Re: [osg-users] .osg model converted to flt would not load in 3rd party software

2010-08-01 Thread Paul Martz
Hi Per, Macher -- When I was last in that code, the flt exporter supported 
v15.7, v15.8, and v16.1, controllable with the "version=" option, with v16.1 
being the default. All these versions support the use of Mesh Records.


The export options are fully documented. See the ExportOptions.cpp file, or run:
  osgconv --format flt
Or see the Support/KnowledgeBase page:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenFlight

Rather than add an option to not use Mesh Records, the right way to do this 
would be to add support for OpenFlight v15.6.


(If, indeed, Mesh Records are the problem.)
   -Paul



Per Fahlberg wrote:

Hi Macher,

The model loads fine for me in Remo 3D 2.0.1 and the only issue is that 
we by default flip the dds textures, to correct this there is a checkbox 
in the texture palette, under the Edit menu, that can be unchecked. By 
the way if you would like to convert your model to openflight and avoid 
the mesh problem you can import the osg model directly in Remo 3D and 
will then get a model only constructed of faces, that will most likely 
work better in the other tools as well. I don't think there is an option 
to get the openflight plugin in osg to only produce faces instead of 
meshes, please correct me if I am wrong.


Regards,
Per Fahlberg
Remograph


On 07/29/2010 11:54 AM, Mach Bhai wrote:

I have downloaded and installed it today. version 2.0.1


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Re: [osg-users] setUseVertexBufferObjects(true) has no effect

2010-07-26 Thread Paul Martz
Hi Fred -- If you want some basic shape support combined with use of buffer 
objects, you should consider osgworks.googlecode.com, which contains convenience 
functions to create some basic shapes using osg::Geometry objects (which 
supports use of buffer objects). If you need shape metadata (sphere radius, box 
extents, etc) you can store that information as UserData on the Geometry objects.

   -Paul


Fred Smith wrote:

Hi,

setUseVertexBufferObjects(true) has no effect for me with the code below:


Code:
osg::Geode* geode = new osg::Geode();
geode->addDrawable(new osg::ShapeDrawable(new 
osg::Cylinder(osg::Vec3(4.4f,0.0f,0.0f),1.0f,1.4f)));
geode->getDrawable(0)->setUseVertexBufferObjects(true);




When I run this code with an OpenGL API tracer, I can see display lists are 
still being used (glNewList to build the display list, then glCallList to use 
it).

This test is easy to reproduce with the osgShaders sample, in GL2Scene.cpp, 
CreateModel() can be changed to reflect the above code.

I guess I must be doing something wrong to make use of VBOs.

Any idea?

Cheers,
Fred

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[osg-users] VS 2010 and OSG v2.8.3?

2010-07-20 Thread Paul Martz
Hi all -- Has anyone successfully built OSG v2.8.3 with VS 2010? Back when we 
did 2.8.3 release testing, I vaguely recall some people reporting (successful) 
build results using VS 2010, but just wanted to make sure this actually works.


Thanks.
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Re: [osg-users] What is setRenderBinDetails ................

2010-07-20 Thread Paul Martz

Nitin Rangari wrote:

Hi All,
 
   i have very simple  question i want to know What is 
setRenderBinDetails

   when its use..


I recommend you search the archives for "render bin" or "setRenderBinDetails".

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Re: [osg-users] Transform Feedback

2010-06-29 Thread Paul Martz

Ethan Kerzner wrote:

Hi,

I guess my first question was too vague. Sorry about that. I am still trying to 
use transform feedback on an entire scene inside osg.

I have created a CustomDrawable class with a drawImplementation that can 
perform transform feedback on anything drawn inside it. I am now trying to draw 
the entire scene inside my drawImplementation using a node visitor to traverse 
the graph and locate and draw all of the drawables with transform feedback 
enabled.

I do not understand the parameters of "void draw(osg::RenderInfo &renderInfo) const" function. 


Can you please explain what information RenderInfo contains? Is the RenderInfo 
different for each drawable or global for the scene? Is it possible to 
determine the RenderInfo of a drawable?


I think you're making this more complex than it needs to be.

If you had a plain OpenGL program, you'd bind a transform feedback buffer before 
drawing, do the drawing, then process the buffer's contents after drawing. In 
OSG, the way to do pre- and post-draw operations is via Camera callbacks. You 
should be able to attach a pre-draw callback that binds a transform feedback 
buffer (and creates it if it doesn't already exist, of course), and a post-draw 
callback that unbinds the buffer and processes the contents. Any children of the 
camera will then "draw" into the transform feedback buffer.


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Re: [osg-users] cross axes

2010-06-22 Thread Paul Martz

Gianni Ambrosio wrote:

Looking around I found a topic that could help but I will ask some help about 
that later.

Now, can anybody explain me please why I don't see the axes object in the 
bottom left corner of the viewer using the following code? I can see the cessna 
plane only in the viewer.

 ...

osg::Camera* createHUD()
{
   osg::Camera* camera = new osg::Camera;
   camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
   camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
   camera->setViewMatrix(osg::Matrix::identity());
   camera->setClearMask(GL_DEPTH_BUFFER_BIT);
   camera->setRenderOrder(osg::Camera::POST_RENDER);
   camera->setAllowEventFocus(false);
   osg::Node* axes = osgDB::readNodeFile("axes.osg");
   camera->addChild(axes);
   return camera;
}


The axes.osg model has a bounding volume that extends from approximately (0, 0, 
0) to (1, 1, 1). With the transformation you've specified, the model will 
subtend less that one pixel of screen space.


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Re: [osg-users] [build] osg-2.8.3 and ffmpeg-0.6

2010-06-18 Thread Paul Martz

Taurnil Oronar wrote:

/usr/include/libavutil/common.h:154: error: 'UINT64_C' was not declared in this 
scope
make[2]: *** 
[src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegImageStream.o] Error 1
make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all] Error 2
make: *** [all] Error 2





After searching the only thing I could really find ffmpeg related was a post 
about changing ;

${FFMPEG_STDINT_INCLUDE_DIR} 

to 


(FFMPEG_STDINT_INCLUDE_DIR)

in the OSG FindFFmpeg.cmake which had no effect. Any pointers?


There were no changes to the ffmpeg plugin source for 2.8.3, so I'd think you'd 
get the same build results as with 2.8.2, presuming you're using the same 
version of the dependency as you use for 2.8.2. Is this the case? Is it broke 
the same way for 2.8.2?


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Re: [osg-users] How to know if a pre render pass has finished rendering

2010-06-18 Thread Paul Martz

Prakhar Jain wrote:
I wish to do a Render  to Texture in which I have set the render target for the camera to be an osg image. 


Is there a way by which I can know if the prerender pass has finished or not ?.


Attach a post-draw callback to the Camera. See the Camera header file.

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Re: [osg-users] Using point sprites for particles - blending

2010-06-15 Thread Paul Martz

Jean-Sébastien Guay wrote:
what I want. And I can't disable depth test or anything like that 
because my particles are supposed to interact with other objects, for 
example be contained in a shovel.


Another idea: draw your point sprites after all the opaque geometry, with depth 
write disabled and depth test enabled. Then they will interact in z correctly 
with other objects in your scene. This will result in some visual artifacts due 
to incorrect ordering of the point sprites, of course, but perhaps your users 
will tolerate that.


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Re: [osg-users] Using point sprites for particles - blending

2010-06-15 Thread Paul Martz

Jean-Sébastien Guay wrote:
Does anyone have any tips about how to handle this case? Seems to me 
like it would be a pretty common thing to do.


I've been toying around with integrating point sprites into a depth peeling 
algorithm. This presents some pretty interesting issues, as points don't 
rasterize like polygons -- no easy way to interpolate data over the surface of 
the point sprite. This makes sampling the depth map rather complex. I'm about 
ready to switch over to billboarded triangle pairs for this task. Assuming I do 
that, depth peeling should solve the sorting issue.


There was an interesting blog on opengl.org headline news recently: "Fast and 
Accurate Single-Pass A-Buffer using OpenGL 4.0+" (you might need to scroll down 
a bit to find it). I  don't know how well-suited it is for point sprites.


The same sorting issue is present with fields of billboard grass. Try a search 
for grass rendering algorithms. They all seem to have their own back-to-front 
sorting solution. Might be good to mine them for ideas.


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Re: [osg-users] how to animate a scene

2010-06-14 Thread Paul Martz

Gianni Ambrosio wrote:

Dear All,
I have an object (osg::Node) in the scene and I would like to move it 
changing its position. I set the osg::Node as child of an 
osg::PositionAttitudeTransform to change its posiotion in time.


Now the problem. I have a set of coordinates that represent the object 
position every 1/100 of a second. What should I implement to refresh the 
object position correctly? I mean, the synchronization is my basic problem.


You can use AnimationPath and AnimationPathCallback for this task.

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Re: [osg-users] finding adjacent vertices

2010-06-13 Thread Paul Martz

Thomas Klemmer wrote:

I have the vertexArray of a geometry and need to finde the curvatures of the 
mesh on each vertex. Thus I'm in need of all adjacent vertices of a vertex I'm 
trying to compute the curvature!


The osgUtil::Simplifier has similar requirements so you might look at its code 
and see how it performs the same task.


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Re: [osg-users] Small test program gets segmentation fault when doing own viewer loop in Qt environment

2010-06-09 Thread Paul Martz
LightModel::apply dereferences a pointer when it calls glLightModelfv to set the 
ambient scene color. Check under a debugger to see if that's a NULL pointer. If 
so, the way to resolve this would be to look at how it gets initialized in the 
rest of OSG, then duplicate that in your viewer.


My guess is that LightModel is part of default OSG state, and you're not setting 
it up the same way as OSG's viewers. But this is just a guess. You'd need to dig 
in the code.

   -Paul


Zachary Hilbun wrote:

Hi,

I'm writing a small test program (source below) that is doing its own viewer loop. 
 This program runs fine if I run it using viewerWindow->show.  If I run it with 
my own viewer loop it crashes the fist time it calls frame with a Segmentation 
fault in osg::LightModel::apply (see stack trace below).

OSG v 2.8.1 
Qt 4 (Eclipse integration version 1.6.1) environment 
Linux using Eclipse in debug mode 

I got ViewerQT from the Qt integration example AdapterWidget.cpp. 

I got the viewer loop code from the Quick Start Guide.  I noticed some examples had viewerWindow->realize in them so I tried it with and without that.  It didn't make any difference.  


Any ideas of what the problem is?


ViewerQT*viewerWindow = new ViewerQT;

viewerWindow->setCameraManipulator (new osgGA::TrackballManipulator);
viewerWindow->setSceneData 
(osgDB::readNodeFile("/home/zacharyh/OpenSceneGraph-Data-2.8.0/cow.osg"));


// display the scene graph /


#define loop

#ifndef loop

viewerWindow->show ();

#else

viewerWindow->getCamera ()->setProjectionMatrixAsPerspective (40., 1., 1., 60. 
* 36.);
// Create a matrix to specify a distance from the viewpoint.
osg::Matrix trans;
trans.makeTranslate (0., 0., 0.);

double angle (0.);  // Rotation angle (in radians)

viewerWindow->realize ();// crashes with and without this

while ( ! viewerWindow->done ())
{ // do view loop
// Create the rotation matrix.
osg::Matrix rot;
rot.makeRotate (angle, osg::Vec3 (0., 0., 1.));
//  angle += 0.01;
// Set the view matrix (the concatenation of the rotation and
//   translation matrices).
viewerWindow->getCamera ()->setViewMatrix (rot * trans);
// Draw the next frame.
viewerWindow->frame ();
} // do view loop

#endif
a.connect (&a, SIGNAL (lastWindowClosed ()), &a, SLOT (quit ()));

return a.exec ();




gdb Debugger (6/9/10 10:15 AM) (Suspended)  
Thread [1] (Suspended: Signal 'SIGSEGV' received. Description: 
Segmentation fault.) 
18 osg::LightModel::apply(osg::State&) const()  0x0027778a  
17 osg::State::applyAttribute()  0x002d33b0 
16 osg::State::applyAttributeList()  0x002d3613 
15 osg::State::apply()  0x002ce9b1  
14 osgUtil::RenderLeaf::render()  0x016f6b1e
13 osgUtil::RenderBin::drawImplementation()  0x016f0d13 
12 osgUtil::RenderStage::drawImplementation()  0x016f93c4   
11 osgUtil::RenderBin::draw()  0x016f09a0   
10 osgUtil::RenderStage::drawInner()  0x016f9776
9 osgUtil::RenderStage::draw()  0x016fd51d  
8 osgUtil::SceneView::draw()  0x017065af
7 osgViewer::Renderer::cull_draw()  0x00480cb0  
6 osgViewer::Renderer::operator()()  0x0047e208 
5 osg::GraphicsContext::runOperations()  0x0024b928 
4 osgViewer::ViewerBase::renderingTraversals()  0x004bfb42  
3 osgViewer::ViewerBase::frame()  0x004bd8dd
2 shotTrail() 
/home/zacharyh/workspace/osgViewerQt/ShotTrail.cpp:86 0x0805454d  
1 main() /home/zacharyh/workspace/osgViewerQt/main.cpp:40 
0x0805edf5


Thank you!

Cheers,
Zachary

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Re: [osg-users] Books on OpenSceneGraph

2010-05-26 Thread Paul Martz

Sanat Talmaki wrote:

So I was wanting to know if there are some books out there that someone like me 
who is not very proficient with Computer Graphics (OpenGL in this case) can 
look at to understand the basic concepts.


You'll definitely need to get a firm grasp of 3D graphics and OpenGL before you 
can use OSG wisely. The OSG Quick Start Guide has a "recommended reading" list 
near the front, which should be a good start.


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Re: [osg-users] How to delete osg graphs properly?

2010-05-18 Thread Paul Martz

Ku Krapox wrote:

@ Paul : I've read your QSG, and found lots of useful information, thanks 
again! In particular I've learnt by heart the part on memory management. :P
But the problem is, I'm doing everything right... All my objects are now in 
ref_ptr and I still have memory leaks.


So, you're clearing a ref_ptr, and stepping through it in the debugger, and 
you're watching the reference count go to zero, but delete isn't being called? 
Please post a reproducer code that shows this behavior.



I had an idea : might inheritance interfere with the osg::Referenced system? I 
mean, if I create my own class derived from PAT, then put it in a ref_ptr, will 
it be handled correctly?


Any class derived from Referenced will work with OSG's memory management system.


'cause I've found out the following behaviour :


class CustomPAT : public osg::PositionAttitudeTransform {...}

int main()
{
PositionAttitudeTransform* myPAT1 = new PositionAttitudeTransform();
delete myPAT1; // Compilation error -> normal

CustomPAT* myPAT2 = new CustomPAT();
delete myPAT2; // Compilation OK !!! -> shouldn't be
}


Looks like you failed to declare your destructor protected.

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Re: [osg-users] How to delete osg graphs properly?

2010-05-17 Thread Paul Martz

Ku Krapox wrote:

Hi all,

It's me again, with another practical problem : how to delete properly my osg 
objects when they contain lots of stuff?
Basically I have a PAT with lots of groups and nodes inside it. At some point I 
need to delete it, then reinstanciate it right away. But I found out that doing 
this produces one big memory leak...

My object is in an osg::ref_ptr, so I tried to .release() it first, it didn't 
quite change anything... I also tried to mess with the destructor, deleting 
manually some of the groups and nodes, with no more success...
I have to mention that I use several NodeCallbacks inside my PAT, which may be 
active when I delete it. I don't know how to deal with them, or if I have to...

So my question is : what is the proper method to delete an osg scene or part of 
scene (in order to avoid memory leaks)? Do I have to access and delete every 
leaf of my graph?

Thanks for any advice! :) 


I'd advise you to read the OSG Quick Start Guide.
http://stores.lulu.com/store.php?fGroupID=2076

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Re: [osg-users] A challenge with diamond-shaped graphs...

2010-05-14 Thread Paul Martz

Frank Sullivan wrote:

But I want to make the wheels look as though they are turning as well. I 
accomplish this with a simple texture matrix. I simply find the node that 
represents each wheel, and I add a texture matrix to each of them that will 
slide the s/t coordinates of the wheels' textures so as to give the illusion 
that the wheels are turning.

This seems to work well also. Well enough for my purposes, anyway.

The problem is when I have two cars in the scene, and the graph looks like it 
does above, I can't turn the wheels on one car without turning them on the 
other as well.

Is the best solution to this to do a deep copy of the car's sub-graph rather 
than reusing the same sub-graph with two different matrix transforms?


If the texture matrix is in the shared part of the subgraph, then the same 
texture matrix will be used for both instances -- that is sort of the definition 
of sharing. You have correctly observed that making a hard copy will eliminate 
both the sharing and the issue you've encountered.


Another solution would be to use shaders to render the wheels. Each matrix 
transform would specify a uniform to transform the texture that's applied to the 
wheel texture coordinates.


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Re: [osg-users] OBJ export of Shapes, any progress or workarounds?

2010-05-10 Thread Paul Martz

Dženan Zukić wrote:

Can anyone provide pointers?


You could try posting to osgWorks google group, or look at osgBullet (which uses 
osgWorks)...


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Re: [osg-users] [osgPlugins] Exporting OpenFlight from OSG and DDS textures

2010-05-07 Thread Paul Martz

Luca Colombari wrote:

Hi Paul,
Features like:
- osgVolume::Volume
- osgVolume::Image Layer
-
are not recognized. 


Right, currently not recognized or used by the FLT plugin.


So one way could be to try mapping osgVolume object to FLT records by knowing 
the OpenFlight format and how write their information into the .flt file.


Right. You would need to figure out how to support these OSG features when 
creating the FLT file, using OpenFlight's (relatively speaking) limited features.


By the way: I've never seen a FLT file used to store volumetric data. But, if I 
recall correctly, FLT does support 3D textures.



If my intention is to generate a VOLUME of dicom images seen as overlapping 
dicom images I'm wondering  if it is possible to obtain with OpenSceneGraph an 
osg file that uses only osg features (for example osg::Group instead of 
osgVolume::Volume and so on).


That's an interesting approach. You wouldn't need to modify the FLT plugin if 
you could do that.


I'm sure the osgVolume nodekit has many useful features, but honestly I don't 
think it's required to create an OSG scene graph to render volumetric data. In 
fact, I remember seeing an OSG app running at SIGGRAPH 2004 that was displaying 
volumetric data. This was long before the osgVolume nodekit existed. So, 
certainly this is possible.


I'm not sure exactly what your scene graph needs to display. But the general 
approach for rendering volumetric data is to use a 3D texture with several 
screen-oriented triangle pairs. You'd orient those to the screen with a shader. 
This can all be done with core OSG and no need for the custom node types present 
in the osgVolume nodekit. It should export to FLT.


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Re: [osg-users] Does OSG have a vertex-reducer?

2010-05-07 Thread Paul Martz

Alberto Luaces wrote:

"Sasha Koruga" writes:


Hey,
I was wondering if OSG has the built-in functionality to reduce the vertex 
count of a mesh to a programmer-specified amount. For example, if I have a 
125,000 vertex model of an airplane, can I call some function like 
reduce(airplane, 10), that will reduce the vertex count of that mesh to 
10 while doing its best to maintain the mesh's general shape?


Hi Sasha,

take a look at the osgsimplifier example.


In addition to the osgUtil::Simplifier in OSG, you might want to look at a 
couple external projects.


osgWorks (osgworks.googlecode.com) has two additional vertex reduction 
techniques. One ("Decimator") is based on the Simplifier and attempts to 
compensate for the Simplifier's inability to remove vertices that fall on an 
edge. The other ("Reducer") employs a different algorithm entirely. It produces 
good results and is very fast, but currently has limitations regarding which 
primitive types it works with. osgWorks comes with a script that lets you run 
these reduction techniques on various models and compare the results 
side-by-side visually.


osgBullet (osgbullet.googlecode.com) also has a vertex reduction algorithm 
called "VertexAgg". It aggregates nearby vertices together, then uses Bullet to 
create a convex hull around the vertices. The result is very approximate, and 
doesn't contain normals or tex coords, but it's good enough for creating physics 
collision shapes for complex objects (which is what it was intended for).


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Re: [osg-users] Limitation of NodeMask

2010-05-06 Thread Paul Martz

Andrew Cunningham wrote:

Hi,
May I am not seeing something here, but using the NodeMask seems to be not able 
to handle 'multiple' states.

For example, I am using a mask ,0x01 to control the 'visibility' of the nodes. 
This works great.

I have another mask to control 'pickable' state of the node, say 0x02 when used with IntersectionVisitor. 


Obviously a node that is not visible is not pickable. That is (pickable && 
!visible) should be culled during a IntersectionVisitor traversal

Therein lies the problem that I see. A simple "bitwise AND" is performed 
between the traversal mask and the node mask and  the result compared to 0.

There is no mask that can be passed to IntersectionVisitor that will cull (pickable 
&& !visible). As long as the pickable bit is on, the node will always be 
traversed.


Maybe I'm stating the obvious but, you appear to be overriding the visible bit 
to mean both visible and pickable. But you already have a pickable bit. So 
there's no reason to override the visible bit for pickability. Use the visible 
bit for visibility, and the pickable bit for pickability, and it should work 
fine. Or am I missing something?


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Re: [osg-users] Collision Detection

2010-05-06 Thread Paul Martz

John Galt wrote:

Hi Paul,

I only plan on detecting intersections between a PATNode and other Nodes. 

I do not intend to write code for a "reaction to a collision", I want the intersection to happen and only want to know which objects are intersecting. 


Do you suggest I still use osgbullet for that?


If you're just doing intersection testing, then you should look at using 
osgUtil's facilities for that. You could transform your pyramid using the local 
to world matrix and use the result to configure a polytope intersector.


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Re: [osg-users] Collision Detection

2010-05-06 Thread Paul Martz

John Galt wrote:

Hi,

I am trying to implement a code that detects collision between a PAT Node with 
the geometry of a pyramid and multiple other fixed Nodes that are loaded with 
ac3d models.

How do you determine which node (if any) falls within the geometry of the PAT Node of the pyramid? 


I would use a library designed for collision detection (and rigid body dynamics) 
such as Bullet. I maintain a toolkit for Bullet and OSG apps: 
osgbullet.googlecode.com.


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Re: [osg-users] [osgPlugins] Exporting OpenFlight from OSG and DDS textures

2010-05-06 Thread Paul Martz

Luca Colombari wrote:
Attachments: 
http://forum.openscenegraph.org//files/osg_output1_127.osg


The FLT plugin doesn't have a dependency on the osgVolume nodekit. You'll have 
to figure out how to map osgVolume objects to FLT records. Good luck with that.


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Re: [osg-users] [osgPlugins] Exporting OpenFlight from OSG and DDS textures

2010-05-05 Thread Paul Martz

Luca Colombari wrote:

So I supposed that the FLT_WRITER code of flt_plugin could be rewritten by me 
to allow a correct conversion from OSG or IVE to FLT format.


OSG supports many more features than FLT. The FLT importer doesn't exercise all 
OSG features. Similarly, the exporter doesn't (can't) support converting all OSG 
features to FLT.


The FLT exporter was designed primarily to support exporting the same subset of 
OSG features used by the FLT importer. Thus you should be able to load a FLT 
file into OSG, then export it back to FLT, and get something close to the 
original FLT file. It was not a goal of the exporter (nor is it possible) to 
support exporting arbitrary OSG scene graphs.


Please post here with a list of the OSG features in your scene graph that are 
not being exported to FLT, and what OpenFlight record types you plan to use to 
support these features in the exporter.


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Re: [osg-users] [osgPlugins] Exporting OpenFlight from OSG and DDS textures

2010-05-04 Thread Paul Martz

Luca Colombari wrote:
Hi, 
 Thanks for the answer...

Ok, Currently I don't know very much the logic about OpenSceneGraph and I'm 
studing it by going into the code. So now my problem is to understand how can I 
generate an OpenFlight file by handling also all the related images. I need to 
convert DICOM files into OpenFlight model to use another tool that manages .FLT 
files.
With OpenFlight Plugin code it is possible to convert (command 'osgconv') 
directly DICOM files /or intermediate generated .osg file (with external 
automatic generated DDS texture file) into a new .FLT file where is loaded the 
volume (nodes): now if I use the command osgviewer to visualize .flt file I am 
not able to see nothing, only an empty volume, because no textures are 
supported.
I have downloaded an example of .flt file together with .rgb and rgb.attr files 
and in this case I am able to visualize it with osgviewer.
So by using RGB plugin I have generate .rgb files from images read from DICOM 
files but...how could I link the converted OpenFlight file with the external 
RGB textures? Sorry but I'm confused and I'm trying to understand how implement 
code with the use of OpenFlight plugin to generate an FLT file with handled 
textures and visualize a 3D image with osgviewer or other tools that support 
OpenFlight format.


Well, there's quite a few things that could be going wrong here. If you can view 
the DICOM file with DDS textures, then it sounds like your DDS plugin works. So 
I guess the question is: Why is it that when you view a FLT file, the DDS 
textures don't show up? First thing to check would be: Is it loading the DDS 
files? To find out, set OSG_NOTIFY_LEVEL=DEBUG and then run osgviewer on your 
FLT file. Look through the output to see if it is finding and loading your DDS 
files correctly.


If it is loading them correctly, then next thing is to compare your first OSG 
file with your second OSG file to see what's wrong. For example, in your first 
post, you said you used osgvolume to create an OSG file called output.osg. Then 
you convert it to FLT and can't view it. So the question is why? The way to find 
out: convert that FLT file back to OSG, call it "output2.osg". Then open both 
OSG files in a text editor and compare them side by side and look for 
differences to explain why the first file works and the second doesn't.


It could be the case that your first OSG file, output.osg, uses features of OSG 
that aren't supported in FLT. I don't have enough information to say for sure. 
You just need to investigate and debug.


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Re: [osg-users] [osgPlugins] Exporting OpenFlight from OSG and DDS textures

2010-05-04 Thread Paul Martz

Luca Colombari wrote:

Hi,

  I'm new with OpeneSceneGraph 2.9.6: i'm analysing plugin code to understand if there is 
the possibility to generate an "OpenFlight (.FLT) file together with textures" 
by starting directly from a list of DICOM files or by starting from the .OSG and .DDS 
files generated with the command:
< osgvolume  --images  *.dcm  -o  OutputFile.osg >.
At the moment the .flt file obtained by the command
< osgconv  Output.osg  Output.flt > contains only the volume and not textures 
model.
I need some suggestion to understand how generate also textures/image 
information to be able to visualize DICOM files from a generated OpenFlight 
format.
Thanks in advance


Are you saying that the .flt file doesn't store the textures, instead they exist 
as separate files? If so, that's correct: OpenFlight doesn't support storing 
texture image date within the .flt file.


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Re: [osg-users] dimension oh a model

2010-04-28 Thread Paul Martz

Alberto Luaces wrote:

how could I have missed this! Thank you for the tips :)


OSG is big. :-)

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Re: [osg-users] dimension oh a model

2010-04-28 Thread Paul Martz

Jean-Sébastien Guay wrote:

Hi Daniele, Alberto,


Assuming that no transformation nodes exist in the graph describing your
node, you can write a node visitor that joins all the bounding boxes of
every geode.

Else you'll need to modify every bounding box by its parent transforms
in order to join them.


Actually you don't need to write this, it's so common that it exists in 
OSG already: osg::ComputeBoundsVisitor. And it does the right thing with 
transforms.


osg::ComputeBoundsVisitor cbbv;
node->accept(cbbv);
osg::BoundingBox bb = cbbv.getBoundingBox();
osg::Vec3 size = bb._max - bb._min;

// Then size contains the size in X, Y and Z.


For purposes of analyzing models, it's often useful to have access to this 
information from the command line. The osgWorks project 
(osgworks.googlecode.com) contains the osgwbvv application to display bounding 
volume information, either as a sphere or (using ComputeBoundsVisitor) as a box.


  >osgwbvv cow.osg
  Sphere:
Center  0.776125 -0.43866 0
Radius  6.35558

  >osgwbvv --box cow.osg
  Box:
Center  0.776125 -0.43866 0
Radius  6.35558
Extents 10.4439 3.40282 6.39676

The bounding volume (sphere or box) is also displayed graphically as line 
geometry around the model.


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Re: [osg-users] depth test and Deferred Shading

2010-04-26 Thread Paul Martz

Cedric Pinson wrote:

I am doing a deferred shading and i have a problem to use the depth
buffer as i would like. Here the order of drawing:
consider using a scene A

1 Draw only in the zbuffer
2 setup a camera with mtr and draw normal and color into two render
target. Dont touch to the depth buffer
- for this step i enable the zbuffer in read only and i dont attach a
depth buffer to the camera, i want the z to be tested from the viewport
done on pass 1. It's like the zbuffer is lost between 1 and 2


You said you DON'T attach the depth buffer to the camera in step 2? I believe 
you need to attach it for the z test. Leave the depth test enabled with the same 
depth function, but set the depth write mask to false. Then it will test against 
the depth buffer.


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Re: [osg-users] Two Pass Rendering?

2010-04-26 Thread Paul Martz

Bruce Wheaton wrote:
What's the preferred way to do this? I need to separate a shader into an 
H and V pass. I suppose I could double the scene in the graph, but since 
the first pass needs to be to a texture that wouldn't do it, would it.


So I suppose I need another camera with an FBO using the same scene - 
render to that with my H shader, then use that plus all the new FBO as 
the source for the final pass? That seems odd to me, since a lot of the 
objects might be partially obscured in the first  pass. Do I need to use 
an interim texture/camera for each object?


Is there an example doing this? I understand it's a favorite way to do 
glows.


Most articles on glow describe rendering the scene using MRT to create a 
rendered scene image and a separate glow map. Then blur the glow map first in x 
then in y. Finally, composite the two textures together to create the final image.


The tool that (unmodified) OSG offers for this is the Camera. You would use one 
camera to create the rendered scene texture and the glow texture. Then use a 
second camera to blur the glow texture in x. Use a third camera to blur it in y. 
Finally, use a fourth camera to combine the rendered scene texture with the 
blurred glow map.


All these Cameras adds a lot of overhead on the CPU side, but the only way to 
reduce that would be to derive custom RenderStage classes, something most OSG 
developers choose not to do. osgPPU offers an alternative and might be worth 
considering.


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Re: [osg-users] Instanced Rendering Example in OSG

2010-04-23 Thread Paul Martz

Nicholas Vidovich wrote:

Hi Paul --

I didn't mean to imply that the technique wasn't viable --
due to my errors and lack of experience I was unable
to correctly implement instanced rendering by passing
the data in a floating point texture.


OK. Yeah, it's definitely possible. Sounds like you just need to debug it. I'd 
suggest starting with just a couple instances, and once you have that working to 
your satisfaction, then move up to larger numbers. Trying to debug position 
issues with 100k instances is well-nigh impossible; start with a smaller test 
case and debug that first.



Do you have an example you would be willing to post?


I have an example, but it's proprietary.

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Re: [osg-users] Instanced Rendering Example in OSG

2010-04-23 Thread Paul Martz

Nicholas Vidovich wrote:

Thanks, Christian --

I have tried modifying the osgdrawinstanced example as well.

Do you have an example that sets the positions of the instances?

I tried passing positions in as a uniform sampler2D texture,
but that didn't work out.


I have done instanced rendering where position and orientation are passed as 
elements of a floating point texture. This works fine.


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Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-22 Thread Paul Martz

Hi Art -- I'm a little confused. Maybe we're not communicating clearly.

Art Tevs wrote:

As for osgPPU it is not only the getOrCreateGLBufferObject() which don't work, 
but also much more things. I tried yesterday to bring combine current trunk 
version of osgPPU with osg 2.8 and that didn't really worked out without 
introducing additional bugs.


OK. I understand you choose not to try to make your svn trunk head compatible 
with older versions of OSG, and instead you are drawing a compatibility line 
going forward. That's fine, and I understand this.



So, I decided to submit several patches to the 0.4 release but do not include 
new features, only patches. This will be a 0.4.1 version, which will be 
compatible with up-to osg 2.8.3.


This part I do not understand. I just downloaded the osgPPU 0.4 tar.gz, and it 
builds fine with OSG 2.8.3. Please tell me what you think you need to change in 
osgPPU 0.4 to make it compatible with OSG 2.8.3.


Thanks.

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[osg-users] OT: Fast software rendering

2010-04-22 Thread Paul Martz

Interesting.

http://www.wired.com/gadgetlab/2010/04/unlimited-detail-3-d-graphics/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+wired%2Findex+%28Wired%3A+Index+3+%28Top+Stories+2%29%29&utm_content=Google+Feedfetcher

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Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-21 Thread Paul Martz

Art Tevs wrote:
However if some time ago there was a split into another branch it might became painful to have an external NodeKit compatible with all official osg branches that exists. I mean 2.8.3 is based on 2.8, so between 2.8 and 2.9 there was an API change, this is ok. However both versions 2.8.3 and 2.9.x were maintained in parallel. So for NodeKit developers this would mean we have to take care also on osg branches in our trunks, which might became painful. Therefor I just asked, which kind of solutions there might exists. 


I, for one, would not expect any version of osgPPU to be compatible with OSG 
2.8.3 other than the same version of osgPPU that was compatible with 2.8.2. I 
think users should be able to use the same version of osgPPU and simply upgrade 
OSG from 2.8.2 to 2.8.3 to get the new plugins in 2.8.3. (But they will probably 
need to rebuild osgPPU because 2.8.3 is not binary compatible with 2.8.2.)


But, ok, never mind, I will try to come up now with a solution to have the best of both worlds, new features and compatible API to the official stable release. 


If you want to maintain compatibility with 2.8.x on osgPPU svn trunk, then that 
is certainly possible, and a worthy goal, but (in my opinion) it is entirely 
optional and not required for you to do so, because you already have a tagged 
osgPPU release that is compatible with OSG 2.8.x.


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Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-21 Thread Paul Martz

Allen Saucier wrote:

http://forum.openscenegraph.org//files/screenshot2_903.png


The statement in this image implies that svn trunk of osgPPU is compatible with 
the latest stable release of OSG. This is not correct.


It looks like the osgPPU 0.4 tag should be compatible with OSG 2.8.x. Maybe Art 
can comment on version compatibility?


(A compatibility matrix might be useful, sort of like what I have done with 
osgBullet:

http://code.google.com/p/osgbullet/wiki/CompatibilityMatrix
)

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Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-21 Thread Paul Martz

Art Tevs wrote:
Ok, then it explains why it does not compile. Yes, svn trunk of osgPPU tracks the svn trunk of OSG. 


Hmm, I wonder how to handle different osg branches in future. I mean if again 
something like this happens, then I had either to create additional branch in 
osgPPU repository to track with the according osg branch (which I didn't really 
like) or to detect the version and write preprocessor or cmake workarounds for 
that (which is also not a good solution).


I'm not sure what new problem OSG 2.8.3 has created for osgPPU that didn't 
already exist with the OSG 2.8.2 release. Can you explain the problem?


The same version of osgPPU that works with 2.8.2 should also work with 2.8.3. 
osgPPU trunk is broke with OSG 2.8.3, but it was also broke with OSG 2.8.2.


Suppose the 2.8.3 release never happened, and Allen was trying to build svn 
trunk of osgPPU with the OSG 2.8.2 release. That would also not work, right? 
What would you tell him to do in that case? The same answer should apply to 2.8.3.



For this release I will go for a preprocessor solution, I think.


My external projects osgWorks and osgBullet are compatible with OSG 2.6.1 and 
later. osgWorks contains version-specific code in only two places (to handle the 
OSG API changes in Registry and Traits that occurred in OSG 2.6.0 and 2.8.0 
respectively). And osgBullet contains no version-specific code at all; all 
osgBullet code is 100% compatible with OSG 2.6.1 and later.


So, my use of the C preprocessor for OSG compatibility is very infrequent and is 
not a problem in itself. However, testing on different versions can be a burden 
to external project managers, and that's a decision you have to make.


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Re: [osg-users] About osg::OcclusionQueryNode

2010-04-21 Thread Paul Martz

Jean-Sébastien Guay wrote:
The osgocclusionquery example has a visitor that will only insert OQNs 
when the vertex count of children exceeds a threshold (5000 by default) 
but I wanted the control to place it where I want, because if I have a 
graph with 2 children, one with 5010 vertices and one with 4000, then 
with the visitor I would get an OQN above the first child but not the 
second, whereas I want an OQN above both (above their parent).


Yes, that visitor is pretty crude. I have not found an easy way to place OQNs 
programmatically in an arbitrary scene graph and get optimal performance 
results. The best approach, as you are doing, is to have a priori knowledge of 
the model, and educated modelers that know the most effective locations for 
placing OQNs. (The problem is identical to placing OccluderNode, OSG's other 
occlusion mechanism.)


Good solution, using a configuration file. Do I assume correctly that you have a 
configuration file per model?


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Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-21 Thread Paul Martz

Allen Saucier wrote:

[al...@nlosdemobox:]$ make
Scanning dependencies of target osgPPU
[  2%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Unit.o
In file included from /home/allen/projects/osgPPU/src/osgPPU/Unit.cpp:17:
/home/allen/projects/osgPPU/include/osgPPU/Unit.h: In member function ‘void 
osgPPU::Unit::popFrameBufferObject(osg::State&)’:
/home/allen/projects/osgPPU/include/osgPPU/Unit.h:311: error: ‘class 
osg::FBOExtensions’ has no member named ‘glBindFramebuffer’


Names of the member functions in the FBOExtensions class changed on trunk after 
the 2.8.2 release. OSG 2.8.3 was released off the 2.8 branch and is 99.9% API 
compatible with OSG 2.8.2. The FBOExtensions name changes are not in 2.8.3. It 
looks to me like trunk of osgPPU is tracking trunk of OSG (which I would expect).


Art and I discussed osgPPU and the 2.8.3 release previously. If you check the 
archives, I believe you'll find a post from me stating that the same version of 
osgPPU that worked with 2.8.2 should also work with 2.8.3.


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Re: [osg-users] About osg::OcclusionQueryNode

2010-04-21 Thread Paul Martz

Hi J-S -- Thanks for taking the new OcclusionQueryNode for a test drive.

Jean-Sébastien Guay wrote:
First of all, running the osgocclusionquery example, I get erratic 
results (though this is the one from the svn trunk, not 2.8.3, but my 
understanding is that the version in 2.8.3 is basically up to date with 
the trunk). For example, if I turn the camera so I see the back of the 
box straight-on (perpendicular to the view vector) I get the same stats 
as if I view it from the front (i.e. seeing all the lines). If I just 
turn the camera slightly so the back is not exactly perpendicular, then 
the GPU time goes down considerably (as I'd have expected even when 
looking at the back). Is this normal?


Here's the problem: What to do when the eye is so close to the query geometry 
that the eye is actually inside the query geometry itself? It would be 
inefficient to actually do a query in this case, and makes more sense to just 
assume that the geometry is visible.


One of the recent changes (in 2.8.3 and svn trunk) fixes some previous problems 
by changing how to test for this condition. The current code checks to see if 
the near plane penetrates the bounding sphere of the query geometry. If so, the 
geometry is considered visible. Unfortunately, in the simple osgocclusionquery 
example, the autocomputation of near/far causes the near plane to be inside the 
query geometry bound almost all the time. When the query geometry is part of a 
larger scene and surrounded by a larger view volume, with the eye at some 
distance, the current algorithm performs correctly.


So I think the osgocclusionquery test case is contrived, but if you really need 
it to work, then one workaround would be to change the example to disable 
autocomputation of near/far. But to "fix" OcclusionQueryNode so that it handles 
this case "better", we'd need to do a full query in this situation, and I guess 
it's debatable as to whether this would actually be an improvement or not.


The second thing I wonder is that looking at the code, I don't see 
anything that lets the OcclusionQueryNode work if the required GL 
extensions are not present. I don't see any explicit test for the 
required extensions. Perhaps I just missed it, could you point it out to 
me if I did? Or is it up to the app to not use OcclusionQueryNodes if 
they're not supported on the hardware it's running on?


In particular, in RetrieveQueriesCallback, I see this line of code:

ext->glGetQueryObjectiv( tr->_id, GL_QUERY_RESULT, &(tr->_numPixels) );

glGetQueryObjectiv is defined as this:

void Drawable::Extensions::glGetQueryObjectiv(GLuint id, GLenum pname, 
GLint *params) const

{
  if (_gl_get_query_objectiv_arb)
_gl_get_query_objectiv_arb(id, pname, params);
  else
osg::notify(osg::WARN) << "Error: glGetQueryObjectiv not supported 
by OpenGL driver" << std::endl;

}

which means that if it's not supported, then the call will return, 
printing a warning, but not modifying tr->_numPixels. But the default 
constructor of TestResult sets this to 0. So since there's no test to 
see if glGetQueryObjectiv is supported or not before the call, that 
means that the geometry under the OQN will always be culled as if it had 
0 visible pixels if it's not supported? Surely that's not the intended 
result.


Perhaps the TestResult default constructor should set _numPixels to -1, 
and then if it stays -1 even after the call to glGetQueryObjectiv, the 
OQN should be disabled? Or just explicitly test if glGetQueryObjectiv is 
supported...


I admit I didn't design this code to work on older hardware, nor have I tested 
it on hardware without this capability. Please feel free to make any necessary 
changes to that it at least behaves like a regular Group node when the feature 
isn't present.


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

2010-04-17 Thread Paul Martz

Nick Schultz wrote:

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"

why is this happening in the first place?


Are you sure you're installing 2.8.3? The so version is 65 for 2.8.3. 66 is the 
so version number for 2.9.8. Did you try to do an svn switch that went awry? I 
suggest you start from a clean source tree and delete your CMake cache.


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

2010-04-16 Thread Paul Martz

Tony Vasile wrote:
When I try to install OSG 2.8.3 on a linux box I get the following 
message when it attempts the install part of the process:


- Install configuration: ""
-- Up-to-date: 
/project/uws/Development/avasile/lib/pkgconfig/openscenegraph.pc

-- Up-to-date: /project/uws/Development/avasile/lib/pkgconfig/openthreads.pc
-- Up-to-date: /project/uws/Development/avasile/lib/libOpenThreads.so.2.4.0
-- Installing: /project/uws/Development/avasile/lib/libOpenThreads.so.11
CMake Error at src/OpenThreads/pthreads/cmake_install.cmake:41 (FILE):
  file INSTALL cannot duplicate symlink
  "/home/tony/src/OpenSceneGraph-2.8.3/lib/libOpenThreads.so.11" at
  "/project/uws/Development/avasile/lib/libOpenThreads.so.11".
Call Stack (most recent call first):
  src/OpenThreads/cmake_install.cmake:41 (INCLUDE)
  src/cmake_install.cmake:37 (INCLUDE)
  cmake_install.cmake:41 (INCLUDE)

Any ideas?


I'd suggest you try to do the exact same kind of build and install with 2.8.2 or 
svn trunk and see if the issue is specific to 2.8.3 or not.


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Re: [osg-users] Absolute position of an object

2010-04-14 Thread Paul Martz

daniele argiolas wrote:

Hi,
I create a simple scene with osg where I load an osg model.
Then I try to position it with PositionAttitudeTransform and setPosition but it 
remains always in the same position (center of the scene).
How can I position objects in absolute way?


The viewer always looks directly at your model. So unless you've loaded 
something else so show your model's relative position, such as axes.osg, then it 
will appear to be in the same place.


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Re: [osg-users] Fwd: Re: Color array optimization

2010-04-12 Thread Paul Martz

Vincent Bourdier wrote:

Just one last question ...
Why does BIND_PER_PRIMITIVE is wrong ? what about BIND_PER_PRIMITIVESET ?


It all depends on what performs well in OpenGL. Look at the implementations of 
these and examine what OpenGL commands they issue.


There's no way to implement BIND_PER_PRIMITIVE in OpenGL without using 
glBegin/glEnd, which is widely recognized as OpenGL's oldest and least efficient 
mechanism for specifying geometric data. BIND_PER_PRIMITIVESET should perform 
well because there's a drawing command per PrimitiveSet.


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Re: [osg-users] HUD camera and depth

2010-04-09 Thread Paul Martz

Don Leich wrote:

Hi all,

I needed to change an HUD camera so that it would write into the depth
buffer.  To get it to work I had to do something that I don't understand.
I thought that a depth range of (0.,0.) and function of ALWAYS should cause
all subsequent rendering to write at the minimum depth value.  Doing so
would render lines OK but all filled polys and text went missing.  I found
that I had to open up the range a bit in order to see these too.


Hi Don -- I've found that a more direct way to write to the min z value is to 
use a vertex shader that outputs gl_Position with z = -1 and w = 1.


Regardless, there's no reason why your technique shouldn't work in plain OpenGL:
  http://www.opengl.org/sdk/docs/man/xhtml/glDepthRange.xml
Not sure why this isn't working in OSG. First thing to do would be set a 
breakpoint in your Drawable's draw() to see whether or not drawing commands are 
being sent to OpenGL. If your breakpoint doesn't get hit, then you've narrowed 
it down to an OSG issue. If the OpenGL drawing commands are getting issued, then 
something about the OpenGL state machine is being misconfigured.


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Re: [osg-users] OSGExplore

2010-04-08 Thread Paul Martz

Biron, Patrick D. (LARC-E402)[ANALYTICAL MECHANICS ASSOCIATES INC] wrote:

Hello,

 

I haven’t heard any input from anyone interested in checking out 
OSGExplore. I realized that I have not provided an executable of the 
application, so I added a windows executable (and the necessary DLL’s 
for the application to run) to the OSGExplore sourceforge site (rather 
than leaving the user to compile the application). I recommend opening a 
small file, at first (such as fountain.osg) to see how the application 
operates (playing with osg::Material, specifically, with that example – 
focusing on color properties, will help with understanding the application).


 


I also included an example document to help show how OSGExplore works.

 


Thank you,
Patrick

 


*From:* Biron, Patrick D. (LARC-E402)[ANALYTICAL MECHANICS ASSOCIATES INC]
*Sent:* Tuesday, February 02, 2010 10:35 AM
*To:* osg-users@lists.openscenegraph.org
*Subject:* RE: OSGExplore

 


Also, the application is hosted on sourceforge.

 

*From:* osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] *On Behalf Of 
*Biron, Patrick D. (LARC-E402)[ANALYTICAL MECHANICS ASSOCIATES INC]

*Sent:* Tuesday, February 02, 2010 10:32 AM
*To:* osg-users@lists.openscenegraph.org
*Subject:* [osg-users] OSGExplore

 


Hello All,

 

I’m a graduate student looking for, for any who are interested, input on 
an application I’ve developed - if it’s useful, things that it does 
poorly, decently…and, importantly: inputs on the concepts behind the 
application, etc. (warning – I am a tad rusty on C++ and I am new to QT, 
among other things…so, though the application mostly works, the 
development behind it might not be as efficient/proper as it should be). 
The application is called OSGExplore (based/borrowed on OSGEdit…and 
borrowing from basic examples from OSG and QT). Essentially, OSGExplore 
uses data visualization techniques to help users find osg types (such as 
osg::Material) on a visualization screen, rather than with a tree view 
(though one is provided) so that it can be found and edited quickly.


 

I’ve developed the application using visual studio, QT 4.5.2, Boost 
1.40.0 (cmake 2), osg 2.8.0, and qt property browser 2.5.1.


 


Environment variables:

$BOOST_DIR (location of boost – example “C:\Boost\boost-1.40.0.cmake2”)

$QTDIR (location of QT – example “C:\QT\4.5.2”)

$QTPropertyBrowser (Location of the qt property browser – example 
“C:\QT\qtpropertybrowser-2.5_1-opensource”)


$OSG_ROOT (location of OSG – example “C:\Program Files\OpenSceneGraph”)

 

As for how the application is used, here is an example on how I hope it 
would help/work.


 

Using the fountain.osg example, there are four osg::Materials…finding 
each material might take some work using a tree view, given that there 
are multiple copies of each osg::Material being used. But, using the 
filter of osg::Explore, the user can choose osg::Material as the filter 
class type, then choose _specularFront as the filter property. The four 
osg::Material nodes will now be colored with the color used for 
“specular front.” From there, we can “attract” osg::Materials to each 
other on the visualization screen (by clicking the attract check box), 
and change their shape to “Big”, so that they’re easier to spot on our 
visualization screen. From there, we could click on each node until we 
find our proper osg::Material (or just look at the colors of each 
material “node”), and then (from the property view on the left hand side 
of the application) change the material properties.


 

Warning – if you have a large number of nodes of a certain type, 
choosing to turn on “class links” may slow down the application 
drastically (this is also the case for parent/child links in general).


 


Here are some application commands:

 


“R”: randomly places the visualization nodes

“-“: Zooms out

“+”: Zooms in

Mouse Wheel: Zoom out/in

Clicking nodes drags them

“Esc”: Lose focus of the current node

“Space”: Pause node movement

 


Some other options to play with:

 

Node attraction and repulsion strength (the forces between each node 
globally and the forces between filtered nodes to global nodes).


Just to let you know you are not being ignored. :-)

I have kept this post from you in my inbox with the intent of trying it. I 
haven't had time due to other obligations. Hopefully I'll get to it in the near 
future.


It sounds like an interesting tool. Keep up the good work.

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Re: [osg-users] 2.8.3 released!

2010-04-07 Thread Paul Martz

Robert Osfield wrote:

I've update the SpreadingTheNews wiki page with your entries for
opengl.org and khronos.org having been done, there are lots more to
do.  Community now is your time to dive in an post the news to your
favourite sites, just add (done) to each site you pass the news on to:

   
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/SpreadingTheNews


Sheesh, forgot about that.

Yes, I'll echo Robert's plea for community help in pushing this out, and thanks 
to everyone in advance.


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Re: [osg-users] Add a color node in the scenegraph?

2010-04-07 Thread Paul Martz

Vincent Bourdier wrote:

Hello,

You should try just adding a material on each PAT.
If I'm right, material will overpass the color of the geode... If anyone 
can confirm :-[


That will work if lighting is on. If lighting is off, set a BlendColor at each 
PAT and then configure blending on the Drawable to reference the blend color.



Le 07/04/2010 11:33, Benjamin GODIN a écrit :

Hello,

I have a scene with one object but represented many times.
My graph is something like that :
[Image: http://img576.imageshack.us/img576/1522/osg.png ]

I want to give different colors to the different objects. The method 
I've found is setColor on a ShapeDrawable but that means I need to 
create many instances of this object.


Is there any way I can add the color in the scene graph (as a node)?

Thanks. :)[/img]



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Re: [osg-users] 2.8.3 released!

2010-04-06 Thread Paul Martz

Robert Osfield wrote:

Hi Paul,

Congratulations on this release - the most advanced and stable OSG
release yet :-)

I understand how much effort goes into corralling everyone, reviewing
and merging fixes, doing testing - kudos.


It's a lot of work. I've been tracking my hours on this and it's like two full 
40 hour weeks of effort. I should be thanking you, though, as I know you put in 
10 times this much. So, thanks, and keep up the good work.



On Mon, Apr 5, 2010 at 8:39 PM, Paul Martz  wrote:


I don't have write access to the downloads page, so I've made a source ZIP
available here, until it can be moved to the OSG server:
 http://www.skew-matrix.com/osg283/OpenSceneGraph-2.8.3.zip
Robert, if you could move that, I'd appreciate it.


I've now done this, and update the downloads page.  I've checked the
various links and they all seem to be OK.

   http://www.openscenegraph.org/projects/osg/wiki/Downloads


Excellent, thanks. Looks great! I'll push the press release out to opengl.org 
and khronos.org ASAP. I think the webmaster is in the U.K. so I want to get it 
there before he signs off for the night.


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Re: [osg-users] 2.8.3 press release

2010-04-06 Thread Paul Martz

Robert Osfield wrote:

Hi Paul,

Sorry for the slow reply, it's holiday in the Osfield household right now :-)


I hope you and your family are having a good time.


On Mon, Apr 5, 2010 at 6:51 PM, Paul Martz  wrote:

Thanks for the suggestions and changes. The Wiki version is now up:
 http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.3


Thanks for putting this up, I've now added a link to this from the News page:

   http://www.openscenegraph.org/projects/osg/wiki/News


Excellent, thanks for updating that. I just changed the wiki front page to have 
a news bullet point for 2.8.3. I also just sent an email to Jose Luis asking if 
I could get write permission to the Downloads page so that I can add my source zip.



I've done a quick review of the the OSG2.8.3 wiki page and it looks OK
to me, and nice to see another company announcing the release - a
healthy sign for the community ;-)


Thanks for your help with this release!

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[osg-users] 2.8.3 released!

2010-04-05 Thread Paul Martz
Hi all -- The OSG v2.8.3 final release has just been tagged. Congratulations and 
many thanks to everyone in the community who pitched in and helped me get this 
out the door. The community effort really caught a lot of issues that I would 
never have caught on my own, so again, thanks!


It's hard to believe it's been 6 months since 2.8.2. The 2.8.3 release takes new 
functionality, long available on trunk and in developer releases, and makes 
those features available in a stable release for developers to use in production 
releases of their OSG-based apps.


I don't have write access to the downloads page, so I've made a source ZIP 
available here, until it can be moved to the OSG server:

  http://www.skew-matrix.com/osg283/OpenSceneGraph-2.8.3.zip
Robert, if you could move that, I'd appreciate it.

Does anyone want to volunteer to build binaries? Preferably, someone who has 
done it in the past, so that the packages remain consistent from release to release.


After the downloads page is in shape, I'll push the press release out to 
opengl.org and khronos.org.


Use this URL to svn checkout the 2.8.3 final release tag:
  http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.3

The release status page serves as the release notes:
  http://www.openscenegraph.org/projects/osg/wiki/Support/283release

And the press release is still located here:
  http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.3

The only issue I'm aware of with 2.8.3 at this point is a problem I discovered 
with the 3DS exporter handling certain MatrixTransforms, possibly an issue with 
how the matrix decomposition handles corner-case matrices. The behavior is the 
same on svn trunk and not a show stopper in my opinion. I've exchanged offline 
emails with Sukender and supplied him with a reproducer .osg model.


Again, thanks to all for the assistance with v2.8.3.
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Re: [osg-users] 2.8.3 press release

2010-04-05 Thread Paul Martz

Jean-Sébastien Guay wrote:

Hi Paul,

You changed the sentence I pointed out to:

"numerous commercial and open source academic application software 
projects"


I would have rather said:

"numerous commercial, open source and academic application software 
projects"


Easily fixed, thanks.

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Re: [osg-users] 2.8.3 press release

2010-04-05 Thread Paul Martz

Thanks for the suggestions and changes. The Wiki version is now up:
  http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.3

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Re: [osg-users] 2.8.3 rc3 tagged -- hopefully the last rc

2010-04-03 Thread Paul Martz

Michael Rohn wrote:

Hi,

thanks for the changes in the PNGPlugin. It builds and works fine for me.

But I have a new problem: If I select the option 'BuildQtExamples' in cmake 
then I get an error. Two examples, namely 'osgviewerQtWidget' and 
'osgQtBrowser' are missing.

I think there are two solutions:

1. Add the examples or
2. Remove them from the CMake-Files

Maybe the second version is better one.


Agreed. Good catch. I've removed the references to these examples from the 
examples/CMakeLists.txt on the 2.8 branch. This will go into the final release 
(or the next release candidate... )


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Re: [osg-users] 2.8.3 rc3 tagged -- hopefully the last rc

2010-04-02 Thread Paul Martz
Hi again -- I just realized we can't do this release over a holiday weekend. I 
would like to release at the end of Monday, though, so please help out by doing 
a bit of testing if your schedule allows. In particular, exercise the PNG plugin 
(which was the only code change in the most recent rc).


Almost a final release! Thanks everyone!
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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-04-01 Thread Paul Martz

Bruce Wheaton wrote:
The Xcode project seems better - executables can now create the correct 
sort of windows. Thanks Stephan!


Good to hear. I think we're really close to a release now with the new rc3, 
which has the updated XCode file.



I also got to learn something more about OSG, so that was nice.

BTW, Paul - thanks for the OSGQSG - very nice, good introduction.


You're welcome. It needs updating, starting to be irrelevant in spots...
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[osg-users] 2.8.3 rc3 tagged -- hopefully the last rc

2010-04-01 Thread Paul Martz

Hi all -- I've just tagged 2.8.3 rc3. You can download it from here:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.3-rc3

More info on the 2.8.3 release is here:
  http://www.openscenegraph.org/projects/osg/wiki/Support/283release

Changes in rc3 include:
 * Fixes for mingw builds.
 * Fix for static linking of 3DS, OBJ, and FBX plugins.
 * Fix XCode problems with the osgviewer and osgmovie executables.
 * Add the OSG_CPP_EXCEPTIONS_AVAILABLE CMake option.
 * Update PNG plugin for compatibility with multiple versions of libPNG.
 * CMake build enhancements for the COLLADA plugin.

Really the only code change was the update of the PNG plugin, and the other 
changes are all build-related. As a result, I'm optimistic I can rename the rc3 
as the final release on 3 April, late Saturday. I appreciate any testing you can 
do between now and then.


Thanks to everyone who contributed suggestions, changes, fixes, and all the 
testing! I think we're getting really close to the final release now.


I'm changing my name to Paul "Merge Monkey" Martz. :-)
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Re: [osg-users] 2.8.3 release imminent

2010-04-01 Thread Paul Martz

Rafa Gaitan wrote:

Hi Paul,

I'm not sure if we arrive on time, but maybe it will be interesting to
add lastest mods of CMake for Collada plugin.

What do you think?


Hi Rafa -- As the release was held back due to other changes anyway, and the 
COLLADA build changes were non-invasive and didn't change any actual code, I 
have added these CMake changes.


I've tested on Windows w/ VS9. With this change, setting up and building the 
COLLADA plugin on 2.8.3 is just as easy as on trunk.


This is in 2.8.3 rc3 (just tagged). Thanks for the input.
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Re: [osg-users] libPNG API changes

2010-04-01 Thread Paul Martz

Bruce Wheaton wrote:
LibPNG changed their API in January. I have a current Arch Linux install 
which uses the newer version, but we can presume it will crop up more. 
The only two current issues are addressed by:


/OpenSceneGraph/src/osgPlugins/png/ReaderWriterPNG.cpp 
176d175

< #if PNG_LIBPNG_VER < 10004
178,180d176
< #else
< if (fin.gcount() == 8 && png_sig_cmp(header, 0, 8) == 0)
< #endif
231,232d226
< {
< #if PNG_LIBPNG_VER < 10004
234,237d227
< #else
<png_set_expand_gray_1_2_4_to_8(png);
< #endif
< }

As per the libPNG recommendations, to replace png_check_sig 
and png_set_gray_1_2_4_to_8()


http://www.libpng.org/pub/png/src/libpng-1.2.x-to-1.4.x-summary.txt

If this isn't the best/place to report this, someone please let me know.


Hi Bruce -- This appears to be fixed on trunk with r11121. It's a non-invasive 
change, except for I also need to add r10763 (essentially just a change to CMake 
except for the PNG plugin code changes). But I have now merged r10763 and r11121 
onto the 2.8 branch, so now we should have support for many versions of libPNG 
(I'm using an older version) and also adds the OSG_CPP_EXCEPTIONS_AVAILABLE 
CMake option.


I'll tag a release candidate shortly.
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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Paul Martz

Bruce Wheaton wrote:
I certainly defer to Stephan on this... but I presume the fix he found 
is similar, or addresses the core problem. If time becomes a factor 
Stephan, or you need testing of a changed version, let me know.


Stephan sent me a new XCode project file and I have checked it in to the 2.8 
branch but I have not yet made another release candidate. I want to consider 
updating the PNG plugin before I tag another rc. (If the changes to PNG are 
non-intrusive, and I'm suspecting they are, it might be a good idea to update it.)


In the meantime, if you could test the XCode project files on the head revision 
of the 2.8 branch, I'd appreciate it.

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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Paul Martz

Bruce Wheaton wrote:
OK, it seems that when I set: -DUSE_DARWIN_COCOA_IMPLEMENTATION for the 
osgViewer framework, then recompile, the problem goes away.


I'm not 100% if this is the right place, but it seems appropriate - the 
targets seem to be broken down by carbon and cocoa here in the viewer 
more than anywhere.


I also tried -DUSE_DARWIN_CARBON_IMPLEMENTATION in the carbon target 
configurations with apparent success.


Hopefully that's it - a fairly minor change. I don't see a reason why it 
wouldn't always be set, since without the flag the correct window 
implementation doesn't get compiled.


If Stephan doesn't get back before you need it, I can modify a clean 
Xcode project and send it back? Where would that be too?


Bruce


This is excellent news! Thanks!

Stephan's follow-up email indicates we still lack consensus. If you folks decide 
on a change, you can zip up the project files and just email them directly to me 
to avoid sending megabytes through the mail server.

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Re: [osg-users] libPNG API changes

2010-03-31 Thread Paul Martz

Bruce Wheaton wrote:
LibPNG changed their API in January. I have a current Arch Linux install 
which uses the newer version, but we can presume it will crop up more. 
The only two current issues are addressed by:


/OpenSceneGraph/src/osgPlugins/png/ReaderWriterPNG.cpp 
176d175

< #if PNG_LIBPNG_VER < 10004
178,180d176
< #else
< if (fin.gcount() == 8 && png_sig_cmp(header, 0, 8) == 0)
< #endif
231,232d226
< {
< #if PNG_LIBPNG_VER < 10004
234,237d227
< #else
<png_set_expand_gray_1_2_4_to_8(png);
< #endif
< }

As per the libPNG recommendations, to replace png_check_sig 
and png_set_gray_1_2_4_to_8()


http://www.libpng.org/pub/png/src/libpng-1.2.x-to-1.4.x-summary.txt

If this isn't the best/place to report this, someone please let me know.


Am I correct in assuming that this is a change request for the upcoming 2.8.3 
release? I believe someone else has mentioned this too.

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Re: [osg-users] How to set an ID to a node?

2010-03-31 Thread Paul Martz

Benjamin GODIN wrote:

In Fact, I have different objects in my scene and each geode has his own 
PositionAttitudeTransform as his parent.

At t+1 time, each PositionAttitudeMatrix gets a new translation vector. To do 
this, I'm using the NodeVisitor.
I have a table containing each translation vector for each geode for each 
timestamp. But in the NodeVisitor, I don't know which geode refers to which 
line in my table. So I needed a reference between the two.  :)


You could just store the address of the PAT in the table, then you could just 
iterate over the table and avoid the overhead of a NodeVisitor.

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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Paul Martz
FYI, I'm sort of waiting to hear what's up with this issue, will it require a 
change or not.


The change I just put in for static linking on the 2.8 branch really is so 
insignificant that it hardly merits a new release candidate. But if there's a 
change for XCode too, then I'd like to cook another release candidate and let 
people taste the cooking before the final release.


On the other hand, I don't want to hold this up forever. So any progress you 
folks can make on the XCode issue will be greatly appreciated. At the time I 
write this, the XCode issue is the only item holding up the release.

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Re: [osg-users] duplicate symbols in 3DS and OBJ plugins

2010-03-31 Thread Paul Martz

Robert Osfield wrote:

If the code is C++ then I would be inclined towards using unique
namespaces for the different plugins.  Some already do this.  If the
the code is C or pulled into from an external project like lib3ds then
use of namespaces is problematic so making sure names are unique would
be appropriate.


Hi Robert -- I added namespaces to the FBX and 3DS plugins, but left the OBJ 
plugin alone. This has resolved the issue for the 2.8.3 release.


This is on the 2.8 branch as revision 11303. If the merge back to trunk turns 
difficult, let me know, and I'll do the change there and post full changed files 
to osg-submissions as usual. (Now that I've already committed the change, I'm 
thinking we should also use the same convention in OBJ, for consistency, so you 
might want to consider that for trunk.)

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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Paul Martz

Bruce Wheaton wrote:
On the Mac Xcode project, the Cocoa viewer works, but on the osgviewer 
and osgmovie targets, they don't run.


I've tried the Carbon 32-bit and Cocoa 32-bit versions.

I linked to Carbon, Cocoa, OpenGl and Quicktime Frameworks.
osgViewer, OpenThreads, osg, osgDB, osgText, osgUtil, osgGA Frameworks 
are copied into the bundle's Frameworks folder

All plugins are copied into the bundle's Plugins folder

But when the apps try to make a window, they fail with:

View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface 
available, cannot create windows.


As I recall, this used to be enough. Did the introduction of the Cocoa 
viewer change something? Is there an environment variable that needs to 
be set? Since I intend to make a Mac bundle, I'd rather not have any 
user installation steps.


Thanks for the issue report. I'm not encountering any such issues when I build 
with CMake / makefiles / gcc on OS X 10.5, and I have offline emails indicating 
this same build configuration works for 10.6. It seems to be XCode-only. Stephan 
Huber contributed the XCode project files, perhaps you two can work together to 
resolve the issue?


It'd be nice to have this resolved prior to release, so anything you guys can 
come up with would be greatly appreciated.

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Re: [osg-users] duplicate symbols in 3DS and OBJ plugins

2010-03-31 Thread Paul Martz

Robert Osfield wrote:

Hi Paul,

On Wed, Mar 31, 2010 at 3:57 PM, Paul Martz  wrote:

Does anyone have any other thoughts or ideas on this? Seems like we need a
policy that we can use in OSG going forward, so that this same issue doesn't
keep creeping back into the code (only to be discovered the day before the
scheduled release :-( ...)


If the code is C++ then I would be inclined towards using unique
namespaces for the different plugins.  Some already do this.  If the
the code is C or pulled into from an external project like lib3ds then
use of namespaces is problematic so making sure names are unique would
be appropriate.


Thanks for the feedback. I am able to reproduce this issue on Windows, and there 
is also a symbol collision, as suspected, with the FBX plugin. I'll work on the 
namespace solution and see how far I get. Whee!

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Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Paul Martz

Robert Osfield wrote:

I'm easily swayed either way.  Paul has already put everything behind
a 2.8.3 release is almost ready to push the button, I believe it
should be his final call as to whether he feels bumping the version
2.10.0 is OK.   What ever Paul decides I'll run with and do what I can
to assist.


Thanks, I'm inclined to stick with 2.8.3 at this point.

OSG 2.8.0/1/2 apps should require only a recompile/relink to build with 2.8.3, 
except if they use osgAnimation (which is technically not what I'd call "core 
OSG"). Art, your osgPPU tagged for 2.8 should compile and link with 2.8.3 just 
fine, so no need for you to do a new tag. Let me know if that's not the case.


The bottom line is that I think the "2.8.3" moniker is appropriate.
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Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Paul Martz

Art Tevs wrote:

Hi Paul,

just a question, maybe I missed it: why we actully started now with the 
numbering 2.8.x Why not to call new release 2.10? I mean, I am waiting for 
major release in order to tag also new version of osgPPU. However due to the 
used patch numbers, I thought that these are just small updates.


Hi Art -- 2.8.x releases are developed and tagged off of the 2.8 branch.


So will we continue with 2.8.x numbering or is there a plan to go further with 
the old numbering, 2.10, 2.12, ...


That's up to you and the rest of the community. If someone wants to do another 
release on the 2.8 branch, that would be "2.8.4".


As for 2.10 and 2.12, they seem to be off the radar, although they were 
announced at the SIGGRAPH OSG BOF last August in the slides from Robert that I 
presented. I don't recall the reasoning for canceling 2.10 and 2.12, maybe 
Robert can comment on that. But my understanding is that he's intending "3.0" to 
be the next stable release off of trunk.

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Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Paul Martz

Jean-Sébastien Guay wrote:

Hi Rafa,


I'm not sure if we arrive on time, but maybe it will be interesting to
add lastest mods of CMake for Collada plugin.

What do you think?


I had already requested the recent changes to the Collada plugin and 
Paul said it would be too big a change to include in 2.8.3, given how 
much is already there, so perhaps in a possible 2.8.4 after that...


Thanks, J-S. Yes, this was discussed before. The Collada changes have a pretty 
invasive revision dependency chain, and those are just the revisions I know 
about, so it seemed too risky to attempt it. And, as it turns out, I now have my 
hands full with the static linking issue, so I'll be lucky if I can resolve that 
and get the release out the door.


I'm not the only person who can run "svn merge". :-) Anyone in the community is 
welcome to merge the collada changes onto their local copy of the 2.8 branch 
and, once you get something viable, post it to osg-submissions like any other 
change (clearly stating it's a change to the 2.8 branch). If it turns out to be 
totally trivial, we can reconsider adding it to 2.8.3, or it can go into a 2.8.4 
release.

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[osg-users] duplicate symbols in 3DS and OBJ plugins

2010-03-31 Thread Paul Martz
Hi all -- Stefan uncovered an issue when building 2.8.3 with static libraries. 
The OBJ and 3DS plugins have duplicate symbol names, notably 
PrimitiveIndexWriter::drawArrays, which causes a link error. The FBX plugin 
might also have this issue. See the thread "2.8.3-rc2 tagged" for full details. 
I wanted to open a new discussion thread for this issue, as it's almost 
certainly a problem on trunk and therefore applicable to anyone in the community 
building OSG as static libraries. Any fix I put in to 2.8.3 will probably need 
to be merged back to trunk.


One way to resolve this would be to wrap the symbols in a plugin-specific 
namespace. Alternatively, we could hit it with a hammer and just change the 
symbol names so that they are unique across all plugins.


Does anyone have any other thoughts or ideas on this? Seems like we need a 
policy that we can use in OSG going forward, so that this same issue doesn't 
keep creeping back into the code (only to be discovered the day before the 
scheduled release :-( ...)

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Re: [osg-users] How to set an ID to a node?

2010-03-31 Thread Paul Martz

Benjamin GODIN wrote:

Hello,

I was wondering if there was a way to set an ID to a node.
Then, I could use that ID in my NodeVisitor to refer to an external table which 
contains the values to use.
Is it possible ?

In fact, the only thing I have seen in the doc is the possibility to give the 
node a name (a String).


What functionality do you need beyond a string? You can attach anything that 
derives from Referenced as UserData on anything that derives from Object, 
including Node. The osgWorks project defines a RefID class, which is essentially 
a reference counted string, for just such a purpose. (See osgworks.googlecode.com.)

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Re: [osg-users] 2.8.3-rc2 tagged

2010-03-30 Thread Paul Martz

Thanks, Stefan. Good catch.

I'm pretty sure this will be a problem on svn trunk too, if anyone were 
to try a static link there on a Linux/Darwin box.


What I _think_ is happening is this: By default, Linux/Darwin exports 
symbols from libraries. In a non-static build, shared object symbols are 
contained, so that's not going to be a problem either. But for static 
builds on Linux/Darwin, two plugins that have symbols with the same name 
will cause a conflict at link time. Does this sound right?


If this is an accurate description of the problem, then I can think of 
three ways to resolve the issue:


1) If I remember right, there is a way on Linux/Darwin to tell the 
linker to hide symbols rather than export them. It's been a while since 
I've done *nix development; this might just apply to shared objects.


2) We could use namespaces in the plugin. You might try this,

3) The ugly, but direct method would be to change the class names so 
that they are unique within the plugin. But honestly I'd prefer to use a 
namespace.


I don't think you're seeing a problem with FBX at this time because the 
XCode project files don't include the FBX plugin. But this might be an 
issue on other platforms that try to do a static build, so we should 
probably address it in some way as well.


Stefan, would you like to take a crack at option 2 above, and use a 
namespace qualifier in the 3DS plugin to see if it resolves this issue? 
If so, please submit your change. I'm willing to hold up the release for 
this fix.


Paul Martz
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+1 303 859 9466



stefan nortd wrote:

Hi Paul,

I have a linker problem with the latest rc2 that I did not have with 2.8.2.



Code:

ld: duplicate symbol PrimitiveIndexWriter::drawArrays(unsigned int, int, int)in 
/Users/noema/Development/git/VirtualAwesome/libs/osg-osx/lib/libosgdb_obj.a(OBJWriterNodeVisitor.o)
 and 
/Users/noema/Development/git/VirtualAwesome/libs/osg-osx/lib/libosgdb_3ds.a(WriterNodeVisitor.o)
collect2: ld returned 1 exit status
Command /Developer/usr/bin/g++-4.2 failed with exit code 1



(xcode, snow leopard)

It looks to me that there a three occasions with an identical 
PrimitiveIndexWriter::drawArrays(...) function. It's in the obj, 3ds, and fbx 
plugin. I am using obj and 3ds together. I also link statically via the 
USE_OSGPLUGIN(...) call but I would assume the same error occurs when using the 
osg dynamically.

Any ideas?

Cheers,
stefan

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Re: [osg-users] 2.8.3 release imminent

2010-03-30 Thread Paul Martz

Michael Rohn wrote:

I tested it under Win7 with MinGW and had some problems during the build.


Thanks for the testing and the input!


TXPNode.cpp -> needs #include 


Thanks, that's r10965.


osgPlugins PNG -> problem with new libpng. Some functions in libpng are renamed


Sorry, but this amounts to a new feature request, and with the release 
just 1 day away we are well past considering new features, so I'll have 
to propose you include this in 2.8.4, or wait for the next stable 
release off trunk.



osgviewerSDL -> need to use the CMakeLists.txt from trunk


Thanks, this is r10963, except it looks like this revision contains 
changes to PNG along the lines of upgrading to a new version of libPNG, 
so I'll include all the CMakeLists.txt changes in the revision, but not 
the change to the PNG plugin source.


I'm merging in these changes now, they will be in the 2.8 branch head 
shortly.

   -Paul


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Re: [osg-users] 2.8.3 release imminent

2010-03-30 Thread Paul Martz

Robert Osfield wrote:

Hi Paul,

I've tested 2.8.3-rc2 out at my end and so far everything compiles and
works well under Kubuntu 9.04.  I don't have 3rd party apps to test
against so I've only tested against the core OSG apps.  Unfortunately
VPB requires the svn/trunk version of the OSG so I haven't been able
to test against this.


Thanks for the update. I'm digging in to one issue I've uncovered today, 
but it has to do with a custom node so I doubt it's a show stopper for 
the release. Other than that I think we're clear for a release.


   -Paul

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Re: [osg-users] Make text ignore polygonmode

2010-03-29 Thread Paul Martz

Martin Beckett wrote:

I have some text labels in my scene, but when I switch the polygon mode (eg 
with the 'w' key in osgviewer) the text is rendered broken (in line mode) and 
dissapears (in point mode). How do I force osg::PolygonMode::FILL, or force 
text to ignore it?

I tried: 


Code:

label->getOrCreateStateSet()->setMode(GL_POLYGON_MODE, osg::StateAttribute::ON); 


I think you'll want to OR in the PROTECTED flag, right?
   -Paul



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[osg-users] 2.8.3 release imminent

2010-03-28 Thread Paul Martz
Hi all -- Just a note to say that I'm planning to tag the 2.8.3 release 
late Wednesday 31 March.


I'm not seeing a lot of posts about 2.8.3 experiences, so if you've been 
using it, please post and let me know how it's working, good or bad. I 
am using it myself for many external projects, and have received offline 
emails about testing on various platforms. At this point I'm not aware 
of any show stoppers. If that continues to be the case, then I'll rename 
the rc2 tag as the final tag.


I'll try to put together a press release as time allows. If the authors 
of these modules could send me a summary of the changes that have gone 
into 2.8.3 (I took them from trunk-head), I'd appreciate it:

 * FBX plugin
 * ply plugin
 * ffmpeg plugin
 * 3ds plugin
 * osgAnimation
 * ImageIO plugin
 * QuickTime plugin
 * Inventor plugin

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Re: [osg-users] osg::Switch , UpdateCallback not being dissabled

2010-03-27 Thread Paul Martz

Ted Morris wrote:

OK, so I turn on one vehicle as in:

_vehiclesw->setSingleChildOn(1);

The scene just renders the single object and runs through the callback.
fine. But then it also is still running through object "0" callback (although it 
is not being rendered in the scene). Interestingly, the other children > 1 don't have 
their callbacks invoked under this circumstance.


The UpdateVisitor constructor shows that it uses the 
TRAVERSE_ALL_CHILDREN traversal mode by default, so it doesn't 
necessarily care which child is active. If a subgraph contains update 
callbacks, the UpdateVisitor will traverse.

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[osg-users] 2.8.3-rc2 tagged

2010-03-25 Thread Paul Martz

Hi all --

v2.8.3 release candidate 2 was just tagged, with the following additions 
over rc1:

 * Updated XCode project file (includes ply plugin).
 * r11286 fixes OpenThreads pthreads build on FreeBSD.
 * r11289 adds pixel format getter to GraphicsWindowCocoa.

You can check out rc2 from here:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.3-rc2

Full v2.8.3 release info is on the wiki:
http://www.openscenegraph.org/projects/osg/wiki/Support/283release

Please continue to test and let me know of any issues. Thanks!
   -Paul



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Re: [osg-users] 2.8.3-rc1 tagged

2010-03-24 Thread Paul Martz

Stephan Huber wrote:

FBX and PLY are not part of the xcode project file, because of the
external dependencies. If PLY has no external dependencies I can add to
the xcode-project-file.


FBX does have an external dependency, and I understand that dependency 
is available on OS X. PLY doesn't appear to have any external dependencies.


Whether you add these to the XCode project file is your call. I build on 
OS X with makefiles and gcc, so I'm already happy. :-)

   -Paul


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Re: [osg-users] 2.8.3-rc1 tagged

2010-03-23 Thread Paul Martz

Bruce Wheaton wrote:
Things are going pretty well, until I tried osgMovie - seems like a 
--framework OpenThreads flag is still in the Target. Oh, wait, it's in a 
few places - osgViewer too.


Am I right that it can be safely removed now? The target seems to be 
gone from the Xcode file.


Huh, not sure. I think this is up to you XCode folks, you will need to 
decide what you want in the XCode project files. If there are any 
changes that need to be folded in, let me know and I'll commit them.

   -Paul



osgViewerCocoa was working, I guess the other targets need some work?

Bruce



On Mar 23, 2010, at 1:27 PM, Paul Martz wrote:


Bruce Wheaton wrote:
Sorry, Paul, did the Mac OS X frameworks and Xcode stuff get updated 
properly? I saw you were looking for help (afraid I'm too new to the 
project to offer).


XCode project files were added and are in rc1 (thanks, Stephan). I 
have a Mac, but primarily use it as a *nix box (gcc and a shell 
prompt), so I really have no experience with XCode. I was able to load 
the project into XCode v3.1.4, but didn't do any further testing with 
it. So right now Stephan is really the only XCode tester.


If you have XCode experience and your schedule allows, please try out 
the XCode project files, and let us know how things work for you.


Did the ply and fbx plugins make it into the XCode project file, for 
example? That would be one thing to check...

  -Paul


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Re: [osg-users] 2.8.3-rc1 tagges

2010-03-23 Thread Paul Martz

Robert Osfield wrote:

Hi Paul,

I've done a check out of 2.8.3-rc1 and it everything (including
wrappers, examples and package targets) builds just fine under Kubuntu
9.04.  So thumbs up so far :-)

I've run out of daytime here so will have to come back to doing
runtime testing tomorrow morning.


Great news, thanks! Are you building any of ffmpeg, fbx, or the Inventor 
plugin, by any chance?

   -Paul

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Re: [osg-users] 2.8.3-rc1 tagged

2010-03-23 Thread Paul Martz

Bruce Wheaton wrote:
Sorry, Paul, did the Mac OS X frameworks and Xcode stuff get updated 
properly? I saw you were looking for help (afraid I'm too new to the 
project to offer).


XCode project files were added and are in rc1 (thanks, Stephan). I have 
a Mac, but primarily use it as a *nix box (gcc and a shell prompt), so I 
really have no experience with XCode. I was able to load the project 
into XCode v3.1.4, but didn't do any further testing with it. So right 
now Stephan is really the only XCode tester.


If you have XCode experience and your schedule allows, please try out 
the XCode project files, and let us know how things work for you.


Did the ply and fbx plugins make it into the XCode project file, for 
example? That would be one thing to check...

   -Paul


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[osg-users] 2.8.3-rc1 tagges

2010-03-23 Thread Paul Martz
Hi all -- Things are looking pretty stable so far, so I've gone ahead 
and tagged release candidate 1. You can check it out from here:


http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.3-rc1/

Please test as soon as your schedule allows and report any problems. See 
the wiki page for major features, and guide your testing accordingly:


http://www.openscenegraph.org/projects/osg/wiki/Support/283release

The only potential issue I'm aware of at this time is the ongoing 
discussion concerning FreeBSD 8 pthreads. If this requires a change, or 
if other issues are found requiring a change, I'll tag another release 
candidate.


Thanks for everyone who has helped so far. I'm overwhelmed by the 
responsiveness of people here, directing me to specific fixes and trunk 
changes in order to fix bugs and add new features to the 2.8 branch. 
Outstanding work, everyone!

   -Paul



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Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Paul Martz

Jim Brooks wrote:

Had compile errors on FreeBSD 8.
Fixed with these two lines:

src/OpenThreads/pthreads/CMakLists.txt

IF(HAVE_PTHREAD_SETAFFINITY_NP)

 IF(NOT CMAKE_SYSTEM_NAME MATCHES "FreeBSD")   #---fix---

ADD_DEFINITIONS(-DHAVE_PTHREAD_SETAFFINITY_NP)

 ENDIF(NOT CMAKE_SYSTEM_NAME MATCHES "FreeBSD")  #---fix---



Thanks; let's discuss this in osg-submissions where Robert has already 
replied.

   -Paul


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Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Paul Martz

Jean-Sébastien Guay wrote:

Hi Paul,


Building now, Windows 7 64 bit, VC9 sp1, 32 bit build. After building
I'll test what I can.


Builds fine. I've also set up a nightly build (called "Whitestar_vc9sp1 
(2.8 branch)").


Thanks. I'm also running daily CDash builds for Windows and Darwin/OSX, 
though we still have the reporting issue with Darwin that I've mentioned 
before. (The Darwin build fails to report any errors when the build 
fails, and always reports that the build took less than a minute even 
though it clearly takes about 40 minutes. Not sure what's going wrong here.)


As for testing, I've tested a few models in osgviewer, as well as the 
fbx plugin and the dae plugin. The fbx plugin seems to indeed have all 
the latest fixes, and the dae plugin is missing several fixes (as 
expected).


I have to apologize about the dae plugin. I was just too chicken to go 
through with the merge, after a couple attempts. :-(


Other than that, could you make a list of what 2.8.3 is supposed to fix 
over 2.8.2, and from that list maybe we can devise a list of tests to 
run to confirm that those things, at least, are really fixed?


The wiki page has a bullet point summary of major changes, plus also 
contains a nearly complete list of revisions merged from trunk:

  http://www.openscenegraph.org/projects/osg/wiki/Support/283release
Are you after more info than that? (Perhaps a more human-readable list 
of changes, instead of just revision numbers?)


Tomorrow I'll test 2.8.3 in our software which will make for a more 
complete test.


Thanks. I'm also testing with my external projects.
   -Paul



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Re: [osg-users] trouble in MSFBO

2010-03-23 Thread Paul Martz

Kai Xia wrote:

but the texture output seem not more smooth than before, and which is worse is 
that there is some obvise black segment on the edge of the objects in 3d scene, 
I dont know what is wrong about this? even I change the texture format to 
GL_RGB / GL_RGBA, the problems remained, could any one tell me how to implement 
MultiSample in FBO, thanks very much!


Hm. It works fine for me with a GL_RGBA texture, and the camera 
configured as follows:


rootCamera->attach( osg::Camera::COLOR_BUFFER0, tex, 0, 0, false, 
8, 8 );
rootCamera->setRenderTargetImplementation( 
osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::FRAME_BUFFER );

rootCamera->setImplicitBufferAttachmentMask(

osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT|osg::Camera::IMPLICIT_DEPTH_BUFFER_ATTACHMENT,
osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT );


   -Paul


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Re: [osg-users] 2.8.3 testing

2010-03-22 Thread Paul Martz
Thanks, Cedric. I found r10362 had this change, and it's now merged into 
the 2.8 branch. I definitely get different results, but haven't had a 
chance to compare to trunk, so if you could please take a look and let 
me know if it's now correct, I'd appreciate it.

   -Paul



Cedric Pinson wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 03/22/10 22:03, Cedric Pinson wrote:

On 03/22/10 20:15, Robert Osfield wrote:

Hi Cedric,
On Mon, Mar 22, 2010 at 7:08 PM, Cedric Pinson
 wrote:

I tried osgAnimation with this release, and there is difference
with the trunk behavior. The test is to use
osganimationhardware with bignathan.osg the one with the trunk
works as expected and the one in this release seems to blend
multiple animations.

It looks like the clone problem... because i instanciate
multiple

item

from the input. I will try to check it this evening

Didn't you provide updated .osg files for the changes in
osgAnimation? Could there be a coupling between other changes in
OpenSceneGraph-Data and which version of osgAnimation you have?
I presume 2.8.3 will need to have a new OpenSceneGraph-Data made
from it's own svn/trunk.
Robert. ___ osg-users
mailing list osg-users@lists.openscenegraph.org


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




I dont know yet the format should be the same if osgAnimation is

synced to trunk, so i am doing some diff to check where it could
have a problem

Cheers, Cedric


I think i get it comes from node.cpp:

diff Node.cpp ~/dev/osg-trunk-svn/src/osg/Node.cpp
77c77
< _updateCallback(node._updateCallback),
- ---

_updateCallback(copyop(node._updateCallback.get())),

80c80
< _cullCallback(node._cullCallback),
- ---

_cullCallback(copyop(node._cullCallback.get())),



copying Node.cpp into the release 2.8.3 works as expected

Cheers,
Cedric
- -- 


Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
-BEGIN PGP SIGNATURE-
Version: GnuPG v2.0.14 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAkun4HMACgkQs6ZHzVQN0Ij7fACeIapSBIod7TLbJMg4zLvyIpVQ
ppwAoIYKZD1H1bCecbdZ2TpBTNghxmw/
=o67H
-END PGP SIGNATURE-


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Re: [osg-users] 2.8.3 testing

2010-03-22 Thread Paul Martz

Chuck Seberino wrote:

Andy and Paul -

I submitted a fix for this (r10927) which reorders some of the ifdef checking 
so that it works properly under OSX.


Thanks, r10927 is now merged onto the 2.8 branch. Andy, let me know how 
that works for you. (I wasn't seeing this problem on 32bit OS X 10.5; I 
do a ccmake to generate makefiles and build with gcc on the command 
line, apparently a different configuration from you?)


And, sorry I wasn't able to get to this sooner. We had a temporary 
internet outage in the area. Back online now (obviously).

   -Paul


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Re: [osg-users] 2.8.3 testing

2010-03-22 Thread Paul Martz

I'll look at this shortly.

Andy, if you're really aggressive, you could merge it onto your local 
copy and let me know if it fixes things. Kind of "pre-test" it for me. 
But I'll get to it soon.

   -Paul



Chuck Seberino wrote:

Andy,

The fix is in trunk, but hasn't been merged into the 2.8 branch yet.

Chuck
On Mar 22, 2010, at 10:44 AM, Andy Skinner wrote:


Does that mean I need to wait for it to get onto 2.8?  Or that it is there?

thanks
andy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org] On Behalf Of Chuck Seberino
Sent: Monday, March 22, 2010 1:00 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2.8.3 testing

Andy and Paul -

I submitted a fix for this (r10927) which reorders some of the ifdef
checking so that it works properly under OSX.

Chuck

On Mar 22, 2010, at 9:47 AM, Andy Skinner wrote:


I just got OpenSceneGraph-2.8, and tried to build on OS X.

I'm getting an error in OpenThreads/Atomic, complaining that int32_t

does not name a type.

I'm following the unix instructions, doing configure and then make.

I had just build the trunk (at least the first part) and got past

this.

Have I got it set up incorrectly, or is there a problem on 2.8?

thanks
andy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Monday, March 22, 2010 12:31 PM
To: OpenSceneGraph Users
Subject: [osg-users] 2.8.3 testing

Hi all -- Here's an update on the 2.8.3 release, and a plea for
testing.

The 2.8.3 release is slightly behind my original schedule, but
nonetheless getting close to a release candidate.

ISSUES: There are two open issues at this point:

1. XCode project files need to be updated. (Stephan, will you have

any

time to contribute this in the near future, or do we need another
volunteer?)

2. Updates to the DAE plugin and osgManipulators nodekit. These are
late
feature requests.

I'm concerned about updating these two modules. The changes for both
these modules are not limited to the modules themselves, and require
changes to core OSG and elsewhere. Many changes on trunk often

depend

on
previous changes, and chasing all of them down with a high level of
confidence is difficult. It would certainly introduce issues if I
missed
any required changes.

Let me make this suggestion: Let's leave DAE and osgManipulators out

of

the 2.8.3 release. If someone really wants them, and can't wait for
v2.10 (or v3.0), then we could do a 2.8.4 release. The benefit of

this

approach is that it doesn't prevent 2.8.3 from getting out the door

in

a
timely fashion, should merging these changes produce instability

that

would otherwise delay the release.

Does this make sense?

TESTING: Please test the 2.8 branch if you have time. For

convenience,

here's the 2.8 branch URL:



http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenScene

Graph-2.8

I'd appreciate build/run testing for the following platforms and
features:

 Platforms:
   Mac 10.5/10.6 32/64bit
   Windows XP/Vista/7, 32/64bit
   *nix, 32/64bit
 Features (latest stuff from trunk):
   osgAnimation nodekit
   FBX plugin
   3ds plugin (esp writer capability)
   ImageIO plugin
   QuickTime plugin
   Inventor plugin
   ply plugin
   ffmpeg plugin

There were also minor bug fixes to the 3dc, ac, dds, and flt

plugins.

When you send a test report, please mention which plugins you are
building, as not all plugins build by default of course.

Once we get the XCode project files updated, I'll tag a release
candidate, and further candidates will follow as needed. I'm still
hoping for a 31 March release date. If we start testing now, this
should
give us plenty of time for testing and resolving issues.

Thanks!
 -Paul


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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-22 Thread Paul Martz

Tony Horrobin wrote:

Hi Paul,

It seems happy now.

gcc version 4.4.1 (Ubuntu 4.4.1-4ubuntu9)


Thanks. The fact that this was broken at all is a source of concern for 
me. I wonder how many other changes I've merged where the changes have 
simply vanished into thin air. :-(

   -Paul


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[osg-users] 2.8.3 testing

2010-03-22 Thread Paul Martz

Hi all -- Here's an update on the 2.8.3 release, and a plea for testing.

The 2.8.3 release is slightly behind my original schedule, but 
nonetheless getting close to a release candidate.


ISSUES: There are two open issues at this point:

1. XCode project files need to be updated. (Stephan, will you have any 
time to contribute this in the near future, or do we need another 
volunteer?)


2. Updates to the DAE plugin and osgManipulators nodekit. These are late 
feature requests.


I'm concerned about updating these two modules. The changes for both 
these modules are not limited to the modules themselves, and require 
changes to core OSG and elsewhere. Many changes on trunk often depend on 
previous changes, and chasing all of them down with a high level of 
confidence is difficult. It would certainly introduce issues if I missed 
any required changes.


Let me make this suggestion: Let's leave DAE and osgManipulators out of 
the 2.8.3 release. If someone really wants them, and can't wait for 
v2.10 (or v3.0), then we could do a 2.8.4 release. The benefit of this 
approach is that it doesn't prevent 2.8.3 from getting out the door in a 
timely fashion, should merging these changes produce instability that 
would otherwise delay the release.


Does this make sense?

TESTING: Please test the 2.8 branch if you have time. For convenience, 
here's the 2.8 branch URL:


http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8

I'd appreciate build/run testing for the following platforms and features:

  Platforms:
Mac 10.5/10.6 32/64bit
Windows XP/Vista/7, 32/64bit
*nix, 32/64bit
  Features (latest stuff from trunk):
osgAnimation nodekit
FBX plugin
3ds plugin (esp writer capability)
ImageIO plugin
QuickTime plugin
Inventor plugin
ply plugin
ffmpeg plugin

There were also minor bug fixes to the 3dc, ac, dds, and flt plugins.

When you send a test report, please mention which plugins you are 
building, as not all plugins build by default of course.


Once we get the XCode project files updated, I'll tag a release 
candidate, and further candidates will follow as needed. I'm still 
hoping for a 31 March release date. If we start testing now, this should 
give us plenty of time for testing and resolving issues.


Thanks!
  -Paul


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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-22 Thread Paul Martz

Andy Skinner wrote:

I'm building the trunk again now on OS X, to see if Robert has fixed the 
problem you mention.  If he has, maybe you could bring this change back in.


Yes, it does look like trunk has a fix, plus I was missing another 
change. I have put your fix back in the 2.8 branch, plus also merged in 
r9904 and r11273, and this is building for me without errors on OS X 
10.5 (and trunk is also building fine).


Please test the latest 2.8 branch to make sure this resolves your static 
initializer issue. Thanks.

   -Paul

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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-22 Thread Paul Martz

Tony Horrobin wrote:

Hi Paul,

To clarify, this behaviour was only on the 2.8 branch.
It turns out that r10149 on the trunk had the essentially same fix as I 
attached in my last post.


Thanks  for the additional details. I had already merged all ply changes 
(including r10149) onto the 2.8 branch, so I was confused as to why this 
would build on trunk but be broke on the branch.


Mysteriously, many of the changes I merged onto 2.8 for ply are missing, 
even though svn thinks they have been merged (and therefore does nothing 
if I attempt to merge the same changes again). Not sure how this 
happened. I have resolved the issue by manually copying the ply plugin 
source files from svn trunk to the 2.8 branch. If you don't mind, please 
try it again and report back.


Thanks for testing, otherwise this might not have been caught until 
after the release.

   -Paul


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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-21 Thread Paul Martz

Tony Horrobin wrote:

Hi Paul,

Here are a couple of fixes if it's not too late:

Revision 10601 on the trunk fixed 'Matrices' to 'Materials' in 
src/osgViewer/StatsHandler.cpp


Thanks -- I did not merge r10601; it was quite extensive. But I did 
modify StatsHandler.cpp to fix this type.



Under Ubuntu 9.10, gcc 4.4.1 the ply plugin fails to build because uint8_t is 
unknown.  The solution would be to include stdint.h, except that under windows 
with Visual Studio 2005 and 2008, stdint.h is missing and the ply plugin uses 
its own typedefs instead.

As a workaround, I've replaced uint8_t with unsigned char.


If I understand you correctly, the ply plugin doesn't build on this 
platform, both on the 2.8 branch as well as svn trunk? Has there been a 
submission to fix this? If not, could someone make a submission please? 
I don't have enough information to do this myself.

   -Paul


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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-21 Thread Paul Martz

Paul Martz wrote:
Hi Andy -- This is now in the 2.8 branch (r11207, and also yesterday's 
r11263). It would be great if you could do some testing and verify this 
resolves the issue. Thanks in advance.


Well, not so fast... It turns out that r11207 breaks the build on OS X 
10.5. I get the same build errors on trunk as I do on the 2.8 branch 
with this change. Errors below. I'll back this out in 2.8.

   -Paul


/Users/pmartz/Projects/OSG/trunk/src/osgViewer/GraphicsWindowCarbon.cpp: 
In member function Ôvirtual void 
osgViewer::CarbonWindowingSystemInterface::_init()Õ:
/Users/pmartz/Projects/OSG/trunk/src/osgViewer/DarwinUtils.h:123: error: 
Ôbool osgDarwin::DarwinWindowingSystemInterface::_initializedÕ is private
/Users/pmartz/Projects/OSG/trunk/src/osgViewer/GraphicsWindowCarbon.cpp:1069: 
error: within this context
/Users/pmartz/Projects/OSG/trunk/src/osgViewer/GraphicsWindowCarbon.cpp:1071: 
error: ÔinitÕ is not a member of ÔosgDarwin::DarwinWindowingSystemInterfaceÕ
make[2]: *** 
[src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowCarbon.cpp.o] Error 1

make[1]: *** [src/osgViewer/CMakeFiles/osgViewer.dir/all] Error 2
make: *** [all] Error 2

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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-21 Thread Paul Martz
Hi Andy -- This is now in the 2.8 branch (r11207, and also yesterday's 
r11263). It would be great if you could do some testing and verify this 
resolves the issue. Thanks in advance.


On a slightly different topic, I've also merged in the change from trunk 
that adds the version convenience macros to the Version header, so that 
your OSG v2.8.3-based application can now contain code like this:

#if OSG_VERSION_GREATER_THAN(2,8,3)
// version specific code here
#endif
This is a handy feature on trunk, and I'm glad I remembered to grab this 
for 2.8.3.

   -Paul



Paul Martz wrote:
Thanks for the updated info, Robert. I see your change as r11207. It's 
good to know that this issue is limited to just a small handful of 
OSX-related files.


I have already updates the 2.8 branch to the latest (except for r11207) 
GraphicsWindowCocoa and DarwinUtils; this was required for OS X 10.6 
support.


For now, I'll wait on this, and revisit the issue as 2.8.3 rc1 approaches.
   -Paul



Robert Osfield wrote:

HI Paul,

On Sun, Mar 14, 2010 at 10:36 PM, Paul Martz  
wrote:
Hi guys -- Given this work is still in progress, I agree with Robert 
and I

don't think it's right for the 2.8.3 release. Sorry.


I've done a little work on the static initialization side and it looks
like the particular one that was an issue for Andy was the way that
the automatic initialization of osgViewer's under OSX was making
windowing system calls, this isn't normally a problem but when working
on a headless machine you'd get error even if you didn't open a
window.

The solution for this particular issue was making moving the windowing
system initialization calls form the constructor to be lazily
initialized on demand.   To make this work I modified :

   src/osgViewer/DawinUtils.h
   src/osgViewer/DawinUtils.mm
   src/osgViewer/GraphicsWindowCocoa.mm
   src/osgViewer/GraphicsWindowCarbon.cpp

I checked these changes into svn/trunk over the weekend, so they will
still need testing by the community.  Andy reported success with the
first iteration of the changes I made, but made a few more changes
since then to clean them up so there is still a bit of risk associated
with these changes.  Once the community tests them out a bit further
we should be confident enough to run with them.

Save for the above changes for static it could be that none of the
other changes would be required for Andy as this is the only one that
his reported as a show stopper so far.

There is a but though... I've just checked the 2.8 branch at it
doesn't have any Cocoa support at all, so my changes wouldn't be able
to merge directly unless you just added Cocoa support to the OSG-2.8
branch.  For the OSX community faced with enforced Cocoa usage under
64bit build this would be no bad thing, but it's more work for
yourself to merge.  Without these we'll just have to keep the 2.8
series as 32bit under OSX, and ear mark the 3.x series for 64bit
support under OSX.   The sooner I can get 3.0 out the door the less of
an issue this will be, as it'll be an easy sell to the community -
just use 3.x if you want OSX 64bit support ;-)

Cheers,
Robert.
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[osg-users] OS X 10.6, is OSG building OK here?

2010-03-20 Thread Paul Martz
Hi all -- I've got an offline report that the 2.8 branch isn't building 
on OS X 10.6 with the 10.6 SDK, so I wanted to post here and ask how 
others are getting along with OS X 10.6, either on the 2.8 branch head, 
or on trunk head. If there are issues, let's weed them out.


Thanks for any info...
   -Paul


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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-20 Thread Paul Martz

Jean-Sébastien Guay wrote:
Well, here's one such request - could you include Michael Platings' 
recent changes to the FBX plugin, as well as the change he posted to 
osg-submissions for the Collada plugin (whenever Robert reviews and 
merges it into the trunk)?


OK, the FBX plugin on the 2.8 branch is up to date with trunk r11262. (I 
haven't updated the wiki yet as I'm experiencing issues with the trac 
server.)


For the DAE back port, r11129 is holding things up. In addition to 
modifying the DAE plugin proper, it appears to add matrix array support 
to core OSG, which is causing a merge conflict as the core OSG files are 
missing some preceding revisions. The addition of matrix arrays seems 
isolated enough that I ought to be able to add this feature manually. 
But not on a Saturday night. :-) I'll take another look at this tomorrow.

   -Paul



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