Re: [osg-users] Enable Qt5Widgets_DIR into cmake (GUI)

2018-09-05 Thread Konstantin Podsvirov
Hello Andrea,10:39, 5 September 2018 г., Andrea Martini :Dear all,i would like to enable Qt5 form Cmake(GUI) 3.8.2 using OSG 3.5.3 on Windows10. I installed QT 5.8.0 in c:\QT\... and i set environment variable QTDIR to C:\Qt\Qt5.8.0\5.8\msvc2013_64My focus consits in get osgQtBrowser and osgQtWidgets example projects in osg solutions (visual studio 2013).What i get is:Ungrouped Entries-> Qt5Widgets_DIR =  Qt5Widgets_DIR-NOTFOUNDFurthermore, several QT -> items are automatically filled with NOFOUND (after Configure process). I must manually fill each items!!!Is there a way to tell CMAKE to fill all qt entries automatically?Thank you in advanceRegardsAndrea... Thank you!Cheers,AndreaJust add C:\Qt\Qt5.8.0\5.8\msvc2013_64 to CMAKE_PREFIX_PATH variable.___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgQt include files

2018-08-11 Thread Konstantin Podsvirov
Hello Michael!0:13, 12 August 2018 г., "Michael W. Hall" :This may have been answered.  I got the latest version ofOpenSceneGraph from github.  It is version 3.7.  I built and installed.When I try to compile my program I am getting the following error:In file included from/home/hallmw/Projects/osgMap/applications/osgmap/osgmap.cpp:12:0:/home/hallmw/Projects/osgMap/include/osgmap/MainWindow:31:34: fatalerror: osgQt/GraphicsWindowQt: No such file or directoryI can check that directory and there are no header files in it.  Anyidea whey they are missing?Thanks,MichaelThe osgQt now is a separate project.You should build and install osgQt too.https://github.com/openscenegraph/osgQt--Regards,Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [EXTERNAL] Re: Is there a binary distribution available for version 3.4.0?

2017-10-05 Thread Konstantin Podsvirov
Hello all!Your can try DaD's Project installers:https://dad.podsvirov.pro/houseOSG and other binaries for MSVC 2013 available.Also lookup Microsoft's vcpkg project (MSVC 2015 and later).5:00, 6 October 2017 г., Brian Davis :







Our timeframe is actually pretty urgent.  We are trying to get some software through a scanning tool for export/IP compliance.  It would be easier for us to add
 an existing distribution to the cloud scanning tool, rather than our own build.
 
I’ll reach out internally to understand their definition of publicly maintained as well.  One available from openscenegraph.org would certainly meet that criteria,
 but I’m not sure when we go outside of that.
 
Many thanks for the responses,

Brian

 


From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org]
On Behalf Of Chris Hanson
Sent: Thursday, October 05, 2017 1:53 PM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] [EXTERNAL] Re: Is there a binary distribution available for version 3.4.0?


 
External Sender: Use caution with links/attachments.




Hi Brian, we had one for a while, but the system hasn't been updated recently because one of our developers who maintained it is working elsewhere at this time. So, we don't have a 3.4 build.


 


I can look into reviving it at some point -- how urgent is your timeframe?

 


 




 

On Thu, Oct 5, 2017 at 12:06 PM, Stuart Mentzer  wrote:


Hi Brian,

No, we aren't using VS 2013 any more. If you are in a pickle for VS 2013 builds contact me and we'll look at the options for getting that done.

Regards,
Stuart

--
Stuart Mentzer
Objexx Engineering
Office  +1 781 455 1150 x11
Mobile +1 781 708 3872




On 10/5/2017 1:59 PM, Brian Davis wrote:



Thanks for the response, Stuart.  Much appreciated.
 
Do you have a Visual Studio 2013 version?  It looks like no, based on your web site, but I wanted to
 ask.
 
Cheers,
Brian
 


From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org]
On Behalf Of Stuart Mentzer
Sent: Thursday, October 05, 2017 2:26 AM
To: osg-users@lists.openscenegraph.org
Subject: [EXTERNAL] Re: [osg-users] Is there a binary distribution available for version 3.4.0?


 
External Sender: Use caution with links/attachments.

Hi Brian,

I'm not sure what your definition of publicly maintained is but my company is providing Windows builds of OSG 3.4.0 at

http://objexx.com/OpenSceneGraph.html. We set up an automated build system because we need these binaries ourselves and we found no other source for recent releases.

We are willing to entertain requests for additional 3rd party libraries and for builds of development releases. We will be posting 3.4.1 binaries within the next couple of weeks (waiting for Qt 5.9.2 or 5.10) and we could also post 3.4.0 builds with up-to-date
 3rd party library versions.

If you have any questions about our builds just let me know.

Regards,
Stuart

--
Stuart Mentzer
Objexx Engineering

 

On 10/5/2017 3:01 AM, Brian Davis wrote:




Are there any publicly maintained binary distributions of version 3.4.0 available for Windows?


 


For purposes of IP compliance scans of our software, use of a publicly maintained binary distribution
 works better than building it ourselves.  We currently have binaries that we have built, but are interested in using a public binary distribution if available.


 


Thanks,


Brian





This e-mail, including any attached files, may contain confidential and privileged information for the sole use of the intended recipient. Any review, use, distribution, or disclosure
 by others is strictly prohibited. If you are not the intended recipient (or authorized to receive information for the intended recipient), please contact the sender by reply e-mail and delete all copies of this message.



___
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

 




___
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 • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
 iPhone/iPad/iOS • Android
@alphapixel

facebook.com/alphapixel (775) 623-PIXL [7495]










___osg-users mailing 

Re: [osg-users] change default coordinate system unit

2017-05-30 Thread Konstantin Podsvirov
Hello!7:58, 31 May 2017 г., Vinoth Rajendran <vinothrajendran4...@gmail.com>:Hi,in osg default coordinate system units are in 'meters'.i am developing a 2D application in that i want change coordinate system units to Lat Lon in Degrees and also respective 2D Projection, is it possible ? and is there any 2D Camera Manipulator in OSG ? Thank you!Cheers,Vinoth--Read this topic online here:http://forum.openscenegraph.org/viewtopic.php?p=70999#70999___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.orgYou know about the project osgEarth? It is based on the OSG. It seems to me that this project has already answered many of your questions.--Regards,Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-04-05 Thread Konstantin
Hi, Robert!

I've sent upgraded osgtext3D example to osgsubmissions.

Best wishes!
KOS


2017-04-05 18:12 GMT+03:00 Robert Osfield <robert.osfi...@gmail.com>:

> Hi KOS,
>
> On 5 April 2017 at 15:41, Konstantin <lalakos...@gmail.com> wrote:
> > First... Thanks :)
> > I've compiled 3.5.6 with GL3 core on Macmini (OpenGL 3.3) with no
> problems.
>
> Thanks for the testing.
>
> > BUT.
> > I have application based on OpenSceneGraph 3.4.0 (built with GL3 profile)
> > and it works well on Mac (in OpenGL 2.1 compatibility context)
> >
> > When I've switched to 3.5.6 (GL3 core) I have multiple problems:
> >
> > (*) Multiple VAO errors in console (OSG_NOTIFY_LEVEL=DEBUG_FP) when
> > ShaderComposition is ON (like vao not binded, so Program compilation was
> > failed).
>
> I would have thought VAO and glProgram would be orthogonal.
> Unfortunately I don't have OSX access so can't test things out myself,
> so have to rely on OSX users to test and provide guidance.
>
> Could you post the errors?  Is possible to reproduce the error with OSG
> example?
>
> As a general note, osg::ShapeComposition is deprecated, #pragmat(tic)
> shader composition and upcoming extensions to it are the way forward
> for OSG applications so I'd recommend looking in migrating over to the
> new shader functionality.  If you have any questions then I'd suggest
> starting up another thread.
>
> > (*) Strange things with lighting: Don't know how to explain it now, but
> like
> > something was changed in the osgUtil::PositionalStateContainer.
>
> I just checked with git log on the PositionStateContainer header and
> source files and nothing other than typo fixes has been changed with
> them in 5 years.  So if there is a change in behaviour it will be
> coming from elsewhere.
>
> Can you reproduce the problem with any of the OSG examples?
>
>
> > (*) Problems with osgAnimation::RigGeometry (I think because of VAO)
>
> Again can you reproduce this with any of the OSG examples?
>
>
> > (*) osgText::Text3D setCharacterSize  don't change geometry in dynamic
> (I've
> > added handler to osgtext3d example, changed text3d node's DataVariance to
> > DYNAMIC and test some functions)
>
> Could you post these changes to osgtext3d so I can see the problem,
> hopefully it'll appear under linux and I'll be able to investigate.
>
> > PS
> > ShaderHint=SHADER_NONE in DisplaySettings
> > My ShaderComposer can create version #150
>
> The shaders version numbers used for GL3 fallback shaders were chosen
> by a fellow OSX/GL3 core profile user, is it safe/preferable to got
> for GLSL version #150?  If we need to adapt the shaders in some way
> I'm happy to consider changes - the more widely the shaders the work
> the better.
>
> --
>
> For all these issues, I'd like to resolve them, but am hampered by not
> having an OSX system.  This means we'll need help from OSX users to
> both provide clear tests that reproduce the issues and then for us as
> a group to work out solutions, code them up and then do another round
> of testing.
>
> Cheers,
> Robert
> ___
> 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


Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-04-05 Thread Konstantin
Hello, Robert!

First... Thanks :)
I've compiled 3.5.6 with GL3 core on Macmini (OpenGL 3.3) with no problems.

BUT.
I have application based on OpenSceneGraph 3.4.0 (built with GL3 profile)
and it works well on Mac (in OpenGL 2.1 compatibility context)

When I've switched to 3.5.6 (GL3 core) I have multiple problems:

(*) Multiple VAO errors in console (OSG_NOTIFY_LEVEL=DEBUG_FP) when
*ShaderComposition* is ON (like vao not binded, so Program compilation was
failed).
(*) Strange things with lighting: Don't know how to explain it now, but
like something was changed in the osgUtil::PositionalStateContainer.
(*) Problems with osgAnimation::RigGeometry (I think because of VAO)
(*) osgText::Text3D setCharacterSize  don't change geometry in dynamic
(I've added handler to osgtext3d example, changed text3d node's
DataVariance to DYNAMIC and test some functions)


PS
ShaderHint=SHADER_NONE in DisplaySettings
My ShaderComposer can create version #150

KOS


2017-04-04 16:57 GMT+03:00 Remo Eichenberger :

> Hi,
>
> and the callstack:
>
>
> Code:
>
> osg147-osgd.dll!osg::MixinVector::front() Line
> 139  C++
> osg147-osgTextd.dll!osgText::Text::accept(osg::PrimitiveFunctor &
> pf) Line 1276 C++
> osg147-osgUtild.dll!osgUtil::RenderBin::getStats(osgUtil::Statistics
> & stats) Line 586  C++
> osg147-osgUtild.dll!osgUtil::RenderStage::getStats(osgUtil::Statistics
> & stats) Line 1446   C++
> osg147-osgUtild.dll!osgUtil::RenderStage::getStats(osgUtil::Statistics
> & stats) Line 1440   C++
> osg147-osgUtild.dll!osgUtil::SceneView::getStats(osgUtil::Statistics
> & stats) Line 1564 C++
> osg147-osgViewerd.dll!collectSceneViewStats(unsigned int
> frameNumber, osgUtil::SceneView * sceneView, osg::Stats * stats) Line 597
> C++
> osg147-osgViewerd.dll!osgViewer::Renderer::cull() Line 685
> C++
> osg147-osgViewerd.dll!osgViewer::ViewerBase::renderingTraversals()
> Line 882 C++
> osg147-osgViewerd.dll!osgViewer::ViewerBase::frame(double
> simulationTime) Line 750  C++
>
>
>
>
> Cheers,
> Remo[/code]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70659#70659
>
>
>
>
>
> ___
> 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


Re: [osg-users] Fwd: how to solve QT5 multi-thread problem

2017-02-12 Thread Konstantin Podsvirov
9:22, 13 February 2017 г., "来恩" <first_...@21cn.com>: Hello Konstantin,   Was the environment variable QSG_RENDER_LOOP provided in QT5.8? It's internal variable added in Qt5 to configure render loop type.What's your working environment? For example, what QT version and OSG version is? You can try my environment via "DaD's House":https://dad.podsvirov.proWhat's the type of osgDB.Loader mean?Please read reference documentation:https://podsvirov.github.io/osgqtquick/osgdoc/index.html   Thanks a lot.Regards,  Glen-- 原始邮件 --发件人:Konstantin Podsvirov "konstan...@podsvirov.pro"  时 间:2017/02/13 13:42:11 星期一  收件人:OpenSceneGraph Users "osg-users@lists.openscenegraph.org"  抄送人:  主 题:[osg-users] Fwd: how  to  solve   QT5  multi-thread  problem  Hello, Glen.   8:07, 13 February 2017 г., "来恩" <first_...@21cn.com>:   Hello, Konstantin: Thanks you for your response. I noticed that the project you mentioned was done with QT5. But there is a multi-thread problem when osg works well with QT5. My application really needs multi-thread functionality the load and unload data continously. Do you have osgqtquick project using QT4? Regards, Glen Project osgQtQuick now based on Qt5. The Qt4 not supported.  Threaded rendering now supported. You can set environment variable  QSG_RENDER_LOOP  to the value of "basic", "windows" or "threaded" also.  For asynchronous loading, you can use type osgDB.Loader.    -- 原始邮件 --发件人:Konstantin Podsvirov "konstan...@podsvirov.pro"时 间:2017/02/11 18:55:06 星期六收件人:osg-users "osg-users@lists.openscenegraph.org"抄送人:主 题:Re: [osg-users] how to solve QT5 multi-thread problem Hello.  13:09, 11 February 2017 г., "来恩" <first_...@21cn.com>:Hi All, Now I use QT4.8.7 as my application's GUI framework(it seems that there is no other better choice ), it works well with OSG. My users want me to upgrade my GUI, they said the GUI is too old and obsolete, so I plan to use QML technology to do this task. But how to embed QGLWidget into qml, i searched the solution on the internet, all of which is taken with QT5. But I knew there is some problem with multi-thread model when integrating OSG into QT5. So I raise this question, hope to see your replies.Thank you in advance.  Glenosg-users@lists.openscenegraph.org   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org   ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Have you tried the project osgQtQuick?   https://github.com/podsvirov/osgqtquick       -- Regards, Konstantin Podsvirov ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.orgRegards,Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Fwd: how to solve QT5 multi-thread problem

2017-02-12 Thread Konstantin Podsvirov
Hello, Glen.8:07, 13 February 2017 г., "来恩" <first_...@21cn.com>:Hello, Konstantin: Thanks you for your response. I noticed that the project you mentioned was done with QT5. But there is a multi-thread problem when osg works well with QT5. My application really needs multi-thread functionality the load and unload data continously. Do you have osgqtquick project using QT4? Regards, Glen   Project osgQtQuick now based on Qt5. The Qt4 not supported.Threaded rendering now supported. You can set environment variable QSG_RENDER_LOOP to the value of "basic", "windows" or "threaded" also.For asynchronous loading, you can use type osgDB.Loader.-- 原始邮件 --发件人:Konstantin Podsvirov "konstan...@podsvirov.pro"  时 间:2017/02/11 18:55:06 星期六  收件人:osg-users "osg-users@lists.openscenegraph.org"  抄送人:  主 题:Re: [osg-users] how to solve QT5 multi-thread problem   Hello.   13:09, 11 February 2017 г., "来恩" <first_...@21cn.com>:   Hi All, Now I use QT4.8.7 as my application's GUI framework(it seems that there is no other better choice ), it works well with OSG. My users want me to upgrade my GUI, they said the GUI is too old and obsolete, so I plan to use QML technology to do this task. But how to embed QGLWidget into qml, i searched the solution on the internet, all of which is taken with QT5. But I knew there is some problem with multi-thread model when integrating OSG into QT5. So I raise this question, hope to see your replies.Thank you in advance.  Glenosg-users@lists.openscenegraph.org   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.orgHave you tried the project osgQtQuick?  https://github.com/podsvirov/osgqtquick--  Regards,  Konstantin Podsvirov 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to solve QT5 multi-thread problem

2017-02-11 Thread Konstantin Podsvirov
Hello.13:09, 11 February 2017 г., "来恩" <first_...@21cn.com>:Hi All,   Now I use QT4.8.7 as my application's GUI framework(it seems that there is no other better choice ), it works well with OSG. My users want me to upgrade my GUI, they said the GUI is too old and obsolete, so I plan to use QML technology to do this task. But how to embed QGLWidget into qml, i searched the solution on the internet, all of which is taken with QT5. But I knew there is some problem with multi-thread model when integrating OSG into QT5. So I raise this question, hope to see your replies.Thank you in advance.    Glenosg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org   ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.orgHave you tried the project osgQtQuick?https://github.com/podsvirov/osgqtquick--Regards,Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [TEST PASSED] OSG 3.5.5 + osgQt 3.5.5 + osgQtQuick 2.0.0.8 via MinGW-w64 6.2.0

2017-01-11 Thread Konstantin Podsvirov
Hi all! Today I tried this bundle: OSG 3.5.5 + osgQt 3.5.5 + osgQtQuick 2.0.0 via MinGW-w64 6.2.0 I was able to build and run the app based on QtWidgets. I also run the test QML scripts project osgQtQuick. You don't need to build OSG, or osgQt osgQtQuick! Just use this. If you want to try it too, you can use the experimental installer: https://download.podsvirov.pro/installers/dad-0.3.1-windows-mingw64-unstable.exe More binaries at DaD's House: https://dad.podsvirov.pro/house I will be glad feedback. --Regards,Konstantin Podsvirov 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Qt3D 2.0 vs OSG

2016-10-26 Thread konstantin
Andrew, thanks for your answer.19:10, 26 october 2016 г., Andrew Cunningham :We are using Visual Studio 2013 but will be moving to Visual Studio 2015 for this project.QT3D 2.0 is a real scene graph now - it's only real advantage over OSG is that getting started with it is 'low friction' vs OSG which seems at first glance a bit overwhelming, including the whole build process, especially those pesky third-party libs. And the OSG/QT5 integration has not been always so perfect.For a large and complex project requires an appropriate environment.Boring work on building packages should deal with people who are interested.Others have to deal with creativity on the basis of pre-built dependencies.You have had the opportunity to familiarize with my project and installers I gave?I think about the creation of environment for MSVC2015, but I do this in the spare time and nothing I can say about the timing.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] New 3rdParty precompiled package for Windows released

2016-10-26 Thread konstantin
Hello, Guys!!I have grand plans to create a cross-platform development environment in C++.I started with the Windows, where traditionally there are no many well-known open packages to develop.I have built a lot of packages with MSVC2013 for 32 and 64 bit.I have OSG with some dependencies, osgEarth, Apache web server with MapServer and many others.Perhaps it will be someone is interesting.Please visit "DaD's House" web site to download available installers:http://dad.podsvirov.pro18:36, 26 october 2016 г., Chris Hanson :Nice work, Torben. You're way ahead of me at this point. I'll try to catch up with your work sometime and maybe get my build system building again.On Mon, Oct 24, 2016 at 3:09 AM, Torben Dannhauer  wrote:Robert,

don't worry, enjoy your week :)

Torben

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69133#69133





___
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 • Contracting3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCLLegal/IP • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android@alphapixel facebook.com/alphapixel (775) 623-PIXL [7495]

___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


Re: [osg-users] Qt3D 2.0 vs OSG

2016-10-26 Thread Konstantin Podsvirov
Hello, Andrew!

26.10.2016, 02:41, "Andrew Cunningham" <andr...@mac.com>:
> Hi,
>
> We are having a bit of an internal argument about using OSG as a 3.4 scene 
> graphs: the scene graph in QT3D2.0 (5.7 QT) QT for a Windows/C++ widget app. 
> We are already familiar with OSG 3.3 in a Windows/MFC application - that's 
> obviously a reason to use OSG. QT3D 2.0 But seems quite easy to use as well. 
> Maybe someone has more experiences with the Pros/Cons.
>
> Andrew
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69158#69158

A few years ago, I experimented with Qt3D 1.0, but it functions for me then not 
enough.
I went to OSG and am using it now. The OSG project is developing for many years 
and he has a lot of possibilities.
Qt3D 2.0 is very much changed, but I don't use it actively.

Which compiler for Windows do you use?

Versions of the libraries that you specified match the environment I use.

You can try it now for MSVC2013 Windows:

http://download.podsvirov.pro/installers/dad-0.3.1-windows-vc12x86-testing.exe

or

http://download.podsvirov.pro/installers/dad-0.3.1-windows-vc12x64-testing.exe

More information on the project's website "DaD's House":

http://dad.podsvirov.pro

--
Regards,
Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Qt version for OSG3.4.0

2016-10-17 Thread konstantin
11:06, 17 october 2016 г., Uma Devi Selvaraj :Hi all,  Can somebody tell me which version of Qt does OSG 3.4.0 supports.??... Thank you!Cheers,UmaFor me it's work with Qt 5.5 and 5.7 on Windows.You can try my prebuilt binaries at: http://dad.podsvirov.pro
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to get OSG 2.5?

2016-08-04 Thread Konstantin
Hi!

Make clean your build first of all (remove object files)!

KOS


2016-08-04 15:29 GMT+03:00 Christian Buchner :

> You could try the OpenSceneGraph-2.6 branch, which is essentially the
> stable version of the OSG 2.5 developer branch
>
> https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-2.6
>
>
> 2016-08-04 14:04 GMT+02:00 Haixiao Liu <943719...@qq.com>:
>
>> Hi,
>>
>> I have a project developed with OSG 2.5 .But I don't have the source code
>> of OSG 2.5 .I tried to compile the project with OSG 3.0,but it failed and
>> reported an error "C2065: “_minimumZoomScale”: Undeclared Identifier".
>> How can I get OSG 2.5? Or how to solve this problem?
>>
>>
>> Thank you!
>>
>> Cheers,
>> Haixiao
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=68277#68277
>>
>>
>>
>>
>>
>> ___
>> 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
>
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] QtQuick

2016-07-27 Thread Konstantin Podsvirov
Hello Antoine,

unfortunately I have no spare time for the extended response.

27.07.2016, 21:27, "Antoine Rennuit" <antoinerenn...@hotmail.com>:
> Hello Konstantin,
>
> Thanks a lot for you link, this is already a step forward.
>
> I am actually willing to code all my rendering in C++ (the rendering code is 
> actually already in place and inherited from our desktop application).
>
> Now in QtWidget I used to have a custom widget inheriting from both 
> osgViewer::Viewer and QGLWidget and this allowed me to provide the graphic 
> context (osgViewer::GraphicsWindowEmbedded) to my view, handle the events 
> (e.g. window resize, keyboard events, manipulate via 
> TrackballManipulator...), provide the scene data to the view, and actually 
> display a grid and the origin gizmo.
>
> I have the feeling that in your QML framework, the class closest to my old 
> widget is osgViewer:: ViewQtQuick.
>
> Now, from my C++ code, I am not sure how I can get a pointer or ref to the 
> object of class osgViewer:: ViewQtQuick, so as to provide the view with the 
> scene date, provide it with a camera manipulator... all these things which I 
> would like to do in C++ rather than in QML.
>
> I guess, a yet more fundamental question is: am I right in saying that with 
> this approach, I should create my view in QML and expect to get a handle to 
> it (pointer, ref...) in C++?

Approximately correctly.

The generalized answer can be found here:

http://doc.qt.io/qt-5/qtqml-cppintegration-topic.html

> I feel a bit lost in joining QML and C++ here...

This new technology, and I also have many more questions.

> Thanks,
>
> Antoine.

Sorry, that I did not provide an expanded response, but perhaps this is not our 
last conversation.

> ----
> From: osg-users <osg-users-boun...@lists.openscenegraph.org> on behalf of 
> Konstantin Podsvirov <konstan...@podsvirov.pro>
> Sent: 08 July 2016 11:38
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] QtQuick
>
> Hello Antoine and all!
>
> 12:28, 8 jul 2016 г., Antoine Rennuit <antoinerenn...@hotmail.com>:
>> Hi all,
>>
>> I am willing to use OSG with QtQuick. As OSG a QtQuick both use OpenGL to 
>> display things there are conflicts to handle. For instance, I would like to 
>> only use a reduced part of the OpenGL viewport to display 3D geometry from 
>> OSG (that is what is usually the 3D window in standard windowing systems). 
>> What is left of the viewport being solely used by QtQuick for its buttons, 
>> sliders...
>>
>> Hence my question: using OSG, is there a way to only render in a sub-area 
>> (or reduced rectangle) of the viewport?
>>
>> I have checked on the internet and I am a bit lost...
>
> For example osgQtQuick project:
>
> http://github.com/podsvirov/osgqtquick
>
>> Kind regards,
>>
>> Antoine.
>
> --
> Regards,
> Konstantin Podsvirov
> ,
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

--
Regards,
Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] qmlosg (QtQuick + osg integration)

2016-06-14 Thread Konstantin Podsvirov
16:51, 14 june 2016 г., Wojtek Kowalski :Hi,I've got a problem when resizing window.When I try to make it bigger than initial size, then appears a white screen in this greater area and initial view doesn't change.Any hints?Thank you!Cheers,WojtekYou can try similar project osgQtQuick:http://github.com/podsvirov/osgqtquick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-09 Thread Konstantin Podsvirov
Interesting!8:32, 9 june 2016 г., Shayne Tueller :This does not help me.Sorry. I need the Nvidia texture tools 64bit dependency which is not available on your website. I already have all the other 64 bit dependencies needed to build OSG 64bit. I'm just missing the Nvidia texture tools.Since no one has any input on this, the next step is to try and build them myself from source. I'm sure this will be an ugly mess...Sometimes we need build other code ;-)I found this link:https://github.com/castano/nvidia-texture-toolsWhat part of OSG use It?Shayne--Read this topic online here:http://forum.openscenegraph.org/viewtopic.php?p=67520#67520
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-08 Thread Konstantin Podsvirov
Hello Shayne!

09.06.2016, 02:27, "Shayne Tueller" <shayne.tuel...@hill.af.mil>:
> I went to your suggested website and it does not have the dependencies I 
> need...sorry.

I'm sorry - I didn't have time for extended response (I was on the transport 
and wrote a telephone).

On the website (http://dad.podsvirov.pro) you can find much more than just a 
3th party for OpenSceneGraph.
You can even find there the OpenSceneGraph binaries, which is built on the 
basis of:
- curl;
- freetype;
- jpeg;
- zlib;
- libpng;
- libtiff;
- libxml2;
- qt.

It's a development platform, created under the modular principle. You can use 
only the modules you need.
You will need:
- Download and run the appropriate installer;
- Choose the desired module (library);
- To complete the installation.

That's all - now you have a pre-built dependencies for your project.

> Shayne
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=67517#67517

Was my answer useful?

If there are still questions, I will try to answer them.

--
Regards,
Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-07 Thread Konstantin Podsvirov
Hello!You can try binaries for MSVC2013 32/64 bit from "DaD's Project":http://dad.podsvirov.pro16:50, 7 june 2016 г., Shayne Tueller <shayne.tuel...@hill.af.mil>:Hi,Using VS2013, I'm trying to build OSG 3.2.1 with 64 bit. I downloaded what I think is the correct 3rdParty libs for 64 bit. However, when I configure the build using CMake, it can't find any of the NVTT libraries. Looking in the 3rdParty/lib folder for x64, it appears all the nv*.lib object file libraries are missing. They are there for the x86 but not for x64.Does anyone know where I can get a reliable and complete set of 64 bit 3rdParty libs built with VS2013? What I downloaded from openscenegraph.org seems to be incomplete. Thank you!ShayneRegards,Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [build] CMake not finding many 3rd party plugins for vs2013

2016-05-28 Thread Konstantin Podsvirov
Hello!For vs2013 you can try prebuild binaries from DaD's House:http://dad.podsvirov.pro11:18, 28 may 2016 г., theo miller :Hi,I've followed the instructions on xinyustudio wordpress' tutorial for vs2013 (can't post links atm).Here is what I did :Download and extract OSG 3.4.0,Download and extract 3rdParty_VS2013_v120_x86_x64_V9_full.7z,Open CMake-gui 3.2.2, configure, set the 3rd party plugins to the folder I extracted the plugins to, configure,Then I get a ton of NOTFOUND 's for about 75% of the libs/includes in the list. Includes FFMPEG, DIRECTSHOW, DCMTK, COLLADA_INCLUDE_DOMANY_DIR, many others.Sure enough, some basic examples worked and most didn't.Is there a guide or a quick and painless way to setup OSG for VS2013 ?Thank you!Cheers,theoHave a nice day!
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2016-04-26 Thread Konstantin Podsvirov
27.04.2016, 06:08, "Konstantin Podsvirov" <konstan...@podsvirov.pro>:
> Hi Jordi!
>
> 26.04.2016, 23:59, "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.
>
> Thank you for the work done, but it looks bad for me. I would even say awful. 
> :-(
>
> For example, compare page "Namespaces" - terrible formatting. It's flowers.

Here I take it back. The problem was with the caching of the styles in my 
browser (decided after pressing Crtl+R).

> The worst thing I saw: the description is missing some classes. For example 
> osgViewer::View is not documented at all.
> This is the first thing that caught my eye.
>
>> 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 hosted web 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
>
> I apologize for criticizing, but I hope it will be useful for the community.
>
> Please note my contribution made recently: 
> https://github.com/openscenegraph/OpenSceneGraph/pull/42
>
> Maybe this will help, too.
>
> --
> Regards,
> Konstantin Podsvirov
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Regards,
Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2016-04-26 Thread Konstantin Podsvirov
Hi Jordi!

26.04.2016, 23:59, "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.

Thank you for the work done, but it looks bad for me. I would even say awful. 
:-(

For example, compare page "Namespaces" - terrible formatting. It's flowers.

The worst thing I saw: the description is missing some classes. For example 
osgViewer::View is not documented at all.
This is the first thing that caught my eye.

> 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 hosted web 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

I apologize for criticizing, but I hope it will be useful for the community.

Please note my contribution made recently: 
https://github.com/openscenegraph/OpenSceneGraph/pull/42

Maybe this will help, too.

--
Regards,
Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [build] CMake 3.5.1 and OSG

2016-04-06 Thread Konstantin Podsvirov
Hello!You reale need OSG 3.5 and MSVC2015?For experiment you can try OSG 3.4 vs MSVC2013 from DaD's Project:http://dad.podsvirov.pro%D0%9E%D1%82%D0%BF%D1%80%D0%B0%D0%B2%D0%BB%D0%B5%D0%BD%D0%BE%20%D0%B8%D0%B7%20%D0%BC%D0%BE%D0%B1%D0%B8%D0%BB%D1%8C%D0%BD%D0%BE%D0%B9%20%D0%AF%D0%BD%D0%B4%D0%B5%D0%BA%D1%81%2E%D0%9F%D0%BE%D1%87%D1%82%D1%8B%3A%20http%3A%2F%2Fm%2Eya%2Eru%2Fymail19:47, 6 апреля 2016 г., Laurent Berger :Hi,I have downloaded openscengraph from git(master) and I have succesfully compiled and installed osg on windows 10-64bit using VS 2015. Now I want to use OSG lib and include with my own application using CMake 3.5.1. I have set var OSGDIr and cmake can find include but cannot find static lib. In lib folder I can find 38 lib like osg143-osgd.lib osg143-osg.lib...If I change osg143-osg.lib in osg.lib OSG_LIBRARY is found in cmake.What's wrong in my installed?... Thank you for your answerCheers,Laurent--Read this topic online here:http://forum.openscenegraph.org/viewtopic.php?p=66754#66754___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


Re: [osg-users] Dependencies links are dead

2016-03-10 Thread Konstantin Podsvirov
You can try binaries for MSVC2013 from my "DaD's Project":

http://dad.podsvirov.pro

10.03.2016, 19:42, "Peter Wraae Marino" <marino.pe...@gmail.com>:
> Hi,
>
> The dependencies "links" are dead for VisualStudio 2013. I tried both the 
> small and full and get an invalid page.
>
> page with links:
> http://www.openscenegraph.org/index.php/download-section/dependencies
>
> dead pages:
> http://download.osgvisual.org/3rdParty_VS2013_v120_x86_x64_V9_small.7z
>
> http://download.osgvisual.org/3rdParty_VS2013_v120_x86_x64_V9_full.7z
>
> I think the other links are dead too.
>
> anyone?
>
> Thank you!
>
> Cheers,
> Peter
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66514#66514

Regards,
Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [vpb] 3rd Party Tools not available

2016-03-10 Thread Konstantin Podsvirov
You can try binaries for MSVC2013 from my  "DaD's Project":http://dad.podsvirov.pro
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSGViewer & examples Problem

2016-03-06 Thread Konstantin Podsvirov
Hi, Simon!

Unfortunately, I haven't had time to experiment with OSG vs MSVC2015,
but I already build OSG with MSVC2013 and for me everything works fine.

If you're interested, you can try my binaries:

http://dad.podsvirov.pro

Download installer dad-0.3.0-windows-vc12x86-stable.exe or 
dad-0.3.0-windows-vc12x64-stable.exe and install the OpenSceneGraph.

If you have any other questions, ask them here - I will try to answer.

06.03.2016, 20:28, "Simon Jackson" <siz...@gmail.com>:
> Hi,
>
> I've just started looking into OSG and I've built it all from source with 
> VS2015 (generated by CMake). Everything builds ok and I am reading the 
> "Openscenegraph quick start guide" book.
>
> When I run any of the samples or try the simple samples from the book, I 
> either get nothing rendered or white blocks and I'm not really sure what the 
> problem could be. I thought it was because the textures etc were missing, 
> until I tried the first example from the book which just programmatically 
> builds a coloured square which is exported to an .osg file to be used with 
> osgviewer.
>
> The file is exported successfully, however when I try and view it with the 
> viewer all I get is a purple background. If I press s for the statistics 
> info, it just shows white blocks so it is quite something broken with my 
> build.
>
> Does anyone have any idea of what could be wrong?
>
> Thanks,
> Simon
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66490#66490
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Regards,
Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 3rd party binaries VS 2013

2016-02-19 Thread Konstantin Podsvirov
Hi OSG users! Hi Robert and Chris!

19.02.2016, 19:33, "Robert Osfield" <robert.osfi...@gmail.com>:
> On 19 January 2016 at 16:15, Chris Hanson <xe...@alphapixel.com> wrote:
>> I can mirror them if I get copies. We haven't started up our build server 
>> ourselves so our build are out of date currently.

Chris, I know you have already build OSG dependencies for Windows.
My first experience OSG was associated with the visit alphapixel.com and it 
helped me a lot.
But OSG is very large and not always specific binaries include the desired 
functionality.
Then I realized that I needed to learn how to build OSG itself.
It was many years ago. I used dependency with alphapixel.com.
Thank you for the good work and help.

It is interesting how the process of building the dependencies?
You talk about build automation. Interesting details.

> I wonder if providing binaries on gitub might be a way to go. Do other 
> projects do this yet?
>
> Robert.

I don't think this is a good solution. But for a specific project can work.

As here it became clear that problems arise only on Windows.
My opinion is that this is due to the fact that for the MSVC compiler do not 
have a systematic approach 
when people talk about challenging projects, many module. But this is my 
personal opinion.

For Windows there is Linux (UNIX) is similar to solutions with a systematic 
approach.
For example:

MSYS2
http://msys2.github.io/

Cygwin
http://cygwin.org/

With these projects you can use OSG.
Used the GCC compiler.

Many good open and free project that uses OSG is needed not only for him.
The successful development of various Linux distributions confirms this.

I'm developing a solution which I called "Dad's House":
http://dad.podsvirov.pro

I already have a working version for MSVC2013 32-bit and 64-bit. Now you can try
OSG and not only.
The project is being established as a cross-platform and there are all the 
tools.
But since there is an acute shortage of binaries for MSVC - I started here.
I have the current version, as well as frozen status for 2014 and 2015.

Now I have automated many issues, but still a lot need to improve.

If you have additional ideas, I encourage them to share on the mailing lists.

Again Chris. You can download the installers here:

http://dad.podsvirov.pro/house/installers

Deflate the available modules and Repack the archive. But I can't promise that 
I now have all the dependencies.
I am developing a project in their spare time. Specific request can be faster.

(sorry for possible mistakes in text)

--
Regards,
Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [3rdparty] Where is 3rd party packages?

2016-02-18 Thread Konstantin Podsvirov
Hi, Alexey!

Offer to pay attention to my project "DaD's House":

http://dad.podsvirov.pro

I spend a lot of time building various dependencies, including
for OpenSceneGraph.

Now the focus is on the port for MSVC2013 32-bit and 64-bit.

Download the installer and install the OpenSceneGraph module, all the available 
dependencies are installed automatically.

If you have any questions and suggestions, feel free to ask them here. I will 
try to answer.

18.02.2016, 22:59, "Alexey Popov" <popov@gmail.com>:
> Hi!
> Where can I download the 3rd party for VisualStudio 2013?
> Links on page "Windows prebuilt dependency packages" is incorrent 
> (3rdParty_VS2013_v120_x86_x64_V9_full.7z)
>
> Thank you!
>
> Cheers,
> Popov
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66302#66302
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Regards,
Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG version for Node-derivation of Drawable?

2015-12-12 Thread Konstantin Podsvirov
OpenSceneGraph version 3.3.2, it seems :-)

Here's the commit on github:

https://github.com/openscenegraph/osg/commit/7d6aaad963bc56c21cc8f97b83cdeab2bab11193

12.12.2015, 20:24, "Paul Martz project" <skewmat...@gmail.com>:
> Hi all -- A while back, so that changed OSG Geode derives from Group and
> Drawable derives from Node. Can someone tell me the first OSG version number
> that contained this change? I have some code in osgWorks that I need to
> conditionally compile based on this version number. Thanks.
> -Paul

--
Regards,
Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Windows binaries

2015-12-11 Thread Konstantin Podsvirov
Hello dear OpenSceneGraph users and fans of Windows!

Podsvirov my name is Konstantin and I'm a user like you.

I have a few options precompiled
versions for Windows MSVC2013 (now, but the list can be extended).

Here is a list of available versions:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2015-December/271816.html

I already wrote about this:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2015-December/271816.html

I build OpenSceneGraph as part of my "Dad's Project". The binaries are available
on the website "Dad's House":

http://dad.podsvirov.pro

For Emmanuel Pot <emmanuel@bentley.com>:

Installer dad-0.3.0-windows-vc12x86-testing.exe (32 bit) built with OSG Examples
3.4.0 OSG, Qt 5.5.1 (in the folder share/OpenSceneGraph/bin).

The example osgviewerQt works for me, but it starts rendering only after a 
window resize.

But more complex applications such as osgEarth (osgeartр_qt file.earth)
work well (32 and 64 bit).

Generally, if you are interested, you can download the installers and to try.

If you have questions, ask. I'll try to answer.

(sorry for possible mistakes in text)

--
Regards,
Konstantin Podsvirovи
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Can't build documentation

2015-12-09 Thread Konstantin Podsvirov
Turnkey solution:

http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph.org/2015-December/033750.html

09.12.2015, 22:03, "Gareth Francis" <gfrancis@gmail.com>:
> I had a similar problem a while back.
>
> Try adding EXTENSION_MAPPING=no_extension=C++ into the doxygen config file.
> https://www.stack.nl/~dimitri/doxygen/manual/config.html#cfg_extension_mapping
>
> It looks like the doxygen config file was created for a rather old version, 
> that defaults files with no extension to c++. This is no longer the case, and 
> doxygen is only run over the headers (which have no extension).
>
> On 9 February 2015 at 18:37, Eric Gregory <er...@seriforge.com> wrote:
>> Hi All,
>>
>> New to this list, so forgive me if this has been addressed, but I can't
>> find any other posts about this issue.
>>
>> We're unable to build the OSG documentation. The SDK (bins/includes/libs)
>> builds and installs just fine, and we're successfully building apps with
>> the results. The problem is only with the docs.
>>
>> doxygen and graphvis seem to be working just fine. They do run to
>> completion and do produce html files. There are a few warnings though.
>> Here is the output:
>> ---
>> % make doc_openscenegraph
>> Warning: doxygen no longer ships with the FreeSans font.
>> You may want to clear or change DOT_FONTNAME.
>> Otherwise you run the risk that the wrong font is being used for dot
>> generated graphs.
>> /src/OpenSceneGraph/OpenSceneGraph-3.4.0/include/osg/Program:474: warning:
>> Reached end of file while still inside a (nested) comment. Nesting level 2
>> (probable line reference: 179, 179)
>> /src/OpenSceneGraph/OpenSceneGraph-3.4.0/include/osg/Shader:363: warning:
>> Reached end of file while still inside a (nested) comment. Nesting level 2
>> (probable line reference: 52, 52)
>> /src/OpenSceneGraph/OpenSceneGraph-3.4.0/include/osgViewer/View:343:
>> warning: Reached end of file while still inside a (nested) comment.
>> Nesting level 2 (probable line reference: 137, 137)
>> Built target doc_openscenegraph
>> ---
>>
>> The problem is the resulting pages only contain a listing of "Files" but
>> no classes or functions. The "Main Page" only contains a single "Files"
>> tab, but none of the other tabs ("Namespaces", "Classes", etc.). See
>> attached screenshot.
>>
>> I'm using latest versions of CMake/doxygen/grpahivs.
>>
>> The results are the same under both Windows 7 w/ VisualStudio 2013 and
>> debian linux w/ gcc 4.9.2.
>>
>> Also getting the same results whether I invoke the doc build through the
>> build system (make or devenv), or directly via doxygen on the command
>> line.
>>
>> Any tips?
>>
>> Alternatively, I would be just as happy with a downloadable archive of the
>> docs that I can install locally, but cannot find any pre-built docs.
>>
>> Thank you,
>> Eric
> 
> Gareth Francis
> www.gfrancisdev.co.uk

--
Regards,
Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Fwd: [osg-submissions] Upgrade Doxygen configuration

2015-12-09 Thread Konstantin Podsvirov
Hi, I have long noticed it and here's my solution which
I promote:

 Forwarded message 
08.12.2015, 23:14, "Konstantin Podsvirov" <konstan...@podsvirov.pro>:

I posted the results of applying my changes.

Everyone can see it.

Generated by Doxygen 1.8.10

OpenSceneGraph 3.5.1

http://podsvirov.github.io/osg/reference/openscenegraph

and

OpenThreads

http://podsvirov.github.io/osg/reference/openthreads

Reference Documentation.

You can also visit my fork on github:

https://github.com/podsvirov/osg

17.11.2015, 21:14, "Konstantin Podsvirov" <konstan...@podsvirov.pro>:
> On the website I read that I need to attach the changed files.
>
> Now the attached files.
>
> 11.11.2015, 22:58, "Konstantin Podsvirov" <konstan...@podsvirov.pro>:
>> Hello dear developers OpenSceneGraph!
>>
>> Recently we saw the release of version 3.4 and even 3.5, but
>> on the documentation page shows version 3.2.0:
>>
>> http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs
>>
>> I tried to generate the documentation myself, but it turned out that when 
>> using the latest version of Doxygen we don't get the result expected. Latest 
>> Doxygen simply ignores the contents of the header files without the 
>> extension. The problem begins with version 1.8.3.1:
>>
>> http://www.stack.nl/~dimitri/doxygen/manual/changelog.html#log_1_8_3_1
>>
>> As I found out in a new case by selecting "EXTENSION_MAPPING" which should 
>> be set to "no_extension=C++".
>>
>> I prefer to work with git. Here is my PR:
>>
>> https://github.com/openscenegraph/osg/pull/42
>>
>> If I'm doing something wrong, please tell me how to do it right.
>> This is my first attempt to make a contribution to the project.
>>
>> (sorry for mistakes in text - English is not my native language)
>
> --
> Regards,
> Konstantin Podsvirov
> ,
>
> ___
> osg-submissions mailing list
> osg-submissi...@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org

Regards,
Konstantin Podsvirov
___
osg-submissions mailing list
osg-submissi...@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
 The end of forwarded message 

Regards,
Konstantin Podsvirov
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Fwd: Add info about External Project and Windows binaries

2015-12-02 Thread Konstantin Podsvirov
30.11.2015, 21:29, "Konstantin Podsvirov" <konstan...@podsvirov.pro>:

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
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] 3.4.0-rc3 build problem

2015-07-16 Thread Konstantin
Hello!

/usr/include/gstreamer-1.0/gst/gstelement.h:55:27: fatal error:
gst/gstconfig.h: No such file or directory


with *GStreamer 1.5.2* because gst/gstconfig.h is located in the
*/usr/lib64/gstreamer-1.0/include/gst* now!


Maybe its reasonable to use something like
*FIND_PACKAGE_HANDLE_STANDARD_ARGS (GStreamer* DEFAULT_MSG
GSTREAMER*_LIBRARIES GSTREAMER*_INCLUDE_DIRS)*

for systems with pkg-config (for Linux etc .^)

in the CMakeModules/FindGStreamer.cmake


KOS
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [GL ES2] TEXTURE_EXTERNAL_OES?

2015-05-21 Thread Konstantin
Hello, Jean!

It's possible.

You can create new class AndroidCameraTexture (etc.) inherited from the
osg::Texture2D and override method apply:



*apply(osg::State state){*

*... (see texture2d implementation)*


*glBindTexture(GL_TEXTURE_EXTERNAL_OES, texId)*


*... (see texture2d implementation)*
*}*

KOS


2015-05-19 20:39 GMT+04:00 Jean Baptiste Poquelin coudbo...@yahoo.fr:

 Hello,

 Is it possible to make a texture object use the GL_TEXTURE_EXTERNAL_OES
 target instead of GL_TEXTURE_2D?

 Thank you!

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=63767#63767





 ___
 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


Re: [osg-users] Fwd: Last update in the osgAnimation::Animation ONCE mode bug fix

2015-03-15 Thread Konstantin
Hi, Robert!


To see what happen, just run osganimationviewer with low FPS with patch and
without it.

*OSG_RUN_MAX_FRAME_RATE={2, 3 or 5} osganimationviewer* *--play-mode once*
some_model_with_rig.osgb

osganimationviewer's source with play-mode option in the attachment.


Without patch, the last rendered picture (with different FPS) can be not
the same.
With patch, rendered picture is always the same no matter of FPS.


KOS


2015-03-13 20:33 GMT+04:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Konstantin,

 On 13 March 2015 at 13:32, Konstantin lalakos...@gmail.com wrote:

 After Animation's update method *return false*,
 AnimationManager will remove this animation from the list of playing
 animations
 and will not call Animation's update method.


 No cpu overhead, i think :)


 I need to test this out to check what happens right now and with your
 patch, and whether there is a CPU overhead.

 What is the easiest way to recreate the problem you've seen?  Modifying an
 OSG example would probably be the most direct way.

 Cheers,
 Robert.


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


/*  -*-c++-*-
 *  Copyright (C) 2008 Cedric Pinson morni...@plopbyte.net
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
 *
 * Authors:
 * Cedric Pinson morni...@plopbyte.net
 * jeremy Moles jer...@emperorlinux.com
*/

#include AnimtkViewerKeyHandler
#include AnimtkViewerGUI

#include algorithm
#include iostream
#include osg/io_utils
#include osg/Geometry
#include osg/MatrixTransform
#include osg/Geode
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osgWidget/ViewerEventHandlers
#include osgGA/TrackballManipulator
#include osgGA/StateSetManipulator
#include osgDB/ReadFile
#include osgAnimation/AnimationManagerBase
#include osgAnimation/Bone

const int WIDTH  = 1440;
const int HEIGHT = 900;


osg::Geode* createAxis()
{
osg::Geode* geode= new osg::Geode();
osg::Geometry*  geometry = new osg::Geometry();
osg::Vec3Array* vertices = new osg::Vec3Array();
osg::Vec4Array* colors   = new osg::Vec4Array();

vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
vertices-push_back(osg::Vec3(1.0f, 0.0f, 0.0f));
vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
vertices-push_back(osg::Vec3(0.0f, 1.0f, 0.0f));
vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
vertices-push_back(osg::Vec3(0.0f, 0.0f, 1.0f));

colors-push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f));
colors-push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f));
colors-push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f));
colors-push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f));
colors-push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f));
colors-push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f));

geometry-setVertexArray(vertices);
geometry-setColorArray(colors, osg::Array::BIND_PER_VERTEX);
geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, 6));
geometry-getOrCreateStateSet()-setMode(GL_LIGHTING, false);

geode-addDrawable(geometry);

return geode;
}


struct AnimationManagerFinder : public osg::NodeVisitor
{
osg::ref_ptrosgAnimation::BasicAnimationManager _am;
AnimationManagerFinder() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Node node) {
if (_am.valid())
return;
if (node.getUpdateCallback()) {
osgAnimation::AnimationManagerBase* b = dynamic_castosgAnimation::AnimationManagerBase*(node.getUpdateCallback());
if (b) {
_am = new osgAnimation::BasicAnimationManager(*b);
return;
}
}
traverse(node);
}
};


struct AddHelperBone : public osg::NodeVisitor
{
AddHelperBone() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Transform node) {
osgAnimation::Bone* bone = dynamic_castosgAnimation::Bone*(node);
if (bone)
bone-addChild(createAxis());
traverse(node);
}
};

int main(int argc, char** argv)
{
osg::ArgumentParser arguments(argc, argv);
arguments.getApplicationUsage()-setApplicationName(arguments.getApplicationName());
arguments.getApplicationUsage()-setDescription(arguments.getApplicationName()+ is an example for viewing osgAnimation animations.);
arguments.getApplicationUsage

Re: [osg-users] Texture cache question

2015-03-13 Thread Konstantin
Hi, Nick!

*osgconv* with  *--enable-object-cache *option can help too.


KOS


2015-03-11 17:32 GMT+04:00 Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com:

 Thanks Robert. Sebastian, yes, that is the thing I am after. Thanks a lot!

 Nick

 On Wed, Mar 11, 2015 at 9:49 AM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi Nick,

 The osgDB::SharedStateManager might well be what you are looking for.
 It's not something I wrote or have used so can't provide lots of details on
 how best to use it, but I can say it's role is for sharing state between an
 already loaded scene graph and new loaded scene graph.

 Sebastian's suggestion about the using the Object Cache feature of
 osgDB::Registry is useful too for sharing osg::Image, which will help the
 SharedStateManager spot places where osg::Texture can be shared when they
 use the same osg::Image.

 Robert.

 On 10 March 2015 at 16:24, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 what was the way to have textures cached and reused on load? any hint?

 Thanks a bunch!

 Nick

 --
 trajce nikolov nick

 ___
 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




 --
 trajce nikolov nick

 ___
 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


Re: [osg-users] MorphGeometry problem in the 3.3.6 devel release

2015-03-13 Thread Konstantin
Hi, Robert!

In dynamic OSG-3.3.6.119 everything is good, but in static build it fails
because of:

*W/(18049): InputStream::readObject(): Unsupported associated class
osg::Callback*

I'll send *osgWrappers/serializers/osg/LibraryWrapper.cpp* to submissions
right now.

Thank you for fixing osgAnimation!


Konstantin Matveyev



2015-03-12 21:16 GMT+04:00 Robert Osfield robert.osfi...@gmail.com:

 Hi KOS,

 I have resolved the bug in serialization of MorphGeometry and RigGeometry
 by moving the respective UpdateVertex callbacks out of the respective class
 scopes and into the osgAnimation namespace, renaming them to
 MorphGeometryCallback and RigGeometryCallback, and have implemented them in
 the serializers.  With these changes I am now able to convert files like
 the morphing.osg to .osgt and be able to load and run animations correctly.

 These changes can't fix pre-existing broken .osgt files though, as they
 have the bug effectively built into them.  These broken files will have to
 be amended by hand, to remove the problem callback reference, or recreated
 from original .osg or .ive files.

 The fixes are now checked into svn/trunk.

 Robert.

 ___
 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


Re: [osg-users] Fwd: Last update in the osgAnimation::Animation ONCE mode bug fix

2015-03-13 Thread Konstantin
Hi!

After Animation's update method *return false*,
AnimationManager will remove this animation from the list of playing
animations
and will not call Animation's update method.


No cpu overhead, i think :)

KOS


2015-03-03 16:18 GMT+04:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Konstantin,

 Thanks for the full name.

 I haven't decided how best to tackle this submission yet.  As is it would
 cause a performance hit as Pjotr explained.  I'm open to suggestions of how
 best to resolve this issue whilst addressing the bug your change sought to
 address.

 Cheers
 Robert.



 On 28 February 2015 at 23:34, Matveyev Konstantin lalakos...@gmail.com
 wrote:

 Konstantin Matveyev

 On Nov 20, 2014, at 12:46 PM, Robert Osfield wrote:

 Hi KOS,

 I have just got to reviewing your proposed change to Animation.cpp.  What
 name would you like me to use when attributing this fix when I check it in?

 Cheers,
 Robert.

 On 27 August 2014 13:03, Konstantin lalakos...@gmail.com wrote:



 -- Forwarded message --
 From: Konstantin lalakos...@gmail.com
 Date: 2014-08-26 18:27 GMT+04:00
 Subject: Last update in the osgAnimation::Animation ONCE mode bug fix
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org,
 osg-submissi...@lists.openscenegraph.org


 Hello everybody!




 *osgAnimation/Animation.cpp**bool Animation::update (double time, int
 priority)*


 *OpenSceneGraph 3.2.1*:

 case ONCE:
 if (t  _originalDuration)
 return false;


 *Should be:*

 case ONCE:
 if (t  _originalDuration)
 {


 *for (ChannelList::const_iterator chan = _channels.begin();
  chan != _channels.end(); ++chan)
 (*chan)-update(_originalDuration, _weight, priority);*

 return false;
 }

 *maybe :)*

 KOS

 ___
 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



 ___
 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


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] MorphGeometry problem in the 3.3.6 devel release

2015-03-12 Thread Konstantin
RigGeometry has the same problem but in the static OSG-3.3.6 build...

*W/( 8009): InputStream::readObject(): Unsupported wrapper class
osgAnimation::UpdateVertex*


2015-03-12 17:50 GMT+04:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Konstantin,

 Have you spotted a why the .osg loading works, but the .osgt doesn't? I
 presume from what you've found that is a difference in the way that the
 callback is assigned.

 Robert.

 On 12 March 2015 at 13:44, Konstantin lalakos...@gmail.com wrote:

 Hi, Robert!

 I've discovered, that MorphGeometry has UpdateCallback (*in osgt*), that
 cannot be cast to MorphGeometry::UpdateVertex while running.

 Just done this for test:

 inside osgAnimation/MorphGeometry.cpp









 *void UpdateMorph::operator()(osg::Node* node, osg::NodeVisitor*
 nv){...if (morph){if
 (!dynamic_castMorphGeometry::UpdateVertex*(morph-getUpdateCallback()))
   morph-setUpdateCallback(new MorphGeometry::UpdateVertex);...}*

 and everything works.



 Callback must be set once in the MorphGeometry's constructor (first
 constructor called), i thing.







 *MorphGeometry::MorphGeometry() :...{...setUpdateCallback(new
 UpdateVertex);...}*

 Who can change this callback after MorphGeometry is constructed (while
 loading from osgt format)?


 KOS


 2015-03-12 16:02 GMT+04:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Konstantin,

 I have had a quick look at recreating the problem, and see the problem
 with OSG svn/trunk.

 I have done a couple of experiments to get a bit more feel for the
 nature of the bug.

   export OSG_OPTIMIZER=OFF

   // first create a local copy to work with, using the loader with the
 loader modifying a few bits of the data such as vertex indices that have
 long been deprecated
   osgconv morphing.osg local.osg

   // check to make sure nothing more is changed when load and write to
 .osg
   osgconv local.osg local_from_osg.osg

   // convert .osg to .osgt
   osgconv local.osg local_from_osg.osgt

   // onvert back from .osgt to .osg
   osgconv local_from_osg.osgt local_from_osgt.osg


 When I run osganimationviewer it is able to play the animation for all
 of the .osg files, including the one converted to .osgt and then back.  The
 local.osg and local_from_osgt.osg are also identical.

 Together this shows that all the data is being read and written to the
 .osgt files correctly, but for some reason osgAnimation NodeKit is not
 being configured in exactly the same way when loading via .osg or .osgt.
 Why this might be I can't say yet, I haven't had a chance to look at the
 loader or osgAnimation code.  (I'm not the author of osgAnimation so like
 everyone else just has to read the code and see what sense I can make from
 it.)

 I have other tasks to manage today so will need to come back to this bug
 later.  Others are welcome to pitch in and track down the bug and provide a
 fix.

 Cheers,
 Robert.








 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 --
 С уважением,
 Матвеев Константин
 Руководитель проекта
 +7 (917) 554 44 64
 konstantin.matve...@eligovision.ru

 EligoVision. Интерактивные Технологии
 http://www.eligovision.ru

 ___
 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




-- 

-- 

KOS
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] MorphGeometry problem in the 3.3.6 devel release

2015-03-12 Thread Konstantin
Hi, Robert!

I've discovered, that MorphGeometry has UpdateCallback (*in osgt*), that
cannot be cast to MorphGeometry::UpdateVertex while running.

Just done this for test:

inside osgAnimation/MorphGeometry.cpp









*void UpdateMorph::operator()(osg::Node* node, osg::NodeVisitor* nv){...
if (morph){if
(!dynamic_castMorphGeometry::UpdateVertex*(morph-getUpdateCallback()))
  morph-setUpdateCallback(new MorphGeometry::UpdateVertex);...}*

and everything works.



Callback must be set once in the MorphGeometry's constructor (first
constructor called), i thing.







*MorphGeometry::MorphGeometry() :...{...setUpdateCallback(new
UpdateVertex);...}*

Who can change this callback after MorphGeometry is constructed (while
loading from osgt format)?


KOS


2015-03-12 16:02 GMT+04:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Konstantin,

 I have had a quick look at recreating the problem, and see the problem
 with OSG svn/trunk.

 I have done a couple of experiments to get a bit more feel for the nature
 of the bug.

   export OSG_OPTIMIZER=OFF

   // first create a local copy to work with, using the loader with the
 loader modifying a few bits of the data such as vertex indices that have
 long been deprecated
   osgconv morphing.osg local.osg

   // check to make sure nothing more is changed when load and write to .osg
   osgconv local.osg local_from_osg.osg

   // convert .osg to .osgt
   osgconv local.osg local_from_osg.osgt

   // onvert back from .osgt to .osg
   osgconv local_from_osg.osgt local_from_osgt.osg


 When I run osganimationviewer it is able to play the animation for all of
 the .osg files, including the one converted to .osgt and then back.  The
 local.osg and local_from_osgt.osg are also identical.

 Together this shows that all the data is being read and written to the
 .osgt files correctly, but for some reason osgAnimation NodeKit is not
 being configured in exactly the same way when loading via .osg or .osgt.
 Why this might be I can't say yet, I haven't had a chance to look at the
 loader or osgAnimation code.  (I'm not the author of osgAnimation so like
 everyone else just has to read the code and see what sense I can make from
 it.)

 I have other tasks to manage today so will need to come back to this bug
 later.  Others are welcome to pitch in and track down the bug and provide a
 fix.

 Cheers,
 Robert.








 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
-- 
С уважением,
Матвеев Константин
Руководитель проекта
+7 (917) 554 44 64
konstantin.matve...@eligovision.ru

EligoVision. Интерактивные Технологии
http://www.eligovision.ru
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] MorphGeometry problem in the 3.3.6 devel release

2015-03-12 Thread Konstantin
*Hi, Robert!I can see the problem here, in
osgWrappers/serializers/osgAnimation/UpdateVertex.cpp:*

















*#undef OBJECT_CAST#define OBJECT_CAST dynamic_cast#include
osgAnimation/RigGeometry#include osgDB/ObjectWrapper#include
osgDB/InputStream#include
osgDB/OutputStreamREGISTER_OBJECT_WRAPPER2(osg_Drawable_UpdateCallback,
new osgAnimation::RigGeometry::UpdateVertex,
osgAnimation::RigGeometry::UpdateVertex,
osgAnimation::UpdateVertex, osg::Object
osg::UpdateCallback osgAnimation::UpdateVertex) {}#undef
OBJECT_CAST#define OBJECT_CAST static_cast*



And there is not any line like

*USE_SERIALIZER_WRAPPER(osgAnimation_UpdateVertex)*
inside *osgWrappers/serializers/osgAnimation*/*LibraryWrapper.cpp*


All that is very interesting for me :)


Maybe all this bugs have been floated up because of osg::Callback
refactoring in the 3.3 branch?

KOS




2015-03-12 18:34 GMT+04:00 Konstantin lalakos...@gmail.com:

 RigGeometry has the same problem but in the static OSG-3.3.6 build...

 *W/( 8009): InputStream::readObject(): Unsupported wrapper class
 osgAnimation::UpdateVertex*


 2015-03-12 17:50 GMT+04:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Konstantin,

 Have you spotted a why the .osg loading works, but the .osgt doesn't? I
 presume from what you've found that is a difference in the way that the
 callback is assigned.

 Robert.

 On 12 March 2015 at 13:44, Konstantin lalakos...@gmail.com wrote:

 Hi, Robert!

 I've discovered, that MorphGeometry has UpdateCallback (*in osgt*),
 that cannot be cast to MorphGeometry::UpdateVertex while running.

 Just done this for test:

 inside osgAnimation/MorphGeometry.cpp









 *void UpdateMorph::operator()(osg::Node* node, osg::NodeVisitor*
 nv){...if (morph){if
 (!dynamic_castMorphGeometry::UpdateVertex*(morph-getUpdateCallback()))
   morph-setUpdateCallback(new MorphGeometry::UpdateVertex);...}*

 and everything works.



 Callback must be set once in the MorphGeometry's constructor (first
 constructor called), i thing.







 *MorphGeometry::MorphGeometry() :...{...setUpdateCallback(new
 UpdateVertex);...}*

 Who can change this callback after MorphGeometry is constructed (while
 loading from osgt format)?


 KOS


 2015-03-12 16:02 GMT+04:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Konstantin,

 I have had a quick look at recreating the problem, and see the problem
 with OSG svn/trunk.

 I have done a couple of experiments to get a bit more feel for the
 nature of the bug.

   export OSG_OPTIMIZER=OFF

   // first create a local copy to work with, using the loader with the
 loader modifying a few bits of the data such as vertex indices that have
 long been deprecated
   osgconv morphing.osg local.osg

   // check to make sure nothing more is changed when load and write to
 .osg
   osgconv local.osg local_from_osg.osg

   // convert .osg to .osgt
   osgconv local.osg local_from_osg.osgt

   // onvert back from .osgt to .osg
   osgconv local_from_osg.osgt local_from_osgt.osg


 When I run osganimationviewer it is able to play the animation for all
 of the .osg files, including the one converted to .osgt and then back.  The
 local.osg and local_from_osgt.osg are also identical.

 Together this shows that all the data is being read and written to the
 .osgt files correctly, but for some reason osgAnimation NodeKit is not
 being configured in exactly the same way when loading via .osg or .osgt.
 Why this might be I can't say yet, I haven't had a chance to look at the
 loader or osgAnimation code.  (I'm not the author of osgAnimation so like
 everyone else just has to read the code and see what sense I can make from
 it.)

 I have other tasks to manage today so will need to come back to this
 bug later.  Others are welcome to pitch in and track down the bug and
 provide a fix.

 Cheers,
 Robert.








 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

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




 --
 --
 С уважением,
 Матвеев Константин
 Руководитель проекта
 +7 (917) 554 44 64
 konstantin.matve...@eligovision.ru

 EligoVision. Интерактивные Технологии
 http://www.eligovision.ru

 ___
 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




 --

 --

 KOS



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] MorphGeometry problem in the 3.3.6 devel release

2015-03-12 Thread Konstantin
Hello!

I have a problem with morph geometry after conversion to *osgb(t)*.

*# OSG_OPTIMIZER=OFF* osgconv osg-data/morphing.osg *morphing.osgb(t)*

osganimationviewer *morphing.osg* morph the face.
osganimationviewer *morphing.osgb(t)* *do not *morph the face.

What in can be?
Same operations in 3.2.1 are working!


*PS*
Changing in the morphing.osgt
UseVertexBufferObjects TRUE - FALSE
doesn't work.

on Linux
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Fwd: Last update in the osgAnimation::Animation ONCE mode bug fix

2015-02-28 Thread Matveyev Konstantin

Konstantin Matveyev

On Nov 20, 2014, at 12:46 PM, Robert Osfield wrote:


Hi KOS,

I have just got to reviewing your proposed change to  
Animation.cpp.  What name would you like me to use when attributing  
this fix when I check it in?


Cheers,
Robert.

On 27 August 2014 13:03, Konstantin lalakos...@gmail.com wrote:


-- Forwarded message --
From: Konstantin lalakos...@gmail.com
Date: 2014-08-26 18:27 GMT+04:00
Subject: Last update in the osgAnimation::Animation ONCE mode bug fix
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org, osg- 
submissi...@lists.openscenegraph.org



Hello everybody!



osgAnimation/Animation.cpp
bool Animation::update (double time, int priority)


OpenSceneGraph 3.2.1:

case ONCE:
if (t  _originalDuration)
return false;


Should be:

case ONCE:
if (t  _originalDuration)
{
for (ChannelList::const_iterator chan = _channels.begin();
 chan != _channels.end(); ++chan)
(*chan)-update(_originalDuration, _weight, priority);

return false;
}

maybe :)

KOS

___
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


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Is setCullMask thread-safe?

2014-09-04 Thread Konstantin
Thank you, Robert!

viewer.addUpdateOperation(operation) is the most pleasant solution!


KOS



2014-08-28 13:13 GMT+04:00 Robert Osfield robert.osfi...@gmail.com:

 HI Konstantin,


 On 28 August 2014 09:06, Konstantin lalakos...@gmail.com wrote:

 Can I call setCullMask for viewer's camera from the other thread while
 viewer is running?


 There isn't any mutex around the set/get of a the Camera::CullMask, but it
 is just a unsigned int so as long as the camera isn't deleted by one the
 threads all the threads we will contending over will be the value of the
 CullMask.  All the CullMask affects is the traversal - if it's wrong then
 you'd see the wrong parts of the scene graph traversed and this could be in
 an inconherent way - for instance half the cull traversal might use one
 mask and the other half use the new value that was set by the other
 thread.  This is the worst that can happen though, you won't get a crash.

 The completely safe and reasonable way to set things like the
 Camera::CullMask is in the update phase of the frame.  Cueing up Operation
 objects to do the operations on the scene graph in a thread safe container
 is one way of managing this - the Viewer has the OperationQueue for just
 this purpose - just add an operation via
 viewer.addUpdateOperation(operation) and it'll be called automatically for
 you, you just need to subclass from Operation and get it to do the dirty
 work for you.

 Robert.

 ___
 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


[osg-users] Is setCullMask thread-safe?

2014-08-28 Thread Konstantin
Hello!

Can I call setCullMask for viewer's camera from the other thread while
viewer is running?

Thanx
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Fwd: Last update in the osgAnimation::Animation ONCE mode bug fix

2014-08-27 Thread Konstantin
-- Forwarded message --
From: Konstantin lalakos...@gmail.com
Date: 2014-08-26 18:27 GMT+04:00
Subject: Last update in the osgAnimation::Animation ONCE mode bug fix
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org,
osg-submissi...@lists.openscenegraph.org


Hello everybody!




*osgAnimation/Animation.cpp**bool Animation::update (double time, int
priority)*


*OpenSceneGraph 3.2.1*:

case ONCE:
if (t  _originalDuration)
return false;


*Should be:*

case ONCE:
if (t  _originalDuration)
{


*for (ChannelList::const_iterator chan = _channels.begin();
 chan != _channels.end(); ++chan)
(*chan)-update(_originalDuration, _weight, priority);*

return false;
}

*maybe :)*

KOS
/*  -*-c++-*-
 *  Copyright (C) 2008 Cedric Pinson cedric.pin...@plopbyte.net
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/

#include osgAnimation/Animation

using namespace osgAnimation;

Animation::Animation(const osgAnimation::Animation anim, const osg::CopyOp copyop): osg::Object(anim, copyop),
_duration(anim._duration),
_originalDuration(anim._originalDuration),
_weight(anim._weight),
_startTime(anim._startTime),
_playmode(anim._playmode)
{
const ChannelList cl = anim.getChannels();
for (ChannelList::const_iterator it = cl.begin(); it != cl.end(); ++it)
{
addChannel(it-get()-clone());
}
}


void Animation::addChannel(Channel* pChannel)
{
_channels.push_back(pChannel);
if (_duration == _originalDuration)
computeDuration();
else
_originalDuration = computeDurationFromChannels();
}

double Animation::computeDurationFromChannels() const
{
double tmin = 1e5;
double tmax = -1e5;
ChannelList::const_iterator chan;
for( chan=_channels.begin(); chan!=_channels.end(); chan++ )
{
float min = (*chan)-getStartTime();
if (min  tmin)
tmin = min;
float max = (*chan)-getEndTime();
if (max  tmax)
tmax = max;
}
return tmax-tmin;
}

void Animation::computeDuration()
{
_duration = computeDurationFromChannels();
_originalDuration = _duration;
}

osgAnimation::ChannelList Animation::getChannels()
{
return _channels;
}

const osgAnimation::ChannelList Animation::getChannels() const
{
return _channels;
}


void Animation::setDuration(double duration)
{
_originalDuration = computeDurationFromChannels();
_duration = duration;
}

double Animation::getDuration() const
{
return _duration;
}

float Animation::getWeight () const
{
return _weight;
}

void Animation::setWeight (float weight)
{
_weight = weight;
}

bool Animation::update (double time, int priority)
{
if (!_duration) // if not initialized then do it
computeDuration();

double ratio = _originalDuration / _duration;

double t = (time - _startTime) * ratio;
switch (_playmode)
{
case ONCE:
if (t  _originalDuration)
		{
			for (ChannelList::const_iterator chan = _channels.begin();
	 chan != _channels.end(); ++chan)
(*chan)-update(_originalDuration, _weight, priority);

return false;
		}
break;
case STAY:
if (t  _originalDuration)
t = _originalDuration;
break;
case LOOP:
if (!_originalDuration)
t = _startTime;
else if (t  _originalDuration)
t = fmod(t, _originalDuration);
//  std::cout  t   t   duration   _duration  std::endl;
break;
case PPONG:
if (!_originalDuration)
t = _startTime;
else
{
int tt = (int) (t / _originalDuration);
t = fmod(t, _originalDuration);
if (tt%2)
t = _originalDuration - t;
}
break;
}

ChannelList::const_iterator chan;
for( chan=_channels.begin(); chan!=_channels.end(); ++chan)
{
(*chan)-update(t, _weight, priority);
}
return true;
}

void Animation::resetTargets()
{
ChannelList::const_iterator chan;
for( chan=_channels.begin(); chan!=_channels.end(); ++chan)
(*chan)-reset();
}
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Last update in the osgAnimation::Animation ONCE mode bug fix

2014-08-26 Thread Konstantin
Hello everybody!




*osgAnimation/Animation.cpp**bool Animation::update (double time, int
priority)*


*OpenSceneGraph 3.2.1*:

case ONCE:
if (t  _originalDuration)
return false;


*Should be:*

case ONCE:
if (t  _originalDuration)
{


*for (ChannelList::const_iterator chan = _channels.begin();
 chan != _channels.end(); ++chan)
(*chan)-update(_originalDuration, _weight, priority);*

return false;
}

*maybe :)*

KOS
/*  -*-c++-*-
 *  Copyright (C) 2008 Cedric Pinson cedric.pin...@plopbyte.net
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/

#include osgAnimation/Animation

using namespace osgAnimation;

Animation::Animation(const osgAnimation::Animation anim, const osg::CopyOp copyop): osg::Object(anim, copyop),
_duration(anim._duration),
_originalDuration(anim._originalDuration),
_weight(anim._weight),
_startTime(anim._startTime),
_playmode(anim._playmode)
{
const ChannelList cl = anim.getChannels();
for (ChannelList::const_iterator it = cl.begin(); it != cl.end(); ++it)
{
addChannel(it-get()-clone());
}
}


void Animation::addChannel(Channel* pChannel)
{
_channels.push_back(pChannel);
if (_duration == _originalDuration)
computeDuration();
else
_originalDuration = computeDurationFromChannels();
}

double Animation::computeDurationFromChannels() const
{
double tmin = 1e5;
double tmax = -1e5;
ChannelList::const_iterator chan;
for( chan=_channels.begin(); chan!=_channels.end(); chan++ )
{
float min = (*chan)-getStartTime();
if (min  tmin)
tmin = min;
float max = (*chan)-getEndTime();
if (max  tmax)
tmax = max;
}
return tmax-tmin;
}

void Animation::computeDuration()
{
_duration = computeDurationFromChannels();
_originalDuration = _duration;
}

osgAnimation::ChannelList Animation::getChannels()
{
return _channels;
}

const osgAnimation::ChannelList Animation::getChannels() const
{
return _channels;
}


void Animation::setDuration(double duration)
{
_originalDuration = computeDurationFromChannels();
_duration = duration;
}

double Animation::getDuration() const
{
return _duration;
}

float Animation::getWeight () const
{
return _weight;
}

void Animation::setWeight (float weight)
{
_weight = weight;
}

bool Animation::update (double time, int priority)
{
if (!_duration) // if not initialized then do it
computeDuration();

double ratio = _originalDuration / _duration;

double t = (time - _startTime) * ratio;
switch (_playmode)
{
case ONCE:
if (t  _originalDuration)
		{
			for (ChannelList::const_iterator chan = _channels.begin();
	 chan != _channels.end(); ++chan)
(*chan)-update(_originalDuration, _weight, priority);

return false;
		}
break;
case STAY:
if (t  _originalDuration)
t = _originalDuration;
break;
case LOOP:
if (!_originalDuration)
t = _startTime;
else if (t  _originalDuration)
t = fmod(t, _originalDuration);
//  std::cout  t   t   duration   _duration  std::endl;
break;
case PPONG:
if (!_originalDuration)
t = _startTime;
else
{
int tt = (int) (t / _originalDuration);
t = fmod(t, _originalDuration);
if (tt%2)
t = _originalDuration - t;
}
break;
}

ChannelList::const_iterator chan;
for( chan=_channels.begin(); chan!=_channels.end(); ++chan)
{
(*chan)-update(t, _weight, priority);
}
return true;
}

void Animation::resetTargets()
{
ChannelList::const_iterator chan;
for( chan=_channels.begin(); chan!=_channels.end(); ++chan)
(*chan)-reset();
}
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] lighting flickering

2014-03-12 Thread Konstantin
Hello Trajce!!!

LightSource may be traversed after some Drawables. This may be the problem!
Try to move LightSource node upper to be traversed first.


KOS



2014-02-25 0:44 GMT+04:00 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com
:

 Hi Community,

 I have a scene where I use light lobes (shader based) which seam to work
 well. The lights are attached through osg::LightSource and are moved by
 osg::MatrixTransforms. All works well. Part of the scene is rendered by a
 third party rendering engine and I see the lights flicker there, this part
 is litten when I zoom in or pan, when the eye is static it does not. The
 software allows me to inject my own shaders for the lighting so I use the
 same shader that is proven to work. It is somewhat as losing or changing
 the gl_LightSource (ehm, I know I could use uniforms for this, but it is
 bit of old code) positions on the fly.

 Any clue what this zoom in flicker could be? Any idea is welcome

 --
 trajce nikolov nick

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
-- 
С уважением,
Матвеев Константин
Руководитель проекта
+7 (917) 554 44 64
konstantin.matve...@eligovision.ru

EligoVision. Интерактивные Технологии
http://www.eligovision.ru
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Multiple light fix in the FBX importer:

2013-10-03 Thread Konstantin
Hi Robert!

My full name is:
Konstantin S. Matveyev

Content of submission can be:
[*] Multiple light fix in FBX-importer

etc)

Next time i can send patches (or full files) to
*osg-submissions***http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
.


Thanks!





2013/10/2 Robert Osfield robert.osfi...@gmail.com

 Hi Konstantin,

 Thanks for the modified file, changes make sense now that I can
 graphically diff your changes against svn/trunk.  I'm ready to merge
 but don't know what name to use to provided credit when I check it in
 - for submissions I provide check ion message of the form:

 From FirstName SecondName, Content of submission

 That helps provide credit where credit is due and also enables us to
 follow up more easily in case there are regressions or we need further
 information about a bit of code.  So could you let me know what name
 you want to use and I'll get the fix checked into svn/trunk and
 OSG-3.2 branch.

 Cheers,
 Cheers,
 Robert.


 On 30 September 2013 15:06, Konstantin lalakos...@gmail.com wrote:
  Rather!
 
 
 
  2013/9/30 Robert Osfield robert.osfi...@gmail.com
 
  Hi Konstantin,
 
  Could you post the full modified file to osg-submissions so I can
  review it, thanks.
 
  Robert.
 
  On 30 September 2013 14:54, Konstantin lalakos...@gmail.com wrote:
   Multiple light fix in the FBX importer:
  
   in fbxRLight.cpp
  
   This:
   /
   osg::Light* osgLight = new osg::Light;
   osg::LightSource* osgLightSource = new osg::LightSource;
  
   osgLightSource-setLight(osgLight);
   osgLight-setLightNum(nLightCount++);
   /
  
   Must be this:
   /
   osg::Light* osgLight = new osg::Light;
   osgLight-setLightNum(nLightCount++);
  
   osg::LightSource* osgLightSource = new osg::LightSource;
   osgLightSource-setLight(osgLight);
   /
  
   Other way, you will always have GL_LIGHT0, but the last (from FBX
 tree)
   8-)
   osgLightSource-setLight() should be after light was tuned in other
   words...
  
  
   KOS
  
  
   ___
   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
 
 
 
 
  --
  --
  С уважением,
  Матвеев Константин
  Руководитель проекта
  +7 (917) 554 44 64
  konstantin.matve...@eligovision.ru
 
  EligoVision. Интерактивные Технологии
  http://www.eligovision.ru
 
  ___
  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




-- 
-- 
С уважением,
Матвеев Константин
Руководитель проекта
+7 (917) 554 44 64
konstantin.matve...@eligovision.ru

EligoVision. Интерактивные Технологии
http://www.eligovision.ru
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Multiple light fix in the FBX importer:

2013-09-30 Thread Konstantin
Multiple light fix in the FBX importer:

in fbxRLight.cpp

This:
/
*osg::Light* osgLight = new osg::Light;*
osg::LightSource* osgLightSource = new osg::LightSource;

osgLightSource-setLight(osgLight);
*osgLight-setLightNum(nLightCount++);*
/

Must be this:
/
*osg::Light* osgLight = new osg::Light;*
*osgLight-setLightNum(nLightCount++);*

osg::LightSource* osgLightSource = new osg::LightSource;
osgLightSource-setLight(osgLight);
/

Other way, you will always have GL_LIGHT0, but the last (from FBX tree) 8-)
osgLightSource-setLight() should be after light was tuned in other words...


KOS
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Multiple light fix in the FBX importer:

2013-09-30 Thread Konstantin
Rather!



2013/9/30 Robert Osfield robert.osfi...@gmail.com

 Hi Konstantin,

 Could you post the full modified file to osg-submissions so I can
 review it, thanks.

 Robert.

 On 30 September 2013 14:54, Konstantin lalakos...@gmail.com wrote:
  Multiple light fix in the FBX importer:
 
  in fbxRLight.cpp
 
  This:
  /
  osg::Light* osgLight = new osg::Light;
  osg::LightSource* osgLightSource = new osg::LightSource;
 
  osgLightSource-setLight(osgLight);
  osgLight-setLightNum(nLightCount++);
  /
 
  Must be this:
  /
  osg::Light* osgLight = new osg::Light;
  osgLight-setLightNum(nLightCount++);
 
  osg::LightSource* osgLightSource = new osg::LightSource;
  osgLightSource-setLight(osgLight);
  /
 
  Other way, you will always have GL_LIGHT0, but the last (from FBX tree)
 8-)
  osgLightSource-setLight() should be after light was tuned in other
 words...
 
 
  KOS
 
 
  ___
  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




-- 
-- 
С уважением,
Матвеев Константин
Руководитель проекта
+7 (917) 554 44 64
konstantin.matve...@eligovision.ru

EligoVision. Интерактивные Технологии
http://www.eligovision.ru
#include osg/LightSource

#include osgDB/ReadFile

#if defined(_MSC_VER)
#pragma warning( disable : 4505 )
#pragma warning( default : 4996 )
#endif
#include fbxsdk.h

#include fbxReader.h

osgDB::ReaderWriter::ReadResult OsgFbxReader::readFbxLight(FbxNode* pNode, int nLightCount)
{
const FbxLight* fbxLight = FbxCastFbxLight(pNode-GetNodeAttribute());

if (!fbxLight)
{
return osgDB::ReaderWriter::ReadResult::ERROR_IN_READING_FILE;
}

osg::Light* osgLight = new osg::Light;
osgLight-setLightNum(nLightCount++);

osg::LightSource* osgLightSource = new osg::LightSource;
osgLightSource-setLight(osgLight);

FbxLight::EType fbxLightType = fbxLight-LightType.IsValid() ?
fbxLight-LightType.Get() : FbxLight::ePoint;

osgLight-setPosition(osg::Vec4(0,0,0,fbxLightType != FbxLight::eDirectional));

if (fbxLightType == FbxLight::eSpot)
{
double coneAngle = fbxLight-OuterAngle.Get();
double hotSpot = fbxLight-InnerAngle.Get();
const float MIN_HOTSPOT = 0.467532f;

osgLight-setSpotCutoff(static_castfloat(coneAngle));

//Approximate the hotspot using the GL light exponent.
// This formula maps a hotspot of 180 to exponent 0 (uniform light
// distribution) and a hotspot of 45 to exponent 1 (effective light
// intensity is attenuated by the cosine of the angle between the
// direction of the light and the direction from the light to the vertex
// being lighted). A hotspot close to 0 maps to exponent 128 (maximum).
float exponent = (180.0f / (std::max)(static_castfloat(hotSpot),
MIN_HOTSPOT) - 1.0f) / 3.0f;
osgLight-setSpotExponent(exponent);
}

if (fbxLight-DecayType.IsValid() 
fbxLight-DecayStart.IsValid())
{
double fbxDecayStart = fbxLight-DecayStart.Get();

switch (fbxLight-DecayType.Get())
{
case FbxLight::eNone:
break;
case FbxLight::eLinear:
osgLight-setLinearAttenuation(fbxDecayStart);
break;
case FbxLight::eQuadratic:
case FbxLight::eCubic:
osgLight-setQuadraticAttenuation(fbxDecayStart);
break;
}
}

osg::Vec3f osgDiffuseSpecular(1.0f, 1.0f, 1.0f);
osg::Vec3f osgAmbient(0.0f, 0.0f, 0.0f);
if (fbxLight-Color.IsValid())
{
FbxDouble3 fbxColor = fbxLight-Color.Get();
osgDiffuseSpecular.set(
static_castfloat(fbxColor[0]),
static_castfloat(fbxColor[1]),
static_castfloat(fbxColor[2]));
}
if (fbxLight-Intensity.IsValid())
{
osgDiffuseSpecular *= static_castfloat(fbxLight-Intensity.Get()) * 0.01f;
}
if (fbxLight-ShadowColor.IsValid())
{
FbxDouble3 fbxShadowColor = fbxLight-ShadowColor.Get();
osgAmbient.set(
static_castfloat(fbxShadowColor[0]),
static_castfloat(fbxShadowColor[1]),
static_castfloat(fbxShadowColor[2]));
}

osgLight-setDiffuse(osg::Vec4f(osgDiffuseSpecular, 1.0f));
osgLight-setSpecular(osg::Vec4f(osgDiffuseSpecular, 1.0f));
osgLight-setAmbient(osg::Vec4f(osgAmbient, 1.0f));

return osgDB::ReaderWriter::ReadResult(osgLightSource);
}
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org