[osg-users] Using MFC: Create an Custom Control OSG draws into?

2010-06-30 Thread Nick Schultz
Hey guys,

I am trying to create a custom control that behaves similar to osgviewerMFC ( I 
just want OSG to draw within the control.)  I've been trying for about a day to 
port the code from osgviewerMFC with no success.  I get various access 
violations and other errors.
 I not extremely familar with MFC, but I used it quite a bit two years ago, so 
I'm not completely new. However I'm sure my inexperience is contributing to my 
problems as well. :-* 

Does anybody know any who has tried this , have any tips and/or have other 
examples?

Thanks,

Nick

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[osg-users] [build] Successful build using VS2010?

2010-06-11 Thread Nick Schultz
Has anybody been able to successfully build the latest dev-head in VS2010?  

I kept getting several fatal LINK errors saying it cannot open input files 

ex:

LINK : fatal error LNK1181: cannot open input file '..\..\lib\Release\osgGA.lib'

I'm assuming it's a path error made somewhere in the build scripts.  I posted 
about this a couple of months ago and I couldn't find a fix.  

I tried searching the forums about this topic but couldn't find anything, are 
we just out of luck trying to use VS2010 for now?

Thanks,

Nick

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[osg-users] Anybody interested in a Keyframe Capturer?

2010-04-21 Thread Nick Schultz
Hi there,

Not sure if there is similar function already in OSG, but I had the need of 
being able to capture specific Camera position keyframes so I can use them to 
create a video.  Before this capturer, they way I accomplished this was I 
enabled the Animation path Recorder, positioned my camera to particular point, 
waited bout 20 seconds, and then continued to my next keyframe.  When I was 
done, I then went to animation.path file and picked out the keyframes that had 
repeated several times (because i waited for about 20 seconds), I then modified 
the timings of these keyframes to get the desired flyover speed.  

I later smoothed the flyover by importing the points into Matlab and used cubic 
splines to create a keyframe for every single frame.  

This process took awhile, and was quite annoying having to sift through 
unwanted keyframes generated by the animation path recorder. 

So I created my own Handler called "KeyframeCapturerHandler" that acts almost 
exactly as "RecordCameraPathHandler", infact most of the code was copied from 
it.  Instead of capturing a keyframe at a timed interval, I only capture a 
keyframe when I'm ready and press a key.  

So far, it has done exactly what I needed it to do and has saved me time and 
frustration.  I still have to do my interpolation step, but capturing the 
inital keyframes is much easier.

Does this sound like a useful feature that any of you would want to use?  Is 
there already a way to do this without my handler?

Thanks,

Nick

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Re: [osg-users] Header files with no file type? (no .h)

2010-04-18 Thread Nick Schultz
Cool, that worked!

Quoted from bouffa's link:

"Go to Tools-Options, then Text Editor-File Extension, check "Map Extensionless 
Files To" at the bottom and select "Microsoft Visual C++" in the list to the 
right. "

Thanks!

Nick

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[osg-users] Header files with no file type? (no .h)

2010-04-18 Thread Nick Schultz
Sorry if this seems like a noob question, but why do all of the header files in 
the codebase not have a '.h' filetype? The reason I ask is because it seems 
that Visual Studio won't highlight any syntax, or provide any of its features 
while viewing these header files (probably because they don't have a .h 
associated to it).  Is there a way to have VS highlight syntax in these header 
files that aren't a .h filetype?

Thanks

Nick

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Re: [osg-users] [build] Install problem with OSG 2.8.3

2010-04-17 Thread Nick Schultz
yeah, I misread the version number, but I'm pretty sure its a problem with 
VS2010.  When VS2010 builds the solution, the binaries are placed in 
bin/release directory... however when I use VS2008, the binaries are placed 
directly in the bin directory, thus the install script not having any problems.

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Re: [osg-users] [build] Install problem with OSG 2.8.3

2010-04-17 Thread Nick Schultz
I get a wierd error as well:



3>  -- Up-to-date: E:/OpenSceneGraph/include/OpenThreads/Config
3>  -- Up-to-date: E:/OpenSceneGraph/lib/osg.lib
3>  CMake Error at src/osg/cmake_install.cmake:50 (FILE):
3>file INSTALL cannot find
3>"E:/OpenSceneGraph-dev/bin/Release/../../bin/osg66-osg.dll".
3>  Call Stack (most recent call first):
3>src/cmake_install.cmake:33 (INCLUDE)
3>cmake_install.cmake:100 (INCLUDE)
3>  
3> 


I looked at src/osg/cmake_install.cmake and it has:


Code:
IF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL 
"libopenscenegraph")
  IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$")
FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE SHARED_LIBRARY 
FILES "E:/OpenSceneGraph-dev/bin/Debug/../../bin/osg66-osgd.dll")
  ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$")
  IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Rr][Ee][Ll][Ee][Aa][Ss][Ee])$")
FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE SHARED_LIBRARY 
FILES "E:/OpenSceneGraph-dev/bin/Release/../../bin/osg66-osg.dll")
  ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES 
"^([Rr][Ee][Ll][Ee][Aa][Ss][Ee])$")
  IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES 
"^([Mm][Ii][Nn][Ss][Ii][Zz][Ee][Rr][Ee][Ll])$")
FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE SHARED_LIBRARY 
FILES "E:/OpenSceneGraph-dev/bin/MinSizeRel/../../bin/osg66-osgs.dll")
  ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES 
"^([Mm][Ii][Nn][Ss][Ii][Zz][Ee][Rr][Ee][Ll])$")
  IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES 
"^([Rr][Ee][Ll][Ww][Ii][Tt][Hh][Dd][Ee][Bb][Ii][Nn][Ff][Oo])$")
FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE SHARED_LIBRARY 
FILES "E:/OpenSceneGraph-dev/bin/RelWithDebInfo/../../bin/osg66-osgrd.dll")
  ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES 
"^([Rr][Ee][Ll][Ww][Ii][Tt][Hh][Dd][Ee][Bb][Ii][Nn][Ff][Oo])$")
ENDIF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL 
"libopenscenegraph")



Not sure why the path is being set as :

"E:/OpenSceneGraph-dev/bin/Release/../../bin/osg66-osg.dll"

when it is actually located at :

"E:/OpenSceneGraph-dev/bin/Release/osg66-osg.dll"

I also had the same problem with OpenThreads.dll, and I changed the 
cmake_install.cmake in that directory to the correct paths by removing 
"../../bin/"

why is this happening in the first place?

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-22 Thread Nick Schultz

Chris 'Xenon' Hanson wrote:
> 
> We have tried to conduct an OSG spelling/grammar commenting drive in the past 
> with some
> success. We can continue this.
> 


I wouldn't be too worried about the spelling/grammar, as long as it gets the 
point across.  What I'm talking about are the areas that can be fairly complex 
without any explaination at all.  

Nick

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-22 Thread Nick Schultz

robertosfield wrote:
> When authors move on, the bucks stops with me 
> 
> The issue of knowledge about code base become especially difficult when the 
> original authors have moved on from the project as it falls on me to become 
> the sole expert, not because I want to be, but because if no one else steps 
> up it won't get done.   The situation of orphaned modules is one of the most 
> challenging ones for me.  Modules where this particularly difficult is 
> osgIntrospection/genwrapper, and to a lesser extent osgManipulator, osgFX and 
> osgParticle.   
> 
> Plugins also present a stretch for me as it's not unusually for these can 
> also become orphaned, for plugins that aren't used heavily or are 
> straightforward it's not so much hassle as a code review can be enough to get 
> one up to speed.  However, plugins like txp are rather daunting. 


Perhaps there should be an enforcement of better commenting standards on 
submitted code.  This might reduce the load of questions being asked by the 
community as they can understand the code better and increase the amount of 
users who can answer them effectively.  Obviously the tricky part is how much 
better is "better" and what is "good enough?" That can be another discussion.  

Also, if the user/developer base is more informed of the codebase, you can also 
have more people who can process submissions  

Another question arises, how do we better comment/document the current code 
base we have now?  Well that can be up to the community, you can let it be 
known that OSG is currently looking to improve its documentation and users who 
find themselves stepping through code to understand various sections, to take 
the time (time they are already spending walking through and tracing code) and 
add comments where needed (preferably the parts that confused them).  I know 
for myself, when I was trying to learn some parts of the code, thought that 
some parts could have been documented better.  The OSG quickstart guide was 
very helpful in my understanding of OSG.  

These ideas may be logical, but I'm not sure on the practicality of it all.  
This is my first open source project and biggest project that I have worked 
with to date, so I may be out of my league and for that I apologize.  :P  

Good luck with your investigation :)

Nick

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Re: [osg-users] Creating a new AnimationPathManipulator.

2010-02-19 Thread Nick Schultz
Ok, i see what you are saying..  The reason I was changed that was because 
referenceTime was getting reset back to realtime in the call to viewer.frame() 
( more specifically, inside the Viewer::advance() function).  

To avoid this, I don't call viewer.frame(), I now have to:

double simTime = 0.0;
while( !viewer.done() )
{   
 viewer.getFrameStamp()->setReferenceTime(simTime);
 viewer.eventTraversal();
 viewer.updateTraversal();
 viewer.renderingTraversals();
 simTime += 1.0;
}

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Re: [osg-users] Creating a new AnimationPathManipulator.

2010-02-18 Thread Nick Schultz
Ok, i got the desired effect that I wanted, I just had to make one change. 

On line 787 in Viewer.cpp (in function osgViewer::Viewer::eventTraversal())

I changed the code from:

Code:
_eventQueue->frame( getFrameStamp()->getReferenceTime() );



to:

Code:
_eventQueue->frame( getFrameStamp()->getSimulationTime() );




my output is now:


Code:
24.00
25.00
26.00
27.00
28.00
29.00
AnimatonPath completed in 30 seconds, completing 30 frames,
 average frame rate = 1



While I can get this working for me for now, I highly doubt changing core OSG 
code is the way to go about this(well at least by myself)...


Although, this change *could* be correct since if we are using a simulated 
time, then an animation path should be based on the simulated time. If the user 
is not wanting to specify a simulated time, the default behavior is using the 
USE_REFERENCE_TIME value as a simulated time, which is then caught in 
osgViewer::Viewer::advance() as a special case and sets the SimulatedTime to 
ReferenceTime.  So then calling SimulatedTime instead of getReferenceTime 
shouldn't cause problems.  (Note that I am basing this off of no testing 
whatsoever and am purely speculating)

Any thoughts?


Cheers,
Nick[/code]

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Re: [osg-users] Creating a new AnimationPathManipulator.

2010-02-18 Thread Nick Schultz
OK so I ended up taking osgviewer application and modified the last line from:
 
Code:
return viewer.run();

 

to:

Code:
double simTime = 0.0;
while( !viewer.done() )
{
//fire off the cull and draw traversals of the scene.   
viewer.frame(simTime);
printf("%f\n",viewer.getFrameStamp()->getSimulationTime());
simTime+=1.0;
}


I then run my modified osgviewer as so:

Code:
osgviewer -p saved_animation.path demo1.earth



with my saved_animation.path containing(only area of concern are the first 
numbers of each line, the rest are coordinates,etc):

Code:
0 -2325407.84602605 -3773744.01822793 4620950.6465483 0.789763463262851 
-0.198065735037136 -0.0367132622717805 0.579392589763306

30 -2265729.64421162 -3667179.98272433 4731436.64144345 0.782981051316165 
-0.194916972743774 -0.0398361681693882 0.589373503579705






But the animation still takes 30 *realtime* seconds to complete, and does so in 
370 frames. here is my output:

Code:

366.00
367.00
368.00
369.00
AnimatonPath completed in 30.0006 seconds, completing 370 frames,
 average frame rate = 12.3331



Now with 12fps, I would expect the animation path to complete in 30frames 
/12fps = 2.5 seconds, while completing only 30 frames.

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Re: [osg-users] Creating a new AnimationPathManipulator.

2010-02-18 Thread Nick Schultz
Thanks for the quick reply, 

I see the class you are talking about, do you know of any examples that uses 
this feature?

I will continue investigating.

Cheers,
Nick

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[osg-users] Creating a new AnimationPathManipulator.

2010-02-18 Thread Nick Schultz
Hi all,

I am thinking of taking the existing AnimationPathManipulator class and 
tweaking it so that it iterpolates between keyframes with frames, not time.  so 
lets say I have defined two keyframes at 'time 0'@position X and 'time 100' @ 
position Y, instead of interpolating that in 0 to 100 seconds, I want simply 
want to interpolate X to Y in 100 frames.  

The reasoning behind this is that I want to capture flyover video and have 
reproducibility of my captures.  Using the current APM, the captures would be 
dependent on the FPS performance of my machine and if it varies during 
capturing, my video will look "off".  If I interpolate based on frames, then 
regaurdless of the fps, all frames will be exactly the same and evenly spaced.

Is there already functionality like this in OSG? I haven't fully looked into 
APM, so it might have this functionality hidden inside it...

Thank you!

Cheers,
Nick

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Re: [osg-users] Pentium 4 ht vs. Core Duo - (My Mundane Observation of the day) Any Ideas?

2010-02-17 Thread Nick Schultz
Hi,

The only thing that was really going for P4 is that it can be clocked extremely 
fast.  But the fast clock cycle led to an extremely long pipeline (over 30 
stages!).  HyperThreading (the technique that simulates two threads running at 
once) is really only useful in certain situations.  

Core 2 duo went back to a P3 design (i think), added some current features, and 
put two cores on a single chip. This architecture is better than P4 by far and 
is more efficient, which is why you are seeing a high performance degregation 
when compared to the Core2 duo.   

I'm taking an advanced computer architecture course this term and we went over 
these two architectures.  

Cheers,
Nick

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Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file

2010-02-05 Thread Nick Schultz
Hi glenn,

Also while playing with osgEarth, I got an error saying couldn't find ordinal 
63 in libexpat.dll.  Took me forever to find out what that meant, but it 
actually means that it couldn't find the dll file, whereas I thought it found 
the dll but something else was corrupt.  Not sure if you could make that error 
more discriptive but it could save a good couple hours or so trying to 
troubleshoot!  :P 


Thank you!

Cheers,
Nick

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[osg-users] [3rdparty] [osgEarth] transparent_color image attribute not working

2010-02-05 Thread Nick Schultz
Hi,

I'm trying to display my own GeoTiffs, which are made up of 16 colors and white 
as the background.   

here is a portion of  my .earth file (had to turn '<' into '[' for it to 
display properly): 


Code:
[image name="JF_60_2" driver="gdal"]   
[min_level]8[/min_level]
C:\PugetSound\Images\jf2_tiled2.tif
[transparent_color] "255 255 255 0" [/transparent_color] 
[cache_enabled]false[/cache_enabled] 
[/image] 



The image is drapped correctly, however the white background is still present.  
I tried both 255 and 0 for the alpha channel (I'm not sure there is an alpha 
channel in my GeoTiff, is that the problem?) 

I also made sure that the white space is really 255 255 255 and not some 
offwhite. 

Any tips? 

Thanks, 
Nick 


Thank you!

Cheers,
Nick

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Re: [osg-users] [vpb] What can I do with an ive file?

2009-12-17 Thread Nick Schultz
Thanks for the suggestion! I will be looking into that now.

Nick

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[osg-users] [vpb] What can I do with an ive file?

2009-12-15 Thread Nick Schultz
Hi OSGers,

So I just got done creating the Pugent Sound example given from the vpb 
website.  The coloring didn't turn out right, but the elevation map worked. 
(only the bottom left hand corner is colored with the texture).  

Now I am left with the .ive file that has a great looking 3D terrain.  What i 
would like to do is to apply my own textures on the 3D terrain on the fly. The 
texturing would look similar to this:

envision.bioe.orst.edu/StudyAreas/Bainbridge/bainbridgeContextMap.jpg  

I have access to the data represented by map, so I'm assuming I will just need 
to rasterize it to a texture and then apply it to the terrain.  

Can I quickly do this interactively(ie not waiting 3hr for it to process)?  I 
would need to use different textures on the fly as the data can change based on 
the user's input.  

Also, later requirements request for me to add more detail to the terrain ( 
such as forests, neighborhoods, cities, water, etc), they want the landscape to 
be "photo-realistic".  I would assume instead of "painting" on colors, I would 
instead "paint" forests, neighborhoods, rivers, etc..

FYI, I am a complete newbie to OSG(first post!) and hopefully I have not bitten 
off more than I can chew  :?.  Is what I'm trying to do feasible( well I'm sure 
it is, but is it realisticly doable?)

Thank you!

Cheers,
Nick

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