Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-06 Thread Rizzen

Good day Robert,

The message is correct in how I joined this email subscription group 
without using a Gmail address.


Is there an email subscription group for VSG?

Rizzen

On 06/04/2021 13:31, Robert Osfield wrote:

Hi All,

I have feedback that the email subscription route is working for non 
google account users, so I have updated the introduction message for 
the osg-users googlegroup.  Could folks review what I've written and 
let me know if it's clear, links look correct etc.


Thanks,
Robert

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Re: [osg-users] OSGExplore

2010-04-10 Thread Rizzen
Thanx Patrick,

It would be great to see what you application can do.

Rizzen

Biron, Patrick D. (LARC-E402)[ANALYTICAL MECHANICS ASSOCIATES INC] wrote:
> Rizzen,
>
> I haven't tried to build the application on Linux, but it "theoretically" 
> should compile. I will check with one of my work associates (who is more 
> familiar with Linux) to see what I can do to set up a Linux project of the 
> app.
>
> ~Patrick
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org 
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Rizzen
> Sent: Friday, April 09, 2010 8:14 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] OSGExplore
>
> Patrick,
>
> Where is the source to build the application on Linux?
>
> Rizzen
>
> Jean-Sébastien Guay wrote:
>   
>> Hello Patrick,
>>
>> The binaries will definitely help people check your program out, as
>> the dependencies might have turned off people from compiling it. Also:
>>
>> 
>>> Also, the application is hosted on sourceforge.
>>>   
>> You mentioned this but never provided an explicit link, which might
>> contribute to the absence of responses... Yes, people can be lazy
>> sometimes, and if you don't point directly at the site where they can
>> get the software, they won't go looking for it.
>>
>> For people looking for it, it's:
>>
>>   http://sourceforge.net/projects/osgexplore/files/
>>
>> Hope you get more responses now :-) Keep up the good work,
>>
>> J-S
>> 
>
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Re: [osg-users] OSGExplore

2010-04-09 Thread Rizzen
Patrick,

Where is the source to build the application on Linux?

Rizzen

Jean-Sébastien Guay wrote:
> Hello Patrick,
>
> The binaries will definitely help people check your program out, as
> the dependencies might have turned off people from compiling it. Also:
>
>> Also, the application is hosted on sourceforge.
>
> You mentioned this but never provided an explicit link, which might
> contribute to the absence of responses... Yes, people can be lazy
> sometimes, and if you don't point directly at the site where they can
> get the software, they won't go looking for it.
>
> For people looking for it, it's:
>
>   http://sourceforge.net/projects/osgexplore/files/
>
> Hope you get more responses now :-) Keep up the good work,
>
> J-S

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Re: [osg-users] OSGExplore

2010-04-09 Thread Rizzen
Thanx J-S, I am one of those that don't go looking for it when the
author does not give links to their work.

Rizzen

Jean-Sébastien Guay wrote:
> Hello Patrick,
>
> The binaries will definitely help people check your program out, as
> the dependencies might have turned off people from compiling it. Also:
>
>> Also, the application is hosted on sourceforge.
>
> You mentioned this but never provided an explicit link, which might
> contribute to the absence of responses... Yes, people can be lazy
> sometimes, and if you don't point directly at the site where they can
> get the software, they won't go looking for it.
>
> For people looking for it, it's:
>
>   http://sourceforge.net/projects/osgexplore/files/
>
> Hope you get more responses now :-) Keep up the good work,
>
> J-S

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[osg-users] Mail test

2010-02-22 Thread Rizzen
Hi,

Just testing my email is being received.

Rizzen
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Re: [osg-users] osgviewerwx for wxWidgets 2.9.0+

2010-02-18 Thread Rizzen
I see my wxWidgets build has no compatibility support for 2.8 or 2.6,
only 2.9 supported. Thus the errors I had for compiling OSG wxWidget
example.

Rizzen

Charles Cossé wrote:
> Thanks for all that ... buried deep in the middle i see it says that
> 2.8 instantiation steps should still work in 2.9 but are deprecated. 
> A good thing to know someday.  Thanks,
> Charles
>
> On Thu, Feb 18, 2010 at 3:27 AM, Rizzen  <mailto:riz...@darkstar.co.za>> wrote:
>
> This is from the wxWidgets 3.0 manual.
>
> -
> Detailed Description
> wxGLCanvas is a class for displaying OpenGL graphics.
>
> It is always used in conjunction with wxGLContext as the context can
> only be made current (i.e. active for the OpenGL commands) when it is
> associated to a wxGLCanvas.
>
> More precisely, you first need to create a wxGLCanvas window and then
> create an instance of a wxGLContext that is initialized with this
> wxGLCanvas and then later use either SetCurrent() with the instance of
> the wxGLContext or wxGLContext::SetCurrent() with the instance of the
> wxGLCanvas (which might be not the same as was used for the
> creation of
> the context) to bind the OpenGL state that is represented by the
> rendering context to the canvas, and then finally call
> SwapBuffers() to
> swap the buffers of the OpenGL canvas and thus show your current
> output.
>
> Notice that versions of wxWidgets previous to 2.9 used to implicitly
> create a wxGLContext inside wxGLCanvas itself. This is still supported
> in the current version but is deprecated now and will be removed
> in the
> future, please update your code to create the rendering contexts
> explicitly.
>
> To set up the attributes for the canvas (number of bits for the depth
> buffer, number of bits for the stencil buffer and so on) you
> should set
> up the correct values of the attribList parameter. The values that
> should be set up and their meanings will be described below.
>
> Note:
>On those platforms which use a configure script (e.g. Linux and Mac
> OS) OpenGL support is automatically enabled if the relative
> headers and
> libraries are found. To switch it on under the other platforms (e.g.
> Windows), you need to edit the setup.h file and set wxUSE_GLCANVAS
> to 1
> and then also pass USE_OPENGL=1 to the make utility. You may also need
> to add opengl32.lib and glu32.lib to the list of the libraries your
> program is linked with.
>
> -
>
> Also the wxGLCanvas constructor has changed to also support OpenGL
> attributes.
>
> Rizzen
>
> Charles Cossé wrote:
> > Is there some important change in wx 2.9 which is very different
> from
> > wx 2.8 ? (and if yes, what?)
> > Charles
> >
> > On Wed, Feb 17, 2010 at 5:03 PM, Rizzen  <mailto:riz...@darkstar.co.za>
> > <mailto:riz...@darkstar.co.za <mailto:riz...@darkstar.co.za>>>
> wrote:
> >
> > Well thanx to you for response, though was not for wxWidgets
> > 2.9.1, but
> > for wxWidgets 2.8.x
> >
> > After spending the day on working through the 3 wxWidgets
> examples, I
> > managed to figure out how to make the changes to osgviewerWX
> to get it
> > to work with the new wxGLCanvas (and wxGLContext) for 2.9.0+.
> >
> > Included the 2 files that was changed for others to test it too.
> >
> > Rizzen
> >
>     > Charles Cossé wrote:
> > > I have some wx-osg code on my website that might help ...
> it's under
> > > project "G4OSG" @ www.asymptopia.org
> <http://www.asymptopia.org> <http://www.asymptopia.org>
> > <http://www.asymptopia.org> ...
> > >
> > > On Tue, Feb 16, 2010 at 4:04 PM, Rizzen
> mailto:riz...@darkstar.co.za>
> > <mailto:riz...@darkstar.co.za <mailto:riz...@darkstar.co.za>>
> > > <mailto:riz...@darkstar.co.za
> <mailto:riz...@darkstar.co.za> <mailto:riz...@darkstar.co.za
> <mailto:riz...@darkstar.co.za>>>>
> > wrote:
> > >
> > > Hi,
> > >
> > > I really need up with making osgviewerWX work with up
> coming 3.0
> > > release
> > > (currently 2.9.1) 

Re: [osg-users] osgviewerwx for wxWidgets 2.9.0+

2010-02-17 Thread Rizzen
This is from the wxWidgets 3.0 manual.

-
Detailed Description
wxGLCanvas is a class for displaying OpenGL graphics.

It is always used in conjunction with wxGLContext as the context can
only be made current (i.e. active for the OpenGL commands) when it is
associated to a wxGLCanvas.

More precisely, you first need to create a wxGLCanvas window and then
create an instance of a wxGLContext that is initialized with this
wxGLCanvas and then later use either SetCurrent() with the instance of
the wxGLContext or wxGLContext::SetCurrent() with the instance of the
wxGLCanvas (which might be not the same as was used for the creation of
the context) to bind the OpenGL state that is represented by the
rendering context to the canvas, and then finally call SwapBuffers() to
swap the buffers of the OpenGL canvas and thus show your current output.

Notice that versions of wxWidgets previous to 2.9 used to implicitly
create a wxGLContext inside wxGLCanvas itself. This is still supported
in the current version but is deprecated now and will be removed in the
future, please update your code to create the rendering contexts explicitly.

To set up the attributes for the canvas (number of bits for the depth
buffer, number of bits for the stencil buffer and so on) you should set
up the correct values of the attribList parameter. The values that
should be set up and their meanings will be described below.

Note:
On those platforms which use a configure script (e.g. Linux and Mac
OS) OpenGL support is automatically enabled if the relative headers and
libraries are found. To switch it on under the other platforms (e.g.
Windows), you need to edit the setup.h file and set wxUSE_GLCANVAS to 1
and then also pass USE_OPENGL=1 to the make utility. You may also need
to add opengl32.lib and glu32.lib to the list of the libraries your
program is linked with.

-

Also the wxGLCanvas constructor has changed to also support OpenGL
attributes.

Rizzen

Charles Cossé wrote:
> Is there some important change in wx 2.9 which is very different from
> wx 2.8 ? (and if yes, what?)
> Charles
>
> On Wed, Feb 17, 2010 at 5:03 PM, Rizzen  <mailto:riz...@darkstar.co.za>> wrote:
>
> Well thanx to you for response, though was not for wxWidgets
> 2.9.1, but
> for wxWidgets 2.8.x
>
> After spending the day on working through the 3 wxWidgets examples, I
> managed to figure out how to make the changes to osgviewerWX to get it
> to work with the new wxGLCanvas (and wxGLContext) for 2.9.0+.
>
> Included the 2 files that was changed for others to test it too.
>
> Rizzen
>
> Charles Cossé wrote:
> > I have some wx-osg code on my website that might help ... it's under
> > project "G4OSG" @ www.asymptopia.org <http://www.asymptopia.org>
> <http://www.asymptopia.org> ...
> >
> > On Tue, Feb 16, 2010 at 4:04 PM, Rizzen  <mailto:riz...@darkstar.co.za>
> > <mailto:riz...@darkstar.co.za <mailto:riz...@darkstar.co.za>>>
> wrote:
> >
> > Hi,
> >
> > I really need up with making osgviewerWX work with up coming 3.0
> > release
> > (currently 2.9.1) in first half of 2010.
> >
> > I am completely confused on where to create the required
> > wxGLContext in
> > the osgviewerWX source. I looked at the 3 wxWidgets OpenGL
> > samples, yet
> > I am still very confused. Each one seems to do the
> implementation
> > differently, thus don't know which implementation is best for
> > osgviewerWX.
> >
> > I appreciate any help in getting osgviewerWX to work with
> > wxWidgets 2.9.1.
> >
> > Thanx in advance
> > Rizzen
> > ___
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> > osg-users@lists.openscenegraph.org
> <mailto:osg-users@lists.openscenegraph.org>
> > <mailto:osg-users@lists.openscenegraph.org
> <mailto:osg-users@lists.openscenegraph.org>>
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> >
> >
> > --
> > AsymptopiaSoftware|softw...@thelimit
> >  http://www.asymptopia.org
> >
> 
> >
> > ___
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> > osg-users@lists.openscenegraph.org
> <mailto:osg-users@lists.opensceneg

Re: [osg-users] osgviewerwx for wxWidgets 2.9.0+

2010-02-17 Thread Rizzen
Well thanx to you for response, though was not for wxWidgets 2.9.1, but
for wxWidgets 2.8.x

After spending the day on working through the 3 wxWidgets examples, I
managed to figure out how to make the changes to osgviewerWX to get it
to work with the new wxGLCanvas (and wxGLContext) for 2.9.0+.

Included the 2 files that was changed for others to test it too.

Rizzen

Charles Cossé wrote:
> I have some wx-osg code on my website that might help ... it's under
> project "G4OSG" @ www.asymptopia.org <http://www.asymptopia.org> ...
>
> On Tue, Feb 16, 2010 at 4:04 PM, Rizzen  <mailto:riz...@darkstar.co.za>> wrote:
>
> Hi,
>
> I really need up with making osgviewerWX work with up coming 3.0
> release
> (currently 2.9.1) in first half of 2010.
>
> I am completely confused on where to create the required
> wxGLContext in
> the osgviewerWX source. I looked at the 3 wxWidgets OpenGL
> samples, yet
> I am still very confused. Each one seems to do the implementation
> differently, thus don't know which implementation is best for
> osgviewerWX.
>
> I appreciate any help in getting osgviewerWX to work with
> wxWidgets 2.9.1.
>
> Thanx in advance
> Rizzen
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>
>
>
>
> -- 
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>  http://www.asymptopia.org
> 
>
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>   

// For compilers that support precompilation, includes "wx.h".
#include "wx/wxprec.h"

#ifdef __BORLANDC__
#pragma hdrstop
#endif

#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif

// For wxCURSOR_BLANK below, but isn't used a.t.m.
//#ifdef WIN32
//#include "wx/msw/wx.rc"
//#endif

#include "osgviewerWX.h"


#include 
#include 
#include 
#include 
#include 

#include 

// `Main program' equivalent, creating windows and returning main app frame
bool wxOsgApp::OnInit()
{
if (argc<2)
{
std::cout << wxString(argv[0]).mb_str() <<": requires filename argument." << std::endl;
return false;
}

int width = 800;
int height = 600;

// Create the main frame window

MainFrame *frame = new MainFrame(NULL, wxT("wxWidgets OSG Sample"),
wxDefaultPosition, wxSize(width, height));

// create osg canvas
//- initialize

int *attributes = new int[7];
attributes[0] = int(WX_GL_DOUBLEBUFFER);
attributes[1] = WX_GL_RGBA;
attributes[2] = WX_GL_DEPTH_SIZE;
attributes[3] = 8;
attributes[4] = WX_GL_STENCIL_SIZE;
attributes[5] = 8;
attributes[6] = 0;

OSGCanvas *canvas = new OSGCanvas(frame, wxID_ANY, wxDefaultPosition,
wxSize(width, height), wxSUNKEN_BORDER, wxT("osgviewerWX"), attributes);

GraphicsWindowWX* gw = new GraphicsWindowWX(canvas);

canvas->SetGraphicsWindow(gw);

osgViewer::Viewer *viewer = new osgViewer::Viewer;
viewer->getCamera()->setGraphicsContext(gw);
viewer->getCamera()->setViewport(0,0,width,height);
viewer->addEventHandler(new osgViewer::StatsHandler);
viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);

// load the scene.
wxString fname(argv[1]);
osg::ref_ptr loadedModel = osgDB::readNodeFile(std::string(fname.mb_str()));
if (!loadedModel)
{
std::cout << argv[0] <<": No data loaded." << std::endl;
return false;
}

viewer->setSceneData(loadedModel.get());
viewer->setCameraManipulator(new osgGA::TrackballManipulator);
frame->SetViewer(viewer);

/* Show the frame */
frame->Show(true);

return true;
}

IMPLEMENT_APP(wxOsgApp)

BEGIN_EVENT_TABLE(MainFrame, wxFrame)
EVT_IDLE(MainFrame::OnIdle)
END_EVENT_TABLE()

/* My frame constructor */
MainFrame::MainFrame(wxFrame *frame, const wxString& title, const wxPoint& pos,
const wxSize& size, long style)
: wxFrame(frame, wxID_ANY, title, pos, size, style)
{
}

void MainFrame::SetViewer(osgViewer::Viewer *viewer)
{
_viewer = viewer;
}

void MainFrame::OnIdle(wxIdleEvent &event)
{
_viewer->frame();

event.RequestMore();
}

BEGIN_EVENT_TABLE(OSGCanvas, wxGLCanvas)
EVT_SIZE(OSGCanvas::OnSize)
EVT_PAINT   (OSGCanvas::OnPaint)
EVT_ERASE_BACKGROUND 

[osg-users] osgviewerwx for wxWidgets 2.9.0+

2010-02-16 Thread Rizzen
Hi,

I really need up with making osgviewerWX work with up coming 3.0 release
(currently 2.9.1) in first half of 2010.

I am completely confused on where to create the required wxGLContext in
the osgviewerWX source. I looked at the 3 wxWidgets OpenGL samples, yet
I am still very confused. Each one seems to do the implementation
differently, thus don't know which implementation is best for osgviewerWX.

I appreciate any help in getting osgviewerWX to work with wxWidgets 2.9.1.

Thanx in advance
Rizzen
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Re: [osg-users] 2.9.6 cmake configuration

2010-02-13 Thread Rizzen
Hi Alberto,

Thanx for pointing out my mistake in my search. Was missing the
development package.

I attempted to build OSG, built everything until last example to be
built. Compiling fails with the OSG wxWidgets viewer example. I see the
there has been changes in wxWidgets 2.9.6 relating to wxGLCanvas. I
changed the constructor to match 2.9.6 version, removed call to
wxGLCanvas::OnSize(event) in void OSGCanvas::OnSize(wxSizeEvent& event)
as method no longer available for wxGLCanvas.

The only compiling problem I have now is the change to
bool GraphicsWindowWX::makeCurrentImplementation()
{
_canvas->SetCurrent();
return true;
}

SetCurrent() needs to be changed to SetCurrent(const wxGLContext
&context). I have never created a GLCanvas in wxWidgets applications,
thus have no idea on how or where I need to create the required
wxGLContext object.

I just required to have this example fixed so I can do "make install"
for OSG, which current exits with error on the last issue described
above (SetCurrent()).

I appreciate any help to resolve this issue so I may continue compiling
all other libraries and apps that have OSG as a dependent. In my own
wxWidgets application I will be using OSG for my GL canvas, thus this
example would also serve as a reference on implementing OSG in wxWidgets
2.9.6 (3.0).

Thanx in advance,
Rizzen

Alberto Luaces wrote:
> Hi,
>
> Rizzen writes:
>
>   
>> Hi all,
>>
>> I am building OSG 2.9.6 with examples
>>
>> when I run in build/
>>
>> cmake .. -DCMAKE_BUILD_TYPE=Release -DBUILD_OSG_EXAMPLES=1
>>
>> I get this response in the console output
>>
>> -- checking for module
>> 'gtkglext-x11-1.0'   
>>
>>
>> --   package 'gtkglext-x11-1.0' not
>> found
>>   
>>
>>
>> yet checking for the library I find it located at
>>
>> file:///usr/lib64/libgtkglext-x11-1.0.so.0 links to
>> file:///usr/lib64/libgtkglext-x11-1.0.so.0.0.0
>>
>> I am unable to find the cmake module to correct the search in order to
>> actually find the library.
>> 
>
> A quick look at CMakeLists.txt points at the command
>
> PKG_CHECK_MODULES(GTKGL gtkglext-x11-1.0)
>
> so it seems that pkg-config is not giving any results for that
> library. Either:
>
> 1. Verify that you have installed the *development* package for
> gtkglext.
> 2. Run the pkg-config query in order to see what is happening,
>
>  pkg-config gtkglext-1.0 --libs --cflags
>
> --
> Alberto
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[osg-users] 2.9.6 cmake configuration

2010-02-12 Thread Rizzen
Hi all,

I am building OSG 2.9.6 with examples

when I run in build/

cmake .. -DCMAKE_BUILD_TYPE=Release -DBUILD_OSG_EXAMPLES=1

I get this response in the console output

-- checking for module
'gtkglext-x11-1.0'  


--   package 'gtkglext-x11-1.0' not
found   
   


yet checking for the library I find it located at

file:///usr/lib64/libgtkglext-x11-1.0.so.0 links to
file:///usr/lib64/libgtkglext-x11-1.0.so.0.0.0

I am unable to find the cmake module to correct the search in order to
actually find the library.

Rizzen
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Re: [osg-users] Coordinate system in all readerwriters

2009-12-30 Thread Rizzen
Hi all,

Defining a coordinate system for OSG is a good idea. Though to me the
most important aspect of reader and writers, is that this expression
must be true:

read( write( A ) ) = A

Rizzen

Sukender wrote:
> Hi Ulrich, Paul, and all,
>
> I agree we should unify the coordinate system during loading AND writing. 
> Here are my suggestions :
> - Have plugins do NO rotation by default (reading and writing) when the 
> format doesn't have coordinate system information (that is to say all but FBX 
> and maybe FLT).
> - Have plugins read and apply coordinate system information if available by 
> default when reading.
> - Have optionnal READING options:
> - readXup, readYup, readZup to suppose model is X, Y or Z-up (overrides 
> format's coordinate system information)
> - readLeftHanded, readRightHanded (similar setting)
> - When in conflict (two options defined), use the latest one
> - Have optionnal WRITING options:
> - writeXup, writeYup, writeZup, writeLeftHanded, writeRightHanded (which 
> should almost never be supported, in my opinion)
> - Let plugings optionnally support these options prefixed with their name and 
> "_". For instance "3ds_readYup" would assume ONLY ".3ds" files are Y-up. 
> These would take precedence over the general settings.
> - Also support "pluginName_read/writeAutoUp" and 
> "pluginName_read/writeAutoHanded", which would specifically deactivate a 
> global setting for a given plugin. For instance, "fbx_readAutoUp" would let 
> the plugin decide the up vector (here using coordinate system information in 
> the .fbx). "3ds_readAutoUp" would mean "no rotation" for .3ds.
> - Write a portion of code somewhere in osgDB to parse all these options and 
> store it in a nice structure (to avoid each plugin duplicating code). To be 
> called with something like "myStructure = 
> osgDB::readStandardCoordinateSystemOptions(PLUGIN_NAME)".
> - As OpenGL doesn't have a "etched in stone" orientation standard, use the 
> osgGA as an "internal" standard (that is to say +Z up, right handed) when a 
> change is needed.
>
> 1. Please raise your hand if you agree, and tell about changes you'd like to 
> introduce in this summary.
> 2a. Please mention all plugins you know which break these rules.
> 2b. Please tell if you agree modifying those plugins.
>
> When all is ok, I'll code it.
>
> Cheers,
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
> - "Ulrich Hertlein"  a écrit :
>
>   
>> On 29/12/09 6:52 PM, Paul Martz wrote:
>> 
>>> Paul Martz wrote:
>>>   
>>>> I've noticed the same thing with OBJ.
>>>> 
>>> A little digging reveals that the OBJ plugin has a "noRotation"
>>>   
>> Option
>> 
>>> that disables the x axis rotation. The rotation is only done on
>>>   
>> file
>> 
>>> load, not on file write.
>>>
>>> Rotation about x is on by default. I'd suggest a change to off by
>>> default, and the Option changed to "doRotation" to enable it.
>>>   
>> The .x plugin has 'leftHanded' and 'rightHanded'.  Maybe we could
>> establish a common
>> option for this type of functionality (one that does 'convert to
>> right-handed, Z-axis up').
>>
>> There already are options with (apparently) related functionality
>> (courtesy of 'osgconv
>> --formats'):
>>
>> Coordinate system:
>>obj:noRotation
>>x:leftHanded
>>x:rightHanded
>>
>> Optimization:
>>obj:generateFacetNormals
>>obj:noTriStripPolygons
>>stl:generateNormals
>>stl:smooth
>>stl:tristrip
>>
>> Image orientation
>>hdr:NO_YFLIP
>>hdr:YFLIP
>>x:flipTexture
>>
>> Cheers,
>> /ulrich
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Re: [osg-users] Python users

2009-12-14 Thread Rizzen
Hi,

Thanx for the reply, I will definitely take a look at this project.

Rizzen

Jean-Sébastien Guay wrote:
> Hi Rizzen,
>
>> What is the best OSG python library/wrapper to use? I see there are
>> various versions: pyOSG, PyOSG and osgPython. Some project showed no
>> activity since 2003. Some projects showed activity in the news yet files
>> are a lot older. PyOSG does not seem to have a SVN on SourceForge, just
>> old tarballs.
>>
>> I am planning to use Boost:python in my project too.
>
> If you're planning on using boost.python you might be interested in
> trying the wrapper project I've started, which wraps some of OSG but
> not all using boost.python. It's located here:
>
> http://code.google.com/p/osgboostpython/
>
> I started it just for fun, and wrapped most of the basics to make a
> working OSG application (matrices, vectors, geometry, textures, some
> event handlers and callbacks, viewer, etc.). Martin Mueller also
> contributed some wrappers at one point. It's still not close to being
> complete, but might be sufficient for your needs, and you could help
> improve it too.
>
> Let me know if you want more info or if you decide to use it and you
> need help getting started.
>
> J-S

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[osg-users] Python users

2009-12-13 Thread Rizzen
Hi,

What is the best OSG python library/wrapper to use? I see there are
various versions: pyOSG, PyOSG and osgPython. Some project showed no
activity since 2003. Some projects showed activity in the news yet files
are a lot older. PyOSG does not seem to have a SVN on SourceForge, just
old tarballs.

I am planning to use Boost:python in my project too.

Thanx,
Rizzen
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Re: [osg-users] Help with linking error

2009-12-07 Thread Rizzen
Thanx for your reply, especially the links. Google provides different
results depending how you query Google.

Rizzen

Cyril Brulebois wrote:
> Hi.
>
> Rizzen  (08/12/2009):
>   
>> I busy building PVLE, Sukender's project that uses OSG, yet obtain
>> an error that we have no idea what the cause of the error is as we
>> don't understand what the error means. I posted on ODE's website
>> too, searched the web about the error, yet not obtaining any
>> explanation for error.  Any help would be appreciated so we can
>> resolve the problem.
>> 
>
> To help you understand the issue, I'd suggest this:
>   http://www.gentoo.org/proj/en/base/amd64/howtos/index.xml?part=1&chap=3
>
>   
>> Hardware is Intel(R) Core(TM)2 Quad CPU Q9300 @ 2.50GHz, 8 GB RAM
>> 
>
> Irrelevant. That's a software issue.
>
>   
>> Software is OpenSuse 11.2 x86 64bit, using gcc (SUSE Linux) 4.4.1
>> [gcc-4_4-branch revision 150839], etc
>> Build is 64 bit
>> 
>
> More interesting.
>
>   
>> Error:
>> Linking CXX shared library ../Lib/libPVLE.so
>> /usr/lib64/gcc/x86_64-suse-linux/4.4/../../../../x86_64-suse-linux/bin/ld:
>> /usr/local/lib/libode.a(box.o): relocation R_X86_64_32 against `a local
>> symbol' can not be used when making a shared object; recompile with -fPIC
>> /usr/local/lib/libode.a: could not read symbols: Bad value
>> 
>
> A wild guess would be a broken ode build on SUSE. Checking its bug
> tracker system is the way to go. Googling very quickly leads to:
>   http://article.gmane.org/gmane.comp.lib.ode/12165
>
> Sounds like you're not the first person having such issues.
>
> Good luck.
>
> Cheers,
>   
> 
>
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[osg-users] Help with linking error

2009-12-07 Thread Rizzen
Hi,

I busy building PVLE, Sukender's project that uses OSG, yet obtain an
error that we have no idea what the cause of the error is as we don't
understand what the error means. I posted on ODE's website too, searched
the web about the error, yet not obtaining any explanation for error.
Any help would be appreciated so we can resolve the problem.

Hardware is Intel(R) Core(TM)2 Quad CPU Q9300 @ 2.50GHz, 8 GB RAM
Software is OpenSuse 11.2 x86 64bit, using gcc (SUSE Linux) 4.4.1
[gcc-4_4-branch revision 150839], etc
Build is 64 bit

Error:
Linking CXX shared library ../Lib/libPVLE.so
/usr/lib64/gcc/x86_64-suse-linux/4.4/../../../../x86_64-suse-linux/bin/ld:
/usr/local/lib/libode.a(box.o): relocation R_X86_64_32 against `a local
symbol' can not be used when making a shared object; recompile with -fPIC
/usr/local/lib/libode.a: could not read symbols: Bad value

Thanx
Rizzen
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Re: [osg-users] Full list of dependencies

2009-12-06 Thread Rizzen
osgIntrospection and osgWrappers comes with the OSG core, but are
optional modules. How does one build these optional modules?

I have found the other required 3rd party modules and built them already.

Rizzen

Trajce Nikolov wrote:
> you can get all of them from the svn  look in the archive for the
> details . do a search for 3rdParty 
>
> Nick
>
> http://www.linkedin.com/in/tnikolov
> Sent from Örnek, İstanbul, Turkey
>
> On Sun, Dec 6, 2009 at 7:25 PM, Rizzen  <mailto:riz...@darkstar.co.za>> wrote:
>
> Thanx, though did not help with building the optional modules of OSG
> 2.8. What must be done to get these optional OSG modules built?
>
> Rizzen
>
> Gordon Tomlinson wrote:
> >
> > Here’s the basic dependencies
> >
>  http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
> >
> >
> >
> > All the rest will be described with the individual plug-ins or
> add-on
> > node  kits
> >
> >
> >
> >
> 
> __
> >
> > /Gordon Tomlinson /
> >
> > /gor...@gordontomlinson.com <mailto:gor...@gordontomlinson.com
> <mailto:gor...@gordontomlinson.com>>/
> > IM: /gordon3db...@3dscenegraph.com
> <mailto:gordon3db...@3dscenegraph.com>
> <mailto:gordon3db...@3dscenegraph.com
> <mailto:gordon3db...@3dscenegraph.com>>/
> > /www.vis-sim.com <http://www.vis-sim.com>
> <http://www.vis-sim.com/> www.gordontomlinson.com
> <http://www.gordontomlinson.com>
> > <http://www.gordontomlinson.com/>/
> >
> >
> 
> __
> >
> >
> >
> > *From:* osg-users-boun...@lists.openscenegraph.org
> <mailto:osg-users-boun...@lists.openscenegraph.org>
> > [mailto:osg-users-boun...@lists.openscenegraph.org
> <mailto:osg-users-boun...@lists.openscenegraph.org>] *On Behalf Of
> > *Simon Hammett
> > *Sent:* Sunday, December 06, 2009 10:48 AM
> > *To:* OpenSceneGraph Users
> > *Subject:* Re: [osg-users] Full list of dependencies
> >
> >
> >
> > 2009/12/6 Rizzen  <mailto:riz...@darkstar.co.za> <mailto:riz...@darkstar.co.za
> <mailto:riz...@darkstar.co.za>>>
> >
> > Hi
> >
> > Where can I find the full list of dependencies required for OSG
> 2.8 and
> > list of configuration options for building OSG libraries?
> >
> > Rizzen
> >
> >
> > osg itself doesn't have any dependencies, only the plugins do.
> >
> > You'll have to run cmake and look through that for specifics, there
> > are too many plugins for it to be worth making a list and too many
> > config options as well.
> >
> >
> > --
> > http://www.ssTk.co.uk
> >
> >
> 
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> <mailto:osg-users@lists.openscenegraph.org>
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
>
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> <mailto:osg-users@lists.openscenegraph.org>
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>
>
> 
>
> ___
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Re: [osg-users] Full list of dependencies

2009-12-06 Thread Rizzen
Thanx, though did not help with building the optional modules of OSG
2.8. What must be done to get these optional OSG modules built?

Rizzen

Gordon Tomlinson wrote:
>
> Here’s the basic dependencies
>  http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies 
>
>  
>
> All the rest will be described with the individual plug-ins or add-on
> node  kits
>
>  
>
> __
>
> /Gordon Tomlinson /
>
> /gor...@gordontomlinson.com <mailto:gor...@gordontomlinson.com>/
> IM: /gordon3db...@3dscenegraph.com <mailto:gordon3db...@3dscenegraph.com>/
> /www.vis-sim.com <http://www.vis-sim.com/> www.gordontomlinson.com
> <http://www.gordontomlinson.com/>/
>
> __
>
>  
>
> *From:* osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
> *Simon Hammett
> *Sent:* Sunday, December 06, 2009 10:48 AM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] Full list of dependencies
>
>  
>
> 2009/12/6 Rizzen mailto:riz...@darkstar.co.za>>
>
> Hi
>
> Where can I find the full list of dependencies required for OSG 2.8 and
> list of configuration options for building OSG libraries?
>
> Rizzen
>
>
> osg itself doesn't have any dependencies, only the plugins do.
>
> You'll have to run cmake and look through that for specifics, there
> are too many plugins for it to be worth making a list and too many
> config options as well.
>
>
> -- 
> http://www.ssTk.co.uk
>
> 
>
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[osg-users] Full list of dependencies

2009-12-06 Thread Rizzen
Hi

Where can I find the full list of dependencies required for OSG 2.8 and
list of configuration options for building OSG libraries?

Rizzen
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Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-02 Thread Rizzen
Testing if replying does work on forum and mail list

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=4045#4045





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Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-02 Thread Rizzen
Go ahead in using my account for testing purposes.

Also I am using Firefox 3.0.5 on Linux.

Rizzen

Art Tevs wrote:
> Yes, I've changed the SID settings, so that the SID is now visibile in the 
> URL. I hoped that this could't solve your problems. 
>
> I would like to use your account to test the behaviour and hence would 
> generate new password for you. Is it ok?
>
> Cheers,
> art
>
> --
> Read this topic online here:
> http://osgforum.tevs.eu/viewtopic.php?p=4036#4036
>
>
>
>
>
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Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-02 Thread Rizzen
Testing

All cookies and scripts from this site are allowed, with last 2 messages
appearing as new in the forum's thread index and currently logged on.

Failed again with message once clicking on Submit button, though this
time I noticed the URL changing to this

http://osgforum.tevs.eu/posting.php?sid=**

** is hexadecimal session ID

I can navigate the forum, read threads while being logged on on all the
time.

Rizzen

Art Tevs wrote:
> Hi Rizzen,
>
>
> Rizzen wrote:
>   
>> Hi Art,
>> Thanx for this fantastic feature for the OSG community. You made my
>> dream come true. :)
>>
>> 
>
>
> You are welcome :) !
>
>
> Rizzen wrote:
>   
>> When I try to reply to a thread or PM you, I continuously obtain this error:
>>
>> Invalid Session. Please resubmit the form.
>>
>> Rizzen
>>
>> 
>
> This could be the case because of non visible SIDs. I patched the forum to 
> remove the SID out of the urls, which should make it more search engine 
> friendly. However for most of the users it shouldn't be a problem to work 
> without SIDs because, they are stored in the cookie. Hence I propose to check 
> your cookie-settings if they do not block cookies from this forum.
>
> --
> Read this topic online here:
> http://osgforum.tevs.eu/viewtopic.php?p=4034#4034
>
>
>
>
>
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Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2009-01-01 Thread Rizzen
Hi Art,

Thanx for this fantastic feature for the OSG community. You made my
dream come true. :)

When I try to reply to a thread or PM you, I continuously obtain this error:

Invalid Session. Please resubmit the form.

Rizzen

Art Tevs wrote:
> Hi folks,
>
> I am glad to present a small christmas gift to the community. After two days 
> and one night of hard work I was able to install, and configure a forum which 
> has a direct connection to the mailing list. The forum software is phpBB2 
> with Mail2Forum MOD and a lot of modifications from my side. I have currently 
> imported messages from 7th October 2008 upto now, hence almost 2 Months of 
> imported messages (yeah there are more than three thousend of them).
>
> All messages posted to the forum (this message was also posted through the 
> forum ;) will be forwarded to the mailing list. All messages posted to the 
> mailing list will be also posted on the forum. Attachments are supported. 
> Also UTF-8 should be supported, however not well tested. Refresh time is 5 
> mins.
>
> Authors posting on the mailing list are not automaticaly registered by the 
> forum, however their name is used as poster's name. Registering on the forum 
> provides you with the possibility of creating profiles. Pleas read the READ 
> ME announcement on the forum.
>
> Yes, I know, there exists already a google group for that. However google 
> groups seems to be little bit overdesigned, so that I doesn't really like it.
>
> To check it out, just follow this link:
> http://osgforum.tevs.eu
>
> Best regards and have a nice day,
> Art
>
> --
> Read this topic online here:
> http://osgforum.tevs.eu/viewtopic.php?p=3781#3781
>
>
>
>
>
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[osg-users] Simple request: country codes

2008-03-25 Thread Rizzen
Seeing that we all live all over the globe and communicate with each
other no matter where we live. It would be very polite to state your
country of origin in your supplied contact details and if you supply
telephone numbers to also include your country dialling code.

No everyone knows every country's states/provinces and their
abbreviations. Even if you recognize a name to be English, there is a
handful of countries that would have citizens with that particular name.
For English names the countries could be Ireland, UK, India, Sir Lanka,
Australia, New Zealand, USA, Canada, South Africa, Zimbabwe, Zambia, the
West Indies, and the list goes on.

Thanx,
Rizzen
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Re: [osg-users] Appeal for use of human names

2008-03-25 Thread Rizzen
I have read all the posts on this interesting topic.

Both sides has valid reasons for using actual names and for nicknames. I
believe a simple compromise can exist that should make everyone happy,
even for Robert. If a person wishes for his/her identity to be unknown
on the mailing list or forums, then that right should be honoured. Yet
to be respectful of other users, visitors, contributors, etc, the person
should choose a simple suitable false name. It may be another real name
or completely fictional, as long as it is not leetspeek (stupid
nicknames with digits and punctuation amongst the letters), or
combination of everyday words, example Night Hawk that me have here.

Though personally I have no problems with Night Hawk, for I am one of
those people that honours a person's request to be referred by the
person's nickname (their own choice or given by another) rather than
their actual name.

Rizzen is far from my real name. It is a random generated fictional name.

>From past replies to my posts on this mailing list, Robert has had no
problems referring to me as Rizzen, showing that even fictional names do
work. :)

Rizzen
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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-18 Thread Rizzen
For many games (particular on Windows of yesteryears) and applications,
I have changed resolutions and 3D effects once the application or game
has started depending on the frame rate performance. Thus if possible it
would be best to implement a feature into OSG to change resolution,
though how this would be done internal can be very platform dependent,
so more work would be needed to implement this feature.

My 2c worth.

Rizzen

Lucas Goss wrote:
>>> That could work, but I am not sure whether it is actually worth the
>>> trouble - the original poster only wanted to change the resolution
>>> before starting the application, not during runtime, so this could be an
>>> overkill. Perhaps a poll to figure out whether this is a one-off request
>>> or a more general issue would be a good thing to do.
>>>   
>
> Actually I want the resolution to be able to be changed anytime in the
> application. So the user starts the application, finds that the the
> application runs a little slow, changes some settings for detail and
> resolution, and now the application performs at a good rate. And a
> smart application would be even nicer where it tests the users machine
> and automatically configures this stuff for them (but still allows
> them to change it).
>
>   
>>> I see. I would say that a most future-proof solution would be to
>>> implement support for the RandR extension
>>> (http://keithp.com/~keithp/talks/randr/).
>>>
>>> This is now supported by everything running X.Org X servers (Linux,
>>> various BSDs), however proprietary Unix doesn't support it (SGI, Sun,
>>> HP). I am not sure whether that would be a significant issue or not.
>>> However, it is not 100% foolproof solution, because not all drivers
>>> support it (ATI and nVidia do, though).
>>>   
>> RandR support would be a reasonable way forward.  SGI and other older
>> workstation class machines are not so prone to users wishing to change
>> resolution - Once I had 1280x1024 on an SGI Indigo Elan back in 92
>> this didn't change till my final contact with SGI's with the Oynx
>> IR2...   If if users do wish support on these platforms they can step
>> forward and implement it.
>> 
>
> That's what I was thinking as the solution is already not 100%
> foolproof. Because if you compile your code on Linux/BSD/Unix/etc. and
> expect it to work the same on every platform, it doesn't (works on Mac
> and Windows though). So at least including the Linux/BSD and others
> that support X.Org is a little better than not supporting any at all.
> Currently OSG just silently fails when making this call, which you
> could still do for those platforms that don't support the RandR
> extension.
>
> Lucas
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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-08 Thread Rizzen
Jan Ciger wrote:
> > One has to ask
> > which scripting languages to go for - Lua and/or Python? Lua would be
> > the easiest to integrate in terms of being very self contained i.e.
> > which could stick the whole of the lua interpreter into the core OSG
> > distribution and one would hardly notice as its so tiny.
>
> That does not make really sense. There are actually two very different
> ways of integrating scripting:
>
> 1) Application is written in C/C++ and calls embedded scripts. This is
> fairly typical for game development - game is written in C/C++ and e.g.
> AI is scripted using a built-in scripting engine. Here Lua is great (it
> was written for it), because it is fairly easy to maintain separation
> between different scripts (exception/error in one script does not crash
> the whole thing). Furthermore, Lua is really tiny, with negligible
> overhead. Another contender is Javascript (e.g. VRML standard uses it
> for exactly this purpose). I wouldn't target this case, because it is
> very application-specific and there is little a generic scene graph
> binding could provide to it.
>
> 2) Application is written in a high level language and calls into C/C++
> code to run the performance critical stuff. I think that this is what
> you want ("... enable us to
> develop applications purely from scripting languages, so developers in
> this realm would just need the binaries to the OSG installed, and no
> need for C++ dev environment").
>
> In this case I would go for a full featured language with a rich set of
> libraries. Python trumps Lua very easily here with its huge collection
> of libraries and tools. Lua is a very minimalistic language designed for
> embedding, not for writing whole applications in. Soya3D 3D engine is
> written in this manner - programs are written in Python, calling C/C++
> libraries that provide the functionality on top of OpenGL.
>
> Moreover, the Python bindings (osgPython?) do exist already, even though
> probably unmaintained at the moment ...
Good points Jan, though maybe we should have a compromise here. Thus OSG
supports two scripting languages, the best one for each scenario.
Scenario 1: Have Lua for embedded scripting via osgLua, which would go
well for the gaming environment where processing speed is important.
Scenario 2: While have Python for high level language dev environment
via osgPython, where speed is not important for idea testing, or
business or scientific applications where maximum speed is not
important, but ease of development is important.

Rizzen
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[osg-users] Missing emails

2007-08-27 Thread Rizzen
Jean-Se'bastien Guay wrote:
> Hello Robert,
>
>   
>> I suspect this is an issue with false positives where spam filters and
>> blacklisting is used as much  as anything else.
>> 
>
> I don't think so, I think it's more likely to be randomly dropped  
> mails by the mailing list software because some of the mails I didn't  
> get were from you! :-)
>
> I would get responses to a message you sent, but not the actual  
> message that was responded to. Seems you should check with your  
> hosting service to see if they have anything they can check out in  
> logs or whatnot and see if there are reliability issues...
>
> J-S
>   
I seem to be receiving all the mail for OSG. I think it may be your
email host having fun with your emails if they seem to be disappearing.

Rizzen
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Re: [osg-users] Tutorials

2007-08-23 Thread Rizzen
The examples are useful, though to me they not part of the documentation
collection, thus did not come to mind during this discussion.

Yet I found it easier first to run through Joe's tutorials before
visiting the OSG examples. The tutorials builds up a usage knowledge
foundation of commonly used classes, making it easier to follow the code
of the examples. It made more sense doing it this way than jumping
directly into the code. Having some background information on how OSG
functions definitely makes it easier to work through the examples.

Rizzen

Robert Osfield wrote:
> Are the examples of no use to any one??? Shall I just do a
>
>   svn rm  examples
>
> ?
>
> On 8/22/07, Rizzen <[EMAIL PROTECTED]> wrote:
>   
>> Here is my noob point of view on this topic.
>>
>> Firstly Joe helped me a great deal just by providing us those fantastic
>> tutorials (focusing on one feature at a time) he did for his students at
>> the Navy Academy. Even though I am no guru in OpenGL, I know enough to
>> create the needed results I needed, I managed to create a OSG scene
>> quickly and how to manipulate the scene. For a long time Joe's work was
>> really the only resource in learning OSG. Oh, forget about the generated
>> API documentation, nothing much there to be of much help to a noob.
>>
>> The next good resource to hit the scene is Paul's QSG. This free book,
>> really compliments Joe's work so far. Allowing a noob to have a speedier
>> learning curve than without these two resources.
>>
>> As Paul has mentioned already, he is planning a series of OSG books to
>> covering various aspects of OSG. From the quality of the QSG to the
>> noobs, the series will surely fill in the plenty needed detail that is
>> missing from the QSG.
>>
>> Robert himself has been very helpful in answering question put forward
>> by the community. Often a search through the mail list yields many
>> answers provided by many who have become experienced at using OSG.
>>
>> So I salute all those who have contributed to the current tutorial
>> collection and first 2 books on OSG.
>>
>> Rizzen
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Re: [osg-users] Tutorials

2007-08-22 Thread Rizzen
Here is my noob point of view on this topic.

Firstly Joe helped me a great deal just by providing us those fantastic
tutorials (focusing on one feature at a time) he did for his students at
the Navy Academy. Even though I am no guru in OpenGL, I know enough to
create the needed results I needed, I managed to create a OSG scene
quickly and how to manipulate the scene. For a long time Joe's work was
really the only resource in learning OSG. Oh, forget about the generated
API documentation, nothing much there to be of much help to a noob.

The next good resource to hit the scene is Paul's QSG. This free book,
really compliments Joe's work so far. Allowing a noob to have a speedier
learning curve than without these two resources.

As Paul has mentioned already, he is planning a series of OSG books to
covering various aspects of OSG. From the quality of the QSG to the
noobs, the series will surely fill in the plenty needed detail that is
missing from the QSG.

Robert himself has been very helpful in answering question put forward
by the community. Often a search through the mail list yields many
answers provided by many who have become experienced at using OSG.

So I salute all those who have contributed to the current tutorial
collection and first 2 books on OSG.

Rizzen
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Re: [osg-users] OpenGL 3 announced

2007-08-14 Thread Rizzen
I say a clean slate is best. Besides for older applications OSG 2.0
would still be around to be used.

OSG 3 = OpenGL 3 is the way I see it.

Rizzen

Paul Martz wrote:
> Good summary, Gordon.
>
> I agree, with much of the current OSG dedicated to managing a fixed function
> pipeline, starting from a clean slate would be the way to go. I'd hate to
> see the OSG community try to maintain the existing API given its such a poor
> fit for OpenGL 3.
>
> As Robert points out, this will be hard for existing OSG (and OpenGL) users.
> But these users are the ones who will ultimately decide when the move takes
> place. OpenGL 2 drivers should be available for a while, but eventually
> there will be an ISV shift towards OpenGL 3, and soon thereafter OpenGL 2
> drivers will disappear. (This will not be unlike the PEX/PHIGS/GL shift to
> OpenGL 1.x in the mid-1990s.)
>
> My main concern with moving forward with a new clean slate is that we need
> to see ISV support for that BEFORE the OpenGL 2 drivers go away, so that
> there is sufficient time and funding to develop a new OSG that integrates
> with OpenGL 3. There will be little movement in OSG towards OpenGL 3 without
> funding to back that effort.
>
> To that end, I'd like to hear from any companies that are interested in
> seeing a new OSG for OpenGL 3.
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> 303 859 9466
>
>
>
>   
>> Hi Y'all
>>
>> Having attended the SIGGRAPH OpenGL Bof  the first thing you 
>> have to realize about OpenGL 3.0 is that it is NOT an 
>> extension to 2.x it's a very new beast with some cross over 
>> but the changes to OGL3.0 are very very intrusive to the way 
>> OSG or any Scenegraph works or even OpenGL program, and the 
>> scenegraph that supports OGL3.0 will be a very different 
>> beast to what we have today
>>
>> OGL 3.0 is not backwards compatible with previous versions, 
>>
>> >From what I have seen and what I understand, IMO the OSG 
>> version that 
>> 
>>> will
>>>   
>> embrace OGl3.0 will be a very new Scenegraph, the changes are 
>> simply too many and fundamental to the way things currently 
>> work. If you we don't approach this in a new clean slate way 
>> then we will spend most of our time, going down the road of 
>> this is how it used to work and we will mimic that and spend 
>> most of our time trying to replace OGL2x in OGL3.0
>>
>> Once the spec is finalized hopefully shortly and folks get a 
>> read and start to see what was talked about at the BOF and 
>> how fundamentally different OpenGL 3.0 is it will be much 
>> clearer on why any Scenegraph that supports Opengl3.0 will be 
>> different
>>
>> Simple things like glbegin() and glEnd() are dead, no clients 
>> side array's any more, only 2 draw Functions, many uniforms 
>> currently supported in Shaders are gone, a new program stage 
>> placed between Vertex and Pixel stages, many things made immutable
>>
>> Basically we have a new language to learn 
>>
>> You can see many of the bullet points ar 
>> http://www.khronos.org/library/detail/siggraph_2007_opengl_bir
>> 
> ds_of_a_feathe
>   
>> r_bof_presentation/
>>
>>
>> Just my 2 cents
>>
>> __
>> Gordon Tomlinson 
>>
>> Email   : [EMAIL PROTECTED]
>> YIM/AIM : gordon3dBrit
>> MSN IM  : [EMAIL PROTECTED]
>> Website : www.vis-sim.com www.gordontomlinson.com 
>>
>> __
>> "Self defence is not a function of learning tricks but is a 
>> function of how quickly and intensely one can arouse one's 
>> instinct for survival" 
>> -Master Tambo Tetsura 
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf 
>> Of Robert Osfield
>> Sent: Friday, August 10, 2007 5:51 AM
>> To: osg-users@lists.openscenegraph.org
>> Subject: Re: [osg-users] OpenGL 3 announced
>>
>> On 8/10/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>> 
>>> someone wanted to know when will osg support opengl 3? yes 
>>>   
>> i know the 
>> 
>>> specs aren't even finalized, but i want to give the guy an 
>>>   
>> answer and 
>> 
>>> not let him pass in a forum with foul arguments against osg, 
>>> especially not at heise.de. ;)
>>>   
>> There is no way I can given a specif

Re: [osg-users] Creature3D Game Engine

2007-08-13 Thread Rizzen
True!

I poor at English even though it is my first language. I seem to do much
better with highly structured languages than natural languages. Though I
can get around German a little even though I never learnt the language.

Rizzen

Robert Osfield wrote:
> On 8/13/07, 吴才华 <[EMAIL PROTECTED]> wrote:
>   
>>I'm so sorry and now I'v been updated the site with English.
>>If there's something error pls forgive and in touch with me, I will be
>> corrected it soon.
>>
>> Wucaihua
>> 2007.08.13
>> 
>
> I find it truely humbling to see how capable the worlds people are at
> accommodating second languages, this is a good thing, shows the
> generosity of humanity ;-)
>
> Alas I'm utterly useless when it comes to languages beyond C++,
> English included, even though it's my native language, and I'm a
> Englishman no less!  So I'm in awe of those on this list capable of
> conversing fluently in languages other than than own.  Kudos the
> majority on this list! ;-D
>
> Robert.
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Re: [osg-users] Creature3D Game Engine

2007-08-12 Thread Rizzen
Jan thanx for the info.

Rizzen

Jan Ciger wrote:
> Gordon Tomlinson wrote:
>
> > Your site does not show well for USA visitors
>
> > E.g
> > We just see extended character set text that makes no sense
>
>
> It is Chinese, GBK encoding. However, it will not help you much unless
> you happen to be able to read it - there is almost nothing in English :(
>
> Regards,
>
> Jan
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Re: [osg-users] Creature3D Game Engine

2007-08-12 Thread Rizzen
What character set encoding did you use for your website? Also what
language is the website written in?

Rizzen

吴才华 wrote:
> Hi everyone:
>  
> I would like to introduce a new game engine based on osg. It's
> support realtime softshadowmapping, alphashadowmapping, hdr, noise
> fog, depth of field, motionblur etc.
> The website is http://one.fsphost.com/creature3d/
> My Blog is http://blog.sina.com.cn/creature3d
>
> Thank you Robert, thanks osg!
>  
> Wucaihua
> 2007.08.12
>
>
> 
> 全国 万 名 职 场 女 性,齐 聚 非 常 美 女,惊 艳 2 0 0 7
> <http://event.mail.163.com/chanel/click.htm?from=NO_14&domain=163>
> 
>
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Re: [osg-users] Test

2007-07-26 Thread Rizzen
Are you drunk by any chance?

Rizzen
Robert Osfield wrote:
> Looks like lists is still alive :-)
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