Re: [osg-users] Vanishing letters in osg::Text

2017-05-15 Thread Maxim Gammer
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Re: [osg-users] OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!

2016-12-15 Thread Maxim Gammer
https://github.com/ChrisDenham/osgopenvrviewer

2016-12-13 14:42 GMT+05:00 Jan Ciger :

> Hello,
>
> On Tue, Dec 13, 2016 at 4:18 AM, Ran Ling  wrote:
>
>> Hi, Jan, I've used osgopenvrviewer too.
>> I have some troubles when I try to get a complete mirror on computer
>> screen, not divided by left eye and right eye.Because main camera has been
>> overwritten by the swap texture.
>> Do you have any ideas about this? or any better choice?
>> Thank you!
>>
>
> I am not quite sure what you are trying to achieve - the HMD needs the
> split left/right image, so if you are mirroring that, that's what you will
> get. If you want a non-split image, you may have to add an extra camera.
>
> Otherwise, for Rift there is the https://github.com/
> bjornblissing/osgoculusviewer which works quite well.
>
> Regards,
>
> J.
>
>
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Re: [osg-users] Problem with animation in .osgb files

2014-02-25 Thread Maxim Gammer
ok)


2014-02-25 21:19 GMT+06:00 Laurens Voerman :

>  Hi Maxim
> I tried your code, and it plays an animation from an .osgb file for me.
> Regards, Laurens.
>
>
> On 9/30/2013 2:18 AM, Maxim Voloshin wrote:
>
> Hi, everyone
>
> I am new in OSG and have a problem. I wrote the code that plays animation in 
> .fbx models, but I can't play animation in .osgb(.osgt, .ive) models. Please 
> see the attached file and help me.
>
> P.S. Sorry for the clumsy English(
>
> Thank you!
>
> Cheers,
> Maxim Voloshin
>
> --
> Read this topic online 
> here:http://forum.openscenegraph.org/viewtopic.php?p=56536#56536
>
>
>
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Re: [osg-users] Problem with animation in .osgb files

2014-02-25 Thread Maxim Gammer
my very old code used osg::AnimationPathCallback


.

class FindAnimationVisitor : public osg::NodeVisitor
{
public:
FindAnimationVisitor():
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
{
//apc=NULL;
setTraversalMask(0x);
setNodeMaskOverride(0x);
}

//найденные анимации
typedef std::vector< osg::ref_ptr > NodeList;
NodeList _foundNodes;
//и соответственно объекты, содержащие эти самые анимации
typedef std::vector< osg::ref_ptr > TransformList;
TransformList _foundTransforms;

virtual void apply(osg::Transform& node);
virtual void apply(osg::Group& group);
/*
virtual void apply(osg::MatrixTransform& node);
virtual void apply(osg::AnimationPathCallback& node);
*/

private:
//Путь анимации
//osg::ref_ptr apc;
};


void FindAnimationVisitor::apply(osg::Transform& node)
{
//apc =
dynamic_cast(node.getUpdateCallback());
osg::ref_ptr test =
dynamic_cast(node.getUpdateCallback());
if (test.get())
{
//std::cout << "I find animation";
//Запоминаем анимацию
_foundNodes.push_back
(dynamic_cast(node.getUpdateCallback()));
//и объект к которому она прикреплена
_foundTransforms.push_back (&node);
}
traverse(node);
}

void FindAnimationVisitor::apply(osg::Group& group)
{
traverse(group);
}




2013-09-30 6:18 GMT+06:00 Maxim Voloshin :

> Hi, everyone
>
> I am new in OSG and have a problem. I wrote the code that plays animation
> in .fbx models, but I can't play animation in .osgb(.osgt, .ive) models.
> Please see the attached file and help me.
>
> P.S. Sorry for the clumsy English(
>
> Thank you!
>
> Cheers,
> Maxim Voloshin
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=56536#56536
>
>
>
>
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Re: [osg-users] BasicAnimationManager & IntersectVisitor

2014-02-24 Thread Maxim Gammer
I used the osgUtil :: IntersectionVisitor, but it did not fix the problem.
Object based on the osgAnimation :: BasicAnimationManager "not visible" to
IntersectionVisitor (


2014-02-25 9:35 GMT+06:00 Maxim Gammer :

> Thank you for your help.
>
> The problem is that if I look at the "feet" of the character, then
> everything is fine, but if I look up, the whole character disappears?
>
>
> 2014-02-25 1:46 GMT+06:00 Robert Osfield :
>
> Hi Maxim,
>>
>> I'm don't have experience with FBX + osgAnimation so can't provide any
>> direct assistance.  I am surprised you are using the old and deprecated
>> IntersectVisitor rather modern IntersectionVisitor.  I don't know if this
>> might make a difference but it's worth changing over.
>>
>> Robert.
>>
>>
>> On 24 February 2014 12:20, Maxim Gammer  wrote:
>>
>>> Hello
>>>
>>> I can not solve the problem ... I'm using FBX file with animation
>>> character (osgAnimation :: BasicAnimationManager) The problem is that if I
>>> look at the "feet" of the character, then everything is fine, but if I look
>>> up, the whole character disappears. Another problem is that the osgUtil ::
>>> IntersectVisitor gives nothing at the intersection with the character. How
>>> to fix it?
>>>
>>> --
>>> Maxim Gammer
>>>
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>
>
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Re: [osg-users] BasicAnimationManager & IntersectVisitor

2014-02-24 Thread Maxim Gammer
Thank you for your help.

The problem is that if I look at the "feet" of the character, then
everything is fine, but if I look up, the whole character disappears?


2014-02-25 1:46 GMT+06:00 Robert Osfield :

> Hi Maxim,
>
> I'm don't have experience with FBX + osgAnimation so can't provide any
> direct assistance.  I am surprised you are using the old and deprecated
> IntersectVisitor rather modern IntersectionVisitor.  I don't know if this
> might make a difference but it's worth changing over.
>
> Robert.
>
>
> On 24 February 2014 12:20, Maxim Gammer  wrote:
>
>> Hello
>>
>> I can not solve the problem ... I'm using FBX file with animation
>> character (osgAnimation :: BasicAnimationManager) The problem is that if I
>> look at the "feet" of the character, then everything is fine, but if I look
>> up, the whole character disappears. Another problem is that the osgUtil ::
>> IntersectVisitor gives nothing at the intersection with the character. How
>> to fix it?
>>
>> --
>> Maxim Gammer
>>
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[osg-users] BasicAnimationManager & IntersectVisitor

2014-02-24 Thread Maxim Gammer
Hello

I can not solve the problem ... I'm using FBX file with animation character
(osgAnimation :: BasicAnimationManager) The problem is that if I look at
the "feet" of the character, then everything is fine, but if I look up, the
whole character disappears. Another problem is that the osgUtil ::
IntersectVisitor gives nothing at the intersection with the character. How
to fix it?

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Re: [osg-users] Cyrillic (russian) in Qt inside OSG

2012-10-10 Thread Maxim Gammer
ok)

2012/10/10 Max Sergeev 

> Problem solved! Got it from Qt side (thanks to Maxim Gammer for advice),
> those solved problem:
>
> Code:
>
> QTextCodec *cyrillicCodec = QTextCodec::codecForName("CP1251");
> QTextCodec::setCodecForTr(cyrillicCodec);
> QTextCodec::setCodecForLocale(cyrillicCodec);
> QTextCodec::setCodecForCStrings(cyrillicCodec);
>
>
>
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=50539#50539
>
>
>
>
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Re: [osg-users] Cyrillic (russian) in Qt inside OSG

2012-10-09 Thread Maxim Gammer
I do not know very well English. I can help in Russian language (my email -
maxgam...@gmail.com)

2012/10/9 michael kapelko 

> Can you provide some simple test case of what you want (which anyone
> can 'make')? It's hard to conclude anything from what you've posted.
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Re: [osg-users] Cyrillic (russian) in Qt inside OSG

2012-10-09 Thread Maxim Gammer
hi.
example -

bool BaseTextObject::SetText(std::string Value, bool UTF_Encoding)
{
if (UTF_Encoding == true)
{
osgText::String textstr;
textstr.set(Value, osgText::String::ENCODING_UTF8);
text->setText(textstr);
}
else
{
text->setText(Value);
}
return true;
}

2012/10/9 michael kapelko 

> Have you tried const char* (string) and UTF-8 instead of wide ones?
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Re: [osg-users] Display the multi lingual text

2012-06-13 Thread Maxim Gammer
osgText::String textstr;
textstr.set(Value, osgText::String::ENCODING_UTF8);
text->setText(textstr);


2012/6/13 Sergey Polischuk :
> Hi
>
> osgText also can work with wstrings, you can use those. (like  L"గౌతమి" )
> Cheers,
> Sergey.
>
> 11.06.2012, 15:54, "John Vidar Larring" :
>
> Hi Vishma,
>
> First thing to check: Is the c++ file which contains this line of code:
>
> osgText::String* string = new osgText::String("గౌతమి",
> osgText::String::ENCODING_UTF8);
>
> ...utf-8 encoded? It has to be since the text is "hard-coded" in the source.
>
> Second thing to check: does the actual font that you are using include the
> characters in the text? And does the font support uft-8? Use a font viewing
> application to find out.
>
> Best regards,
> John
>
> On 06/10/2012 02:50 PM, shekhar vishwa wrote:
>
>
> Hi
>
> I want to display the multi lingual text. I have implemented following code.
>
> osg::ref_ptr text =
> new osgText::Text;
> osgText::String* string = new osgText::String("గౌతమి",
> osgText::String::ENCODING_UTF8);
> std::string test = string->createUTF8EncodedString();
> text->setFont("fonts/gautami.ttf");
> text->setCharacterSize(20);
> text->setPosition(pos);
> text->setAxisAlignment(osgText::Text::XY_PLANE);
> text->setText(test);
>
> But text is displays as "???" in osg view.
>
> Please help me to display the multi lingual font text.
>
> Thanks
> Vishwa
>
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Re: [osg-users] Why no games with OSG?

2012-04-24 Thread Maxim Gammer
Hi. "games for training" examples

http://www.openscenegraph.org/projects/osg/wiki/Screenshots/RI
http://www.openscenegraph.org/projects/osg/wiki/Screenshots/TSOGU


2012/4/24 michael kapelko :
> Hi.
> I'm new to OSG. I use OGRE for my game currently, but due to various
> issues I would like to switch to OSG.
> I coudn't find any info on games made with OSG, no pictures in OSG
> Forum -> Album -> Games, no Google results, only some simulations and
> other non-game stuff. The only game I found is FlightGear.
> I wonder why are there no games on OSG? Or am I missing something?
> Thanks.
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Re: [osg-users] Help: Is there an osg example with ray tracing?

2012-01-13 Thread Maxim Gammer
http://www.openscenegraph.org/projects/osg/wiki/RayTraced

2012/1/13 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
:
> Shuiying,
>
> I would start by looking at the "osgintersection" example, in
> particular, the LineSegmentIntersector to see if that will help you.
>
> -Shayne
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of wang
> shuiying
> Sent: Friday, January 13, 2012 10:14 AM
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] Help: Is there an osg example with ray tracing?
>
> Hello,
>
> I simulate a laser sensor with shader using osg, and want to compare it
> with simulated laser sensor using ray tracing technique. So is there a
> ray tracing example of osg in such application?
>
> Thank you in advance!
>
>
> Shuiying
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Re: [osg-users] OSG Web site offline

2011-07-27 Thread Maxim Gammer
Hi,

also unreachable from Russia.

2011/7/27 Torben Dannhauer :
> Hi,
>
> also unreachable from Austria and Germany.
>
>
> Code:
>
> Traceback (most recent call last):
>  File "/usr/lib/python2.5/site-packages/trac/web/api.py", line 339, in 
> send_error
>    'text/html')
>  File "/usr/lib/python2.5/site-packages/trac/web/chrome.py", line 684, in 
> render_template
>    data = self.populate_data(req, data)
>  File "/usr/lib/python2.5/site-packages/trac/web/chrome.py", line 592, in 
> populate_data
>    d['chrome'].update(req.chrome)
>  File "/usr/lib/python2.5/site-packages/trac/web/api.py", line 168, in 
> __getattr__
>    value = self.callbacks[name](self)
>  File "/usr/lib/python2.5/site-packages/trac/web/chrome.py", line 460, in 
> prepare_request
>    for category, name, text in contributor.get_navigation_items(req):
>  File 
> "/usr/lib/python2.5/site-packages/trac/versioncontrol/web_ui/browser.py", 
> line 295, in get_navigation_items
>    if 'BROWSER_VIEW' in req.perm:
>  File "/usr/lib/python2.5/site-packages/trac/perm.py", line 523, in 
> has_permission
>    return self._has_permission(action, resource)
>  File "/usr/lib/python2.5/site-packages/trac/perm.py", line 537, in 
> _has_permission
>    check_permission(action, perm.username, resource, perm)
>  File "/usr/lib/python2.5/site-packages/trac/perm.py", line 424, in 
> check_permission
>    perm)
>  File "/usr/lib/python2.5/site-packages/trac/perm.py", line 282, in 
> check_permission
>    get_user_permissions(username)
>  File "/usr/lib/python2.5/site-packages/trac/perm.py", line 357, in 
> get_user_permissions
>    for perm in self.store.get_user_permissions(username):
>  File "/usr/lib/python2.5/site-packages/trac/perm.py", line 175, in 
> get_user_permissions
>    cursor.execute("SELECT username,action FROM permission")
>  File "/usr/lib/python2.5/site-packages/trac/db/util.py", line 51, in execute
>    return self.cursor.execute(sql)
>  File "/usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py", line 58, 
> in execute
>    args or [])
>  File "/usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py", line 50, 
> in _rollback_on_error
>    return function(self, *args, **kwargs)
> OperationalError: database is locked
>
>
>
>
>
>
> Cheers,
> Torben
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=41653#41653
>
>
>
>
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Re: [osg-users] 3d Models for free?

2011-06-01 Thread Maxim Gammer
http://cde.tsogu.ru/3D_upravlenie/
http://cde.tsogu.ru/lybrery/
http://cde.tsogu.ru/3d_equipment/

2011/6/1 Kim Bale :
> Hi Dimi,
> Sketchup allows you to export them as Collada files and then you can either
> read them with the DAE plugin or convert them using osgConv.
> Kim.
>
> On 1 June 2011 11:19, dimi christop  wrote:
>>
>> Hi thanks for the tip,
>> how do you convert the sketchup files into osg?
>>
>> Dimi
>>
>>
>>
>> - Original Message 
>> From: J.P. Delport 
>> To: osg-users@lists.openscenegraph.org
>> Sent: Wed, June 1, 2011 12:52:17 PM
>> Subject: Re: [osg-users] 3d Models for free?
>>
>> Hi,
>>
>> I normally start here:
>>
>> http://sketchup.google.com/3dwarehouse/search?q=wind+turbine&styp=m&btnG=Search
>>
>> It's weird how if one types "free " into search engines the
>> results are close to useless :(
>>
>> jp
>>
>> On 01/06/11 11:19, Torben Dannhauer wrote:
>> > Hi,
>> >
>> > does anyone know sites where I can get free 3d models?
>> > I'm searching models of wind turbine (land based and/or offs shore) to
>> > place
>> >them in my landscape (based on OpenStreetmap data).
>> >
>> > Thank you!
>> >
>> > Cheers,
>> > Torben
>> >
>> > --
>> > Read this topic online here:
>> > http://forum.openscenegraph.org/viewtopic.php?p=39991#39991
>> >
>> >
>> >
>> >
>> >
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>>
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Re: [osg-users] Move image in texture

2011-05-19 Thread Maxim Gammer
my code:

bool GraphicSceneClass::RSetTexturePosition(std::string ObjectName,
float dx, float dy, unsigned int UnitNumber)
{
//Находим объект
osg::ref_ptr fnnv = new 
FindNamedNodeVisitor(ObjectName);
root->accept(*fnnv.get());
//Если такой объект есть, ищем анимацию
if (!fnnv->_foundNodes.empty())
{
if (fnnv->_foundNodes.size()>1) std::cout << "Warning: Duplicate
names - " << ObjectName << std::endl;
osg::ref_ptr zzz = new 
FindGeometryVisitor();
fnnv->_foundNodes.front().get()->accept (*zzz.get());
//Если геометрия найдена
if (!zzz->geom.get())
{
std::cout << "geometry NOT found";
//delete zzz;
//delete fnnv;
return false;
}
//MOVE TEXTURE COORDINATES 
!1
osg::ref_ptr vertices2 =
dynamic_cast
(zzz->geom->getTexCoordArray(UnitNumber)) ;
for (unsigned int u =0 ; u < vertices2->size(); u++)
{
vertices2->at(u).x() += dx;
vertices2->at(u).y() += dy;
}
//Чистим мусор
//delete zzz;
}
else
{
std::cout << "Find objects in Root - FALSE! " << ObjectName << 
std::endl;
//delete fnnv;
return false;
}
//Чистим мусор
//delete fnnv;
return true;
}

2011/5/20 Marc Wahl :
> Yes, that was also my first approach, but I need a resulting Texture2D.
>
> I'm working with an external painting lib, which requires a Texture2D as a 
> brush.
>
> I'm painting tire tracks and the used painter draws on each animation cycle.
> Therefore i use the tire rotation to calculate the current tire track 
> (normal&bump map).
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=39565#39565
>
>
>
>
>
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Re: [osg-users] Error in the new version OSG

2011-05-03 Thread Maxim Gammer
Hi Robert,

thanks for advice ... I will try

2011/5/3 Robert Osfield :
> Hi Maxim,
>
> 2011/5/3 Maxim Gammer :
>> How to get information about error? I must use Valgrind?
>
> I would start by just running osgviewer in gdb i.e.
>
> gdb osgviewer
>> run osgcool.osg
>
> You could learn valigrind but I suspect the issue isn't really to do
> with threading in the core OSG as little has changed.  Given the
> context errors being reported it looks more like something lower level
> is going wrong.
>
> Robert.
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Re: [osg-users] Error in the new version OSG

2011-05-03 Thread Maxim Gammer
Hi Robert,

How to get information about error? I must use Valgrind?


3 мая 2011 г. 14:03 пользователь Robert Osfield
 написал:
> Hi Maxim,
>
> Very strange.  The threading part of osgViewer hasn't changed, and
> OpenThreads under Linux hasn't changed, I don't think there is any
> recent changes on the OSG side that might have introduced problems.
> Doing the exactly same test on my system doesn't result in any
> problems.
>
> My best guess is that there is some driver issue on your system which
> is causing a failure to create the required graphics context.  As I
> suggest before getting a strack and looking at where the crash happens
> might provide some clues.
>
> Robert.
>
> 2011/5/2 Maxim Gammer :
>> Hi Robert,
>>
>> I checked, the result has not changed ...
>>
>> osgviewer ./osgcool.osg
>> Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version
>> test failed, requires valid graphics context.
>> Ошибка сегментирования (Segmentation error)
>>
>> and osgviewer crash with probability 50..70%
>>
>> If i use the string   export OSG_THREADING=SingleThreaded   .. all ok.
>>
>> Cheers,
>>
>>
>> 2011/5/2 Maxim Gammer :
>>> thanks for advice ... I will try to double-check
>>>
>>> glxinfo on my machine returns:
>>> OpenGL vendor string: NVIDIA Corporation
>>> OpenGL renderer string: GeForce 8800 GT/PCI/SSE2
>>> OpenGL version string: 3.3.0 NVIDIA 260.19.26
>>> OpenGL shading language version string: 3.30 NVIDIA via Cg compiler
>>>
>>>
>>> P.S.
>>>
>>> Robert, I'm sorry that I write a letter to you personally.
>>> how to get username / password for edit OpenSceneGraph wiki pages -
>>> http://www.openscenegraph.org/projects/osg/wiki/Screenshots/(MyProject)?
>>> I already wrote an email to joseluis.hidalgo . But without result
>>> Many times I wrote this letter to osg-users@lists.openscenegraph.org,
>>> but no one answers.
>>>
>>>
>>>
>>>
>>>
>>> 2011/5/2 Robert Osfield :
>>>> Hi Maxim,
>>>>
>>>> I haven't seen any threading issues with svn/trunk, testing with
>>>> Kubuntu 10.10 64bit, and there aren't any recent changes that are
>>>> likely to affect threading behaviour under Linux.  I would suspect a
>>>> build issue, runtime linkage issue.  Could you try a clean build and
>>>> double check that you don't have older plugins being loaded due to
>>>> hardwired paths to plugins.
>>>>
>>>> glxinfo on my machine returns:
>>>> OpenGL renderer string: GeForce GTX 260/PCI/SSE2
>>>> OpenGL version string: 3.3.0 NVIDIA 260.19.06
>>>>
>>>> Which isn't quite a recent as your driver, so I guess that might be
>>>> another variable.
>>>>
>>>> Beyond this I can't really add too much other than to suggest a debug
>>>> build and looking at the track trace at crash.
>>>>
>>>> Robert.
>>>>
>>>> On Sun, May 1, 2011 at 7:21 PM, Maxim Gammer  wrote:
>>>>> Hi all,
>>>>>
>>>>> I tried to use OSG 2.9.13 and found a strange problem
>>>>>
>>>>> If you do not use the string
>>>>>    export OSG_THREADING=SingleThreaded
>>>>> then osgviewer crash with probability 50..70%
>>>>>
>>>>> I think it's all about the default mode is different from SingleThreaded
>>>>>
>>>>> My system:
>>>>>
>>>>> Ubuntu 10.04 amd64
>>>>> Nvidia 260.19.26
>>>>> OSG 2.9.13
>>>>>
>>>>> What do you think about this problem
>>>>>
>>>>> --
>>>>> Maxim Gammer
>>>>> ___
>>>>> osg-users mailing list
>>>>> osg-users@lists.openscenegraph.org
>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>>
>>>> ___
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>>>> osg-users@lists.openscenegraph.org
>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>
>>>
>>>
>>>
>>> --
>>> Maxim Gammer
>>>
>>
>>
>>
>> --
>> Maxim Gammer
>> ___
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
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Re: [osg-users] Error in the new version OSG

2011-05-02 Thread Maxim Gammer
Hi Robert,

I checked, the result has not changed ...

osgviewer ./osgcool.osg
Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version
test failed, requires valid graphics context.
Ошибка сегментирования (Segmentation error)

and osgviewer crash with probability 50..70%

If i use the string   export OSG_THREADING=SingleThreaded   .. all ok.

Cheers,


2011/5/2 Maxim Gammer :
> thanks for advice ... I will try to double-check
>
> glxinfo on my machine returns:
> OpenGL vendor string: NVIDIA Corporation
> OpenGL renderer string: GeForce 8800 GT/PCI/SSE2
> OpenGL version string: 3.3.0 NVIDIA 260.19.26
> OpenGL shading language version string: 3.30 NVIDIA via Cg compiler
>
>
> P.S.
>
> Robert, I'm sorry that I write a letter to you personally.
> how to get username / password for edit OpenSceneGraph wiki pages -
> http://www.openscenegraph.org/projects/osg/wiki/Screenshots/(MyProject)?
> I already wrote an email to joseluis.hidalgo . But without result
> Many times I wrote this letter to osg-users@lists.openscenegraph.org,
> but no one answers.
>
>
>
>
>
> 2011/5/2 Robert Osfield :
>> Hi Maxim,
>>
>> I haven't seen any threading issues with svn/trunk, testing with
>> Kubuntu 10.10 64bit, and there aren't any recent changes that are
>> likely to affect threading behaviour under Linux.  I would suspect a
>> build issue, runtime linkage issue.  Could you try a clean build and
>> double check that you don't have older plugins being loaded due to
>> hardwired paths to plugins.
>>
>> glxinfo on my machine returns:
>> OpenGL renderer string: GeForce GTX 260/PCI/SSE2
>> OpenGL version string: 3.3.0 NVIDIA 260.19.06
>>
>> Which isn't quite a recent as your driver, so I guess that might be
>> another variable.
>>
>> Beyond this I can't really add too much other than to suggest a debug
>> build and looking at the track trace at crash.
>>
>> Robert.
>>
>> On Sun, May 1, 2011 at 7:21 PM, Maxim Gammer  wrote:
>>> Hi all,
>>>
>>> I tried to use OSG 2.9.13 and found a strange problem
>>>
>>> If you do not use the string
>>>    export OSG_THREADING=SingleThreaded
>>> then osgviewer crash with probability 50..70%
>>>
>>> I think it's all about the default mode is different from SingleThreaded
>>>
>>> My system:
>>>
>>> Ubuntu 10.04 amd64
>>> Nvidia 260.19.26
>>> OSG 2.9.13
>>>
>>> What do you think about this problem
>>>
>>> --
>>> Maxim Gammer
>>> _______
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>> ___
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> Maxim Gammer
>



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Re: [osg-users] Error in the new version OSG

2011-05-02 Thread Maxim Gammer
thanks for advice ... I will try to double-check

glxinfo on my machine returns:
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 8800 GT/PCI/SSE2
OpenGL version string: 3.3.0 NVIDIA 260.19.26
OpenGL shading language version string: 3.30 NVIDIA via Cg compiler


P.S.

Robert, I'm sorry that I write a letter to you personally.
how to get username / password for edit OpenSceneGraph wiki pages -
http://www.openscenegraph.org/projects/osg/wiki/Screenshots/(MyProject)?
I already wrote an email to joseluis.hidalgo . But without result
Many times I wrote this letter to osg-users@lists.openscenegraph.org,
but no one answers.





2011/5/2 Robert Osfield :
> Hi Maxim,
>
> I haven't seen any threading issues with svn/trunk, testing with
> Kubuntu 10.10 64bit, and there aren't any recent changes that are
> likely to affect threading behaviour under Linux.  I would suspect a
> build issue, runtime linkage issue.  Could you try a clean build and
> double check that you don't have older plugins being loaded due to
> hardwired paths to plugins.
>
> glxinfo on my machine returns:
> OpenGL renderer string: GeForce GTX 260/PCI/SSE2
> OpenGL version string: 3.3.0 NVIDIA 260.19.06
>
> Which isn't quite a recent as your driver, so I guess that might be
> another variable.
>
> Beyond this I can't really add too much other than to suggest a debug
> build and looking at the track trace at crash.
>
> Robert.
>
> On Sun, May 1, 2011 at 7:21 PM, Maxim Gammer  wrote:
>> Hi all,
>>
>> I tried to use OSG 2.9.13 and found a strange problem
>>
>> If you do not use the string
>>    export OSG_THREADING=SingleThreaded
>> then osgviewer crash with probability 50..70%
>>
>> I think it's all about the default mode is different from SingleThreaded
>>
>> My system:
>>
>> Ubuntu 10.04 amd64
>> Nvidia 260.19.26
>> OSG 2.9.13
>>
>> What do you think about this problem
>>
>> --
>> Maxim Gammer
>> ___
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>>
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[osg-users] Error in the new version OSG

2011-05-01 Thread Maxim Gammer
Hi all,

I tried to use OSG 2.9.13 and found a strange problem

If you do not use the string
export OSG_THREADING=SingleThreaded
then osgviewer crash with probability 50..70%

I think it's all about the default mode is different from SingleThreaded

My system:

Ubuntu 10.04 amd64
Nvidia 260.19.26
OSG 2.9.13

What do you think about this problem

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[osg-users] how to get username / password for edit OpenSceneGraph wiki pages ?

2011-04-29 Thread Maxim Gammer
Hi,

I create  OSG-based simulators.

What do you think about the publication of such projects on the page
http://www.openscenegraph.org/projects/osg/wiki/Screenshots/

how to get username / password for edit OpenSceneGraph wiki pages -
http://www.openscenegraph.org/projects/osg/wiki/Screenshots/(MyProject)?

You can watch this video:
www.youtube.com/watch?v=jLRHiklQFv8
(starting at 4 minutes 30 seconds)

I already wrote an email to joseluis.hidalgo . But without result

Thanks,

Maxim Gammer
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Re: [osg-users] OSG-based excavator simulator

2011-04-20 Thread Maxim Gammer
Great project!

We also create simulators.
You can watch this video:
www.youtube.com/watch?v=jLRHiklQFv8
(starting at 4 minutes 30 seconds)

What do you think about the publication of such projects on the page
http://www.openscenegraph.org/projects/osg/wiki/Screenshots/
?


2011/4/20 Paul Martz :
> Hi J-S -- It looks great. But I do have a couple questions.
>
> How flexible is your art pipeline / rendering process for loading arbitrary
> models? Could you replace that excavator with some arbitrary CAD machinery,
> such as a tractor, and get the same visual fidelity? Or is there quite a bit
> of per-model hands-on modeling time in the art pipeline to create the
> necessary specular and normal maps, dirt, scuff marks, etc?
>
> Also, how are you doing the transparency (e.g., the excavator cab windows)?
> Is that simple RenderBin back-to-front rendering, or are you using an
> order-independent technique? If the latter, how are you implementing it?
>
> Are the trees in the background simple billboards, or truly 3D so that the
> viewpoint can be placed inside them?
>
> Is the atmospheric scattering simple OpenGL fog, or something more complex?
>
> I didn't notice any screen-space post-rendering effects (such as depth of
> field), is that correct? If I'm wrong, what screen-space effects are you
> doing, and did you encounter any difficulties with generalizing them into
> your rendering system?
>
> I'm always looking for more general ways to make stuff like this work, so
> I'm just trying to figure out how much of this demo was general-purpose, and
> how much was non-general, suitable only for demos.
>
> Thanks,
>   -Paul
>
>
>
> On 4/19/2011 9:41 AM, Jean-Sébastien Guay wrote:
>>
>> Hi all,
>>
>> I just wanted to give you guys a heads up about a prototype project we
>> worked on
>> lately, and which I think looks great. There's a video of it on our
>> YouTube
>> channel:
>>
>> http://www.youtube.com/user/vortexsim#p/u/1/RhJR0qQJfAQ
>>
>> (set it to 1080p if you can)
>>
>> We did that demo in 3 weeks (2 people for graphics and physics
>> programming, one
>> modeler for the excavator model).
>>
>> Quick list of effects specific to this project:
>> - Normal mapping
>> - Specular mapping
>> - Reflection mapping
>> - HDR (using osgPPU)
>> - Soil uses hardware instancing for the many small rocks
>> - Mound of earth uses vertex texture fetch to render the height field
>> (displace
>> vertices, calculate normals in vertex shader)
>> - Dust particles rendered with soft particle technique (depth buffer test)
>> to
>> avoid hard edges
>>
>> It's the most GPU-intensive simulator we've ever done, and it looks great,
>> and
>> it's OSG-based, so I thought I'd show it to anyone who's interested. :-)
>>
>> While you're on our YouTube page you can have a look at the other cool
>> things
>> we've done in the past, the offshore and port crane simulators are recent
>> projects and are very nice as well (and they use osgOcean :-) ).
>>
>> http://www.youtube.com/user/vortexsim#p/u/9/KBGr74TMTrU
>> http://www.youtube.com/user/vortexsim#p/u/0/dZeQ-eBrBDk
>>
>> Thanks,
>>
>> J-S
>
>
> --
>  -Paul Martz      Skew Matrix Software
>                   http://www.skew-matrix.com/
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Re: [osg-users] how to change the page content http://www.openscenegraph.org/projects/osg/wiki/Screenshots/...... ?

2011-04-08 Thread Maxim Gammer
Thank you.

Thanks. I understand.


2011/4/8 Mourad Boufarguine :
>
>
>> Thank you.
>>
>> But the page "Create a Wiki user account" does not work: (
>>
>> (http://www.openscenegraph.org/projects/osg/prefs/account)
>>
>
> yeh, i saw that. it used to work. Jose Luis is the only one that can help,
> he doesn't read regularily the mailing list, so send him an email.
>
> Mourad
>
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Re: [osg-users] how to change the page content http://www.openscenegraph.org/projects/osg/wiki/Screenshots/...... ?

2011-04-08 Thread Maxim Gammer
Thank you.

But the page "Create a Wiki user account" does not work: (

(http://www.openscenegraph.org/projects/osg/prefs/account)


2011/4/8 Mourad Boufarguine :
> Hi Maxim,
>
> You should email the server admin to get a wiki account.
>
> http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing
>
> Mourad
>
>
>
> 2011/4/8 Maxim Gammer 
>>
>> Hi all.
>>
>> how to change the page
>> content?http://www.openscenegraph.org/projects/osg/wiki/Screenshots/
>> ..
>>
>> how to get username / password
>> pagehttp://www.openscenegraph.org/projects/osg/wiki/Community/викилогин
>> ?
>> (reference (http://www.openscenegraph.org/projects/osg/register does not
>> work))
>>
>> --
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>



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[osg-users] how to change the page content http://www.openscenegraph.org/projects/osg/wiki/Screenshots/...... ?

2011-04-08 Thread Maxim Gammer
Hi all.

how to change the page
content?http://www.openscenegraph.org/projects/osg/wiki/Screenshots/
..

how to get username / password
pagehttp://www.openscenegraph.org/projects/osg/wiki/Community/викилогин
?
(reference (http://www.openscenegraph.org/projects/osg/register does not work))

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Re: [osg-users] Fullscreen dual monitor spanning

2010-12-17 Thread Maxim Gammer
Hi.


I use Matrox Dual Head 2 Go for 2 fullscreens

2010/12/17 Alberto Luaces :
> "David Glenn" writes:
>
>> Chriss10 wrote:
>>> I added eventhandler, but it doesn't work for me!
>>>
>>> It does not matter how many times I pess 'f', my application will only be 
>>> shown on one screen.
>>>
>>> Can somebody help?
>>> Other ideas? I think it should be possible to span it over 2 fullscreens.
>>
>>
>> Well I'll tell you what I had to resort to, but it's a hack not a fix.
>>
>> First I render the view to a window (not the whole screen). There is many 
>> ways to do that - the examples show you how.
>>
>> Then, when I start things off I resize the window frame a bit beyond the 
>> scale of the two screens. This can be done in code but if all else fails, 
>> after you start the program resize it with your mouse- I told you it was a 
>> hack!
>>
>> Note: Make sure that resize of the window GUI is linked to your OSG resize 
>> for this to work!
>>
>> This is the best that I've been able to do in the Linux realm - might work 
>> in MS Windows.
>>
>> I use this to render a 3D projection with two Polarized projections and it 
>> works, but as I said it's a hack! I'm looking into a more practical solution 
>> as time permits – This 3D Projection stuff is more of a hobby scale right 
>> now.
>>
>> This is kind of one of those types of subjects  that maybe an easy answer, 
>> but it's ether  just a bit beyond the box to find it in this forum, or 
>> beyond the interest of others to answer, or that’s what I’m beginning to 
>> think!
>>
>> For me, I’ve done some very weird stuff with this OSG code, much to the 
>> puzzlement of some of the OSG authors here and when you do this you 
>> sometimes have to stick to your guns and find the answers in other ways and 
>> forums!
>
> I have to say that it used to work well at least with OSG 2.4.0. Then
> that misbehaviour appeared, but I don't know if it is a problem with the
> drivers or with OSG. I think it's more likely a configuration/driver
> issue since you are the first pinging the list for that, if I recall
> correctly. The osgViewer::View::setUpViewAcrossAllScreens should be a
> good starting point to track the issue.
>
> In Windows it expands across the screens from the beginning, but the OSG
> windowing code is different.
>
> Regards,
>
> --
> Alberto
>
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Re: [osg-users] QT undefined reference to

2010-12-07 Thread Maxim Gammer
+
CONFIG += opengl
QT +=  opengl


2010/12/7 Maxim Gammer :
> in my .pro file
>
> 
>
> win32 {
>    LIBS =     -lOpenThreads \
>        -lopengl32 \
>        -losg \
>        -losgDB \
>        -losgGA \
>        -losgUtil \
>        -losgText \
>        -losgViewer \
>        -losgShadow \
>        -losgParticle \
>        -losgAnimation \
>
> .
>
> 2010/12/7 Cracj Kurt :
>> Hi,
>>
>>
>> i have *.pro
>>
>> Code:
>> QT       += core
>>
>> QT       -= gui
>>
>> TARGET = untitled
>> CONFIG   += console
>> CONFIG   -= app_bundle
>>
>> TEMPLATE = app
>>
>>
>> SOURCES += main.cpp
>> INCLUDEPATH += D:/openscenegraph/OpenSceneGraph/include/
>> INCLUDEPATH += D:/openscenegraph/OpenSceneGraph/include/osg
>>
>> INCLUDEPATH += C:/Qt/2010.05/qt/src/opengl
>> LIBS +=D:/openscenegraph/OpenSceneGraph/lib/osgd.lib
>>
>>
>>
>>
>> path
>> D:/openscenegraph/OpenSceneGraph/lib/
>> is exist.
>> But have error
>>
>> Code:
>> error: undefined reference to `_imp___ZN3osg8GeometryC1Ev
>>
>> '
>>
>> Code is very easy
>>
>> Code:
>> #include 
>>
>> #include 
>> #include 
>>
>> #include 
>>
>>
>> osg::ref_ptr createSceneGraph()
>> {
>>    osg::ref_ptr geom = new osg::Geometry;
>>
>> }
>>
>> int main(int argc, char *argv[])
>> {
>>    QCoreApplication a(argc, argv);
>>    return a.exec();
>> }
>>
>>
>>
>> Whats wrong?
>>
>> Thank you!
>>
>> Cheers,
>> Cracj[/code][/quote]
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=34574#34574
>>
>>
>>
>>
>>
>> ___
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> Maxim Gammer
>



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Re: [osg-users] QT undefined reference to

2010-12-07 Thread Maxim Gammer
in my .pro file



win32 {
LIBS = -lOpenThreads \
-lopengl32 \
-losg \
-losgDB \
-losgGA \
-losgUtil \
-losgText \
-losgViewer \
-losgShadow \
-losgParticle \
-losgAnimation \

.

2010/12/7 Cracj Kurt :
> Hi,
>
>
> i have *.pro
>
> Code:
> QT       += core
>
> QT       -= gui
>
> TARGET = untitled
> CONFIG   += console
> CONFIG   -= app_bundle
>
> TEMPLATE = app
>
>
> SOURCES += main.cpp
> INCLUDEPATH += D:/openscenegraph/OpenSceneGraph/include/
> INCLUDEPATH += D:/openscenegraph/OpenSceneGraph/include/osg
>
> INCLUDEPATH += C:/Qt/2010.05/qt/src/opengl
> LIBS +=D:/openscenegraph/OpenSceneGraph/lib/osgd.lib
>
>
>
>
> path
> D:/openscenegraph/OpenSceneGraph/lib/
> is exist.
> But have error
>
> Code:
> error: undefined reference to `_imp___ZN3osg8GeometryC1Ev
>
> '
>
> Code is very easy
>
> Code:
> #include 
>
> #include 
> #include 
>
> #include 
>
>
> osg::ref_ptr createSceneGraph()
> {
>    osg::ref_ptr geom = new osg::Geometry;
>
> }
>
> int main(int argc, char *argv[])
> {
>    QCoreApplication a(argc, argv);
>    return a.exec();
> }
>
>
>
> Whats wrong?
>
> Thank you!
>
> Cheers,
> Cracj[/code][/quote]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=34574#34574
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



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[osg-users] strange problem with vertex control ....

2010-12-07 Thread Maxim Gammer
Hello!

I found a strange problem with vertex control 

// This code works correctly:
osg:: Array * p_array = zzz-> geom-> getVertexArray ();
if (p_array)
{
std:: cout <<"type:" < getType ()
<<"size:" < getDataSize () <<"num elem:" <
 getNumElements () < getType () == 10)

// But this code does not work (vertices == NULL)
osg:: ref_ptr  vertices = dynamic_cast
 (zzz-> geom-> getVertexArray ());
if (vertices)
{
vertices-> at (i). x () = x;
vertices-> at (i). y () = y;
vertices-> at (i). z () = z;
}
else
{
std:: cout <<"getVertexArray false" <)

This code work fine, but not work inside QT (AdapterWidget) at Linux
 (in Windows work fine).

Linux: Ubuntu 10.04 amd64
QT:Using Qt version 4.6.2
GCC: gcc version 4.4.3 (Ubuntu 4.4.3-4ubuntu5)
OSG: 2.9.9.

Where is the problem?? How does it solve?


Maxim Gammer
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Re: [osg-users] How to render the OSG scene to an image file?

2010-11-17 Thread Maxim Gammer
// Взыто из файла viewer.cpp
#include 

class SnapImageDrawCallback : public osg::CameraNode::DrawCallback
{
public:

SnapImageDrawCallback()
{
_snapImageOnNextFrame = false;
}

void setFileName(const std::string& filename) { _filename = filename; }
const std::string& getFileName() const { return _filename; }

void setSnapImageOnNextFrame(bool flag) { _snapImageOnNextFrame = flag; 
}
bool getSnapImageOnNextFrame() const { return _snapImageOnNextFrame; }

virtual void operator () (const osg::CameraNode& camera) const
{
//osg::notify(osg::NOTICE) << "Saved screen image to
`"<<_filename<<"`"<< std::endl;
if (!_snapImageOnNextFrame) return;

int x,y,width,height;
x = camera.getViewport()->x();
y = camera.getViewport()->y();
width = camera.getViewport()->width();
height = camera.getViewport()->height();

osg::ref_ptr image = new osg::Image;
image->readPixels(x,y,width,height,GL_RGB,GL_UNSIGNED_BYTE);

if (osgDB::writeImageFile(*image,_filename))
{
std::cout  << "Saved screen image to 
`"<<_filename<<"`"<< std::endl;
}

_snapImageOnNextFrame = false;
}

protected:

std::string _filename;
mutable bool_snapImageOnNextFrame;


};



//для screenshot'a
osg::ref_ptr snapImageDrawCallback = new
SnapImageDrawCallback();
viewer->getCamera()->setPostDrawCallback (snapImageDrawCallback.get());

///

void takeScreenshot(std::string filename)
{
osg::ref_ptr snapImageDrawCallback =
dynamic_cast
(viewer->getCamera()->getPostDrawCallback());
if(snapImageDrawCallback.get())
{
std::cout << "make screenshot" << std::endl;
snapImageDrawCallback->setFileName(filename);
snapImageDrawCallback->setSnapImageOnNextFrame(true);
}
else
{
std::cout << "Warning: no make screenshot" << std::endl;
}
}

2010/11/17 Igor Galochkin :
> I have to write a series of classes wrapping OSG model, which loads OSG graph 
> from an .osg file, uses some data from it, saves the scene back to .osg file 
> etc.
>
> I can't find out how (if it's possible) to render an OSG graph into an image 
> file.
>
> So, what i am trying to do is:
>
> void renderSceneToImage(::osg::Node* pNode, const ::std::string& sFileName_, 
> )
>
> The function should take the root node of the OSG scene, render it ONCE to an 
> image (::osg::Image?) and then save the image into the file.
>
> I don't need to open any windows.
>
> From what I found on the net so far:
>
> //
>
> ::osg::Image* capImage = new ::osg::Image();
> capImage->allocateImage(nWidth, nHeight, 1, GL_RGBA, GL_FLOAT);
> capImage->setInternalTextureFormat(GL_RGBA16F_ARB);
>
>
> ::osg::ref_ptr< ::osg::Camera> camera = new ::osg::Camera();
> camera->setRenderTargetImplementation(::osg::CameraNode::FRAME_BUFFER_OBJECT);
> camera->setRenderOrder(::osg::Camera::PRE_RENDER);
> camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
> camera->setViewport(0, 0, nWidth, nHeight);
>
> camera->attach(::osg::CameraNode::COLOR_BUFFER, capImage);
>
> // temporarily wrap the whole scene with camera
> camera->addChild(pScene->root());
>
> ::osg::ref_ptr< ::osg::Group> tempRoot = new ::osg::Group();
> tempRoot->addChild(camera.get());
>
>
> // HOW TO ORDER THE CAMERA TO RENDER?
>
> ::osgDB::writeImageFile(*capImage, sFileName_);
>
> //-
>
> So, i can't find any way to order the camera to render once. All examples 
> show how to make the camera render to a texture, but when it renders is 
> decided by OpenGL (?). I don't need all that, i just need to grab the picture 
> once and return.
>
> Is this possible with OSG?
>
> Thanks!
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=33809#33809
>
>
>
>
>
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>



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Re: [osg-users] Render to AVI

2010-10-19 Thread Maxim Gammer
Hi

I use Blackmagic Intensity device :) for capture HDMI 
(http://www.blackmagic-design.com/products/intensity/)

Max.


2010/10/19 Rob Radtke :
>  On 10/19/2010 6:27 AM, Kim Bale wrote:
>>
>> Hi Robert,
>>
>> If it's just for a demo video, try Fraps. (http://fraps.com/) I've used it
>> to capture OSG demo videos before and it works nicely for that. Otherwise
>> look at the osgscreencapture demo.
>
> I've used a similar tool called Debut
> (http://www.nchsoftware.com/capture/index.html).  Like Fraps, it has both a
> free version and a pay version.  I've gotten good results with the free
> version and it's really easy to use.  The movie files it generates are
> enormous, however, so I post-process them with Windows Media Encoder to get
> them down to a reasonable size.
>
> Rob
>
>
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>
>



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Re: [osg-users] osgParticle effects on a moving object...

2010-09-20 Thread Maxim Gammer
 in where they attach these effects based off
> a hit node from the pick event to see how I might do this. Unfortunately I
> need to invoke the effects from the moving object's UpdateCallback event
> rather than from a pick event. I have tried several things to get this to
> work without success.
>
>
>
> As anyone else been able to something similar to what I'm trying to
> accomplish? I would appreciate any suggestions anyone might have on how to
> get this to work...
>
>
>
> Thanks,
>
> -Shayne
>
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>



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Re: [osg-users] osgAL problems

2010-09-07 Thread Maxim Gammer
pDevice = alcOpenDevice(NULL);
pContext = alcCreateContext(pDevice, NULL);
alcMakeContextCurrent(pContext);

it work in windows and linux.





2010/9/7 ting zhang 

> Hi, all
>
> I successfully compiled the osgAL project, but the examples in osgAL
> solution didn't work. They all notify me that:
>
> No Generic Hardware in :
> OpenAL++: couldn't open sound device.
>
> It seems that osgAL cannot find my sound device. However, my sound device
> actually works well in my Windows.
> Could anyone tell me what the problem is?
> Thank you!
>
> Cheers,
> ting
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=31365#31365
>
>
>
>
>
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[osg-users] particle system FIX

2010-08-26 Thread Maxim Gammer
The problem with the system of particles:

in hiding the particle system and their subsequent screening creates a huge
number of particles (splash). But more than the big time difference between
concealment and display. The drawings depicted such a situation.

http://i35.tinypic.com/ridkhu.jpg
http://i33.tinypic.com/2nulhfd.jpg

The first figure shows the correct image, the second figure shows the
erroneous operation of the system of particles.

In addition, when a large number of particles occurs following warning:
Warning: State:: drawQuads (0, 72588) too large handle in remapping to
ushort glDrawElements.
Warning: State:: drawQuads (0, 72592) too large handle in remapping to
ushort glDrawElements.
Warning: State:: drawQuads (0, 72592) too large handle in remapping to
ushort glDrawElements.
Warning: State:: drawQuads (0, 72596) too large handle in remapping to
ushort glDrawElements.

fix this problem :


 inline int RandomRateCounter::numParticlesToCreate(double dt) const
{
_np += dt * getRateRange().get_random();
int n = static_cast(_np);
_np -= n;
*if (n > getRateRange().maximum) *
* **{*
* **n = getRateRange().get_random(); //or .get_random *
* **_np=0;*
* **}*
return n;
}


in attached file


-- 
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RandomRateCounter
Description: Binary data
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Re: [osg-users] [vpb] Shift of coordinates

2010-08-07 Thread Maxim Gammer
Пожалуйста счените имя Александр Бобков на английский аналог...

7 августа 2010 г. 15:23 пользователь Александр Бобков
написал:

>  Hi,
>
> I have a georeferenced image with resolution 0.5m. This image was added to
> Google Earth Pro and there was created several paths and marks. This is
> screenshot from Google Earth with a path:
> http://img155.imageshack.us/i/googleearth.jpg/
>
> Then I created a VPB terrain with the same image. I exported paths from
> Google Earth to KML file, got geocoordinates and placed them on the VPB
> terrain. Here is screenshot from the VPB terrain:
> http://img175.imageshack.us/i/openscenegraph.png/
>
> As you can see, there is a small constant shift to the west. Approximately
> 1m. How can I fix this shift? What is the reason for it?
>
> I use osg::EllipsoidModel to convert coordinates. Coordinates in KML file
> have a very high precision. For example: 160.1361826749267,
> 54.43656637255538, 0
>
> Regards,
> Alexander
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Re: [osg-users] OpenSceneGaph 2.9.8 dev release tagged :-)

2010-06-21 Thread Maxim Gammer
ok)

21 июня 2010 г. 16:21 пользователь Robert Osfield
 написал:
> Hi Magnus, Maxim, et. al,
>
> Magnus' fix is now checked into svn/trunk and will be part of the the
> next dev release 2.9.9.
>
> Cheers,
> Robert.
>
> 2010/6/19 Magnus Kessler :
>> On Friday 18 Jun 2010 20:10:16 Maxim Gammer wrote:
>>> error:
>>> Scanning dependencies of target osgQt
>>> [ 98%] Building CXX object
>>> src/osgQt/CMakeFiles/osgQt.dir/QFontImplementation.o [ 98%] Building CXX
>>> object src/osgQt/CMakeFiles/osgQt.dir/QGraphicsViewAdapter.o [ 98%]
>>> Building CXX object src/osgQt/CMakeFiles/osgQt.dir/QWidgetImage.o [ 98%]
>>> Building CXX object
>>> src/osgQt/CMakeFiles/osgQt.dir/__/__/include/osgQt/moc_QGraphicsViewAdapter
>>> .o
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/inclu
>>> de/osgQt/moc_QGraphicsViewAdapter.cxx:11:2: error: #error "The header file
>>> 'QGraphicsViewAdapter' doesn't include ."
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:19: error: expected constructor,
>>> destructor, or type conversion before 'static'
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:45: error: 'QMetaObject' does not name
>>> a type
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:54: error: expected initializer before
>>> '*' token
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:59: error: 'osgQt' has not been
>>> declared
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx: In function 'void* qt_metacast(const
>>> char*)':
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:62: error: 'strcmp' was not declared
>>> in this scope
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:63: error: expected type-specifier
>>> before 'QGraphicsViewAdapter'
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:63: error: expected '>' before
>>> 'QGraphicsViewAdapter'
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:63: error: expected '(' before
>>> 'QGraphicsViewAdapter'
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:63: error: 'QGraphicsViewAdapter' was
>>> not declared in this scope
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:63: error: expected primary-expression
>>> before '>' token
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:63: error: invalid use of 'this' in
>>> non-member function
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:63: error: expected ')' before ';'
>>> token
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:64: error: 'QObject' has not been
>>> declared
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx: At global scope:
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:67: error: 'osgQt' has not been
>>> declared
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:67: error: 'QMetaObject' has not been
>>> declared
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/includ
>>> e/osgQt/moc_QGraphicsViewAdapter.cxx:67: error: expected primary-expression
>>> before 'int'
>>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9

Re: [osg-users] OpenSceneGaph 2.9.8 dev release tagged :-)

2010-06-19 Thread Maxim Gammer
Ok.

Using Qt version 4.6.2 in /usr/lib
Ubuntu 10.04 amd64
gcc version 4.4.3
cmake version 2.8.0

Maxim.

20 июня 2010 г. 1:23 пользователь Robert Osfield
 написал:
> Hi Maxim,
>
> Could you please post a fix to osgsubmissions.  Could you also note
> which version of QT you are using so we can see which versions are
> sensitive to which includes.
>
> Robert.
>
> 2010/6/18 Maxim Gammer :
>> error:
>> Scanning dependencies of target osgQt
>> [ 98%] Building CXX object 
>> src/osgQt/CMakeFiles/osgQt.dir/QFontImplementation.o
>> [ 98%] Building CXX object 
>> src/osgQt/CMakeFiles/osgQt.dir/QGraphicsViewAdapter.o
>> [ 98%] Building CXX object src/osgQt/CMakeFiles/osgQt.dir/QWidgetImage.o
>> [ 98%] Building CXX object
>> src/osgQt/CMakeFiles/osgQt.dir/__/__/include/osgQt/moc_QGraphicsViewAdapter.o
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:11:2:
>> error: #error "The header file 'QGraphicsViewAdapter' doesn't include
>> ."
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:19:
>> error: expected constructor, destructor, or type conversion before
>> 'static'
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:45:
>> error: 'QMetaObject' does not name a type
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:54:
>> error: expected initializer before '*' token
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:59:
>> error: 'osgQt' has not been declared
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:
>> In function 'void* qt_metacast(const char*)':
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:62:
>> error: 'strcmp' was not declared in this scope
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:63:
>> error: expected type-specifier before 'QGraphicsViewAdapter'
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:63:
>> error: expected '>' before 'QGraphicsViewAdapter'
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:63:
>> error: expected '(' before 'QGraphicsViewAdapter'
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:63:
>> error: 'QGraphicsViewAdapter' was not declared in this scope
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:63:
>> error: expected primary-expression before '>' token
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:63:
>> error: invalid use of 'this' in non-member function
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:63:
>> error: expected ')' before ';' token
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:64:
>> error: 'QObject' has not been declared
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:
>> At global scope:
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:67:
>> error: 'osgQt' has not been declared
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:67:
>> error: 'QMetaObject' has not been declared
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:67:
>> error: expected primary-expression before 'int'
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:67:
>> error: expected primary-expression before 'void'
>> /home/maximum2000/DEVELOP/OpenSceneGraph-2.9.8/tempo/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:67:
>> warning: initializer expression list treated as compound expression
>> /h

Re: [osg-users] OpenSceneGaph 2.9.8 dev release tagged :-)

2010-06-18 Thread Maxim Gammer
liverables in this dev release are:
>  o Revamped 3ds plugin that supports and reading and writing,
> and now uses a latest lib3ds source code.
>  o New osgDB serializers and associated .osgt (text), .osgb
> (binary) and .osgx (xml) file formats that are extensible, and
> deprecate the old .osg and .ive formats.
>  o Revamp of osgGA CameraManipulators
>  o New osgQT library for integrating QT and OpenSceneGraph
>  o Range of improvements to the FBX plugin
>  o Rewrite of osg::observer_ptr<> and osg::Observer, with
> introduce of new ObserverNodePath class, for addressing threading
> issues with old implementation.
>  o A range of improvements to DatabasePager to improve
> performance, reduced memory usage, and address crashes/deadlocks.
>  o Fixes to memory usage in TerraPage (.txp) plugin.
>  o Improvements to the Graphviz .dot plugin and added support
> for dot diagrams to !Present3D application.
>  o Improvements to COLLADA .dae plugin, including adding
> support for animation using osgAnimation.
>  o Support for static linking of OpenGL ES 2.0.
>  o Improvements to Inventor and VRML plugins.
>  o Support for automatic boundary equalization in osgTerrain
> databases (requires databases to built with updated
> VirtualPlanetBuilder to take advantage of it.)
>  o New OSG_INFO/OSG_NOTICE/OSG_WARN/OSG_DEBUG macro's that
> add a condition infront of the underlying osg::notify(..) call they
> provide to avoid executing stream code when messages were being
> discarded, and also done in a way that compilers can optimize the
> notification code out completely when notification is completely
> disabled via the new cmake GOSG_NOTIFY_DISABLE variable. Under Windows
> this new feature avoids a hitting a contended global mutex that
> Microsoft uses in it ostream implementation and results in a
> noticeable improvement in speed. All platforms will benefit from lower
> overheads as well, but not quite as dramatic as under windows.
>  o Many general bug fixes and minor feature
> improvements/optimizations.
>
>source package : OpenSceneGraph-2.9.8.zip
>svn tag: svn co
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.8
> OpenSceneGraph
>
> Cheers,
> Robert.
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Re: [osg-users] OSGEXP 0.9.7 Crashing Max

2010-06-10 Thread Maxim Gammer
delete all osg*.dll and plugindir in "system32"

2010/6/10 Huan Wei :
> Hi,
> I have experienced the same problem, I test in 3ds 
> Max2009/WindowsXP/Windows7, it can popup the preview window, but "error 
> writing to file" when exporting .osg, and no respond when exporting .ive.
>
> can anyone help?
> ...
>
> Thank you!
>
> Cheers,
> Huan
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=28762#28762
>
>
>
>
>
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Re: [osg-users] About OSG and Distributed Issue?

2010-04-16 Thread Maxim Gammer
CERTI? (http://www.cert.fr/CERTI/) - CERTI is a runtime infrastructure for
distributed discrete event simulations developed at ONERA. It provides a set
of services used by simulators to interoperate (such as object management,
time management, optimization services, etc.). Using these services helps
simulation reuse and interoperability. They are based on the HLA
specifications. HLA is a standard for distributed simulations. It was
developed by the US Department of Defense. The HLA was approved as an open
standard through the IEEE (IEEE Standard 1516).


2010/4/16 PCJohn 

>  Go forward. Raknet is networking library - using UDP (performance
> benefits). UDP disadvantage is that it is sometimes firewalled.
> If you reach data consistency problems, look for simple solutions...
> John
>
>
> xyc508 wrote:
>
> Thanks John,
>  I am try OSG+Raknet+OpenAL+MFC to develop Distributed Interactive
> Simulation, is it feasible?
>
> Donlin
>
> 在2010-04-16 03:35:23,PCJohn  写道:
>
> Hi Dolin,
>
> the complexity of distributed/collaborative virtual scenes are so high that
> you can make a PhD research on it.
> You can google for Blue-c, DIS (Distributed Interactive Simulation), Active
> Transactions, etc. for more details.
> Basically, the problem is coming from the replication - you need to
> replicate the scene among the computers because you can not afford to make a
> remote access to read scene data. As second point, you often need to update
> data very quickly, and often validate them - but how to validate the data if
> you do not have all the up-to-date data accessible locally - you are still
> in distributed system with non-zero update propagation times...
>
> Solution of computer game DOOM 1 - it was simple enough, by the way.
> John
>
>
>
> xyc508 wrote:
>
> Hi,Robert,
>
> I mean that on web,diffrent person login on the same scene,they can "see"
> others,also can chat each other.
> I am not sure which  tools or engine is right with OSG? is Raknet or
> others? are there any examples or current project for this issue?
>
> Thanks.
>
> Donlin
>
> 在2010-04-15 18:12:41,"Robert Osfield"  
>  写道:
> >Hi Donlin,
> >
> >2010/4/14 xyc508  :
> >> how to develop OSG for Distributed usage? Could one give which Distributed
> >> tool or software is right or best?
> >
> >There are plenty of different approaches, which is best for you?  Well
> >I don't really know what you have in mind by "Distributed usage", if
> >you give a few more details about what you are trying to achieve then
> >perhaps others will be able to point you in the right direction.
> >
> >Robert.
> >___
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>
>
>  --
>
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>
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Re: [osg-users] Visibilty of objects

2010-03-26 Thread Maxim Gammer
if (visible==false)

{

node->setNodeMask(0x00);

}

else

{

node->setNodeMask(0xff);

}


2010/3/26 Martin Beckett 

> Specifically set the CullMask in the camera with eg.
>
>
> Code:
> #define DRAW 0x8000
> viewer->getCamera()->setCullMask(DRAW);
>
>
>
> Then just toggle the bit in _nodeMask for each node
> Martin
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=26166#26166
>
>
>
>
>
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Re: [osg-users] Changing mouse cursor

2010-03-23 Thread Maxim Gammer
//

osgViewer::Viewer::Windows windows;

viewer->getWindows(windows);

for(osgViewer::Viewer::Windows::iterator itr = windows.begin(); itr !=
windows.end();++itr)

{

//(*itr)->useCursor(false);

(*itr)->setCursor(osgViewer::GraphicsWindow::NoCursor);

 }


2010/3/23 Trajce (Nick) Nikolov 

> I am windows developer. I could help you on windows. Wait for the linux
> gurus to answer
> Sorry
>
> -Nick
>
>
>
> On Tue, Mar 23, 2010 at 3:38 PM, Carlos Sanches  wrote:
>
>> Linux Ubuntu
>>
>>
>> On Tue, Mar 23, 2010 at 10:27 AM, Trajce (Nick) Nikolov <
>> nikolov.tra...@gmail.com> wrote:
>>
>>> which platform? which OS?
>>> -Nick
>>>
>>>
>>> On Tue, Mar 23, 2010 at 3:26 PM, Carlos Sanches wrote:
>>>
>>>> Hi all !
>>>> How Can I change the mouse cursor for some other art that I did ?
>>>> thanks
>>>>
>>>> ___
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>>>>
>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>
>>>>
>>>
>>> ___
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>>
>> --
>>Carlos Sanches
>> Desenvolvimento de software
>>
>> Tel:  55 11 3816 2888
>> Cel: 55 11 6366 2677
>> msn: ce...@hotmail.com
>>
>>   Somar Meteorologia
>> www.somarmeteorologia.com.br
>>
>>
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>>
>>
>
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Re: [osg-users] Problem with glass door in front of glass shelf.

2010-03-02 Thread Maxim Gammer
Hi
http://developer.nvidia.com/object/Interactive_Order_Transparency.html


2010/3/2 Chris Denham 

> Thanks for the speedy reply Robert. :)
> Have you got any tips on how to tweak the sort algorithm? Would I have to
> change OSG, or are there options or callbacks I can set from outside.
>
> I'm sure you are right that the best thing to do would be to split the
> shelf, but the problem is that we have many catalogues of models that would
> not be practical to edit. Interestingly, I don't seem to get the problem in
> our older WorldTookit based system, so that must be using a different
> algorithm or sort parameter (but got no src code for that).
>
> Thank you!
>
> Cheers,
> Chris
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=25044#25044
>
>
>
>
>
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Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-19 Thread Maxim Gammer
Hi Robert,

Compiled fine on Windows 7 (Visual Studio 2008 (VC9)) All my programs work
fine.

Cheers,
Maxim Gammer

2010/2/19 Robert Osfield 

> Hi Maxim,
>
> 2010/2/19 Maxim Gammer :
> > Strangely, ffmpeg in my project works fine ...
> > (in OSG 2.9.7)
> > Here the log:
> > ffmpeg:: open (/ home/maximum2000/LABS/transgaz/video/utz1.mov) size
> (1024,
> > 768) aspect ratio 1
> > Attaching FFmpegAudioStream
> > 
> > Finished FFmpegImageStream:: run ()
> > FFmpegAudioStream:: setAudioSink (0)
> > Assigning 0
> > Calling av_close_input_file (0xe495a40)
> > ...
> >
> > And the video plays fine)
>
> ffmpeg works fine for me too (Kubuntu 9.04).  I believe the ffmpeg
> finding of Rafa's was just co-incindence or "the straw that broke the
> camels back" and not directly related to the issue.
>
> I suspect OSX is destructing the app in an order that is causing
> problems i.e. the static before the plugin gets unloaded.
>
> Robert.
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Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-19 Thread Maxim Gammer
Strangely, ffmpeg in my project works fine ...
(in OSG 2.9.7)
Here the log:
ffmpeg:: open (/ home/maximum2000/LABS/transgaz/video/utz1.mov) size (1024,
768) aspect ratio 1
Attaching FFmpegAudioStream

Finished FFmpegImageStream:: run ()
FFmpegAudioStream:: setAudioSink (0)
Assigning 0
Calling av_close_input_file (0xe495a40)
...

And the video plays fine)


Maxim Gammer

2010/2/19 Robert Osfield 

> On Fri, Feb 19, 2010 at 7:46 AM, Maxim Gammer  wrote:
> > Compiled fine on Ubuntu\Kubuntu 9.10 i386 & amd64 (gcc version 4.4.1) All
> my
> > programs work fine.
>
> Excellent news.  Confidence in 2.9.7 being solid just went up ;-)
>
> Just gotta sort out that pesky OSX crash now!
>
> Robert.
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Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-18 Thread Maxim Gammer
Hi Robert,

Compiled fine on Ubuntu\Kubuntu 9.10 i386 & amd64 (gcc version 4.4.1) All my
programs work fine.

Cheers,
Maxim Gammer


2010/2/19 Maxim Gammer 

> test in Ubuntu 9.10 i386 ... OK!
>
> 2010/2/19 Maxim Gammer 
>
> ok.
>> test in Ubuntu 9.10 amd64  ... OK!
>>
>> )))
>>
>> 2010/2/19 Robert Osfield 
>>
>> On Fri, Feb 19, 2010 at 6:04 AM, Maxim Gammer 
>>> wrote:
>>> > Hi Robert,
>>> >
>>> > I upgrade to 2.9.7 in the next days
>>>
>>> Which is rather too late for making sure svn/trunk is well tested
>>> prior to me tagging 2.9.7... so if 2.9.7 contains problems that
>>> weren't tested and reported prior to 2.9.7 then... it's because... you
>>> hang back from testing.
>>>
>>> Please guys we need testing NOW.
>>>
>>> Robert.
>>> ___________
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>
>>
>>
>> --
>> Maxim Gammer
>>
>>
>
>
> --
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>
>
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Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-18 Thread Maxim Gammer
test in Ubuntu 9.10 i386 ... OK!

2010/2/19 Maxim Gammer 

> ok.
> test in Ubuntu 9.10 amd64  ... OK!
>
> )))
>
> 2010/2/19 Robert Osfield 
>
> On Fri, Feb 19, 2010 at 6:04 AM, Maxim Gammer  wrote:
>> > Hi Robert,
>> >
>> > I upgrade to 2.9.7 in the next days
>>
>> Which is rather too late for making sure svn/trunk is well tested
>> prior to me tagging 2.9.7... so if 2.9.7 contains problems that
>> weren't tested and reported prior to 2.9.7 then... it's because... you
>> hang back from testing.
>>
>> Please guys we need testing NOW.
>>
>> Robert.
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>
>
>
> --
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>
>


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Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-18 Thread Maxim Gammer
ok.
test in Ubuntu 9.10 amd64  ... OK!

)))

2010/2/19 Robert Osfield 

> On Fri, Feb 19, 2010 at 6:04 AM, Maxim Gammer  wrote:
> > Hi Robert,
> >
> > I upgrade to 2.9.7 in the next days
>
> Which is rather too late for making sure svn/trunk is well tested
> prior to me tagging 2.9.7... so if 2.9.7 contains problems that
> weren't tested and reported prior to 2.9.7 then... it's because... you
> hang back from testing.
>
> Please guys we need testing NOW.
>
> Robert.
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Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-18 Thread Maxim Gammer
Hi Robert,

I upgrade to 2.9.7 in the next days

Cheers,
Maxim Gammer

2010/2/19 Jason Daly 

> Robert Osfield wrote:
>
>> Hi Jason,
>>
>> Thanks for the testing.  I've just checked in the addition of an extra
>> return at the end of the Observer header.
>>
>>
>
> Hi, Robert,
>
> Found the same in include/osg/ObserverNodePath, as well as the
> corresponding .cpp files.  Everything else seemed to build clean.
>
>
> --"J"
>
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Re: [osg-users] My OSG project

2010-02-08 Thread Maxim Gammer
cool !

2010/2/9 Carlos Sanches 

> Thanks :D
> This link you can see the 3D rain.
> http://www.youtube.com/watch?v=WGnjboNqpjM
>
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Re: [osg-users] website down?

2010-01-29 Thread Maxim Gammer
Hi

VERY slow !

Russia, Tyumen.

2010/1/29 Chris 'Xenon' Hanson 

> On 1/29/2010 6:09 AM, Raymond de Vries wrote:
> > Hi everyone,
> > Fyi: I just noticed that www.openscenegraph.org is down...
>
>   Actualy, I take it back. It did load eventually, just VERY slow.
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere  Xenon
> AlphaPixel.com
> PixelSense Landsat processing now available!
> http://www.alphapixel.com/demos/
> "There is no Truth. There is only Perception. To Perceive is to Exist." -
> Xen
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Re: [osg-users] OT: Merry Christmas

2009-12-25 Thread Maxim Gammer
Russian:

С НОВЫМ ГОДОМ

2009/12/25 Hugo Corrá 

> In Portuguese:
> Feliz Natal e um Próspero Ano Novo!!!
>
> Hugo.
>
> On Thu, Dec 24, 2009 at 11:44 AM, Wang Rui  wrote:
>
>> Merry Christmas, and best wishes for a Happy New Year!
>>
>> In Chinese, "Sheng Dan Kuai Le" :-)
>>
>> Wang Rui
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>>
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Re: [osg-users] How to set up the PageLOD?

2009-12-22 Thread Maxim Gammer
Thanks!

2009/12/22 Robert Osfield 

> Hi Maxim,
>
> It sounds like the compilation of OpenGL objects is causing the frame
> drop.  The new default for the DatabasePager is for the incremental
> pre compilation to be turned off, and for databases that are well
> balanced this doesn't cause problems with frame drops as the number of
> new objects per frame is kept modest so one doesn't get close to
> breaking frame when the new objects come in.
>
> For databases where there are lots of OpenGL objects that are
> introduced at once you can switch back on the incremental pre compile,
> the tells the DatabasePager to record all the OpenGL objects that need
> compiling and then on each frame compile as many as it can within
> specified time and number limits.  The incremental compile reduces the
> overhead per frame so reduces the chances of breaking frame, however,
> it also increases the amount of time it takes to prepare a scene graph
> before it can be merged with the main databases - so there is higher
> latency between requesting a tile and when it's served up.
>
> To switch on the pre compile use:
>
>   viewer.getDatabasePager()->setDoPreCompile(true);
>
> There is a whole suite of methods relating to the fine control of pre
> compile in the DatabasePager so have a look over the headers.
>
> The other thing you could do is improve the suitability of your
> databases so that it's better balanced - for instance switching
> between LOD levels shouldn't introduce so much geometry/textures at
> one time.  Try to create a quad tree paged database where each tile is
> divided in four, and each child contains roughly the same amount of
> geometry and textures as it's parent.   Such a well balanced database
> won't suddenly introduce lots of geometry and textures in one go.
>
> Robert.
>
> On Tue, Dec 22, 2009 at 4:20 PM, Maxim Gammer  wrote:
> > Hi everybody,
> >
> > I've got a problem - FPS falls down from 100 to 2-3 for 1-2 seconds
> > during first load of "more detailed level" of PageLODs (when they're
> > first seen). We suppose it's because of object "compilation" (there
> > are messages about textures loading etc. on the console). FPS also
> > falls down when we look at newly loaded objects.
> >
> > Is it possible to "compile" objects prior to their rendering? How to
> > set up the PageLOD?
> >
> > Or maybe there are other ways to solve that?
> >
> >
> > --
> > Maxim Gammer
> >
> >
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> >
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[osg-users] How to set up the PageLOD?

2009-12-22 Thread Maxim Gammer
Hi everybody,

I've got a problem - FPS falls down from 100 to 2-3 for 1-2 seconds
during first load of "more detailed level" of PageLODs (when they're
first seen). We suppose it's because of object "compilation" (there
are messages about textures loading etc. on the console). FPS also
falls down when we look at newly loaded objects.

Is it possible to "compile" objects prior to their rendering? How to
set up the PageLOD?

Or maybe there are other ways to solve that?


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Re: [osg-users] What are the your favorite free 3d model sites?

2009-12-21 Thread Maxim Gammer
Hi!

Ok. I can convert these models into a format OSG. There is a need?

http://cde.tsogu.ru/3d_scenes/
http://cde.tsogu.ru/lybrery/
http://cde.tsogu.ru/3d_vneshnee/
http://cde.tsogu.ru/3D_upravlenie/
http://cde.tsogu.ru/3d_mebel/
http://cde.tsogu.ru/3d_equipment/
http://cde.tsogu.ru/3d_indicator/
http://cde.tsogu.ru/3d_dezign/


2009/12/21 Robert Osfield 

> Hi All,
>
> Thanks for all the very useful links.  Delta3D's site has been the
> most useful so far... but I've only really started scratching the
> surface.
>
> On Mon, Dec 21, 2009 at 2:14 PM, Clay, Bruce  wrote:
> > A lot of the models are in MAX format but I did not find as OSG plugin to
> > read that format in the precompiled OSG nor in the src/osgPlugin
> directory.
> > Is there a plugin that will read the max format of graphics files?
>
> There is no plugin for the OSG itself for reading max files.
>
> The is the OSGExp project that provides a plugin to 3D Studio Max for
> exporting .ive + .osg files though, so if you want to use Max files
> this is the route - it does of course require Max.  As I don't have an
> OS that would run Max, let alone Max itself it doesn't really me too
> much for this particular little task.
>
> Thanks again for all your links, keep them coming ;-)
> Robert.
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Re: [osg-users] Creating tree model of scenegraph for use in QTreeView

2009-12-21 Thread Maxim Gammer
HI

 #include 

#include 

#include 

#include 

#include 

#include 

#include 

#include 

#include 

#include 

#include 

#include 

#include 

#include 

#include 

#include 

#include 

#include 

class BuildTreeNodeVisitor : public osg::NodeVisitor

{

public:

BuildTreeNodeVisitor( QTreeWidget* tree):

osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),_tree(tree)

{

setTraversalMask(0x);

setNodeMaskOverride(0x);

}

//virtual void apply(osg::Node& node);

virtual void apply(osg::MatrixTransform& node);

//virtual void apply(osg::Group& group); //!!!

//typedef std::vector< osg::ref_ptr > NodeList;

typedef std::vector< osg::ref_ptr > NodeList;

 void CreateSubTree(osg::NodePath list);

 QTreeWidget* _tree;

};






#include "BuildTreeVisitor.h"

void BuildTreeNodeVisitor::apply(osg::MatrixTransform& node)

{

std::string name = node.getName();

if (true)//(!name.empty())

{

 //иерархия

osg::NodePath other = getNodePath();

CreateSubTree (other);

//

 }

traverse(node);

}

void BuildTreeNodeVisitor::CreateSubTree(osg::NodePath list)

{

QTreeWidgetItem* subTree = _tree->topLevelItem(0);

 for(osg::NodePath::iterator pitr=list.begin(); pitr!=list.end(); ++pitr)

{

std::string name = (*pitr)->getName();

 //Смотрим, есть ли такая ветка в самом начале дерева, если есть входим в
нее и проверяем дальше, если нет создаем.

bool find =false;

if (!subTree)

{

QTreeWidgetItem *added = new QTreeWidgetItem();

added->setText(0, QString::fromLocal8Bit("Структура сцены"));

_tree->addTopLevelItem (added);

subTree = _tree->topLevelItem(0);

}

 for (int i = 0; i < subTree->childCount(); i++)

{

if (subTree->child(i)->text(0)==QString::fromStdString(name))

{

find = true;

subTree = subTree->child(i);

break;

}

}

if (!find)

{

QTreeWidgetItem *added = new QTreeWidgetItem();

added->setText(0, QString::fromLocal8Bit (name.c_str()));

subTree->addChild (added);

}

//QMessageBox::critical(0, QString("))"), QString::fromStdString (name));

}

 return;

}






2009/12/21 Trajce Nikolov 

> Hi,
>
> I am not a QT expert but has done this in the past with MFC. You simply
> create nodevisitior that will traverse the scene and create your tree items
>
> Nick
>
> http://www.linkedin.com/in/tnick
>
>
>
> On Fri, Dec 18, 2009 at 11:32 PM, Jason Bellone  wrote:
>
>> Greetings,
>>
>> I would like to create some qt-based scene edit components beginning with
>> a scenegraph explorer (a tree widget which lists the scenegraph objects).
>> Can anyone provide some advice for how to create a tree data model of an
>> existing scenegraph for use in a QTreeView?
>>
>> P.S. I'm moving from OGRE and have been surprised that there is very
>> little OSG development for up-to-date qt-based scene editors and tools (like
>> Ogitor or Delta3d's stage). Perhaps I'm mistaken...but are there any out
>> there (other than those listed on the wiki)?
>>
>> Very grateful for your hints and suggestions,
>>
>> JB
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=21682#21682
>>
>>
>>
>>
>>
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Re: [osg-users] What are the your favorite free 3d model sites?

2009-12-19 Thread Maxim Gammer
+ free 3dmax models .
http://cde.tsogu.ru/3d_scenes/
http://cde.tsogu.ru/lybrery/
http://cde.tsogu.ru/3d_vneshnee/
http://cde.tsogu.ru/3D_upravlenie/
http://cde.tsogu.ru/3d_mebel/
http://cde.tsogu.ru/3d_equipment/
http://cde.tsogu.ru/3d_indicator/
http://cde.tsogu.ru/3d_dezign/



2009/12/19 Jim Brooks 

> >I'm planning to put together a test app and would like to be able to
> >add some new content to OpenSceneGraph-Data such as a vehicle and
> house(s).
>
> www.flightgear.org
> www.delta3d.org
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Re: [osg-users] where is osgCharacter

2009-12-14 Thread Maxim Gammer
Hi Nick,

D:\dev\cal3d-0.10.0\ ?!
Use 0.11.0 

2009/12/14 Trajce Nikolov 

> just out of curiosity I tried with 0.11.0 .. here is the build log
>
> 1>-- Build started: Project: core_osgCal, Configuration: Debug Win32
> --
> 1>Compiling...
> 1>Model.cpp
> 1>.\Model.cpp(474) : error C2039: 'getAnimationVector' : is not a member of
> 'CalMixer'
> 1>D:\dev\cal3d-0.10.0\src\cal3d/mixer.h(152) : see declaration of
> 'CalMixer'
> 1>.\Model.cpp(503) : error C2039: 'getAnimationActionList' : is not a
> member of 'CalMixer'
> 1>D:\dev\cal3d-0.10.0\src\cal3d/mixer.h(152) : see declaration of
> 'CalMixer'
> 1>.\Model.cpp(661) : error C2039: 'getAnimationActionList' : is not a
> member of 'CalMixer'
> 1>D:\dev\cal3d-0.10.0\src\cal3d/mixer.h(152) : see declaration of
> 'CalMixer'
> 1>.\Model.cpp(661) : error C2228: left of '.size' must have
> class/struct/union
> 1>.\Model.cpp(662) : error C2039: 'getAnimationCycle' : is not a member of
> 'CalMixer'
> 1>D:\dev\cal3d-0.10.0\src\cal3d/mixer.h(152) : see declaration of
> 'CalMixer'
> 1>.\Model.cpp(662) : error C2228: left of '.size' must have
> class/struct/union
> 1>MeshLoader.cpp
> 1>.\MeshLoader.cpp(431) : error C3861: 'snprintf': identifier not found
> 1>.\MeshLoader.cpp(777) : warning C4800: 'osgCal::int32_t' : forcing value
> to bool 'true' or 'false' (performance warning)
> 1>CoreModel.cpp
> 1>.\CoreModel.cpp(79) : error C2039: 'destroy' : is not a member of
> 'CalCoreTrack'
> 1>D:\dev\cal3d-0.10.0\src\cal3d/coretrack.h(26) : see declaration
> of 'CalCoreTrack'
> 1>Generating Code...
> 1>Build log was saved at
> "file://d:\dev\osgCal\src\osgCal\osgCal.dir\Debug\BuildLog.htm"
> 1>core_osgCal - 8 error(s), 1 warning(s)
>
>
> DId you made it compile ?
>
> Nick
>
> http://www.linkedin.com/in/tnick
> Sent from Gümüşsuyu, İstanbul, Turkey
>
> On Mon, Dec 14, 2009 at 4:25 PM, Maxim Gammer  wrote:
>
>> cal3d-0.11.0
>>
>>
>> 2009/12/14 Trajce Nikolov 
>>
>>> Thanks Maxim,
>>>
>>> one question. What is the cal3d version to compile against? I tried
>>> 0.10.0, 0.11rc2.0 .. some compilation errors (like: error C2039:
>>> 'getAnimationActionList' : is not a member of 'CalMixer' ...)
>>>
>>>
>>>
>>> Nick
>>>
>>> http://www.linkedin.com/in/tnick
>>> Sent from Gümüşsuyu, İstanbul, Turkey
>>>
>>> On Mon, Dec 14, 2009 at 2:37 PM, Maxim Gammer wrote:
>>>
>>>> see ...
>>>> http://osgcal.sourceforge.net
>>>> http://osgcal.sourceforge.net/abdulla.png
>>>>
>>>> 2009/12/14 Maxim Gammer 
>>>>
>>>> *
>>>>> osgcal*.sourceforge.net
>>>>>
>>>>>
>>>>> 2009/12/14 Trajce Nikolov 
>>>>>
>>>>>> is that the same node kit? I have osgCal but looked at the NodeKits
>>>>>> page and I got an impression it is another one
>>>>>>
>>>>>> Nick
>>>>>>
>>>>>> http://www.linkedin.com/in/tnick
>>>>>> Sent from Gümüşsuyu, İstanbul, Turkey
>>>>>>
>>>>>> On Mon, Dec 14, 2009 at 2:27 PM, Maxim Gammer wrote:
>>>>>>
>>>>>>> see osgCal 
>>>>>>>
>>>>>>> 2009/12/14 Trajce Nikolov 
>>>>>>>
>>>>>>>>  Hi,
>>>>>>>>
>>>>>>>> I tried search on wiki but no results. IS this project available
>>>>>>>> somewhere?
>>>>>>>>
>>>>>>>> Thanks
>>>>>>>> Nick
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______
>>>>>>>> osg-users mailing list
>>>>>>>> osg-users@lists.openscenegraph.org
>>>>>>>>
>>>>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> Maxim Gamme

Re: [osg-users] where is osgCharacter

2009-12-14 Thread Maxim Gammer
cal3d-0.11.0

2009/12/14 Trajce Nikolov 

> Thanks Maxim,
>
> one question. What is the cal3d version to compile against? I tried 0.10.0,
> 0.11rc2.0 .. some compilation errors (like: error C2039:
> 'getAnimationActionList' : is not a member of 'CalMixer' ...)
>
>
>
> Nick
>
> http://www.linkedin.com/in/tnick
> Sent from Gümüşsuyu, İstanbul, Turkey
>
> On Mon, Dec 14, 2009 at 2:37 PM, Maxim Gammer  wrote:
>
>> see ...
>> http://osgcal.sourceforge.net
>> http://osgcal.sourceforge.net/abdulla.png
>>
>> 2009/12/14 Maxim Gammer 
>>
>> *
>>> osgcal*.sourceforge.net
>>>
>>>
>>> 2009/12/14 Trajce Nikolov 
>>>
>>>> is that the same node kit? I have osgCal but looked at the NodeKits page
>>>> and I got an impression it is another one
>>>>
>>>> Nick
>>>>
>>>> http://www.linkedin.com/in/tnick
>>>> Sent from Gümüşsuyu, İstanbul, Turkey
>>>>
>>>> On Mon, Dec 14, 2009 at 2:27 PM, Maxim Gammer wrote:
>>>>
>>>>> see osgCal 
>>>>>
>>>>> 2009/12/14 Trajce Nikolov 
>>>>>
>>>>>>  Hi,
>>>>>>
>>>>>> I tried search on wiki but no results. IS this project available
>>>>>> somewhere?
>>>>>>
>>>>>> Thanks
>>>>>> Nick
>>>>>>
>>>>>>
>>>>>>
>>>>>> ___
>>>>>> osg-users mailing list
>>>>>> osg-users@lists.openscenegraph.org
>>>>>>
>>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Maxim Gammer
>>>>>
>>>>>
>>>>> ___
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>>>>> osg-users@lists.openscenegraph.org
>>>>>
>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>>
>>>>>
>>>>
>>>> ___
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>>>>
>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>
>>>>
>>>
>>>
>>> --
>>> Maxim Gammer
>>>
>>>
>>
>>
>> --
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>>
>>
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Re: [osg-users] Deallocating memory and data unload in osg::PagedLOD

2009-12-14 Thread Maxim Gammer
ok.

Thank you Robert!

2009/12/14 Robert Osfield 

> Hi Maxim,
>
> On Mon, Dec 14, 2009 at 11:55 AM, Maxim Gammer 
> wrote:
> > a little question. Will PagedLOD automaticaly unload children if I don't
> use
> > DatabasePager?
>
> PagedLOD doesn't nothing without DatabasePager, it principally a
> passing data object.  It's DatabasePager that does practically
> everything to do with the runtime behavior.  Think it about as
> PagedLOD - data description, DatabasePager - paging implementation.
>
> Robert.
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Re: [osg-users] where is osgCharacter

2009-12-14 Thread Maxim Gammer
see ...
http://osgcal.sourceforge.net
http://osgcal.sourceforge.net/abdulla.png

2009/12/14 Maxim Gammer 

> *
> osgcal*.sourceforge.net
>
>
> 2009/12/14 Trajce Nikolov 
>
>> is that the same node kit? I have osgCal but looked at the NodeKits page
>> and I got an impression it is another one
>>
>> Nick
>>
>> http://www.linkedin.com/in/tnick
>> Sent from Gümüşsuyu, İstanbul, Turkey
>>
>> On Mon, Dec 14, 2009 at 2:27 PM, Maxim Gammer wrote:
>>
>>> see osgCal 
>>>
>>> 2009/12/14 Trajce Nikolov 
>>>
>>>>  Hi,
>>>>
>>>> I tried search on wiki but no results. IS this project available
>>>> somewhere?
>>>>
>>>> Thanks
>>>> Nick
>>>>
>>>>
>>>>
>>>> ___
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>>>> osg-users@lists.openscenegraph.org
>>>>
>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>
>>>>
>>>
>>>
>>> --
>>> Maxim Gammer
>>>
>>>
>>> _______
>>> osg-users mailing list
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
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>
>


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Re: [osg-users] where is osgCharacter

2009-12-14 Thread Maxim Gammer
*
osgcal*.sourceforge.net


2009/12/14 Trajce Nikolov 

> is that the same node kit? I have osgCal but looked at the NodeKits page
> and I got an impression it is another one
>
> Nick
>
> http://www.linkedin.com/in/tnick
> Sent from Gümüşsuyu, İstanbul, Turkey
>
> On Mon, Dec 14, 2009 at 2:27 PM, Maxim Gammer  wrote:
>
>> see osgCal 
>>
>> 2009/12/14 Trajce Nikolov 
>>
>>>  Hi,
>>>
>>> I tried search on wiki but no results. IS this project available
>>> somewhere?
>>>
>>> Thanks
>>> Nick
>>>
>>>
>>>
>>> ___
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>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>>
>> --
>> Maxim Gammer
>>
>>
>> ___
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
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Re: [osg-users] where is osgCharacter

2009-12-14 Thread Maxim Gammer
see osgCal 

2009/12/14 Trajce Nikolov 

> Hi,
>
> I tried search on wiki but no results. IS this project available somewhere?
>
> Thanks
> Nick
>
>
>
> ___
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Re: [osg-users] Deallocating memory and data unload in osg::PagedLOD

2009-12-14 Thread Maxim Gammer
Thank you Robert,

a little question. Will PagedLOD automaticaly unload children if I don't use
DatabasePager?

Maxim.

2009/12/14 Robert Osfield 

> Hi Maxim,
>
> I'm confused why you think that the memory isn't getting freed.  The
> OSG will be freeing the memory automatically when the viewer/database
> goes out scope / and at by the DatabasePager at runtime when children
> go out of range and get expired.  Please note that expiry happens on
> demand (default) or based on time depending on how the DatabasePager
> is configure.  In the default case the pager won't expire anything
> till more than a specified target number PagedLOD is reached, beyond
> this target it works to expire children to keep the total down to the
> target.
>
> To cut a long store short, it'll almost certainly be doing exactly
> what you need out of the box, and there is no need to worry about it.
>
> Robert.
>
> On Sat, Dec 12, 2009 at 5:26 PM, Maxim Gammer  wrote:
> > Hi everybody. I need to figure out the PagedLOD technology...
> >
> > I've tried the following example, everything worked fine...
> >
> > osg::ref_ptr plod = new osg::PagedLOD();
> >
> > plod->setName("plod for ");
> >
> > plod->setRangeMode(osg::LOD::DISTANCE_FROM_EYE_POINT);
> >
> > std::string Filename1 = "/home/maximum2000/LABS/PLOD/osg/1.osg";
> >
> > std::string Filename2 = "/home/maximum2000/LABS/PLOD/osg/2.osg";
> >
> > std::string Filename3 = "/home/maximum2000/LABS/PLOD/osg/3.osg";
> >
> > std::string Filename4 = "/home/maximum2000/LABS/PLOD/osg/4.osg";
> >
> > plod->setFileName (0, Filename1);
> >
> > plod->setRange (0, 0.0f, 100.0f);
> >
> > plod->setFileName (1, Filename2);
> >
> > plod->setRange (1, 100.0f, 200.0f);
> >
> > plod->setFileName (2, Filename3);
> >
> > plod->setRange (2, 200.0f, 300.0f);
> >
> > plod->setFileName (3, Filename4);
> >
> > plod->setRange (3, 300.0f, 1000.0f);
> >
> > plod->setNumChildrenThatCannotBeExpired(1);
> >
> > root->addChild(plod);
> >
> > osgDB::writeNodeFile(*root, "/home/maximum2000/LABS/PLOD/osg/saved.osg");
> >
> >
> >
> > But memory doesn't get free. As result, there is all the data in
> > memory while watching all 4 LODs (from different distance).
> >
> > If a get it right, I need to use osgDB::DatabasePager to unload all
> > "inactive" objects.
> >
> > Is that true?
> >
> > I've tried to do as follows:
> >
> > 1. Added the code:
> >
> > 
> >
> > viewer = new osgViewer::Viewer();
> >
> > dbPager = osgDB::DatabasePager::create();
> >
> > dbPager->setCompileGLObjectsForContextID (0, true);
> >
> > dbPager->setDoPreCompile(true);
> >
> > viewer->getScene()->setDatabasePager(dbPager);
> >
> > 2. And appended the folloing string into the code from beginning of this
> > message.
> >
> > ...
> >
> > root->addChild(plod);
> >
> > dbPager->registerPagedLODs(plod) ;
> >
> > 3. Every frame is called by
> >
> > ..
> >
> > viewer->getDatabasePager()->updateSceneGraph(*(viewer->getFrameStamp()));
> >
> > .
> >
> > But memory still doesn't get free. There is all the data, not only
> visible.
> >
> > Did I understand everythig right? Why doesn't memory get free?
> >
> >
> >
> > Maxim Gammer
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> ___
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[osg-users] a question about osgDB::DatabasePager...

2009-12-14 Thread Maxim Gammer
hi all

I've got a question about osgDB::DatabasePager...

1. When I began using osg::PagedLOD, I came across many exaples of using
osgDB::DatabasePager in conjunction with osg::PagedLOD. What it's used for?

2. Why use osgDB::DatabasePager if osg::PagedLOD alone works fine? What
difference does it make?

Thenx in advance for reply
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[osg-users] Deallocating memory and data unload in osg::PagedLOD

2009-12-12 Thread Maxim Gammer
Hi everybody. I need to figure out the PagedLOD technology...


I've tried the following example, everything worked fine...


 osg::ref_ptr plod = new osg::PagedLOD();

plod->setName("plod for ");

plod->setRangeMode(osg::LOD::DISTANCE_FROM_EYE_POINT);

std::string Filename1 = "/home/maximum2000/LABS/PLOD/osg/1.osg";

std::string Filename2 = "/home/maximum2000/LABS/PLOD/osg/2.osg";

std::string Filename3 = "/home/maximum2000/LABS/PLOD/osg/3.osg";

std::string Filename4 = "/home/maximum2000/LABS/PLOD/osg/4.osg";

plod->setFileName (0, Filename1);

plod->setRange (0, 0.0f, 100.0f);

plod->setFileName (1, Filename2);

plod->setRange (1, 100.0f, 200.0f);

plod->setFileName (2, Filename3);

plod->setRange (2, 200.0f, 300.0f);

plod->setFileName (3, Filename4);

plod->setRange (3, 300.0f, 1000.0f);

plod->setNumChildrenThatCannotBeExpired(1);

root->addChild(plod);

osgDB::writeNodeFile(*root, "/home/maximum2000/LABS/PLOD/osg/saved.osg");




But memory doesn't get free. As result, there is all the data in
memory while watching all 4 LODs (from different distance).

If a get it right, I need to use osgDB::DatabasePager to unload all
"inactive" objects.

Is that true?


I've tried to do as follows:


1. Added the code:



viewer = new osgViewer::Viewer();

dbPager = osgDB::DatabasePager::create();

dbPager->setCompileGLObjectsForContextID (0, true);

dbPager->setDoPreCompile(true);

viewer->getScene()->setDatabasePager(dbPager);



2. And appended the folloing string into the code from beginning of this
message.

...

root->addChild(plod);

dbPager->registerPagedLODs(plod) ;


3. Every frame is called by

..

viewer->getDatabasePager()->updateSceneGraph(*(viewer->getFrameStamp()));

.....


But memory still doesn't get free. There is all the data, not only visible.
Did I understand everythig right? Why doesn't memory get free?



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Re: [osg-users] Particles problem

2009-11-16 Thread Maxim Gammer
Should we get back to that problem later?
Could you tell me, where to look for a solution? Wht to begin with?

Thanx for help.

2009/11/16 Robert Osfield 

> On Mon, Nov 16, 2009 at 11:09 AM, Maxim Gammer 
> wrote:
> > What do you mean by "switching off"?
> > And can it be done automatically when the object's parents get hidden?
>
> I would have though that would work, or just setting the NodeMask of
> the ParticleSystem.
>
> Robert.
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Re: [osg-users] Particles problem

2009-11-16 Thread Maxim Gammer
What do you mean by "switching off"?
And can it be done automatically when the object's parents get hidden?



2009/11/16 Robert Osfield 

> Hi Maxim,
>
> Have you tried switching off the ParticleSystem node?  It's the
> ParticleSystem that does the rendering, the rest of the nodes just
> control how the particles are generated and moved.
>
> Robert.
>
> On Mon, Nov 16, 2009 at 10:52 AM, Maxim Gammer 
> wrote:
> > Hi Robert,
> >
> > I've tried 3 different ways.
> > 1 - Both particles and emitter are children of the hidden/unhidden object
> > 2 - Particles is the child of object, and emitter is in the root.
> > 3 - Emitter is a child of the object and particles is in the root.
> >
> > Hiding/unhiding is done by SetNodeMask. (FF or 00)...
> >
> > Max
> >
> > 2009/11/16 Robert Osfield 
> >>
> >> HI Max,
> >>
> >> The particle system is set between several nodes, so which ones are
> >> you attempting to "hide"/"unhide" and how?
> >>
> >> Robert.
> >>
> >> On Mon, Nov 16, 2009 at 8:22 AM, Maxim Gammer 
> wrote:
> >> > Hello all,
> >> >
> >> > I came across the following situation.
> >> > Let us have an object with particles child and that object is hidden.
> >> > When we unhide this object we get picture 2 and 3.
> >> > Why particles don't dissapiar when the parent object is hidden? Why do
> >> > they
> >> > accumulate? And how to deal with it, how to fix?
> >> >
> >> > P.S. Picture 1 shows how it shoud be.
> >> > --
> >> > Maxim Gammer
> >> >
> >> >
> >> > _______
> >> > 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
> >
> >
> >
> > --
> > Maxim Gammer
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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Re: [osg-users] Particles problem

2009-11-16 Thread Maxim Gammer
Hi Robert,

I've tried 3 different ways.
1 - Both particles and emitter are children of the hidden/unhidden object
2 - Particles is the child of object, and emitter is in the root.
3 - Emitter is a child of the object and particles is in the root.

Hiding/unhiding is done by SetNodeMask. (FF or 00)...

Max

2009/11/16 Robert Osfield 

> HI Max,
>
> The particle system is set between several nodes, so which ones are
> you attempting to "hide"/"unhide" and how?
>
> Robert.
>
> On Mon, Nov 16, 2009 at 8:22 AM, Maxim Gammer  wrote:
> > Hello all,
> >
> > I came across the following situation.
> > Let us have an object with particles child and that object is hidden.
> > When we unhide this object we get picture 2 and 3.
> > Why particles don't dissapiar when the parent object is hidden? Why do
> they
> > accumulate? And how to deal with it, how to fix?
> >
> > P.S. Picture 1 shows how it shoud be.
> > --
> > Maxim Gammer
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> _______
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



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Re: [osg-users] [build] Compile error today

2009-10-31 Thread Maxim Gammer
version OSG  ?

2009/10/31 BARANGER Emmanuel 

> Hi,
>
> Following my last update, when compiling this is what I get:
>
> http://pastebin.ca/1650202
>
>
> Someone has an idea. Thank you in advance  :D
>
>
> Thank you!
>
> Cheers,
> BARANGER
>
> 
> Some aircraft for FlightGear
> http://helijah.free.fr
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=18972#18972
>
>
>
>
>
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Re: [osg-users] OSG and QT problem

2009-10-30 Thread Maxim Gammer
Thank you! )

2009/10/30 Jean-Sébastien Guay 

> Hi Maxim,
>
>
>  More over, textures on objects are good now, but textures on osgText
>> still have the same problems. On Widget destruction (in QT) and it's
>> recreation there are filled sqares insted of text (osgText)...
>>
>
> I've seen this before on osgText, and the solution for me was to explicitly
> call releaseGLObjects() on the nodes that contain osgText objects. You can
> also try to call it on your scene root. This ensures that no stale OpenGL
> objects relating to the old graphics context exist, and will force the OSG
> objects to create new OpenGL objects for the new context on the first frame.
>
> Hope this helps,
>
> J-S
> --
> __
> Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
>
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Re: [osg-users] OSG and QT problem

2009-10-30 Thread Maxim Gammer
Thank you for your answer.

I've tried everything you said, but the problem remains...

I went on with experiments and discovered that replacing

 "osgViewer::Viewer"->setDone(
true);
with

 "osgViewer::Viewer"  -> setSceneData(0);
 "osgViewer::Viewer"  ->frame();
 "osgViewer::Viewer"->setDone(true);

solves all discussed issues.

I'm not sure though that the call of setSceneData(0) is a correct
solution...

More over, textures on objects are good now, but textures on osgText
still have the same problems. On Widget destruction (in QT) and it's
recreation there are filled sqares insted of text (osgText)...

I wonder what else could be done?

Maxim Gammer


2009/10/29 Eric ZAREMBA 

>  Hi,
>
>
>
> I experiment this. I used an already displayed scene in another viewer. (I
> think you do not reload your nodes).
>
> So, they are a marker in the osg::Texture which indicates to unref the
> image after apply.
>
> I thinks it a save memory trick.
>
> But in our case, the image does not exist anymore when the scene is set to
> the second view.
>
> So, I wrote a visitor which look into each node of my graph and check the
> stateset.
>
> I apply it just after loading before insert it in my scene.
>
>
>
> So, my code:
>
> // osg::StateSet* stateset = …
>
> osg::StateAttribute* attribute = NULL;
>
> while( (attribute = stateset->getTextureAttribute(i,
> osg::StateAttribute::TEXTURE)) )
>
> {
>
>   ++i;
>
>   osg::Texture* tex = dynamic_cast(attribute);
>
>   if( tex )
>
> tex->setUnRefImageDataAfterApply( false );
>
> }
>
>
>
> And all should work fine.
>
>
>
> Eric Z.
>
>
>  --
>
> *De :* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *De la part de* Maxim Gammer
> *Envoyé :* jeudi 29 octobre 2009 12:41
> *À :* OpenSceneGraph Users
> *Objet :* [osg-users] OSG and QT problem
>
>
>
> Hello,
>
> There is one problem while using OSGViewer in QT:
> first run of Widget goes just fine (1.jpg). After I close it and then
> create it again there is an "incorrect" picture (2.jpg).
> There is a suspicious chancks in debug info (1.txt and 2.txt):
>  returning cached instanced of - tells us that an object wasn't
> deleted. I closed widget though.
>
> At the first run there are following strings in debug, but they dissapear
> at second run:
>
> --
> RegisterWindowingSystemInterfa
>
> ceProxy()
> X11WindowingSystemInterface()
> GraphicsContext::setWindowingSystemInterface() 0x1b26f200x7f39a7ccc890
> ---
>
> The following strings appear at the moment when I delete OSGViewer:
>
> 
> Warning: deleting still referenced object 0x6b8d378 of type
> 'PN3osg10ReferencedE'
>  the final reference count was 2, memory corruption possible.
> 
>
>
> OSG 2.8.2.
> QT 4.5.0
>
> Where to dig for a solution? Thanx in advance.
>
>
>
> --
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>
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Re: [osg-users] OsgViewer terminates while running o n an integrated video “via/s36 UniCrome Pro IGP ”

2009-10-21 Thread Maxim Gammer
Thanx for reply,

it also works on every our PC exept that particular one. So, it's driver.


Maxim Gammer




2009/10/21 Robert Osfield 

> Hi Maxim,
>
> This sounds very much like a buggy OpenGL driver.  The fact that counter
> strike works is only an indication that the exact parts of OpenGL that it
> exercises aren't buggy, and may even be that the drivers developers only
> tested against particular games.
>
> As to isolating what parts of the OpenGL driver are causing problems you'll
> need to iterate through starting from very simply apps to more sophisticated
> ones, and use the debugger to catch where it crashes.   In your case if
> osgviewer crashes at start up then it's likely the problem is in the
> creation of the window + graphics context, or in the initialization of the
> extensions that the OSG can use.  All this code has been thoroughly tested
> and works just fine for a wide range of hardware, drivers and OS's - as
> pretty well all OSG users exercise these parts of the OSG code base so it
> pretty likely that there won't be a bug on the OSG side, whole one can't
> rule out an OSG bug completely your most productive route would be to look
> at why the driver is failing.
>
> Robert.
>
>
> On Wed, Oct 21, 2009 at 9:21 AM, Maxim Gammer  wrote:
>
>> Hello!
>>
>> I wonder if anyone has an idea about what’s wrong with the following…
>>
>> OsgViewer terminates while running on an integrated video “via/s36
>> UniCrome Pro IGP”
>>
>> OSG 2.8.2
>> Windows XP SP3. Driver update didn’t help. If I uninstall the videodriver
>> at all, then it runs in software mode, but very slowly.
>>
>> Note. Counter Strike runs in OpenGL mode with no problem.
>>
>> Where to dig in this case?
>>
>> Here what it shows in debug mode…
>>
>> View::init()
>>
>> View::requestWarpPointer(512,384)
>>
>> Returning master camera
>>
>> View::requestWarpPointer(512,384)
>>
>> Returning master camera
>>
>> Done DatabasePager::addLoadedDataToSceneGraph0.00223498ms,
>>
>>
>>OpenGL extensions supported by installed OpenGL drivers are:
>>
>> GL_ARB_multitexture
>>
>> GL_ARB_point_parameters
>>
>> GL_ARB_texture_compression
>>
>> GL_ARB_texture_env_add
>>
>> GL_ARB_texture_env_combine
>>
>> GL_ARB_texture_env_dot3
>>
>> GL_ARB_texture_mirrored_repeat
>>
>> GL_ARB_transpose_matrix
>>
>> GL_ARB_window_pos
>>
>> GL_EXT_abgr
>>
>> GL_EXT_bgra
>>
>> GL_EXT_blend_color
>>
>> GL_EXT_blend_minmax
>>
>> GL_EXT_blend_subtract
>>
>> GL_EXT_compiled_vertex_array
>>
>> GL_EXT_draw_range_elements
>>
>> GL_EXT_fog_coord
>>
>> GL_EXT_packed_pixels
>>
>> GL_EXT_paletted_texture
>>
>> GL_EXT_rescale_normal
>>
>> GL_EXT_secondary_color
>>
>> GL_EXT_separate_specular_color
>>
>> GL_EXT_stencil_wrap
>>
>> GL_EXT_texture_compression_s3tc
>>
>> GL_EXT_texture_env_add
>>
>> GL_EXT_texture_env_combine
>>
>> GL_EXT_texture_env_dot3
>>
>> GL_EXT_texture_lod_bias
>>
>> GL_EXT_vertex_array
>>
>> GL_S3_s3tc
>>
>> GL_WIN_swap_hint
>>
>> WGL_ARB_extensions_string
>>
>> WGL_ARB_pbuffer
>>
>> WGL_ARB_pixel_format
>>
>> WGL_EXT_extensions_string
>>
>> OpenGL extension 'GL_ARB_vertex_shader' is not supported.
>>
>> OpenGL extension 'GL_ARB_multitexture' is supported.
>>
>> OpenGL extension 'GL_ARB_vertex_program' is not supported.
>>
>> OpenGL extension 'GL_EXT_secondary_color' is supported.
>>
>> OpenGL extension 'GL_EXT_fog_coord' is supported.
>>
>> OpenGL extension 'GL_ARB_multitexture' is supported.
>>
>> OpenGL extension 'GL_NV_occlusion_query' is not supported.
>>
>> OpenGL extension 'GL_ARB_occlusion_query' is not supported.
>>
>> OpenGL extension 'GL_EXT_timer_query' is not supported.
>>
>> OpenGL extension 'GL_EXT_secondary_color' is supported.
>>
>> OpenGL extension 'GL_EXT_fog_coord' is supported.
>>
>> OpenGL extension 'GL_ARB_multitexture' is supported.
>>
>> OpenGL extension 'GL_EXT_texture_filter_anisotropic' is not supported.
>>
>> OpenGL extension 'GL_ARB_texture_compression' is supported.
>>
>> OpenGL extensi

[osg-users] OsgViewer terminates while running o n an integrated video “via/s36 UniCrome Pro IGP ”

2009-10-21 Thread Maxim Gammer
Hello!

I wonder if anyone has an idea about what’s wrong with the following…

OsgViewer terminates while running on an integrated video “via/s36 UniCrome
Pro IGP”

OSG 2.8.2
Windows XP SP3. Driver update didn’t help. If I uninstall the videodriver at
all, then it runs in software mode, but very slowly.

Note. Counter Strike runs in OpenGL mode with no problem.

Where to dig in this case?

Here what it shows in debug mode…

View::init()

View::requestWarpPointer(512,384)

Returning master camera

View::requestWarpPointer(512,384)

Returning master camera

Done DatabasePager::addLoadedDataToSceneGraph0.00223498ms,


   OpenGL extensions supported by installed OpenGL drivers are:

GL_ARB_multitexture

GL_ARB_point_parameters

GL_ARB_texture_compression

GL_ARB_texture_env_add

GL_ARB_texture_env_combine

GL_ARB_texture_env_dot3

GL_ARB_texture_mirrored_repeat

GL_ARB_transpose_matrix

GL_ARB_window_pos

GL_EXT_abgr

GL_EXT_bgra

GL_EXT_blend_color

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_compiled_vertex_array

GL_EXT_draw_range_elements

GL_EXT_fog_coord

GL_EXT_packed_pixels

GL_EXT_paletted_texture

GL_EXT_rescale_normal

GL_EXT_secondary_color

GL_EXT_separate_specular_color

GL_EXT_stencil_wrap

GL_EXT_texture_compression_s3tc

GL_EXT_texture_env_add

GL_EXT_texture_env_combine

GL_EXT_texture_env_dot3

GL_EXT_texture_lod_bias

GL_EXT_vertex_array

GL_S3_s3tc

GL_WIN_swap_hint

WGL_ARB_extensions_string

WGL_ARB_pbuffer

WGL_ARB_pixel_format

WGL_EXT_extensions_string

OpenGL extension 'GL_ARB_vertex_shader' is not supported.

OpenGL extension 'GL_ARB_multitexture' is supported.

OpenGL extension 'GL_ARB_vertex_program' is not supported.

OpenGL extension 'GL_EXT_secondary_color' is supported.

OpenGL extension 'GL_EXT_fog_coord' is supported.

OpenGL extension 'GL_ARB_multitexture' is supported.

OpenGL extension 'GL_NV_occlusion_query' is not supported.

OpenGL extension 'GL_ARB_occlusion_query' is not supported.

OpenGL extension 'GL_EXT_timer_query' is not supported.

OpenGL extension 'GL_EXT_secondary_color' is supported.

OpenGL extension 'GL_EXT_fog_coord' is supported.

OpenGL extension 'GL_ARB_multitexture' is supported.

OpenGL extension 'GL_EXT_texture_filter_anisotropic' is not supported.

OpenGL extension 'GL_ARB_texture_compression' is supported.

OpenGL extension 'GL_EXT_texture_compression_s3tc' is supported.

OpenGL extension 'GL_IBM_texture_mirrored_repeat' is not supported.

OpenGL extension 'GL_ARB_texture_mirrored_repeat' is supported.

OpenGL extension 'GL_EXT_texture_edge_clamp' is supported.

OpenGL extension 'GL_ARB_texture_border_clamp' is not supported.

OpenGL extension 'GL_SGIS_generate_mipmap' is not supported.

OpenGL extension 'GL_ARB_shadow' is not supported.

OpenGL extension 'GL_ARB_shadow_ambient' is not supported.

OpenGL extension 'GL_APPLE_client_storage' is not supported.

OpenGL extension 'GL_ARB_texture_non_power_of_two' is not supported.

OpenGL extension 'GL_EXT_texture_integer' is not supported.

OpenGL extension 'GL_EXT_framebuffer_object' is not supported.



Cheers,


Maxim Gammer
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Re: [osg-users] OSG viewer blocks Qt window

2009-09-15 Thread Maxim Gammer
QThread ?

2009/9/15 Philip Lowman 

> Can you post a small example of the problem?  I've been using Qt with OSG
> for about a month now and haven't run into anything like this.
>
> Have you considered using something like a QTimer to send your keep-alive
> messages instead?
>
>
> On Mon, Sep 14, 2009 at 9:40 AM, Zoe Catz  wrote:
>
>> Hi,
>>
>> I've written a Qt application. It's used to configure some settings which
>> should be considered it my visualisation later on. In addition, this window
>> update handles sending keep-alive messages via UDP in the background.
>>
>> The visualisation itselft should be rendered in an own window by OSG. The
>> problem is, as soon as I add the osg window the qt window incl. the UDP
>> packages are not updated/sent anymore.
>>
>> So my question is, how can I force both (qt and osg) windows to update?
>>
>> Thank you in advance!
>>
>> Cheers,
>> grisu
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=17338#17338
>>
>>
>>
>>
>>
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>
>
>
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>
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Re: [osg-users] How to move entire particle system

2009-09-10 Thread Maxim Gammer
Hi,
http://faculty.nps.edu/jasullivan/osgTutorials/osgParticleHelper.htm
http://faculty.nps.edu/jasullivan/osgTutorials/Download/psHelper.cpp

2009/9/10 Iban Arriola 

> Hi,
>
> I´m using OSG-2.7.8
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=17211#17211
>
>
>
>
>
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Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread Maxim Gammer
thanks!

config += no_keywords

all works fine!


2009/8/29 D.J. Caldwell 

> Hi, everyone.
>
> I'm sorry, no_keywords may be more than some people bargin for.  What
> I mentioned is true, but there are other side effects.  Specifically,
> Qt may redefine foreach and forever unless no_keywords is used (they
> provide Q_FOREACH and Q_FOREVER as alternatives).
>
> I'm not trying to confuse the issue here (emit and signals/slots), but
> I didn't want anyone caught off guard by unexpected side effects.
>
> As always, I recommend reading the documentation and headers for best
> results (which is fairly useful in this case).
>
> D.J.
>
> On Fri, Aug 28, 2009 at 2:42 PM, D.J. Caldwell
> wrote:
> > Hi, Maxim,
> >
> > Qt can be built and used with a no_keywords flag so that Qt does not
> > redefine the names emit, signal, or slot.  One uses Q_EMIT, Q_SIGNAL,
> > and Q_SLOT instead.
> >
> > The no_keywords flag exists so that Qt doesn't cause interference with
> > 3rd party signal/slot mechanisms, but I think it applies here in
> > principle (that being, Qt and OSG are conflicting).
> >
> > Check out the Qt documentation and headers for how this works in
> > practice.  no_keywords may be more viable than forcing the change on
> > OSG (or other packages).
> >
> > I hope this helps.
> >
> > D.J.
> >
> > On Fri, Aug 28, 2009 at 12:37 PM, Maxim Gammer
> wrote:
> >> Hi Tom,
> >>
> >> this solution won't let us use signal/slot stuff (
> >>
> >> 2009/8/28 Jolley, Thomas P 
> >>>
> >>> Hi Maxim,
> >>>
> >>> What was the result of adding -DQT_NO_EMIT to the compilation flags
> that
> >>> Antonin Linares suggested?
> >>>
> >>>
> >>>
> http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.html
> >>>
> >>> 
> >>> Tom Jolley
> >>>
> >>> 
> >>> From: Maxim Gammer [mailto:maxgam...@gmail.com]
> >>> Sent: Friday, August 28, 2009 6:02 AM
> >>> To: OpenSceneGraph Users
> >>> Subject: [osg-users] Improvement of QT and OSG compatibility
> >>>
> >>> Hello,
> >>>
> >>> I've got a proposal to make changes in OSG for better compatibility
> with
> >>> QT.
> >>>
> >>> Method's name "emit" needs to be replaced in namespace osgParticle.
> >>>
> >>> The thing is that "emit" is a name of the macros in QT. Of course, we
> can
> >>> redefine "emit" like that:
> >>>
> >>> #ifdef emit
> >>>
> >>> #define MACRO1_SAVE emit
> >>>
> >>> #endif
> >>>
> >>> #undef emit
> >>>
> >>> .#include 
> >>>
> >>> #ifdef MACRO1_SAVE
> >>>
> >>> #define emit MACRO1_SAVE
> >>>
> >>> #undef MACRO1_SAVE
> >>>
> >>> #endif
> >>>
> >>> , but this solution won't let us use signal/slot stuff.
> >>>
> >>> It seems that QT preprocessor replaces "emit" in program listing.
> >>>
> >>> The simpliest way to solve that - change method name from "emit" to
> >>> something else. This will let us using signal/slot things in QT.
> >>>
> >>> --
> >>> Maxim Gammer
> >>>
> >>>
> >>> ___
> >>> osg-users mailing list
> >>> osg-users@lists.openscenegraph.org
> >>>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>>
> >>
> >>
> >>
> >> --
> >> Maxim Gammer
> >>
> >>
> >> ___
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> >> osg-users@lists.openscenegraph.org
> >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >>
> >
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Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread Maxim Gammer
Hi Tom,

this solution won't let us use signal/slot stuff (

2009/8/28 Jolley, Thomas P 

>  Hi Maxim,
>
> What was the result of adding -DQT_NO_EMIT to the compilation flags that
> Antonin Linares suggested?
>
>
> http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.html
>
> 
> Tom Jolley
>
>  ------
> *From:* Maxim Gammer [mailto:maxgam...@gmail.com]
> *Sent:* Friday, August 28, 2009 6:02 AM
> *To:* OpenSceneGraph Users
> *Subject:* [osg-users] Improvement of QT and OSG compatibility
>
> Hello,
>
> I've got a proposal to make changes in OSG for better compatibility with
> QT.
>
> Method's name "emit" needs to be replaced in namespace osgParticle.
>
> The thing is that "emit" is a name of the macros in QT. Of course, we can
> redefine "emit" like that:
>
> #ifdef emit
>
> #define MACRO1_SAVE emit
>
> #endif
>
> #undef emit
>
> .#include 
>
> #ifdef MACRO1_SAVE
>
> #define emit MACRO1_SAVE
>
> #undef MACRO1_SAVE
>
> #endif
>
> , but this solution won't let us use signal/slot stuff.
>
> It seems that QT preprocessor replaces "emit" in program listing.
>
> The simpliest way to solve that - change method name from "emit" to
> something else. This will let us using signal/slot things in QT.
>
> --
> Maxim Gammer
>
>
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>


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Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread Maxim Gammer
>Which one is better ?

Adapter Widget + QT is more universal

2009/8/28 Sajjad 

> Hello
>
> Which one is better ?
>
> Adapter Widget or OSG Widget ?
>
>
> Sajjad
>
>
> On Fri, Aug 28, 2009 at 1:39 PM, Alex Sierra  wrote:
>
>> What about using osg widgets instead?
>>
>> -- A.
>>
>> Sent from my iPhone
>>
>>
>> On Aug 28, 2009, at 6:01 AM, Maxim Gammer  wrote:
>>
>>  Hello,
>>>
>>> I've got a proposal to make changes in OSG for better compatibility with
>>> QT.
>>>
>>> Method's name "emit" needs to be replaced in namespace osgParticle.
>>>
>>> The thing is that "emit" is a name of the macros in QT. Of course, we can
>>> redefine "emit" like that:
>>>
>>> #ifdef emit
>>> #define MACRO1_SAVE emit
>>> #endif
>>> #undef emit
>>> .#include 
>>> #ifdef MACRO1_SAVE
>>> #define emit MACRO1_SAVE
>>> #undef MACRO1_SAVE
>>> #endif
>>>
>>> , but this solution won't let us use signal/slot stuff.
>>>
>>> It seems that QT preprocessor replaces "emit" in program listing.
>>>
>>> The simpliest way to solve that - change method name from "emit" to
>>> something else. This will let us using signal/slot things in QT.
>>>
>>> --
>>> Maxim Gammer
>>>
>>> ___
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
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>
>
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[osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread Maxim Gammer
Hello,

I've got a proposal to make changes in OSG for better compatibility with QT.

Method's name "emit" needs to be replaced in namespace osgParticle.

The thing is that "emit" is a name of the macros in QT. Of course, we can
redefine "emit" like that:

#ifdef emit

#define MACRO1_SAVE emit

#endif

#undef emit

.#include 

#ifdef MACRO1_SAVE

#define emit MACRO1_SAVE

#undef MACRO1_SAVE

#endif

, but this solution won't let us use signal/slot stuff.

It seems that QT preprocessor replaces "emit" in program listing.

The simpliest way to solve that - change method name from "emit" to
something else. This will let us using signal/slot things in QT.

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Re: [osg-users] Intersect.

2009-08-25 Thread Maxim Gammer
> For example, GIMPACT
GIMPACT - very slow
use BULLET physic + convex decomposition (BULLET example)

2009/8/25 Paul Melis 

> Danny Lesnik wrote:
>
>> Thank you for your help.
>> I think I understand now what LineSegmentIntersector is doing.
>> What might be the correct approach to test wether bounding sphere intrsect
>> with any other project?
>>
>>
> That depends on how coarse/precise you want the intersections to be.
> Testing bounding spheres against each other is easy, but you might still
> need an acceleration structure to avoid testing every bounding sphere
> against every other (depending on the number of objects to test you will
> have).
>
> If you want to test a bounding sphere against a polygonal mesh then I'm not
> sure there is currently anything in OSG that will do that.
>
> Depending on how much stuff you want to write yourself to do this with the
> classes OSG provides you might want to look at existing collision detection
> libraries.
> For example, GIMPACT (
> http://gimpact.sourceforge.net/reference_html/index.html) might be of use
> for your case.
>
> Paul
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Re: [osg-users] texture to file

2009-08-25 Thread Maxim Gammer
Hi...

osg::ref_ptr image = new osg::Image;

image->readPixels. example

if (osgDB::writeImageFile(*image,_filename))

{

std::cout << "Saved screen image to `"<<_filename<<"`"<< std::endl;

}


2009/8/25 Peter Wraae Marino 

> Hi osgUsers,
>
> I have a question about texture to file. Currently I have render to
> texture (RTT) and would like to save this texture to a file. Is there
> a straight forward method of doing this?
>
> anyone?
>
> --
> Regards,
> Peter Wraae Marino
>
> www.osghelp.com - OpenSceneGraph support site
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Re: [osg-users] Keyboard scancodes in OSG

2009-08-25 Thread Maxim Gammer
A small addition. How do we get CASE and LAYOUT insensitive keycode?

Example: S, s, (and this key in other languages) give us the same keycode.
Is it possible?


Or else we have multiple keycodes to handle...

2009/8/25 Maxim Gammer 

> Hi,
>
> how do we get a scancode of the pressed key in keyboard handler in OSG?
>
>
> --
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>
>


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[osg-users] Keyboard scancodes in OSG

2009-08-25 Thread Maxim Gammer
Hi,

how do we get a scancode of the pressed key in keyboard handler in OSG?


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Re: [osg-users] osg DIS (Distributed Interactive Simulation)

2009-08-25 Thread Maxim Gammer
Hi,

what's wrong with CERTI or PORTICO?

2009/8/25 Trajce Nikolov 

> Hello community,
> are you interested in opensource crossplatform DIS library?
>
> cheers,
> Nick
>
> http://www.linkedin.com/in/tnikolov
> Sent from Benoni, Gauteng, South Africa
>
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Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Maxim Gammer
Ok. passive stereo

two  DLP !!! proectors +  two Circular / Linear Polarization filters +
 Circular / Linear Polarization Glasses + special screen + Nvidia +
TwinView (two monitors 2048*768 example) +  OSG (VERTICAL_SPLIT STEREO
 setting)

ok?)

2009/8/18 Pierre BOURDIN :
>
>
> 2009/8/17 Maxim Gammer 
>>
>> Hi.
>
> Hi Maxim,
>
>>
>>
>> One monitor?
>> shutter -
>> NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista
>> or 7\(Linux?)
>>
>> or
>> Zalman 3D monitor.
>
> Yes, it's not passive but active stereo in this case...
> The last news I've read  on nvidia's forum was talking about an Linux
> version possibly available at the end of this year, so I don't think it is
> already available.
> If someone has some more recent/precise infos about Linux 3DVision...
> Pierre.
>>
>>
>> 2009/8/17 Pierre BOURDIN :
>> > Hi Alexandre,
>> > to have a stereo rendering, you need a to have 2 images on the device
>> > separated by the polarised barrier... This gives you plenty of possible
>> > configurations, like 1 projector and a filter wheel or 2 projectors with
>> > 2
>> > filters etc...
>> > There is now some "new" passive stereo monitor mostly using circular
>> > polarisation, but I haven't tested any of them with OSG, maybe someone
>> > has
>> > made some experiment ?
>> >
>> > You can have a look at this site to have more details:
>> >
>> > http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvc&SubCatID_=3
>> > This one is available with linear polarisation:
>> >
>> > http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170s&SubCatID_=3
>> >
>> >
>> > Concerning the film Ice Age 3, it is not using the same method. It is
>> > based
>> > on Infitec stereo, a colour multiplexing method.
>> > There was a discussion about it:
>> > http://forum.openscenegraph.org/viewtopic.php?p=15140#15140
>> >
>> > If you want to see it near Marseille, they are using this infitec system
>> > at
>> > the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des
>> > Sciences du sport de Luminy:
>> >
>> > http://www.realite-virtuelle.univmed.fr/index.php?option=com_content&view=article&id=3&Itemid=40&lang=fr
>> >
>> >
>> > Cheers,
>> > Pierre.
>> >
>> >
>> > 2009/8/17 Alexandre Amalric 
>> >>
>> >> Hi Maxim,
>> >>
>> >> Isn't it possible to set passive stereo with polarized glasses on a
>> >> single
>> >> classic LCD screen ?
>> >> Or the only way to do this is to plug 2 projector (aligned) on 2 output
>> >> from a graphic card ?
>> >> My goal is to know if a standard OSG application running on a computer
>> >> desktop (with a GUI) can be set to produce passive stereo with
>> >> polarized
>> >> glasses.
>> >> 2009/8/17 Maxim Gammer 
>> >>>
>> >>> Hi
>> >>>
>> >>>
>> >>>
>> >>> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
>> >>>
>> >>> and 2 monitor\proector ()
>> >>>
>> >>> :)
>> >>>
>> >>>
>> >>> 2009/8/17 Alexandre Amalric :
>> >>> > Hi osg-users,
>> >>> >
>> >>> > I would like if it's possible to set the osg viewer display setting
>> >>> > the
>> >>> > way
>> >>> > we can use linearly polarized glasses (like Ice Age 3 in 3D)?
>> >>> >
>> >>> > For info from wikipedia :
>> >>> >
>> >>> > To present a stereoscopic motion picture, two images are projected
>> >>> > superimposed onto the same screen through orthogonal polarizing
>> >>> > filters. It
>> >>> > is best to use a silver screen so that polarization is preserved.
>> >>> > The
>> >>> > projectors can receive their outputs from a computer with a
>> >>> > dual-head
>> >>> > graphics card. The viewer wears low-cost eyeglasses which also
>> >>> > contain
>> >>> > a
>> >>> > pair of orthogonal polariz

Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Maxim Gammer
Hi

nvidia 3D  vision support active stereo in nvidia Quadro cards (OpenGL)



2009/8/17 Alexandre Amalric :
> Hi Maxim,
>
> Does NVidia 3DVision works with OSG, has someone already tried to set an osg
> application with it ??
> I thought it was only working with DirectX...
>
> 2009/8/17 Maxim Gammer 
>>
>> Hi.
>>
>> One monitor?
>> shutter -
>> NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista
>> or 7\(Linux?)
>> or
>> Zalman 3D monitor.
>>
>> 2009/8/17 Pierre BOURDIN :
>> > Hi Alexandre,
>> > to have a stereo rendering, you need a to have 2 images on the device
>> > separated by the polarised barrier... This gives you plenty of possible
>> > configurations, like 1 projector and a filter wheel or 2 projectors with
>> > 2
>> > filters etc...
>> > There is now some "new" passive stereo monitor mostly using circular
>> > polarisation, but I haven't tested any of them with OSG, maybe someone
>> > has
>> > made some experiment ?
>> >
>> > You can have a look at this site to have more details:
>> >
>> > http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvc&SubCatID_=3
>> > This one is available with linear polarisation:
>> >
>> > http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170s&SubCatID_=3
>> >
>> >
>> > Concerning the film Ice Age 3, it is not using the same method. It is
>> > based
>> > on Infitec stereo, a colour multiplexing method.
>> > There was a discussion about it:
>> > http://forum.openscenegraph.org/viewtopic.php?p=15140#15140
>> >
>> > If you want to see it near Marseille, they are using this infitec system
>> > at
>> > the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des
>> > Sciences du sport de Luminy:
>> >
>> > http://www.realite-virtuelle.univmed.fr/index.php?option=com_content&view=article&id=3&Itemid=40&lang=fr
>> >
>> >
>> > Cheers,
>> > Pierre.
>> >
>> >
>> > 2009/8/17 Alexandre Amalric 
>> >>
>> >> Hi Maxim,
>> >>
>> >> Isn't it possible to set passive stereo with polarized glasses on a
>> >> single
>> >> classic LCD screen ?
>> >> Or the only way to do this is to plug 2 projector (aligned) on 2 output
>> >> from a graphic card ?
>> >> My goal is to know if a standard OSG application running on a computer
>> >> desktop (with a GUI) can be set to produce passive stereo with
>> >> polarized
>> >> glasses.
>> >> 2009/8/17 Maxim Gammer 
>> >>>
>> >>> Hi
>> >>>
>> >>>
>> >>>
>> >>> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
>> >>>
>> >>> and 2 monitor\proector ()
>> >>>
>> >>> :)
>> >>>
>> >>>
>> >>> 2009/8/17 Alexandre Amalric :
>> >>> > Hi osg-users,
>> >>> >
>> >>> > I would like if it's possible to set the osg viewer display setting
>> >>> > the
>> >>> > way
>> >>> > we can use linearly polarized glasses (like Ice Age 3 in 3D)?
>> >>> >
>> >>> > For info from wikipedia :
>> >>> >
>> >>> > To present a stereoscopic motion picture, two images are projected
>> >>> > superimposed onto the same screen through orthogonal polarizing
>> >>> > filters. It
>> >>> > is best to use a silver screen so that polarization is preserved.
>> >>> > The
>> >>> > projectors can receive their outputs from a computer with a
>> >>> > dual-head
>> >>> > graphics card. The viewer wears low-cost eyeglasses which also
>> >>> > contain
>> >>> > a
>> >>> > pair of orthogonal polarizing filters. As each filter only passes
>> >>> > light
>> >>> > which is similarly polarized and blocks the orthogonally polarized
>> >>> > light,
>> >>> > each eye only sees one of the images, and the effect is achieved.
>> >>> > Linearly
>> >>> > polarized glasses require the viewer to keep his head level, as
>> >>> > tilting

Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Maxim Gammer
Hi.

One monitor?
shutter -
NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista
or 7\(Linux?)
or
Zalman 3D monitor.

2009/8/17 Pierre BOURDIN :
> Hi Alexandre,
> to have a stereo rendering, you need a to have 2 images on the device
> separated by the polarised barrier... This gives you plenty of possible
> configurations, like 1 projector and a filter wheel or 2 projectors with 2
> filters etc...
> There is now some "new" passive stereo monitor mostly using circular
> polarisation, but I haven't tested any of them with OSG, maybe someone has
> made some experiment ?
>
> You can have a look at this site to have more details:
> http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvc&SubCatID_=3
> This one is available with linear polarisation:
> http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170s&SubCatID_=3
>
>
> Concerning the film Ice Age 3, it is not using the same method. It is based
> on Infitec stereo, a colour multiplexing method.
> There was a discussion about it:
> http://forum.openscenegraph.org/viewtopic.php?p=15140#15140
>
> If you want to see it near Marseille, they are using this infitec system at
> the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des
> Sciences du sport de Luminy:
> http://www.realite-virtuelle.univmed.fr/index.php?option=com_content&view=article&id=3&Itemid=40&lang=fr
>
>
> Cheers,
> Pierre.
>
>
> 2009/8/17 Alexandre Amalric 
>>
>> Hi Maxim,
>>
>> Isn't it possible to set passive stereo with polarized glasses on a single
>> classic LCD screen ?
>> Or the only way to do this is to plug 2 projector (aligned) on 2 output
>> from a graphic card ?
>> My goal is to know if a standard OSG application running on a computer
>> desktop (with a GUI) can be set to produce passive stereo with polarized
>> glasses.
>> 2009/8/17 Maxim Gammer 
>>>
>>> Hi
>>>
>>>
>>> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
>>>
>>> and 2 monitor\proector ()
>>>
>>> :)
>>>
>>>
>>> 2009/8/17 Alexandre Amalric :
>>> > Hi osg-users,
>>> >
>>> > I would like if it's possible to set the osg viewer display setting the
>>> > way
>>> > we can use linearly polarized glasses (like Ice Age 3 in 3D)?
>>> >
>>> > For info from wikipedia :
>>> >
>>> > To present a stereoscopic motion picture, two images are projected
>>> > superimposed onto the same screen through orthogonal polarizing
>>> > filters. It
>>> > is best to use a silver screen so that polarization is preserved. The
>>> > projectors can receive their outputs from a computer with a dual-head
>>> > graphics card. The viewer wears low-cost eyeglasses which also contain
>>> > a
>>> > pair of orthogonal polarizing filters. As each filter only passes light
>>> > which is similarly polarized and blocks the orthogonally polarized
>>> > light,
>>> > each eye only sees one of the images, and the effect is achieved.
>>> > Linearly
>>> > polarized glasses require the viewer to keep his head level, as tilting
>>> > of
>>> > the viewing filters will cause the images of the left and right
>>> > channels to
>>> > bleed over to the opposite channel – therefore, viewers learn very
>>> > quickly
>>> > not to tilt their heads. In addition, since no head tracking is
>>> > involved,
>>> > several people can view the stereocopic images at the same time
>>> >
>>> > Kind regards,
>>> > --
>>> > Alexandre AMALRIC                   Ingénieur R&D
>>> > ===
>>> > PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
>>> > http://www.pixxim.fr
>>> >
>>> > ___
>>> > osg-users mailing list
>>> > osg-users@lists.openscenegraph.org
>>> >
>>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>> >
>>> >
>>>
>>>
>>>
>>> --
>>> Maxim Gammer
>>> ___
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>>
>> --
>> Alexandre AMALRIC                   Ingénieur R&D
>> ===
>> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
>> http://www.pixxim.fr
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>



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Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Maxim Gammer
Hi

http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings

and 2 monitor\proector ()

:)


2009/8/17 Alexandre Amalric :
> Hi osg-users,
>
> I would like if it's possible to set the osg viewer display setting the way
> we can use linearly polarized glasses (like Ice Age 3 in 3D)?
>
> For info from wikipedia :
>
> To present a stereoscopic motion picture, two images are projected
> superimposed onto the same screen through orthogonal polarizing filters. It
> is best to use a silver screen so that polarization is preserved. The
> projectors can receive their outputs from a computer with a dual-head
> graphics card. The viewer wears low-cost eyeglasses which also contain a
> pair of orthogonal polarizing filters. As each filter only passes light
> which is similarly polarized and blocks the orthogonally polarized light,
> each eye only sees one of the images, and the effect is achieved. Linearly
> polarized glasses require the viewer to keep his head level, as tilting of
> the viewing filters will cause the images of the left and right channels to
> bleed over to the opposite channel – therefore, viewers learn very quickly
> not to tilt their heads. In addition, since no head tracking is involved,
> several people can view the stereocopic images at the same time
>
> Kind regards,
> --
> Alexandre AMALRIC                   Ingénieur R&D
> ===
> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> http://www.pixxim.fr
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>



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[osg-users] There is a problem in loading textures while reading OSG files

2009-07-27 Thread Maxim Gammer
Hello,

 There is a problem in loading textures while reading OSG files. The
textures that have russian letters in absolute path aren't loaded. The
geometry is loaded, but textures are not. What could be the cause?
 I saw somewhere in OSG an option to use Unicode strings, but didn't
find examples on that. Maybe this would help?

here is an OSG log:

> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\fonts\arial.ttf ...
> itr='C:/winnt/fonts'
> FindFileInPath() : trying C:\winnt\fonts\fonts\arial.ttf ...
> itr='C:/windows/fonts'
>
> Player: load 3d object ... ./osg/dm1.osg
> FindFileInPath(./osg/dm1.osg): returning ./osg/dm1.osg
> itr='C:\Users\Дядя Вася молодец\AppData\Local\Temp\playtemp'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osgPlugins-2.8.1\osgdb_jpeg.dll
> ...
> itr='C:\Windows\system32'
> FindFileInPath() : trying
> C:\Windows\System32\osgPlugins-2.8.1\osgdb_jpeg.dll ...
> FindFileInPath() : USING C:\Windows\System32\osgPlugins-2.8.1\osgdb_jpeg.dll
> Opened DynamicLibrary osgPlugins-2.8.1/osgdb_jpeg.dll
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\box_bottom.jpg ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\box_bottom.jpg
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\polozia.jpg ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\polozia.jpg
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\tabl_oboroti_tormoza.jpg
> ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\tabl_oboroti_tormoza.jpg
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\tabl_moment_tormoza.jpg
> ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\tabl_moment_tormoza.jpg
> itr='C:\Users\Дядя Вася молодец\AppData\Local\Temp\playtemp'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osgPlugins-2.8.1\osgdb_png.dll ...
> itr='C:\Windows\system32'
> FindFileInPath() : trying C:\Windows\System32\osgPlugins-2.8.1\osgdb_png.dll 
> ...
> FindFileInPath() : USING C:\Windows\System32\osgPlugins-2.8.1\osgdb_png.dll
> Opened DynamicLibrary osgPlugins-2.8.1/osgdb_png.dll
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\strelka.png ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\strelka.png
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\strelka.png ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\strelka.png
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\oboti_tormoza.jpg ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\oboti_tormoza.jpg
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\moment_tormoza.jpg ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\moment_tormoza.jpg
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\pult.jpg ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\pult.jpg
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\remen_rotmoz.jpg ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\remen_rotmoz.jpg
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\skif_map.jpg ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\skif_map.jpg
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\pruzina03.jpg ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\pruzina03.jpg
> itr='./osg'
> FindFileInPath() : trying C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\podshipnik01.jpg ...
> FindFileInPath() : USING C:\Users\Дядя Вася
> молодец\AppData\Local\Temp\playtemp\osg\images\podshipnik01.jpg



Maxim Gammer
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Re: [osg-users] Off on a weeks holiday!

2009-07-03 Thread Maxim Gammer
Enjoy. )

2009/7/4 Cyril Brulebois :
> Robert Osfield  (03/07/2009):
>> I'm just heading offline to complete my packing for a week family
>> holiday on the beautiful Isle of Skye (part of the west coast of
>> Scoltand.)
>
> Talisker's home! Enjoy. :)
>
> Cheers,
> --
> Cyril Brulebois
>
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.9 (GNU/Linux)
>
> iEYEARECAAYFAkpOYb8ACgkQ0bIwSk8kpU6rrgCdFZf99EjpY/DYGQTIf4+VUfgT
> y98AniHAJiwF5h/l5J7Q57vLpSUir51N
> =hq0M
> -END PGP SIGNATURE-
>
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>
>



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Re: [osg-users] Painting in Textures

2009-06-30 Thread Maxim Gammer
FindTextureVisitor .. in files)

2009/7/1 Maxim Gammer :
> //Находим объект
>osg::ref_ptr fnnv = new 
> FindNamedNodeVisitor(ObjectName);
>root->accept(*fnnv.get());
>//Если такой объект есть, ищем текстуру
>if (!fnnv->_foundNodes.empty())
>{
>if (fnnv->_foundNodes.size()>1) std::cout << "Warning: 
> Duplicate
> names - " << ObjectName << std::endl;
>osg::ref_ptr zzz = new 
> FindTextureVisitor(UnitNumber);
>fnnv->_foundNodes.front().get()->accept (*zzz.get());
>//Если текстура есть
>if (zzz->image.get())
>{
>/*
>std::cout << "texture find";
>std::cout << zzz->image->s() << std::endl; //ширина
>std::cout << zzz->image->t() << std::endl; //высота
>std::cout << zzz->image->r() << std::endl; //глубина
>*/
>int format = zzz->image->getPixelSizeInBits();
>//std::cout <<"getPixelSizeInBits : "<< format 
> <int width = zzz->image->s();
>int heught = zzz->image->t();
>//
>GLubyte *ptr;
>int inc=0;
>ptr = zzz->image->data();
>if (x>=width) x= 0;
>if (y>=heught) y= 0;
>if (x<0) x= 0;
>if (y<0) y= 0;
>inc=(y*width + x)*format/8; //смещение по 
> RGBARGBARGBA... или 4
>*(ptr+inc+0) = (GLubyte)(r*255.0f);
>*(ptr+inc+1) = (GLubyte)(g*255.0f);
>*(ptr+inc+2) = (GLubyte)(b*255.0f);
>//если RGBA
>if ((format/8)>24)
>{
>*(ptr+inc+3) = (GLubyte)(a*255.0f);
>}
>//Отправляем текстуру в видеопамять)
>if (flush)
>{
>//osg::Image* dest =dynamic_cast
> (zzz->image->clone(osg::CopyOp::DEEP_COPY_ALL));
>//zzz->texture->setImage(dest);//zzz->image
>
>// dirty the image (increments the modified 
> count) so that any textures
>// using the image can be informed that they 
> need to update.
>zzz->image->dirty();
>
>
> //zzz->texture->setDataVariance(osg::Object::DYNAMIC);
>
> //zzz->stateset->setTextureAttributeAndModes(UnitNumber,
> zzz->texture, osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
>//zzz->drawable->setStateSet(zzz->stateset);
>}
>}
>else
>{
>std::cout << "texture NOT find";
>//delete zzz;
>//delete fnnv;
>return false;
>}
>//Чистим мусор
>//delete zzz;
>}
>else
>{
>std::cout << "Find objects in Root - FALSE! " << ObjectName << 
> std::endl;
>//delete fnnv;
>return false;
>}
>//Чистим мусор
>//delete fnnv;
>return true;
>
> 2009/6/30 Großer Martin :
>> Hello,
>>
>> i would like paint on a 3d object in my scene. This object has a texture
>> and i want to paint into this texture. My paint brush should be another
>> texture. There are a nice solution in OSG? This problem is not trivial
>> for me.
>>
>> I hope everyone can give me a example, a tip or a suitable keyword for
>> my research.
>>
>>
>> Cheers,
>>
>>
>> Martin
>>
>> ___
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>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> Maxim Gammer
>



-- 
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#include 
#include 
#include 
#include 
#include 
#include 
#include 

class FindTextureVisitor 

Re: [osg-users] Painting in Textures

2009-06-30 Thread Maxim Gammer
//Находим объект
osg::ref_ptr fnnv = new 
FindNamedNodeVisitor(ObjectName);
root->accept(*fnnv.get());
//Если такой объект есть, ищем текстуру
if (!fnnv->_foundNodes.empty())
{
if (fnnv->_foundNodes.size()>1) std::cout << "Warning: Duplicate
names - " << ObjectName << std::endl;
osg::ref_ptr zzz = new 
FindTextureVisitor(UnitNumber);
fnnv->_foundNodes.front().get()->accept (*zzz.get());
//Если текстура есть
if (zzz->image.get())
{
/*
std::cout << "texture find";
std::cout << zzz->image->s() << std::endl; //ширина
std::cout << zzz->image->t() << std::endl; //высота
std::cout << zzz->image->r() << std::endl; //глубина
*/
int format = zzz->image->getPixelSizeInBits();
//std::cout <<"getPixelSizeInBits : "<< format 
<image->s();
int heught = zzz->image->t();
//
GLubyte *ptr;
int inc=0;
ptr = zzz->image->data();
if (x>=width) x= 0;
if (y>=heught) y= 0;
if (x<0) x= 0;
if (y<0) y= 0;
inc=(y*width + x)*format/8; //смещение по 
RGBARGBARGBA... или 4
*(ptr+inc+0) = (GLubyte)(r*255.0f);
*(ptr+inc+1) = (GLubyte)(g*255.0f);
*(ptr+inc+2) = (GLubyte)(b*255.0f);
//если RGBA
if ((format/8)>24)
{
*(ptr+inc+3) = (GLubyte)(a*255.0f);
}
//Отправляем текстуру в видеопамять)
if (flush)
{
//osg::Image* dest =dynamic_cast
(zzz->image->clone(osg::CopyOp::DEEP_COPY_ALL));
//zzz->texture->setImage(dest);//zzz->image

// dirty the image (increments the modified 
count) so that any textures
// using the image can be informed that they 
need to update.
zzz->image->dirty();


//zzz->texture->setDataVariance(osg::Object::DYNAMIC);

//zzz->stateset->setTextureAttributeAndModes(UnitNumber,
zzz->texture, osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
//zzz->drawable->setStateSet(zzz->stateset);
}
}
else
{
std::cout << "texture NOT find";
//delete zzz;
//delete fnnv;
return false;
}
//Чистим мусор
//delete zzz;
}
else
{
std::cout << "Find objects in Root - FALSE! " << ObjectName << 
std::endl;
//delete fnnv;
return false;
}
//Чистим мусор
//delete fnnv;
return true;

2009/6/30 Großer Martin :
> Hello,
>
> i would like paint on a 3d object in my scene. This object has a texture
> and i want to paint into this texture. My paint brush should be another
> texture. There are a nice solution in OSG? This problem is not trivial
> for me.
>
> I hope everyone can give me a example, a tip or a suitable keyword for
> my research.
>
>
> Cheers,
>
>
> Martin
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



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[osg-users] is it possible to implement this feature in OSG?

2009-06-18 Thread Maxim Gammer
Hi all

Nvidia has released it's scene graph recently

http://developer.download.nvidia.com/presentations/2008/NVISION/NVISION08_NVSG.pdf
http://developer.nvidia.com/object/nvision08-NVSG.html

It has one pretty cool feature - apportunity of using raytrace
rendering whenever CUDA support is available (see attached figure)

1. is it possible to implement this feature in OSG?
2. does only osgViewer need to be replaced or other modules do as well?

Thanks for answers.

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Re: [osg-users] Help. KeyboardEventHandler and native keyboard layout bug in Linux

2009-06-02 Thread Maxim Gammer
Hi Robert,

new GraphicsWindowX11.cpp work fine,

Thanks for the fix!



Maxim Gammer

2009/6/2 Maxim Gammer :
> Hi Robert,
>
> i test new GraphicsWindowX11.cpp .
>
> 2009/6/2 Melchior FRANZ :
>> * Melchior FRANZ -- Monday 01 June 2009:
>>> My keyboard doesn't have a keypad, so I can only test the other keys.
>>
>> ... but everything else worked. And we'll soon find out if there are
>> still keypad problems. The current solution is already infinitely
>> better than what is in SVN/HEAD, so I'd commit.
>>
>> Thanks for the fix!
>>
>> m.
>> ___
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>>
>
>
>
> --
> Maxim Gammer
>



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Re: [osg-users] Help. KeyboardEventHandler and native keyboard layout bug in Linux

2009-06-01 Thread Maxim Gammer
Hi Robert,

i test new GraphicsWindowX11.cpp .

2009/6/2 Melchior FRANZ :
> * Melchior FRANZ -- Monday 01 June 2009:
>> My keyboard doesn't have a keypad, so I can only test the other keys.
>
> ... but everything else worked. And we'll soon find out if there are
> still keypad problems. The current solution is already infinitely
> better than what is in SVN/HEAD, so I'd commit.
>
> Thanks for the fix!
>
> m.
> ___
> osg-users mailing list
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-- 
Maxim Gammer
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Re: [osg-users] Help. KeyboardEventHandler and native keyboard layout bug in Linux

2009-06-01 Thread Maxim Gammer
B"
XFilterEvent returns: False

KeyPress event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 4203279, (46,-15), root:(742,756),
state 0x12, keycode 54 (keysym 0x43, C), same_screen YES,
XLookupString gives 1 bytes: (43) "C"
XmbLookupString gives 1 bytes: (43) "C"
XFilterEvent returns: False

KeyRelease event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 4203421, (46,-15), root:(742,756),
state 0x12, keycode 54 (keysym 0x43, C), same_screen YES,
XLookupString gives 1 bytes: (43) "C"
XFilterEvent returns: False

KeyPress event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 4203532, (46,-15), root:(742,756),
state 0x12, keycode 40 (keysym 0x44, D), same_screen YES,
XLookupString gives 1 bytes: (44) "D"
XmbLookupString gives 1 bytes: (44) "D"
XFilterEvent returns: False

KeyRelease event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 4203662, (46,-15), root:(742,756),
state 0x12, keycode 40 (keysym 0x44, D), same_screen YES,
XLookupString gives 1 bytes: (44) "D"
XFilterEvent returns: False

FocusOut event, serial 34, synthetic NO, window 0x381,
mode NotifyNormal, detail NotifyNonlinear


1 июня 2009 г. 20:52 пользователь Robert Osfield
 написал:
> Hi Maxim,
>
> Could you now do the same test with caps lock on, so the 'ABCD'.
>
> W.r.t the XLookupString result strings, do these look sensible?
>
> Robert.
>
> 2009/6/1 Maxim Gammer :
>> Hi, Robert
>>
>> ...xev result for "abcd" (Russian):
>>
>> KeyPress event, serial 34, synthetic NO, window 0x381,
>>    root 0x13c, subw 0x0, time 3487419, (68,-21), root:(764,750),
>>    state 0x2010, keycode 38 (keysym 0x6c6, Cyrillic_ef), same_screen YES,
>>    XLookupString gives 2 bytes: (d1 84) "ф"
>>    XmbLookupString gives 2 bytes: (d1 84) "ф"
>>    XFilterEvent returns: False
>>
>> KeyRelease event, serial 34, synthetic NO, window 0x381,
>>    root 0x13c, subw 0x0, time 3487518, (68,-21), root:(764,750),
>>    state 0x2010, keycode 38 (keysym 0x6c6, Cyrillic_ef), same_screen YES,
>>    XLookupString gives 2 bytes: (d1 84) "ф"
>>    XFilterEvent returns: False
>>
>> KeyPress event, serial 34, synthetic NO, window 0x381,
>>    root 0x13c, subw 0x0, time 3489948, (68,-21), root:(764,750),
>>    state 0x2010, keycode 56 (keysym 0x6c9, Cyrillic_i), same_screen YES,
>>    XLookupString gives 2 bytes: (d0 b8) "и"
>>    XmbLookupString gives 2 bytes: (d0 b8) "и"
>>    XFilterEvent returns: False
>>
>> KeyRelease event, serial 34, synthetic NO, window 0x381,
>>    root 0x13c, subw 0x0, time 3490056, (68,-21), root:(764,750),
>>    state 0x2010, keycode 56 (keysym 0x6c9, Cyrillic_i), same_screen YES,
>>    XLookupString gives 2 bytes: (d0 b8) "и"
>>    XFilterEvent returns: False
>>
>> KeyPress event, serial 34, synthetic NO, window 0x381,
>>    root 0x13c, subw 0x0, time 3490683, (68,-21), root:(764,750),
>>    state 0x2010, keycode 54 (keysym 0x6d3, Cyrillic_es), same_screen YES,
>>    XLookupString gives 2 bytes: (d1 81) "с"
>>    XmbLookupString gives 2 bytes: (d1 81) "с"
>>    XFilterEvent returns: False
>>
>> KeyRelease event, serial 34, synthetic NO, window 0x381,
>>    root 0x13c, subw 0x0, time 3490804, (68,-21), root:(764,750),
>>    state 0x2010, keycode 54 (keysym 0x6d3, Cyrillic_es), same_screen YES,
>>    XLookupString gives 2 bytes: (d1 81) "с"
>>    XFilterEvent returns: False
>>
>> KeyPress event, serial 34, synthetic NO, window 0x381,
>>    root 0x13c, subw 0x0, time 3491437, (68,-21), root:(764,750),
>>    state 0x2010, keycode 40 (keysym 0x6d7, Cyrillic_ve), same_screen YES,
>>    XLookupString gives 2 bytes: (d0 b2) "в"
>>    XmbLookupString gives 2 bytes: (d0 b2) "в"
>>    XFilterEvent returns: False
>>
>> KeyRelease event, serial 34, synthetic NO, window 0x381,
>>    root 0x13c, subw 0x0, time 3491551, (68,-21), root:(764,750),
>>    state 0x2010, keycode 40 (keysym 0x6d7, Cyrillic_ve), same_screen YES,
>>    XLookupString gives 2 bytes: (d0 b2) "в"
>>    XFilterEvent returns: False
>>
>>
>> 2009/6/1 Robert Osfield :
>>> HI Maxim,
>>>
>>> I'm afraid what you've sent is rather difficult to follow and
>>> seemingly inconsitent with your previous post. Could you post the
>>> results in sections with a headi

Re: [osg-users] Help. KeyboardEventHandler and native keyboard layout bug in Linux

2009-06-01 Thread Maxim Gammer
...xev result for "abcd" (USA):

KeyPress event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3617200, (-262,-312), root:(434,459),
state 0x10, keycode 38 (keysym 0x61, a), same_screen YES,
XLookupString gives 1 bytes: (61) "a"
XmbLookupString gives 1 bytes: (61) "a"
XFilterEvent returns: False

KeyRelease event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3617306, (-262,-312), root:(434,459),
state 0x10, keycode 38 (keysym 0x61, a), same_screen YES,
XLookupString gives 1 bytes: (61) "a"
XFilterEvent returns: False

KeyPress event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3618355, (-262,-312), root:(434,459),
state 0x10, keycode 56 (keysym 0x62, b), same_screen YES,
XLookupString gives 1 bytes: (62) "b"
XmbLookupString gives 1 bytes: (62) "b"
XFilterEvent returns: False

KeyRelease event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3618458, (-262,-312), root:(434,459),
state 0x10, keycode 56 (keysym 0x62, b), same_screen YES,
XLookupString gives 1 bytes: (62) "b"
XFilterEvent returns: False

KeyPress event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3619216, (-262,-312), root:(434,459),
state 0x10, keycode 54 (keysym 0x63, c), same_screen YES,
XLookupString gives 1 bytes: (63) "c"
XmbLookupString gives 1 bytes: (63) "c"
XFilterEvent returns: False

KeyRelease event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3619330, (-262,-312), root:(434,459),
state 0x10, keycode 54 (keysym 0x63, c), same_screen YES,
XLookupString gives 1 bytes: (63) "c"
XFilterEvent returns: False

KeyPress event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3619871, (-262,-312), root:(434,459),
state 0x10, keycode 40 (keysym 0x64, d), same_screen YES,
XLookupString gives 1 bytes: (64) "d"
XmbLookupString gives 1 bytes: (64) "d"
XFilterEvent returns: False

KeyRelease event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3619979, (-262,-312), root:(434,459),
state 0x10, keycode 40 (keysym 0x64, d), same_screen YES,
    XLookupString gives 1 bytes: (64) "d"
XFilterEvent returns: False


1 июня 2009 г. 20:47 пользователь Maxim Gammer  написал:
> Hi, Robert
>
> ...xev result for "abcd" (Russian):
>
> KeyPress event, serial 34, synthetic NO, window 0x381,
>    root 0x13c, subw 0x0, time 3487419, (68,-21), root:(764,750),
>    state 0x2010, keycode 38 (keysym 0x6c6, Cyrillic_ef), same_screen YES,
>    XLookupString gives 2 bytes: (d1 84) "ф"
>    XmbLookupString gives 2 bytes: (d1 84) "ф"
>    XFilterEvent returns: False
>
> KeyRelease event, serial 34, synthetic NO, window 0x381,
>    root 0x13c, subw 0x0, time 3487518, (68,-21), root:(764,750),
>    state 0x2010, keycode 38 (keysym 0x6c6, Cyrillic_ef), same_screen YES,
>    XLookupString gives 2 bytes: (d1 84) "ф"
>    XFilterEvent returns: False
>
> KeyPress event, serial 34, synthetic NO, window 0x381,
>    root 0x13c, subw 0x0, time 3489948, (68,-21), root:(764,750),
>    state 0x2010, keycode 56 (keysym 0x6c9, Cyrillic_i), same_screen YES,
>    XLookupString gives 2 bytes: (d0 b8) "и"
>    XmbLookupString gives 2 bytes: (d0 b8) "и"
>    XFilterEvent returns: False
>
> KeyRelease event, serial 34, synthetic NO, window 0x381,
>    root 0x13c, subw 0x0, time 3490056, (68,-21), root:(764,750),
>    state 0x2010, keycode 56 (keysym 0x6c9, Cyrillic_i), same_screen YES,
>    XLookupString gives 2 bytes: (d0 b8) "и"
>    XFilterEvent returns: False
>
> KeyPress event, serial 34, synthetic NO, window 0x381,
>    root 0x13c, subw 0x0, time 3490683, (68,-21), root:(764,750),
>    state 0x2010, keycode 54 (keysym 0x6d3, Cyrillic_es), same_screen YES,
>    XLookupString gives 2 bytes: (d1 81) "с"
>    XmbLookupString gives 2 bytes: (d1 81) "с"
>    XFilterEvent returns: False
>
> KeyRelease event, serial 34, synthetic NO, window 0x381,
>    root 0x13c, subw 0x0, time 3490804, (68,-21), root:(764,750),
>    state 0x2010, keycode 54 (keysym 0x6d3, Cyrillic_es), same_screen YES,
>    XLookupString gives 2 bytes: (d1 81) "с"
>    XFilterEvent returns: False
>
> KeyPress event, serial 34, synthetic NO, window 0x381,
>    root 0x13c, subw 0x0, time 3491437, (68,-21), root:(764,750),
>    state 0x2010, keycode 40 (keysym 0x6d7, Cyrillic_ve), same_screen YES,
>    XLookupString gives 2 bytes: (d0 b2) "в"
>    XmbLookupString gives 2 bytes: (d0 b2) "

Re: [osg-users] Help. KeyboardEventHandler and native keyboard layout bug in Linux

2009-06-01 Thread Maxim Gammer
Hi, Robert

...xev result for "abcd" (Russian):

KeyPress event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3487419, (68,-21), root:(764,750),
state 0x2010, keycode 38 (keysym 0x6c6, Cyrillic_ef), same_screen YES,
XLookupString gives 2 bytes: (d1 84) "ф"
XmbLookupString gives 2 bytes: (d1 84) "ф"
XFilterEvent returns: False

KeyRelease event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3487518, (68,-21), root:(764,750),
state 0x2010, keycode 38 (keysym 0x6c6, Cyrillic_ef), same_screen YES,
XLookupString gives 2 bytes: (d1 84) "ф"
XFilterEvent returns: False

KeyPress event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3489948, (68,-21), root:(764,750),
state 0x2010, keycode 56 (keysym 0x6c9, Cyrillic_i), same_screen YES,
XLookupString gives 2 bytes: (d0 b8) "и"
XmbLookupString gives 2 bytes: (d0 b8) "и"
XFilterEvent returns: False

KeyRelease event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3490056, (68,-21), root:(764,750),
state 0x2010, keycode 56 (keysym 0x6c9, Cyrillic_i), same_screen YES,
XLookupString gives 2 bytes: (d0 b8) "и"
XFilterEvent returns: False

KeyPress event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3490683, (68,-21), root:(764,750),
state 0x2010, keycode 54 (keysym 0x6d3, Cyrillic_es), same_screen YES,
XLookupString gives 2 bytes: (d1 81) "с"
XmbLookupString gives 2 bytes: (d1 81) "с"
XFilterEvent returns: False

KeyRelease event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3490804, (68,-21), root:(764,750),
state 0x2010, keycode 54 (keysym 0x6d3, Cyrillic_es), same_screen YES,
XLookupString gives 2 bytes: (d1 81) "с"
XFilterEvent returns: False

KeyPress event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3491437, (68,-21), root:(764,750),
state 0x2010, keycode 40 (keysym 0x6d7, Cyrillic_ve), same_screen YES,
XLookupString gives 2 bytes: (d0 b2) "в"
XmbLookupString gives 2 bytes: (d0 b2) "в"
XFilterEvent returns: False

KeyRelease event, serial 34, synthetic NO, window 0x381,
root 0x13c, subw 0x0, time 3491551, (68,-21), root:(764,750),
state 0x2010, keycode 40 (keysym 0x6d7, Cyrillic_ve), same_screen YES,
XLookupString gives 2 bytes: (d0 b2) "в"
XFilterEvent returns: False


2009/6/1 Robert Osfield :
> HI Maxim,
>
> I'm afraid what you've sent is rather difficult to follow and
> seemingly inconsitent with your previous post. Could you post the
> results in sections with a heading of what follows.
>
> In searching the web on XLookupString and Russian I came across the
> little test application xev that outputs the keyboard symbol and
> XLookupString results, could you have a look at what results you get
> for the Russian vs USA with this.
>
> Thanks,
> Robert.
>
> On Mon, Jun 1, 2009 at 3:35 PM, Maxim Gammer  wrote:
>> Hi Robert,
>>
>> OK,
>> "abcd" (USA), "ABCD" (USA), "abcd" (Russian), "ABCD" (Russian) .
>>
>>
>>
>>
>> keyevent.keycode = 38, KeySym97, keySymbol97
>>
>> numChars = 1,97, 0
>>
>> keySymbol = 97
>>
>>
>>
>> keyevent.keycode = 38, KeySym97, keySymbol97
>>
>> numChars = 1,97, 0
>>
>> keySymbol = 97
>>
>>
>>
>> keyevent.keycode = 38, KeySym97, keySymbol97
>>
>> numChars = 1,97, 0
>>
>> keySymbol = 97
>>
>>
>>
>> keyevent.keycode = 56, KeySym98, keySymbol98
>>
>> numChars = 1,98, 0
>>
>> keySymbol = 98
>>
>>
>>
>> keyevent.keycode = 56, KeySym98, keySymbol98
>>
>> numChars = 1,98, 0
>>
>> keySymbol = 98
>>
>>
>>
>> keyevent.keycode = 56, KeySym98, keySymbol98
>>
>> numChars = 1,98, 0
>>
>> keySymbol = 98
>>
>>
>>
>> keyevent.keycode = 56, KeySym98, keySymbol98
>>
>> numChars = 1,98, 0
>>
>> keySymbol = 98
>>
>>
>>
>> keyevent.keycode = 56, KeySym98, keySymbol98
>>
>> numChars = 1,98, 0
>>
>> keySymbol = 98
>>
>>
>>
>> keyevent.keycode = 56, KeySym98, keySymbol98
>>
>> numChars = 1,98, 0
>>
>> keySymbol = 98
>>
>>
>>
>> keyevent.keycode = 56, KeySym98, keySymbol98
>>
>> numChars = 1,98, 0
>>
>> keySymbol = 98
>>
>>
>>
>> keyevent.keycode = 54, KeySym99, keySymbol99
>>
>> numChars = 1,9

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