Re: [osg-users] [3rdparty] osgAudio Sound Position

2010-10-27 Thread Chris 'Xenon' Hanson
On 10/26/2010 12:13 PM, Chris 'Xenon' Hanson wrote:
> On 10/26/2010 11:56 AM, Matt Caron wrote:
>> The demos work fine - I have tried the occlusion demo and it seems to be 
>> working for both sound intensity and doppler shift...
>   Can you start with that and modify it incrementally to be what you want and 
> make sure it
> works at each step? I can't immediately spot problems in your code, but I 
> don't really
> have the time to compile it and mess with it.

  Also, consider using the osgAudio list itself.

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Re: [osg-users] rendering the large point data

2010-10-28 Thread Chris 'Xenon' Hanson
On 10/28/2010 10:25 AM, Vipin Panwar wrote:
> I am working with 3-D point data. When I want to render millions of points, 
> either the rendering, zoom-in, zoom-out and panning goes very slow or the 
> program crashes. 
> Is there any method in OSG for rendering huge point data easily? 

  You don't tell us how you're representing the points currently, so we don't 
know what
improvements to suggest. Also, do you need the point data to be dynamically 
updateable, or
is it unchanging? If so, can you use vertex shaders or not?

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Re: [osg-users] rendering the large point data

2010-10-28 Thread Chris 'Xenon' Hanson
On 10/28/2010 10:57 AM, Javier Taibo wrote:
>   I suggest you to use just one primitive for all the point cloud, not a 
> primitive for
> each point.

  And depending on how many points you have, it may be necessary to break the 
full set up
into blocks so that some can be culled and not drawn if you are moving your 
viewpoint
around and the entire set is not all in view at once.

  Other level of detail techniques may be needed in order to show fewer points 
when their
absence would not be noticed.

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Re: [osg-users] rendering the large point data

2010-10-28 Thread Chris 'Xenon' Hanson
On 10/28/2010 11:35 AM, Vipin Panwar wrote:
> Hi,
> Xenon and Jordi, thanx for replying. 
> I am also going for spatial blocking using quad trees and display the block 
> and its neighbors when zoom in the data. But I want to know whether there is 
> more convenient method in OSG for these type of problems. 

  Usually, for Lidar data that is fully 3D, and not just a 2.5D heightfield, 
you'll want a
full octree, not a quadtree.

  I'm assuming you're using LibLAS. An associate of mine has been doing work on 
LibLAS to
extend it with queryable spatial indexing, and possibly frustum querying in the 
future.
You should check into the recent work on LibLAS.

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Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-10-29 Thread Chris 'Xenon' Hanson
  I spoke to the person I'd previously been contacted by, concerning the IFC 
loader. They
have not moved forward on the project yet, so as far as I know, there is not an 
IFC loader
project for OSG.

  If you are interested, they indicated they would be willing to consider 
splitting the
costs of developing a loader. I had spoken to them previously about doing the 
actual
programming for them under paid contract.

  If this interests you, I can put both of you in touch so you could discuss it.

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Re: [osg-users] rendering the large point data

2010-10-29 Thread Chris 'Xenon' Hanson
On 10/29/2010 1:04 AM, J.P. Delport wrote:
> Hi,
> I've stumbled across this at a conference, it might be useful.
> http://www.hpi.uni-potsdam.de/doellner/publications/year/2010/1086/RD10.html

  I couldn't find an electronic copy anywhere to read. Anyone have it? I'd love 
to read up
on this.

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Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-10-30 Thread Chris 'Xenon' Hanson
On 10/30/2010 12:59 AM, Zdravko Clarion wrote:
> Chris 'Xenon' Hanson wrote:
>> I spoke to the person I'd previously been contacted by, concerning the IFC 
>> loader. They
>> have not moved forward on the project yet, so as far as I know, there is not 
>> an IFC loader
>> project for OSG.
> Hi
> please check, is that person Zdravko :) ?
> Looks like you have contacted me?

  I'm contacting you to tell you I spoke with someone ELSE, who, earlier this 
spring, had
asked me about an IFC loader. This other person has not yet written an IFC 
loader, but
said if you were interested in cooperating, he'd like to speak to you about it.

  If so, let me know, and I'll give you his info privately.

> Zdravko

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Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-11-02 Thread Chris 'Xenon' Hanson
On 11/2/2010 2:55 AM, Mathieu MARACHE wrote:
> There is at least a closed source one I know about. The main issue is
> in handling the CSG part in the IFC geometrical definitions.

  Can you elaborate on this? This is such a complex format that it is probably 
not a good
idea to have multiple projects working on different implementations. I don't 
know if any
of the people currently asking about IFC could utilize a closed-source option, 
but if they
could it would save everyone a lot of effort.

> Regards,
> Mathieu

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Re: [osg-users] DotScene In OSG

2010-11-03 Thread Chris 'Xenon' Hanson
On 11/3/2010 1:22 PM, Matt Caron wrote:
> The OSG format appears to hold model and texture data.  I'm looking for a 
> file format which is used exclusively for placing and orienting models in a 
> scene.  For example I could do something like this:

  The OSG format supports the ProxyNode entity which allows for external file 
references
within the scene, which is what i think you're asking for.

  But more power to you if you want to implement a loader for another existing 
format.

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Re: [osg-users] Rendering performance gain on 2 different Systems

2010-11-09 Thread Chris 'Xenon' Hanson
On 11/9/2010 6:08 AM, Felix Engelmann wrote:
> System 1 (Notebook): Intel GMA900 Chipset
> Now, my question is: what can be the reasons for that dramatically differnet 
> performance gain? I suppose, it is because of the different OpenGL 
> implementations and graphics hardware, but I don't have a clue whats really 
> going on here ...
> Who can give me some comprehensible explanations?

  The Intel GMA chipset is a very low-performance low-cost implementation. When 
you
removed the software bottleneck, you soon hit the hardware limitations. On the 
GeForce,
when you removed the software bottleneck, you can now hit the true available 
capability of
your hardware.

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Re: [osg-users] Crowds rendering with OSG

2010-11-09 Thread Chris 'Xenon' Hanson
On 11/8/2010 8:52 AM, Roberto Garrido wrote:
> Hi,
> We are looking for alternatives for crowd rendering with OSG. For the moment, 
> we have only found academic information, not actual implementations using 
> OSG. We have found out Geopostors, which seems to be a really promising 
> approach.
> They render the entire geometry of the models for those which are close to 
> the camera, and they switch to a billboard for those that are far away. On 
> this billboard they render a 2D projection of the model, but having in mind 
> the position and orientation of the camera (They use some pre-cached images 
> taken from different points of view). 
> So, do anybody know any implementation of any of these techniques that OSG 
> users could use?

  Have you looked at the osg Imposters demo/example?

> Thank you!

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Re: [osg-users] Intel GMA giving me fits with OSG 2.8.2

2010-11-11 Thread Chris 'Xenon' Hanson
On 11/11/2010 2:20 AM, Robert Osfield wrote:
> I do also wonder if we as community need to start kicking up a fuss
> about how crap the Intel drivers are and that they need to fix them.
> Bad PR sometimes can force companies to get off there backside.

  Last I knew, the Intel GMA drivers, while not great, did usually work. I 
pestered
friends at Intel into fixing most of the worst bugs a few years ago.

  Are you 100% sure you're using a current Intel GMA driver? What exact driver 
version do
you have, and what OS is it under?

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Re: [osg-users] Intel GMA giving me fits with OSG 2.8.2

2010-11-16 Thread Chris 'Xenon' Hanson
On 11/15/2010 9:20 PM, ted morris wrote:
> The version I have been using is 8.15.10.2202 (8/25/2010) on Win7 6.1.7600 
> Home Premium.
> Actually, that was the latest from Micro$oft's updater but I just installed 
> 8.15.10.2226
> (10/28/2010) off the Intel driver support. I haven't had a chance to reboot 
> (being
> occupied at the moment; my son can't use the 'dad ate my homework' excuse 
> tonight). 

  Ok, that should be mostly modern then. Newer than the drivers I had trouble 
with. If you
characterize the problem and it's repeatable, it might be possible to get 
somebody at
Intel to look at it.

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Re: [osg-users] Cannot save osgText::Text when statically linking OSG

2010-11-19 Thread Chris 'Xenon' Hanson
On 11/19/2010 3:13 AM, Iñaki García wrote:
> When I save my scene to a "file.osg", osgText::Text nodes are not saved into 
> the file.
> This happens only when I statically link OSG to my application, when I use 
> the DLLs
> everything is OK. So I suppose that the "Plugins osgText" is not being 
> registered/linked
> to my app. I have tried to use the macro USE_OSGPLUGIN(x), but it only works 
> to link
> ReaderWriters of "x" extension.
> Is there any different way to instruct the compiler to link osgdb_osgtext.lib 
> code, and
> tell the osgDB::Registry to use those functions to save Text nodes?

  Basically, you need to have a reference in your main code to some data or 
code object in
the desired plugin code, so the linker doesn't optimize out the plugin during 
linking. The
USE_OSGPLUGIN() macro does this for you, but it probably uses some magic that 
isn't right
for the osgText plugin. I'd look at the macro and see what it's doing, and then 
go look at
the text plugin and see what you have to do manually (without the macro) to get
approximately the same result.

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Re: [osg-users] VPB version for OSG 2.8.2 (0.9.10 not there?)

2010-11-20 Thread Chris 'Xenon' Hanson
On 11/20/2010 4:33 PM, Sanat Talmaki wrote:
> Error: do not have write permission to write out file output.ive
> Caught exception : Error: do not have write permission to write out file 
> output.
> ive

  I believe this is a misleading error that really means "couldn't write". 
Permissions
aren't really the cause, it just is saying the write failed. this could be due 
to
inability to access the .ive writer plugin.

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Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Chris 'Xenon' Hanson
On 11/24/2010 4:34 AM, Torben Dannhauer wrote:
> Hi Robert,
> Am I right that this is not possible with VPB build databases?
> As soon as I load the root terrain file it loads the first tile so I can't 
> assign the prototype prior loading the tiles. Or can I create a 
> osgTerrainNode and then add the VPB database to this node?
> The workaround would be the tile loading callback, isn't it?

  I use a pseudoloader to wrap the loading of the VPB database files.

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Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Chris 'Xenon' Hanson
On 11/24/2010 10:14 AM, Torben Dannhauer wrote:
> Hi Chris,
> yes, you wrote about it in an other thread, but because I don't know what you 
> are doing in your loader or what the difference is to a usual loader (the 
> file extension of an VPB created database is not differnet I think - how do 
> you detect VPB created databases to load it via the pseudo loader plugin?) I 
> can't try to go your path.

  I have a pseudoloader name ".modifyterrain" that when invoked, loads a .osg 
or .ive file
(based on the filename it received, but without the "modifyterrain" suffix. It 
then runs a
visitor across the loaded graph, making various changes before returning it for 
use.

  These changes involve modifying all external references in the loaded graph 
to each have
a .modifyterrain suffix, to ensure the modifyterrain pseudoloader is always in 
control of
the final say when new branches are loaded. The changes also involve performing 
any
modifications to the terrain heightfield I desire, before the terrain is first 
displayed.
I don't currently do dynamic on-the-fly modifications of the terrain, because 
my client
didn't need or budget for it.

  I tried to submit a bunch of this last year, but it wasn't suitable for 
inclusion in
core OSG. I believe I had made some trivial changes to the PagedLOD node to 
facilitate
this operation. There's probably a way to accomplish it without these changes, 
but I
wasn't funded to pursue that alternative.

> Till now, for me a VPB database was just an blackbox (.ive file with lots of 
> subfolders/files) I only had to load via 

  I have an overview of osg VPB terrain structure that I wrote for a client a 
year or so
ago. I'll see if I am ok to publish it.


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Re: [osg-users] Beginners Questions , about OSG from long time developer

2010-11-24 Thread Chris 'Xenon' Hanson
On 11/23/2010 1:17 AM, Meir Meiry wrote:
> I need to build basic 3d modeling tool , I have no experience in 3d 
> programming 
> But I have experience in c++ programming ( 15 years ) I do know 3d terms from 
> previous 
> Experience as user of 3dstudio max. 
> My question is to build basic 3d modeling application what is the learning 
> curve I need to do ?
>>From where to start and what subjects to learn , also does this framework is 
>>the right tool for this job ? 
> In terms of simplicity 

  Well, in as much as any tool is the "right tool", yes. OSG gives you as much 
groundwork
(or more) than you'll get anywhere else, but you will need to provide a lot 
yourself.

  There is an OSG Editor out there -- why do you feel you need to create one 
from scratch?
Could your requirements be met by modifying some existing tool?

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Re: [osg-users] Need help about Night Vision Effect

2010-11-28 Thread Chris 'Xenon' Hanson
On 11/26/2010 11:10 PM, Abdur Rahman wrote:
> Hi,
> I'm working in Delta3D and need to implement night vision effect for my T59 
> tank simulator.I've a little bit of knowledge over it and I think it can be 
> possible by implementing some post filters or shader effects on camera.But I 
> cant find any particular way to implement the effect. If anybody give me some 
> solution or suggestion to implement night vision effect using OSG it will be 
> a great help for me..  

  First question would be -- what exactly do you define "Night Vision Effect" 
as?
Infrared? Image intensifier?

  IR requires emissive properties on your models and a shader to utilize them. 
Image
intensifier just requires weak direct and ambient light sources, and a shader to
monochromize them and add a lot of noise.

http://upload.wikimedia.org/wikipedia/commons/c/c3/Gen1C-2-Comparison.jpg

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Re: [osg-users] OSG on iPhone (size?)

2010-12-01 Thread Chris 'Xenon' Hanson
On 12/1/2010 6:49 PM, Mike Wozniewski wrote:
> It's not an option to use 1GB of storage for OSG libraries. Does anyone have 
> ideas of how
> to simplify the build? Is there a way to automatically remove library items 
> that are not
> used?

  Static linking makes a BIG difference, though it introduces (resolvable) 
issues with
loader plugins and unresolvable license issues with some (GPL) thirdparty 
libraries that
don't like static linking.

  I don't know if you can static link on iOS, or how you would go about doing 
it.

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Re: [osg-users] How do I get the most accurate heightfield reading out of an OsgTerrain paged database

2010-12-03 Thread Chris 'Xenon' Hanson
On 12/3/2010 10:30 AM, Roger James wrote:
> Hi,
> I need to get the best heightfield reading I can out of an osgTerrain 
> database at runtime. At the moment I am doing something like this:

  Doesn't osgSim give you height above terrain functionality?

  I don't think it automatically loads the highest LOD. I think this has been a 
bit of a
problem in the past, because loading of these tiles and subtiles can be an 
expensive
operation. Are you prepared to wait while all the tiles are loaded?

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Re: [osg-users] Simple moving map using CADRG data

2010-12-08 Thread Chris 'Xenon' Hanson
On 12/8/2010 1:19 AM, deniz diktas wrote:
> Hi Michael,
> I am facing a similar problem you faced:
> I have DTED and CIB files. I am able to generate a paged-lod terrain with 
> osgdem but cannot map the CIB files onto the terrain. I have read the 
> solutions proposed in previous posts (from Alan), I will try these as well. 
> I want to ask if there is something else to take into account? 
> or is there a faster way to do this: like merging the CIB files into a single 
> image file and feeding it directly to osgdem?

  GDAL can probably merge them and convert to TIFF. Or, if you want something 
more
friendly, GlobalMapper can do it:
http://www.globalmapperforum.com/forums/technical-support/4651-converting-cib-files.html

  You can buy the latest version GlobalMapper at a discount through one of my 
companies,
3dnature.com (though our web page lists the older version).

http://3dnature.com/global-mapper.html

> Thanks in advance,
> deniz


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Re: [osg-users] OSG state tracking visitor?

2010-12-08 Thread Chris 'Xenon' Hanson
On 12/8/2010 2:42 PM, Paul Martz wrote:
> Hi all -- Does anyone know of a state tracking NodeVisitor, either in core 
> OSG or in an
> external project? I'd expect it to merge StateSets onto the top of stack as 
> it visits
> nodes, allowing an application to access a snapshot of current state by 
> querying the
> top-of-stack.
> (osg::State doesn't quite do what I want. It keeps StateSets on a stack, but 
> doesn't merge
> them during traversal; top-of-stack is simply the last StateSet encountered, 
> rather than a
> snapshot of state at that point in the scene graph. It doesn't give me access 
> to a single
> StateSet that I can query.)

  Not aware of one, but it wouldn't seem to be too hard to create. just create 
a second
stack, for the merged state. Whenever you push onto the State stack, push a new 
copy of
the prior existing state onto the MergedState stack, and then merge the current 
State in.
Whenever you pop the State stack, pop the MergedState stack too.

> Thanks for any info.
>-Paul

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Re: [osg-users] New to OSG, few simple questions.

2010-12-13 Thread Chris 'Xenon' Hanson
On 12/13/2010 2:35 AM, Zoran Hranj wrote:
> Hi everybody,
> I'm new to OSG and from what I can see I regret I havent come here sooner. 
> Before I start, I have a few questions.

http://www.vis-sim.com/osg/osg_faq_1.htm

> 1. Is OSG free to use in commercial software?

  Yes.

> 2. How does OSG handle windows? Is it built in or requires 3rd party sw?

  Hard to tell if you mean Microsoft Windows or just window management in 
general. Both
are included.

> 3. Any experience and/or thoughts of using Qt with OSG?

  Works pretty well, from what I understand.

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[osg-users] DrawElements vertices, normals, texcoords, indices without copying to osg::Array

2011-01-31 Thread Chris 'Xenon' Hanson
  I have a situation coming up where my code will be fed large blocks of 
vertex, normal,
texcoord and index data from a non-OSG code environment. The goal is to draw 
this data
with DrawElements.

  Currently, it looks to me like I need to rebuild some of this data (anything 
Vec*-based)
into an osg::Array, which seems to necessitate copying the block.

  Am I missing anything, or is there some way to get the provided simple 
C-style arrays of
data over to DrawElements without a copy in the middle? I know there will be a 
copy going
from the CPU to the GPU anyway, so I'd like to avoid a second, needless 
CPU->CPU copy.


  Thanks in advance.

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Re: [osg-users] DrawElements vertices, normals, texcoords, indices without copying to osg::Array

2011-01-31 Thread Chris 'Xenon' Hanson
On 1/31/2011 9:19 AM, Peter Hrenka wrote:
> You can have a look at osgsharedarray in the examples-directory.
> It shows how you can subclass osg::Array to use static C-array
> data without copying.

  Thanks. That's exactly what I was hoping for. I'll go look at it right now. 
Appreciate
the fast response!

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Re: [osg-users] [vpb] VPB vs osgEarth...

2011-02-04 Thread Chris 'Xenon' Hanson
On 2/4/2011 6:45 AM, Robert Osfield wrote:
> As for obtaining osgdem.exe for money, not sure who's selling it, but
> since you can easily build the OSG and VPB yourself using free tools I
> would have though it'd be just to do this.  It's a hurdle to jump but
> once you've jumped it once it's easy to keep up to date with the
> latest and greatest.

  At one time I was offering a subscription program to my build system where 
non-developer
people or those who don't want to sort out the dependencies could download from 
my build
system for a monthly fee. That might be what he's referring to?

> Robert.

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Re: [osg-users] [vpb] VPB vs osgEarth...

2011-02-04 Thread Chris 'Xenon' Hanson
On 2/4/2011 8:14 AM, Neil Neilson wrote:
> robertosfield wrote:
>> As for obtaining osgdem.exe for money, not sure who's selling it, ... 
> http://www.alphapixel.com/osg/
> Click here to buy a VPB download subscription through 2Checkout.com.

  Yeah, that's what I was referring to.

> Thanks
> Neil


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[osg-users] Website unreachable

2011-02-04 Thread Chris 'Xenon' Hanson

http://www.openscenegraph.org/projects/osg


  Unreachable from Colorado right now, though http://www.openscenegraph.org/ 
responds.

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Re: [osg-users] Visualization of an image + depth map

2011-02-07 Thread Chris 'Xenon' Hanson
On 2/7/2011 5:00 AM, Stefan Walk wrote:
> I'm looking for a way to visualize an image (dimensions somewhere between 
> 640x480  and 1280x960) from a calibrated camera + a dense depth map 
> (estimated from a stereo pair). With this information, i can compute the 3D 
> coordinates of the regions that produced each pixel, and I'd like to 
> visualize that. Ideally, when the virtual camera is positioned like the 
> physical camera was, the visualization should just look like the image, and 
> the 3d structure becomes apparent when moving the camera. Does OpenSceneGraph 
> provide a convenient way to do that (I'm unfamiliar with it, I'm looking for 
> the right tools to do this task now)? If yes, are there examples that are 
> close to what I want to do? I've looked at osgpointsprite, which seems kind 
> of appropriate, when i take the blending out and reenable the depth test, 
> however the sprites don't change size when the camera is moved, is that 
> changeable? 

  Is this from a Kinect device, or something similar?

> Best regards,
> Stefan

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Re: [osg-users] Migration of website and version control

2011-10-31 Thread Chris 'Xenon' Hanson
On 10/31/2011 5:24 AM, Robert Osfield wrote:
> To help kick things off.  On the hosting side I currently have a
> Dreamhost account that provides the mailing lists services that we
> currently use, and my account looks to be sufficient for provide a
> Tracs and Subversion services as well - so pontentially we could move
> to Dreamhost and rely upon them for management of the server and
> server software and let us concentrate on the content.  I really don't
> know how well this would work out having not tried to migrate services
> other than mailman across to them.  If we do have to move existing
> services across quickly this might be strong contender.

  I've used Dreamhost for a long time (2002) and they're pretty good. My DH 
site is not
high-traffic, but they've been fairly reliable. More reliable than Valencia 
(though I
don't know the reasons for Valencia's downtime).

  If you go with Git (and there's a lot of discussion about Git vs Hg -- I've 
used Hg more
recently), I'd just use GitHub. They seem to have this stuff figured out. No 
sense badly
reinventing git hosting. I do NOT think OSG should run our own repository at 
this stage of
the game, even if we _CAN_.

> github also now have their own wiki, Gollum:
> https://github.com/features/projects/wikis

  Chances are, it's adequate to do the things that TRAC's Wiki already does. In 
that case,
it's good enough for me.


  I could also possibly offer to host the website myself. I have a colo box in a
datacenter in Denver that hosts all my website and my OSG binary downloads. I 
don't pay
for metered bandwidth, I only pay a flat monthly cost. My current server might 
be adequate
for the task, but it might be pushing it too. I could figure out what it would 
cost for a
newer machine (I'm budgeting a new rackmount server right now for another 
project) and the
monthly monetary costs. I'd volunteer to install and keep the machine running 
if the
community could assist with the hardware and recurring expense. I've done this 
for some
other not-for-profit organizations I work with. The bandwidth is not guaranteed
throughput, but we can pay for a 10Mb or 100Mb pipe and get quite a bit of 
utilization out
of them.

> Finally once we've decided upon hosts for our needs, and the
> technologies that we migrate too we'll need to do the migration of our
> present wiki and version control systems.  We'll need the engineers to
> help our with coordinating and undertaking this work. Once we've got a
> basic plan and the people in place we start migrating bit by bit.

  I'm probably not a good person to step forward for this. I especially know 
nothing about
Wiki migrating, but even if we have to do that by hard, that's something 
non-sysadmin
types could help with -- copying and reformatting a page and adding it to the 
new site.

  It might also be useful to see if there is interest in moving the Forum 
interface to the
same hosting platform.

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[osg-users] osgEarth binary builds now available.

2011-11-10 Thread Chris 'Xenon' Hanson
  I just wanted to mention that we've now added osgEarth binary builds to the automated 
build system and now have them available in 32 and 64-bit flavors for Linux, Mac and 
Windows (VC++ 2008 and 2010).


  It was quite labor intensive to produce and maintain these, given the number of complex 
dependencies. Since we don't really ever get any donations to help run the build and 
distribution system, for the time being the osgEarth binaries (and future osg-ecosystem 
packages like osgWorks, osgAudio, osgOcean, etc) will be available for download by paid 
monthly subscription.


  If anyone is interested in this, drop me a note.

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[osg-users] OSG website unresponsive

2011-11-11 Thread Chris 'Xenon' Hanson

  From Colorado, USA at this time.

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Re: [osg-users] Lighting problem

2011-11-15 Thread Chris 'Xenon' Hanson
On 11/15/2011 6:58 AM, Hartmut Leister wrote:
> Hello OSG users,
> I'm having a lighting problem in my osgviewerQt (derived from [1]) 
> application with a self created drawable object.
> All my spheres are basically looking like this [2], with this weird spot on 
> top of all spheres.

  This is normal:
http://en.wikipedia.org/wiki/Specular_highlight

> Has anybody an idea, 
> a) what could be causing this or (more important)
> b) how to stop it?

  It happens on shiny smooth curved surfaces lit by a singe point light source.

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Re: [osg-users] Get camera X rotation angle in rads?

2011-11-15 Thread Chris 'Xenon' Hanson
On 11/15/2011 2:36 PM, Paul Griffiths wrote:
> I now wish to get the z rotation angle of the camera in degrees.

http://forum.openscenegraph.org/viewtopic.php?t=9073


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Re: [osg-users] Performance results? Intel (icc) or GNU gcc?

2011-11-16 Thread Chris 'Xenon' Hanson
On 11/16/2011 9:09 AM, Brad Colbert wrote:
> This is a general question for those who have tried out the Intel compiler.
> For those who have, I'm wondering what your experience has been with 
> performance.  Did you see an increase in the performance of OSG on your 
> system when compiled with the Intel compiler?  If so, can you quantify it?

  I'm curious too, because a couple years ago a dev team I know dropped the 
Intel compiler
because it was generating slower code than MSVC++.

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[osg-users] Carmack rewriting Doom 3 source code to dodge legal issues | VG247

2011-11-18 Thread Chris 'Xenon' Hanson
http://www.vg247.com/2011/11/17/carmack-rewriting-doom-3-source-code-to-askew-legal-issues/

  I'm not sure if osgShadow might be impacted, or if it uses this technique at 
all.

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Re: [osg-users] [vpb] Get lat lon of a vertex within a CoordinateSystemNode

2011-11-18 Thread Chris 'Xenon' Hanson
On 11/18/2011 9:23 AM, Ethan Fahy wrote:
> I think I may have to somehow use the Matrix in the CoordinateSystemNode to 
> get out the global xyz values from the vertex coordinates, then convert the 
> global coordinates to lat lon using  
> osg::EllipsoidModel::convertXYZToLatLongHeight   
> Is this the correct method?  Am I missing something that would make this 
> process easier/more efficient?  Thanks much.

  I think you're on the right track. See:

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01555.html#de8c48a2ff8f03b62cfab99b6ff5b27e

and then you can use that with convertXYZToLatLongHeight.

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Re: [osg-users] [vpb] Changing a terrains Nodemask

2011-11-19 Thread Chris 'Xenon' Hanson
On 11/19/2011 1:28 AM, th Dannhauer wrote:
> Can I apply a visitor on the database after creating it?
> I want to traverse it through all pLOD elements to set the nodemask to 0x1.

  AFAIK, you should be just fine if you do this.

  You could make a tiny test database to try this on to be sure.

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Re: [osg-users] Getting Started - VS2010

2011-11-20 Thread Chris 'Xenon' Hanson
On 11/20/2011 1:50 PM, Markus Kahl wrote:
> thanks for your answer. I still haven't managed to get it working.
> I've attached my project as you suggested. Thanks!

  Would it help to download the pre-compiled binaries (which include the 
example you want)
here:

http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads



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Re: [osg-users] Getting Started - VS2010

2011-11-21 Thread Chris 'Xenon' Hanson
On 11/21/2011 7:54 AM, Markus Kahl wrote:
> This is really facepalm-worthy. Thanks a bunch! The one thing I hadn't 
> thought of. 
> For some reason I cannot even choose x64 as a platform in Visual Studio.
> So now I've just downloaded the x86 binaries and everything works just fine.

  Are you using the Express edition? It might not offer x64 capability.

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Re: [osg-users] Getting Started - VS2010

2011-11-22 Thread Chris 'Xenon' Hanson
On 11/22/2011 3:52 AM, Markus Kahl wrote:
> Yes, I use the Express Edition. Then that must be the reason. I wonder why 
> that is.

  That's what you get for free.

  I think Express also lacks the optimizer.

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Re: [osg-users] How to create a decal on a road segment?

2011-11-25 Thread Chris 'Xenon' Hanson
On 11/24/2011 10:39 AM, Raymond Bosman wrote:
> Does anyone know a solution to this problem or another approach to create 
> lane markers on top of the road?
> We tried to use Polygon Offsets, but doesn't give great results.

  Have you tried the first multi-pass technique here?

http://glprogramming.com/red/chapter14.html#name12

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Re: [osg-users] Running a viewer in a thread other than main thread

2011-12-05 Thread Chris 'Xenon' Hanson
On 12/5/2011 6:20 PM, bart gallet wrote:
> I am experimenting with viewers and threads and I would like to launch a 
> viewer (osgViewer::Viewer) from a separate thread (OpenThreads::Thread) - 
> thus a thread that is not the main thread - but it doesn't work. The 
> application stalls.
> Should this be able to work or am I abusing the API here?

  I think you're off the intended path.

  OpenGL really wants to focus only on a single thread, and you have to 
associate the
context with a thread. OSG likes to set up the threading itself the way it 
likes so it
knows where the main draw thread can be found whenever it needs it.

  The question would be what are you really trying to accomplish with this and 
is there
another way to skin this cat?

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[osg-users] Building on OpenGL ES

2011-12-05 Thread Chris 'Xenon' Hanson
The instructions at:
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES

  seem out of date. There is no mention in the CMake files of an OPENGL_INCLUDE 
variable.
There is no mention of OSG_GLU_AVAILABLE.

  Does anyone have a current, correct, set of build instructions for OpenGL ES 
(2.0)?
We'll be building Windows with the PowerVR emulation library, if it matters.

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Re: [osg-users] best format for paged database

2011-12-06 Thread Chris 'Xenon' Hanson
On 12/6/2011 2:24 AM, PC John wrote:
> what is the best file format for paged scene database? The database may be 
> both 
> - small and big (gigabytes) and it may or may not contain geospatial data.

  Well, generally the only paged formats OSG supports (excepting specialized 
formats like
TerraPage) are its own .OSG/.IVE/.OSGT/.OSGB.

  .OSG and .IVE are deprecated. .OSGT is text and is slower, which leaves .OSGB 
as the
primary contender.

> The special requirement is that it should be possible to store non-standard 
> data like reflective color (not present in OpenGL), for instance as a "user 
> data".

  Well, given that this can be stored in the scene graph, it can be stored in 
the .OSGB
format as well. But it is up to you to design the scene graph structure to 
store, and
utilize this data.

> I was considering to store "collision geometry" there as well, but this is 
> not 
> the strict requirement.

  You could store this geometry there too, masked so that it does not render 
but can be
accessed during intersection testing.

> Thanks in advice,
> John


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Re: [osg-users] Building on OpenGL ES

2011-12-06 Thread Chris 'Xenon' Hanson
On 12/6/2011 8:31 AM, Robert Osfield wrote:
> OSG_GLU_AVAILABLE is out of date, as an external GLU is no longer used
> by the OSG on any platforms - thanks to the internal glu code.

  Ok.

> I've just attempted to log into the wiki to amend the page but am just
> getting a wait cursor and now a error arggg

  Yes, I am seeing the same issue.

> I believe OPENGL_INCLUDE is provided by the FIND_PACKAGE(OpenGL), but
> I guess if this fails it might not set anything for OPENGL_INCLUDE.
> Is this happening on your system?

  Well, I think OPENGL_INCLUDE_DIR is provided by FIND_PACKAGE(OpenGL), but 
even when it
is found (such as when I'm building with normal full-spec OpenGL) it doesn't 
show up as a
settable parameter in CMake. Is this supposed to be a setting that's exposed in 
the CMake
GUI? The recipe implies it is, since it is listed with other publicly-exposed 
parameters
(like OSG_GL1_AVAILABLE).

> Robert.

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Re: [osg-users] Running a viewer in a thread other than main thread

2011-12-06 Thread Chris 'Xenon' Hanson
  JP beat me to my reply. ;)

On 12/6/2011 8:04 AM, J.P. Delport wrote:
>> What advantage does an FBO have over a pBuffer?
> Depends... It can stay on the GPU and you can do some processing there. 
> Output is a
> texture that you can use in different ways. pBuffer should work with camera 
> nodes in the
> graph too.

  I like using FBOs as they are kind of the newer cleaner way of doing things, 
especially
if the work stays on GPU. I don't know if FBO GPU->CPU read speed is any faster 
than
PBuffer, I suspect they'd be the same.

>>> Having many viewers means that you have a copy of all scene elements per 
>>> agent.
>> I cannot share the same scene graph with multiple viewers (i.e. give each 
>> viewer a
>> pointer to the same graph)? They have to be separate copies?
> You can share the graph, but each viewer will create its own graphics 
> context. You can't
> share OpenGL objects between them then. I'm not sure if you can share 
> contexts between
> viewers. I know you can share them between views in a composite viewer, or 
> between cameras
> in the scene.

  As JP says, you can share the graph(s) or portions of them.

>> Ok, how do I control each camera? Can I put on the scenegraph under a 
>> transform node so
>> that I can use a callback function to control each camera motion?

  Each camera is already a subclass of Transform:
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00073.html

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Re: [osg-users] Running a viewer in a thread other than main thread

2011-12-06 Thread Chris 'Xenon' Hanson
On 12/6/2011 1:35 PM, bart gallet wrote:
> Got a question on off-screen rendering; whether pBuffer or FBO, do I still 
> need an osgViewer::Viewer eventhough I am not planning to "view" it on a 
> display? There is no alternative way?

  Yes, essentially.

  A View/Viewer isn't a Display. You can have (and need) View'ing even without
display'ing. Viewer and Camera make setting up pbuffer or FBO rendering very 
easy.

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Re: [osg-users] Running a viewer in a thread other than main thread

2011-12-06 Thread Chris 'Xenon' Hanson
On 12/6/2011 2:15 PM, bart gallet wrote:
> thanks Chris
> I almost don't dare to ask, but I'll do it anyways, so then I will have come 
> to a full circle  :)
> I'd like to run a viewer for rendering to an FBO in a separate thread, so 
> that it is in the background since it's not for displaying. Will I get into 
> trouble doing this?

  This is not recommended.

  What are you trying to do simultaneously with the Viewer::frame() operation?

  Could you launch a new thread and do the secondary operation in THAT thread 
so that
Viewer can keep running in its original thread like it wants to?

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Re: [osg-users] best format for paged database

2011-12-07 Thread Chris 'Xenon' Hanson
On 12/7/2011 12:29 AM, PC John wrote:
> Thanks Chris and J.P.,
> I am wondering that flt and vpb and similar formats does not support paging 

  VPB isn't a format. VPB is a tool. It generates data in any OSG-writable 
format,
including .osg/.ive/.osgt/.osgb. It does support terrain paging with PagedLOD.

> (PagedLOD). In that case, osgb seems to be the best format. Can it store 
> texture data internally, or all jpegs and pngs have to stay as separate files 
> (possibly increasing data fragmentation)?

  It can do either way.

> osgEarth is definitely the project to look at. Thanks,

  Yes.

  If you're not interested in building it from scratch (it can be difficult the 
first
time), my company, AlphaPixel offers subscriptions to a binaries-download 
system that
builds projects like osgEarth every night, whenever the source has changed.

> John

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Re: [osg-users] osgDB::writeImageFile return false in release mode only

2011-12-07 Thread Chris 'Xenon' Hanson
On 12/7/2011 1:34 AM, clement@csiro.au wrote:
> Hi,
>   I got a problem on calling osgDB::writeImageFile function.  If my program 
> built in debug mode and using osg debug libraries, this function works 
> perfectly.  If the program is built in release mode with using osg release 
> libraries, this function will return false.  Anyone got an idea to fix it?  
> Thanks.

  Turn up the OSG Debug level. You're probably not loading the release-mode DLL 
for the
image saver.

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Re: [osg-users] Building on OpenGL ES

2011-12-07 Thread Chris 'Xenon' Hanson
On 12/6/2011 8:48 AM, Chris 'Xenon' Hanson wrote:
>   Well, I think OPENGL_INCLUDE_DIR is provided by FIND_PACKAGE(OpenGL), but 
> even when it
> is found (such as when I'm building with normal full-spec OpenGL) it doesn't 
> show up as a
> settable parameter in CMake. Is this supposed to be a setting that's exposed 
> in the CMake
> GUI? The recipe implies it is, since it is listed with other publicly-exposed 
> parameters
> (like OSG_GL1_AVAILABLE).

  Ok, manually adding OPENGL_INCLUDE_DIR works. We've configured for egl, but 
at link
time, it still appears to be referring to wgl functions.

  I found this message from two years ago:

http://forum.openscenegraph.org/viewtopic.php?t=4208&view=previous

  where you say

> I've only written EGL support for GraphicsWindowX11.cpp, and don't 
> have any access to a Windows or OSX system so can't directly help 
> there. Members of the community will have to dive in and add EGL 
> support to src/osgViewer/GraphicsWindowWin32.cpp to enable OpenGL ES 
> under Windows. 

  Can anyone confirm -- am I missing something, or in two years nobody has 
built GLES on
Windows and written the egl stubs for GraphicsWindowWin32?

  I'm going to go dissect GraphicsWindowWin32 now and see what I can learn.

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Re: [osg-users] Building on OpenGL ES

2011-12-07 Thread Chris 'Xenon' Hanson
On 12/7/2011 10:10 AM, Robert Osfield wrote:
>> settable parameter in CMake. Is this supposed to be a setting that's exposed 
>> in the CMake
>> GUI? The recipe implies it is, since it is listed with other 
>> publicly-exposed parameters
>> (like OSG_GL1_AVAILABLE).
> ccmake have advanced options that are aren't displayed by default, but
> can be toggled on using 't'.  I believe OPENGL_INCLUDE_DIR is one of
> these advanced options.

  In my testing here, even toggling on the Advanced filter, OPENGL_INCLUDE_DIR 
did not
appear, on Windows CMake-GUI.

> Robert.

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Re: [osg-users] osgDB::writeImageFile return false in release mode only

2011-12-07 Thread Chris 'Xenon' Hanson
On 12/7/2011 4:50 PM, clement@csiro.au wrote:
> Hi Chris,
> Thanks for your reply.  My project is using MSVS 9.0 and I am sure I have 
> added osgDB.lib in property settings for compiling.  The debug and release 
> settings are the same except the libraries for debug that are used the 
> libraries with "d" at the end of library file.  If you think the problem is 
> the related dll is not loaded in release mode, why it can work in debug mode.


  Possibly you've not copied a DLL to the right place, or something similar. 
There are
many possible reasons. The easiest way to find ou is with the debug level, or a 
tool like
Process Monitor.

>  I also would like to know how to do to turn up osg debug level.  Thanks.

http://lmgtfy.com/?q=osg+debug+level

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Re: [osg-users] best format for paged database

2011-12-08 Thread Chris 'Xenon' Hanson
On 12/8/2011 1:27 AM, PC John wrote:
> Main requirement: I need to load base level geometry and base resolution 
> textures ASAP, f.ex <1s. I will probably inline base-level texture data into 
> the base-level scene database.

  Are you trying to do terrain?

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Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-12-12 Thread Chris &#x27;Xenon&#x27; Hanson
On 12/12/2011 8:37 AM, Ethan Fahy wrote:
> Object rotation is the last piece of this puzzle.  When on object is placed 
> on a geocentric terrain using the methods outlined in this thread, the object 
> always appears to be oriented correctly upwards with respect to the center of 
> the earth.  However I'm not sure how it is being oriented with respect to its 
> rotation.  Does anyone have any insight into this?  For example if I know 
> that my object's internal coordinate system specifies that positive x is 
> north and positive y is west and I place that object on an arbitrary WGS84, 
> geocentric terrain, how will I know how to rotate the object to line up the 
> north orientation?


  Just try it. Make an object that points out the X Y and Z local axes 
graphically and
stick it in using the EllispoidModel to orient it to the local ground's 
upvector and such.
It will show you what the orientation ended up like, and then you can see what 
additional
rotations might be needed to get what you expect. I can't recall off the top of 
my head
which object local axis ends up pointed north.

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Re: [osg-users] Exporting to SVG from OpenSceneGraph.

2011-12-14 Thread Chris &#x27;Xenon&#x27; Hanson
On 12/14/2011 7:26 AM, Jesper D. Thomsen wrote:
> I have a question regarding exporting to SVG from OpenSceneGraph.
> In our software product we use OpenSceneGraph for both a model view window 
> and for a
> charting component. So far we have exported images from the charting 
> component as bitmap
> images (by just rendering them to an offscreen pixelbuffer in the required 
> resolution). We
> have however had some requests for exports from our charting component in a 
> vector format
> compatible with the Microsoft Office software package (which pretty much 
> means EMF files).
> Since EMF is very Microsoft-specific, I was thinking of using SVG as an 
> intermediate
> format, and then using some converter package to create the EMF output.
> I saw SVG mentioned on the OSG mailing list earlier, but my question is 
> whether there is
> any way to render to vector SVG from OpenSceneGraph (I kind of expect a hard 
> “no” here)?
> The graph contents can be both 2D and 3D graphs and the 3D graphs can contain 
> shaded, but
> non-textured, 3D-surfaces.


  Well, OSG can save to a few formats. Explore which ones support saving, and 
then if you
can convert from one of those, through a modeling or conversion tool, into SVG 
or another
2D vector format.


  Alternately, if you used a 3D capture tool:

http://www.planetpdf.com/creative/article.asp?ContentID=review_adobe_acrobat_3d&page=1
http://www.3d-test.com/interviews/OGLE_1.htm
http://www.deep-shadows.com/hax/3DRipperDX.htm

  you might be able to convert from one of its formats to something you can use.

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[osg-users] OSG site down

2011-12-15 Thread Chris &#x27;Xenon&#x27; Hanson

>OperationalError: database is locked

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Re: [osg-users] Exporting to SVG from OpenSceneGraph.

2011-12-15 Thread Chris &#x27;Xenon&#x27; Hanson
On 12/14/2011 9:31 AM, Jason Daly wrote:
> Actually, Jeremy Moles is working on a nodekit that uses nVidia's path 
> rendering extension
> to OpenGL to render 2d vector graphics in 3d space.  I believe the extension 
> can read SVG
> files natively, so Jeremy's osgNVPR kit should be able to as well.

  But, I think that's the reverse of what he wanted to do, right?

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[osg-users] PowerVR OpenGL ES on Linux

2011-12-23 Thread Chris &#x27;Xenon&#x27; Hanson
  Trying to run OSG/osgviewer (and the GLES2 osgvertexattributes test program) 
on Linux,
under Ubuntu with the PowerVR emulator.

  I know cow.osg won't display, but just as a test to see if the GLES/EG stuff 
was working:

osgviewer cow.osg
GraphicsWindowX11::init() - eglInitialize() succeded eglMajorVersion=1 
iMinorVersion=3
GraphicsWindowX11::init() - window created =1
GraphicsWindowX11::init() - eglChooseConfig() failed.
  GraphicsWindow has not been created successfully.
Viewer::realize() - failed to set up any windows
GraphicsWindowX11::init() - eglInitialize() succeded eglMajorVersion=1 
iMinorVersion=3
GraphicsWindowX11::init() - window created =1
GraphicsWindowX11::init() - eglChooseConfig() failed.
  GraphicsWindow has not been created successfully.
Viewer::realize() - failed to set up any windows
max@UBU1:~/Dev/OSG/data$
max@UBU1:~/Dev/OSG/data$ osgvertexattributes cow.osg
GraphicsWindowX11::init() - eglInitialize() succeded eglMajorVersion=1 
iMinorVersion=3
GraphicsWindowX11::init() - window created =1
GraphicsWindowX11::init() - eglChooseConfig() failed.
  GraphicsWindow has not been created successfully.
Viewer::realize() - failed to set up any windows
GraphicsWindowX11::init() - eglInitialize() succeded eglMajorVersion=1 
iMinorVersion=3
GraphicsWindowX11::init() - window created =1
GraphicsWindowX11::init() - eglChooseConfig() failed.
  GraphicsWindow has not been created successfully.
Viewer::realize() - failed to set up any windows


  It's not clear why eglChooseConfig is failing.

  This post:
http://www.imgtec.com/forum/forum_posts.asp?TID=1378

  seems similar, but an excerpt of the glxinfo output:

server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness, GLX_ARB_multisample,
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_NV_float_buffer,
GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,
GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,
GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage,
GLX_NV_video_capture, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness
GLX version: 1.4
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness, GLX_ARB_multisample,
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB,
GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 260/PCI/SSE2/3DNOW!
OpenGL version string: 3.3.0 NVIDIA 280.13


  Shows we do have real NVidia drivers with GL3.3 support.


  I'm at a loss to think of what else might be going wrong. Is anyone else 
running a
similar setup, who might be able to suggest what we're overlooking?

  I'll follow-up for posterity if we figure it out here.


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Re: [osg-users] Build

2011-12-23 Thread Chris &#x27;Xenon&#x27; Hanson
On 12/23/2011 5:00 PM, Michael W. Hall wrote:
> Here is my project I had mentioned.  It builds the lib and then when it
> builds the main cpp file I get lots of undefined references in my
> library.  I am probably missing something in one of the CMakeList.txt
> files.  I am learning that also.

  You can't post large attachments to this mailing list. Is there somewhere you 
can put a
copy where only those interested in it can download it?

> Thanks,
> Michael

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Re: [osg-users] Build

2011-12-26 Thread Chris &#x27;Xenon&#x27; Hanson
On 12/26/2011 2:52 PM, Michael W. Hall wrote:
> What is the limit?  The attachment is only 168KB.

  I don't know for sure, bit if it didn't make it through, try some sort of 
dropbox-like
service for posting it.

  If you can't get that to work, email it to me and I'll post it somewhere and 
give you a
URL you can post.

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[osg-users] Test ping

2011-12-30 Thread Chris &#x27;Xenon&#x27; Hanson
  One Ping, Only, Vasilly.

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Re: [osg-users] OSG on OpenGL 3: Example code and cookbook

2012-01-02 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/2/2012 2:37 AM, Alexandre Amalric wrote:
> Did you benchmark performance improvements with GL3 enabled ?

  I'd be surprised if there was much difference. I would guess for a modern 
GPU, GL2 vs
GL3 is purely a matter of semantics.

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[osg-users] Website unresponsive

2012-01-02 Thread Chris &#x27;Xenon&#x27; Hanson

  From USA.

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Re: [osg-users] OSG website unresponsive

2012-01-03 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/3/2012 8:31 AM, Robert Osfield wrote:
>> If have a (rented) root server in south Germany, if it helps I would help 
>> out with resources (psql database or whole virtual machine) and you can 
>> relocate the Database or whole site if you want.
> Thanks for the offer.   I have an dreamhost account that might be a
> suitable candidate as well.

  One issue would be how much memory, disk space, bandwidth and CPU assets does 
the web
site currently consume?

  To do your own mailing list software, you typically need a static IP on a VPS 
(Virtual
Private Server). Similarly, you can't run SVN on most shared instances, but a 
VPS can.

  Dreamhost, while inexpensive (I have an account with them to run some legacy 
sites) can
be kind of skimpy on the memory and CPU. Large CMSes can have trouble running 
on the
resources they provide. I don't know if Trac is considered large nor not, but 
Drupal
doesn't recommend Dreamhost for this reason.

> Robert.

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Re: [osg-users] OSG website unresponsive

2012-01-04 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/4/2012 1:35 AM, Norman Vine wrote:
> The Oregon State University Open Source Lab is the home of growing, 
> high-impact open source communities. Its world-class hosting services
> <http://osuosl.org/services/hosting/> 
>  enable the Linux operating system, Apache web server, the Drupal 
>  content management system and over 50 other leading open source 
> software projects to collaborate with contributors and distribute software 
> to millions of users globally.
> http://osuosl.org/
> We migrated mucgh of http://osgeo.org there a while ago and have found
> OSUOSL to be a great outfit to work with  :-)

  That sound promising.

> Cheers
> Norman

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Re: [osg-users] OSG website unresponsive

2012-01-05 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/5/2012 9:42 AM, Robert Osfield wrote:
>>  There are other services like the CDash, which currently run just
>> fine right how they are, we could think about them later.
> I guess if needed we could migrate back to using cdash and pay for the
> service.  I don't recall the costs/arrangements, does anyone remember
> this?
> I don't see cdash on the dreamhost list so I'd expect that we wouldn't
> be able to provide this.

  If you have a VPS account and your own non-shared IP, you should be able to 
do pretty
much whatever you want.

  I see some indication of people having tried installing CDash on DH, but no 
conclusive
evidence of success.

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Re: [osg-users] Using custom shaders with osgParticle

2012-01-05 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/5/2012 5:55 PM, Frank Sullivan wrote:
> Can anyone think of what I might be doing wrong? My next step will be to try 
> to accomplish this in isolation in a stand-alone program, but I just wanted 
> to check and see if there are any ideas.

  gDebugger might help you halt at the draw command and snoop on the state to 
see if your
shader is installed.

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Re: [osg-users] OSG FAQ native formats

2012-01-05 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/5/2012 10:37 PM, Garth D wrote:
> lists "osg" and "ive" as the native OSG formats.
> Is this still accurate? Should this be listed as "osgb" for the binary 
> format, and "osgt"
> for the text format?

  You're correct, those are the new native formats. The old should be noted as 
deprecated
in 3.x.

> If the FAQ is incorrect, is there somebody I should let know?

  I think you can edit it yourself, but I forget who manages logins for the 
Wiki. Perhaps
Jose Luis Hidalgo?

> Cheers. :)
> Garth

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Re: [osg-users] Compiling OSG applications on Linux

2012-01-06 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/5/2012 9:07 AM, Amar Dinsa wrote:
> I'm interested in using OSG for a project but am having difficulty compiling 
> the example applications. I am running Ubuntu linux and installed the 
> binaries through the package manager and also built the source. I am able to 
> run the osgversion command as the OSG Quick Start Guide instructs but cannot 
> compile an example program. 

  You migh want to consider downloading my pre-compiled binaries of OSG, unless 
you feel
like you might be changing the core OSG source itself.

  
http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads

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Re: [osg-users] OSG website unresponsive

2012-01-09 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/9/2012 2:24 AM, Jose Luis Hidalgo wrote:
>If robert is Ok, with git, and the control of the repository on
> github can be transferred, the first thing to do is stop making
> changes on the subversion. Then we will address how to migrate the
> current wiki  to github, or hosted on dreamhost.

  I'd like to keep the choice of repository type open still, if no one objects.

  I don't have a lot of experience with DVCS, but what experience I do have 
success with
is Mercurial.

  We could go on at length about why Git or Hg are superior to each other, and 
SVN, but
IMHG, Hg definitely has a lot better non-Linux support.

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Re: [osg-users] OSG website unresponsive

2012-01-09 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/9/2012 10:45 AM, Jean-Sébastien Guay wrote:
> That being said, I don't think there is a wrong choice...

  CVS? ;)

  RCS? ;) ;)

> J-S

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Re: [osg-users] Installation Problems.VS10 - unresolved external symbol

2012-01-12 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/12/2012 9:26 AM, Jean-Sébastien Guay wrote:
> Hello Kirill,
>> Project ->  Properties ->  General ->  Character Set ->  Use Multi-Byte 
>> Character Set
> I think this is your mistake, I have never had to set this, and I believe it 
> creates
> incompatible binaries. Meaning if the OSG libs were not compiled using 
> multi-byte
> character set, and you try to link to them in a project that is, it will fail.

  I concur. This generates code with a different set of name mangling, and 
therefore will
intentionally fail to link.

  If you _absolutely_ need MBCS support, you'll probably have to build OSG (and 
all the
third-party dependencies) with MBCS support.

  If you want, I could make you an estimate for having our build farm build it 
that way.

> J-S


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Re: [osg-users] View Returns wrong value in computeIntersection with shaders on

2012-01-12 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/6/2012 9:03 PM, Hong Zhenyang wrote:
> ANy hints onto what I could have done wronly?

  Obviously, we should ask -- your vertex shaders aren't modifying the vertices 
at all, right?

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Re: [osg-users] Installation Problems.VS10 - unresolved external symbol

2012-01-12 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/12/2012 10:25 AM, Kirill Serebtiakov wrote:
> No, i've triead to build it using x64 and x86 OSG. Similar mistakes. But I'll 
> check just in case.

  You can turn on linker debgging in VC++ so it tells you exactly what it is 
searching
for, and where it is searching. Usually if you compare the mangled names of the 
symbol
it's searching for, and what it found, you'll see a mismatch. Decoding the name 
mangling:

http://en.wikipedia.org/wiki/Microsoft_Visual_C%2B%2B_Name_Mangling
http://msdn.microsoft.com/en-us/library/5x49w699.aspx

  will usually tell you what settings are different between the builds.

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[osg-users] OSG Texture1D and GL_UNSIGNED_SHORT

2012-01-12 Thread Chris &#x27;Xenon&#x27; Hanson

  Just wanted to log a peculiar error I just dodged.

  Ive been using a 1D texture to do contour lines on terrain, a common 
technique. I had
some trouble where it appeared that OSG was turning my GL_RGB UBYTE texture into
GL_UNSIGNED_SHORT as it was uploading. I'm not sure why this was. I also tried 
adapting
the very code from the osg osgtexture1D.cpp, create1DTextureStateToDecorate() 
and it
seemed to do the same.

  I didn't debug it all the way into OSG, but I verified with gDebugger that 
glTexImage1D
was being called with GL_UNSIGNED_SHORT for some reason.

  I switched to Texture2D, which seems to have no downside, and it works 
properly.

  I don't have a fix, I'm just recording my experience in case someone else 
runs into the
same situation. Just switch to Texture2D with an n*1 texture unless you have a 
good reason
not to.


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Re: [osg-users] OSG Texture1D and GL_UNSIGNED_SHORT

2012-01-13 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/13/2012 2:28 AM, Robert Osfield wrote:
> Could you send this adapted code, or even better a version of
> osgtexture1D.cpp that can be
> run with a command line option (such as --ushort) to replicate this error?

  I'll see if I can replicate it in a simple form. It was very slippery.

> I don't know what the issue is.  Texture2D has been used far more
> heavily over the years than Texture1D
> so I can imagine bugs that have been spotted and fixed in Texture2D
> that haven't been in Texture1D.

  Yeah, that's what I suspected. It may have to do with generating mipmaps or 
something.

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Re: [osg-users] Play audio files

2012-01-19 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/19/2012 2:17 AM, Héctor Martínez wrote:
> I am currently using SDLaudio for playing the sound of the videos I am using, 
> but when
> trying to load 2 or more videos at the same time, it only plays one of them 
> (and not
> always). I have read that SDL only allows one audio channel, so I think I 
> have to start
> using something else. I want also to play other audio files (mp3, ogg, wav, 
> whatever).
> 
> So, which is the best option right now? I have read about osgAL and openAL. I 
> don’t know
> which one is better with the version I am using (OSG 3.0.1) or if there is a 
> better
> solution to these two. Another thing to consider is that I would like to work 
> with LGPL
> (or similar) licenses if possible. I think those libraries are LGPL, but as 
> they depend on
> additional libraries I am not sure if I can use them as LGPL or not.

  As the creator of osgAudio, I can answer this.

  osgAudio is the literal and philosophical child of osgAL. We started osgAudio 
using the
osgAL source, fixed a number of design and implementation issues, added 
compile-time
selection of audio backend (openAL or FMOD) and polished it up. Thus, osgAudio.

  Even openAL's creator agrees that you should probably use osgAudio now, since 
it has
newer fixes.

  OpenAL was LGPL, now proprietary (Creative Labs):
http://en.wikipedia.org/wiki/OpenAL
  You'll have to interpret their licensing yourself.

  There is also OpenAL Soft:
http://en.wikipedia.org/wiki/OpenAL#OpenAL_Soft
  "OpenAL Soft is an LGPL-licensed, cross-platform, software implementation"

  FMOD is proprietary but has a non-commercial license:
http://en.wikipedia.org/wiki/FMOD
"FMOD is available under multiple license schemes: FMOD Non-Commercial License, 
which
allows software not intended for commercial distribution to use FMOD for free."

  You could fairly easily add support for other backends to osgAudio if you 
wished, but
I'm not aware of too many other 3d spatial audio toolkits.

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Re: [osg-users] OSG 3.0.1 examples not working correctly?

2012-01-19 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/18/2012 10:17 AM, Sean O'Connell wrote:
> I downloaded OSG 3.0.1, compiled the examples, but none of them seem to run 
> correctly.  I can't get the camera mouse controls to work at all; the camera 
> simply stays stationary.  In other demos no content is displayed.  In my own, 
> extremely simple demo (that worked with OSG 2.8), the camera doesn't work and 
> the colors are look like a rainbow.

  Have you tested the 3.0.1 binaries from AlphaPixel?
http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads

  If they work, you know it's a build error compiling OSG on your end.

  You could also try compiling your app against them and see if it works.

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Re: [osg-users] Play audio files

2012-01-20 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/20/2012 6:42 AM, Héctor Martínez wrote:
> I have downloaded and compiled osgAudio. Now I want to integrate it in my
> own OSG-based program. So, how can I just open an audio file and play it? I
> mean the simplest way, no need for complicated features right now. Something
> like:
> open("myAudio.wav");
> playAudio();

  See examples/openal-lowlevel/simple.cpp.

osgAudio::AudioEnvironment::instance()->init();
osg::ref_ptr bgsound = new Source;
bgsound->stop();
osg::ref_ptr sample = new Sample("myAudio.wav");
bgsound->setSound(sample.get());
bgsound->setGain(0.6f);  // Lower gain (volume)
bgsound->setLooping();
bgsound->setAmbient();  // Make sound ambient (i.e. not attenuated)
    bgsound->play();  // Start playing


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Re: [osg-users] FOV

2012-01-22 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/22/2012 11:34 AM, Shaheed Khan wrote:
> Actually i want to alwayz focus (zoom) on the building near runway while 
> flying so which Osg camera functions can i use to do so and wat parameters 
> should i pass ..

  Well, if you do getProjectionMatrixAsPerspective:
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00073.html#0d5e678648b19df3b64dec0d06fef974

  and then alter the fovy and resubmit it with setProjectionMatrixAsPerspective:
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00073.html#fe4fab17f1cc5b4664c17ed79717aabb


  This will keep all the same view, except alter the change the zoom (field of 
view).

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Re: [osg-users] Play audio files

2012-01-26 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/26/2012 2:45 AM, Héctor Martínez wrote:
> Hi Laurens,
> If anyone can give an idea about the problem, you are welcome.

  I'd love to help you, but I only wrote the FMOD side of osgAudio -- the 
openAL/openalpp
side was part of osgAL, and I never really worked with it because I couldn't 
get openAL to
work on my Vista box at the time.

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Re: [osg-users] Request for input

2012-01-27 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/27/2012 7:17 AM, Paul Martz wrote:
> Sd is the size of the drawing commands in bytes

  gDebugger might be able to help you estimate this too.

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Re: [osg-users] Is it possible to get OpenGL calls as output from OSG?

2012-01-30 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/30/2012 7:49 AM, Sergey Kurdakov wrote:
> render to FBO camera on provided by CAD context ( set main camera as FBO ), 
> get texture (
> there are ways to make it clean, but I just stole texture id from within 
> inside OSG ) and
> apply it onto OpenGL quad
> I achieved rendering in Blender with OSG, but so that it worked I used only 
> one threaded
> model.

  I've done this too, only using a context cloned and shared from the original 
one
provided by the host app. Then you just rasterize OSG's texture within the host 
app.

> Regards
> Sergey

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Re: [osg-users] FOV

2012-01-30 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/30/2012 12:25 PM, Shaheed Khan wrote:
> Actually em trying this view for LDP instead of Aircraft and i want to make 
> my view as entire black screen (instead of Runway) during initialization 
> until i select some modes 
> Wat parameters in which function should i set to get black screen 

  You could probably set the clear color to black and just set the Nodemask of 
your
top-level node to 0.

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Re: [osg-users] Help: many cameras are rendering at the same time or one by one?

2012-01-30 Thread Chris &#x27;Xenon&#x27; Hanson
On 1/30/2012 12:27 PM, wang shuiying wrote:
> I wonder if there are many cameras (one main camera + many pre render 
> cameras), will OSG
> (or grahic hardware) manage to make these cameras render one by one or  at 
> the same time?
> I have a programm concerning leveraging GPU parallelism capability, but I 
> include many pre
> render cameras in it. So I would like to know how these cameras are managed.

  I believe this is determined by osgViewer's threading model:

CullDrawThreadPerContext
CullThreadPerCameraDrawThreadPerContext
DrawThreadPerContext
SingleThreaded

etc.

> Thank you in advance!
> Shuiying


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Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-01 Thread Chris &#x27;Xenon&#x27; Hanson
On 2/1/2012 7:02 AM, Ethan Fahy wrote:
> I had been building terrain complexes using osgdem using both the -d and -t 
> flags to combine elevation and textures.  This works great when I have 
> relatively low resolution.  I am now running into scenarios where I am using 
> 1 meter lidar elevation data and want the maximum number of levels.  This 
> takes hours to generate, but I may be looking at the same area over and over. 
>  However, the texture that I wrap onto that same are will be changing.  Do I 
> need to run osgdem for each texture?  As far as I can see in the 
> documentation there isn't any way to add texture to an existing 
> osgdem-generated terrain complex; am I wrong?  I know that for each level, 
> osgdem is breaking up the original texture and doing level of detail 
> wrappings for it, so maybe it is impossible.  I may end up digging into the 
> source code for osgdem to see what can be done but wanted to pose this 
> question to the forum to see if anyone has any ideas about whether this can 
> be done already or how feasible it is 
to 
>  do this by changing the existing source code.  Thanks!

  One word: osgEarth. http://osgearth.org/

  It can drape new imagery onto VPB-built terrain models, or can just build the 
terrain
models on the fly with whatever imagery you want.

  If you want pre-compiled binaries, they're available through my company's 
support program.

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Re: [osg-users] Licensing of OSG's built-in application executables

2011-02-18 Thread Chris &#x27;Xenon&#x27; Hanson
On 2/18/2011 4:08 PM, Andy Peruggi wrote:
> Does the OSG license allow for distributing the osgviewer.exe and osgconv.exe 
> (or other) executables that are included with the SDK? We want to include 
> those apps in our release so that we can debug cached .ive and .osg files on 
> our customer's machines. I'm just not sure if we would need to write our own 
> simple viewer app so it's a proper derived binary, or if it's okay to just 
> distribute the pre-built ones.

  IANAL.

  My interpretation is that you are ok to distribute these unmodified. If you 
modified
them, you'd need to be able to provide source code.

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Re: [osg-users] Replace Drawable With Actual Geomtry (how to)??

2011-02-23 Thread Chris &#x27;Xenon&#x27; Hanson
On 2/23/2011 7:45 PM, Jean-Sébastien Guay wrote:
>> My main reason for wanting to create Geometry is that I need to divide the 
>> Cylinder
>> object into primitives for further processing and the parser that I had 
>> written doesn't
>> seem to work with an osg file created from ShapeDrawable.
>> So I inferred that I need to create geometry rather than shape drawable to 
>> obtain
>> primitives.
> OK, so you'll have to find some code to create a cylinder geometry. As I said 
> the
> ShapeDrawable.cpp could be a pretty good starting point.

I think osgWorks:
http://code.google.com/p/osgworks/

might have what you need:

"osg::Geometry-based utility functions to render rudimentary shapes such as 
planes, boxes,
spheres, and arrows."

If it doesn't, perhaps this would be a good place for you to add it, so 
everyone could
benefit.

> J-S

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Re: [osg-users] ANN: osgEarth 2.0 released

2011-02-24 Thread Chris &#x27;Xenon&#x27; Hanson
On 2/24/2011 10:01 AM, Glenn Waldron wrote:
> osgEarth 2.0 is here!

  Awesome.

  Can't wait to check it out. Just have to finish my work work than I can do 
play work. ;)

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Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-01 Thread Chris &#x27;Xenon&#x27; Hanson
On 3/1/2011 7:54 PM, Mukund Keshav wrote:
> Hi Robert,
> Thanks for the reply. Could you please tell where i can find the exact file 
> format for flt files? 

  FLT isn't really an OSG format, it's a MultiGen format. Documentation on it 
is very poor
and sparse. I wouldn't pursue this unless you REALLY need to look into the 
format. Grown
men have been known to be reduced to tears trying to understand FLT.

> Thanks,
> Mukund

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Re: [osg-users] How to Develop/Create a Cylinder Intersector ??

2011-03-03 Thread Chris &#x27;Xenon&#x27; Hanson
On 3/3/2011 12:21 PM, Sanat Talmaki wrote:
> I read about polytope intersector but it seems as though that is for planes 
> only or can I get cylinder intersector from there as well ?
> Any tips on how I can get started will be much appreciated.

  I think you'd have to assemble an approximate cylinder out of planes.

> Thanks!
> Sincerely,
> Sanat.


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Re: [osg-users] How to Develop/Create a Cylinder Intersector ??

2011-03-03 Thread Chris &#x27;Xenon&#x27; Hanson
On 3/3/2011 2:31 PM, Sanat Talmaki wrote:
> Hi Chris,
> Ok. I will try that approach. But if I need to use several planes say 
> something like an octagon or even higher number of sides, will that reduce 
> performance terribly ?

  I don't have any personal experience, but I've heard polytope can be quite 
slow.

  I think the KD tree stuff might speed it up, but that's just a guess.

> Thanks,
> Sanat

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[osg-users] Kinect

2011-03-04 Thread Chris &#x27;Xenon&#x27; Hanson
  I recently published some info I've learned about Kinect on my web page.

http://xenon.arcticus.com/kinect-z-buffer-noise-and-audio-beam-steering-precision

  I'd like to talk to other OSG people who are using, or plan to use Kinect, 
and see what
you're up to.

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[osg-users] NSM file format

2011-03-04 Thread Chris &#x27;Xenon&#x27; Hanson
  A student of mine is interested in loaded NSM-format solid geometry into OSG 
for
non-visual analysis purposes.

  I'm not very familiar with the NSM format myself. What application produces 
this data?

  I notice one other OSG user worked on an NSM loader, but they are apparently 
not able to
share code at this time. I'm just checking to see if anyone else worked on one 
before I
advise the folks to start their own from scratch. If there's an existing F/OSS 
one I
expect they would be happy to collaborate, but if they roll their own, I don't 
know if I
can convince them to share it either.

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Re: [osg-users] osgAudio on Mac OS X

2011-03-07 Thread Chris &#x27;Xenon&#x27; Hanson
On 3/7/2011 3:46 AM, Alessandro Terenzi wrote:
> Hello,
> I'm trying osgAudio 2.2.0 on Mac OS X 10.5 but I'm getting no sound and also 
> some runtime
> errors/exceptions. If I try example_osgaudio then I cannot hear any sound and 
> if I try to
> press the 'm' key (that should start the playback of a .ogg file) the app 
> exits with this
> message:
> *Source::setSound(Stream *stream) resetting stream not supported, create new 
> source*
> *Caught: Source::setSound(Stream *stream) resetting stream not supported, 
> create new source*
> If I try example_osgaudiolow_playOgg, then I cannot hear any sound and 
> whatever keys I
> press nothing happens, but when I press 'q' (that is supposed to quit the 
> app) I get the
> following error:

  Do _any_ of the osgAudioLow examples work?

  The "low" level examples just test openAL++/openAL, and have zero to do with 
OSG, so
they're a good place to start. If that's not working, do you have other openAL 
tools you
could test with? Perhaps your openAL is not working itself.

> Any idea/suggestion?
> Cheers.
> Alessandro

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Re: [osg-users] Generating terrain mesh using 3D points

2011-03-10 Thread Chris &#x27;Xenon&#x27; Hanson
On 3/10/2011 7:21 PM, Linda Lee wrote:
> Has anyone tried generating a terrain mesh using 3D points?  Any advice of 
> how to get started?  I have some terrain data consisting of 3D points and 
> need to develop functions to query the terrain height during runtime.

  You'll need to use a gridding tool to transform this into a regularly sampled 
surface.

  GDAL offers tools to do this.

  You can then query this grid directly, without using OSG, or if you need to 
visualize
the terrain too, use VPB to build an OSG terrain database and use osgSim's 
Height Above
Terrain tools to query it at various locations.

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Re: [osg-users] Kinect

2011-03-13 Thread Chris &#x27;Xenon&#x27; Hanson
On 3/12/2011 4:51 PM, ted morris wrote:
> Hi Chris,
> I think your plot is misrepresenting the appropriate feature space for this 
> analysis. You are
> missing estimated component angles of each ray extending from the image plane 
> to the surface
> target + angle of incidence. I would simplify the scene substantially; why 
> not take a 
> flat surface (a piece of foam board with know dimensions) and place it in an 
> open space at a 
> few known distances from the sensor?

  Yes, it's quite a poor test. I was actually only seeking to quantify the low 
end of the
error, which is plainly visible as the thick band down in the <5 region. My 
code averages
errors out down in this range, and throws errors out that are outside this 
range.

  There's a lot more work and testing that could be done in this space, but my 
client's
application didn't really call for anything further.

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