https://github.com/jtorresfabra/osg/tree/changeReadmeToMD. Note the badge
is working and showing buld-passing icon.

2016-06-09 12:11 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>:

> Oh,
> I just realized that we are using Readme.txt instead of Readme.md (
> markdown ). That's why it is not showing the badge correctly. Let me fix
> that one chaning the file to markdown.
>
> Sorry for the inconvenience.
>
> 2016-06-09 12:02 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>:
>
>> Hi Jordi,
>>
>> On 9 June 2016 at 10:53, Jordi Torres <jtorresfa...@gmail.com> wrote:
>> > Great, so now we have continuous integration and it can be checked in
>> > https://travis-ci.org/openscenegraph/OpenSceneGraph . I just created a
>> PR to
>> > add the status label to github site. And it seems it is working so far
>> > because it started a build with my last PR :).
>>
>> I have just merged the change but the result is just a link rather
>> than an embedded icon.  When I click on the link I don't get anything
>> useful - just a build|unkown icon in the top left of the window.
>>
>> Robert.
>> ___
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
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>
>
>


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Re: [osg-users] Setting up travis for OSG in github

2016-06-09 Thread Jordi Torres
Oh,
I just realized that we are using Readme.txt instead of Readme.md (
markdown ). That's why it is not showing the badge correctly. Let me fix
that one chaning the file to markdown.

Sorry for the inconvenience.

2016-06-09 12:02 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi Jordi,
>
> On 9 June 2016 at 10:53, Jordi Torres <jtorresfa...@gmail.com> wrote:
> > Great, so now we have continuous integration and it can be checked in
> > https://travis-ci.org/openscenegraph/OpenSceneGraph . I just created a
> PR to
> > add the status label to github site. And it seems it is working so far
> > because it started a build with my last PR :).
>
> I have just merged the change but the result is just a link rather
> than an embedded icon.  When I click on the link I don't get anything
> useful - just a build|unkown icon in the top left of the window.
>
> Robert.
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Re: [osg-users] Setting up travis for OSG in github

2016-06-09 Thread Jordi Torres
Hi Robert,

Great, so now we have continuous integration and it can be checked in
https://travis-ci.org/openscenegraph/OpenSceneGraph . I just created a PR
to add the status label to github site. And it seems it is working so far
because it started a build with my last PR :).

Thanks.


2016-06-08 17:27 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi Jordi,
>
> On 3 June 2016 at 12:49, Jordi Torres <jtorresfa...@gmail.com> wrote:
> > I just sent a PR for adding travis for trusty and OSX builds. It could be
> > improved adding missing dependencies like gdal, etc. to the apt/brew
> > section.
>
> Now merged.
>
> > Once you logged in to travis and set it up for the osg github repo ( it's
> > only a few steps ), it will automatically search for the .travis.yml file
> > and start to make builds on each pull request or push.
>
> Now done:
>
> https://travis-ci.org/profile/openscenegraph
>
> > You can also add a status label to the repo website to know if the build
> is
> > passing (https://docs.travis-ci.com/user/status-images/).
>
> Just had a quick read through, not sure what I'm supposed to be copy
> and placing where yet...
>
> I've got lots of other work to get on with so learning all about
> Travis and setting things up is just one item among many.  I'd welcome
> others chipping in and driving what needs to be done.
>
> I believe we also have the opportunity to link up Travis to the
> Coverity scan of the OSG, again this ain't my area of expertise so
> happy for others to move things along in the right direction.
>
> Robert.
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Re: [osg-users] Setting up travis for OSG in github

2016-06-03 Thread Jordi Torres
Hi Robert,

I just sent a PR for adding travis for trusty and OSX builds. It could be
improved adding missing dependencies like gdal, etc. to the apt/brew
section.
Once you logged in to travis and set it up for the osg github repo ( it's
only a few steps ), it will automatically search for the .travis.yml file
and start to make builds on each pull request or push.

You can also add a status label to the repo website to know if the build is
passing (https://docs.travis-ci.com/user/status-images/).

Cheers.


2016-05-23 14:23 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>:

> Hey John,
>
> Sorry for the late reply. I don't have any experience with travis and C++.
> I was thinking in setting it up in my own github fork, but probably you
> will do it faster than me. If you want to do it yourself let me know so we
> don't duplicate efforts.
>
> Thanks!
>
> 2016-05-20 17:02 GMT+02:00 John Hughes <johug...@teslamotors.com>:
>
>> Hi Jordi,
>>
>> I was actually just thinking this morning about this.
>>
>> Most modern software development teams these days use a continuous
>> integration solution like Travis, along with an automated regression suite.
>>
>> I've had plenty experience maintaining both, so let me know if I can be
>> of help.
>>
>> Cheers,
>> John
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=67179#67179
>>
>>
>>
>>
>>
>> _______
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
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>
>
>


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Re: [osg-users] Setting up travis for OSG in github

2016-05-23 Thread Jordi Torres
Hey John,

Sorry for the late reply. I don't have any experience with travis and C++.
I was thinking in setting it up in my own github fork, but probably you
will do it faster than me. If you want to do it yourself let me know so we
don't duplicate efforts.

Thanks!

2016-05-20 17:02 GMT+02:00 John Hughes <johug...@teslamotors.com>:

> Hi Jordi,
>
> I was actually just thinking this morning about this.
>
> Most modern software development teams these days use a continuous
> integration solution like Travis, along with an automated regression suite.
>
> I've had plenty experience maintaining both, so let me know if I can be of
> help.
>
> Cheers,
> John
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=67179#67179
>
>
>
>
>
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Re: [osg-users] Setting up travis for OSG in github

2016-05-20 Thread Jordi Torres
Hi Robert,

Let me do some tests in my own fork of OSG in github, once I have it
working I will send a submission with the needed files and instructions to
set it up.
If anyone in the community has experience using travis with C++ don't
hesitate to chime in :).

Cheers.


2016-05-20 13:46 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi Jordi,
>
> On 20 May 2016 at 10:58, Jordi Torres <jtorresfa...@gmail.com> wrote:
> > Travis is completely integrated with github, so when a build fails you
> are
> > totally aware, also it works for pull requests, so automatically you can
> > know if a PR breaks the build ( in a specific OS or in all of them ).
> > Also you don't need dedicated machines from community folks to run the
> > builds, AFAIK travis do provides them, and is able to run the builds for
> > different OS. Also you can run it with docker images.
> > For sure there are a lot of features I don't know enough, but IMO is a
> step
> > beyond Cdash for github hosted projects.
>
> Sounds good to me.
>
> What are the steps that need to be done to set it up and then maintain it?
>
> Robert.
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Re: [osg-users] Setting up travis for OSG in github

2016-05-20 Thread Jordi Torres
Hi Robert,

Travis is completely integrated with github, so when a build fails you are
totally aware, also it works for pull requests, so automatically you can
know if a PR breaks the build ( in a specific OS or in all of them ).
Also you don't need dedicated machines from community folks to run the
builds, AFAIK travis do provides them, and is able to run the builds for
different OS. Also you can run it with docker images.
For sure there are a lot of features I don't know enough, but IMO is a step
beyond Cdash for github hosted projects.





2016-05-20 11:46 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi Jordi,
>
>
> How is it different to what is provided by CDash?
>
> Robert.
>
> On 20 May 2016 at 10:17, Jordi Torres <jtorresfa...@gmail.com> wrote:
> > Hi Robert et al.
> >
> > It could be a good idea to setup a travis build for PR's and after each
> push
> > in github.
> > ( https://docs.travis-ci.com/user/languages/cpp )
> >
> > Many projects use it and it is really useful to detect build brakages or
> > failing tests. Maybe others in the community have some experience
> setting it
> > up for C++. For osgjs ( javascript ) it works nicely.
> >
> > Thoughts?
> >
> > --
> > Jordi Torres
> >
> >
> >
> > ___
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> >
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> >
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[osg-users] Setting up travis for OSG in github

2016-05-20 Thread Jordi Torres
Hi Robert et al.

It could be a good idea to setup a travis build for PR's and after each
push in github.
( https://docs.travis-ci.com/user/languages/cpp )

Many projects use it and it is really useful to detect build brakages or
failing tests. Maybe others in the community have some experience setting
it up for C++. For osgjs ( javascript ) it works nicely.

Thoughts?

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Re: [osg-users] How does PIXEL_SIZE_ON_SCREEN work

2016-05-17 Thread Jordi Torres
Hi Bruno,


We also work with pointclouds in PointCloudViz ( www.pointcloudviz.com ) :)


2016-05-17 11:08 GMT+02:00 Bruno Oliveira <bruno.manata.olive...@gmail.com>:

> I am rendering point clouds.
>
> What I want to do is to guarantee a certain point density is displayed. I
> know the number of points in each LOD and I know the bounding boxes of
> those LOD's. Can't I calculate a certain resolution value to pass to the
> LOD?
>
>
In the document I sent it states for PIXEL_SIZE_ON_SCREEN :
"The current screen-space extent that OSG uses in this mode is determined
by constructing a sphere that contains all of the model in question, then
3D projecting the diameter of the sphere into screen space and measuring
the diameter in pixels."

With respect to that it could be argued that a sphere projected in
ScreenSpace ( perspective ) is an ellipse so it has 2 diameters. Anyway
that measures are kind of orientative if you think in the major diameter it
will work. So you need to assign ranges to your LOD's based on this
assumption. You can try values ( i.e. from 500 to 1000 ) and tweak them
iteratively.

Anyway if you need a better understanding take a look to the traverse
method of PagedLOD node (
https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osg/PagedLOD.cpp#L125
)

Hope it helps.



> 2016-05-16 11:54 GMT+01:00 Bruno Oliveira <bruno.manata.olive...@gmail.com
> >:
>
>> Thank you very much ! I understand very well the concept now, But I can't
>> still figure out a good range value, and based on what
>>
>> 2016-05-16 11:13 GMT+01:00 Jordi Torres <jtorresfa...@gmail.com>:
>>
>>> Hi Bruno,
>>>
>>> Take a look to this document from Chris ( Alphapixel )
>>> http://alphapixel.com/wp-content/uploads/2015/04/LOD-Level-of-detail-in-OpenSceneGraph-OSG.pdf
>>> .
>>> It could shed some light on LODding.
>>>
>>> Cheers.
>>>
>>> 2016-05-16 12:03 GMT+02:00 Bruno Oliveira <
>>> bruno.manata.olive...@gmail.com>:
>>>
>>>> Hello,
>>>>
>>>> I am using a LOD but I don't understand how PIXEL_SIZE_ON_SCREEN range
>>>> mode works.
>>>>
>>>>
>>>> I am doing
>>>>
>>>> lod->setRangeMode(osg::LOD::RangeMode::PIXEL_SIZE_ON_SCREEN);
>>>>
>>>> but what parameters can I use to configure this mode?
>>>>
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>>>>
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>>>>
>>>>
>>>
>>>
>>> --
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>>>
>>>
>>>
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>>>
>>
>
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Re: [osg-users] How does PIXEL_SIZE_ON_SCREEN work

2016-05-16 Thread Jordi Torres
Hi Bruno,

Take a look to this document from Chris ( Alphapixel )
http://alphapixel.com/wp-content/uploads/2015/04/LOD-Level-of-detail-in-OpenSceneGraph-OSG.pdf
.
It could shed some light on LODding.

Cheers.

2016-05-16 12:03 GMT+02:00 Bruno Oliveira <bruno.manata.olive...@gmail.com>:

> Hello,
>
> I am using a LOD but I don't understand how PIXEL_SIZE_ON_SCREEN range
> mode works.
>
>
> I am doing
>
> lod->setRangeMode(osg::LOD::RangeMode::PIXEL_SIZE_ON_SCREEN);
>
> but what parameters can I use to configure this mode?
>
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Re: [osg-users] Question about OSG 3.4 doxygen

2016-04-26 Thread Jordi Torres
Just forget to say that OpenSceneGraph-3.2 documentation is in
http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs-3.2/index.html

Cheers.

2016-04-26 22:59 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>:

> Hi again,
>
> Done. Tell me if you see something not working as it should.
>
>
> http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html
>
> Cheers.
>
> 2016-04-26 22:40 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>:
>
>> Hi Alex,
>>
>> Good point, I didn't notice it. I will upload the 3.4 docs ASAP.
>>
>> Thanks.
>>
>> 2016-04-26 22:06 GMT+02:00 Alex Taylor <alextay...@gmail.com>:
>>
>>> When you search for OSG documentation questions either using google or
>>> the openscenegraph website, all the links are to the OSG 3.2 doxygen.
>>>
>>> Is there a web hosted location where the OSG 3.4 generated oxygen is
>>> available?
>>>
>>> - Alex
>>>
>>> _______
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>>
>> --
>> Jordi Torres
>>
>>
>>
>
>
> --
> Jordi Torres
>
>
>


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Re: [osg-users] Question about OSG 3.4 doxygen

2016-04-26 Thread Jordi Torres
Hi again,

Done. Tell me if you see something not working as it should.

http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html

Cheers.

2016-04-26 22:40 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>:

> Hi Alex,
>
> Good point, I didn't notice it. I will upload the 3.4 docs ASAP.
>
> Thanks.
>
> 2016-04-26 22:06 GMT+02:00 Alex Taylor <alextay...@gmail.com>:
>
>> When you search for OSG documentation questions either using google or
>> the openscenegraph website, all the links are to the OSG 3.2 doxygen.
>>
>> Is there a web hosted location where the OSG 3.4 generated oxygen is
>> available?
>>
>> - Alex
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
> Jordi Torres
>
>
>


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Re: [osg-users] Question about OSG 3.4 doxygen

2016-04-26 Thread Jordi Torres
Hi Alex,

Good point, I didn't notice it. I will upload the 3.4 docs ASAP.

Thanks.

2016-04-26 22:06 GMT+02:00 Alex Taylor <alextay...@gmail.com>:

> When you search for OSG documentation questions either using google or the
> openscenegraph website, all the links are to the OSG 3.2 doxygen.
>
> Is there a web hosted location where the OSG 3.4 generated oxygen is
> available?
>
> - Alex
>
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


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[osg-users] Possibility of a OSG 3.4.1 Release

2016-03-29 Thread Jordi Torres
Hi Robert,

It has been a while since last stable OSG version ( July 2015 ). And a
bunch of bugfixes has been added to the 3.4 branch.

So... Can we ask for a 3.4.1 stable release?

Thank you!

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Re: [osg-users] Visual Studio 2015 dependencies?

2016-03-22 Thread Jordi Torres
Hi all,

Added a link to dependencies section:
http://www.openscenegraph.org/index.php/download-section/dependencies

Cheers.

2016-03-22 13:58 GMT+01:00 Björn Blissing <bjorn.bliss...@vti.se>:

>
> Trajce Nikolov NICK wrote:
> > Hi Bjorn,
> >
> > I am using these CMake scripts, and many others as I follow the user
> lists ..
> > And you are forced to repeat yourself dosen of times with the same link
> >
> >
> > Maybe you talk to Robert to place info about your github project on the
> web :)
> >
>
>
> Hi Nick,
>
> I have no problem if a link to the github page gets added to the
> dependencies section of the osg homepage. But someone with edit permissions
> have to make the change.
>
> Regards
> Björn
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66585#66585
>
>
>
>
>
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Re: [osg-users] osgVisual 3rdparty downloads

2016-03-11 Thread Jordi Torres
Great,

The link is again working for me.

Thank you Chris ( and Torben ).

2016-03-10 21:23 GMT+01:00 Chris Hanson <xe...@alphapixel.com>:

>   I talked to Torben and he was unaware the links were broken due to a DNS
> problem.
>
>   He has fixed it now, it may take a few hours for the change to update
> everywhere.
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
> http://www.alphapixel.com/
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
> • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
> Legal/IP • Code Forensics • Digital Imaging • GIS • GPS •
> osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
> iPhone/iPad/iOS • Android
> @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775)
> 623-PIXL [7495]
>
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Re: [osg-users] dumptruck.osg and GL ES 2.0

2016-02-15 Thread Jordi Torres
Hi Jens,

2016-02-15 10:46 GMT+01:00 Jens Georg <mail+...@jensge.org>:

> Hi Jordi,
>
> unfortunately the gles pseudoloader seems to be OSG 3.4 so I would need
> some time to check whether we can easily backport that to our 3.2.
>
>
It is definitely possible, with some minor fixes. I did it for a client
app. Now we updated to 3.4. Anyway give a look to
https://github.com/cedricpinson/osg, there is where the main development of
the gles/osgjs plugin is done, and it has a lot of improvements w.r.t osg
official repo. It should be merged sooner than later, but it could be worth
to keep an eye.

Cheers.



> As for disabling the optimizer, that didn't help. I can't attach a stats
> screenshot currently because I have to get them working again beforehand
> (issue on our side)
>
> Thanks so far :)
>
> Hi Jens,
>>
>> Maybe you can try the gles pseudoloader. It optimizes models to be
>> compatible with gles. So when you read a model add ".gles" at the end
>> to use the pseudoloader.
>>
>> Cheers.
>>
>> 2016-02-09 22:56 GMT+01:00 Sebastian Messerschmidt
>> <sebastian.messerschm...@gmx.de>:
>>
>> Hi Jens,
>>>
>>> Can you disable the optimizer (there is some environment variable
>>> to disable it globally, but I don't recall the exact name) and see
>>> if the issue remains? Can you provide a stats-screenshot so we can
>>> see what might be going on?
>>>
>>> Cheers
>>> Sebastian
>>>
>>> Hi,
>>>>
>>>> I was trying to build a demo scene with our OSG (3.2 branch until
>>>> commit 44cf6b92d2) (OpenGL ES 2.0) and I noticed that when I load
>>>> dumptruck.osg (from
>>>>
>>>>
>>>
>> https://raw.githubusercontent.com/openscenegraph/osg-data/master/dumptruck.osg
>>
>>> [1]) into osgviewer, the GL drawing operations seem to generate a
>>>> heack of a lot of calls to glDrawArrays (GL_TRIANGLE_STRIP,
>>>> some_offset, 3), so rendering each trianlge separately, causing a
>>>> huge load on the system.
>>>>
>>>> Is that expected to happen or is there something odd with our
>>>> configuration or is that a bug?
>>>>
>>>> KR, Jens.
>>>> _______
>>>> osg-users mailing list
>>>> osg-users@lists.openscenegraph.org
>>>>
>>>>
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>> [2]
>>>>
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>>
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>> [2]
>>>
>>
>> --
>>
>> Jordi Torres
>>
>>
>>
>> Links:
>> --
>> [1]
>>
>> https://raw.githubusercontent.com/openscenegraph/osg-data/master/dumptruck.osg
>> [2]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
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Re: [osg-users] [forum] "Request received" emails

2016-02-11 Thread Jordi Torres
Hi Chris,

I don't think this is possible as you need to confirm the subscription with
a link provided by the list. So it would be really weird if this is the
case.

Cheers.

2016-02-10 17:15 GMT+01:00 Chris Hanson <xe...@alphapixel.com>:

> I think someone may have added the secureserver support mailbox as a list
> subscriber. Can you skim the list of members and see if there's a
> secureserver or other support-looking mailbox?
>
> On Wed, Feb 10, 2016 at 3:13 AM, Jordi Torres <jtorresfa...@gmail.com>
> wrote:
>
>> Hi Sebastian,
>>
>> IMO it probably is a ML user with securesever mail reaching his quota or
>> whatever, I know nothing about securesever, but it seems it belongs to
>> goddady. So maybe we can write to them, but I don't expect they to fix it.
>> Filtering as spam is my best idea though.
>>
>>
>>
>>
>> 2016-02-10 11:06 GMT+01:00 Sebastian Messerschmidt <
>> sebastian.messerschm...@gmx.de>:
>>
>>> I tested it yesterday and confirm, that I get them, as soon as I write
>>> anything to the mailing list.
>>> If I post a comment in the forum I don't receive any messages.
>>>
>>> Any ideas?
>>>
>>> Cheers
>>> Sebastian
>>>
>>> HI,
>>>
>>> I'm also receiving this crap. Unfortunately I don't think we can do
>>> anything but filtering as spam. :(
>>>
>>>
>>>
>>> 2016-02-05 9:13 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>:
>>>
>>>> On 4 February 2016 at 23:06, Sebastian Messerschmidt
>>>> <sebastian.messerschm...@gmx.de> wrote:
>>>> > Okay, just checked this and I'm too getting those emails.
>>>> > So this maybe is related to the mailing list.
>>>> > @Robert, any ideas?
>>>>
>>>> I got similar emails a while back and could work out the cause, I
>>>> wasn't aware others might be getting them too.
>>>>
>>>> The mailman server isn't hosted on secureserver.net.  Perhaps a
>>>> subscriber to osg-users or the forum is related to this remain in some
>>>> way.
>>>>
>>>> I would suspect some kind of spam or hack of a server somewhere
>>>> though, even if it isn't directly related to openscenegraph servers.
>>>>
>>>> Robert.
>>>> ___
>>>> osg-users mailing list
>>>> osg-users@lists.openscenegraph.org
>>>>
>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>
>>>
>>>
>>>
>>> --
>>> Jordi Torres
>>>
>>>
>>>
>>>
>>> ___
>>> osg-users mailing 
>>> listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>>
>> --
>> Jordi Torres
>>
>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
> http://www.alphapixel.com/
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
> • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
> Legal/IP • Code Forensics • Digital Imaging • GIS • GPS •
> osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
> iPhone/iPad/iOS • Android
> @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775)
> 623-PIXL [7495]
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


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Re: [osg-users] dumptruck.osg and GL ES 2.0

2016-02-10 Thread Jordi Torres
Hi Jens,

Maybe you can try the gles pseudoloader. It optimizes models to be
compatible with gles. So when you read a model add ".gles" at the end to
use the pseudoloader.

Cheers.

2016-02-09 22:56 GMT+01:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:

> Hi Jens,
>
> Can you disable the optimizer (there is some environment variable to
> disable it globally, but I don't recall the exact name) and see if the
> issue remains? Can you provide a stats-screenshot so we can see what might
> be going on?
>
> Cheers
> Sebastian
>
> Hi,
>>
>> I was trying to build a demo scene with our OSG (3.2 branch until commit
>> 44cf6b92d2) (OpenGL ES 2.0) and I noticed that when I load dumptruck.osg
>> (from
>> https://raw.githubusercontent.com/openscenegraph/osg-data/master/dumptruck.osg)
>> into osgviewer, the GL drawing operations seem to generate a heack of a lot
>> of calls to glDrawArrays (GL_TRIANGLE_STRIP, some_offset, 3), so rendering
>> each trianlge separately, causing a huge load on the system.
>>
>> Is that expected to happen or is there something odd with our
>> configuration or is that a bug?
>>
>> KR, Jens.
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
> _______
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



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Re: [osg-users] dumptruck.osg and GL ES 2.0

2016-02-10 Thread Jordi Torres
Yep,

The gles plugin is a work done in the scope of the osgjs exporter ( webGL )
by Cedric Pinson and his team. It works really nice for webGL exported
scenes so it should work as well for GLES.

Cheers.

2016-02-10 10:50 GMT+01:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:

> Am 10.02.2016 um 10:43 schrieb Jordi Torres:
>
> Hi Jens,
>
> Maybe you can try the gles pseudoloader. It optimizes models to be
> compatible with gles. So when you read a model add ".gles" at the end to
> use the pseudoloader.
>
> Wow, I wasn't aware there is something like this. Great!
>
> Cheers
> Sebastian
>
>
> Cheers.
>
> 2016-02-09 22:56 GMT+01:00 Sebastian Messerschmidt <
> sebastian.messerschm...@gmx.de>:
>
>> Hi Jens,
>>
>> Can you disable the optimizer (there is some environment variable to
>> disable it globally, but I don't recall the exact name) and see if the
>> issue remains? Can you provide a stats-screenshot so we can see what might
>> be going on?
>>
>> Cheers
>> Sebastian
>>
>> Hi,
>>>
>>> I was trying to build a demo scene with our OSG (3.2 branch until commit
>>> 44cf6b92d2) (OpenGL ES 2.0) and I noticed that when I load dumptruck.osg
>>> (from
>>> <https://raw.githubusercontent.com/openscenegraph/osg-data/master/dumptruck.osg>
>>> https://raw.githubusercontent.com/openscenegraph/osg-data/master/dumptruck.osg)
>>> into osgviewer, the GL drawing operations seem to generate a heack of a lot
>>> of calls to glDrawArrays (GL_TRIANGLE_STRIP, some_offset, 3), so rendering
>>> each trianlge separately, causing a huge load on the system.
>>>
>>> Is that expected to happen or is there something odd with our
>>> configuration or is that a bug?
>>>
>>> KR, Jens.
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> Jordi Torres
>
>
>
>
> ___
> osg-users mailing 
> listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
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Re: [osg-users] [forum] "Request received" emails

2016-02-10 Thread Jordi Torres
HI,

I'm also receiving this crap. Unfortunately I don't think we can do
anything but filtering as spam. :(



2016-02-05 9:13 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>:

> On 4 February 2016 at 23:06, Sebastian Messerschmidt
> <sebastian.messerschm...@gmx.de> wrote:
> > Okay, just checked this and I'm too getting those emails.
> > So this maybe is related to the mailing list.
> > @Robert, any ideas?
>
> I got similar emails a while back and could work out the cause, I
> wasn't aware others might be getting them too.
>
> The mailman server isn't hosted on secureserver.net.  Perhaps a
> subscriber to osg-users or the forum is related to this remain in some
> way.
>
> I would suspect some kind of spam or hack of a server somewhere
> though, even if it isn't directly related to openscenegraph servers.
>
> Robert.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



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Re: [osg-users] [forum] "Request received" emails

2016-02-10 Thread Jordi Torres
Hi Sebastian,

IMO it probably is a ML user with securesever mail reaching his quota or
whatever, I know nothing about securesever, but it seems it belongs to
goddady. So maybe we can write to them, but I don't expect they to fix it.
Filtering as spam is my best idea though.




2016-02-10 11:06 GMT+01:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:

> I tested it yesterday and confirm, that I get them, as soon as I write
> anything to the mailing list.
> If I post a comment in the forum I don't receive any messages.
>
> Any ideas?
>
> Cheers
> Sebastian
>
> HI,
>
> I'm also receiving this crap. Unfortunately I don't think we can do
> anything but filtering as spam. :(
>
>
>
> 2016-02-05 9:13 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>:
>
>> On 4 February 2016 at 23:06, Sebastian Messerschmidt
>> <sebastian.messerschm...@gmx.de> wrote:
>> > Okay, just checked this and I'm too getting those emails.
>> > So this maybe is related to the mailing list.
>> > @Robert, any ideas?
>>
>> I got similar emails a while back and could work out the cause, I
>> wasn't aware others might be getting them too.
>>
>> The mailman server isn't hosted on secureserver.net.  Perhaps a
>> subscriber to osg-users or the forum is related to this remain in some
>> way.
>>
>> I would suspect some kind of spam or hack of a server somewhere
>> though, even if it isn't directly related to openscenegraph servers.
>>
>> Robert.
>> _______
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> Jordi Torres
>
>
>
>
> ___
> osg-users mailing 
> listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
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>
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Re: [osg-users] Add info about External Project and Windows binaries

2015-12-02 Thread Jordi Torres
Hi Konstantin,
I'm out of the office in a long vacation trip till day december 11th. Maybe
Robert can give you write permissions in the meantime.

Sorry for the inconvenience.

El miércoles, 2 de diciembre de 2015, Konstantin Podsvirov <
konstan...@podsvirov.pro> escribió:

> 30.11.2015, 21:29, "Konstantin Podsvirov" <konstan...@podsvirov.pro
> <javascript:;>>:
>
> Hi! My name is Konstantin.
>
> I have a certain interest in the project, OpenSceneGraph, and osgEarth.
>
> I am the author of the project osgQtQuick, which is now under development.
> Basic information about the project can be found on github:
>
> https://github.com/podsvirov/osgqtquick
>
> I would like to add a link to the project on the website
> openscenegraph.org/com.
> I registered on the site, but I have no rights. I need help.
>
> Its the main time I spend on Windows and Debian.
>
> I develop on the Windows "Dad's Project". Basic information on the website:
>
> http://dad.podsvirov.pro
>
> Now the project provides binaries for Windows in several versions:
>
> http://dad.podsvirov.pro/build?module=osg
>
> I think that these projects can be useful to the OpenSceneGraph community.
> And want to know about them.
>
> I wrote a very brief and if you have any additional questions, write and I
> will try to answer.
>
> (Sorry for possible mistakes, English is not my native language)
>
> --
> Regards,
> Konstantin Podsvirov
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Re: [osg-users] Mac compilation error

2015-11-23 Thread Jordi Torres
Hi Robert,

The svn is connected to github but not the opposite. So if you do a commit
in github it is not updated in the svn.
So now it is not syncrhonized.

Cheers.



2015-11-23 9:59 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>:

>
>
> On 23 November 2015 at 08:45, Robert Osfield <robert.osfi...@gmail.com>
> wrote:
>
>> This is a bug, it should be a reference - I must have made a copy and
>> paste error when adapting the line to use the template ref_ptr interface.
>>
>
> Fix is now checked into github's openscenegraph repository.
>
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Re: [osg-users] Updating the Open Scene Graph Wiki

2015-10-13 Thread Jordi Torres
Hi Michael,

2015-10-13 5:20 GMT+02:00 Michael Chapman <08kabbott...@gmail.com>:

> Hi,
>
> Oh, ha, yeah, that explains it. I sent an email to the Jose Luis Hidalgo,
> he must have been the guy who maintained the old wiki.
>
>
Yep.


> It seems like almost all of the tutorials are still on the old wiki. Were
> they going to be transferred, or should they simply be rewritten. As far as
> I can tell, there is only one tutorial on the updated wiki/documentation
> section called "Analysing a Scene Graph", but the old wiki has all kinds of
> tutorials that still have good, if a little out-dated information.
>
>
Indeed, the tutorials section was not migrated (
http://www.openscenegraph.org/index.php/community/migration-tasks ), feel
free to email me with your login name if you are willing to collaborate in
this. :).

Thanks.


> I got my account setup just fine once I realized I was using the old wiki.
>
> Thank you!
>
> Cheers,
> Michael
>
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>
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Re: [osg-users] Updating the Open Scene Graph Wiki

2015-10-12 Thread Jordi Torres
Hi Michael,

I did not receive any email from you ( also not in my spam folder ). Which
site are your trying to access? I guess you are looking at
trac.openscenegraph.org. That website is totally outdated and is there only
for historical/backup purposes.

Take a look to www.openscenegraph.org, there you should see updated
documentation. Anyway if you stil want to edit the information feel free to
send me an email with your username. Do yourself an account first (
http://www.openscenegraph.org/index.php/login )

Thanks.

2015-10-12 0:00 GMT+02:00 Michael Chapman <08kabbott...@gmail.com>:

> Hi,
>
> I've been spending a good amount of time learning osg, and I've noticed
> there are notes all over the wiki about needed updates, but the link to
> create an account seems to be broken. I emailed the maintainer, but haven't
> got a response. I would like to make some of the updates I've noticed, but
> I can't because I don't have a wiki account. Any help?
>
> Thank you!
>
> Cheers,
> Michael
>
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Re: [osg-users] [osgPlugins] Trouble with texture to export to OSGJS format

2015-07-29 Thread Jordi Torres
Ok I will try to be clerarer:

1. Can you please share the ive model or a part of it to debug the crash?
Otherwise is almost impossible to know what is happening.

2. Tga textures are not supported in the browser, you'll need to write them
out to jpg.

3. You *must use the gles *pseudo-reader to avoid the Fatal nb colors.

4. Did you try the inline images feature? Did it work?

  Cheers.


 Well, I can show this very simple example with one IVE and 2 texture
 files.

 I cannot convert directly to OSGJS format.
 IVE -- OSGJS does not work (Fatal nb colors log)
 IVE -- OSG works
 OSG -- OSGJS does not work (Fatal nb colors log)
 OSG -- OBJ works
 OBJ -- OSGJS works but I have 2 logs saying that some faces were reversed
 by the plugin
 And if I try to load this model (with the textures in a folder \\images at
 the same location of the java script file) I cannot see the texture. Chrome
 moans:
 warning use white texture as fallback instead of images\tree_03.tga

 Thanks in advance !
 Mathieu


2015-07-28 9:45 GMT+02:00 Jordi Torres jtorresfa...@gmail.com:

 Hi Mathieu,

 2015-07-28 9:37 GMT+02:00 Mathieu Bartillat 
 mathieu.rouge...@telespazio.com:

 Hello Jordi, thanks a lot for your answer.

 I tried to use the gles plugin with the command described in the link you
 sent, but osgconv.exe crashes (no log message).


 Could you share the model, or a part of it to reproduce the crash? That
 will help to debug.

  I tried with an IVE and an OSGB files as input.


 So far the only way I have not to receive the error (Fatal nb colors 1 !=
 1349) is to get an OBJ from the graphist without texture. Texture files are
 in a separate folder /images.
 Then I can convert to an OSGJS format.
 In this file I have references to the textures in some fields, such as:
 File: images\\base_age.tga,

 But when I load it, even if I put textures in the folder //images, they
 do not appear.
 And in the Chrome console I have this:
 warning use white texture as fallback instead of images\valve.tga
 warning use white texture as fallback instead of images\alu_txt.tga
 and so on...

 That message means that osgjs is not founding the textures. Are you using
 a server like apache or similar? It is a must to work with separate
 textures, also the textures should be in the route they appear in the osgjs
 file.

 By the way did you try the inline textures feature?

 Cheers.




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

2015-07-28 Thread Jordi Torres
Hi Mathieu,

2015-07-28 9:37 GMT+02:00 Mathieu Bartillat mathieu.rouge...@telespazio.com
:

 Hello Jordi, thanks a lot for your answer.

 I tried to use the gles plugin with the command described in the link you
 sent, but osgconv.exe crashes (no log message).


Could you share the model, or a part of it to reproduce the crash? That
will help to debug.

 I tried with an IVE and an OSGB files as input.


 So far the only way I have not to receive the error (Fatal nb colors 1 !=
 1349) is to get an OBJ from the graphist without texture. Texture files are
 in a separate folder /images.
 Then I can convert to an OSGJS format.
 In this file I have references to the textures in some fields, such as:
 File: images\\base_age.tga,

 But when I load it, even if I put textures in the folder //images, they do
 not appear.
 And in the Chrome console I have this:
 warning use white texture as fallback instead of images\valve.tga
 warning use white texture as fallback instead of images\alu_txt.tga
 and so on...

 That message means that osgjs is not founding the textures. Are you using
a server like apache or similar? It is a must to work with separate
textures, also the textures should be in the route they appear in the osgjs
file.

By the way did you try the inline textures feature?

Cheers.




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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 mathieu.rouge...@telespazio.com
:

 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] OpenSceneGraph-3.4.0 release candidate 5 tagged, please test

2015-07-22 Thread Jordi Torres
Hi Robert,

Just confirmed it compiles and runs ok for Android GLES2 and ndk r10e.

Cheers.

2015-07-20 10:51 GMT+02:00 Josu Goros jgoroste...@vicomtech.org:

 Hi,

 The Qt examples (i.e. osgViewerQt and osgQtWidgets) are running ok with Qt
 version 5.5?

 Thank you!

 Cheers,
 Josu

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Re: [osg-users] Aggresive simplifier

2015-07-09 Thread Jordi Torres
Hi Joe,

Take a look to this thread,
http://forum.openscenegraph.org/viewtopic.php?t=5711view=next. I recall
osgWorks have some functionality to reduce geometries. Maybe is not inside
osg, but it is close :).

Cheers.

2015-07-09 10:47 GMT+02:00 Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de:

 Hi Joe,


  Hi :)
 Ive been struglling in simplifing a model.
 I have the simplifier osgUtil gives. But from a sample ratio and on - it
 just doesnt simplify anymore.
 I have a model which a sample ratio of 0.5 and 0.01 gives the same result.

 Have you tried to change the maximError and maximumLength?


 I relised it was because osg has standarts for not destroying a model. I
 dont care about destroying a model..
 Is there a way to aggresivly simplify a model with no limits ? (Inside
 osg.. Without using other softwares)
 Thanks :)

 You can't simplify without some kind of metrics. Usually a simplified
 model should roughly resemble the shape of the original model.
 If you need a really really cheap representation for the distance you
 could use impostors. (see the osgimpostor example in the sources)

 Cheers
 Sebastian

  Joe.

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Re: [osg-users] Ready to tag OpenSceneGraph-3.3.8 dev release, please test

2015-06-11 Thread Jordi Torres
Hi Robert,

That's exactly what I was referring. Just tested and it works for me in a
fresh install of Ubuntu 15.04. Also compiled with success for Android ndk
r8e and ndk r10d in GLES1 and GLES2.
Should'nt these lines ( 34 and 36 ) be removed too?

Rafa will try in OSX later.

https://github.com/openscenegraph/osg/commit/9d737b86ad110f9fe9f42cd2e856f9809912941e

Thanks.


2015-06-11 10:44 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Rafa,

 I have reverted this problem typedef.

 Could you please test svn/trunk to make sure everything is looking good
 now?

 Cheers,
 Robert.

 On 9 June 2015 at 20:03, Rafa Gaitan rafa.gai...@gmail.com wrote:
  Hi Robert,
 
  I've just did an svn update and the error in android is still there.
 
  If we remove the line 35 ( typedef GLfloat GLdouble; ) of GLDefines file
  then builds ok. And it does not affect to macosx build, and probably
 won't
  affect to other desktop environments.
 
  I think this commit (
 
 http://trac.openscenegraph.org/projects/osg/changeset?new=14862%40OpenSceneGraph%2Ftrunk%2Finclude%2Fosg%2FGLDefinesold=14747%40OpenSceneGraph%2Ftrunk%2Finclude%2Fosg%2FGLDefines
 )
  was not correctly tested at that moment and probably should be reverted.
 
  Regards and thank you for your efforts!
  Rafa.
 
  El mar., 9 jun. 2015 a las 20:17, Robert Osfield
  (robert.osfi...@gmail.com) escribió:
 
  Hi All,
 
  I have checked a couple of bug and build fixes today, could you please
  do an svn update and test again ;-)
 
  Robert.
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Re: [osg-users] Ready to tag OpenSceneGraph-3.3.8 dev release, please test

2015-06-09 Thread Jordi Torres
Hi Robert and Rafa,

I just see this change was introduced by Christian Kehl (
http://comments.gmane.org/gmane.comp.graphics.openscenegraph.cvs/12859) but
probably he had a little mess in his computer when doing this change (As he
also stated later ). It is possible it might be not necessary.

Maybe Christian can comment something.

Cheers.


2015-06-09 7:01 GMT+02:00 Rafa Gaitan rafa.gai...@gmail.com:

 Hi Robert,
 I did a couple of builds one for MacOSX 10.10 and for android gles1. For
 macosx everything worked so far but for android I'm getting this error
 using the toolchain:

 osg-trunk/include/osg/GLDefines:35:21: error: conflicting declaration
 'typedef GLfloat GLdouble'

 I suspect this is the same problem others has spotted. I think you
 suggested to do a better identification in cmake, or maybe just check if
 the symbol already exists in that header. I'll try to provide a fix later
 today.

 Regards,
 Rafa.


 El lun., 8 jun. 2015 a las 20:01, Robert Osfield (
 robert.osfi...@gmail.com) escribió:

 Hi Jannik,

 A quick reply as I am replying on my phone. My intention was to introduce
 the same technique as osg::Node::asTransform() to avoid the dynamic cast,
 but only do this if there was a noticeable performance regression.

 The 20% regression you've seen could qualify. Is this with a release
 build?

 As general note, I suspect you are over using callbacks.

 Robert
 On 8 Jun 2015 17:16, Jannik Heller scr...@baseoftrash.de wrote:

 Hi Robert,

 I tried my application using the latest trunk and didn't notice any
 functional regressions.

 However, I did notice a performance decrease in the Update phase of
 about 20%, compared to OSG 3.2.0. This had me a bit concerned, so I digged
 through the changes and found commit
 https://github.com/openscenegraph/osg/commit/e967420323bb6e500425144cb305cf8060c1c515
 .
 Since that commit, we now get *four* dynamic_cast's per frame and
 NodeCallback, which I suspect is causing the slowdown. Two dynamic_cast's
 are in NodeCallback::run, then another two in NodeCallback::traverse.

 Changing to the non-deprecated Callback instead of NodeCallback gives a
 slight improvement with now just two dynamic_cast's in Callback::traverse,
 but still isn't optimal.

 Ideally, the application should be able to decide on the level of safety
 vs. level of performance it needs. If a Callback is only intended to be
 used on Nodes, there is little point in dynamic_casting to Node every frame.

 I think I can workaround the casts by using a custom class derived from
 osg::Callback as the base class for all my node callbacks. Still, it's
 quite a peculiar situation that does affect all users of the OSG.

 I guess my question comes down to, are there any plans on optimizing the
 Callback code before a final 3.4 release? If you aren't convinced, I can
 throw together a repro case and some profiling data, but I think the impact
 of 4 dynamic_cast's per frame and NodeCallback should be obvious.

 Cheers,
 Jannik

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Re: [osg-users] Android osgPlugins

2015-04-23 Thread Jordi Torres
Hi Christian


 Then how do I use the toolchain file for compiling examples that are
 imported in Eclipse ? I don't fully understand the toolchain
 mechanism further than basically compiling the libraries
 (which went successfull so far).


The toolchain stuff is only to compile the libraries. I will test from
scratch, maybe I'm missing something, and my eclipse projects were created
time ago.

Cheers.

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Re: [osg-users] Android osgPlugins

2015-04-22 Thread Jordi Torres
Hi Christian,

I just compiled with ndk r10d, I used the gnustl_static from
($NDK_ROOT)/sources/cxx-stl/gnu-libstdc++/4.6/libs/armeabi/libgnustl_static.a

It works so far.

2015-04-22 13:51 GMT+02:00 Jordi Torres jtorresfa...@gmail.com:

 Hi,


 I am using OpenSceneGraph 3.0.1. The GLES1 and GLES2 example shipped with
 android are the ones that break (not load data).


 What instructions did you follow to compile? Did you use the toolchain?


 It's not a must-have for me
 to use static linking - if dynamic linking would work, it would be fine
 for
 me too. At the moment, I just like to see some model on my android :-)

 I will try out osgAndroid and the 3.0.4 build - let's hope it resolves the
 issue.


 Be careful I mean *3.3.x-3.4, not 3.0.4* --
 http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4


 Jordi - which version of the NDK are you using ? I have the r10 NDK
 installed. It may be good to know for tracking down the error.


 I used ndk -r8e, I will try latest ndk when I have the time.


 News are about to be reported soon. Best Regards,

 Christian


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Re: [osg-users] Android osgPlugins

2015-04-22 Thread Jordi Torres
Hi,


 I am using OpenSceneGraph 3.0.1. The GLES1 and GLES2 example shipped with
 android are the ones that break (not load data).


What instructions did you follow to compile? Did you use the toolchain?


 It's not a must-have for me
 to use static linking - if dynamic linking would work, it would be fine for
 me too. At the moment, I just like to see some model on my android :-)

I will try out osgAndroid and the 3.0.4 build - let's hope it resolves the
 issue.


Be careful I mean *3.3.x-3.4, not 3.0.4* --
http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4


 Jordi - which version of the NDK are you using ? I have the r10 NDK
 installed. It may be good to know for tracking down the error.


I used ndk -r8e, I will try latest ndk when I have the time.


 News are about to be reported soon. Best Regards,

 Christian


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Re: [osg-users] Android osgPlugins

2015-04-20 Thread Jordi Torres
Hi Christian, Jan et al.

Sorry for not being too active Anyway, did you try to compile all with
the last additions from Rafa Gaitán? Now it is possible to compile OSG for
Android with dynamic libraries, take a look to
http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4
.
Is a must for you to use static libs? You can try the dynamic version,
maybe it solves your problems.

Also we are using osgAndroid ( https://gitorious.org/osgandroid/pages/Home
) maybe it could be helpful.

I'm building now OSG for Android to do some testing.

I hope I can help a bit later.


2015-04-20 10:47 GMT+02:00 Jan Ciger jan.ci...@gmail.com:



 On Mon, Apr 20, 2015 at 10:34 AM, Christian Kehl christian.k...@uni.no
 wrote:



 Hi,

 is there still anybody available who has an idea what could be wrong in
 this
 instance ? The problem continues to persist and I don't know enough about
 the android wrapping system to fix the problem myself. The problem has to
 be
 in the static libraries, but where ?



 It could be also a bug  in the Android port of OSG. OSG is designed to
 load plugins required to load the various data formats dynamically.
 Unfortunately, this doesn't really work well with Android because of the
 way Android applications are deployed, so OSG won't find its plugins (and
 models/textures/etc won't load).

 Jordi Torres has implemented a workaround using static linking, that is
 what those plugin declaration macros were for. If you have compiled
 everything statically as described in the doc and it is still looking for
 .so files (DLLs in Windows parlance), then something seems borked in the
 osgDB plugin system, IMHO.

 Do the osgAndroid examples shipped with OSG work for you? If those don't
 work neither, then something has changed in OSG and broke it since mid-2013
 when I have last compiled the Android version (and when it was working).

 J.






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Re: [osg-users] Android osgPlugins

2015-04-20 Thread Jordi Torres
Hi Christian,

I just compiled OSG for Android and executed the example with the fresh
build for GLES1 without major problems.
What version of OSG are you running? Does the example shipped with OSG
works for you? Are you compiling using the toolchain?



2015-04-20 10:58 GMT+02:00 Jordi Torres jtorresfa...@gmail.com:

 Hi Christian, Jan et al.

 Sorry for not being too active Anyway, did you try to compile all with
 the last additions from Rafa Gaitán? Now it is possible to compile OSG for
 Android with dynamic libraries, take a look to
 http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4
 .
 Is a must for you to use static libs? You can try the dynamic version,
 maybe it solves your problems.

 Also we are using osgAndroid ( https://gitorious.org/osgandroid/pages/Home
 ) maybe it could be helpful.

 I'm building now OSG for Android to do some testing.

 I hope I can help a bit later.


 2015-04-20 10:47 GMT+02:00 Jan Ciger jan.ci...@gmail.com:



 On Mon, Apr 20, 2015 at 10:34 AM, Christian Kehl christian.k...@uni.no
 wrote:



 Hi,

 is there still anybody available who has an idea what could be wrong in
 this
 instance ? The problem continues to persist and I don't know enough about
 the android wrapping system to fix the problem myself. The problem has
 to be
 in the static libraries, but where ?



 It could be also a bug  in the Android port of OSG. OSG is designed to
 load plugins required to load the various data formats dynamically.
 Unfortunately, this doesn't really work well with Android because of the
 way Android applications are deployed, so OSG won't find its plugins (and
 models/textures/etc won't load).

 Jordi Torres has implemented a workaround using static linking, that is
 what those plugin declaration macros were for. If you have compiled
 everything statically as described in the doc and it is still looking for
 .so files (DLLs in Windows parlance), then something seems borked in the
 osgDB plugin system, IMHO.

 Do the osgAndroid examples shipped with OSG work for you? If those don't
 work neither, then something has changed in OSG and broke it since mid-2013
 when I have last compiled the Android version (and when it was working).

 J.






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[osg-users] Free OSG beginners guide

2015-02-26 Thread Jordi Torres
Hi,

JFYI Hi have seen today an offer of packtpub to get the OSG beginners guide
ebook for free:

https://www.packtpub.com/packt/offers/free-learning

Cheers.

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Re: [osg-users] [build] Building OpenSceneGraph-3.3.4 with GDAL 2.0

2015-01-14 Thread Jordi Torres
Hi Bob,

AFAIK There is not a bug tracker for OSG. The trac is not open for
registration intentionally, it is out of date and it is up for
backup/historical purposes only.

Cheers.

2015-01-12 19:32 GMT+01:00 Bob Moskovitz bobd...@gmail.com:

 Is there a bug tracker for osg?  I've seen the trac openscenegraph website
 but the registration page seems to be broke.

 Cheers,
 Bob

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Re: [osg-users] Yaw pitch and roll or xyz conversion to and from Quaternion

2014-12-19 Thread Jordi Torres
 and
 scale orientation.

  Will extract the trans, rot and scale components out of the matrix.

  Is that what you want?

  --
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 http://www.alphapixel.com/
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Re: [osg-users] where is the Dashboard ?

2014-12-18 Thread Jordi Torres
Hi Mattias,

The correct link for the cdash machine is
http://cdash.openscenegraph.org/index.php?project=OpenSceneGraph. Last
activity was in september this year (
http://cdash.openscenegraph.org/index.php?project=OpenSceneGraphdate=2014-09-19
)

In the main website there is a post about contributing to the
OpenSceneGraph CDASH instance (
http://www.openscenegraph.org/index.php/community/cdash ). At the moment we
don't have any dedicated machine doing builds for OSG. Anyway, anyone can
publish to the public dashboard following the link instructions.

Cheers.

2014-12-17 23:40 GMT+01:00 Mattias Helsing helsin...@gmail.com:

 Hi people,

 I was looking at some really awkward cmake code in out top-level
 CMakeLists.txt. It is awkward because will still support cmake-2.4
 which (if I remember correctly) is mostly because this is the cmake
 version that comes with RHEL5. So I decided to have a look at the
 CDash to see how existing RHEL5 computers are doing these days.

 http://my.cdash.org/index.php?project=OpenSceneGraph

 There are no builds whatsoever...for the last 2 years. Is this the
 correct link? We don't have a single computer doing nightly builds?

 Mattias
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Re: [osg-users] github repo out of sync

2014-11-19 Thread Jordi Torres
Hi,
The website uses a github widget to show last commits. So the information
on the web is the same as on github.

El miércoles, 19 de noviembre de 2014, Chris Hanson xe...@alphapixel.com
escribió:


 ​I see that too. I assumed that WAS the latest commit since it's the
 latest commit listed on the OSG web page feed:
 http://www.openscenegraph.com/


- Added experimental osgTerrain::ShaderTerrain TerrainTechnique to
osgterrain example to flesh out new shader based displacement mapping
approach to osgTerrain databases.

 https://github.com/openscenegraph/osg/commit/a61d2f2e5dda23798cd57e108920ebff5dcba984

 Are both GitHub and the web page similarly stale? Possibly for the same
 reason?



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Re: [osg-users] Building OSG for Android using a toolchain and fixes for loading osgb files building static libraries

2014-11-13 Thread Jordi Torres
Hi Robert et al,

Just to add/emphasize some points on Rafa's submission:

The general cmake code becomes cleaner, putting all the Android stuff in
the toolchain let us to maintain it better. Also we could add different
toolchains for different Android versions.
Maybe be this approach could be used too for other platforms, like MacOSX
or iOS, not having to tweak CMake stuff each time a new OSX/IOS version is
released (we could add a new toolchain). Also it would make thinner the
current CMake code (that is a already a little monster, you know).

Other point is that having the OSG libraries in android as dynamic could
reduce quite a lot the size of the final app, which is a good thing.

It would be great if somebody could test this submission.

Cheers.


2014-11-13 8:45 GMT+01:00 Rafa Gaitan rafa.gai...@gmail.com:

 Hi Robert,

 I finally had some time to change the build system for Android using a
 Toolchain, which, I think, will be easier to maintain and uses cmake
 standard system to build it.

 My changes:
 ---
 - I changed the cmake files and added a toolchain for building OSG in
 Android. The toolchain is based on the one used at OpenCV. For building OSG
 for android you just need to do:

 mkdir build_android_static_gles2  cd build_android_static_gles2
 cmake .. -DANDROID_NDK=path-to-the-android-ndk

 -DCMAKE_TOOLCHAIN_FILE=../PlatformSpecifics/Android/android.toolchain.cmake

   -DOPENGL_PROFILE=GLES2
   -DDYNAMIC_OPENTHREADS=OFF
   -DDYNAMIC_OPENSCENEGRAPH=OFF
   -DANDROID_NATIVE_API_LEVEL=15 # optional
   -DANDROID_ABI=armeabim #optional
   -DCMAKE_INSTALL_PREFIX=path-to-the-install-path
 #optional
 make -j 8
 make install

 The OPENGL_PROFILE works as expected, changing it to GLES1 it builds
 and links OSG using GLES1.
 The DYNAMIC_OPENTHREADS/DYNAMIC_OPENSCENEGRAPH parameters also allows
 to build the dynamic libraries

 - I also added some build fixes for android related to the texture formats
 and added some missing USE_OSG_SERIALIZER_WRAPPER in the osg serializer
 library to support loading osgb files in static.
 ---

 I haven't updated the android examples yet, I've been using osgAndroid
 library which I'm also adding support to GLES2 to test it. I will send the
 modified examples as soon as possible.

 I hope everyone finds this useful!

 Regards,
 Rafa.

 --
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 CTO at Mirage Technologies S.L - http://www.mirage-tech.com

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Re: [osg-users] Help please. How to get the intersection point with the line?

2014-10-16 Thread Jordi Torres
Hi Alex,


PolytopeIntersector finds the intersection, but no way to get the point of
 intersection. That's the problem (((


You can retrieve the intersection point/points, center, distance, etc. from
each polytope intersection you get. Take a look to PolytopeIntersection
Class inside of PolytopeIntersector.cpp.

Cheers.


 Cheers,
 Alex

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Re: [osg-users] Help please. How to get the intersection point with the line?

2014-10-16 Thread Jordi Torres
Correction, use the struct intersection in PolytopeIntersector.hpp.

Cheers.

2014-10-16 15:26 GMT+02:00 Jordi Torres jtorresfa...@gmail.com:

 Hi Alex,


 PolytopeIntersector finds the intersection, but no way to get the point of
 intersection. That's the problem (((


 You can retrieve the intersection point/points, center, distance, etc.
 from each polytope intersection you get. Take a look to
 PolytopeIntersection Class inside of PolytopeIntersector.cpp.

 Cheers.


 Cheers,
 Alex

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Re: [osg-users] minor issues getting started

2014-10-14 Thread Jordi Torres
Hi Daniel,

2014-10-14 2:50 GMT+02:00 Daniel Herring dherr...@tentpost.com:

 Hi all,

 I'm just getting started with OSG.  Here are a couple things that tripped
 me up.  They should be easy to fix.


 Some of the examples are missing files needed to run correctly.  This
 includes osgshaders and osgviewerQt.  The missing files are not included in
 the release zip file.  They can be found in OpenSceneGraph-Data.


This is intended, the OpenSceneGraph-Data has its own svn repository. You
should set the OSG_FILE_PATH environment variable pointing to your
OpenSceneGraph-Data folder.
See :
http://www.openscenegraph.org/index.php/documentation/getting-started
http://www.openscenegraph.org/index.php/documentation/guides/user-guides/113-running-the-examples




 The Trac Wiki page on SVN is outdated.
 http://trac.openscenegraph.org/projects/osg/wiki/Downloads/SVN


The trac is online only for historical/backup purposes, it does not make
sense to update the trac. Probably some advice in the trac front page
stating that the information contained in it might be outdated could be
good.




 The correct URLs are on this page.
 http://www.openscenegraph.org/index.php/download-section/
 code-repositories/30-subversion


 Also, I suspect the main Trac page should redirect to the main OSG page,
 not its own (outdated) page.

 http://trac.openscenegraph.org/
 http://trac.openscenegraph.org/projects/osg/  -- seems outdated
 http://www.openscenegraph.org/  -- seems current


The openscenegraph.org is the main osg website, and it includes a link to
the old trac in the documentation section. Not sure if it makes sense to
redirect the trac to the main website.

Anyway thanks for the comments.

Cheers.




 Later,
 Daniel
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Re: [osg-users] OpenVRML plug-in HOWTO

2014-09-23 Thread Jordi Torres
 the OpenVRML plug-in:
 - OPENVRML_INCLUDE_DIR: C:/OpenSceneGraph/3rdParty/openvrml;
 - OPENVRML_LIBRARY: C:/OpenSceneGraph/3rdParty/lib/openvrml.lib;
 I didn't use OpenVRML Debug library in the end (see Notice below) so
 OPENVRML_LIBRARY_DEBUG was not set.

 Now, for runtime, OpenVRML requires some environment variables and
 data or the OpenVRML plug-in won't work at all:
 - Copy the resulting openvrml.dll DLL from
 C:\openvrml-0.18.9\{Win32|x64}\{Debug|Release}\bin to e.g.
 %OSG_ROOT%\bin; I'm assuming here that %OSG_ROOT%\bin is in your PATH;
 - Copy the resulting DLL nodes from
 C:\openvrml-0.18.9\{Win32|x64}\{Debug|Release}\bin\node to e.g.
 %OSG_ROOT%\share\OpenVRML\bin\node and add OPENVRML_NODE_PATH
 environment variable to point to this folder;
 - Copy the C:\openvrml-0.18.9\data folder to e.g.
 %OSG_ROOT%\share\OpenVRML and add OPENVRML_DATADIR environment
 variable to point to %OSG_ROOT%\share\OpenVRML\data.

 Optionally, you can enable scripting, compiling the javascript DLL
 project. To this end, you'll also need XULRunner SDK 12.0 available
 only for Win32 target, not x64 one. So I quickly gave up on this one
 as I moreover wasn't able to run OpenVRML examples with scripting
 (e.g. rotationToy.wrl, Click.wrl) without crashing OpenVRML (using a
 Win32 build of course). Nevertheless, don't forget to copy the
 resulting javascript.dll from
 C:\openvrml-0.18.9\{Win32|x64}\{Debug|Release}\bin\script to e.g.
 %OSG_ROOT%\share\OpenVRML\bin\script and add OPENVRML_SCRIPT_PATH
 environment variable to point to this folder if you want to play with
 scripting.

 In some debugging scenario (e.g. VRML file displayed differently in
 sdl-viewer and osgviewer, like OpenVRML's snoman.wrl example where the
 arms are missing in osgviewer), it might be helpful to also build
 OpenVRML's SDL-based viewer sdl-viewer. For this, you'll need SDL
 1.2.x. I've successfully built sdl-viewer with SDL 1.2.15.

 Notice: DON'T MIX Debug and Release versions of sdl-viewer.exe,
 openvrml.dll, javascript.dll and the DLL nodes in the same folders:
 even if they're named differently (e.g. with d suffix for Debug
 version), OpenVRML will badly crash as it seems to try to use/load
 both flavours!

 For interested people, I've created from scratch native VS 2010
 solution/projects files using property sheets for the external
 dependencies. Just drop me a mail and I'll send you. I'll also submit
 them to the OpenVRML authors/maintainers.

 Cheers,

  Émeric


 [1]
 http://www.openscenegraph.com/index.php/documentation/platform-specifics/windows/38-visual-studio-plugins
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Re: [osg-users] OpenVRML plug-in HOWTO

2014-09-23 Thread Jordi Torres
Hi Emeric,

Do yourself a user in
http://www.openscenegraph.org/index.php/login?view=registration and then
send me a private mail with your user name. I will give you rights to edit.

Thank you!

2014-09-23 19:30 GMT+02:00 Émeric MASCHINO emeric.masch...@gmail.com:

 Hi Jordi,

 Well, how can I edit this page? The only available option that I can
 see in the ribbon are either print or send email. Maybe editing is
 restricted to OSG maintainers/contributors?

  Émeric


 2014-09-23 12:05 GMT+02:00 Jordi Torres jtorresfa...@gmail.com:
  Hi Émeric,
 
  It would be nice if you could update this documentation at the website (
 
 http://www.openscenegraph.com/index.php/documentation/platform-specifics/windows/38-visual-studio-plugins
  ).
 
  Thanks.
 
  2014-09-23 11:59 GMT+02:00 Émeric MASCHINO emeric.masch...@gmail.com:
 
  Hi,
 
  For those lost souls trying to build the OpenVRML plug-in on Windows,
  here's how I did it with OSG 3.2.1. Hope this helps, as I was
  desperately looking for such informations the passed days ;-)
 
  First, the informations at [1] are completely outdated. By contrast to
  what's stated there, OpenVRML 0.14.x is no more relevant at all, even
  on Windows. OpenVRML 0.18.x is the way to go. So, to build the
  OpenVRML plug-in, you need to build OpenVRML first. For this, the
  Boost C++ Libraries are required. And OpenVRML's default build
  configuration also has dependencies on libpng and FreeType.
 
  I've successfully built OpenVRML 0.18.9 against Boost 1.55.0, libpng
  1.6.13 and FreeType 2.5.0 on a Windows XP x64 PC using the Visual
  Studio 2010 Professional IDE. I'm assuming here (i) that your OSG root
  _build_ folder is C:\OpenSceneGraph and (ii) that you've correctly set
  up and/or built Boost, libpng and FreeType. Here are the steps:
  - Download OpenVRML 0.18.9 source code openvrml-0.18.9.tar.gz from
  http://sourceforge.net/projects/openvrml/files/openvrml/0.18.9/;
  - Extract openvrml-0.18.9.tar.gz somewhere; say in C:\openvrml-0.18.9
  folder;
  - Get the following missing project files from
  https://svn.code.sf.net/p/openvrml/code/tags/0.18.9/ and copy them to:
- src/local/libopenvrml-dl/openvrml-dl.vcxproj:
  C:\openvrml-0.18.9/src/local/libopenvrml-dl/openvrml-dl.vcxproj;
- src/node/x3d-interpolation/x3d-interpolation.vcxproj:
  C:\openvrml-0.18.9/src/node/x3d-interpolation/x3d-interpolation.vcxproj;
- src/script/javascript.vcxproj:
  C:\openvrml-0.18.9/src/script/javascript.vcxproj;
  - Remove any entry PlatformToolsetWindows7.1SDK/PlatformToolset
  from the project files;
  - Remove any entry IncludePath
 
 
 Condition='$(Configuration)|$(Platform)'=='{Debug|Release}|x64'C:\Boost\include\boost-1_43;$(IncludePath)/IncludePath
  from the project files;
  - Fix the x64 platform settings of all projects files, copying from
  the Win32 section. Most were incorrectly created as Applications
  rather than DLLs!
  - Go to C:\openvrml-0.18.9 and open OpenVRML.sln solution;
  - Add $(BOOST_ROOT) to additional include directories of all projects;
  - Add $(BOOST_ROOT)\lib{32|64}-msvc-10.0 to additional library
  directories of all projects;
  - Add /bigobj compiler option to Debug|x64 configuration of openvrml
  DLL project to work around fatal error C1128;
  - Ensure that input libraries of openvrml DLL project is set to
  shlwapi.lib;XmlLite.lib;%(AdditionalDependencies) for all
  targets/platforms;
  - Ensure that input libraries of vrml97 DLL project is set to
  libpng16[d].lib;freetype250[_D].lib;%(AdditionalDependencies) for all
  targets/platforms and that additional library directories are properly
  set;
  - Build the vrml97 and x3d-* DLL projects. The openvrml DLL and
  openvrml-dl static library projects are automatically built as
  dependencies;
  - Copy the headers from C:\openvrml-0.18.9\src\libopenvrml hierarchy
  to C:\OpenSceneGraph\3rdParty\include\openvrml, replicating the
  hierarchy, as well as the resulting openvrml.lib library files to
  OpenSceneGraph\3rdParty\lib and openvrml.dll DLL files to
  OpenSceneGraph\3rdParty\bin;
  - Add OPENVRML_DIR environment variable, pointing to
  C:\OpenSceneGraph\3rdParty;
  - Update
  OpenSceneGraph\OpenSceneGraph-3.2.1\src\osgPlugins\vrml\CMakeLists.txt
  file to build against OpenVRML 0.18.x:
- add references to Boost: add ln. 1-3:
 
  FIND_PACKAGE(Boost COMPONENTS thread)
 
  INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIRS})
 
  LINK_DIRECTORIES(${Boost_LIBRARY_DIRS})
 
- remove references to antlr and regexp libraries: delete ln. 9-21
  and ln. 23-24;
- add OPENVRML_USE_DLL preprocessor definition: add ln. 31:
 
  ADD_DEFINITIONS(-DOPENVRML_USE_DLL)
 
  Final result should be:
 
  FIND_PACKAGE(Boost COMPONENTS thread)
  INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIRS})
  LINK_DIRECTORIES(${Boost_LIBRARY_DIRS})
 
  INCLUDE_DIRECTORIES(${OPENVRML_INCLUDE_DIR})
  INCLUDE_DIRECTORIES(${OPENVRML_INCLUDE_DIR}/openvrml)
 
  IF (WIN32)
  INCLUDE_DIRECTORIES(${JPEG_INCLUDE_DIR

Re: [osg-users] create a OSG wiki: (it was OpenSceneGraph Oculus Rift integration )

2014-08-29 Thread Jordi Torres
Hi all,


2014-08-29 18:43 GMT+02:00 Jan Ciger jan.ci...@gmail.com:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 On 08/29/2014 05:59 PM, Robert Osfield wrote:
  Hi All,
 
  Is there particular short comings with the existing Joomla that a
  wiki would solve better?

 I am with Robert on this one. It is fairly easy to add content to the
 existing website for anyone who wants to do so. Creating another
 website only because you want to use your preferred technology
 (nothing against wikis!) is not really helpful - it would only
 fragment the resources which are in short supply already.

 See the problems with the OSG forum - it has a serious shortage of
 moderators, so posts from new users don't get approved in time, spam
 gets through, etc. And someone still has to maintain it, so that it
 doesn't get hacked or broken.

 How is going a separate wiki help here? Are you willing to keep
 maintaining it long term? If yes, why not to maintain/improve the
 documentation on the OSG website? Is anything wrong with it? If yes,
 why it cannot be fixed?

To summarize - I am all out for better docs, but please lets not
 splinter the few resources we have already for the sake of reinventing
 the wheel.


That's exactly my point. I have dedicated hundreds of unpaid hours to get
the current website ( less than two years alive ) working, it has been a
tone of work migrating from the old trac: hundreds of articles, outdated
documentation, joomla template tweaking, etc. We -the community- discussed
the structure, the technology to use, less than two years ago. I did it
happy to be contributing to the OSG community.

Maybe the result is not the best for all the people. And for sure it can be
improved. But first try to improve that we already have, before reinventing
the wheel.

What I had to remark with my first mail was the fact that adding
documentation to the website is quite easy, or at least that's my point of
view. A wiki won't make a difference, you should ask for permissions and
then edit some page, or do some new page. I didn't want to sound rude so my
answer was something like: go and hit to the wall yourself, I'm not gonna
do it twice, if you come with something better it will be ok.


Thanks.



 All the best,

 Jan
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1
 Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/

 iD8DBQFUAK3En11XseNj94gRAmgdAKDCdPfcz5oOVDGmIDXHVY2sTIfWzACeMbTA
 OnW+JnYEZJ2oB8gBmNOwreI=
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Re: [osg-users] create a OSG wiki: (it was OpenSceneGraph Oculus Rift integration )

2014-08-29 Thread Jordi Torres
OFF TOPIC :)

By the way, the tutorials section is needing some love from the community.
The tutorials in the old trac were not compiling anymore ( they were in
OSG-1.x though), if somebody wants to post some it would be nice.

Thanks


2014-08-29 19:18 GMT+02:00 Jordi Torres jtorresfa...@gmail.com:

 Hi all,


 2014-08-29 18:43 GMT+02:00 Jan Ciger jan.ci...@gmail.com:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 On 08/29/2014 05:59 PM, Robert Osfield wrote:
  Hi All,
 
  Is there particular short comings with the existing Joomla that a
  wiki would solve better?

 I am with Robert on this one. It is fairly easy to add content to the
 existing website for anyone who wants to do so. Creating another
 website only because you want to use your preferred technology
 (nothing against wikis!) is not really helpful - it would only
 fragment the resources which are in short supply already.

 See the problems with the OSG forum - it has a serious shortage of
 moderators, so posts from new users don't get approved in time, spam
 gets through, etc. And someone still has to maintain it, so that it
 doesn't get hacked or broken.

 How is going a separate wiki help here? Are you willing to keep
 maintaining it long term? If yes, why not to maintain/improve the
 documentation on the OSG website? Is anything wrong with it? If yes,
 why it cannot be fixed?

 To summarize - I am all out for better docs, but please lets not
 splinter the few resources we have already for the sake of reinventing
 the wheel.


 That's exactly my point. I have dedicated hundreds of unpaid hours to get
 the current website ( less than two years alive ) working, it has been a
 tone of work migrating from the old trac: hundreds of articles, outdated
 documentation, joomla template tweaking, etc. We -the community- discussed
 the structure, the technology to use, less than two years ago. I did it
 happy to be contributing to the OSG community.

 Maybe the result is not the best for all the people. And for sure it can
 be improved. But first try to improve that we already have, before
 reinventing the wheel.

 What I had to remark with my first mail was the fact that adding
 documentation to the website is quite easy, or at least that's my point of
 view. A wiki won't make a difference, you should ask for permissions and
 then edit some page, or do some new page. I didn't want to sound rude so my
 answer was something like: go and hit to the wall yourself, I'm not gonna
 do it twice, if you come with something better it will be ok.


 Thanks.



 All the best,

 Jan
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1
 Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/

 iD8DBQFUAK3En11XseNj94gRAmgdAKDCdPfcz5oOVDGmIDXHVY2sTIfWzACeMbTA
 OnW+JnYEZJ2oB8gBmNOwreI=
 =lFUs
 -END PGP SIGNATURE-
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
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Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-27 Thread Jordi Torres
Hi Bram,

What sometimes helps is a good wiki where enthusiasts/independents can
 share all the information they got on the SDK and the workings of the OR.
 Actually might be good for OSG too. Lots and lots of information and
 knowledge on the forums, but sometimes it's hard to find it.


This is off topic ( sorry about that, but I have to answer this). Anyone
can ask for access to the OSG website and post whatever OSG related
material he/she wants.

Again sorry about the off topic post.

Cheers.


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 http://forum.openscenegraph.org/viewtopic.php?p=60805#60805





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[osg-users] create a OSG wiki: (it was OpenSceneGraph Oculus Rift integration )

2014-08-27 Thread Jordi Torres
Hi Bram,

If that smaller things you find do not fit in any of the OSG website
categories, I'll be happy to have a wiki to collect them. There exists
quite a lot of posts on this same topic in the OSG mailing list, so it is
not a new discussion :). At the end we chose joomla, you can follow the
discussions in the archives, but I think that decission is not written in a
stone.

The main problem of having a new wiki is the lack of community support for
this tasks, until very recently we have had lack of forum moderators (I
don't know how it is going that now, as I use the mailing list), and also
lack of help to migrate the old trac to the new Joomla instance. That's why
I always try to encourage the community members to post to the website.

I guess the wiki should have moderators aswell, to prevent from spammers
and to prevent to have erroneus information in it.

Said that, feel free to step in and build a wiki, I will be happy to post a
link in the joomla instance, and collaborate as much as I can :).

Moreover, I believe dreamhost has one-click installers for many flavours of
wikis, so if you implement something in any of the most common wiki
frameworks it shouldn't be too hard to migrate it to the OSG server.

In the meantime if you see something that could be in the OSG website and
it is not, please don't hesitate to post that.

Cheers.

cite Hopefully last post off topic: creating a good wiki with a good
basic structure that has the possibility to cover all important classes and
functions in OSG, and can be easily added to by all, is a huge difference
from giving people who ask it full access to post whatever OSG related
material he/she wants on the OSG website. In the first I would easily add
some knowledge that i found on the forum which was hard to find, but if I
want to add something to the OSG website I would have to write some kind of
guide, but that's not the right format for the smaller things that I find
out. I hope you can understand the difference I'm trying to explain.
for example: http://wiki.secondlife.com/wiki/LSL_Portal/nl - it had quite
an extended page for each function in the script language. The creators
make basic pages about the functionality, and the enthusiasts add their
specific knowledge to it, and it works really well...
/off topic
/cite
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Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-27 Thread Jordi Torres
I've started a new post for this discussion, it's better to not bother in
this thread anymore :).


2014-08-27 16:52 GMT+02:00 Bram Vaessen bram.vaes...@gmail.com:

 Hopefully last post off topic: creating a good wiki with a good basic
 structure that has the possibility to cover all important classes and
 functions in OSG, and can be easily added to by all, is a huge difference
 from giving people who ask it full access to post whatever OSG related
 material he/she wants on the OSG website. In the first I would easily add
 some knowledge that i found on the forum which was hard to find, but if I
 want to add something to the OSG website I would have to write some kind of
 guide, but that's not the right format for the smaller things that I find
 out. I hope you can understand the difference I'm trying to explain.
 for example: http://wiki.secondlife.com/wiki/LSL_Portal/nl - it had
 quite an extended page for each function in the script language. The
 creators make basic pages about the functionality, and the enthusiasts add
 their specific knowledge to it, and it works really well...
 /off topic

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 http://forum.openscenegraph.org/viewtopic.php?p=60816#60816





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[osg-users] OSG Server DOWN for mainteinance

2014-07-31 Thread Jordi Torres
Hi osg-ers

The OSG server containing the old trac and the svn will be down for some
hours for mainteinance. In the meanwhile you can use the git mirror to get
the code ( https://github.com/openscenegraph/ )

Sorry for the inconvenience.

Cheers.
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Re: [osg-users] OSG Server DOWN for mainteinance

2014-07-31 Thread Jordi Torres
Hi again,

The osg server is back on track. If you experience any problems feel free
to mail me or to post to this thread.

Thanks.


2014-07-31 12:09 GMT+02:00 Jordi Torres jtorresfa...@gmail.com:

 Hi osg-ers

 The OSG server containing the old trac and the svn will be down for some
 hours for mainteinance. In the meanwhile you can use the git mirror to get
 the code ( https://github.com/openscenegraph/ )

 Sorry for the inconvenience.

 Cheers.
 --
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Re: [osg-users] Convert depth image to 3D model

2014-07-24 Thread Jordi Torres
Hi Mikhail,

In my opinion the easiest way is to use a displacement mapping shader. In
the vertex shader you use the texture values to alter vertex positions. I
think there is an example in the OSG Cookbook from Wang Rui.

Hope it helps.


2014-07-24 12:21 GMT+02:00 Mikhail Matrosov mikhail.matro...@gmail.com:

 Hello,

 I have a depth image, i.e. grayscale floating point image, where each
 pixel represents a depth value in this point of a scene. What is the
 easiest way to create a 3D model of the scene?

 I know I can simply loop over all pixels and create a pair of triangles
 for each pixel. But I feel like it has to be more elegant solution.

 Cheers,
 Mikhail

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