Re: [osg-users] [vpb] .tif and .tfw

2010-07-13 Thread Pierre Bourdin (gmail)
Hi Lucie,
to cut your terrain you can use a lot of tools...google is your friend,
you'll find a lot of info on that topic.

If you have the budget for it, one of the most convenient tool is
probably GlobalMapper: http://www.globalmapper.com/

Of course gdal_translate can do it too:
http://www.gdal.org/gdal_translate.html

I believe 3Dem can do it:
http://freegeographytools.com/2007/dem-terrain-depiction-using-3dem

and probably QGis: http://www.qgis.org/ 

Hope it helps.
Pierre.

Le mardi 13 juillet 2010 à 12:19 +0200, lucie lemonnier a écrit :
> Hi,
> 
> In fact, now it seems to work, I had a problem in my data input. Otherwise, I 
> have a model of terrain larger than my orthoimage, do you know how to cut the 
> terrain model to obtain only the part with the orthoimage? Are there any 
> options of VPB for this?
> 
> 
> Thank you!
> 
> Cheers,
> lucie
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=29953#29953
> 
> 
> 
> 
> 
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Re: [osg-users] [vpb] .tif and .tfw

2010-07-09 Thread Pierre Bourdin (gmail)
Hello Lucie,

When looking at your log I see that the tiff texture is reprojected...

started DataSet::createDestination(3)
reprojecting to file temporaryfile_013c07_0100_deme.tif
reprojecting to file
temporaryfile_S4_06032_5215_20061018_m20_1_utm20.tif
Time for after_reproject 8.389910

as recommended by Shayne, you should re-project your data, first it will
save you some processing time and secondly it will allow you to detect
projection problems more easily...


To avoid aliasing artifacts when accessing data, you can also use
gdaladdo to store the mip maps in the .tiff, like explained here :
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
(but it won't fix your projection trouble)

Otherwise I believe there was some problems with GDAL 1.5 at least with
some release ;  particularly the 1.5.0 was buggy...

If using known to work data, you still got strange result, try to update
gdal lib...

I've downloaded and tested on my machine (Debian 64bits - osg 2.9.7)
your Boston terrain and it looks normal... but the files are probably
not reprojected...

You could also try to look at your data in a GIS tool like Quantum GIS
http://www.qgis.org/

Just to see if everything is looking good ?


Pierre.

Le vendredi 09 juillet 2010 à 07:45 +, lucie lemonnier a écrit :
> Hello Pierre,
> I send you in attachment what I get in my console with "OSG_NOTIFY_LEVEL = 
> INFO" when I run "osgdem --geocentric -d data.dem -t data.tif -l 3 -o 
> data.osg" and when I run "osgviewer data.osg".
> Otherwise, I use osg-2.8.2, VPB 0.9.10 and gdal 1.5.
> I will try to use Boston data.
> 
> 
> Thank you!
> 
> Cheers,
> lucie
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=29858#29858
> 
> 
> 
> 
> Attachments: 
> http://forum.openscenegraph.org//files/run_osgviewer_830.txt
> http://forum.openscenegraph.org//files/run_osgdem_171.txt
> 
> 
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Re: [osg-users] [vpb] .tif and .tfw

2010-07-08 Thread Pierre Bourdin (gmail)
Hi Lucie,
maybe you could try to use the "OSG_NOTIFY_LEVEL=INFO" flag to know a
little bit more about your problem...

What are the version of osg, vpb and gdal you are using ?

Also you could maybe try to use some known to work data like the Boston
sample of the OsgGis project ?
http://osggis.org/downloads/boston-sample.zip

Cheers, Pierre.

Le jeudi 08 juillet 2010 à 15:44 +, lucie lemonnier a écrit :
> Hi,
> 
> I also tried with dem and orthoimage downloaded at: 
> http://www.geobase.ca/geobase/en/index.html
> I get the same problem, the projection doesn't work.
> 
> With "gdal_info data.dem", I get :
> Driver: USGSDEM/USGS Optional ASCII DEM (and CDED)
> Files: 013c07_0100_deme.dem
> Size is 1201, 1201
> Coordinate System is:
> GEOGCS["NAD83",
> DATUM["North_American_Datum_1983",
> SPHEROID["GRS 1980",6378137,298.257222101,
> AUTHORITY["EPSG","7019"]],
> TOWGS84[0,0,0,0,0,0,0],
> AUTHORITY["EPSG","6269"]],
> PRIMEM["Greenwich",0,
> AUTHORITY["EPSG","8901"]],
> UNIT["degree",0.0174532925199433,
> AUTHORITY["EPSG","9108"]],
> AXIS["Lat",NORTH],
> AXIS["Long",EAST],
> AUTHORITY["EPSG","4269"]]
> Origin = (-60.75010416667,52.50010416667)
> Pixel Size = (0.0002083,-0.0002083)
> Metadata:
>   AREA_OR_POINT=Point
> Corner Coordinates:
> Upper Left  ( -60.7501042,  52.5001042) ( 60d45'0.38"W, 52d30'0.38"N)
> Lower Left  ( -60.7501042,  52.2498958) ( 60d45'0.38"W, 52d14'59.63"N)
> Upper Right ( -60.4998958,  52.5001042) ( 60d29'59.63"W, 52d30'0.38"N)
> Lower Right ( -60.4998958,  52.2498958) ( 60d29'59.63"W, 52d14'59.63"N)
> Center  ( -60.625,  52.375) ( 60d37'30.00"W, 52d22'30.00"N)
> Band 1 Block=1201x1201 Type=Int16, ColorInterp=Undefined
>   NoData Value=-32767
>   Unit Type: m
> 
> and with "gdal_info data.tif", I get : 
> 
> Driver: GTiff/GeoTIFF
> Files: S4_06032_5215_20061018_m20_1_utm20.tif
> Size is 3826, 3622
> Coordinate System is:
> PROJCS["unnamed",
> GEOGCS["NAD83",
> DATUM["North_American_Datum_1983",
> SPHEROID["GRS 1980",6378137,298.2572221010002,
> AUTHORITY["EPSG","7019"]],
> AUTHORITY["EPSG","6269"]],
> PRIMEM["Greenwich",0],
> UNIT["degree",0.0174532925199433],
> AUTHORITY["EPSG","4269"]],
> PROJECTION["Transverse_Mercator"],
> PARAMETER["latitude_of_origin",0],
> PARAMETER["central_meridian",-63],
> PARAMETER["scale_factor",0.9996],
> PARAMETER["false_easting",50],
> PARAMETER["false_northing",0],
> UNIT["metre",1,
> AUTHORITY["EPSG","9001"]],
> AUTHORITY["EPSG","26920"]]
> Origin = (630040.000,5828260.000)
> Pixel Size = (20.000,-20.000)
> Metadata:
>   AREA_OR_POINT=Area
> Image Structure Metadata:
>   INTERLEAVE=BAND
> Corner Coordinates:
> Upper Left  (  630040.000, 5828260.000) ( 61d 4'49.40"W, 52d35'19.68"N)
> Lower Left  (  630040.000, 5755820.000) ( 61d 6'29.89"W, 51d56'16.38"N)
> Upper Right (  706560.000, 5828260.000) ( 59d57'8.07"W, 52d33'54.44"N)
> Lower Right (  706560.000, 5755820.000) ( 59d59'47.44"W, 51d54'53.11"N)
> Center  (  668300.000, 5792040.000) ( 60d32'3.63"W, 52d15'10.72"N)
> Band 1 Block=3826x2 Type=Byte, ColorInterp=Gray
> 
> I don't understand why it doesn't work.
> I tried with --geocentric and without.
> I'm sending you what I obtain with "osgdem --geocentric -d data.dem -t 
> data.tif -l 3 -o data.osg" in attachment.
> 
> 
> Thank you!
> 
> Cheers,
> lucie
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=29838#29838
> 
> 
> 
> 
> Attachments: 
> http://forum.openscenegraph.org//files/terrain_328.jpg
> 
> 
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Re: [osg-users] Quad buffered stereo?

2010-05-26 Thread Pierre Bourdin (gmail)
Hi,
is there any limitation when using last Qt version (4.6) and Quad buffer
stereo ?

I'm using Qt 4.3 and OSG 2.8.2 in an application and in the tests I had
made for upgrading to newer version of Qt the Quad buffer stereo was not
working anymore...
I was missing time so I didn't look further and and kept Qt 4.3...

Pierre.



Le jeudi 03 décembre 2009 à 15:58 +, Robert Osfield a écrit :
> Hi Christian,
> 
> On Thu, Dec 3, 2009 at 9:21 AM, Christian Buchner
>  wrote:
> > Thanks, so we will likely order the hardware first and move forward from 
> > there.
> 
> You don't need to wait for new hardware - you can experiment with
> other forms of stereo with you app.  Have a look a the StereoSettings
> page on the wiki:
> 
> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
> 
> Robert.
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[osg-users] A Qt Scenegraph...

2010-05-26 Thread Pierre Bourdin (gmail)
Hi all,

I just found this:
http://labs.trolltech.com/blogs/2010/05/18/a-qt-scenegraph/

an I thought it might interest some of you...

cheers,
Pierre.

Pierre BOURDIN
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Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-26 Thread Pierre Bourdin (gmail)
Dear Wang,

I just wanted to add a small question off the mailing-list.

I've seen in the mail, you have been collaborating with many Chinese
Universities among which some people of the Beijing Forestry
University...

I am just starting a project about Virtual Landscape Visualization with
Xavier Pueyo from the University of Girona (SPAIN) and Marc Jaeger from
the CIRAD (France), and other partners...

I know Marc Jaeger is working with a lot with Chinese Partners, since he
was one of the joint Director of the LIAMA (Sino/French Laboratory for
Computer Sciences: http://liama.ia.ac.cn/wiki/)

Could you be interested in collaborating with us on an international
project on the topic of Landscape Visualisation ?
  
Nothing is started yet, but we are already looking for partners.

Regards, Pierre.

Le jeudi 26 novembre 2009 à 10:28 +0800, Wang Rui a écrit :
> Hi all,
>  
> After 3 months of long waiting (from the SIGGRAPH to present), I am
> very pleased to announce that, the book OpenSceneGraph Design and
> Implementation, which is written by Wang Rui and Qian Xuelei and
> predicted on the OSG BOF, finally COMES OUT!
>  
> Wang Rui and Qian Xuelei, OpenSceneGraph Design and Implementation,
> Tsinghua University Press, 2009.11;
> ISBN: 978-7-302-21303-1; Price: 45.00Yuan (about $6.6); Paperback, 377
> pages.
>  
> Please visit the Tsinghua University Press website for more
> information about this book:
> http://www.tup.com.cn/book/Showbook.asp?CPBH=033945-01&DJ=45
>  
> Chinese readers may order it from:
> http://product.dangdang.com/product.aspx?product_id=20732977
>  
> The book resource website:
> http://code.google.com/p/osgenginebook/
>  
> You may freely download the full examples source code and have an
> overview of them here. Hope the 38 very short examples may help you
> even without reading the book. I try to build the website
> Chinese-English bilingual, so don't worry about language
> limitations. :)
>  
> More snapshots could be found at
> http://code.google.com/p/osgenginebook/
>  
> I’d like to thank Don Burns and Robert Osfield for their creative
> efforts to give birth to OpenSceneGraph, as well as over 1700 (maybe
> even more today?) members of the OSG core community and over 2400
> members of the osgChina community, for their support and contribution
> all the time!
>  
> Many thanks to Paul Martz of the Skew Matrix, for his tremendous
> passion for improving OSG documentations and great help on supporting
> the publication of this book. He also took time out of his busy
> schedule writing the foreword.
>  
> Thanks to Wei Zhanying, Guan Yanling, Chen Xuexia and Su Yuyang of
> Beijing Geo-Vision, for providing all kinds of assistance to the
> author during writing.
>  
> Thanks to Xiong Jian of Tsinghua University Press, Zhu Youhong of
> 3DVRI, Gao Feng of Appsoft, Xu Mingliang of Zhejiang University, CG
> Laboratory of Beijing Forestry University and Yang Shixing, Xiao Peng
> and He Sicong of the osgChina Team, for technical reviewing, providing
> images and examples, and contributing in some other way.
>  
> Thanks to my co-author Dr. Qian Xuelei, for helping me finish some
> chapters and proofread the entire text.
>  
> Finally, I should thank my parents Wang Lihang and Bao Ximei, and my
> fiancee Leng Qin. I could not have done this without their patience
> and moral support during the whole time.
>  
> Best wishes,
>  
> Wang Rui
>  
> ___
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Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-26 Thread Pierre Bourdin (gmail)
Hi Wang and felicitations,
I've had a very quick look at the sample and they are pretty good.
Illustrating each particular point very clearly.

I really miss reading Chinese, if you have any chance to translate the
book, I'll be interested too.

Regards, Pierre.

Le jeudi 26 novembre 2009 à 10:17 +0100, Andrea Negri a écrit :
> Hi Wang,
> 
> any chance to see an english version of your book in the near future?
> 
> Congratulation for your work, indeed. :)
> 
> Regards,
> 
> Andrea Negri
> 
> Wang Rui wrote:
> > Hi all,
> >  
> > After 3 months of long waiting (from the SIGGRAPH to present), I am 
> > very pleased to announce that, the book /OpenSceneGraph Design and 
> > Implementation/, which is written by Wang Rui and Qian Xuelei and 
> > predicted on the OSG BOF, finally COMES OUT!
> >  
> > Wang Rui and Qian Xuelei, OpenSceneGraph Design and Implementation, 
> > Tsinghua University Press, 2009.11;
> > ISBN: 978-7-302-21303-1; Price: 45.00Yuan (about $6.6); Paperback, 377 
> > pages.
> >  
> > Please visit the Tsinghua University Press website for more 
> > information about this book:
> > http://www.tup.com.cn/book/Showbook.asp?CPBH=033945-01&DJ=45 
> > 
> >  
> > Chinese readers may order it from:
> > http://product.dangdang.com/product.aspx?product_id=20732977
> >  
> > The book resource website:
> > http://code.google.com/p/osgenginebook/
> >  
> > You may freely download the full examples source code and have an 
> > overview of them here. Hope the 38 very short examples may help you 
> > even without reading the book. I try to build the website 
> > Chinese-English bilingual, so don't worry about language limitations. :)
> >  
> > More snapshots could be found at http://code.google.com/p/osgenginebook/
> >  
> > I’d like to thank Don Burns and Robert Osfield for their creative 
> > efforts to give birth to OpenSceneGraph, as well as over 1700 (maybe 
> > even more today?) members of the OSG core community and over 2400 
> > members of the osgChina community, for their support and contribution 
> > all the time!
> >  
> > Many thanks to Paul Martz of the Skew Matrix, for his tremendous 
> > passion for improving OSG documentations and great help on supporting 
> > the publication of this book. He also took time out of his busy 
> > schedule writing the foreword.
> >  
> > Thanks to Wei Zhanying, Guan Yanling, Chen Xuexia and Su Yuyang of 
> > Beijing Geo-Vision, for providing all kinds of assistance to the 
> > author during writing.
> >  
> > Thanks to Xiong Jian of Tsinghua University Press, Zhu Youhong of 
> > 3DVRI, Gao Feng of Appsoft, Xu Mingliang of Zhejiang University, CG 
> > Laboratory of Beijing Forestry University and Yang Shixing, Xiao Peng 
> > and He Sicong of the osgChina Team, for technical reviewing, providing 
> > images and examples, and contributing in some other way.
> >  
> > Thanks to my co-author Dr. Qian Xuelei, for helping me finish some 
> > chapters and proofread the entire text.
> >  
> > Finally, I should thank my parents Wang Lihang and Bao Ximei, and my 
> > fiancee Leng Qin. I could not have done this without their patience 
> > and moral support during the whole time.
> >  
> > Best wishes,
> >  
> > Wang Rui
> >  
> > 
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >   
> 
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Re: [osg-users] problem with quadro cards & database pager / terrapage terrains = black tiles

2009-11-02 Thread Pierre Bourdin (gmail)
Hi Vins,
I am running Delta3D terrain simulation & VPB built terrain on some
quadro card on Linux 64-bit system without any trouble...

But it might be different, as I've not such big database as you are
talking about and the terrain is not a terrapage file.

Does the problem only occur on very large database ?

What is your standard card vs Quadro card ? 
What is your driver version ? 
what is your system ?

If it is not a driver related problem, it might be a problem with some
VBO/PBO functions...

Pierre.

Le lundi 02 novembre 2009 à 09:06 +, vin baines a écrit :
> Hi all,
> 
> Has anyone experienced problems with quadro cards and large terrains? I'm 
> loading a pretty big (~8gb) terrapage file (using Delta3D 2.3.0 which i think 
> is built against osg 2.8.0), and on a standard nvidia card it works fine.
> 
> Using exactly the same software, i've tested it on two different machines 
> with quadro cards and I get a combination of missing tiles or tiles appearing 
> black (but with a changing alpha value depending on camera orientation). At 
> different LODs the black tiles will change to a proper tile, but if the tile 
> was though to be missing it will never load in.
> 
> It's not always the same tiles causing the problem, and it almost seems that 
> if i quit the app and re-run it up then the problem is less. its really 
> unpredictable. have tried turning all the graphics card options (e.g. 
> anisotropic filters etc) off and on and neither makes much difference. The 
> card has 512mb memory on it so wouldn't have thought that would cause a 
> problem...
> 
> Really confusing!! 
> 
> Any thoughts gratefully received!!
> 
> Vins
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=19012#19012
> 
> 
> 
> 
> 
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Re: [osg-users] SpeedTree Example for late version of OSG?

2009-10-28 Thread Pierre Bourdin (gmail)
Hi Wyatt,
I would be very interested by this integration...

Is there a possibility to have a free version of SpeedTree ?

Pierre.

Le mardi 27 octobre 2009 à 17:43 -0500, Wyatt Earp a écrit :
> I would like to integrated SpeedTree 5.0 into an osg application.
> Having searched the mailing list archives the most recent mention of a
> SpeedTree example that I found was over a year ago.  Has anyone been
> using SpeedTree with OSG and possibly put together an example that
> would show how to use SpeedTree with a later version of OSG?
> 
> Wyatt
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Re: [osg-users] Perspective Axes Rotation Indicator

2009-10-06 Thread Pierre Bourdin (gmail)
Hi Sean,

Le mardi 06 octobre 2009 à 09:26 -0500, Sean Spicer a écrit :
> Hi Osg-Users,
> 
> 
> Here's a topic that I cannot seem to find any reference in the
> archives for.  I'm trying to create an Axes rotation indicator Glyph
> in the lower left-hand corner of our viewer (X, Y, Z).  I've got
> working code for this (see below), but it is an orthographic
> projection, while my scene is perspective.  The axes rotation
> indicator works correctly, (e.g. it correctly matches the rotation of
> the trackball & scene) but because it is ortho and the scene is
> perspective, it's quite jarring to the user.  Can someone suggest how
> I can modify the code below so that it correctly maps the axes in
> perspective (ideally, the same perspective frustum as my scene)?
> 
Maybe you could have look at delta3d Compass class:
http://delta3d.sourceforge.net/API/html/classdt_core_1_1_compass.html

I think it is doing exactly what you're looking for...
> 
> Many thanks.
> 
Cheers, Pierre.
> 
> Sean
> 
> 
> Code
> ---
> 
> 
> #ifndef OsgAxes_h
> #define OsgAxes_h
> 
> 
> // OSG Includes
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
> 
> 
> class OsgAxes : public osg::Group
> {
> 
> 
> public:
> 
> 
> // Public Constructor
> explicit OsgAxes(const osgGA::TrackballManipulator &trackball);
> 
> 
> // Public Destructor
> virtual ~OsgAxes();
> 
> 
> void updateCurrentRotation();
> 
> 
> private:
> 
> 
> osg::Geometry *createAxes();
> 
> 
> // Prevent Copy & Assignment
> OsgAxes(const OsgAxes &);
> OsgAxes &operator=(const OsgAxes &); 
> 
> 
> osg::ref_ptr m_rotation; 
> 
> 
> const osgGA::TrackballManipulator &m_trackball;
> };
> 
> 
> class AxesNodeCallback : public osg::NodeCallback 
> {
> public:
> virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
> {
> osg::ref_ptr axes = 
> dynamic_cast (node);
> if(axes)
> {
> axes->updateCurrentRotation();
> }
> traverse(node, nv); 
> }
> };
> 
> 
> OsgAxes::OsgAxes(const osgGA::TrackballManipulator &trackball)
> : m_trackball(trackball)
> {
> osg::Camera *camera = new osg::Camera;
> //camera->setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 1024));
> 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::Geode* geode = new osg::Geode();
> 
> 
> // turn lighting off for the text and disable depth test to ensure
> it's always ontop.
> osg::StateSet* stateset = geode->getOrCreateStateSet();
> stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
> 
> 
> geode->addDrawable(createAxes());
> 
> 
> m_rotation = new osg::MatrixTransform();
> m_rotation->setMatrix(osg::Matrix::identity());
> m_rotation->addChild(geode);
> 
> 
> osg::MatrixTransform *scale = new osg::MatrixTransform();
> scale->setMatrix(osg::Matrix::scale(osg::Vec3(100.0f, 100.0f,
> 100.0f)));
> scale->addChild(m_rotation.get());
> 
> 
> osg::MatrixTransform *translate = new osg::MatrixTransform();
> translate->setMatrix(osg::Matrix::translate(osg::Vec3(100.0f, 100.0f,
> 0.0f)));
> translate->addChild(scale);
> 
> 
> camera->addChild(translate);
> addChild(camera);
> 
> 
> setUpdateCallback(new AxesNodeCallback);
> }
> 
> 
> OsgAxes::~OsgAxes()
> {
> 
> 
> }
> 
> 
> osg::Geometry * OsgAxes::createAxes()
> {
> osg::Geometry* geom = new osg::Geometry;
> 
> 
> osg::Vec3Array* vertices = new osg::Vec3Array;
> vertices->push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
> vertices->push_back(osg::Vec3(0.5f, 0.0f, 0.0f));
> vertices->push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
> vertices->push_back(osg::Vec3(0.0f, 0.5f, 0.0f));
> vertices->push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
> vertices->push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
> geom->setVertexArray(vertices);
> 
> 
> osg::Vec3Array* normals = new osg::Vec3Array;
> normals->push_back(osg::Vec3(0.0f,0.0f,1.0f));
> geom->setNormalArray(normals);
> geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
> 
> 
> osg::Vec4Array* colors = new osg::Vec4Array;
> colors->push_back(osg::Vec4(1.0f,0.0,0.0f,1.0f));
> colors->push_back(osg::Vec4(0.0f,1.0,0.0f,1.0f));
> colors->push_back(osg::Vec4(0.0f,0.0,1.0f,1.0f));
> geom->setColorArray(colors);
> geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
> 
> 
> geom->addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,6));
> 
> 
> osg::StateSet* stateset = geom->getOrCreateStateSet();
> osg::LineWidth *lw = new osg::LineWidth(2.0f);
> stateset->setAttribute(lw);
> 
> 
> return geom;
> }
> 
> 
> void OsgAxes::updateCurrentRotation()
> {
> osg::Matrix mat(m_trackball.getRotation().inverse());
> m_rotation->setMatrix(mat);
> }
> 
> 
> 
> 
> ---
> End Code
> 
> 
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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-06 Thread Pierre Bourdin (gmail)
Hi all,

Le mardi 06 octobre 2009 à 12:31 +, Torben Dannhauer a écrit :
> Hi Robert,
> 
> at the moment I dont Use a Cluster, I would be happy if i could compile the 
> large dateset one with the local 8 cores (I tried tu run it localle with 2 up 
> to 8 cores)
> 
> 
> For smaller Datebases I used SSHFS as lightweight "cluster" filesystem, it 
> worked great.
> 
> 
> Because running the osgdem tasks manually works great, I asume that vpbmaster 
> uses a lot of any (at the moment) unknown ressources while building all task 
> files. Therefore the osgdem process crashes if vpbmaster starts them.
> 
> If could divide the taskfile creation from the osgdem calls, it should work.

If you want to know which low level operation fail using vpbmaster you
could maybe try using "strace"...
strace -v -o /tmp/vpbmaster.log vpbmaster
Take care the log can rapidly increase, but it should give you a
complete report about all operations done.

Pierre.
> 
> Because I move to another city, I cannot spend time into the project for the 
> next two weeks, so I will resume this topics if I continue to work. 
> 
> 
> Some last important questions: Which Kubuntu version do you use? Is it 32 or 
> 64 bit? Is the database output generated by a 64bit system compatible for 
> using with 32bit osg software?
> 
> Is it possible to get an Wiki account? I would like to oprovide my self 
> written tutorials to the community.
> 
> Thank you for your help,
> 
> Torben
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=17952#17952
> 
> 
> 
> 
> 
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Re: [osg-users] osgviewerQtWidget Quadbuffer Stereo & Alpha Problems

2009-09-29 Thread Pierre Bourdin (gmail)
Hi Scott,
does it works with osgviewer ?

something like 

osgviewer --stereo QUAD_BUFFER cow.osg

should display the cow in stereo without any error...

Also I can't remember it exactly, but I think you have to re-init the
context or something like this when switching to quadbuffer stereo...
When switching in other stereo mode it is not necessary...

Maybe others can be more helpful...

Pierre.

Le lundi 28 septembre 2009 à 17:42 -0500, Scott Senften a écrit :
> HI all,
> 
> I'm having two difficulties with osgviewerQtWidget on linux, and I was
> hoping someone else may have already seen this and can give me some
> insight as to my troubles.
> 
> In main.cpp, I added the following lines to turn on quadbuffer stereo.
> 
> 
> QPointer myMainWindow = new testMainWin;
> 
> #if DO_OUTBOARD_WINDOW
> QPointer mySecondaryWindow = new testOutboardWin;
> #endif
> 
> /* added these 3 lines */
> osg::DisplaySettings* ds = osg::DisplaySettings::instance();
> ds->setStereo( true );
> ds->setStereoMode( osg::DisplaySettings::QUAD_BUFFER );
> 
>   // The .ui file uses the "Promoted" widget, CompositeViewerQOSG
> osg::ref_ptr compositeViewer =
> myMainWindow->ui.osgGraphicsArea;
> 
> osg::ref_ptr view1 = new ViewQOSG(
> myMainWindow->ui.graphicsView1 );
> view1->setObjectName("ViewQOSG 1");
> 
> 
> When I do so, I get the following warning/error
> 
> Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
> 
> quadbuffer stereo is anabled on the system and I have other OGL apps
> that work as expected.  It appears that the context is valid but I
> haven't been able to retrieve the visual it thinks it's using to see
> if it's picked an appropriate one.
> 
> ANAGLYPHIC stereo works as expected.
> 
> My other issue is trying to get a visual with alpha.  Similarly...
> 
> QPointer myMainWindow = new testMainWin;
> 
> #if DO_OUTBOARD_WINDOW
> QPointer mySecondaryWindow = new testOutboardWin;
> #endif
> 
> /* added these two lines */
> osg::DisplaySettings* ds = osg::DisplaySettings::instance();
> ds->setMinimumNumAlphaBits( 1 );
> 
>   // The .ui file uses the "Promoted" widget, CompositeViewerQOSG
> osg::ref_ptr compositeViewer =
> myMainWindow->ui.osgGraphicsArea;
> 
> osg::ref_ptr view1 = new ViewQOSG(
> myMainWindow->ui.graphicsView1 );
> view1->setObjectName("ViewQOSG 1");
> 
> 
> This gives me
> 
> X Error: BadMatch (invalid parameter attributes) 8
>   Extension:143 (Uknown extension)
>   Minor opcode: 5 (Unknown request)
>   Resource id:  0x6400026
> Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version
> test failed, requires valid graphics context.
> Segmentation fault
> 
> which I'm assuming is because the context is either invalid or not current.
> 
> If anyone has seen these problems and has some insight, I'd be
> grateful for your experience.
> 
> Thanks
> 
> Scott
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[osg-users] OpenCTM ?

2009-09-24 Thread Pierre Bourdin (gmail)
Hi All,
has anybody heard or tested OpenCTM ?

A file format and a software library for compressed 3D triangle
meshes. 

http://openctm.sourceforge.net/?page=performance


Cheers, Pierre.

Pierre BOURDIN
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Re: [osg-users] Quicktime and movie size

2009-09-08 Thread Pierre Bourdin (gmail)
Hi Serge,
Le mardi 08 septembre 2009 à 09:27 +0200, Serge Lages a écrit :
> Thank you Stephan, we've confirmed with our customer that it's a codec
> problem and not in our side, so it's OK. As a side note, the QuickTime
> plugin is really working like a charm compared to the other solutions
> like FFmpeg, it's a real pleasure.
Can you share a little bit more about the QuickTime Plugin ?
Do you have some recommendation for using it ?

What is the *best* codec to use ? 
Does it work well with mpg format (mpgv for vidéo, mpga  for audio) ?

On which plate-form are you using it ? 
I think it is not available on Linux ?

Thanks, 

Pierre.
> 
> On Tue, Sep 8, 2009 at 12:15 AM, Stephan Huber
>  wrote:
> Hi Serge,
> 
> Serge Lages schrieb:
> 
> > Thanks for your reply, it seems to be an export problem
> instead of a problem
> > on the plugin side. But it's still weird that the size on
> the QuickTime
> > player and in the plugin is different.
> 
> 
> I think it has something to do with the codec. DVCPro is
> convenient for
> editing movies/ capturing from video-cameras. I'd use Foto
> JPEG or MP4
> for OSG.
> 
> Safari shows the same error: if you open the movie with it, it
> will
> display at 1920x1080, so it's not isolated to the
> quicktime-plugin.
> 
> 
> cheers,
> Stephan
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> 
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> 
> 
> 
> 
> -- 
> Serge Lages
> http://www.tharsis-software.com
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Re: [osg-users] [build] Building a Simple Viewer

2009-07-30 Thread Pierre Bourdin (gmail)
Hi David,

Le jeudi 30 juillet 2009 à 13:03 +, David Goering a écrit :
> Hey,
> Yes I built and Installed OpenSceneGraph.
> When I enter in "osgversion" in a Command Prompt it shows: "OpenSceneGraph 
> Library 2.9.6"
> as I said I am pretty sure I followed the Install Instructions from the 
> skewed Matrix Forum to set up your system to build OpenSceneGraph 
> applications thuroughly.
> So I am pretty sure it is installed...
> any other ideas?  :?

- try using osgviewer with any 3d model, like osgviewer cow.osg 

- try the examples applications if you choose to build it in the cmake
config process.
They should be in share\openscenegraph\bin 

Pierre.

> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=15646#15646
> 
> 
> 
> 
> 
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[osg-users] OpenSceneGraph-2.8.2 release candidate report

2009-07-24 Thread Pierre Bourdin (gmail)
Hi all

I'm just starting a new thread to make it more clear...

I've compiled and test the OpenSceneGraph-2.8.2-rc4.

Compilation is ok.

Running few tests was ok too.

using osgmovie with xine reading an mpeg movie makes a segfault...

export OSG_NOTIFY_LEVEL=DEBUG
osgmovie -l osgdb_xine.so --window 50 50 800
600 /home/pbo/imerir/projets/AragoMassane/Sequence01.mpg

RegisterWindowingSystemInterfaceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x9504de0
0xb7f4fa98
CullSettings::readEnvironmentalVariables()
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
itr='/mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib'
FindFileInPath() :
trying 
/mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib/osgdb_xine.so ...
itr='/mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib/osgPlugins-2.8.2'
FindFileInPath() :
trying 
/mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib/osgPlugins-2.8.2/osgdb_xine.so
 ...
FindFileInPath() :
USING 
/mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib/osgPlugins-2.8.2/osgdb_xine.so
Opened DynamicLibrary osgdb_xine.so
GraphicsContext::registerGraphicsContext 0x9553280
GraphicsContext::getWindowingSystemInterface() 0x9504de0
0xb7f4fa98
GraphicsContext::createNewContextID() creating contextID=0
Updating the MaxNumberOfGraphicsContexts to 1
View::setUpViewOnSingleScreen - GraphicsWindow has been created
successfully.
FindFileInPath(/home/pbo/imerir/projets/AragoMassane/Sequence01.mpg):
returning /home/pbo/imerir/projets/AragoMassane/Sequence01.mpg
ReaderWriterXine::readImage /home/pbo/imerir/projets/AragoMassane/Sequence01.mpg
XineImageStream::open() : Could not ready movie file.
XineImageStream::close()
  Closing stream
  Disposing stream
  Closing audio driver
  Closing video driver
Erreur de segmentation

This Video is MPEG2 720x576 25.000 fps encoded.
I've tried other video: same result...

If you need, you can download the movie on dl.free.fr at: 
http://dl.free.fr/qUKS6UDpg

Anyone else has had trouble with osgmovie ?

I'll try with OpenSceneGraph-2.9.5 to see if ffmpeg handles it
correctly.

Pierre.



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[osg-users] Proximity trigger ?

2009-07-23 Thread Pierre Bourdin (gmail)
Hi all,

is there something that looks like a proximity trigger in
OpenSceneGraph ?

I mean, something that can start an action when the user (the camera)
goes close or in contact with some particular object ?

I know it exists in Delta3D but I don't remember having seen it in
OSG...

Regards, 

Pierre.


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Re: [osg-users] CDash site now under openscenegraph.org

2009-07-23 Thread Pierre Bourdin (gmail)
Well done J-S and J-L !

I'll try it...

It would be nice to have many different build tests when Robert will
come back ;-)


Cheers, Pierre.

Le jeudi 23 juillet 2009 à 09:38 -0400, Jean-Sébastien Guay a écrit :
> Hi all,
> 
> Some of you may have noticed that nightly builds have not been showing 
> up on the public CDash dashboard recently.
> 
> http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph
> 
> That's because the public CDash build dashboard has a build limit which 
> we exceeded recently. See this thread:
> 
> http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/47349/focus=47356
> 
> As a result, I was investigating other options and Jose Luis Hidalgo, 
> the web site maintainer for openscenegraph.org, offered to install our 
> own dashboard on the site. This is now accessible here:
> 
> http://cdash.openscenegraph.org/index.php?project=OpenSceneGraph
> 
> You'll see an experimental build I just submitted to test that it was 
> working.
> 
> I've attached the modified CTestConfig.cmake file that you will need to 
> put in your osg sources to make your nightly builds submit to that 
> dashboard from now on. When Robert comes back from training he'll be 
> able to commit that into the trunk, but for now if you want to submit 
> nightly builds, you'll need to replace the file manually with the one 
> attached.
> 
> Unfortunately, nothing was carried over from the old dashboard to this 
> new one. So if you had made a profile and claimed sites before, you'll 
> have to do it over again. I guess we could have asked the cdash.org 
> people to dump the database and send it to us, but I don't think build 
> history is critical. If someone (or Robert) disagrees we can always make 
> the demand and import the data later.
> 
> So, let's start submitting builds again people! :-)
> 
> J-S
> pièce jointe document texte brut (CTestConfig.cmake)
> ## This file should be placed in the root directory of your project.
> ## Then modify the CMakeLists.txt file in the root directory of your
> ## project to incorporate the testing dashboard.
> ## # The following are required to uses Dart and the Cdash dashboard
> ##   ENABLE_TESTING()
> ##   INCLUDE(Dart)
> set(CTEST_PROJECT_NAME "OpenSceneGraph")
> set(CTEST_NIGHTLY_START_TIME "00:00:00 CET")
> 
> set(CTEST_DROP_METHOD "http")
> set(CTEST_DROP_SITE "cdash.openscenegraph.org")
> set(CTEST_DROP_LOCATION "/submit.php?project=OpenSceneGraph")
> set(CTEST_DROP_SITE_CDASH TRUE)
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Re: [osg-users] osgViewer in stereo mode

2009-07-23 Thread Pierre Bourdin (gmail)
Hi Eric,

Le jeudi 23 juillet 2009 à 09:55 +, Eric Pouliquen a écrit :
> Sorry, but is my question very silly ?

I don't think it is, but people are probably busy...

> I'm sorry if it's a very newbie question... but I tried accessing the cameras 
> during hours and didn't reach any result... :(
> 
> Thanks a lot if someone can help me on this stupid problem.


Did you look at the osgstereoimage examples ?

Most of the code related to stereo is in the DisplaySettings class, but
there is code related to stereo also in the SceneView class
(computeLeftEyeViewImplementation,
computeRightEyeProjectionImplementation etc...)
and the graphic context is setup in View::setUpViewAcrossAllScreens.

If you don't find what you're looking for, try reformulating your
question...


Robert should be back next week, maybe he can give you the solution...

Hope it helps, 

Pierre.

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Re: [osg-users] osgOcean: Change of contact details

2009-07-23 Thread Pierre Bourdin (gmail)
Le jeudi 23 juillet 2009 à 09:03 +0100, Kim Bale a écrit :
> Hi Pierre,

Hi Kim,
> 
> 
> Yes I've known about this for a while, in fact even before 2.3 the FFT
> support was supposed to be pretty good. It's definitely something I
> intend to chase up. 
> 
I had seen it was good already, but because they say it is even
better...

> Unfortunately at the moment I'm trying to polish off the end of my
> thesis and don't have much time for fun things, which is why it's all
> gone a bit quiet on the osgOcean front. However, J-S is still
> submitting the odd fix and changes as he's using it. 

I didn't want to push you... You have done a really good job with
osgOcean.

I which, I could have the time to at least look at it in detail... but
I'm despairing about time.
> 
> I'll get back on it as soon as this blasted thing is submitted :)

Keep up the good work! 

kind regards,

Pierre.
> 
> Regards,
> 
> 
> Kim.
> 
> 2009/7/22 Pierre BOURDIN 
> Hi Kim,
> 
> I just see CUDA Toolkit and SDK v2.3 was Released...
> 
> They say in the advert: "This release includes new support for
> double-precision FFTs, significant performance improvements
> for
> single-precisions FFTs..."
> 
> Could it be interesting for osgOcean to add support for CUDA
> FFTs ?
> 
> Cheers, Pierre.
> 
> 
> 2009/7/22 Kim Bale :
> 
> > Hi all,
> > My old email address is soon to become defunct so I'm slowly
> trying to
> > filter my email address change through to my new one.
> > I know some of you like to contact me via email in relation
> to osgOcean so
> > if you would like to get in touch with me in the future
> please use:
> > kcb...@googlemail.com
> > I will of course still be reachable via osg-users.
> > Cheers.
> > Kim.
> >
> >
> >
> 
> > ___
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> > osg-users@lists.openscenegraph.org
> >
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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> 
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-22 Thread Pierre Bourdin (gmail)
Le mercredi 22 juillet 2009 à 09:11 -0400, Jean-Sébastien Guay a écrit :
> Hi Paul,
> 
> > Right, that is what I originally suspected. So is there any point to the 
> > debug packages *in their current form*? 
> 
> Yes, they allow you to compile your own project in debug mode. They 
> don't allow you to debug into the OSG itself, but otherwise they're 
> required to get your own apps to compile and run in debug mode at all.
> 
> > As 2.8.2 is probably released 
> > pretty soon it might be a good point in time to fix this?
> 
> I'm not sure what the pdb files were not included (or the debug info was 
> not embedded into the DLLs), but I would expect someone interested in 
> debugging into OSG would have no problem compiling OSG themselves... If 
> they want to debug into it, it's probable that they'll need to make a 
> fix somewhere... And compiling OSG is pretty painless nowadays.
> 
> But yes, we could either embed debug info or provide the pdb files 
> (perhaps as a separate download for people who need it).
> 
> > Is there any way to test for a given dll if there is debug information 
> > in it, e.g. with some MSVC tool?
> 
> The only way I've seen is when debugging the app in Visual Studio it 
> will say in the output window " (no debug information)" or 
> something like that. Then if you want to load the pdb file manually if 
> you have it, you can go to the Modules window, right-click on the DLL 
> and click "Load Symbols". Same thing when you're stopped at a 
> breakpoint, in the Call Stack window you can right-click on the grayed 
> out lines and click "Load Symbols".

Nice, I didn't know about this possibility.
Thanks J-S for sharing the info.

Pierre.

> 
> I don't know of a standalone tool that will tell you if a DLL contains 
> debug info.
> 
> J-S

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Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Pierre Bourdin (gmail)
Le mercredi 22 juillet 2009 à 15:25 +0200, "Martin Großer" a écrit :
> Hello Pierre,
Hi Martin,
Did you try the exporter from worldviz ?
http://www.worldviz.com/download/index.php?id=9

Or the exporter from sourceforge ?
http://sourceforge.net/projects/osgmaxexp/files/

There is also another one shipped with Delta3D maybe...

Pierre.
> 
> when I install the 3DS Max 8 and the plug in, then I see a list with 
> supported versions and the 2010 is in the list.
> 
> But I doesn't have the SDK installed. May be this is the problem...
> I try to install the SDK.
> 
> Cheers,
> 
> Martin
> 
> 
>  Original-Nachricht ----
> > Datum: Wed, 22 Jul 2009 14:22:36 +0200
> > Von: "Pierre Bourdin (gmail)" 
> > An: OpenSceneGraph Users 
> > Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
> 
> > Le mercredi 22 juillet 2009 à 13:32 +0200, "Martin Großer" a écrit :
> > > Hello,
> > > 
> > > have everybody use the osg export plug in for 3DS Max 2010?
> > > I have installed Max 2010 and the plug in installer print the message
> > "3D Max isn't installed" (I have the german version and this is a 
> > approximate
> > translation).
> > > 
> > > Have other useres the same problem? Also is it a bug of the plug in
> > installer?
> > 
> > Could be that the binary version plugin is not made for 3DS Max 2010...
> > 
> > You could try to rebuild it from source may be ?
> > As far as I remember, you just need the Max SDK...
> > > 
> > > Cheers,
> > > 
> > > Martin
> > 
> > Pierre.
> > 
> > 
> > Pierre BOURDIN
> > I.M.E.R.I.R.
> > Av. Pascot BP 90443
> > 66004 PERPIGNAN
> > tél: 04 68 56 84 95
> > fax: 04 68 55 03 86
> > email: bour...@imerir.com
> > 
> > 
> > ___
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> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 

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Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Pierre Bourdin (gmail)
Le mercredi 22 juillet 2009 à 13:32 +0200, "Martin Großer" a écrit :
> Hello,
> 
> have everybody use the osg export plug in for 3DS Max 2010?
> I have installed Max 2010 and the plug in installer print the message "3D Max 
> isn't installed" (I have the german version and this is a approximate 
> translation).
> 
> Have other useres the same problem? Also is it a bug of the plug in installer?

Could be that the binary version plugin is not made for 3DS Max 2010...

You could try to rebuild it from source may be ?
As far as I remember, you just need the Max SDK...
> 
> Cheers,
> 
> Martin

Pierre.


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Re: [osg-users] Unit tests

2009-07-20 Thread Pierre Bourdin (gmail)
Le lundi 20 juillet 2009 à 08:45 +0200, Vincent Bourdier a écrit :
> Hi Pierre,
Hi Vincent,
sorry I didn't see you post...
> 
> Are you talking about googleTest, unittest++ or cppunit ?
I'm talking about cppunit.
> 
> Vincent.

Pierre.

> 
> 2009/7/19 Pierre BOURDIN 
> Bonjour Vincent,
> 
> 2009/7/17 Vincent Bourdier :
> > Hi, thanks for the answers !!
> >
> > Philip, changing the option works, but the linker make a lot
> of warnings :
> > http://msdn.microsoft.com/en-us/library/5ske5b71(VS.71).aspx
> that is very
> > annoying...
> >
> > So I don't know if I will keep this one or not...
> >
> > unittest++ seems good, and cppunit too (if anyone have
> feedback on the last
> > one ...)
> 
> 
> I've note use it myselff, but I know Delta3D is using it. So
> if you
> want some examples, look at it. They use it with cmake so it
> should be
> easy to adapt to your project hopefully.
> 
> >
> > Don't know exactly what to choose...
> >
> > See you later if I found the good one, still earing if you
> have any advices.
> >
> > Thanks.
> >
> > Regards,
> >Vincent.
> 
> 
> Cheers,
> Pierre.
> 
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Re: [osg-users] Clamping line to terrain

2009-07-01 Thread Pierre Bourdin (gmail)
Hi CG,
you can maybe have a look at the osggis project
http://wush.net/trac/osggis

It does this quite well.

I've used it for tracing the river aver the terrain for example...
http://perso.imerir.com/bourdin/wiki/doku.php/en/projet/massane

Hope it helps,

Pierre.

Le jeudi 02 juillet 2009 à 05:51 +, Cheng Guan a écrit :
> Hi,
> 
> I'm trying to implement a 3D line which can follow the terrain's height 
> (terrain hugging) but the resultant line is not smooth (see attached), I'm 
> using Bresenham line algorithm to generate and intersector to clamp the line, 
> are there any ways to smooth the line and yet can follow the terrain's height?
> 
> Thank you!
> 
> Cheers,
> CG[/img]
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=14795#14795
> 
> 
> 
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[osg-users] Best video format for a fullscreen video rendering ?

2009-06-29 Thread Pierre Bourdin (gmail)
Hia all,
I want to show small video with sound and if possible subtitles in an
OSG application.
I guess the best way is now to use ffmpeg plugin like in osgmovie... 

I think, for the sound it needs some external tool like SDL to play the
audio part.

Have you got any feedback about the compression format to use ?

Is there somebody working on integration of Qt Phonon in
OpenSceneGraph ?


Thanks, Pierre.


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Re: [osg-users] how to run the example osgViewerQt

2009-06-29 Thread Pierre Bourdin (gmail)
Hi Gopal,
you just need to pass a model to draw, like : osgViewerQT cow.osg

You can open any model supported by OpenSceneGraph...

Pierre.

Le lundi 29 juin 2009 à 06:47 +, gopal goenka a écrit :
> Hi,
> 
> I am a newbie in osg.
> 
> I am trying to run the osgViewerQT example in QT4.4 on the linux platform
> 
> but i am getting error such as undefined refferences to osg/srgumentparser 
> 
> please help n tell me how to run the example 
> 
> Thank you!
> 
> Cheers,
> gopal
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=14628#14628
> 
> 
> 
> 
> 
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate one tagged

2009-06-23 Thread Pierre Bourdin (gmail)
Hi Robert,

Le mardi 23 juin 2009 à 09:41 +, Tony Horrobin a écrit :
> Hi Robert,
> 
> OpenSceneGraph-2.8.2-rc1 builds and runs our application on:
> Ubuntu 8.04 Hardy
> Linux  2.6.23.14
> gcc version 4.2.4 (Ubuntu 4.2.4-1ubuntu4)
> OpenGL version string: 3.0.0 NVIDIA 180.44
> 
> I also see flickering when running osgshadow --pssm.
  
I forgot to mention I don't see flickering running osgshadow --pssm and
it does not crash using osgshadow --sv

OpenGL renderer string: Quadro FX 3450/4000 
OpenGL version string: 2.1.2 NVIDIA 185.18.14 
Linux 2.6.26-1-486

Pierre

> 
> Cheers,
> Tony
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=14384#14384
> 
> 
> 
> 
> 
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate one tagged

2009-06-23 Thread Pierre Bourdin (gmail)
Hi all,
also builds fine on  Debian GNU/Linux testing (squeeze)
gcc version 4.3.3 (Debian 4.3.3-10)

I've run some of the samples and everything is fine.

Pierre.
Le lundi 22 juin 2009 à 12:56 -0600, Paul Martz a écrit :
> Jean-Sébastien Guay wrote:
> > Hi Robert,
> >
> > Builds fine on Windows Vista, VC++ 2005 SP1. Quick testing of some osg 
> > apps and examples reveals no major problems (see below). Also tested a 
> > compile with our framework and it went fine, but there too I only had 
> > time to test a few of our examples - no in depth testing yet. I'll try 
> > to get to it in the next few days.
> Also builds fine using VS9 (2008) Express. Runs fine with some limited 
> testing of my dev work.
>-Paul
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Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-06-22 Thread Pierre Bourdin (gmail)
Le dimanche 21 juin 2009 à 15:40 +0100, Kim C Bale a écrit :
> Hi Pierre,
> 
> >I won't have many time next week, but if I can, I'll try to witch the
> 2 cards, just to see if it's working well with the 4600 on debian 32
> bits...
> 
> If you could that would be brilliant, but I realise it's a big ask.
Well I've only made half of the work, putting the 4600 on my machine...
(I didn't test the 3450 in the other machine).

The bad news is that the bug is still there. I've upgraded the drivers
to 185.18.14 (last one) just in case it could change something, but alas
nothing's better.
> 
> >I wonder how numerous we are having this bug ? So far if we are only 2,
> you don't have to worry that much.
> 
> Good question, I think it was more than two though.. Well until I can
> find a common element there's not much I can do about it.

I'm really curious to know if other Linux 32bits users have the
problem ?

> 
> Well it's good to hear you got it working on one machine! :)

Yes it is and pretty well !!

> Kim.
> 
Pierre.



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Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-06-19 Thread Pierre Bourdin (gmail)
Hi Kim, J-S,

I've run the osgOcean_debug and got the dump.
http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean#osgocean-1.0-debug

I've made an archive including a screenshot the tiles that were created
and the debug file.

I've made 2 runs, one with libfftss & libfftw3f but it does not change
anything about the problem...

Ah, and I've made some tests on another machine, with a diiferent
Graphic card (Quadro 4600): the waves are working well, but I've a
trouble when diving underwater... When I reach the water surface, the
view is flickering until I'm completely underwater... Has someone else
experience the same effect ?

Hoping it will be helpful.

Pierre.
Le jeudi 18 juin 2009 à 19:30 +0100, Kim C Bale a écrit :
> Roman, Pierre,
>  
> 
> Thank you for testing, the pictures were very helpful.
>  
> Firstly Roman, do you get the same result as Pierre does? 
>  
> Images at the bottom here: 
> http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean 
> <http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean> 
>  
> This is pretty much my first time programming for multiple platforms so I'm 
> rather at a loss as to what could be causing it. My only thought is that 
> perhaps your compilers are doing something that the .net compiler isn't. 
>  
> If you could tell me which compiler you use that might be shed some light on 
> it.
>  
> What I've done is created a version of the library and dumps a load of 
> variables to file. This should at least point to the general area of the 
> fault. 
>  
> So if you could find the time to download the version of osgOcean found here:
>  
> http://osgocean.googlecode.com/svn/branches/osgOcean-1.0-debug/
>  
> Run it and fly around for a about 10 seconds. Then send me the file called 
> "osgOcean_debug.txt" that it dumps out I would be extremely grateful.
>  
> 
> Thanks guys.
>  
> Kim.
> 
>  
> 
> 
> From: Pierre Bourdin (gmail) [mailto:bour...@imerir.com]
> Sent: Thu 18/06/2009 16:54
> To: osg-users@lists.openscenegraph.org
> Cc: Kim C Bale
> Subject: Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?
> 
> 
> 
> Hi Kim,
> I'm sorry to tell it is the same for me...
> 
> I've compiled osgocean from svn trunk and tag 1.0 with
> fftss-3.0-20071031.tar.gz
> linked with OpenSceneGraph Library 2.9.4
> 
> I've just made a simple run/shutdown log:
> http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean
> 
> If you need more informations, tell me how I could help.
> 
> Cheers,
> 
> Pierre.
> 
> Le jeudi 18 juin 2009 à 12:27 +, Roman Grigoriev a écrit :
> > Hi,
> > I've tried with FFTSS, FFTW3  and FFTWF and got patchy ocean on osg svn 
> > trunk on Fedora 11 on GTX285 180.60 drivers
> >
> > Thank you!
> >
> > Cheers,
> > Roman
> >
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=14162#14162
> >
> >
> >
> >
> >
> > ___
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> 
> Pierre BOURDIN
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> 66004 PERPIGNAN
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> fax: 04 68 55 03 86
> email: bour...@imerir.com
> 
> 
> 
> 
> *
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Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-06-18 Thread Pierre Bourdin (gmail)
Hi Kim,
I'm sorry to tell it is the same for me...

I've compiled osgocean from svn trunk and tag 1.0 with
fftss-3.0-20071031.tar.gz 
linked with OpenSceneGraph Library 2.9.4

I've just made a simple run/shutdown log:
http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean

If you need more informations, tell me how I could help.

Cheers, 

Pierre.

Le jeudi 18 juin 2009 à 12:27 +, Roman Grigoriev a écrit : 
> Hi,
> I've tried with FFTSS, FFTW3  and FFTWF and got patchy ocean on osg svn trunk 
> on Fedora 11 on GTX285 180.60 drivers
> 
> Thank you!
> 
> Cheers,
> Roman
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=14162#14162
> 
> 
> 
> 
> 
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Re: [osg-users] Is the osgOcean Linux bug still present?

2009-06-17 Thread Pierre Bourdin (gmail)
Hi Kim,

i've just tried with an updated OSG to 2.9.4 and it's still the same...

Pierre.

Le mardi 16 juin 2009 à 19:50 +0100, Kim C Bale a écrit :
> Hi all,
>  
> I know it's only been out one day, but I was wondering if those linux
> users (it only seemed to occur on certain linux distributions) that
> experienced the patchy ocean surface bug with the previous version
> have managed to test the library and noticed if they still have the
> same issue?
>  
> It sounded like a pretty nasty bug and I'd like to sort it if it's
> still present.
>  
> Regards,
>  
> Kim.
> *
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Re: [osg-users] Is the osgOcean Linux bug still present?

2009-06-17 Thread Pierre Bourdin (gmail)
Le mardi 16 juin 2009 à 19:50 +0100, Kim C Bale a écrit :
> Hi all,

Hi Kim,

first congratulations for this new osgOcean 1.0. It's really nice.

The fix for the shader bug on 7 series nVidia cards which caused an
error when indexing arrays using uniform variables is working well for
me. I can see osgOcean demo on my computer now.
>  
> I know it's only been out one day, but I was wondering if those linux
> users (it only seemed to occur on certain linux distributions) that
> experienced the patchy ocean surface bug with the previous version
> have managed to test the library and noticed if they still have the
> same issue?

I'm not sure about what you call the "patchy ocean surface bug", but now
that I can see osgOcean demo on my computer, it doesn't looks like the
previous one... The waves look more like squares, so it's probably this
bug ?
I've made some snapshots:
http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean

I've also a problem when resizing the window (snap 5) 

This is probably related to Kwin and Kde window manager...  

Debian GNU Linux 32bits
Quadro FX 3450/4000 SDI
Nvidia drivers 180.51
osgversion
OpenSceneGraph Library 2.8.1 (Sorry, I didn't have the time to
update...)
./oceanExample
Building scene...
  . Loading cubemaps: 0.581033s
  . Generating ocean surface: 0.000138s
  . Creating ocean scene: 0.001224s
  . Loading islands: 0.766591s
  . Setting up lighting: 9.2e-05s
complete.
Time Taken: 1.34993s
Wave scale factor now 9e-09

> It sounded like a pretty nasty bug and I'd like to sort it if it's
> still present.
>  
If you need more info, please tell me, I wanted to do more tests, but
I'm short in time these days...

> Regards,
>  
> Kim.

Cheers, 

Pierre.

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Re: [osg-users] Looking for GLSL Parallax Occlusion Mapping

2009-05-29 Thread Pierre Bourdin (gmail)
I think I got it with the sources when I tried...

You should probably contact the webmaster of the ozone web site.

Pierre.
Le vendredi 29 mai 2009 à 11:28 +0200, Christian Buchner a écrit :
> > For a parallax sample using GLSL there are probably a lot of samples on
> > ATI or Nvidia developper site, but maybe you'll find some interesting
> > demo on ozone3d:
> > n
> 
> Strangely that preview for Parallax Bump Mapping demo says "Source Code: 
> [YES]"
> but when you go to the detail page and download the demo (
> ParallaxMapping_Demo.zip )
> there is no source code to be seen.
> 
> I am also looking for this rendering technique to make some realistic
> rendering of coins with an embossed imprint.
> 
> Christian

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Re: [osg-users] Looking for GLSL Parallax Occlusion Mapping

2009-05-29 Thread Pierre Bourdin (gmail)
Hi Chris,
you could be interested by the work of Kevin Boulanger
http://www.kevinboulanger.net/grass.html

For a parallax sample using GLSL there are probably a lot of samples on
ATI or Nvidia developper site, but maybe you'll find some interesting
demo on ozone3d:
http://www.ozone3d.net/demos_projects/index.php?lang=2

Pierre.

Le jeudi 28 mai 2009 à 13:54 -0600, Chris 'Xenon' Hanson a écrit :
> I've tried posting this a couple of times, and it disappears. It went through 
> yesterday as
> a reply to a test post, so I'm going to try again with the proper subject.
> 
> 
> I'm looking to add extra visual realism to surfaces using shaders. Grass, 
> gravel and
> dirt are some of the obvious candidates, but there could be others. I am 
> hoping to use a
> type of Parallax Mapping. I have a few algorithms of basic Parallax Mapping, 
> but they fall
> apart at glancing angles close to the ground (where the user viewpoint will 
> frequently be).
> 
>   Tatarchuk's Parallax Occlusion Mapping:
> 
> http://ati.amd.com/developer/SIGGRAPH05/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf
> http://ati.amd.com/developer/gdc/Tatarchuk-ParallaxOcclusionMapping-FINAL_Print.pdf
> http://ati.amd.com/developer/gdc/2006/GDC06-Tatarchuk-Parallax_Occlusion_Mapping.pdf
> 
>   Seems to solve many of the issues.
> 
>   The GDC 06 paper with the allegedly improved algorithm only talks about 
> HLSL and
> DirectX. I'm interested in checking this algorithm out to see how it performs 
> (I'm
> designing shaders in RenderMonkey) but I've had a hard time finding working 
> GLSL source
> for anything newer than the original Parallax Shader from 04 and earlier.
> 
>   I don't want to write and debug an implementation from scratch just to find 
> out it
> doesn't do the job, so I was hoping to find a working implementation 
> somewhere, but am not
> finding one. Anyone seen one? It looks like a heck of a technique and could 
> really be used
> to great purpose in landscapes, and well, just about anything with surface 
> detail.
> 
>   Anyone know where to find something like this?
> 
>   Also, I'm interested in other sources of canned shaders. I'm not trying to 
> do
> cutting-edge research, I'm just trying to apply the best available technology 
> to a
> visualization problem to give the best results without reinventing the wheel.
> 

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Re: [osg-users] Stereo Problem

2009-05-20 Thread Pierre Bourdin (gmail)
Le mercredi 20 mai 2009 à 14:18 +0200, Jan Ciger a écrit :
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
> 
> Jason Daly wrote:
> > Pierre Bourdin (gmail) wrote:
> >> Quad stereo is working well on my thinkpad T42p with a FireGL.
> >>   
> > 
> > That's not too surprising.  The FireGL is AMD/ATi's pro workstation
> > card, so one would expect the features to be similar to Nvidia's QuadroFX.
> 
> Well, not every FireGL and Quadro has stereo output, only certain
> models. However, T42p was a decent machine, I had T41p with a FireGL T2
> (which didn't have stereo) myself and was happy with it, minus the
> crappy Linux drivers for the graphic card.
I was happy to have the stereo with my notebook, even if it is eating
all the battery, heating the office... It's working ;-)

But yes the drivers is crappy, and they have stopped updating it if I've
well seen...

If the stereo is working on OSX, it might be an interesting
alternative...

Pierre.
> 
> Jan
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.9 (GNU/Linux)
> Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
> 
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> XuaFKzuMnNGIQUGW6AHI38M=
> =KY8Y
> -END PGP SIGNATURE-
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Re: [osg-users] FirstPersonManipulator

2009-05-19 Thread Pierre Bourdin (gmail)
Well it's just one line to add to osgviewer...

keyswitchManipulator->addMatrixManipulator( '5', "FPS", new
osgGA::FirstPersonManipulator() );

Pierre.

Le mardi 19 mai 2009 à 11:46 -0500, Alejandro Aguilar Sierra a écrit :
> Yeah, it would be better to have a complete, working, example, to test
> its basics.
> 
> -- A.
> 
> 
> On Tue, May 19, 2009 at 11:37 AM, Pierre Bourdin (gmail)
>  wrote:
> > I've just made an osgViewer with a FirstPersonManipulator...
> >
> > I've tested with a terrain...
> >
> > The Manipulator is shouting: "you are lost in space!"
> >
> > What kind of model you suggest to use it ?
> >
> > I had no time for a more complete test, so maybe I missed something
> > obvious ?...?
> >
> > At least I can say it compiles on Linux Debian Testing with 2.8.1-rc5
> > without any problem...
> >
> > Pierre.
> >
> > Le mardi 19 mai 2009 à 17:05 +0200, Simon Loic a écrit :
> >> Hi,
> >> I don't think it would make sense anyway to review a code where very
> >> few people find interest. So I totally understand your position.
> >> Anyway, from what I've seen on this ML, users are quite active and I
> >> think they just didn't paid attention. So let's wait for feedback.
> >> Cheers.
> >> Loïc
> >>
> >> On Tue, May 19, 2009 at 4:56 PM, Robert Osfield
> >>  wrote:
> >> On Tue, May 19, 2009 at 3:43 PM, Simon Loic
> >>  wrote:
> >> > Hi Robert,
> >> > I'm not sure if the code is clean enough to fulfill OSG
> >> standards. Yet I was
> >> > expecting some feedbacks about the manipulator (stability on
> >> different
> >> > machines, missing features, weird behaviours, ...) before to
> >> release a
> >> > submission.
> >> >
> >> > If you feel it's clean enough I guess you can check it in.
> >> Yet, as we don't
> >> > get any feedback, maybe it's not worth it.
> >>
> >>
> >> I was hoping to have feedback from others before diving in
> >> with a
> >> review myself.  I have plenty on my plate so having to do all
> >> the
> >> review work myself is something I'd rather not do.
> >>
> >> Robert.
> >>
> >> ___
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >> 
> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >>
> >>
> >>
> >> --
> >> Loïc Simon
> >> ___
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> >> osg-users@lists.openscenegraph.org
> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > 
> > Pierre BOURDIN
> > I.M.E.R.I.R.
> > Av. Pascot BP 90443
> > 66004 PERPIGNAN
> > tél: 04 68 56 84 95
> > fax: 04 68 55 03 86
> > email: bour...@imerir.com
> > 
> >
> > ___
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> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >

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Re: [osg-users] Stereo Problem

2009-05-19 Thread Pierre Bourdin (gmail)
Quad stereo is working well on my thinkpad T42p with a FireGL.

I've used it with Openscenegraph may times and it works well.

It is very convenient to make a nice demo with a 3D DepthQ projector...

It just miss a modern shader support...

If you want to use it for active stereo, you need an adapter to
synchronize the IR emitter...

I now some notebook have quadro card too, so I guess it is also working.
Pierre.

Le mardi 12 mai 2009 à 08:56 -0400, Tomlinson, Gordon a écrit :
> FYI
> 
> QUAD Buffer stereo is only supported on the NVIDIA's Pro range the Quadro FX 
> cards, they do not support this on consumer cards 
> 
> 
> Gordon
> Product Manager 3d
> __
> Gordon Tomlinson
> Email  : gtomlinson @ overwatch.textron.com
> __
> 
> 
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org 
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
> Osfield
> Sent: Tuesday, May 12, 2009 6:27 AM
> To: olfat_ibra...@yahoo.com; OpenSceneGraph Users
> Subject: Re: [osg-users] Stereo Problem
> 
> Hi Olfat,
> 
> The errors you are getting are due to lack of QUAD_BUFFER stereo support in 
> the driver.  This is pretty poor considering that you've got the NVidia 3D 
> glasses.
> 
> Perhaps the NVidia drivers only provide a hack for 3d support in 3rd party 
> apps, as they do for games.  I would be worth contacting NVidia about it as 
> frankly selling hardware but not supporting quad buffer stereo in the drivers 
> is just plain incompetent/fraudulent.
> 
> Robert.
> 
> On Tue, May 12, 2009 at 10:52 AM, olfat ibrahim  
> wrote:
> >
> > Also i wanted to clarify that when i tried to use the command line :
> >
> > osgviewer cow.osg --stereo QUAD_BUFFER
> >
> > it gives me the following  :
> >
> > Warning: Could not find plugin to read objects from file "QUAD_BUFFER".
> > Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
> > pixel for mat found based on traits specified
> >   GraphicsWindow has not been created successfully.
> > Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
> > pixel for mat found based on traits specified
> >   GraphicsWindow has not been created successfully.
> > Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
> > pixel for mat found based on traits specified
> >   GraphicsWindow has not been created successfully.
> > Viewer::realize() - failed to set up any windows
> > Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
> > pixel for mat found based on traits specified
> >   GraphicsWindow has not been created successfully.
> > Viewer::realize() - failed to set up any windows
> >
> > --- On Tue, 5/12/09, Robert Osfield  wrote:
> >
> > From: Robert Osfield 
> > Subject: Re: [osg-users] Stereo Problem
> > To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users"
> > 
> > Date: Tuesday, May 12, 2009, 4:54 AM
> >
> > Hi Ibrahim? Olfat?  Could you sign with your first name so we know how 
> > to address you, thanks,
> >
> > On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim 
> > 
> > wrote:
> >> Hello
> >>
> >> Iam running my program with the option --stereo and the stereo seems 
> >> to
> > work
> >> fine in the screen but i can not get my nvidia glass to start working 
> >> with it can any one help me ?
> >
> > By default the OSG will use anaglyphic stereo when you enable stereo, 
> > but it also supports a range of other stereo options.  For shutter 
> > glasses you'll probably just need to request quad buffer stereo via:
> >
> >  osgviewer cow.osg --stereo QUAD_BUFFER
> >
> > For more command line details run
> >
> >   osgviewer --help
> >
> > And via env vars:
> >
> >   osgviewer --help-env
> >
> > Programatically you can enable stereo via osg::DisplaySettings (the 
> > above command line options and env vars just set it.) See the 
> > osgstreoimage example for an example of programmatically enabling 
> > stereo.
> >
> > There is a big but... and that's does you graphics card/OpenGL driver 
> > support quad buffer stereo.  I can't answer this as you've provide no 
> > info w.r.t hardware/drivers you are using.  For NVidia it's just their 
> > Quadro line that supports quad buffer stereo.
> >
> > Robert.
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
> > org
> >
> >
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Re: [osg-users] FirstPersonManipulator

2009-05-19 Thread Pierre Bourdin (gmail)
I've just made an osgViewer with a FirstPersonManipulator...

I've tested with a terrain...

The Manipulator is shouting: "you are lost in space!"

What kind of model you suggest to use it ?

I had no time for a more complete test, so maybe I missed something
obvious ?...?

At least I can say it compiles on Linux Debian Testing with 2.8.1-rc5
without any problem...

Pierre.

Le mardi 19 mai 2009 à 17:05 +0200, Simon Loic a écrit :
> Hi, 
> I don't think it would make sense anyway to review a code where very
> few people find interest. So I totally understand your position.
> Anyway, from what I've seen on this ML, users are quite active and I
> think they just didn't paid attention. So let's wait for feedback.
> Cheers.
> Loïc
> 
> On Tue, May 19, 2009 at 4:56 PM, Robert Osfield
>  wrote:
> On Tue, May 19, 2009 at 3:43 PM, Simon Loic
>  wrote:
> > Hi Robert,
> > I'm not sure if the code is clean enough to fulfill OSG
> standards. Yet I was
> > expecting some feedbacks about the manipulator (stability on
> different
> > machines, missing features, weird behaviours, ...) before to
> release a
> > submission.
> >
> > If you feel it's clean enough I guess you can check it in.
> Yet, as we don't
> > get any feedback, maybe it's not worth it.
> 
> 
> I was hoping to have feedback from others before diving in
> with a
> review myself.  I have plenty on my plate so having to do all
> the
> review work myself is something I'd rather not do.
> 
> Robert.
> 
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> 
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> 
> 
> 
> 
> -- 
> Loïc Simon
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Pierre Bourdin (gmail)
Yep,
i've just start a windows build... I'll tell you later.

Do you need some special test ?

Pierre.

Le mardi 19 mai 2009 à 14:21 +0100, Robert Osfield a écrit :
> Hi All,
> 
> Thanks for the testing.  So far we have 3 confirmations for linux
> distro's, one for OSX, none for Window or other systems yet.
> 
> If you are currently doing a build and test and it hasn't completed
> yet please tell me so I know what I might be able to do the final tag
> of 2.8.1.  So far things look good for the release this afternoon.
> 
> Cheers,
> Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Pierre Bourdin (gmail)
Hi Robert,
I just finished compilation on Debian testing, without any trouble...

Everything seems to work perfectly.

I'll do some more tests this afternoon...

Pierre.


cmake --version
cmake version 2.6-patch 4

gcc version 4.3.3 (Debian 4.3.3-3)

/proc/driver/nvidia/version
NVRM version: NVIDIA UNIX x86 Kernel Module  180.51  Thu Apr 16 19:02:15
PDT 2009
GCC version:  gcc version 4.1.3 20080704 (prerelease) (Debian 4.1.2-25)

/proc/driver/nvidia/cards/0
Model:   Quadro FX 3450/4000 SDI
IRQ: 18
Video BIOS:  05.41.02.43.05
Card Type:   PCI-E
DMA Size:39 bits
DMA Mask:0x7f
Bus Location:05.00.0

___

glxinfo |grep version
server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.3
OpenGL version string: 2.1.2 NVIDIA 180.51

Distributor ID: Debian
Description:Debian GNU/Linux testing (squeeze)
Release:testing
Codename:   squeeze


Le mardi 19 mai 2009 à 09:43 +0100, Robert Osfield a écrit :
> Hi All,
> 
> Any results from testing of OSG-2.8.1-rc5 yet?   I'm ready to tag
> 2.8.1, so am now just waiting for feedback from testing.
> 
> Thanks,
> Robert.
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Re: [osg-users] VPB stuff

2009-05-15 Thread Pierre Bourdin (gmail)
Hi Robert,
Le vendredi 15 mai 2009 à 13:51 +0100, Robert Osfield a écrit :
> Hi Pierre,
> 
> You are getting an OpenGL related error which clearly isn't good as is
> something you need to look at.

Yep ,but the terrain is built and rendering is slow and popping but
correct...
> 
> What hardware + drivers are you using?

I'll tell you more precisely at the end of the afternoon, cause I can't
get the machine for now...

But the graphic board is an integrated ATI Radeon Xpress 1150...

The drivers are probably from before September 08...

Sorry, I couldn't find another machine for a quick compatibility test 

Pierre

> 
> Robert.
> 
> On Fri, May 15, 2009 at 1:43 PM, Pierre Bourdin (gmail)
>  wrote:
> > Hi Robert,
> > is it the expected comportement ?
> >
> > 
> > machine=DELL-VOSTRO-02 running
> > task=tasks/build_subtile_L2_X3_Y1/build_subtile_L5_X31_Y14.task
> > Error: :0.0 no Pbuffer support in GLX available.
> > libGL error: drmGetMagic failed
> > libGL error: reverting to (slow) indirect rendering
> > Warning: detected OpenGL error 'invalid enumerant' at
> > DestinationTile::createStateSet()
> > machine=DELL-VOSTRO-02 completed
> > 
> >
> >
> > Building a terrain with 2.8 release on linux 32 bits ubuntu...
> >
> > I'll try with the brand new OpenScenGraph-2.8.1-rc4 later this
> > afternoon.
> >
> > Pierre.
> > Le vendredi 15 mai 2009 à 09:28 +0100, Robert Osfield a écrit :
> >> HI Pierre,
> >>
> >> On Fri, May 15, 2009 at 8:24 AM, Pierre Bourdin (gmail)
> >>  wrote:
> >> > For the --terrain option, it works also very well, but I have to disable
> >> > GL_ARB extension with my ATI otherwise it crashes.
> >>
> >> Could you try the OSG-2.8 or svn/trunk version of the OSG as there is
> >> crash fix that prevents problems with rendering VPB --terrain
> >> databases.  The case of the crash was an bug in the set up of the
> >> VBO's, the ATI driver crashes if you put a VBO inside a display list.
> >> It was a bug putting the VBO's inside a display list so once this was
> >> fixed the crash went away.  The ATI driver is still a bit buggy, but
> >> at least it's now working well with VPB terrain databases.
> >>
> >> Robert.
> > 
> > Pierre BOURDIN
> > I.M.E.R.I.R.
> > Av. Pascot BP 90443
> > 66004 PERPIGNAN
> > tél: 04 68 56 84 95
> > fax: 04 68 55 03 86
> > email: bour...@imerir.com
> > 
> >
> >

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Re: [osg-users] VPB stuff

2009-05-15 Thread Pierre Bourdin (gmail)
Hi Robert,
is it the expected comportement ?


machine=DELL-VOSTRO-02 running
task=tasks/build_subtile_L2_X3_Y1/build_subtile_L5_X31_Y14.task
Error: :0.0 no Pbuffer support in GLX available.
libGL error: drmGetMagic failed
libGL error: reverting to (slow) indirect rendering
Warning: detected OpenGL error 'invalid enumerant' at
DestinationTile::createStateSet()
machine=DELL-VOSTRO-02 completed



Building a terrain with 2.8 release on linux 32 bits ubuntu...

I'll try with the brand new OpenScenGraph-2.8.1-rc4 later this
afternoon.

Pierre.
Le vendredi 15 mai 2009 à 09:28 +0100, Robert Osfield a écrit :
> HI Pierre,
> 
> On Fri, May 15, 2009 at 8:24 AM, Pierre Bourdin (gmail)
>  wrote:
> > For the --terrain option, it works also very well, but I have to disable
> > GL_ARB extension with my ATI otherwise it crashes.
> 
> Could you try the OSG-2.8 or svn/trunk version of the OSG as there is
> crash fix that prevents problems with rendering VPB --terrain
> databases.  The case of the crash was an bug in the set up of the
> VBO's, the ATI driver crashes if you put a VBO inside a display list.
> It was a bug putting the VBO's inside a display list so once this was
> fixed the crash went away.  The ATI driver is still a bit buggy, but
> at least it's now working well with VPB terrain databases.
> 
> Robert.

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Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-15 Thread Pierre Bourdin (gmail)
Hi,
an interesting approach for a distributed rendering system is FlowVR...
http://flowvr.sourceforge.net/


I know openscenegraph has been used with Delta3D team with CIGI Image
Generator: http://cigi.sourceforge.net/ 
To not only advertise for concurrent project ;-)


Pierre.

Le vendredi 15 mai 2009 à 10:56 +0100, Robert Osfield a écrit :
> Hi Joe? Jie, could you please sign with your first name so I know
> which one to use when addressing you rather than having to do a best
> guess, thanks,
> 
> On Fri, May 15, 2009 at 10:41 AM, Joe L  wrote:
> > In our plan, the TDW will have around 30 displays.
> 
> OK, you'll definitely need a cluster for this.
> 
> > Do you mean that :
> > If I would like to use OSG, I will have to additionally do the task
> > management, network synchronization, and distributed rendering?
> 
> The OSG doesn't provide this cluster manage functionality, it's
> focused on rendering on a single image system, albeit with
> capabilities of doing multi-thread, multi-screen output.
> 
> The two options you have right now are to go with a distributed GL
> implementation such as Chromium, or a distribution application
> implementation such as facilitated by libs like Equalizer.
> 
> There is a third possible solution would require mods to the core OSG,
> or at least subclasses from it, and is something I've been wondering
> about for a while.  The approach would be to do a distributed render
> graph, where you do a cull traversal (or several cull traversal) on
> the master for the whole view frustum that gives you a list of
> drawables, modelview+projection matrices and state inheritance graph,
> then you broad cast this list to slaves on the cluster.  These then
> traverse this rendering graph and cull out what leaves aren't in their
> local view frustum.  On each slave you'd cache the state and geometry
> and update this only when the master changes their value, to avoid
> having to dispatch all this data on each new frame.
> 
> The distributed render graph proposal above sits between the low level
> distributed GL approach and the high level distributed application
> approach like done with Equalizer.  The distributed GL approach
> requires more network and CPU bandwidth, most doesn't require any
> application modifications to do the cluster, while the distributed
> application approach minimizes network bandwidth but does require you
> to design your application with the cluster in mind.  The later
> approach is more work, but provides better scalability.
> 
> The distributed render graph approach has the potentially of scaling
> reasonable well, while at the same time need little more than a
> cluster specific cluster configuration being used in the viewer, so
> once you have this inbuilt capability it's would be easy to move from
> a single desktop display to a cluster by just changing a viewer
> configuration file.
> 
> Robert.
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Re: [osg-users] VPB stuff

2009-05-15 Thread Pierre Bourdin (gmail)
Hi,
I can confirm it works well with many textures...

Here's screenshot of some terrain build with 2 textures:
http://perso.imerir.com/bourdin/wiki/doku.php/en/projet/massane


The only problem I have is with Shapefile, but I'm using osggis for
that... If you know how to use them with osgdem ? I'm interested...

For the --terrain option, it works also very well, but I have to disable
GL_ARB extension with my ATI otherwise it crashes. 

Pierre

Le vendredi 15 mai 2009 à 09:08 +0200, J.P. Delport a écrit :
> Hi,
> 
> Mao wrote:
> > Hi! Recently, our project is planning to migrate from mini to VPB. 
> > However, we encounter with several questions.
> > 
> >  
> > 
> > 1.   In the example of osgDEM, I infer that osgDEM processes tiff 
> > format only. But tiff uses 32-bit offset which limits its size to 4G 
> > bytes. Most of our data are ERDAS img file or rrd file, which are huge 
> > in size. Yesterday, we processed an img file of size 20G bytes, and 
> > gdal_translate it to a 21G bytes tiff. That confused me. How can VPB 
> > handle extra bytes?
> 
> osgdem/virtualplanetbuilder can read all files that gdal can read, so 
> have a look here:
> http://www.gdal.org/formats_list.html
> 
> You can use the gdal tools to split your large data into multiple 
> smaller geotiffs <2GB if you want.
> 
> > 
> > 2.   Another thing is that, texture files we got sometimes are in 
> > pieces, and we should use gdal_merge.py to merge them into one big tiff. 
> > According to the source code, VPB can handle only one texture file. Can 
> > we use multiple texture files?
> 
> It is better in pieces :) Smaller files, easier to handle. VPB can 
> handle multiple texture files, you can even pass a directory name and it 
> would use all the files in the directory.
> 
> See here too:
> http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD
> 
> > 
> > 3.   The last question is when applied with “--Terrain” or 
> > “—HEIGHT_FIELD” options, there is no texture at all. Can we encapsulate 
> > both texture and DEM data into one output file? And it seems that 
> > osg::HeightField does not provide height = getHieghtAt(terrain.x, 
> > terrain.y) method.
> 
> Hi, --terrain works for me. You can have DEM layer + multiple texture 
> layers. I can't answer about height_field.
> 
> jp
> 
> > 
> >  
> > 
> > Thank you very much for listening!
> > 
> > 
> > 
> > 
> > ___
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> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 

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Re: [osg-users] Remote execution and OSG

2009-05-15 Thread Pierre Bourdin (gmail)
Hi all,

maybe the first thing to do is test with some easy application, like
xclock or something else to be sure your X forwarding is working...

I've just tested yesterday, with "ssh -X" and it was working for me...
But it's extremely low...

Pierre.


Le jeudi 14 mai 2009 à 21:45 +0100, Simon Hammett a écrit :
> No idea, sry.
> It's getting on for 15 years since I did any xlib programming.
> 
> You could have a poke around in:
> 
> src\osgViewer\GraphicsWindowX11.cpp
> 
> and work backwards from there.
> 
> 2009/5/14  :
> >
> > Already tried "xhost +".. No help..
> >
> > What is so special about "osgkeyboardmouse, osgcompositeviewer, 
> > osgsidebyside, osgtexture3D, osgslice,  and osgwindows" that would cause 
> > them not to work but other do?  "osgviewer --window" seems to work fine..  
> > Does this have something to do with the GraphicsContext?
> >
> > Paul P.
> >
> >
> > - Original Message 
> > From: Simon Hammett 
> > To: OpenSceneGraph Users 
> > Sent: Thursday, May 14, 2009 2:58:09 PM
> > Subject: Re: [osg-users] Remote execution and OSG
> >
> > Don't you have to grant access on your machine to remote connections?
> > IIRC, try 'xhost +' on your machine before starting the program on the
> > remote machine.
> >
> > 2009/5/14  :
> >>
> >> Yes, I am using Redhat Linux with OSG 2.9.3.
> >>
> >> Using "ssh -Y" didn't help...
> >>
> >> Also, as I pointed out in my last e-mail, I get this X11 connection 
> >> refused, however, the application still runs but FULL SCREEN instead of in 
> >> a window...
> >>
> >> Paul P.
> >>
> >>
> >> - Original Message 
> >> From: "Thrall, Bryan" 
> >> To: OpenSceneGraph Users 
> >> Sent: Thursday, May 14, 2009 1:35:45 PM
> >> Subject: Re: [osg-users] Remote execution and OSG
> >>
> >> paul1...@yahoo.com wrote on Thursday, May 14, 2009 12:28 PM:
> >>
> >>> I need to be able to run my OSG program remotely (from a different machine
> >>> that where the display location). I'm using "ssh" to login to the remote
> >>> location and have my "setenv DISPLAY" set back to my original computer 
> >>> (I've
> >>> set xhost + on the server machine).
> >>>
> >>> When I do this, on SOME OSG examples, I'm getting:
> >>> Xlib: connection to ":0.0" refused by server
> >>> Xlib: No protocol specified
> >>>
> >>> Error: Unable to open display ":0.0".
> >>> Error: unable to create graphics window
> >>>
> >>> I haven't narrowed down when I get this but it seems that I get it only 
> >>> when
> >>> I run applications that create their own windows. I do not see this when
> >>> running osgviewer in full screen mode nor with many of the other OSG
> >>> examples. However, I do see this problem with osgkeyboardmouse,
> >>> osgcompositeviewer, osgsidebyside, osgtexture3D, osgslice,  and 
> >>> osgwindows.
> >>> In these cases, instead of opening up a window as I think these are 
> >>> supposed
> >>> to do, it runs full screen.
> >>>
> >>> Any idea what is going on here?
> >>
> >> Not sure what's wrong with your DISPLAY, but 'ssh -Y' will tunnel the X 
> >> connection through ssh and set up the DISPLAY correctly (usually to 
> >> something like 'localhost:10.0') without you having to mess with it.
> >>
> >> You don't say, but I'm assuming you're running Linux or something like 
> >> that; OSG compiled for Windows doesn't do X forwarding :)
> >>
> >> --
> >> Bryan Thrall
> >> FlightSafety International
> >> bryan.thr...@flightsafety.com
> >> ___
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >>
> >>
> >>
> >> ___
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> >> osg-users@lists.openscenegraph.org
> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >
> >
> >
> > --
> > http://www.ssTk.co.uk
> > ___
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> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> >
> >
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> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> 
> 
> 

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Re: [osg-users] Web 3D opensource solution by Google ?

2009-05-11 Thread Pierre Bourdin (gmail)
Hi Robert,

Le lundi 11 mai 2009 à 15:41 +0100, Robert Osfield a écrit :
> Hi Pierre,
> 
> Thanks for the links.  Just had a quick browse, it's amusing to find
> some OpenSceneGraph terminology turn up in their technology
> overview... StateSet, RenderGraph anyone, coincidence or inspiration
> :-)

OSG is now a world wide reference ;-)

> 
> Lightweight javascript scene graph will have some value for browsers.
> It's unlikely to scale well to complex graphics apps and data sizes.
> When Google announced this effort it did make think about whether a
> JavaScript wrapper for the OSG might just be an decent alternate
> solution for those who need real power and scalability.
> 
What I've seen, with OSG & Firefox is really promising...

> Another thought I've had is for the future of Present3D to migrate to
> be script driven, with the scripting sitting upon a high level
> abstraction of the various assets you have in the scene.  One could
> possible select JavaScript ontop of this high level abstraction,
> although personally I'm inclined towards Lua for it's ease of
> integration.  In the context of browsers JavaScript is king though...
> 
> Robert.

Look promising too...

Pierre.

> 
> 
> On Mon, May 11, 2009 at 3:01 PM, Pierre Bourdin (gmail)
>  wrote:
> > Hi all,
> >
> > have you seen this project ?
> > http://code.google.com/intl/fr/apis/o3d/
> >
> > http://code.google.com/intl/fr/apis/o3d/docs/techoverview.html
> >
> > Here's an interview about it...
> > http://www.3d-test.com/interviews/google_O3D_1.htm
> >
> > What's your opinion about this project ?
> > Pierre.
> > 
> > Pierre BOURDIN
> > I.M.E.R.I.R.
> > Av. Pascot BP 90443
> > 66004 PERPIGNAN
> > tél: 04 68 56 84 95
> > fax: 04 68 55 03 86
> > email: bour...@imerir.com
> > 
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> >
> >

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[osg-users] Web 3D opensource solution by Google ?

2009-05-11 Thread Pierre Bourdin (gmail)
Hi all,

have you seen this project ?
http://code.google.com/intl/fr/apis/o3d/

http://code.google.com/intl/fr/apis/o3d/docs/techoverview.html

Here's an interview about it...
http://www.3d-test.com/interviews/google_O3D_1.htm

What's your opinion about this project ?
Pierre.

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Re: [osg-users] looking at osgOcean; some provocative ideas.

2009-05-11 Thread Pierre Bourdin (gmail)
Can you tell me more about that ?

Le lundi 11 mai 2009 à 09:29 +0100, Robert Osfield a écrit :

> SpeedTree integration with the OSG
> that are available commercially so one could do the forest rendering
> if you are prepared to dip into your pocket.

I'm interested in rendering vegetation...

Pierre.

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Re: [osg-users] osgOcean release

2009-05-11 Thread Pierre Bourdin (gmail)
Le vendredi 08 mai 2009 à 19:56 +0100, Robert Osfield a écrit :

> Hi Kim,
> 
> On Fri, May 8, 2009 at 5:58 PM, Kim C Bale  wrote:
> > Hi Robert,
> >
> > You need to download the resource pack from the downloads sections and drop 
> > the textures into the resource directory before you hit install. I 
> > seperated them as I didn't want them to get versioned. But everyone seems 
> > to be tripping up on that one so perhaps I should include them by default.
> 
> Ack... case of me not doing any background reading... Sorry about that.
> 
> > I get the same 'invalid operation' error on an nVidia, I just haven't 
> > located the source yet :) still working on it.
> 
> If you up the OpenGL error checking in osg::State to per
> StateAttribute you might get a more precise location of the error.
> After realize you could just do the following on all the viewers
> graphics windows:
> 
>   
> graphicswindow->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
> 
> 
> > It's possible the choppy frame rate is caused by the update callback when 
> > it updates the primitives and vertices on a resolution change. If you turn 
> > on stats you can see the update callback pinging up when theres a change. I 
> > hadn't thought about this actually, on my machine it's barely noticeable. I 
> > think i may need to thread the update to prevent the frame being delayed.
> 
> I had the KDE desktop compositor enabled during my earlier tests.  I
> tested just now with the desktop compositor off and got a solid 75Hz
> so it does look like it's the ATI driver/KWin compositor not working
> smoothly.  So it does look this is a non issue.
> 
> Is there any chance that we'd be able to get osgOcean working on
> geocentric databases?  It'd be very cool to be able zoom down from
> space to the sea.
> 
> Is there are plans for following water like in rivers?
> 
> Sorry for the all the awkward questions, this stuff is just too pretty
> not to want to put it everywhere :-)
> Robert.

I completely agree.
Congratulations, It's really nice !

Without any intention to influence you in any way, having such nice
rivers would be really wonderful ;-)

Thanks, Pierre.

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Re: [osg-users] terrain database popping...

2009-04-20 Thread Pierre Bourdin (gmail)
Hi all,
what could be interesting to would be the integration of automatic
vegetation placement like the work done in Delta3D:
http://www.movesinstitute.org/~wdwells/4181/index.html
I'll be glad if can give any help on that part...

So far I've never succeed in adding a vector layer mapped to an
osgTerrain using osgdem (I can open each separately but not combine
both).

But it was done easily with osggis...
I have juste started to look at it and it looks also impressive...
http://wush.net/trac/osggis


Regards, Pierre.

Le vendredi 17 avril 2009 à 10:40 -0500, Alejandro Aguilar Sierra a
écrit :

> Hi Stefan,
> 
> I played with libmini some time ago. I didn't studied the code deeply,
> but I think some things are already in OSG, like the viewer. I don't
> have too much time right now, but with the proper insight, I may try
> to do it.
> 
> Regards,
> 
> -- A.
> 
> 
> On Thu, Apr 16, 2009 at 4:32 AM, Stefan Roettger  wrote:
> > On Apr 15, 2009, at 11:44 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
> > wrote:
> >
> >> I think it would be good to fold libmini (or something equivalent) into
> >> OSG.
> >> That way you can use the databases built with VPB. I don't know much about
> >> VTP but using VPB databases are nice...
> >
> > Yes. I have been thinking for almost 2 years now about folding libMini into
> > OSG, but so far did not have the necessary time to do it. So it got delayed
> > and delayed... If someone is volunteering though, I'd be happy to give the
> > necessary insight into libMini.
> >
> > Cheers,
> > Stefan
> >
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Re: [osg-users] Converting .ive model to .osg - including textures

2009-04-20 Thread Pierre Bourdin (gmail)
Le lundi 20 avril 2009 à 15:51 +0100, Robert Osfield a écrit :
I receive your mail as mine was going...

You are to quick answering ;-)

Pierre.

> Try:
> 
> > osgconv --format osg
> Plugin osgPlugins-2.9.3/osgdb_osg.so
> {
> ReaderWriter : OSG Reader/Writer
> {
> features   : readObject readNode writeObject writeNode
> extensions : .osg  OpenSceneGraph Ascii file format
> extensions : .osgs Psuedo OpenSceneGraph file
> loaded, with file encoded in filename string
> options: OutputTextureFilesWrite out the texture
> images to file
> options: precision Set the floating point
> precision when writing out files
> }
> }
> 
> Then:
> 
> osgconv myfile.ive myfile.osg -O OutputTextureFiles
> 
> Worked for me, but only if the directories that the original files
> came from were already created.
> 
> Robert.
> 
> 
> On Mon, Apr 20, 2009 at 3:27 PM, Jean-Sébastien Guay
>  wrote:
> > Hi all,
> >
> > I would like to convert an .ive to .osg including textures. I've looked
> > through osgconv --help but didn't find anything to help me do this. When I
> > run osgconv file.ive file.osg I just get the .osg file, the textures which
> > were embedded in the .ive file are not extracted for the .osg file to use.
> > In fact, viewing the .osg file does not even give warnings that textures are
> > missing, so I guess the osgconv process just removed all references to the
> > textures.
> >
> > Perhaps I've done it in the past and just forget how I did it... Perhaps
> > it's staring me in the face. Is there a command line switch to do this? Or
> > will I have to write a tool to do it with a visitor?
> >
> > Thanks in advance,
> >
> > J-S
> > --
> > __
> > Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
> >   http://www.cm-labs.com/
> >http://whitestar02.webhop.org/
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Re: [osg-users] Converting .ive model to .osg - including textures

2009-04-20 Thread Pierre Bourdin (gmail)
Hi J-S,

you can query the options via:

osgconv --format osg

It's verbose, but very useful...

Pierre.
Le lundi 20 avril 2009 à 10:27 -0400, Jean-Sébastien Guay a écrit :

> Hi all,
> 
> I would like to convert an .ive to .osg including textures. I've looked 
> through osgconv --help but didn't find anything to help me do this. When 
> I run osgconv file.ive file.osg I just get the .osg file, the textures 
> which were embedded in the .ive file are not extracted for the .osg file 
> to use. In fact, viewing the .osg file does not even give warnings that 
> textures are missing, so I guess the osgconv process just removed all 
> references to the textures.
> 
> Perhaps I've done it in the past and just forget how I did it... Perhaps 
> it's staring me in the face. Is there a command line switch to do this? 
> Or will I have to write a tool to do it with a visitor?
> 
> Thanks in advance,
> 
> J-S


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Re: [osg-users] OSG debugging tips

2009-04-20 Thread Pierre Bourdin (gmail)
Hi Paul and thank you, 
this is a nice help.

May I suggest to put it on the wiki ?

Regards, Pierre.

Le samedi 18 avril 2009 à 12:10 -0600, Paul Martz a écrit :

> Yet more debugging tips:
> 
> 5) Set OSG_NOTIFY_LEVEL to either INFO or DEBUG and examine the output. OSG
> might be trying to well you why things are going wrong.
> 
> 6) Run the osgUtil::Optimizer on your scene graph with the CHECK_GEOMETRY
> flag (to check for simple mistakes like not having enough colors in your
> color array when using BIND_PER_VERTEX). With OSG_NOTIFY_LEVEL set verbose
> enough, the Optimizer will display warnings if it encounters these types of
> issues.
> 
> 7) Read the function comments in the header files for functions you use.
> This will help you avoid the accidental use of deprecated functions (like
> Geometry::setVertexIndices()) that are inefficient (but remain in OSG for
> compatibility reasons).
> 
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> +1 303 859 9466
> 
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
> Sent: Saturday, April 18, 2009 11:49 AM
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] OSG debugging tips
> 
> Hi all -- It seems like there has been a rash of "help me debug my
> code"-type questions lately, so I thought I'd post a short list of debugging
> techniques and other aids to help people out. I hope people find this
> information to be useful.
> 
> 1) You are a software engineer and you have the OSG source code. Use it.
> Step through it in a debugger. (Many of the posts I've seen lately indicate
> that the poster has not looked inside the OSG code at all. This is a great,
> free resource; learn to use it. The code doesn't lie.)
> 
> 2) For simple rendering problems, use a tool like GLIntercept to capture the
> OpenGL calls. If you know OpenGL, this is a great way to track down why
> things don't render correctly. If you don't know OpenGL, buy the red book
> and learn it, otherwise you'll never be effective at coding OSG.
> 
> 3) Here are a few ways to learn some basic OSG concepts that get covered in
> this email list very frequently:
>   a) Buy/download the Quick Start Guide
>  
> http://www.lulu.com/content/paperback-book/openscenegraph-quick-start-guide/
> 767629
>  There is a color version, b&w (which is cheaper), PDF (which is free),
> and a Chinese version.
>   B) Search the mail list archives: 
>  http://groups.google.com/group/osg-users?hl=en
>  If you're a beginner, your question has probably been discussed and
> answered multiple times.
>   C) Get familiar with the OSG wiki:
>  http://www.openscenegraph.org
> 
> 4) If you really need professional help, consider purchasing a support
> contract from myself or Robert Osfield, or contracting with someone else on
> the list for support. You are more likely to get quality help if you pay for
> it.
> 
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com  
> +1 303 859 9466
> 
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Re: [osg-users] [build] Windows binary download

2009-04-03 Thread Pierre Bourdin (gmail)
Hi Mattias,
I've just checked this morning this file:
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz
Using tar on my Linux Debian gave me some errors...

I've just tried again and have not any error now !
Everything's fine.

Thanks for all the work you've done, Pierre.

Le vendredi 03 avril 2009 à 17:08 +0200, Mattias Helsing a écrit :

> Hi Pierre,
> 
> On Fri, Apr 3, 2009 at 10:14 AM, Pierre Bourdin (gmail)
>  wrote:
> > HI all,
> > I agree with all of you, it is probably more convenient to have ZIP files,
> > but the one that is not able to open a TAR.GZ archive will probably not be
> > able to use Openscenegraph...
> >
> > I just wanted to point out, about those binaries for windows, that some of
> > the TAR.GZ are corrupted... at least the x86-vc90sp1-Debug
> > It is not a big issue since user can just pick up individual packages
> > instead of the "All_Debug" package...
> > But it's better to fix it.
> >
> > I've just tried the MSVC09 download at
> > http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/
> >
> 
> There *was* a problem with the openscenegraph-all-2.8.0-debug.tar.gz
> but I beleive I fixed it. I just downloaded it and unpacked it using
> some version of winzip (am on other computer) without problems. What
> package are you having problems with and what archive tool are you
> using?
> 
> Mattias
> 
> > Pierre.
> >
> > Le jeudi 02 avril 2009 à 10:02 +0200, Mattias Helsing a écrit :
> >
> > Hi Martin, Jose-Luis Hidalgo
> > On Wed, Apr 1, 2009 at 10:55 PM, Martin Beckett  wrote:
> >> A user on general pointed out that the windows binary links on
> >> http://www.openscenegraph.org/projects/osg/wiki/Downloads
> >> point to the directory not the file and they can't access them.
> > I noticed. I can't browse the download section either. I suppose
> > Jose-Luis is securing the server (which is a good thing). If we can't
> > access the folder we should provide some other way to browse the
> > packages.
> >>
> >> It also seems that windows binaries are packed as .tar.gz - could we make
> >> them .zip? Windows users that are downloading binaries are unlikely to have
> >> cygwin/ming tools installed.
> > It is possible. But we agreed early in the packaging support
> > development to go with tar.gz across all platforms since few modern
> > archiving tools for windows doesn't support tar.gz. I recommend
> > http://www.7-zip.org/
> > That said - windows has inbuilt support for zip archives so I can see
> > where you are coming from. On the other hand if you are doing
> > development of any kind you'll need some archiving tool sooner or
> > later and 7-zip is pretty good (open, support for many formats, simple
> > (gui and usage), small footprint). It's all I need (right now at
> > least).
> > Mattias
> >>
> >> --
> >> Read this topic online here:
> >> http://forum.openscenegraph.org/viewtopic.php?p=9579#9579
> >>
> >>
> >>
> >>
> >>
> >> ___
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> > 
> > Pierre BOURDIN
> > I.M.E.R.I.R.
> > Av. Pascot BP 90443
> > 66004 PERPIGNAN
> > tél: 04 68 56 84 95
> > fax: 04 68 55 03 86
> > email: bour...@imerir.com
> > 
> > ___
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> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >


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Re: [osg-users] [build] Windows binary download

2009-04-03 Thread Pierre Bourdin (gmail)
HI all,
I agree with all of you, it is probably more convenient to have ZIP
files, but the one that is not able to open a TAR.GZ archive will
probably not be able to use Openscenegraph...

I just wanted to point out, about those binaries for windows, that some
of the TAR.GZ are corrupted... at least the x86-vc90sp1-Debug
It is not a big issue since user can just pick up individual packages
instead of the "All_Debug" package...
But it's better to fix it.

I've just tried the MSVC09 download at
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/

Pierre.

Le jeudi 02 avril 2009 à 10:02 +0200, Mattias Helsing a écrit :

> Hi Martin, Jose-Luis Hidalgo
> 
> On Wed, Apr 1, 2009 at 10:55 PM, Martin Beckett  wrote:
> > A user on general pointed out that the windows binary links on
> > http://www.openscenegraph.org/projects/osg/wiki/Downloads
> > point to the directory not the file and they can't access them.
> 
> I noticed. I can't browse the download section either. I suppose
> Jose-Luis is securing the server (which is a good thing). If we can't
> access the folder we should provide some other way to browse the
> packages.
> 
> >
> > It also seems that windows binaries are packed as .tar.gz - could we make 
> > them .zip? Windows users that are downloading binaries are unlikely to have 
> > cygwin/ming tools installed.
> 
> It is possible. But we agreed early in the packaging support
> development to go with tar.gz across all platforms since few modern
> archiving tools for windows doesn't support tar.gz. I recommend
> http://www.7-zip.org/
> 
> That said - windows has inbuilt support for zip archives so I can see
> where you are coming from. On the other hand if you are doing
> development of any kind you'll need some archiving tool sooner or
> later and 7-zip is pretty good (open, support for many formats, simple
> (gui and usage), small footprint). It's all I need (right now at
> least).
> 
> Mattias
> 
> >
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=9579#9579
> >
> >
> >
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
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Re: [osg-users] Converting large obj file with osgconv

2009-03-02 Thread Pierre Bourdin (gmail)
Hi,

thanks for your help we've done the conversion with one file (not the
biggest), but now when I try loading the data in IVE it makes a
segfault ?!

I've also successfully converted the IVE to osg, but it make the same
segfault...

I'm using OpenSceneGraph Library 2.6.1 with openthreads-version-number
2.3.0

Below is the log in the console setting OSG_NOTIFY_LEVEL=DEBUG.

Maybe blocking the optimisations as suggested by Marcin Prus could
help ?

If you have any idea, for the conversion or for viewing the object ?

We just would like to view the full object in a "low" resolution, and
zoom to some part of the object in full resolution...
It seems to me that building an LOD hierarchy, would be best way to do
it... But is it the best in our case (we have a single big cylindrical
object) to use "simple LOD" or do we need to build a pagedLOD or
something different ?

Any advice is welcome, Pierre.



/mnt/s2/2$ export OSG_NOTIFY_LEVEL=DEBUG
osgviewer /mnt/s2/2/Data/IMERIR/ExtractedSurface.obj.ive
RegisterWindowingSystemInterfaceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x96a1530
0xb792f740
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
DriveManipulator::_height set to ==1.5
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
itr='/mnt/s2/2/ext/lib'
FindFileInPath() :
trying /mnt/s2/2/ext/lib/osgPlugins-2.6.1/osgdb_ive.so ...
FindFileInPath() : USING /mnt/s2/2/ext/lib/osgPlugins-2.6.1/osgdb_ive.so
Opened DynamicLibrary osgPlugins-2.6.1/osgdb_ive.so
FindFileInPath(/mnt/s2/2/Data/IMERIR/ExtractedSurface.obj.ive):
returning /mnt/s2/2/Data/IMERIR/ExtractedSurface.obj.ive
ive::DataInputStream.setLoadExternalReferenceFiles()=1

Stats before:
Object Type #Unique #Instanced
StateSet0   0
Group   1   1
Transform   0   0
LOD 0   0
Switch  0   0
Geode   1   1
Drawable1   1
Geometry1   1
Vertices5376293 5376293
Primitives  1076368510763685
Optimizer::optimize() doing REMOVE_LOADED_PROXY_NODES
Optimizer::optimize() doing COMBINE_ADJACENT_LODS
Optimizer::optimize() doing OPTIMIZE_TEXTURE_SETTINGS
Optimizer::optimize() doing SHARE_DUPLICATE_STATE
Num of StateSet=0
Optimizer::optimize() doing FLATTEN_STATIC_TRANSFORMS
** RemoveStaticTransformsVisitor *** Pass 0
Optimizer::optimize() doing CHECK_GEOMETRY
Optimizer::optimize() doing MERGE_GEOMETRY
MERGE_GEOMETRY took 1.40896
Optimizer::optimize() doing REMOVE_REDUNDANT_NODES

Stats after:
Object Type #Unique #Instanced
StateSet0   0
Group   1   1
Transform   0   0
LOD 0   0
Switch  0   0
Geode   1   1
Drawable1   1
Geometry1   1
Vertices5376293 5376293
Primitives  1076368510763685
View::setSceneData() Reusing exisitng scene0x96a23c0
Erreur de segmentation



Le vendredi 27 février 2009 à 11:04 +, Robert Osfield a écrit :

> Hi Cramp,
> 
> It could be that the tri stripper is bluking at such a large dataset.
> Try disable the tri stripping via:
> 
> osgconv myfile.obj myfile.osg -O noTriStripPolygons
> 
> You can query the options via:
> 
> osgconv --format obj
> Plugin osgPlugins-2.9.0/osgdb_obj.so
> {
> ReaderWriter : Wavefront OBJ Reader
> {
> extensions : .objAlias Wavefront OBJ format
> options: AMBIENT=  Set texture unit for
> ambient texture
> options: BUMP= Set texture unit for
> bumpmap texture
> options: DIFFUSE=  Set texture unit for
> diffuse texture
> options: DISPLACEMENT= Set texture unit for
> displacement texture
> options: OPACITY=  Set texture unit for
> opacity/dissolve texture
> options: REFLECTION=   Set texture unit for
> reflection texture
> options: SPECULAR= Set texture unit for
> specular texture
> options: SPECULAR_EXPONENT=Set texture unit for
> specular exponent texture
> options: noRotation  Do not do the default
> rotate about X axis
> options: noTesselateLargePolygonsDo not do the default
> tesselation of large polygons
> options: noTriStripPolygons  Do not do the default
> tri stripping of polygons
> }
>

Re: [osg-users] Compilation of OSG with /MT option.

2009-01-22 Thread Pierre Bourdin (gmail)
Hi,
just to confirm that adding the DebugCRT DLL with the DLL of OSG it is
possible to debug a project using the libs...

The test I've done was using the Openscenegraph compiled with MSVC09_US
in a project compiled and debugged with MSVC09_FR:
Without the DLL you can compile but windows refused to execute the
project.
With the DLL you can compile and execute/debug the project.

Thanks , Pierre.
Le mardi 20 janvier 2009 à 08:21 -0500, Jean-Sébastien Guay a écrit :

> Hello Pierre,
> 
> > I've not tried at that time to add the Debug_NonRedist as "private 
> > side-by-side assemblies"...
> > Did someone already try this ?
> > Does it allow to work with debug files ?
> 
> Yes, I have used the debug CRT, but in my case it was on machines where 
> no Visual C++ was installed at all. Using the debug and the release CRT 
> as private assemblies, I was able to run both the debug and release 
> versions of my app (though obviously I couldn't actually debug anything 
> without Visual C++ installed...).
> 
> Your situation just confirms my choice to always install only US/English 
> versions of software on my machines :-)
> 
> Hope this helps,
> 
> J-S


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Re: [osg-users] Compilation of OSG with /MT option.

2009-01-20 Thread Pierre Bourdin (gmail)
Le mardi 20 janvier 2009 à 08:21 -0500, Jean-Sébastien Guay a écrit :

> Hello Pierre,
> 
> > I've not tried at that time to add the Debug_NonRedist as "private 
> > side-by-side assemblies"...
> > Did someone already try this ?
> > Does it allow to work with debug files ?
> 
> Yes, I have used the debug CRT, but in my case it was on machines where 
> no Visual C++ was installed at all. Using the debug and the release CRT 
> as private assemblies, I was able to run both the debug and release 
> versions of my app (though obviously I couldn't actually debug anything 
> without Visual C++ installed...).
> 
> Your situation just confirms my choice to always install only US/English 
> versions of software on my machines :-)

I'm doing just like you (only US/English), but the students are
complaining and MSVC has been installed in FR/French as there is a
french version.
That's also why I didn't detected the problem in advance...

> 
> Hope this helps,
> 
> J-S

I'll do some tests to see if I can debug a project...

Pierre.

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Re: [osg-users] Compilation of OSG with /MT option.

2009-01-20 Thread Pierre Bourdin (gmail)
Hi,

Le vendredi 16 janvier 2009 à 12:00 -0500, Jean-Sébastien Guay a écrit :


> Search for "Visual C++ runtime" (for the version you're using, say 
> Visual C++ 2005 SP1 or Visual C++ 2008 SP1) and you'll get a pretty 
> small installer which will install what you need. You only need to 
> install that once and all programs that use the runtime (which were 
> compiled with that version of Visual C++) will be able to use it.
> 
> The other option is including those DLLs locally to your program. As I 
> said, search the archives for Sukender's post about this, his 
> instructions are accurate. The specific DLLs (3 DLLs and a manifest 
> file) are normally located here:
> 
> \VC\redist\x86\Microsoft.VC80.CRT
> \VC\redist\Debug_NonRedist\x86\Microsoft.VC80.DebugCRT
> 
> and they're just about 1.5MB combined... Just be aware of the licensing 
> terms, especially for the debug version which you're not supposed to 
> ship (you shouldn't ship a debug executable anyways, but you knew that).
> 
> Hope this helps,
> 
> J-S

Using this, I mean releasing the project with the "Debug_NonRedist dll",
can I work on my project (compile/execute/debug) on the new machine ?
I'm not sure you can understand what I want to say ? So let me be more
precise...
I had trouble doing some work with OpenSceneGraph with some students
because the installed version of MSVC was in French and OSG was compiled
with some US/UK version... (I think it was a "LdrpWalkImportDescriptor()
failed to probe" error)
After installing the US redist installer, we where only able to work in
release.
I've not tried at that time to add the Debug_NonRedist as "private
side-by-side assemblies"...

Did someone already try this ? 
Does it allow to work with debug files ?

If yes It would save me a lot of time...

Pierre.

Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
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Re: [osg-users] Memory management in OSG

2008-12-19 Thread Pierre Bourdin (gmail)
Le vendredi 19 décembre 2008 à 10:31 -0500, Jean-Sébastien Guay a
écrit :

> Hello Pierre,
> 
> > valgrind is very powerfull if you're on an Linux/Unix environnement, if 
> > you are using MSVC you can use this:
> 
> ...
> 
> > when you stop debugging you program, it make a memory leaks report in 
> > the msvc output console...
> 
> Does this work well with ref_ptrs? i.e. will it spit out hundreds of 
> false positives for things that are ref counted and do not actually leak?
> 
> What I'd really like is to compare the state of memory (preferably with 
> where the memory was allocated) at two points of the program's run. If I 
> can just get a dump of that, and then diff the two, I could see what 
> leaks between when the first file is opened and when the second one is.
> 
> The project we're working on currently does not run on Linux though it 
> will eventually, so valgrind is not an alternative right now.
> 
> Thanks,
> 
> J-S

I'm afraid you will have some false positive, but I've not tested...

I understand pretty well what you would like to do, but I don't know if
ti's possible...
Maybe using the _CRTDBG_DELAY_FREE_MEM_DF (Keep freed memory blocks in
the heap's linked list, assign them the _FREE_BLOCK type, and fill them
with the byte value 0xDD. OFF: Do not keep freed blocks in the heap's
linked list. )

The best way is probably to log every allocation and deletion to a file
using a macro to override the normal new, delete, malloc or free...
Then you will have a complete liste of allocated and liberated bloc...

Maybe it can be of any help ?
http://www.codeproject.com/KB/cpp/MLFDef.aspx

Pierre.

Pierre BOURDIN
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Re: [osg-users] Memory management in OSG

2008-12-19 Thread Pierre Bourdin (gmail)
Le vendredi 19 décembre 2008 à 13:43 +, Simon Hammett a écrit :

> 2008/12/19 Pierre Bourdin (gmail) :
> > Hi,
> > valgrind is very powerfull if you're on an Linux/Unix environnement, if you
> > are using MSVC you can use this:
> >
> > add this bloc at the beginning of each file you want to trace (after all
> > includes):
> > #ifdef _WIN32
> > # ifdef _MSC_VER
> > # ifdef _DEBUG
> > # include 
> > # undef THIS_FILE
> > static char THIS_FILE[] = __FILE__;
> > # define malloc(s) _malloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
> > # define calloc(s) _calloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
> > # define realloc(s) _recalloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
> > # define new new(_NORMAL_BLOCK, __FILE__, __LINE__)
> > # define delete delete(_NORMAL_BLOCK, __FILE__, __LINE__)
> > # endif /* _DEBUG */
> > # endif /* _MSC_VER */
> > #endif /* _WIN32 */
> >
> 
> Doesn't crtDbg.h do what you want?
> 
> #define _CRTDBG_MAP_ALLOC
> #define _CRTDBG_MAP_ALLOC_NEW
> #include 
> 

Yes it does except I don't know if it allows to go back to the allocated
bloc when it finds some memory leaks...

By the way, just putting before the # include 

> 
> #define _CRTDBG_MAP_ALLOC
> #define _CRTDBG_MAP_ALLOC_NEW
> #include 
> 

in stead of after the # include 


> > # define malloc(s) _malloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
> > # define calloc(s) _calloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
> > # define realloc(s) _recalloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
> > # define new new(_NORMAL_BLOCK, __FILE__, __LINE__)
> > # define delete delete(_NORMAL_BLOCK, __FILE__, __LINE__)
> 

makes a link error on msvc 2008, complaining operator new is already defined...
So there's maybe something else missing ?




Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 80 18
fax: 04 68 55 03 86
email: bour...@imerir.com

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Re: [osg-users] Memory management in OSG

2008-12-19 Thread Pierre Bourdin (gmail)
Hi,
valgrind is very powerfull if you're on an Linux/Unix environnement, if
you are using MSVC you can use this:

add this bloc at the beginning of each file you want to trace (after all
includes):
#ifdef _WIN32 
# ifdef _MSC_VER
# ifdef _DEBUG
# include 
# undef THIS_FILE
static char THIS_FILE[] = __FILE__;
# define malloc(s) _malloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
# define calloc(s) _calloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
# define realloc(s) _recalloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
# define new new(_NORMAL_BLOCK, __FILE__, __LINE__)
# define delete delete(_NORMAL_BLOCK, __FILE__, __LINE__)
# endif /* _DEBUG */
# endif /* _MSC_VER */
#endif /* _WIN32 */

It replace all allocation routines by the ctr_dbg equivalent.

then add this code in the main to set the proper dbg flags:
// Look at http://msdn.microsoft.com/en-us/library/5at7yxcs.aspx
// for more information about the flags
#ifdef _DEBUG
int flag = _CrtSetDbgFlag( _CRTDBG_REPORT_FLAG );
flag |= _CRTDBG_LEAK_CHECK_DF |_CRTDBG_CHECK_ALWAYS_DF ;
_CrtSetDbgFlag(flag);
#endif 

when you stop debugging you program, it make a memory leaks report in
the msvc output console...

There're also some other tools that look interesting, but I've never
used:
http://technet.microsoft.com/en-us/sysinternals/bb896647.aspx
http://www.cbmamiga.demon.co.uk/mpatrol/

my 2 cents, 

Pierre.


Le jeudi 18 décembre 2008 à 18:21 -0500, Jean-Sébastien Guay a écrit : 

> Hello all,
> 
> I am currently chasing memory leaks in our application, which is like a 
> modeling tool where the user will open/work on/save/close data files 
> multiple times during the same application run. What we are seeing is 
> that when a file is closed, not all memory related to scene graph 
> objects seems to be released.
> 
> First question:
> 
> I enabled the DEBUG_OBJECT_ALLOCATION_DESTRUCTION define in 
> src/osg/Referenced.cpp, and have set up a small test which just creates 
> two viewers one after the other in different scopes. Pseudocode:
> 
> int main(int argc, char** argv)
> {
>  int bob = 1;// breakpoint #1
> 
>  {
>  osgViewer::Viewer viewer;
>  osg::ref_ptr loadedModel =
>  osgDB::readNodeFile("cow.osg");
>  viewer.setSceneData( loadedModel.get() );
>  viewer.run();
>  }
> 
>  bob = 2;// breakpoint #2
> 
>  {
>  osgViewer::Viewer viewer;
>  osg::ref_ptr loadedModel =
>  osgDB::readNodeFile("cow.osg");
>  viewer.setSceneData( loadedModel.get() );
>  viewer.run();
>  }
> 
>  bob = 3;// breakpoint #3
> }
> 
> What I see is this (all in debug):
> 
> Breakpoint #1 :8 Referenced objects,  12MB
> First viewer run  : ~505 Referenced objects, 266MB
> Breakpoint #2 :  247 Referenced objects, 167MB
> Second viewer run : ~505 Referenced objects, 266MB
> Breakpoint #3 :  247 Referenced objects, 172MB
> 
> But then, when I pass breakpoint #3, all the destructors for those 
> Referenced objects are called, and at the end no objects are left 
> allocated. (I can see that the final number of objects is 0)
> 
> Other than seeing that there are no real "leaks" per se, my question 
> about that is, what are those objects that are staying alive outside the 
> scopes? I would have thought that most objects would only live in one of 
> the viewer scopes above, 247 seems pretty large to me...
> 
> Second question:
> 
> Our application apparently has memory leaks, because when closing a file 
> and opening the same one again, the application takes about 20MB more 
> each time (i.e. memory usage is ~100MB with a file open, then ~50MB when 
> it's closed, then ~120MB when it's opened again, then ~70MB when it's 
> closed again, then ~140MB when it's opened again, and so on).
> 
> However, running IBM Purify on the application reveals no massive leaks, 
> only a few false positives. Are there any tools or techniques that 
> someone could recommend to make finding and fixing memory leaks easy, 
> and which work well with OSG? I tried Visual Leak Detector which is open 
> source, but it reported so many false positives related to variables 
> stored in ref_ptrs (over 400) that I gave up on it.
> 
> Thanks in advance,
> 
> J-S


Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 80 18
fax: 04 68 55 03 86
email: bour...@imerir.com

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[osg-users] osgcon and textures ?

2008-12-04 Thread Pierre Bourdin (gmail)
Hi,
I'm trying to convert an ive file that contains some textures to a
collada file, but the textures are not exported at all ?
Did I miss an option ?
I've also tried to convert it to osg file with the same result...
(I'm using openscenegraph 2.6.1)

I was supposing the best way to exchange with someone working with
sketchup would be collada ? 
Do you see a better solution ?
Is there any plugin to read/write google sketchup file ?

Thanks, Pierre.

Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 80 18
fax: 04 68 55 03 86
email: [EMAIL PROTECTED]

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Re: [osg-users] osgViewer osgCool

2008-12-04 Thread Pierre Bourdin (gmail)
Hi,
if you're interested in creating particles, you can have a look at
Delta3D which is based on Openscenegraph:
www.delta3d.org

There is a tool for creating particule effects in their utilities (IHM
is based on fltk).

Pierre.
Le jeudi 27 novembre 2008 à 13:46 -0200, Renan Mendes a écrit :

> My mistake, I thought it was an example but it is only an argument for
> the application. 
> 
> Either way, I really wanted to learn how that particular particle
> effect was generated... How can I do it?
> 
> Thanks,
> 
> Renan
> 
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Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 80 18
fax: 04 68 55 03 86
email: [EMAIL PROTECTED]

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Re: [osg-users] Linux Dev. Env. Poll

2008-11-26 Thread Pierre Bourdin (gmail)
Debian lenny/sid
vim & g++
Kdevelop 

Regards, 

Pierre.

Le mercredi 26 novembre 2008 à 14:36 +0200, Can T. Oguz a écrit :
> Dear OSG Users,
>  
> May I Ask which linux distribution and development environment you
> chose to work on ?
>  
> Thank you for your time,
>  
> Can
> 
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Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 80 18
fax: 04 68 55 03 86
email: [EMAIL PROTECTED]

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Re: [osg-users] Stereo : Meaning of "field sequential", I-visor

2008-11-14 Thread Pierre Bourdin (gmail)
Le vendredi 14 novembre 2008 à 13:20 +, David Spilling a écrit :

> Jan,
> 
> Thanks for the very informative reply.
> 
> 
> 
> Unfortunately, what they do not tell you in their sales pitch
> is that you
> need at least one of the high-end Quadros (about 800 USD+
> investment for the
> cheapest one) to have this to work - the lower end stuff
> doesn't support
> stereo ...
> 
> 
> We have it on a Quadro (Quadro FX 2500M); hence just running
> "quad_buffer" should work?
> 
> David
> 

Yes it's working out of shell with osgviewer,  setting it in stereo
mode:

OSG_STEREO=ON
OSG_STEREO_MODE=QUAD_BUFFER

You may also need to activate de quad buffer rendering of your quadro in
the advance settings (or stereo rendering may be, can't remember the
exact name...)

Pierre.
> 
> 
> 
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Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 80 18
fax: 04 68 55 03 86
email: [EMAIL PROTECTED]

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