Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-06-21 Thread Peter Bear
I've been doing some thought of this kind of stuff myself, and it was actually 
a part of the reason I was considering hopping over to Ogre3D. I would actually 
suggest however taking a look at Light Indexed Deferred Rendering or Inferred 
Rendering as possible alternate implementations however, which address some of 
the issues deferred rendering has at the expense of a little bit of 
performance. There is something else to take in to account performance wise. It 
may be wise to design the resource manager in a data-orientated way, meaning to 
store all of a variable's values, such as a vec3's x value, in a single array. 
dtEntity's properties class seems to do this. This will assist in preventing 
cache misses, and thus increase the speeds of going through data. I would 
suggest however using memsize types where possible (I.E. using size_t instead 
of unsigned int), which will eat up slightly more memory, but will also help 
prevent memory allocation errors on 64 bit platforms.

Cheers,
Peter

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Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)

2012-06-20 Thread Peter Bear
libRocket has an integration plugin (osgLibRocket) in the dtEntity trunk, the 
project page for dtEntity is: https://code.google.com/p/dtentity/

Cheers,
Peter

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Re: [osg-users] osgconv segfaults exporting to ac3d

2010-11-10 Thread Peter Bear
Hi,

Here's how I can reproduce the segfault.

Move everything but the f16dj.osg file from the folder, drop the other contents 
a few folders out, say up one directory, and in a new folder called 
f16dj_backup. Next, change directory in to the folder with f16dj.osg (and only 
f16dj.osg, no other files should be in that folder), and run:
osgconv f16dj.osg f16dj.ac
Doing that always segfaults me, with both the trunk and 2.8.3 on both Ubuntu 
10.10 Linux x64, Linux Mint Debian Edition x86, Windows 7 x86, and Windows 7 
x64. The x86 installs are on my laptop, the x64s is on my desktop. There is 
also a 2nd Windows 7 x86 on my desktop as a VirtualBox VM under Ubuntu Linux 
10.10 x64 that does it as well.

Cheers,
Peter

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Re: [osg-users] osgconv segfaults exporting to ac3d

2010-11-09 Thread Peter Bear

robertosfield wrote:
> Hi Peter,
> 
> On Tue, Nov 9, 2010 at 2:48 AM, Peter Bear <> wrote:
> 
> > I found what was causing it actually. For some reason, if the textures 
> > referenced by the model are not in the same folder as the OSG file you are 
> > converting, it segfaults. Once I figured that out however, and got it to 
> > stop segfaulting, it wound up scrambling the model in the AC3D file.
> > 
> 
> 
> Excellent, this should help pinpoint the problem, or at least the
> first of the problems...  Do you have a stack trace for the crash?
> 
> Could you try tweaking one of the OSG examples to see if you can
> reproduce the problem, i.e take cow.osg and then placing the image
> file in a new directory,
> 
> Robert.
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I'll work on the example files, however for now, here's the file in question 
that gets scrambled, along with all the files it should depend on. I manged to 
get the authors permission to redistribute the work for non-commercial purposes 
only.

The files in question:

http://www.mediafire.com/?fwdctwndoc65el8

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Re: [osg-users] osgconv segfaults exporting to ac3d

2010-11-08 Thread Peter Bear

robertosfield wrote:
> Hi Peter,
> 
> There really isn't anything we can comment on without an example file
> that reproduces the problem.  Without a problem test model the next
> best thing would be a stack trace of the crash.
> 
> Thanks,
> Robert.
> 
> On Sat, Nov 6, 2010 at 5:30 PM, Peter Bear <> wrote:
> 
> > Hi, I have been trying to convert some files over to AC3D format using 
> > osgconv from the .osg file format. In the process, I have found that both 
> > the latest trunk, and 2.8.3 both segfault when trying to convert to AC3D. I 
> > have confirmed this with both Linux and Windows, and it appears to be 
> > something to do with the AC3D plug in. Does anyone know what may be causing 
> > this?
> > 
> > Thanks!
> > 
> > Cheers,
> > Peter
> > 
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> > 
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I found what was causing it actually. For some reason, if the textures 
referenced by the model are not in the same folder as the OSG file you are 
converting, it segfaults. Once I figured that out however, and got it to stop 
segfaulting, it wound up scrambling the model in the AC3D file.

I'll find out whether or not I'm able to up the file separately, however 
because the guy who was making our models for us vanished (the reason why I'm 
trying to convert the existing OSG files to something we can modify in 3d 
tools). I would post them up, however I need to request permission to 
redistribute them from the author. Luckily his E-Mail address is in the copying 
notice, so I'm trying to contact him immediately in an effort to get this done 
and sorted.

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[osg-users] osgconv segfaults exporting to ac3d

2010-11-06 Thread Peter Bear
Hi, I have been trying to convert some files over to AC3D format using osgconv 
from the .osg file format. In the process, I have found that both the latest 
trunk, and 2.8.3 both segfault when trying to convert to AC3D. I have confirmed 
this with both Linux and Windows, and it appears to be something to do with the 
AC3D plug in. Does anyone know what may be causing this?

Thanks!

Cheers,
Peter

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Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-06-18 Thread Peter Bear
Alright, understood. I've tried using the .2 SDK now and for some reason it's 
not detecting that either. Any ideas?
Cheers,
Peter

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Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-06-18 Thread Peter Bear
Hi, I feel I should point out that the newest SDK, 2011.3 is having the same 
issue.

Cheers,
Peter

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[osg-users] Osgconv generated DAE file not parseable

2010-06-16 Thread Peter Bear
Hi,
For some reason, 3ds Max is not able to parse the DAE file generated by OSGConv 
from a .osg file. Does anyone know how to fix this. I am using the SVN trunk of 
OSG with 3ds Max 2011 64 bit and the latest FBX plugin.

Thank you!

Cheers,
Peter

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Re: [osg-users] Osgconv dae plugin not found

2010-06-16 Thread Peter Bear
It finally converted, but when trying to load it in to 3ds Max I get:

While reading or writing a file the following notifications have been raised.
-ERROR: Unable to parse xml/dae file


Cheers,
Peter

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Re: [osg-users] Osgconv dae plugin not found

2010-06-16 Thread Peter Bear
It's looking in plugin folder 2.9.7 instead of 2.9.8 for some reason.

Cheers,
Peter

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[osg-users] Osgconv dae plugin not found

2010-06-15 Thread Peter Bear
Hi, when I try to load convert a file from .osg format to .dae format using 
osgconv, it returns the error: "could not find the plugin to write nodes to 
file "insertfilehere.dae"" I have already added the plugins bin folder and the 
osg bin folder to the path, and have no idea why it isn't working right. Does 
anyone know how to fix this?

Thanks

Cheers,
Peter

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Re: [osg-users] How to apply shaders to parts of models

2010-06-11 Thread Peter Bear
Thanks, that explains a lot. Also, sorry about taking so long to reply, life 
has been a bit chaotic lately.
Cheers,
Peter

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[osg-users] How to apply shaders to parts of models

2010-06-06 Thread Peter Bear
Hi, I was wondering how models have shaders applied in OSG. Yes I know normally 
a 3d modeler would know this, but I'm a programmer, not a modeler. More 
specifically I am wondering how shaders are applied to certain parts of models. 
An example of this would be applying a shader to say, the metal part of a seat, 
and another shader to say, the fabric/leather part of a seat. This is something 
which I'm not sure if it directly applies to the programming end of making an 
application, and I would really just like to know how it's done in general with 
OSG.

Thanks,
Peter

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Re: [osg-users] A thought regarding GL3 and GL2 versions of OSG

2010-05-28 Thread Peter Bear
Thanks, that clears that up.

Cheers,
Peter

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[osg-users] A thought regarding GL3 and GL2 versions of OSG

2010-05-25 Thread Peter Bear
Hey,

I had a thought regarding use of the OSG GL3 and GL2 libraries. GL3 will not 
work on older video cards, but GL2 will. Would it be possible to change the 
compile setup for OSG so that you can have a GL2 library and a GL3 library side 
by side. This would allow for use of GL3 if your video card supports it, but 
GL2 if it doesn't. This would make it so that you could actually set it so that 
OSG would be able to be switched between GL2 and GL3 in an application such as 
a game. This would open the way for using the GL2 library for say, a GL2 mode, 
and a GL3 library for a GL3 mode. This is similar to how most current games do 
switching between DX9 and DX10 mode. This would make it much easier to do 
releases of games that use GL2 or GL3 features depending on system specs and 
options settings.

Could this possibly be done so that it would be easier to release an OSG app 
that would have that kind of support for both GL2 and GL3, and possibly GL4 
once OSG supports it?

Cheers,
Peter

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[osg-users] Custom file type loading?

2010-03-18 Thread Peter Bear
Hi, I was wondering if anyone would be able to point me in the right direction 
as to how to add support to load custom file types not currently supported by 
OSG. I've been looking for a while and haven't turned much up that appears to 
be of use.

Thank you!

Cheers,
Peter

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Re: [osg-users] [osgOcean] osgOcean Geometry

2010-02-05 Thread Peter Bear
Hi Kim,
It's good to hear it is possible. I was wondering about that on the grounds 
that it could possibly be used on a planetary level for things such as flight 
simulators myself. On a side note, it could be possible to use the tile method 
to do things such as progressive changes in the clarity of water as well, which 
could be useful for things such as the shift in water clarity from say a 
tropical island to somewhere which is more industrialized and has much dirtier 
water.


Kim Bale wrote:
> Hi Peter, 
> 
> This has come up a couple of times actually. It would be feasible I think 
> with the new method of updating the tile positions that I've added to the 
> sandbox. 
> 
> 
> Whilst I haven't put a lot of thought into it, I'm thinking that 
> the ellipsoid distortion could be added to tiles within the vertex shader, 
> so basically taking the same old tiles and merging it with a tile of offsets 
> that is passed in. Then instead of using a straight translation to position 
> the tiles as is done in the test case, you would then use some sort of slight 
> rotational transform instead. 
> 
> 
> I must confess it's not a priority at this time, as you can see my progress 
> is very slow at the moment. 
> 
> 
> Regards,
> 
> 
> Kim.
> 
> 
> On 5 February 2010 01:36, Peter Bear < ()> wrote:
> 
> >  Question, would that change make it possible to make a round earth using 
> > osgOcean. I noticed it talking about tiles in that post and it sparked my 
> > interest.
> > 
> > Cheers,
> > Peter
> > 
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> > http://forum.openscenegraph.org/viewtopic.php?p=23706#23706 
> > (http://forum.openscenegraph.org/viewtopic.php?p=23706#23706)
> > 
> > 
> > 
> > 
> > 
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Re: [osg-users] [osgOcean] osgOcean Geometry

2010-02-04 Thread Peter Bear
Question, would that change make it possible to make a round earth using 
osgOcean. I noticed it talking about tiles in that post and it sparked my 
interest.

Cheers,
Peter

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Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-12-14 Thread Peter Bear

Paul Martz wrote:
> I believe this is already in a post somewhere, so the search function 
> should be covered. :-)
> 
> It'd be nice if selecting the "OSG_GL3_AVAILABLE" CMake variable would 
> automatically re-set all the FFP-type variables, but currently it does 
> not do so, and you have to do this manually.
> 
> Paul Martz
> Skew Matrix Software LLC
> _http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
> +1 303 859 9466
> 
> 
> 
> Peter Bear wrote:
> 
> > Just for the search function :)
> > 
> > If you get errors like this:
> > 
> > error C2039: 'glBegin' : is not a member of '`global namespace''
> > error C3861: 'glBegin': identifier not found
> > error C2039: 'glEnd' : is not a member of '`global namespace''
> > error C3861: 'glEnd': identifier not found
> > 
> > turn off everything but GL3 with the gl available options to fix it.
> > 
> > 
> > Cheers,
> > Peter
> > 
> > --
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> > 
> > 
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I did it to specifically cover searching up the error codes :)

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Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-12-12 Thread Peter Bear
Just for the search function :)

If you get errors like this:

 error C2039: 'glBegin' : is not a member of '`global namespace''
error C3861: 'glBegin': identifier not found
error C2039: 'glEnd' : is not a member of '`global namespace''
error C3861: 'glEnd': identifier not found

turn off everything but GL3 with the gl available options to fix it.


Cheers,
Peter

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Re: [osg-users] [osgOcean] Wake effects?

2009-11-25 Thread Peter Bear
Would it be possible to implement sort of a config option with 2 or more 
shaders for multiple quality levels? This would allow for the use of one shader 
if you have a more powerful card, or another shader for an older card.
Peter

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Re: [osg-users] Question about possible changes between 2.6 and 2.8.2

2009-10-26 Thread Peter Bear

robertosfield wrote:
> Hi Peter,
> 
> For most users moving from 2.6 to 2.8.2 should simply be a case of
> rebuilding the OSG and your app,  typically no code or link changes
> should be required. It looks to me link your app isn't linking to the
> core OSG library for some reason, so go check what you app is linking
> against and make sure all the correct libs are in the right places
> w.r.t project files.
> 
> Robert.
> 
> On Mon, Oct 26, 2009 at 2:19 AM, Peter Bear <> wrote:
> 
> > Hi,
> > I'm working with a project right now, and it was using 2.6, and it was 
> > compiling fine until I implemented the shadow code using osgShadow, however 
> > I seem to have fixed the link errors from shadows by updating the OSG 
> > Libraries to 2.8.2 from 2.6, however now I get these linker errors:
> > 
> > 
> > Code:
> > 
> > > WindowManagerViewerNode.obj : error LNK2001: unresolved external symbol 
> > > "public: virtual class osg::Switch const * __thiscall 
> > > osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ)
> > > 
> > 3>Control.obj : error LNK2001: unresolved external symbol "public: virtual 
> > class osg::Switch const * __thiscall osg::Node::asSwitch(void)const " 
> > (?asswi...@node@osg@@ubepbvswi...@2@XZ)
> > 3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
> > "public: virtual class osg::Switch const * __thiscall 
> > osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ)
> > 3>WindowManager.obj : error LNK2001: unresolved external symbol "public: 
> > virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const 
> > " (?asswi...@node@osg@@ubepbvswi...@2@XZ)
> > 3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol 
> > "public: virtual class osg::Switch const * __thiscall 
> > osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ)
> > 3>WindowManagerViewerNode.obj : error LNK2001: unresolved external symbol 
> > "public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" 
> > (?asswi...@node@osg@@uaepavswi...@2@XZ)
> > 3>Control.obj : error LNK2001: unresolved external symbol "public: virtual 
> > class osg::Switch * __thiscall osg::Node::asSwitch(void)" 
> > (?asswi...@node@osg@@uaepavswi...@2@XZ)
> > 3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
> > "public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" 
> > (?asswi...@node@osg@@uaepavswi...@2@XZ)
> > 3>WindowManager.obj : error LNK2019: unresolved external symbol "public: 
> > virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" 
> > (?asswi...@node@osg@@uaepavswi...@2@XZ) referenced in function "public: 
> > virtual bool __thiscall csp::wf::WindowManager::onClick(int,int)" 
> > (?oncl...@windowmanager@w...@csp@@uae_...@z)
> > 3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol 
> > "public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" 
> > (?asswi...@node@osg@@uaepavswi...@2@XZ)
> > 3>WindowManagerViewerNode.obj : error LNK2019: unresolved external symbol 
> > "public: virtual class osg::Geode const * __thiscall 
> > osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ) 
> > referenced in function "public: __thiscall 
> > csp::wf::WindowManagerViewerNode::WindowManagerViewerNode(int,int)" 
> > (??0windowmanagerviewern...@wf@csp@@q...@hh@Z)
> > 3>Control.obj : error LNK2001: unresolved external symbol "public: virtual 
> > class osg::Geode const * __thiscall osg::Node::asGeode(void)const " 
> > (?asge...@node@osg@@ubepbvge...@2@XZ)
> > 3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
> > "public: virtual class osg::Geode const * __thiscall 
> > osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ)
> > 3>WindowManager.obj : error LNK2001: unresolved external symbol "public: 
> > virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const " 
> > (?asge...@node@osg@@ubepbvge...@2@XZ)
> > 3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol 
> > "public: virtual class osg::Geode const * __thiscall 
> > osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ)
> > 3>WindowManagerViewerNode.obj : error LNK2019: unresolved external symbol 
> > "public: virtual class osg::Geode * __

[osg-users] Question about possible changes between 2.6 and 2.8.2

2009-10-25 Thread Peter Bear
Hi,
I'm working with a project right now, and it was using 2.6, and it was 
compiling fine until I implemented the shadow code using osgShadow, however I 
seem to have fixed the link errors from shadows by updating the OSG Libraries 
to 2.8.2 from 2.6, however now I get these linker errors:


Code:
>WindowManagerViewerNode.obj : error LNK2001: unresolved external symbol 
>"public: virtual class osg::Switch const * __thiscall 
>osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ)
3>Control.obj : error LNK2001: unresolved external symbol "public: virtual 
class osg::Switch const * __thiscall osg::Node::asSwitch(void)const " 
(?asswi...@node@osg@@ubepbvswi...@2@XZ)
3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
"public: virtual class osg::Switch const * __thiscall 
osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ)
3>WindowManager.obj : error LNK2001: unresolved external symbol "public: 
virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const " 
(?asswi...@node@osg@@ubepbvswi...@2@XZ)
3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol "public: 
virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const " 
(?asswi...@node@osg@@ubepbvswi...@2@XZ)
3>WindowManagerViewerNode.obj : error LNK2001: unresolved external symbol 
"public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" 
(?asswi...@node@osg@@uaepavswi...@2@XZ)
3>Control.obj : error LNK2001: unresolved external symbol "public: virtual 
class osg::Switch * __thiscall osg::Node::asSwitch(void)" 
(?asswi...@node@osg@@uaepavswi...@2@XZ)
3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
"public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" 
(?asswi...@node@osg@@uaepavswi...@2@XZ)
3>WindowManager.obj : error LNK2019: unresolved external symbol "public: 
virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" 
(?asswi...@node@osg@@uaepavswi...@2@XZ) referenced in function "public: virtual 
bool __thiscall csp::wf::WindowManager::onClick(int,int)" 
(?oncl...@windowmanager@w...@csp@@uae_...@z)
3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol "public: 
virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" 
(?asswi...@node@osg@@uaepavswi...@2@XZ)
3>WindowManagerViewerNode.obj : error LNK2019: unresolved external symbol 
"public: virtual class osg::Geode const * __thiscall 
osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ) 
referenced in function "public: __thiscall 
csp::wf::WindowManagerViewerNode::WindowManagerViewerNode(int,int)" 
(??0windowmanagerviewern...@wf@csp@@q...@hh@Z)
3>Control.obj : error LNK2001: unresolved external symbol "public: virtual 
class osg::Geode const * __thiscall osg::Node::asGeode(void)const " 
(?asge...@node@osg@@ubepbvge...@2@XZ)
3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
"public: virtual class osg::Geode const * __thiscall 
osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ)
3>WindowManager.obj : error LNK2001: unresolved external symbol "public: 
virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const " 
(?asge...@node@osg@@ubepbvge...@2@XZ)
3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol "public: 
virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const " 
(?asge...@node@osg@@ubepbvge...@2@XZ)
3>WindowManagerViewerNode.obj : error LNK2019: unresolved external symbol 
"public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void)" 
(?asge...@node@osg@@uaepavge...@2@XZ) referenced in function "public: 
__thiscall osg::ref_ptr::~ref_ptr(void)" 
(??1?$ref_...@vgroup@osg@@@osg@@q...@xz)
3>Control.obj : error LNK2001: unresolved external symbol "public: virtual 
class osg::Geode * __thiscall osg::Node::asGeode(void)" 
(?asge...@node@osg@@uaepavge...@2@XZ)
3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
"public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void)" 
(?asge...@node@osg@@uaepavge...@2@XZ)
3>WindowManager.obj : error LNK2001: unresolved external symbol "public: 
virtual class osg::Geode * __thiscall osg::Node::asGeode(void)" 
(?asge...@node@osg@@uaepavge...@2@XZ)
3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol "public: 
virtual class osg::Geode * __thiscall osg::Node::asGeode(void)" 
(?asge...@node@osg@@uaepavge...@2@XZ)
3>Control.obj : error LNK2001: unresolved external symbol "public: virtual 
class osg::BoundingSphereImpl __thiscall 
osg::Transform::computeBound(void)const " 
(?computebo...@transform@osg@@ube?av?$boundingspherei...@vvec3f@osg@@@2...@xz)
3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol 
"public: virtual class osg::BoundingSphereImpl __thiscall 
osg::Transform::computeBound(void)const " 
(?computebo...@transform@osg@@ube?av?$boundingspherei...@vvec3f@osg@@@2...@xz)
3>Win

Re: [osg-users] [3rdparty] osgOcean multiple shader blending

2009-10-14 Thread Peter Bear
Thanks for the info. Just out of curiosity, is there any chance that the water 
will be translucent in the future?

Cheers,
Peter

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[osg-users] [3rdparty] osgOcean multiple shader blending

2009-10-14 Thread Peter Bear
Hi, I was wondering if it was possible using osgOcean to blend between water 
areas different shaders, for instance, if you are flying from New Jersey to the 
Bahamas, you obviously won't see the same level of ocean cleanness in the two 
areas. I was wondering if it was possible using osgOcean to set areas which 
would be dirtier than other areas in the same ocean, or if it would be possible 
to set up a method of blending the two areas seamlessly. This would prevent 
areas such as those that are highly industrial from having the same ocean 
transparency as an area like the Bahamas while flying between the two areas.

Cheers,
Peter

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Re: [osg-users] OSG 2.8.2 rpms for Centos 5 and RedHat 5

2009-08-21 Thread Peter Bear
Hi,
results show:

[r...@pciii pciii]# rpm -qa | grep curl
libcurl-7.19.4-9.fc11.i586
libcurl-7.19.4-9.fc11.x86_64
curl-7.19.4-9.fc11.x86_64
[r...@pciii pciii]#

Cheers,
Peter

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Re: [osg-users] OSG 2.8.2 rpms for Centos 5 and RedHat 5

2009-08-19 Thread Peter Bear
Hi,

I got the error "libcurl.so.3()(64bit) is needed by package 
OpenSceneGraph-libs-2.8.2-1.x86_64 (/OpenSceneGraph-libs-2.8.2-1.x86_64)" while 
installing the libraries, and yes, I have checked and yum says curl is 
installed.

Cheers,
Peter

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Re: [osg-users] Rendering forests

2009-08-17 Thread Peter Bear

robertosfield wrote:
> Hi Peter,
> 
> There isn't a paged geometry plugin, database paging support is built
> directly into the scene graph via the osg::PageLOD node, and into the
> viewer using the osgDB::DatabasePager that is automatically set up for
> you (you don't need to do anything to enable it.)
> 
> The problem in hand is really how to create the databases rather than
> how to render them.  This is a very open ended question, ranging from
> commercial tools to rolling your own database builders.  You've said
> nothing about your existing data so I can't say anything specific in
> recommendations.
> 
> Robert.
> 
> On Mon, Aug 17, 2009 at 1:09 AM, Peter Bear<> wrote:
> 
> > Hi, anyone know if there's a paged geometry plugin out there or in the 
> > works for OSG? I was hoping for something like this to assist in the 
> > rendering of terrain features such as forests, vegetation and things like 
> > that.
> > Thank you!
> > 
> > Cheers,
> > Peter
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=16315#16315
> > 
> > 
> > 
> > 
> > 
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right now my idea is to figure out a way to create a way to create forest 
scenes for a project I'm working on, and use sort of a method of pre-rendering 
the scene, and then applying it in a way which would allow for at a certain 
altitude/distance and below, the trees and such would be 3d, however further 
out that would be done with 2d billboards, similar to the trees in MS FSX or 
X-Plane 9. The areas would be pre-generated by defining in a layout tool 
certain regions in which to make a mass of trees, or putting individual 
trees/shrubs in manually, and then saving it into a landscape that's usable. 
The general idea is to create a method of simulating forests for ground 
operations at a higher detail, or for jets, a lower detail the further up you 
get. I would try to use a layout tool using something like google earth for 
reference imagery, to try to decide where to put these chunks, and individual 
areas, and put down the objects. Then I might work on a ground texture method 
whi
 ch would allow for higher detail ground textures the closer you get. The 
layout tool is still a work in progress, or at least version 2 is, so that's up 
in the air. The overall idea though is to create a functional foliage system 
for the project which would allow for high details on the ground, while 
maintaining good frame rates in the air. The databases would all be based off 
placing it in a editor based off satellite imagery, and using polygons to 
define some areas where it's just a big massive forest for example.

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[osg-users] Paged Geometry?

2009-08-16 Thread Peter Bear
Hi, anyone know if there's a paged geometry plugin out there or in the works 
for OSG? I was hoping for something like this to assist in the rendering of 
terrain features such as forests, vegetation and things like that.
Thank you!

Cheers,
Peter

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-08-13 Thread Peter Bear

Kim Bale wrote:
> Hi Peter,
> 
> What version of OSG are you compiling against?
> 
> Regards,
> 
> Kim.
> 
> 2009/8/12 Peter Bear <>:
> 
> > OK, I'm using Fedora 11 now, as i got sick of the issues i was having on 
> > the laptop using vs, so now I got it to get past the cmake section, but 
> > when I try to make the 1.0 zip, i get:
> > 
> > [r...@pciii bin]# make install
> > Scanning dependencies of target osgOcean
> > [  5%] Building CXX object 
> > src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o
> > In file included from /usr/include/osgDB/Output:20,
> >                 from /usr/include/osgDB/DotOsgWrapper:21,
> >                 from /usr/include/osgDB/Registry:25,
> >                 from ../../../src/osgOcean/DistortionSurface.cpp:20:
> > /usr/include/osgDB/fstream:32: error: invalid use of incomplete type 
> > ‘struct std::fstream’
> > /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:87:
> >  error: declaration of ‘struct std::fstream’
> > /usr/include/osgDB/fstream:44: error: invalid use of incomplete type 
> > ‘struct std::ifstream’
> > /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:81:
> >  error: declaration of ‘struct std::ifstream’
> > /usr/include/osgDB/fstream:56: error: invalid use of incomplete type 
> > ‘struct std::ofstream’
> > /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:84:
> >  error: declaration of ‘struct std::ofstream’
> > make[2]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o] 
> > Error 1
> > make[1]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/all] Error 2
> > make: *** [all] Error 2
> > [r...@pciii bin]# make
> > [  5%] Building CXX object 
> > src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o
> > In file included from /usr/include/osgDB/Output:20,
> >                 from /usr/include/osgDB/DotOsgWrapper:21,
> >                 from /usr/include/osgDB/Registry:25,
> >                 from ../../../src/osgOcean/DistortionSurface.cpp:20:
> > /usr/include/osgDB/fstream:32: error: invalid use of incomplete type 
> > ‘struct std::fstream’
> > /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:87:
> >  error: declaration of ‘struct std::fstream’
> > /usr/include/osgDB/fstream:44: error: invalid use of incomplete type 
> > ‘struct std::ifstream’
> > /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:81:
> >  error: declaration of ‘struct std::ifstream’
> > /usr/include/osgDB/fstream:56: error: invalid use of incomplete type 
> > ‘struct std::ofstream’
> > /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:84:
> >  error: declaration of ‘struct std::ofstream’
> > make[2]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o] 
> > Error 1
> > make[1]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/all] Error 2
> > make: *** [all] Error 2
> > 
> > 
> > I'm using fftw3 as the selected library, the other 2 are unchecked.
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=16164#16164
> > 
> > 
> > 
> > 
> > 
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> > 
> > 
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2.8.1

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-08-12 Thread Peter Bear
OK, I'm using Fedora 11 now, as i got sick of the issues i was having on the 
laptop using vs, so now I got it to get past the cmake section, but when I try 
to make the 1.0 zip, i get:

[r...@pciii bin]# make install
Scanning dependencies of target osgOcean
[  5%] Building CXX object 
src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o
In file included from /usr/include/osgDB/Output:20,
 from /usr/include/osgDB/DotOsgWrapper:21,
 from /usr/include/osgDB/Registry:25,
 from ../../../src/osgOcean/DistortionSurface.cpp:20:
/usr/include/osgDB/fstream:32: error: invalid use of incomplete type ‘struct 
std::fstream’
/usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:87: 
error: declaration of ‘struct std::fstream’
/usr/include/osgDB/fstream:44: error: invalid use of incomplete type ‘struct 
std::ifstream’
/usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:81: 
error: declaration of ‘struct std::ifstream’
/usr/include/osgDB/fstream:56: error: invalid use of incomplete type ‘struct 
std::ofstream’
/usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:84: 
error: declaration of ‘struct std::ofstream’
make[2]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o] 
Error 1
make[1]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/all] Error 2
make: *** [all] Error 2
[r...@pciii bin]# make
[  5%] Building CXX object 
src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o
In file included from /usr/include/osgDB/Output:20,
 from /usr/include/osgDB/DotOsgWrapper:21,
 from /usr/include/osgDB/Registry:25,
 from ../../../src/osgOcean/DistortionSurface.cpp:20:
/usr/include/osgDB/fstream:32: error: invalid use of incomplete type ‘struct 
std::fstream’
/usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:87: 
error: declaration of ‘struct std::fstream’
/usr/include/osgDB/fstream:44: error: invalid use of incomplete type ‘struct 
std::ifstream’
/usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:81: 
error: declaration of ‘struct std::ifstream’
/usr/include/osgDB/fstream:56: error: invalid use of incomplete type ‘struct 
std::ofstream’
/usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:84: 
error: declaration of ‘struct std::ofstream’
make[2]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o] 
Error 1
make[1]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/all] Error 2
make: *** [all] Error 2


I'm using fftw3 as the selected library, the other 2 are unchecked.

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-08-09 Thread Peter Bear
IIRC MS changed the syntax rules in 2008 or 2008 sp1

Cheers,
Peter

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-08-09 Thread Peter Bear
I have a gut feeling the issues are caused by the changes in syntax in vs 2008.

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-08-09 Thread Peter Bear
My guess is it's something involving changes from vs 05 to vs08
Cheers,
Peter

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-08-08 Thread Peter Bear
VS 05 is VS 8.0, and VS 08 is VS 9.0
or at least thats what it installs as

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