Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
Hi all, On 06/05/2009 16.41, Jean-Sébastien Guay wrote: Something that I found interesting about the quick XML parser code was that being done in C++ it was much more convenient to use than libxml2, when I ported Present3D across from being libxml2 based to osgDB/XmlParser based the code ended smaller and more readable. Yeah, I once wrote a small C++ wrapper around libxml2 because I found it cumbersome to use, also based on nodes in a tree like yours and it made the user code much easier to read. I totally get what you're saying. don't you think TinyXml (or its close relative TinyXml++, that also support iterators, templates, exceptions and other c++ friendly features) would be a nice alternative? It's just a couple of headers and cpp files to include, or a very small library if one wants to ship the precompiled lib. Licenses for the two are zlib/libpng and MIT respectively. Ricky ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
Hi Riccardo, don't you think TinyXml (or its close relative TinyXml++, that also support iterators, templates, exceptions and other c++ friendly features) would be a nice alternative? Considering it took me all of about a day to write, and it was my own code (i.e. I didn't need to learn to use it) I think it was fine at the time. Now I might make a different decision. I'm not the one to make decisions related to what to include into OSG, so as for why Robert didn't use TinyXML/TinyXML++ for his XML parsing for Present3D, I imagine he'll see this and answer. Though we're getting massively off topic for this thread... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Change cursor with object under mouse
Hi, May I ask your guidance for a problem that I have. I want to change the cursor of the mouse in function of the object that is under of it. Example, when I'm passing the mouse over a dragger, I want to change the cursor to a Hand. I'm on the detection of the object for the moment. I'm using a handler which use a LineSegmentIntersector on every frame. It works but it's kind of slow. I've seen on the web about the GL_SELECT OpenGL renderMode which has been design for it. But I've also seen that it's not a good way to do that. Maybe someone has already done something like this or has an idea about it? Thank you! Cheers, Romain Charbit Romain Charbit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11520#11520 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PostDrawCallback will never die ...
Hi Vincent, A post draw callback will only be called from the draw threaded when you dispatch a frame. Now there might be an overlap if you are using the DrawThreadPerContext/CullThreadPerCameraDrawThreadPerContext threading model come out of the frame loop as the draw thread could still be running for a short while. Could this be an issue in your case? Robert. On Wed, May 6, 2009 at 4:47 PM, Vincent Bourdier wrote: > Hi all, > > I just encounter a problem of osg-based application destruction. > > My view get a home made postDrawCallback, but when the application finish (I > return manually during the frame loop) the callback still run, so it crashes > in the operator() calling a variable already deleted. > Is there any reason that the callback still run when the render loop has > been interrupted ? > > Thanks. > > Regards, > Vincent. > > ___ > 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
Re: [osg-users] Collada plugin not found.... but it is!
Hi! I recompiled collada dom, now I have libcollada14dom21.dll but I got a different error in the code... another "access violation". I have to go now, I'll continue tomorrow trying to catch this f* bug... Jaime. Date: Wed, 6 May 2009 16:25:58 +0100 From: ro...@beardandsandals.co.uk To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Collada plugin not found but it is! lucas Grijander wrote: Thanks Roger, I installed the dependency tool and I updated the path. Now what I get is an error in the libcollada15dom21-d.dll, and more precisely in the file daeelement.cpp: daeElement* daeElement::simpleAdd(daeString name, int index) { if (daeElementRef elt = _meta->create(name)) return add(elt, index); return NULL; } I get an "access violation" error very strange... Jaime. Date: Wed, 6 May 2009 15:07:19 +0100 From: ro...@beardandsandals.co.uk To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Collada plugin not found but it is! lucas Grijander wrote: I download collada dom 2.1, compile and installed it... then I recompiled osg 2.8.0... the dll are there but... still same error! any clue? thanks Jaime. Date: Tue, 5 May 2009 20:49:31 +0100 From: ro...@beardandsandals.co.uk To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Collada plugin not found but it is! lucas Grijander wrote: you mean I should use 2.1 version of collada DOM instead of 2.2? J. Date: Tue, 5 May 2009 17:54:05 +0100 From: ro...@beardandsandals.co.uk To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Collada plugin not found but it is! lucas Grijander wrote: Dear all, I installed the last version of OSG (2.8.0) and the 2.2 version of the collada-dom. I compiled and installed everything (debug and release). Now, when I execute my application and I try to "writeNodeFile" in dae format I get the well-known warning: "plugin not found". I got this information too: trying c:\osgdb_daed.dll USING c:...\osgdb_daed.dll DynamicLibrary::failed loading "osgPlugins-2.8.0\osgdb_daed.dll". any idea of what's the problem? many thanks! Jaime. >From memory osg_daed.dll normally links against version 2.1 of the Collada DOM i.e. libcollada14dom21-d.dll Roger Yes Roger Jaime I suggest you use this excellent utility http://www.dependencywalker.com/ on the dae plugin dll and see what other dlls it is trying to load implicitly. Then make sure that these dlls are on the windows dll search path. Roger Jaime, Arghhh, you are running into one of the problems we are currently discussing on another thread, and I have made one of the mistakes I was referring to. That is, mixing the version of the Collada schema with the version of the Collada DOM implementation code. The Collada plugin definitely only works with version 1.4 of the Collada schema. I cannot remember whether it also works with version 2.2 of the DOM implementation. What works here is Schema 1.4 DOM 2.1. I have my CMake variables set up like this //Path to a library. COLLADA_DYNAMIC_LIBRARY:FILEPATH=C:/Environ Project/APIs/collada-dom-trunk/dom/build/vc8-1.4/libcollada14dom21.lib //Path to a library. COLLADA_DYNAMIC_LIBRARY_DEBUG:FILEPATH=C:/Environ Project/APIs/collada-dom-trunk/dom/build/vc8-1.4-d/libcollada14dom21-d.lib By the way you should also be careful that you dont end up mixing release and debug version of the C runtimes, this also causes random crashes. You can use dependency walker to check for this also. Roger _ More than messages–check out the rest of the Windows Live™. http://www.microsoft.com/windows/windowslive/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
Hi Rocardo & JS, On Wed, May 6, 2009 at 5:02 PM, Jean-Sébastien Guay wrote: > Hi Riccardo, > >> don't you think TinyXml (or its close relative TinyXml++, that also >> support iterators, templates, exceptions and other c++ friendly features) >> would be a nice alternative? > > Considering it took me all of about a day to write, and it was my own code > (i.e. I didn't need to learn to use it) I think it was fine at the time. Now > I might make a different decision. > > I'm not the one to make decisions related to what to include into OSG, so as > for why Robert didn't use TinyXML/TinyXML++ for his XML parsing for > Present3D, I imagine he'll see this and answer. Though we're getting > massively off topic for this thread... I've never used TinyXML/TinyXML++. I'm certainly open to adopting a more capable XML parser than the one I've written so far. I'd rather not add yet another external dependency for core OSG features, which is why I opted to roll my own XML parser for Present3D (and the .p3d plugin) rather using libxml2. Merging TinyXML/TInyXML++ into the core OSG might be a reasonable thing to do, but only if it's easier to understand and maintain than rolling this code ourselves. My experience with a writing quick XML parser suggests that this tasks isn't a big one. In the context of port our Collada plugin across to use our own .dae parsing code I think that the low level parsing code itself is an order of magnitude less work that the actual work on the dae side. Tweaking the XML parser classes to support that type of files that we'll get with dae may well be advantageous i.e. we can make our parser Matrix/Vec/OSG object aware. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Migration from OSG 2.4 to OSG 2.8
Hi Tom -- It sounds like you have a stale obj somewhere, but you said you did a 'clean' on your application. Is it possible this missed something? You could try searching for all files names *.obj and deleting them. Does your app depend on another library that was built with the old OSG? If you have access to an old copy of VC6, it has a great tool called depends.exe that will help you identify the .obj or .dll that has a reference to the old OSG. 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 Appolloni, Thomas Sent: Wednesday, May 06, 2009 9:01 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Migration from OSG 2.4 to OSG 2.8 I haven't upgraded versions in a while but now I find I need to do so. I recently compiled OSG 2.8.0 using Visual Studio 2008 (v9) on Windows XP with the appropriate 3rd party libraries. It was totally isolated from the OSG 2.4 libraries, it build with no problems, and I have all the built osg55_xx.dll and .lib files. I then went on to clean my application, remove the osg35_xx files (along with the include files) move the new 2.8 include/lib/dll files into the application baseline and recompile the application which when off without a problem. I keep the dll files in the rbin directory. However, when I start up the application, it immediately popped up with a dialog containing: "This application has failed to start because osg35-osg.dll was not found. Re-installing the application may fix the problem." What did I forget to flip (in my application baseline or the OSG build) with the version change? Thanks for the help, Tom ___ 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
Re: [osg-users] Change cursor with object under mouse
Hi Romain, OpenGL selection is far slower than using CPU based ray intersections, as it requires a round trip to the GPU, so I certainly wouldn't recommend this. Instead I'd recommend looking at why your line intersections are taking so long to complete. Most of the models I have I find the intersection traversal is just quick, and just a 1ms or two even for quite big models. Using KdTree's attached to the geometry leaves can be used to massively speed up intersections so perhaps this is something worth looking at. Robert. On Wed, May 6, 2009 at 5:03 PM, Romain Charbit wrote: > Hi, > > May I ask your guidance for a problem that I have. > > I want to change the cursor of the mouse in function of the object that is > under of it. Example, when I'm passing the mouse over a dragger, I want to > change the cursor to a Hand. > > I'm on the detection of the object for the moment. I'm using a handler which > use a LineSegmentIntersector on every frame. It works but it's kind of slow. > > I've seen on the web about the GL_SELECT OpenGL renderMode which has been > design for it. But I've also seen that it's not a good way to do that. > > Maybe someone has already done something like this or has an idea about it? > > > Thank you! > > Cheers, > > Romain Charbit > > > Romain Charbit > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=11520#11520 > > > > > > ___ > 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
Re: [osg-users] [osgPlugins] getting extra attributes from .flt toosg/ive
Okay. The files that start with "exp" are generally there to support exporting .flt files. Most of the remaining source code, with some exceptions, is there to support importing .flt files. One thing you should know about OSG plugins: They support reading a file and creating a scene graph from that data, and/or they support taking a scene graph and exporting it as a file. So, what I think you want to do is this: You want to modify the .flt plugin _import_ part, to take information out of certain fields in the .flt file and store it somehow in the scene graph, so that it will be available to the .osg/.ive _export_ plugins when you write out a OSG file. I'd advise you to search for the word "comment" in the .flt plugin. This should lead you to code that loads .flt comment records and stores the data in the OSG description list, which gets exported to .osg/.ive. So you'd want to do something similar. 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 Kip Sent: Wednesday, May 06, 2009 8:47 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgPlugins] getting extra attributes from .flt toosg/ive Thanks for the quick response Paul. Im new to the plugin section of osg, could you possibly point me in the direction of where information about importing flt data might be. As i mentioned i see code that seems to be writing out .flt files but i cant seem to find the ones that are storing the flt information for writing out to different types of files. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11500#11500 ___ 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
Re: [osg-users] [build] Build problem with gdk-x11-2.0
Hi Robert -- My CMake-foo is weak, so a bit of hand-holding is appreciated in finding the info you seek. Agreed whole-heartedly with your comment about the right way to fix the problem I encountered -- my low comfort level with CMake led me to stumble onto the quick and dirty workaround I described. What I can offer is this: * in the svg plugin, the libgdk*.so libraries appear to be successfully referenced and linked in as seen in that plugin's link.txt where "-L/opt/gnome/lib64" appears in the CMake-generated version of that file (i.e. I didn't touch that one at all) * in the problematic pdf plugin's CMakeLists.txt, I see POPPLER_LIB_DIRS referenced like this: LINK_DIRECTORIES(${CAIRO_LIBRARY_DIRS} ${POPPLER_LIB_DIRS}) * looking in the top-level CMakeCache.txt, I can find no such POPPLER_LIB_DIRS definition however I do find that both POPPLER_LDFLAGS and POPPLER_LIBRARY_DIRS contain references to /opt/gnome/lib64 (the link directory I needed for the pdf plugin to build on my particular system) in their definitions; in particular, this line: POPPLER_LIBRARY_DIRS:INTERNAL=/opt/gnome/lib64 I do not know if POPPLER_LIB_DIRS should be replaced with POPPLER_LIBRARY_DIRS, but I hope the above proves helpful. Please guide me to dig for more information -- I'm happy to help. Davin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11530#11530 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Migration from OSG 2.4 to OSG 2.8
Paul Martz wrote on Wednesday, May 06, 2009 11:20 AM: > Hi Tom -- It sounds like you have a stale obj somewhere, but you said you > did a 'clean' on your application. Is it possible this missed something? You > could try searching for all files names *.obj and deleting them. Does your > app depend on another library that was built with the old OSG? > > If you have access to an old copy of VC6, it has a great tool called > depends.exe that will help you identify the .obj or .dll that has a > reference to the old OSG. According to http://msdn.microsoft.com/en-us/library/ms235265.aspx, depends.exe comes with MSVC 2005 and 2008, too. You can also download a version here: http://www.dependencywalker.com/ > -Original Message- > From: osg-users-boun...@lists.openscenegraph.org > [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Appolloni, > Thomas > Sent: Wednesday, May 06, 2009 9:01 AM > To: osg-users@lists.openscenegraph.org > Subject: [osg-users] Migration from OSG 2.4 to OSG 2.8 > > I haven't upgraded versions in a while but now I find I need to do so. I > recently compiled OSG 2.8.0 using Visual Studio 2008 (v9) on Windows XP with > the appropriate 3rd party libraries. It was totally isolated from the OSG > 2.4 libraries, it build with no problems, and I have all the built > osg55_xx.dll and .lib files. I then went on to clean my application, remove > the osg35_xx files (along with the include files) move the new 2.8 > include/lib/dll files into the application baseline and recompile the > application which when off without a problem. I keep the dll files in the > rbin directory. > > However, when I start up the application, it immediately popped up with a > dialog containing: > "This application has failed to start because osg35-osg.dll was not found. > Re-installing the application may fix the problem." > > What did I forget to flip (in my application baseline or the OSG build) with > the version change? > > Thanks for the help, > Tom > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g -- 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
Re: [osg-users] Change cursor with object under mouse
Hi Romain, The way I did this was with a custom PickHandler. If you look at the PickHandler example - I think its the scribeFX one - you basically get the mouse events coming in. It gives you an opportunity to do your line intersections to determine the object under the mouse, at which point you can decide what cursor you wish to change to. Hope this helps. Neil. Romain Charbit wrote: > Hi, > > May I ask your guidance for a problem that I have. > > I want to change the cursor of the mouse in function of the object that is > under of it. Example, when I'm passing the mouse over a dragger, I want to > change the cursor to a Hand. > > I'm on the detection of the object for the moment. I'm using a handler which > use a LineSegmentIntersector on every frame. It works but it's kind of slow. > > I've seen on the web about the GL_SELECT OpenGL renderMode which has been > design for it. But I've also seen that it's not a good way to do that. > > Maybe someone has already done something like this or has an idea about it? > > > Thank you! > > Cheers, > > Romain Charbit > > > Romain Charbit > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=11520#11520 > > > > > > ___ > 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
Re: [osg-users] Support becoming less and less personal
I Have a slightly different view :) I don't care too much about names and stuff, but I understand why Robert and others do, I prefer forums for something's but also find that email list are generally better on other things ( were all Different ) I get more annoyed at what seems to be just outright RUDENESS, ignorance and laziness, it seems more and more people cannot even read the readme, look FAQ's, look through the examples, god forsake they run the examples. People cannot even look into headers to find a function they may need , cannot do a simple search of the source code, or even look at it , most do not even understand what something like Google is and how it helps etc.. And then we get to the demanders that demand answers now!, demand you write code for them, you would be amazed at the emails on this I have had over the years... Even when you point many to solutions or and code they then moan why can you not just give me the code to solve my problem aarrgh Sorry I digressed a little but it is all in part the same sort of problem , All this makes me even crankier than I normally am :) But it also makes me appreciate more all the folks that do contribute to the projects (even if I cannot use some if :)) So a big THANK YOU to all that do contribute 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 Mathias Fröhlich Sent: Wednesday, May 06, 2009 11:45 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Support becoming less and less personal Hi, On Wednesday 06 May 2009, Brian R Hill wrote: > I agree with Rick. > > It's a much larger on-line cultural/social issue. I also understand > Robert's feelings. It's hard to put your heart into something when you > can't make the human connection with the person you're trying to help. > > Support is all about reaching out and helping someone, not just > throwing information out into a void. > > I don't know the solution. Yep, I started three times today a comment on this thread, but canceled that because I did not provide a solution ... But yes, my impression is the same. And my impression is that forums attract more of those people. And on average my impression on the average forums is that I do not get that kind of help I hope to get. So all in all I try to avoid the need for a forum for this and the usual and well known scalability reasons ... The only thing I see is to point people with too basic questions to a faq. Or tell peope who are too unpolite that they are too unpolite. So, nothing non obvious from me ... Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ 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
Re: [osg-users] osgOcean release
Folks, A GPU solution is great for the rendering, but it doesn't support all the other things on the cpu side that need to know about the ocean. Wakes, bow waves, floating objects, things falling into the water generating splashes, interaction with land ... all these things need to query the ocean surface for height/geometry info. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. -osg-users-boun...@lists.openscenegraph.org wrote: - To: osg-users@lists.openscenegraph.org From: "Art Tevs" Sent by: osg-users-boun...@lists.openscenegraph.org Date: 05/06/2009 11:46AM Subject: Re: [osg-users] osgOcean release Hi J-S, Kim, Skylark wrote: > > Sure. For now as a first step finding some other FFT library to use in > precomputation as it is now would be enough. When we want to implement > more dynamic behavior then we can the best way to do that. > Why not to take a look into GPGPU or CUDA. CUDA has even a nice FFT library which is really fast. I have used it with, I think it was 512x521, images with 60 FPS. So for your case it should be enough. If CUDA doesn't fit well your needs, then you can take a look into just GPGPU FFT algorithms. I have seen on the nVidia's webpage an OpenGL shader based application which can do compute FFT on the GPU. Even more I could try to manage to create something for osgPPU, then you could use from there, if you like. Cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11517#11517 ___ 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
Re: [osg-users] Support becoming less and less personal
Can I raise the proposal for a wiki again? Openscenegraph is a complex piece of infrastructure. It involves maths topics like matrices and quaternions (that many of us forgot 20years ago), advanced C++ concepts (ref ptr and heavily templated code), OpenGL interoperation and a fairly complex problem domain. The resources are the examples, Paul Martz's excellent introduction and the source. There are FAQs and tutorials on other sites but how up-to-date or correct are they? The forums are a great help because it is easier to track a thread than in the mailing list. But I am wary about posting solutions in case they are not quite correct. A wiki would make it easier to post FAQs and samples which can then be corrected by more knowledgeable users without a long thread war. It would also be a good place to publish code snippets which aren't necessarily submissions to the core code. Martin Beckett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11535#11535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
Hi all, On Wed, May 6, 2009 at 7:11 PM, Martin Beckett wrote: > Can I raise the proposal for a wiki again? > Hum... I may be wrong be the current site already allows editing, no ? I think that anyone can contribute on the tutorials or documentations pages. Cheers, -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
Err we have a wiki do we not ? 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 Martin Beckett Sent: Wednesday, May 06, 2009 1:11 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Support becoming less and less personal Can I raise the proposal for a wiki again? Openscenegraph is a complex piece of infrastructure. It involves maths topics like matrices and quaternions (that many of us forgot 20years ago), advanced C++ concepts (ref ptr and heavily templated code), OpenGL interoperation and a fairly complex problem domain. The resources are the examples, Paul Martz's excellent introduction and the source. There are FAQs and tutorials on other sites but how up-to-date or correct are they? The forums are a great help because it is easier to track a thread than in the mailing list. But I am wary about posting solutions in case they are not quite correct. A wiki would make it easier to post FAQs and samples which can then be corrected by more knowledgeable users without a long thread war. It would also be a good place to publish code snippets which aren't necessarily submissions to the core code. Martin Beckett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11535#11535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello Robert, Robert Osfield wrote: > > I've never used TinyXML/TinyXML++. I'm certainly open to adopting a > more capable XML parser than the one I've written so far. I'd rather > not add yet another external dependency for core OSG features, which > is why I opted to roll my own XML parser for Present3D (and the .p3d > plugin) rather using libxml2. The dependency is tiny, the code is pretty easy to use: ticpp::Element *fog_e = root->FirstChildElement("fog"); std::string fogname = fog_e->GetAttribute("name"); // get attributes // colour of the fog float r = 0.2, g = 0.2, b = 0.2, a = 1.0; try { ticpp::Element *color = fog_e->FirstChildElement("color"); color->GetAttribute("r", &r); color->GetAttribute("g", &g); color->GetAttribute("b", &b); color->GetAttribute("a", &a); } catch (ticpp::Exception &e) { /* not present */} fmgr->setColor(osg::Vec4(r, g, b, a)); etc. > > Merging TinyXML/TInyXML++ into the core OSG might be a reasonable > thing to do, but only if it's easier to understand and maintain than > rolling this code ourselves. My experience with a writing quick XML > parser suggests that this tasks isn't a big one. I definitely prefer using something like TinyXML or SAX to writing my own parser - parsing trivial files is easy, once you get into obscure things where encodings, schemas and what not that needs to be handled at least to the degree that the parser doesn't choke on it, it is not fun any more. Regarding merging TinyXML into OSG - please, don't! It is very easy to do and a lot of projects do so. This causes crazy problems once you try to combine two libraries that use their own copies of TinyXML, neither has put it into a namespace and the two copies are not identical. I have hit this problem before with ReplicantBody, I believe, and it was a non-trivial issue to deal with. > In the context of port our Collada plugin across to use our own .dae > parsing code I think that the low level parsing code itself is an > order of magnitude less work that the actual work on the dae side. > Tweaking the XML parser classes to support that type of files that > we'll get with dae may well be advantageous i.e. we can make our > parser Matrix/Vec/OSG object aware. That you can do even with a 3rdparty parser - e.g. the code above is parsing the data into OSG data structures. I think that the right way to go is not to avoid a 3rdparty dependency when one is needed at all costs by duplication of work. An XML parser is something so common that I do not see a good reason for creating a yet another incomplete implementation. I understand the pain with dependencies well, but this will only add an extra piece to maintain. Pick a well known, supported and working implementation and stick with it. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKAca0n11XseNj94gRApB9AJ99pbCGUYy7+Bs5xDuxAlI+hdyBiwCggSI/ L0VQS7p9jsXxuck666aONI8= =JcTa -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Martin Beckett wrote: > Can I raise the proposal for a wiki again? Do you mean: http://www.openscenegraph.org/projects/osg ? That is a wiki already. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKAccln11XseNj94gRAho1AKCZG6ypaZL1I8e4NsvsfzdYlxWeJQCfR4io 8inYvMHvmVpN9mZrmuELPe4= =Xxnl -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
We already pull in XML parser dependencies any way If you use GDAL your going to need Xercess, Collada uses either Libxm2 or tinyxml , so for me we already have these in one form or another I don't really care which one should be adopted but I really don't think we should be writing our own when there are well tested implentations out their As to another 3rd part dependency,I have so many now and OSG is just one its does not make much difference to me, they are typically compile once add to my 3rdparty library VOB and only update when needed which is quite infrequent and OSG is just one of those 3rd part dependencies ) 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 Jan Ciger Sent: Wednesday, May 06, 2009 1:20 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello Robert, Robert Osfield wrote: > > I've never used TinyXML/TinyXML++. I'm certainly open to adopting a > more capable XML parser than the one I've written so far. I'd rather > not add yet another external dependency for core OSG features, which > is why I opted to roll my own XML parser for Present3D (and the .p3d > plugin) rather using libxml2. The dependency is tiny, the code is pretty easy to use: ticpp::Element *fog_e = root->FirstChildElement("fog"); std::string fogname = fog_e->GetAttribute("name"); // get attributes // colour of the fog float r = 0.2, g = 0.2, b = 0.2, a = 1.0; try { ticpp::Element *color = fog_e->FirstChildElement("color"); color->GetAttribute("r", &r); color->GetAttribute("g", &g); color->GetAttribute("b", &b); color->GetAttribute("a", &a); } catch (ticpp::Exception &e) { /* not present */} fmgr->setColor(osg::Vec4(r, g, b, a)); etc. > > Merging TinyXML/TInyXML++ into the core OSG might be a reasonable > thing to do, but only if it's easier to understand and maintain than > rolling this code ourselves. My experience with a writing quick XML > parser suggests that this tasks isn't a big one. I definitely prefer using something like TinyXML or SAX to writing my own parser - parsing trivial files is easy, once you get into obscure things where encodings, schemas and what not that needs to be handled at least to the degree that the parser doesn't choke on it, it is not fun any more. Regarding merging TinyXML into OSG - please, don't! It is very easy to do and a lot of projects do so. This causes crazy problems once you try to combine two libraries that use their own copies of TinyXML, neither has put it into a namespace and the two copies are not identical. I have hit this problem before with ReplicantBody, I believe, and it was a non-trivial issue to deal with. > In the context of port our Collada plugin across to use our own .dae > parsing code I think that the low level parsing code itself is an > order of magnitude less work that the actual work on the dae side. > Tweaking the XML parser classes to support that type of files that > we'll get with dae may well be advantageous i.e. we can make our > parser Matrix/Vec/OSG object aware. That you can do even with a 3rdparty parser - e.g. the code above is parsing the data into OSG data structures. I think that the right way to go is not to avoid a 3rdparty dependency when one is needed at all costs by duplication of work. An XML parser is something so common that I do not see a good reason for creating a yet another incomplete implementation. I understand the pain with dependencies well, but this will only add an extra piece to maintain. Pick a well known, supported and working implementation and stick with it. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKAca0n11XseNj94gRApB9AJ99pbCGUYy7+Bs5xDuxAlI+hdyBiwCggSI/ L0VQS7p9jsXxuck666aONI8= =JcTa -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
Tomlinson, Gordon wrote: > Err we have a wiki do we not ? Except you can't edit it or create an account on it. And the wiki link takes you to the front page of the site -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11540#11540 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
Much of the noise appears to come from people who don't know the first thing about 3D graphics. Some of the posts even indicate they don't know how to use a debugger. I see this as a much more irritating issue than use of pseudonyms. When I first noticed this uptick in noise, I didn't really see a strong correlation with forum posters. Certainly it's true that thee has always been noise of this nature in osg-users. My personal preference is that osg-users be a resource for information on OSG and scene graphs. I consider basic questions about 3D graphics to be off topic and somewhat of an irritation. When I was starting in the field, I actually sat down and read Foley and Van Dam cover to cover, and used it as a reference for years to follow. I still recommend this. It's a faster and more reliable resource than osg-users for this type of info. You can spend time adding information of this nature to the wiki, but the finished product will probably be lower quality than already available in several 3D graphics texts. Many newbies won't know the info exists and won't read it; the noise in osg-users will continue. I'm not trying to be a defeatist, I'm just being realistic. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
Art Tevs wrote: 3. I still do not understand whats wrong with having only the first name in the profile. I understand that we need to be able to track message sent by the users before, but this is done by the forum's software automatically. You can get the history of message. If I have a discussion with somebody, I do not care, if his name is "John Clooney" or "John Montgomery". Yeah, even google-mail client, do remove the last part of the name, so that only first name is visible ;) I think that is because you are the only Art on the list. :) When I see a message from a "-Paul", I like to be able to glance up and know whether it's Melis or Martz... without having to click a link or remember which potentially cryptic e-mail address belongs to them. I think this is also the reason, why almost half of the forum users, do put only their first names in their profile. I mean people still want to stay somehow "anonymized" and I think this are their rights. Fine to be anonymous as long as it is a consistent pseudonym that the rest of us can treat as a real name. Someone on the mailing lists used to post for years that way (don't remember who but it was related to their job or something). -Paul (Speed, !Martz, !Melis) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
mgb_osg wrote: > > Except you can't edit it or create an account on it. > And the wiki link takes you to the front page of the site Guys, please, don't go offtopic :) Yes, there is a wiki page, however a lot of new users, which are active on the ML or forum, doesn't read the wikis well as Gordon wrote already. What we need is a solution for that problem. I wouldn't like to cutoff forum, and I think also no of the ~300 users of the forum would also like to make so. Yes, signal to noise ratio on forums is more then on pure ML only. However, as some of you has already stated out, this is more or less a social problem then the engineering one. However, in order to make it better, we require some strict rules/filters etc for a proper etiquette. So, what forum moderators could do is to 1. filter out users, with non-appropriate real names - what do we meen by non appropriate names? Is only a first name already appropriate? How about users who would like to keep some kind of anonymization, by using only the first name. Are names with two letters ok, as used by our asian friends, i.e. Li, Xi, ... ? There was already a thread about that, but at the end there was no real, concrete answer to this! 2. Force to use some kind of template, when posting a reply or new topic. This is already in use and is sometimes used by the users. Template is set as default message, when posting something. So any user, who see this, should understand what is this good for. 3. Should user's reply always include a quote of the previous message? I do not really like such things, because they unnecessary pollute the threads. Yeah, there is even a pollution from some of the email clients there, which do quote the message in very strange manner. Which makes the reading very hard. So this is not only a problem of forum users. 4. Should users be forced to have a signature, which describes him/her somehow or just have some appropriate name in the signature. What about users which are using ML only and do not have signatures? Do we also exclude them from the community? And please guys, do also think about that not only forum users are responsible for bad etiquette in our community. What to do with such ML users? I agree with and understand Robert, however, Robert, you should also understand, that some of the things just cannot be solved in a programmer way. There are people who just not able to follow very simple rules and we shouldn't close our community also to them, I think ;) Cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11542#11542 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
Art Tevs wrote: mgb_osg wrote: Except you can't edit it or create an account on it. And the wiki link takes you to the front page of the site Guys, please, don't go offtopic :) Yes, there is a wiki page, however a lot of new users, which are active on the ML or forum, doesn't read the wikis well as Gordon wrote already. What we need is a solution for that problem. I wouldn't like to cutoff forum, and I think also no of the ~300 users of the forum would also like to make so. Yes, signal to noise ratio on forums is more then on pure ML only. However, as some of you has already stated out, this is more or less a social problem then the engineering one. However, in order to make it better, we require some strict rules/filters etc for a proper etiquette. So, what forum moderators could do is to 1. filter out users, with non-appropriate real names - what do we meen by non appropriate names? Is only a first name already appropriate? How about users who would like to keep some kind of anonymization, by using only the first name. Are names with two letters ok, as used by our asian friends, i.e. Li, Xi, ... ? There was already a thread about that, but at the end there was no real, concrete answer to this! 2. Force to use some kind of template, when posting a reply or new topic. This is already in use and is sometimes used by the users. Template is set as default message, when posting something. So any user, who see this, should understand what is this good for. 3. Should user's reply always include a quote of the previous message? I do not really like such things, because they unnecessary pollute the threads. Yeah, there is even a pollution from some of the email clients there, which do quote the message in very strange manner. Which makes the reading very hard. So this is not only a problem of forum users. 4. Should users be forced to have a signature, which describes him/her somehow or just have some appropriate name in the signature. What about users which are using ML only and do not have signatures? Do we also exclude them from the community? And please guys, do also think about that not only forum users are responsible for bad etiquette in our community. What to do with such ML users? I agree with and understand Robert, however, Robert, you should also understand, that some of the things just cannot be solved in a programmer way. There are people who just not able to follow very simple rules and we shouldn't close our community also to them, I think ;) One thing keeps coming up... technology will not solve this problem. On other mailing lists/forums this has been dealt with by aggressive moderation. In those cases, my first four or five posts always went into the moderation queue until a moderator let them through. After the moderators see enough posts from someone to figure out they aren't a chuckle-head then they get unmoderated access. It can be expensive in terms of human expense but it definitely keeps the noise down. Perhaps some group of volunteers who care about Robert's sanity and keeping the mailing list and forum linked can volunteer as noob monitors. I suppose an alternative is to let the readers be selective by marking clearly in the subject if the message is from the forum. If a thread gets a lot of posts then it will become more interesting to those who might otherwise ignore a "[forum]" message. Noob content moderation is still the only truly effective way if the other issues can be worked out. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Support becoming less and less personal
Hi, if the issue directly goes to newbies. maybe it is possible to set a separate thread for newbies which will not be forwarded to list ? then to have a sort of header explaining how to post to list. Then maybe to have a personal video ( on youtube ) which everyone will see when signing ,where all the issues concerning forum are explained , and the same video will be linked somewhere on forum. Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Martin Beckett wrote: > Tomlinson, Gordon wrote: >> Err we have a wiki do we not ? > > Except you can't edit it or create an account on it. That's incorrect - use the 'osg' password to log in and you can edit at will. Many people do. All this is documented in the mailing list archives. > And the wiki link takes you to the front page of the site That is because the web site is *the wiki* :) The web site is pretty much community maintained. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKAdgGn11XseNj94gRAjJQAJ4pMUI8//M1U/1cm0YEvgIddZnmRwCeIqBR fVYvaDHVQ1qGAHEzPLW/Da4= =UHio -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Art Tevs wrote: > mgb_osg wrote: >> Except you can't edit it or create an account on it. And the wiki >> link takes you to the front page of the site > > > Guys, please, don't go offtopic :) Well, that was only a reaction to the incorrect claim that there is no wiki. > Yes, there is a wiki page, however > a lot of new users, which are active on the ML or forum, doesn't read > the wikis well as Gordon wrote already. I do not think you can solve the problem of people preferring to ask for solution for something instead of actually spending time and reading documentation, list archive, wiki or even books ... > however, Robert, you > should also understand, that some of the things just cannot be solved > in a programmer way. There are people who just not able to follow > very simple rules and we shouldn't close our community also to them, > I think ;) Honestly, I think that if someone expects me to spend time on their problem, I do expect them to follow those simple rules. It is not like they are asked to write the posts while standing on their heads and using their left foot only. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKAdkwn11XseNj94gRAidsAJ9vGX9S42SYO2VLSR3L/j92k7FCQgCgvLNr ZiQC0+RkUrJq043DYqwyPN0= =lHt1 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constructing geometry using position, normal and uv coord arrays
OSG Newbie wrote: Thanks, that helps. In my situation, I have primitives sharing same vertex and the normals are different for a vertex depending on the primitive. I guess Geometry.setNormalBinding should be BIND_PER_PRIMITIVE. My question is how should I order the normals in the normal array in Geometry, or should I use Geometry.setNormalIndices() to specify the normal indices. If so, should I set the indices in the order of how I set the primitives. No, avoid per-list indices (as in setNormalIndices() ) like the plague. They're a throwback to the early days of OpenGL, and they'll force you to use immediate mode (glBegin(), glEnd()), which is the slowest way to draw. The same thing goes for BIND_PER_PRIMITIVE. The best way to accomplish what you're doing is to just duplicate the vertex coordinates where you need different normal values, and use BIND_PER_VERTEX for your normals. For example, if you're drawing a cube, go ahead and use 24 separate vertex coordinates, normals and texture coordinates (as opposed to 8 vertex/texture coordinates and 6 per-primitive normals). It may seem like extra work, but as you scale to bigger and bigger scenes, it'll draw much faster this way. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
Hi Martin, Err we have a wiki do we not ? Except you can't edit it or create an account on it. And the wiki link takes you to the front page of the site a) you could always edit it, you just (in the past) needed to log in with the username and password that were given (user:osg password:05G). Some pages were locked of course (Downloads, etc.) and still are. b) Have you been to the wiki recently? You can register for your own user name - see the register button at the top right of the page. This came about because Jose Luis upgraded the version of Trac that the site was using. With that username you can modify any page that's not locked administrator-only (as before). c) I don't get what you mean by "And the wiki link takes you to the front page of the site". Go to http://www.openscenegraph.org/projects/osg/wiki/ and you're on the wiki. There's a search, and a table of contents on the right side. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
Brian, > A GPU solution is great for the rendering, but it doesn't support all the other things on the cpu side that need to know about the ocean. Agreed. However if that number of CPU items is limited in terms of sample points, then the GPU/CPU tradeoff still can favour the GPU i.e. full ocean FFT on GPU, limited CPU summations for small local grids. (That being said, my initial experience is that this number has to be pretty small in order to make it worth sending the FFT GPU wards. ) For ships, we often use RAO methods for determining ship motion, which can then be a separate activity from the rendering - this does leave an all GPU solution still attractive. I would suggest that an all GPU FFT would just be one in a selection of possible ocean surface techniques. An architecture that supports many such techniques would be a good goal for this kind of project ! David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
Robert Osfield wrote: Thoughts on how much work this might be to do? Thoughts on what features of the Collada DOM that are invaluable/hard to replace? I'm jumping into this thread a bit late, but I'll just add that I've written a COLLADA loader for a different project, and I didn't use the DOM (I found it hard to understand, and figured I could implement the features myself in less time than it would take to learn it). It wasn't a trivial amount of effort, but it's certainly doable. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
Hi David, I would suggest that an all GPU FFT would just be one in a selection of possible ocean surface techniques. An architecture that supports many such techniques would be a good goal for this kind of project ! I totally agree. I'll be looking into how feasible this is, not just for offloading surface generation to the GPU, but in general for allowing selecting the surface generation technique from a list of possible techniques with different tradeoffs. As soon as there's a non-GPL alternative integrated instead of FFTW, I can start working on that. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] missing includes
Hello everyone, It may certainly be a stupid question and not the right place to ask. Still I've been compiling a couple of osg based application : VTP, osgEphemeris, osgearth. The fact is that for most of them I had to add a couple of #include directive to make them compile. It's always some c++ wrapping of c headers like or . I don't understand if it is possible that those application compile without problem on some computer. Which would mean that I have to tune some environment variables or whatever. Is this the case or should I report those missing directive to the concerned developper? Thanks for any answer on this. -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
I didn't know about the user:osg password:05G I had tried the same username and passwd as here but it failed Cheers, Martin Beckett ps. it's now giving a database error page? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11555#11555 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Saving files dosn't save references to images
Hi, I am saving a loaded scene with the following: bool cOSG::Save(const std::string filename) { return osgDB::writeNodeFile(*mRoot.get(), filename); } If I have loaded "cow.osg" and save it to "cow1.osg" the two files are identical except in the textureUnit section of the saved file "cow1.osg" the reference to: file "Images/reflect.rgb" is missing. I have done a reasonable amount of research on my own, but can't seem to work this one out. When loading "cow1.osg" everything is good except there are no textures. This senario holds true for any file I save in any format. Any help would be much welcomed. Thank you! Cheers, John Price -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11556#11556 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
Martin Beckett wrote on Wednesday, May 06, 2009 3:23 PM: > I didn't know about the user:osg password:05G > I had tried the same username and passwd as here but it failed You have to register a wiki login; it doesn't use the same username and password as the mailing list (though that might be a nifty thing to have at some point in the future) > ps. it's now giving a database error page? Can you be more specific? I've gotten "database is locked" messages, which I assume mean that it temporarily locks you out if you try to log in with the wrong password too many times, but after a little while (5 minutes maybe) you can try again. -- 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
[osg-users] [build] SDL no longer builds
Hi, Ubuntu Linux 9.04, latest svn (6th May 2009) cmake-gui to enable all features (including SDL, ffmpeg, wxwidgets, etc...) to generate CodeBlocks Makefiles SDL does not compile (#include instead of #include ) even if the correct include path is specified in cmake adding a manual CFLAGS and CXXFLAGS to have -I/usr/include/SDL fixes the compiling Link however does not work because linking of the present3d application omits to include -lSDL in the Makefile Manual modification of Makefile and link.txt allows app to build ffmpeg also requires a lot of manual modifications (here again #include is used instead of the correct #include ). Manual specification of all include folders in cmake-gui allows build (strange that cmake finds ffmpeg but does not configure the CMakeFiles correctly for actual valid OSG compile). wx does not build either, here again hacking gets through ... Thank you! Cheers, Francois Genolini Aberdeen, Scotland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11558#11558 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] SDL no longer builds
Hello François, Nice to see you on this mailing list :-) I can't comment for SDL or WxWidgets, it's been ages since I've compiled those at all. But in general, manually tweaking the makefiles won't help long term, you need to find out why CMake is generating the makefiles that don't work and fix it at the source. ffmpeg also requires a lot of manual modifications (here again #include is used instead of the correct #include ). Manual specification of all include folders in cmake-gui allows build (strange that cmake finds ffmpeg but does not configure the CMakeFiles correctly for actual valid OSG compile). The Makefile should add the correct library directories, because the CMakeLists.txt for the ffmpeg plugin has these lines: INCLUDE_DIRECTORIES( ${FFMPEG_LIBAVFORMAT_INCLUDE_DIRS} ${FFMPEG_LIBAVFORMAT_INCLUDE_DIRS}/libavformat ${FFMPEG_LIBAVDEVICE_INCLUDE_DIRS} ${FFMPEG_LIBAVDEVICE_INCLUDE_DIRS}/libavdevice ${FFMPEG_LIBAVCODEC_INCLUDE_DIRS} ${FFMPEG_LIBAVCODEC_INCLUDE_DIRS}/libavcodec ${FFMPEG_LIBAVUTIL_INCLUDE_DIRS} ${FFMPEG_LIBAVUTIL_INCLUDE_DIRS}/libavcodec ) IF(FFMPEG_LIBSWSCALE_FOUND) INCLUDE_DIRECTORIES( ${FFMPEG_LIBSWSCALE_INCLUDE_DIRS} ${FFMPEG_LIBSWSCALE_INCLUDE_DIRS}/libswscale ) ADD_DEFINITIONS(-DUSE_SWSCALE) SET(TARGET_EXTERNAL_LIBRARIES ${FFMPEG_LIBRARIES} ${FFMPEG_LIBSWSCALE_LIBRARIES}) ENDIF() So you see, #include should work because /include/libswscale should be in your include search path. As to why it doesn't work, I guess you'll have to investigate. Sorry I can't help more, but hopefully I pointed you in the right direction for further investigation... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] missing includes
Hi Simon, What platform are you compiling on where you are seeing these issues? Jason On Wed, May 6, 2009 at 3:47 PM, Simon Loic wrote: > Hello everyone, > It may certainly be a stupid question and not the right place to ask. Still > I've been compiling a couple of osg based application : VTP, osgEphemeris, > osgearth. The fact is that for most of them I had to add a couple of > #include directive to make them compile. It's always some c++ wrapping of c > headers like or . > I don't understand if it is possible that those application compile without > problem on some computer. Which would mean that I have to tune some > environment variables or whatever. > Is this the case or should I report those missing directive to the > concerned developper? > > Thanks for any answer on this. > > > -- > Loïc Simon > > ___ > 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
Re: [osg-users] Support becoming less and less personal
Hello all, to get things back on topic again; I believe that the different attitude in posts we see these last months is not only due to a different mentality on the forum, but something that also happens due to growth of the active community. The amount of members on the ML has more or less stabilized and the forum now brings in new and possibly more inexperienced osg users. True, forums seem to be more chat-like and people hide behind usernames and fancy avatar images. The real question however is how to setup the user/support community for future growth of the active community. Surely there will be a point (or there already is) where we can't expect Robert to process all posts even if they all were written in a polite way and with proper names to address. The same can be said for submission processing or maintenance of nodekits and plugins. The user community of Ogre has more than 18000 forum members and a large group of forum moderators, mvps, expert users etc. that respond to the majority (at least the FAQs) of posts. Simply looking at the forum statistics for the lead engineers of both projects reveals this: -Sinbad aka Steve Streeting (Ogre lead) 9.79 posts per day -Robert Osfield 10.78 posts per day I may be taking turns on two wheels, but I suspect that 10 posts per day is the limit of what a person can handle next to the normal work that he has to do. So if the community grows the number of supporting members must grow accordingly. Do you agree with this analysis? If so, how to organize things better to be prepared for a much larger user community? kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11561#11561 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG web site errors
Website seems to be down again. Code: Traceback (most recent call last): File "/usr/lib/python2.5/site-packages/trac/web/api.py", line 339, in send_error 'text/html') File "/usr/lib/python2.5/site-packages/trac/web/chrome.py", line 684, in render_template data = self.populate_data(req, data) File "/usr/lib/python2.5/site-packages/trac/web/chrome.py", line 592, in populate_data d['chrome'].update(req.chrome) File "/usr/lib/python2.5/site-packages/trac/web/api.py", line 168, in __getattr__ value = self.callbacks[name](self) File "/usr/lib/python2.5/site-packages/trac/web/chrome.py", line 460, in prepare_request for category, name, text in contributor.get_navigation_items(req): File "/usr/lib/python2.5/site-packages/trac/versioncontrol/web_ui/browser.py", line 295, in get_navigation_items if 'BROWSER_VIEW' in req.perm: File "/usr/lib/python2.5/site-packages/trac/perm.py", line 523, in has_permission return self._has_permission(action, resource) File "/usr/lib/python2.5/site-packages/trac/perm.py", line 537, in _has_permission check_permission(action, perm.username, resource, perm) File "/usr/lib/python2.5/site-packages/trac/perm.py", line 424, in check_permission perm) File "/usr/lib/python2.5/site-packages/trac/perm.py", line 282, in check_permission get_user_permissions(username) File "/usr/lib/python2.5/site-packages/trac/perm.py", line 357, in get_user_permissions for perm in self.store.get_user_permissions(username): File "/usr/lib/python2.5/site-packages/trac/perm.py", line 175, in get_user_permissions cursor.execute("SELECT username,action FROM permission") File "/usr/lib/python2.5/site-packages/trac/db/util.py", line 51, in execute return self.cursor.execute(sql) File "/usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py", line 58, in execute args or []) File "/usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py", line 50, in _rollback_on_error return function(self, *args, **kwargs) OperationalError: database is locked Cheers, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11562#11562 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Thoughts on a non Collada DOM based Collada plugin
> > To me it's looks like we are consistently getting a lot more support > queries about the Collada plugin than any other our plugins. > I think you are right, but this may also mean many people actually want to use this plugin. Of course plugins without external dependencies are easiest to build, but the Collada plugin support requests are not only about building it. > > Firstly that the OSG Collada plugin only supports version 1.4 of the Collada > Schema, and as arr as I know version 2.1 of the Collada DOM implementation > (it may work with 2.2 but I seem to remember some outstanding problems) and > needs to be specifically linked against a build of the Collada DOM that is > made for those versions > Well, it also works with the DOM 2.2, but unfortunately it generates a DLL with 21 in the name. As long as the schema is 1.4 > In the context of port our Collada plugin across to use our own .dae > parsing code I think that the low level parsing code itself is an > order of magnitude less work that the actual work on the dae side. I totally agree. It's a complex puzzle to map the Collada features onto the Osg features. That's why I created morphing for osgAnimation. ATI also added several nodes to support more complex effects and there's certainly more that we won't be able to map to osg easily. The real challenge will be to lift it to more than simply a geometry loader that most of the Collada supporting engines/tools have built. However my gut feeling tells me that rolling our own Collada parser and maintaining it is opening up a bees nest. The current Collada plugin supports both reading and writing of Collada files. I believe libxml2 is not used for XML schema validation, but the validation is done when trying to create the objects represented in the Collada schema (code generated from the Collada schema). Furthermore more advanced XML things like proper URI resolving are also part of the DOM library. A quick glance through the DOM source code tells me what the DOM dependencies are used for: -boost for cross-platform file system boost::filesystem, only this part is included with the DOM -libxml (default) xml parser pluging that can validate against a XML schema (alternatively one can use a TinyXml based plugin) -minizip for loading zae files (zip compressed dae files) -pcre for parsing of URI's with regular expressions Furthermore I expect it to be easier to switch to newer versions of the Collada schema when using the DOM library (although I have not looked at porting to 1.5 yet) My two cents. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11563#11563 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
rosme wrote: > > If so, how to organize things better to be prepared for a much larger user > community? One option is to split general up into more sub-topics (Beginners, c++, OpenGL, Geometry, Files etc) then people can direct their interest/expertise to answering those questions. Of course it doesn't guarantee people will post in the appropriate forum (and not cross post) but it's a possibility. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11564#11564 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] bugfix osgDB cross-DLL allocation problem
Dear all, hunting around for a while with plain VMware images and rebuilding everything constantly I drilled down to the cause of the problem which I reported earlier which turns out to be twofold: 1) osgDB::fopen is opening a file (fopen) in the scope of osgDB dll and various plugins and also osgWidgets close files via the ANSI-C fclose (in the scope of the plugin) - this works fine for most OSes just not Windows and OS X. My fix is to inline the proxied version of fopen because otherwise osgDB needs to provide the whole set of C file operation functions. 2) Visual Studio 2008 is defaulting to link to the lowest common denominator of the runtime which is something like 9.0.22*** - however all known versions of VS 2008 (with or without SP or FeaturePack) ship with a redistributable with version 9.0.30*** - thus welcome to SxS hell. The introduced defines should work on both VS 2008 with and without SP1 (there was a bug ignoring the catch all version _VC_LIBS_) - it should have only an effect in VS 2005 and 2008 - maybe there should be an CMake option() around the defines as I could imagine some people want this exact behaviour. Please test and comment (the patch is against the 2.8 branch but should be easy to port into the trunk) Cheers, Hartmut -- Dr. Hartmut Seichter PhD (HKU), Dipl.-Ing. (BUW) Post-Doctoral Fellow, HIT Lab NZ +64 3 364 3078 http://www.hitlabnz.org/people/hse25 Index: CMakeLists.txt === --- CMakeLists.txt (revision 10140) +++ CMakeLists.txt (working copy) @@ -186,6 +186,8 @@ # More MSVC specific compilation flags ADD_DEFINITIONS(-D_SCL_SECURE_NO_WARNINGS) ADD_DEFINITIONS(-D_CRT_SECURE_NO_DEPRECATE) + ADD_DEFINITIONS(-D_BIND_TO_CURRENT_CRT_VERSION=1) + ADD_DEFINITIONS(-D_BIND_TO_CURRENT_MFC_VERSION=1) ENDIF(MSVC) #needed for net plugin Index: include/osgDB/FileUtils === --- include/osgDB/FileUtils (revision 10140) +++ include/osgDB/FileUtils (working copy) @@ -14,6 +14,7 @@ #ifndef OSGDB_FILEUTILS #define OSGDB_FILEUTILS 1 +#include #include #include @@ -38,8 +39,17 @@ // Overload of the standard fopen function. If OSG_USE_UTF8_FILENAME is defined, // filename will be expanded from UTF8 to UTF16 and _wfopen will be called. -extern OSGDB_EXPORT FILE* fopen(const char* filename, const char* mode); +//extern OSGDB_EXPORT FILE* fopen(const char* filename, const char* mode); +inline FILE* fopen(const char* filename, const char* mode) +{ +#ifdef OSG_USE_UTF8_FILENAME + return ::_wfopen(convertUTF8toUTF16(filename).c_str(), convertUTF8toUTF16(mode).c_str()); +#else + return ::fopen(filename, mode); +#endif +} + // Make a new directory. Returns true if directory exists or was created. extern OSGDB_EXPORT bool makeDirectory( const std::string &directoryPath ); Index: src/osgDB/FileUtils.cpp === --- src/osgDB/FileUtils.cpp (revision 10140) +++ src/osgDB/FileUtils.cpp (working copy) @@ -98,15 +98,6 @@ #endif } -FILE* osgDB::fopen(const char* filename, const char* mode) -{ -#ifdef OSG_USE_UTF8_FILENAME -return ::_wfopen(convertUTF8toUTF16(filename).c_str(), convertUTF8toUTF16(mode).c_str()); -#else -return ::fopen(filename, mode); -#endif -} - bool osgDB::makeDirectory( const std::string &path ) { if (path.empty()) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
Martin Beckett wrote: rosme wrote: If so, how to organize things better to be prepared for a much larger user community? One option is to split general up into more sub-topics (Beginners, c++, OpenGL, Geometry, Files etc) then people can direct their interest/expertise to answering those questions. Of course it doesn't guarantee people will post in the appropriate forum (and not cross post) but it's a possibility. Martin The problem I see with this is that it doesn't really work unless Robert and the other experts are ignoring certain groups. Otherwise, reading e-mail in five lists all the time is slightly more painful than reading from one but basically no different. And if that's the case, it only takes a little while before people sort out the expert lists from the non-expert and start posting every question there instead. The people who don't figure that out aren't going to notice which list they should be posting to anyway and will just pick a random one. We've all seen it happen. "Oh, I thought since I was using OpenGL in C++ that I should post to the C++ group..." Or "I didn't post to the beginner group because I wanted experts to answer it." We could probably short-circuit a lot just be splitting into two groups and calling one "experts" and the other "beginners"... and no one would have to bother joining the second one. ;) The forums and mailing lists that have lots of users and low noise are heavily moderated. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] SDL no longer builds
I can't replicate the SDL problems (and haven't tried the other ones). After enabling BUILD_OSG_EXAMPLES in ccmake I have the following values for the SDL visible under the advanced section of the cache: SDLMAIN_LIBRARY */usr/lib/libSDLmain.a SDL_INCLUDE_DIR */usr/include/SDL SDL_LIBRARY */usr/lib/libSDLmain.a;/usr/lib/libSDL.so;-lpthread osgviewerSDL.o compiles just fine. This is with CMake 2.6.2 and the libsdl1.2-dev package installed on Ubuntu 9.04 What version of CMake are you using? Can you include some more details? On Wed, May 6, 2009 at 4:43 PM, Francois Genolini wrote: > > Hi, > > Ubuntu Linux 9.04, latest svn (6th May 2009) > cmake-gui to enable all features (including SDL, ffmpeg, wxwidgets, etc...) > to generate CodeBlocks Makefiles > > SDL does not compile (#include instead of #include ) > even if the correct include path is specified in cmake > adding a manual CFLAGS and CXXFLAGS to have -I/usr/include/SDL fixes the > compiling > Link however does not work because linking of the present3d application > omits to include -lSDL in the Makefile > Manual modification of Makefile and link.txt allows app to build > > ffmpeg also requires a lot of manual modifications (here again #include > is used instead of the correct #include ). > Manual specification of all include folders in cmake-gui allows build > (strange that cmake finds ffmpeg but does not configure the CMakeFiles > correctly for actual valid OSG compile). > > > wx does not build either, here again hacking gets through > ... > > > Thank you! > > Cheers, > Francois Genolini > Aberdeen, Scotland > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=11558#11558 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Build problem with gdk-x11-2.0
On Wed, May 6, 2009 at 12:33 PM, Davin wrote: > I do not know if POPPLER_LIB_DIRS should be replaced with > POPPLER_LIBRARY_DIRS, but I hope the above proves helpful. Yes that looks like a simple typo. Replacing POPPLER_LIB_DIRS with POPPLER_LIBRARY_DIRS should fix your problem (can you confirm that?). Apparantly not a lot of people build this plugin without it being located in /usr/lib otherwise someone would have caught this earlier. What you're seeing is the result of a function call into CMake's FindPkgConfig module made in the root CMakeLists.txt of OSG (search for POPPLER). The function provides _LIBRARY_DIRS: http://www.cmake.org/cmake/help/cmake2.6docs.html#module:FindPkgConfig -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
Hi, On Wednesday 06 May 2009, Tomlinson, Gordon wrote: > I Have a slightly different view :) > > I don't care too much about names and stuff, but I understand why Robert > and others do, I prefer forums for something's but also find that email > list are generally better on other things ( were all Different ) > > I get more annoyed at what seems to be just outright RUDENESS, ignorance > and laziness, it seems more and more people cannot even read the readme, > look FAQ's, look through the examples, god forsake they run the examples. > People cannot even look into headers to find a function they may need , > cannot do a simple search of the source code, or even look at it , most do > not even understand what something like Google is and how it helps etc.. > And then we get to the demanders that demand answers now!, demand you write > code for them, you would be amazed at the emails on this I have had over > the years... > > Even when you point many to solutions or and code they then moan why can > you not just give me the code to solve my problem aarrgh > > Sorry I digressed a little but it is all in part the same sort of problem > , All this makes me even crankier than I normally am :) > > But it also makes me appreciate more all the folks that do contribute to > the projects (even if I cannot use some if :)) > > > So a big THANK YOU to all that do contribute Well, I don't think that this is too different from my observations. I do also believe that this is a huge part of that problem. But there are other projects which have a different mood on the lists. So the question remains, what could be done to get there? Not willing to be crude, but one might need to paint a clear line what is apropriate for this kind of support list and what is not. Note that this could be done in a polite way! Being consequent helps a lot in many situations. Just my half of a cent ... Greetings and also a big and impressed thank you for all working here!!! Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
Robert, There is also expat. Which is under a BSD like license (I believe). It is also small and well tested. Almost all linux systems and most of the modern unix variants already include expat due to fontconfig depending on expat. For the other systems, expat is small enough to be included into osg. Then a configure time test could be used to either use the system provided libexpat or build and use the osg provided. Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org