Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Riccardo Corsi

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

2009-05-06 Thread Jean-Sébastien Guay

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

2009-05-06 Thread Romain Charbit
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 ...

2009-05-06 Thread Robert Osfield
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!

2009-05-06 Thread lucas Grijander

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

2009-05-06 Thread Robert Osfield
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

2009-05-06 Thread Paul Martz
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

2009-05-06 Thread Robert Osfield
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

2009-05-06 Thread Paul Martz
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

2009-05-06 Thread Davin
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

2009-05-06 Thread Thrall, Bryan
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

2009-05-06 Thread neil.hughes
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

2009-05-06 Thread Tomlinson, Gordon
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

2009-05-06 Thread Brian R Hill
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

2009-05-06 Thread Martin Beckett
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

2009-05-06 Thread Serge Lages
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

2009-05-06 Thread Tomlinson, Gordon
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

2009-05-06 Thread Jan Ciger
-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

2009-05-06 Thread Jan Ciger
-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

2009-05-06 Thread Tomlinson, Gordon
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

2009-05-06 Thread Martin Beckett

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

2009-05-06 Thread Paul Martz
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

2009-05-06 Thread Paul Speed



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

2009-05-06 Thread Art Tevs

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

2009-05-06 Thread Paul Speed



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

2009-05-06 Thread Sergey Kurdakov
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

2009-05-06 Thread Jan Ciger
-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

2009-05-06 Thread Jan Ciger
-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

2009-05-06 Thread Jason Daly

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

2009-05-06 Thread Jean-Sébastien Guay

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

2009-05-06 Thread David Spilling
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

2009-05-06 Thread Jason Daly

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

2009-05-06 Thread Jean-Sébastien Guay

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

2009-05-06 Thread Simon Loic
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

2009-05-06 Thread Martin Beckett
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

2009-05-06 Thread John Price

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

2009-05-06 Thread Thrall, Bryan
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

2009-05-06 Thread Francois Genolini

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

2009-05-06 Thread Jean-Sébastien Guay

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

2009-05-06 Thread Jason Beverage
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

2009-05-06 Thread Roland Smeenk
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

2009-05-06 Thread Roland Smeenk
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

2009-05-06 Thread Roland Smeenk

> 
> 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

2009-05-06 Thread Martin Beckett

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

2009-05-06 Thread Hartmut Seichter


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

2009-05-06 Thread Paul Speed



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

2009-05-06 Thread Philip Lowman
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

2009-05-06 Thread Philip Lowman
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

2009-05-06 Thread Mathias Fröhlich

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

2009-05-06 Thread Mathias Fröhlich

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


<    1   2