RE: [osg-users] OpenSceneGraph-2.0 released!!!

2007-06-15 Thread Mike Weiblen
Much better, thanks
-- mew


Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Paul Martz
> Sent: Friday, June 15, 2007 2:51 PM
> To: 'osg users'
> Subject: RE: [osg-users] OpenSceneGraph-2.0 released!!!
> 
> > SVN tag
> > http://www.openscenegraph.com/svn/osg/OpenSceneGraph/tags/Open
> > SceneGraph-2.0
> 
> There is no "tags/OpenSceneGraph-2.0", according to SVN...
> 
> I believe the actual tag URL is:
>
http://www.openscenegraph.com/svn/osg/OpenSceneGraph/tags/OpenSceneGraph
-
> 2.0
> .0
> 
>-Paul
> 
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[osg-users] IntersectionVisitor with Eye/View information

2007-06-15 Thread Bradford, Chase
Hey Robert,

 

After some investigation, I finally found a solution to our intersection
problems with the billboard nodes.

 

Below is my implementation of an intersection visitor that can give
feedback back to LOD nodes for proper active child traversal.  This
implementation is only what serves our needs, and possibly breaks some
of the features that you've put in intersectors (such as proper
coordinate frame lookup).  Nonetheless, I thought you might find it
useful if you have any plans to implement an intersection visitor that
can employ eye information for better interaction with LOD objects and
billboards that use the recent implementation of the POINT_ROT_EYE mode.

 

Regards,

Chase

 

 

 

#include 

#include 

#include 

 

class LodIntersectionVisitor : public osgUtil::IntersectionVisitor

{

public:

LodIntersectionVisitor( const osg::Matrixd& view, float lod_scale =
1.0, osgUtil::Intersector* intersector=0, ReadCallback* readCallback=0 )

  : osgUtil::IntersectionVisitor( intersector, readCallback ),
lod_scale(lod_scale)

{

pushViewMatrix(new osg::RefMatrix(view));

eye = osg::Matrix::inverse(view).getTrans();

}

 

osg::Vec3 getEyePoint() const;

float getDistanceToEyePoint( const osg::Vec3&, bool ) const;

float getDistanceFromEyePoint( const osg::Vec3&, bool ) const;

 

void apply(osg::PagedLOD& plod);



// Makes use of eyeposition information to produce a model matrix
and

// transform the intersector's space into the billboard's space.

void apply(osg::Billboard& billboard);

 

private:

osg::Vec3 eye;

float lod_scale;

 

};

 

osg::Vec3 LodIntersectionVisitor::getEyePoint() const

{

// This code needs verification.

 

osg::Vec3 eye_point = eye;



if( getModelMatrix() ) eye_point = eye_point * osg::Matrix::inverse(
*getModelMatrix() );

 

return eye_point;

}

 

float LodIntersectionVisitor::getDistanceToEyePoint(const osg::Vec3&
pos, bool with_scale) const

{

if (with_scale) 

return (pos-getEyePoint()).length()*lod_scale;

else 

return (pos-getEyePoint()).length();

}

 

float LodIntersectionVisitor::getDistanceFromEyePoint(const osg::Vec3&
pos, bool with_scale) const

{

// Are getDistanceTo and getDistanceFrom really equivalent?

return getDistanceToEyePoint(pos, with_scale);

}

 

void LodIntersectionVisitor::apply(osg::PagedLOD& plod)

{

// Treat PagedLODs as regular LODs, as the base apply() method for

// PagedLODs only acts upon the highest level of detail, regardless
of

// what is actually visible.

osg::LOD& lod = plod;

osgUtil::IntersectionVisitor::apply(lod);

}

 

void LodIntersectionVisitor::apply(osg::Billboard& billboard)

{

if (!enter(billboard)) return;

 

osg::Vec3 eye_local = getEyePoint();

 

osg::Matrixd model_view = getModelMatrix() ? *getModelMatrix() :
osg::Matrixd;

 

// ROT_TO_EYE mode expects a Model view matrix with something like M
= M1*M2*...*MN * View, so tack the view on

// before making the billboard compute its transformation.  This
properly puts intersection data in the

// billboard's reference frame.

// getViewMatrix() is invariantly defined based on the rules of the
constructor.

model_view.postMult( *getViewMatrix() );

 

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RE: [osg-users] OpenSceneGraph-2.0 released!!!

2007-06-15 Thread Mike Wittman
Congratulations, everybody!

By the way - the link to the contributors page in the press release was
incorrect.  I just fixed that up.

-Mike


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Friday, June 15, 2007 1:37 PM
> To: osg users; osg news
> Subject: [osg-users] OpenSceneGraph-2.0 released!!!
> 
> Hi All,
> 
> I am delighted to announce the OpenSceneGraph-2.0!
> 
> Binaries for OSX have already been uploaded.  Binaries for other
> platforms are pending.
> 
> Press release:
> http://www.openscenegraph.com/osgwiki/pmwiki.php/News/News
> 
> Downloads:
> http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Downloads
> 
> SVN tag
>
http://www.openscenegraph.com/svn/osg/OpenSceneGraph/tags/OpenSceneGraph
-
> 2.0
> 
> OpenSceneGraph-Data has also been updated for the release:
>
http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/SampleDataset
> 
> Contributors:
>
http://www.openscenegraph.com/osgwiki/pmwiki.php/Contributors/TwoPointZe
ro
> 
> Many many thanks to all those who have contributed to the project over
> the years, this release is the culmination of all these hard work.
> 
> Have fun!! ;-)
> 
> Robert Osfield.
> OpenSceneGraph Project Lead.
> 15th June 2007.
> 
> ---
> OpenSceneGraph 2.0 release improves ease-of-use and scalability,
> introducing new osgViewer, osgShadow and osgManipulator libraries, new
> build system, improved multi-core, multi-GPU support.
> 
> PERTHSHIRE, Scotland - 15th June 2007 - OpenSceneGraph Professional
> Services announces the release of OpenSceneGraph 2.0, the industry's
> leading open-source scene graph technology, designed to accelerate
> application development and improve 3D graphics performance.
> OpenSceneGraph 2.0, written entirely in Standard C++ and built upon
> OpenGL, offers developers working in the visual simulation, game
> development, virtual reality, scientific visualization and modeling
> markets a real-time visualization tool which rivals established
> commercial scene graph toolkits in functionality and performance.
> OpenSceneGraph 2.0 runs on all Microsoft Windows platforms, Apple
> OS/X, GNU/Linux, IRIX, Solaris, HP-UX, AIX and FreeBSD operating
> systems.
> 
> Open-source development delivers industry-leading features and
performance
> The OpenSceneGraph 2.0 release is the culmination of 8 years of work
> by the lead developers and the open-source community that has grown up
> around the project. The real-time graphics industry and academia
> embraced it from the very beginning, deploying it in real-world
> applications, and actively participating in its development, testing
> and refinement. The end result is a high-quality library with a
> feature set relevant to application developers' needs.
> 
> The theme for the 2.0 release has been making the OpenSceneGraph
> easier to use, yet more flexible and powerful.
> 
> Features include:
> 
> * New unified build system using CMake, which simplifies the build
> process, automatically detecting installed dependencies and providing
> build configuration as well as support for a wide range of development
> tools.
> * New libraries:
>   o osgViewer - provides native windowing support and viewer
> functionality that scales from a single view embedded in a window to
> multi-thread, multi-gpu, multi-screen viewers and can handle multiple
> scene graphs at one time. The new viewer architecture also provides
> support for novel display systems that require distortion correction,
> such as hemispheres and full domes as well as power-walls and CAVEs.
> It replaces the osgProducer/Producer combo as viewer toolkit.
>   o osgManipulator - provides a set of interactive
> manipulators for scaling, rotating and moving objects in the scene.
>   o osgShadow - provides an extensible framework for adding
> dynamic shadows to your scene.
> * New low-level extensible intersection framework that includes
> support for line, plane and polytope intersections.
> * New high-level intersection classes that support paged
> databases, LineOfSight, HeightAboveTerrain and ElevationSlice.
> * View-dependent overlay - provides ability to overlay text,
> country boundaries etc. directly on to terrain, even paged databases.
> * Plugins
>   o Improvements to the OpenFlight, COLLADA, AC3D, DDS plugins
> and many more
>   o New TXF texture font reader.
>   o New VRML2 reader (using the OpenVRML library).
> * Easier 3rd party windowing integration
>   o With examples showing integration with GLUT, SDL, Qt,
> WxWidgets and MFC
> * External dependencies removed simplifying build and distribution
>   o OpenThreads is moved into the core of OpenSceneGraph and
> is no longer an external dependency
>   o Thanks to the integration of windowing support in
> osgViewer, Producer is no longer a dependency.
> 
> Downloads and Licensing
> OpenSceneGraph i

Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Martin Spott
Paul Melis wrote:

> Maybe it would be a good idea to start one or more wiki pages to keep 
> track of what changes there are to the plugins and different node kits. 
> I guess you're the only one that has the overview of everything going on 
> with OSG, others would have to read either the mailing list/svn 
> logs/changelog file.

Unfortunately there is no such thing - having something at least
comparable to a 'svnlogs' mailing list would help much,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--
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Re: [osg-users] OpenSceneGraph-2.0 released!!!

2007-06-15 Thread Adrian Egli

Best thanks for all member of the community involved in the development,
testing, ... and especially thank to robert.

/regards
adegli

2007/6/15, Jan Ciger <[EMAIL PROTECTED]>:


-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
> Hi All,
>
> I am delighted to announce the OpenSceneGraph-2.0!
>

Thumbs up and hats off!

Good job,

Jan

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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Adrian Egli

Hi Robert, yes it fails on my machine, just under debug it doesn't load. i
will rebuild my debug env.



2007/6/15, Mike Weiblen <[EMAIL PROTECTED]>:


Congrats!

I will build and post win32 binaries over the weekend.

BUT the SVN URL below, which is the same mentioned on
http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Downloads
does not seem to work.

TortoiseSVN responds:
Error * URL
'http://www.openscenegraph.com/svn/osg/tags/OpenSceneGraph-2.0.0'
non-existent in that revision

Cheers
-- mew



Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Friday, June 15, 2007 12:28 PM
> To: osg users
> Subject: Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
>
> I've now tagged 2.0 no formal release yet as I'm waiting up
uploads.
> Tag is:
>
> http://www.openscenegraph.com/svn/osg/tags/OpenSceneGraph-2.0.0
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Re: [osg-users] CEGUI shows up when rendering text

2007-06-15 Thread Anders Backman

Works now, it was the setClientActiveTextureUnit that did the trick!

Thanks.

/Anders

On 6/15/07, Anders Backman <[EMAIL PROTECTED]> wrote:

So at what point did you store the _activeContextID member attribute?
as it is only valid during a current Draw phase.



On 6/15/07, Serge Lages <[EMAIL PROTECTED]> wrote:
> Hi Anders,
>

> I remenber having such a problem with CEGUI and multitexturing, here is my
> drawImplementation which works fine now :
>
> void CEGUIDrawable::drawImplementation(osg::RenderInfo&
> renderInfo) const
>  {
> osg::State*state = renderInfo.getState();
>
> if (state->getContextID() != _activeContextID)
> {
> return;
> }
>
> state->setActiveTextureUnit(0);
> state->setClientActiveTextureUnit(0);
> CEGUI::System::getSingleton().renderGUI();
>
>
> state->checkGLErrors("CEGUIDrawable::drawImplementation");
> }
>
> But my problem was just CEGUI textures going all white when looking to a
> multitextured object, so maybe you have a new one. :)
>
> Good luck !
>
>
> On 6/15/07, Anders Backman <[EMAIL PROTECTED]> wrote:
> >
> > Hi all (again).
> >
> > Now to another issue.
> >
> > I have an implementation of a CEGUI integration into OSG.
> > It has been working just fine, up until where I have a multitextured
> > Spider (rendered using ReplicantBody) in the scene.
> > As far as I know and can see, ReplicantBody does not set any states
> > explicitly outside a StateSet.
> >
> > The same
> > Now Im not blaiming the spider for the problem, its just something
> > with it that messes up the CE gui drawing.
> >
> > It disappear from the screen, until there is something rendered using
> > osgText, then it pops back into the display!
> >
> > It seems that something in the state is leaking? from osgText that
> > makes it possible to render the CEgui drawable
> >
> > This is what happens:
> >
> > 1. Render CEGUI only -> ok
> > 2. Render spider, cegui disappears, if spider is culled, cegui does
> > not come back!
> > 3. add text to scene ->cegui comes back
> > 4 remove text -> cegui disappears
> >
> >
> >
> > CEGUI is rendered with the stateset:
> >
> > osg::StateSet* stateset = geode->getOrCreateStateSet();
> >
> stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OVERRIDE
> |
> > osg::StateAttribute::OFF);
> >
> >
> stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
> > stateset->setRenderBinDetails(100,"RenderBin");
> > stateset->setMode(GL_BLEND,osg::StateAttribute::OVERRIDE
> > |osg::StateAttribute::ON);
> >
> >
> > stateset->setTextureMode(0, GL_TEXTURE_2D,
> > osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON);
> >
> >
> stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE
> > |osg::StateAttribute::OFF);
> >
> > And in CEGUI:drawable() Im using the same state settings as in the
> > osgcegui example:
> >
> > renderInfo.getState()->setActiveTextureUnit(0);
> >
> > renderInfo.getState()->disableAllVertexArrays();
> >
> >m_ui->getSingletonPtr()->renderGUI();
> >
> >
> >
> > Replicantbody (the spider) is using the state:
> >
> > submesh_state_set->setTextureAttribute(map_id, texture);
> > submesh_state_set->setTextureMode(map_id, GL_TEXTURE_2D,
> > osg::StateAttribute::ON);
> > submesh_state_set->setMode(GL_TEXTURE_COORD_ARRAY,
> osg::StateAttribute::ON);
> >
> >
> > Im guessing that one of the drawables (ReplicantBody, CEGUI) is
> > leaking/missing a StateSet setting.
> >
> > But whats puzzling me is that osgText seems to leave something behind
> > that enables the drawing of CEGUI again...
> > So with osgText everything works.
> >
> > Before digging into the dirt, Is there something here that ring a bell?
> >
> > --
> >
> >
> >
> 
> > Anders Backman   Email:[EMAIL PROTECTED]
> > HPC2N/VRlab  Phone:+46 (0)90-786 9936
> > Umea university  Cellular: +46 (0)70-392 64
> 67
> > S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
> >http://www.cs.umu.se/~andersb
> > ___
> > osg-users mailing list
> > osg-users@openscenegraph.net
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
>
>
>
> --
> Serge Lages
>  http://www.magrathea-engine.org
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>


--



 Anders Backman   Email:[EMAIL PROTECTED]
 HPC2N/VRlab  Phone:+46 (0)90-786 9936
 Umea university  Cellular: +46 (0)70-392 64 67
 S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
   http://www.cs.umu.se/~andersb




--



Anders Backman  

Re: [osg-users] CEGUI shows up when rendering text

2007-06-15 Thread Anders Backman

So at what point did you store the _activeContextID member attribute?
as it is only valid during a current Draw phase.



On 6/15/07, Serge Lages <[EMAIL PROTECTED]> wrote:

Hi Anders,




I remenber having such a problem with CEGUI and multitexturing, here is my
drawImplementation which works fine now :

void CEGUIDrawable::drawImplementation(osg::RenderInfo&
renderInfo) const
 {
osg::State*state = renderInfo.getState();

if (state->getContextID() != _activeContextID)
{
return;
}

state->setActiveTextureUnit(0);
state->setClientActiveTextureUnit(0);
CEGUI::System::getSingleton().renderGUI();


state->checkGLErrors("CEGUIDrawable::drawImplementation");
}

But my problem was just CEGUI textures going all white when looking to a
multitextured object, so maybe you have a new one. :)

Good luck !


On 6/15/07, Anders Backman <[EMAIL PROTECTED]> wrote:
>
> Hi all (again).
>
> Now to another issue.
>
> I have an implementation of a CEGUI integration into OSG.
> It has been working just fine, up until where I have a multitextured
> Spider (rendered using ReplicantBody) in the scene.
> As far as I know and can see, ReplicantBody does not set any states
> explicitly outside a StateSet.
>
> The same
> Now Im not blaiming the spider for the problem, its just something
> with it that messes up the CE gui drawing.
>
> It disappear from the screen, until there is something rendered using
> osgText, then it pops back into the display!
>
> It seems that something in the state is leaking? from osgText that
> makes it possible to render the CEgui drawable
>
> This is what happens:
>
> 1. Render CEGUI only -> ok
> 2. Render spider, cegui disappears, if spider is culled, cegui does
> not come back!
> 3. add text to scene ->cegui comes back
> 4 remove text -> cegui disappears
>
>
>
> CEGUI is rendered with the stateset:
>
> osg::StateSet* stateset = geode->getOrCreateStateSet();
>
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OVERRIDE
|
> osg::StateAttribute::OFF);
>
>
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
> stateset->setRenderBinDetails(100,"RenderBin");
> stateset->setMode(GL_BLEND,osg::StateAttribute::OVERRIDE
> |osg::StateAttribute::ON);
>
>
> stateset->setTextureMode(0, GL_TEXTURE_2D,
> osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON);
>
>
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE
> |osg::StateAttribute::OFF);
>
> And in CEGUI:drawable() Im using the same state settings as in the
> osgcegui example:
>
> renderInfo.getState()->setActiveTextureUnit(0);
>
> renderInfo.getState()->disableAllVertexArrays();
>
>m_ui->getSingletonPtr()->renderGUI();
>
>
>
> Replicantbody (the spider) is using the state:
>
> submesh_state_set->setTextureAttribute(map_id, texture);
> submesh_state_set->setTextureMode(map_id, GL_TEXTURE_2D,
> osg::StateAttribute::ON);
> submesh_state_set->setMode(GL_TEXTURE_COORD_ARRAY,
osg::StateAttribute::ON);
>
>
> Im guessing that one of the drawables (ReplicantBody, CEGUI) is
> leaking/missing a StateSet setting.
>
> But whats puzzling me is that osgText seems to leave something behind
> that enables the drawing of CEGUI again...
> So with osgText everything works.
>
> Before digging into the dirt, Is there something here that ring a bell?
>
> --
>
>
>

> Anders Backman   Email:[EMAIL PROTECTED]
> HPC2N/VRlab  Phone:+46 (0)90-786 9936
> Umea university  Cellular: +46 (0)70-392 64
67
> S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
>http://www.cs.umu.se/~andersb
> ___
> osg-users mailing list
> osg-users@openscenegraph.net
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> http://www.openscenegraph.org/
>



--
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--



Anders Backman   Email:[EMAIL PROTECTED]
HPC2N/VRlab  Phone:+46 (0)90-786 9936
Umea university  Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
  http://www.cs.umu.se/~andersb
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Re: [osg-users] osgviewerMFC and Visual Studio Express

2007-06-15 Thread Olaf Flebbe

Hi,

let me comment that osgViewerMFC example does only builds with the 
non-Unicode Version of MFC installed. This is even true for the standard 
and professional editions of VS80. Since this is an install option,  we 
have to check for the library to exist.


Olaf, only having MFC80u.lib ;-(


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Re: [osg-users] OpenSceneGraph-2.0 released!!!

2007-06-15 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
> Hi All,
> 
> I am delighted to announce the OpenSceneGraph-2.0!
> 

Thumbs up and hats off!

Good job,

Jan

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Re: [osg-users] freetype plugin error

2007-06-15 Thread Olaf Flebbe

Hi,

Since you are building your 3rdparty yourself too, you should check the 
library naming of freetype.


The current freetype I built had the name freetype243MT.lib. Please 
check for the settings: If you chose not to use "Multithreaded" it may 
have a different name. You may add the name to the line


FIND_DEPENDENCY(FREETYPE ft2build.h "freetype;freetype219;freetype234MT" 
${OSG_3RDPARTY_BIN} "_D")


in CMakeModules/Find3rdPartyDependencies.cmake.

Another point may be the include hierarchy. Mike has chosen to use (Note 
Linux distros have a different scheme for supporting freetype Version 1 
and 2 simultaneous.)


3rdParty/include
/ft2build.h
/freetype/config
/freetype/internal
...


Cheers
  Olaf


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RE: [osg-users] OpenSceneGraph-2.0 released!!!

2007-06-15 Thread Paul Martz
> SVN tag
> http://www.openscenegraph.com/svn/osg/OpenSceneGraph/tags/Open
> SceneGraph-2.0

There is no "tags/OpenSceneGraph-2.0", according to SVN...

I believe the actual tag URL is:
http://www.openscenegraph.com/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.0
.0

   -Paul

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RE: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Mike Weiblen
Congrats!

I will build and post win32 binaries over the weekend.

BUT the SVN URL below, which is the same mentioned on
http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Downloads
does not seem to work.

TortoiseSVN responds:
Error * URL
'http://www.openscenegraph.com/svn/osg/tags/OpenSceneGraph-2.0.0'
non-existent in that revision

Cheers
-- mew



Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Friday, June 15, 2007 12:28 PM
> To: osg users
> Subject: Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
> 
> I've now tagged 2.0 no formal release yet as I'm waiting up
uploads.
> Tag is:
> 
> http://www.openscenegraph.com/svn/osg/tags/OpenSceneGraph-2.0.0
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RE: [osg-users] OpenSceneGraph-2.0 released!!!

2007-06-15 Thread Paul Martz
> I am delighted to announce the OpenSceneGraph-2.0!

Congrats! I'm raising a glass, too, but it's a mug, actually, of coffee...

Thanks for the hard work, take some time off and heal that arm.
   -Paul

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Re: [osg-users] CEGUI shows up when rendering text

2007-06-15 Thread Serge Lages

Hi Anders,

I remenber having such a problem with CEGUI and multitexturing, here is my
drawImplementation which works fine now :

void CEGUIDrawable::drawImplementation(osg::RenderInfo& renderInfo) const
{
   osg::State*state = renderInfo.getState();

   if (state->getContextID() != _activeContextID)
   {
   return;
   }

   state->setActiveTextureUnit(0);
   state->setClientActiveTextureUnit(0);
   CEGUI::System::getSingleton().renderGUI();

   state->checkGLErrors("CEGUIDrawable::drawImplementation");
}

But my problem was just CEGUI textures going all white when looking to a
multitextured object, so maybe you have a new one. :)

Good luck !

On 6/15/07, Anders Backman <[EMAIL PROTECTED]> wrote:


Hi all (again).

Now to another issue.

I have an implementation of a CEGUI integration into OSG.
It has been working just fine, up until where I have a multitextured
Spider (rendered using ReplicantBody) in the scene.
As far as I know and can see, ReplicantBody does not set any states
explicitly outside a StateSet.

The same
Now Im not blaiming the spider for the problem, its just something
with it that messes up the CE gui drawing.

It disappear from the screen, until there is something rendered using
osgText, then it pops back into the display!

It seems that something in the state is leaking? from osgText that
makes it possible to render the CEgui drawable

This is what happens:

1. Render CEGUI only -> ok
2. Render spider, cegui disappears, if spider is culled, cegui does
not come back!
3. add text to scene ->cegui comes back
4 remove text -> cegui disappears



CEGUI is rendered with the stateset:

osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OVERRIDE |
osg::StateAttribute::OFF);

stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
stateset->setRenderBinDetails(100,"RenderBin");
stateset->setMode(GL_BLEND,osg::StateAttribute::OVERRIDE
|osg::StateAttribute::ON);


stateset->setTextureMode(0, GL_TEXTURE_2D,
osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON);

stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE
|osg::StateAttribute::OFF);

And in CEGUI:drawable() Im using the same state settings as in the
osgcegui example:

renderInfo.getState()->setActiveTextureUnit(0);

renderInfo.getState()->disableAllVertexArrays();

   m_ui->getSingletonPtr()->renderGUI();



Replicantbody (the spider) is using the state:

submesh_state_set->setTextureAttribute(map_id, texture);
submesh_state_set->setTextureMode(map_id, GL_TEXTURE_2D,
osg::StateAttribute::ON);
submesh_state_set->setMode(GL_TEXTURE_COORD_ARRAY,
osg::StateAttribute::ON);


Im guessing that one of the drawables (ReplicantBody, CEGUI) is
leaking/missing a StateSet setting.

But whats puzzling me is that osgText seems to leave something behind
that enables the drawing of CEGUI again...
So with osgText everything works.

Before digging into the dirt, Is there something here that ring a bell?

--



Anders Backman   Email:[EMAIL PROTECTED]
HPC2N/VRlab  Phone:+46 (0)90-786 9936
Umea university  Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
   http://www.cs.umu.se/~andersb
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--
Serge Lages
http://www.magrathea-engine.org
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[osg-users] Don't read until tomorrow :)

2007-06-15 Thread Paul Melis
Robert, you should relax and drink something first before looking at
this stuff ;-)

The ChangeLog doesn't seem to be updated, even though you comitted it
very recently:

21:24|[EMAIL PROTECTED]:~/c/osg-svn> svn up

Fetching external item into 'include/OpenThreads'
External at revision 7002.


Fetching external item into 'src/OpenThreads'
External at revision 7002.

At revision 7002.
21:24|[EMAIL PROTECTED]:~/c/osg-svn> svn log | head

r7002 | robert | 2007-06-15 19:47:16 +0200 (Fri, 15 Jun 2007) | 1 line

>From Martin Lavery, Updates to Packages

r6999 | robert | 2007-06-15 18:17:33 +0200 (Fri, 15 Jun 2007) | 2 lines

Updated ChangeLog


svn: Write error: Broken pipe
21:24|[EMAIL PROTECTED]:~/c/osg-svn> svn diff -r6998 ChangeLog
21:24|[EMAIL PROTECTED]:~/c/osg-svn>

I.e. nothing changed in that revision, and the latest entry in the
ChangeLog is of two days ago.

Paul
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Re: [osg-users] OpenSceneGraph-2.0 released!!!

2007-06-15 Thread Paul Melis
Robert Osfield wrote:
> Hi All,
>
> I am delighted to announce the OpenSceneGraph-2.0!
Congratulations on all the hard work!
And good luck with recovery...

Paul
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Re: [osg-users] osgshadow objects are black now

2007-06-15 Thread Alberto Luaces
El Viernes 15 Junio 2007, Paul Melis escribió:
> Are they completely black when viewed from all sides?

Yes.
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[osg-users] CEGUI shows up when rendering text

2007-06-15 Thread Anders Backman

Hi all (again).

Now to another issue.

I have an implementation of a CEGUI integration into OSG.
It has been working just fine, up until where I have a multitextured
Spider (rendered using ReplicantBody) in the scene.
As far as I know and can see, ReplicantBody does not set any states
explicitly outside a StateSet.

The same
Now Im not blaiming the spider for the problem, its just something
with it that messes up the CE gui drawing.

It disappear from the screen, until there is something rendered using
osgText, then it pops back into the display!

It seems that something in the state is leaking? from osgText that
makes it possible to render the CEgui drawable

This is what happens:

1. Render CEGUI only -> ok
2. Render spider, cegui disappears, if spider is culled, cegui does
not come back!
3. add text to scene ->cegui comes back
4 remove text -> cegui disappears



CEGUI is rendered with the stateset:

osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OVERRIDE |
osg::StateAttribute::OFF);

stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
stateset->setRenderBinDetails(100,"RenderBin");
stateset->setMode(GL_BLEND,osg::StateAttribute::OVERRIDE
|osg::StateAttribute::ON);


stateset->setTextureMode(0, GL_TEXTURE_2D,
osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON);

stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE
|osg::StateAttribute::OFF);

And in CEGUI:drawable() Im using the same state settings as in the
osgcegui example:

renderInfo.getState()->setActiveTextureUnit(0);

renderInfo.getState()->disableAllVertexArrays();

  m_ui->getSingletonPtr()->renderGUI();



Replicantbody (the spider) is using the state:

submesh_state_set->setTextureAttribute(map_id, texture);
submesh_state_set->setTextureMode(map_id, GL_TEXTURE_2D,
osg::StateAttribute::ON);
submesh_state_set->setMode(GL_TEXTURE_COORD_ARRAY, osg::StateAttribute::ON);


Im guessing that one of the drawables (ReplicantBody, CEGUI) is
leaking/missing a StateSet setting.

But whats puzzling me is that osgText seems to leave something behind
that enables the drawing of CEGUI again...
So with osgText everything works.

Before digging into the dirt, Is there something here that ring a bell?

--



Anders Backman   Email:[EMAIL PROTECTED]
HPC2N/VRlab  Phone:+46 (0)90-786 9936
Umea university  Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
  http://www.cs.umu.se/~andersb
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Re: [osg-users] OpenSceneGraph-2.0 released!!!

2007-06-15 Thread Anders Backman

Congrats!! Im raising a glass of Highland Park 16 for you and the rest
of the gang.
Well done!

/Anders


--



Anders Backman   Email:[EMAIL PROTECTED]
HPC2N/VRlab  Phone:+46 (0)90-786 9936
Umea university  Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
  http://www.cs.umu.se/~andersb
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[osg-users] OpenSceneGraph-2.0 released!!!

2007-06-15 Thread Robert Osfield

Hi All,

I am delighted to announce the OpenSceneGraph-2.0!

Binaries for OSX have already been uploaded.  Binaries for other
platforms are pending.

Press release:
http://www.openscenegraph.com/osgwiki/pmwiki.php/News/News

Downloads:
http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Downloads

SVN tag
http://www.openscenegraph.com/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.0

OpenSceneGraph-Data has also been updated for the release:
http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/SampleDataset

Contributors:
http://www.openscenegraph.com/osgwiki/pmwiki.php/Contributors/TwoPointZero

Many many thanks to all those who have contributed to the project over
the years, this release is the culmination of all these hard work.

Have fun!! ;-)

Robert Osfield.
OpenSceneGraph Project Lead.
15th June 2007.

---
OpenSceneGraph 2.0 release improves ease-of-use and scalability,
introducing new osgViewer, osgShadow and osgManipulator libraries, new
build system, improved multi-core, multi-GPU support.

PERTHSHIRE, Scotland - 15th June 2007 - OpenSceneGraph Professional
Services announces the release of OpenSceneGraph 2.0, the industry's
leading open-source scene graph technology, designed to accelerate
application development and improve 3D graphics performance.
OpenSceneGraph 2.0, written entirely in Standard C++ and built upon
OpenGL, offers developers working in the visual simulation, game
development, virtual reality, scientific visualization and modeling
markets a real-time visualization tool which rivals established
commercial scene graph toolkits in functionality and performance.
OpenSceneGraph 2.0 runs on all Microsoft Windows platforms, Apple
OS/X, GNU/Linux, IRIX, Solaris, HP-UX, AIX and FreeBSD operating
systems.

Open-source development delivers industry-leading features and performance
The OpenSceneGraph 2.0 release is the culmination of 8 years of work
by the lead developers and the open-source community that has grown up
around the project. The real-time graphics industry and academia
embraced it from the very beginning, deploying it in real-world
applications, and actively participating in its development, testing
and refinement. The end result is a high-quality library with a
feature set relevant to application developers' needs.

The theme for the 2.0 release has been making the OpenSceneGraph
easier to use, yet more flexible and powerful.

Features include:

   * New unified build system using CMake, which simplifies the build
process, automatically detecting installed dependencies and providing
build configuration as well as support for a wide range of development
tools.
   * New libraries:
 o osgViewer - provides native windowing support and viewer
functionality that scales from a single view embedded in a window to
multi-thread, multi-gpu, multi-screen viewers and can handle multiple
scene graphs at one time. The new viewer architecture also provides
support for novel display systems that require distortion correction,
such as hemispheres and full domes as well as power-walls and CAVEs.
It replaces the osgProducer/Producer combo as viewer toolkit.
 o osgManipulator - provides a set of interactive
manipulators for scaling, rotating and moving objects in the scene.
 o osgShadow - provides an extensible framework for adding
dynamic shadows to your scene.
   * New low-level extensible intersection framework that includes
support for line, plane and polytope intersections.
   * New high-level intersection classes that support paged
databases, LineOfSight, HeightAboveTerrain and ElevationSlice.
   * View-dependent overlay - provides ability to overlay text,
country boundaries etc. directly on to terrain, even paged databases.
   * Plugins
 o Improvements to the OpenFlight, COLLADA, AC3D, DDS plugins
and many more
 o New TXF texture font reader.
 o New VRML2 reader (using the OpenVRML library).
   * Easier 3rd party windowing integration
 o With examples showing integration with GLUT, SDL, Qt,
WxWidgets and MFC
   * External dependencies removed simplifying build and distribution
 o OpenThreads is moved into the core of OpenSceneGraph and
is no longer an external dependency
 o Thanks to the integration of windowing support in
osgViewer, Producer is no longer a dependency.

Downloads and Licensing
OpenSceneGraph is open-source so full source code is provided, and can
be copied, modified and used free of charge for commercial and
non-commercial use. Access to the source allows end users greater
flexibility in how they develop, debug and deploy their applications.
They gain productivity and freedom by being able to leverage the tool
chain in accordance with their own release cycles. Downloads of
binaries and source can be found in the Downloads section of the
openscenegraph.org website.

OpenSceneGraph is released under the OpenSceneGraph Public License,
which is based on the Lesser GNU Public License (LGPL), perm

Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Robert Osfield

Hi Adrian,

The file loads on my machine.  Does it fail on your machine?

Robert.

On 6/15/07, Adrian Egli <[EMAIL PROTECTED]> wrote:

ISSUE with elder database (under Debug) osgviewerd test.ive

regards adrian


2007/6/15, Robert Osfield <[EMAIL PROTECTED] >:
> I've now tagged 2.0 no formal release yet as I'm waiting up uploads.
Tag is:
>
>
http://www.openscenegraph.com/svn/osg/tags/OpenSceneGraph-2.0.0
> ___
> osg-users mailing list
> osg-users@openscenegraph.net
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/
>


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[osg-users] Re: Plugin loading in cygwin

2007-06-15 Thread wsacul

With strace I found that prepending all the osgdb_* files in /usr/local/bin
with 'cyg' makes it find the plugins.  But now instead of plugin errors the
application just locks up.  I'm updated with the latest 2.0.0 sources

-Lucas



Date: Thu, 14 Jun 2007 13:04:26 -0700
From: wsacul <[EMAIL PROTECTED]>
Subject: [osg-users] Plugin loading in cygwin
To: osg-users@openscenegraph.net
Message-ID:
<[EMAIL PROTECTED]>
Content-Type: text/plain; charset="iso-8859-1"

I've just made the upgrade from 1.2 to latest source, when I try to load
an
osg file with osgviewer I get:

Warning: Could not find plugin to read objects from file "glider.osg".
osgviewer: No data loaded

I followed Brian Keener's instructions to get compilation under cygwin
working (
http://www.mail-archive.com/osg-users@openscenegraph.net/msg13531.html
).  I deleted all the old producer and osg dirs that used to hold the
binaries and plugins and no longer have all the PATHs to those old dirs.

Are there new different paths I'm supposed to add?  It looks like all the
plugin dlls are in the /usr/local/bin dir where the osgviewer exe is.

Thanks,

Lucas


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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Robert Osfield

I've now tagged 2.0 no formal release yet as I'm waiting up uploads. Tag is:

http://www.openscenegraph.com/svn/osg/tags/OpenSceneGraph-2.0.0
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Gazi Alankus

Ok my bad, it was not a clean checkout and I'm trying to get used to
cmake:) Now it can't find Qt at all and won't give any errors. Cmake
not finding Qt has nothing to do with OSG, so nevermind my bug report.

(My cmake is cmake-2.4.3 and I'm building Qt and cmake the usual way
in Gentoo. I'll look into why it can't find Qt.)

-Gazi


On 15/06/07, Robert Osfield <[EMAIL PROTECTED]> wrote:

Hi Gazi,

In the rencent thread "Compiling osgviewerQT using Qt 4.3.0 under
Linux", Oleg and I got things compiling under Linux with Qt3 and Qt4.
The examples CMakeLists.txt does have a include for QT, the value of
it will derived from CMake FindQt.cmake module, in your case it looks
to be failing.

So the question has to be why the FindQt.cmake is failing.  Which
version of CMake do you have?  How did you go about installing Qt?

Robert.

On 6/15/07, Gazi Alankus <[EMAIL PROTECTED]> wrote:
> I'm not sure if this is something that I'm missing, but here it goes
> since release is almost here. While making:
>
> Scanning dependencies of target example_osgviewerQT
> [100%] Building CXX object
> examples/osgviewerQT/CMakeFiles/example_osgviewerQT.dir/osgviewerQT.o
> /usr/src/osgnew/OpenSceneGraph/examples/osgviewerQT/osgviewerQT.cpp:27:30:
> error: QtCore/QString: No such file or directory
>
> and other Qt headers. QString is in /usr/include/qt4/QtCore/QString. I
> think /usr/include/qt4 needs to be included in the -I dirs somehow.
> I'm on Gentoo with qt-4.3.0.
>
> -Gazi
>
>
> On 14/06/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> > Hi All,
> >
> > It would seem that 1.9.9 went OK on the major platforms.  I've been
> > fixing a few features today, as well as updating some shaders in the
> > OpenSceneGraph-Data, and have merged an few submissions from users.
> > These changes need testing so I'd appreciate if you could suffer me
> > one more time, and test test test ;-)
> >
> > Many thanks for your assistance,
> > Robert.
> > ___
> > osg-users mailing list
> > osg-users@openscenegraph.net
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Paul Melis
Robert Osfield wrote:
> On 6/15/07, Paul Melis <[EMAIL PROTECTED]> wrote:
>> It now reads "It replaces the osgProducer/Producer combo as windowing
>> toolkit."
>> Better? :)
>
> perhaps "windowing toolkit" -> "viewer toolkit"
Done!
And "caves" -> "CAVEs"

Paul
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Robert Osfield

On 6/15/07, Paul Melis <[EMAIL PROTECTED]> wrote:

It now reads "It replaces the osgProducer/Producer combo as windowing
toolkit."
Better? :)


perhaps "windowing toolkit" -> "viewer toolkit"
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Paul Melis
Robert Osfield wrote:
> On 6/15/07, Paul Martz <[EMAIL PROTECTED]> wrote:
>> "It replaces Producer as a windowing toolkit." Shouldn't that say
>> "osgProducer"? Producer is a camera library, osgProducer is the
>> windowing
>> toolkit, right?
>
> Well Producer is a camera library *with* windowing toolkit elements.
>
> osgProducer is the library that integrates Producer and OSG.  It
> certainly the bit that provides the window elements, it relies
> entirely on Producer for this.
>
> osgViewer replaces osgProducer and Producer, but also add new features
> above either such as the concept of View's, the CompositeViewer and
> the new threading models.  Does all this in less lines of code too :-)
It now reads "It replaces the osgProducer/Producer combo as windowing
toolkit."
Better? :)

Paul
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Robert Osfield

On 6/15/07, Paul Martz <[EMAIL PROTECTED]> wrote:

"It replaces Producer as a windowing toolkit." Shouldn't that say
"osgProducer"? Producer is a camera library, osgProducer is the windowing
toolkit, right?


Well Producer is a camera library *with* windowing toolkit elements.

osgProducer is the library that integrates Producer and OSG.  It
certainly the bit that provides the window elements, it relies
entirely on Producer for this.

osgViewer replaces osgProducer and Producer, but also add new features
above either such as the concept of View's, the CompositeViewer and
the new threading models.  Does all this in less lines of code too :-)
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RE: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Paul Martz
Found and fixed a problem with the URL for osgbooks.com, so besides the
Producer/osgProducer clarification everything looks good.
   -Paul


> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of 
> Robert Osfield
> Sent: Friday, June 15, 2007 5:34 AM
> To: osg users
> Subject: [osg-users] News item for 2.0 needs work...
> 
> Hi All,
> 
> I have started hacking together a press release for 2.0.
> 
> http://www.openscenegraph.com/osgwiki/pmwiki.php/News/News
> 
> Its not finished, and me being me it'll be a bit crap and in 
> need of tender loving care of someone who can spell and use 
> English grammar properly.
> 
> Anyway, if we a good at this type of thing and are able to 
> help out then step forward.  Might save my poor RSI burdened 
> wrists a bit of pain too.
> 
> Cheers,
> Robert.
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RE: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Paul Martz
"It replaces Producer as a windowing toolkit." Shouldn't that say
"osgProducer"? Producer is a camera library, osgProducer is the windowing
toolkit, right?
   -Paul


> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of 
> Robert Osfield
> Sent: Friday, June 15, 2007 5:34 AM
> To: osg users
> Subject: [osg-users] News item for 2.0 needs work...
> 
> Hi All,
> 
> I have started hacking together a press release for 2.0.
> 
> http://www.openscenegraph.com/osgwiki/pmwiki.php/News/News
> 
> Its not finished, and me being me it'll be a bit crap and in 
> need of tender loving care of someone who can spell and use 
> English grammar properly.
> 
> Anyway, if we a good at this type of thing and are able to 
> help out then step forward.  Might save my poor RSI burdened 
> wrists a bit of pain too.
> 
> Cheers,
> Robert.
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Re: [osg-users] [help] osgProducer was gone.

2007-06-15 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
> On 6/15/07, Doug McCorkle <[EMAIL PROTECTED]> wrote:
>> You might want to give ProducerOSG a try. I am sure the folks on the
>> producer users list could give you some insight on converting to the
>> new library.
> 
> Convert to osgViewer or ProducerOSG... let me see
> 
> Which do you think supports the core OSG better??
> 
> Which do you think has a wider range of usage models??
> 
> Which do you think has a wider range of threading models??
> 
> Which do you think have fewer external dependencies???
> 
> Which do you think has less duplicate maths, and memory management
> classes??
> 
> osgViewer exists to make end OSG users lives easier by delivering all
> of the above.
> 

And not to mention that osgProducer still lives on, it is just a
separate download now. No need to port anything.

Jan
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Re: [osg-users] I'm ready to tag... but do you think the code is... :-)

2007-06-15 Thread Serge Lages

Just updated and compiled and everything seems to work fine (with my apps,
not tested the examples).
Under WinXP and VS2005 SP1.

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Re: [osg-users] I'm ready to tag... but do you think the code is... :-)

2007-06-15 Thread Robert Osfield

On 6/15/07, Paul Melis <[EMAIL PROTECTED]> wrote:

Not a problem, but more an ommision: the osgcluster doesn't seem to be
built as it doesn't have a CMake file.
But that won't stop 2.0 right? ;)


I'm aware of this, and yes it won't stop 2.0.

Robert.
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Re: [osg-users] I'm ready to tag... but do you think the code is... :-)

2007-06-15 Thread Paul Melis

Robert Osfield wrote:


Hi All,

The website is now much nearer to ready.  I have touch wood fixed the
major reported problems with SVN, I'll hang back for another 20
minutes before tagging the tree, so please shout if you have spotted a
problem.


Not a problem, but more an ommision: the osgcluster doesn't seem to be 
built as it doesn't have a CMake file.

But that won't stop 2.0 right? ;)

Paul
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Paul Melis

Robert Osfield wrote:


On 6/15/07, Paul Melis <[EMAIL PROTECTED]> wrote:


Added, and it now mentions a few of the plugins that were updated (after
going through the NEWS.txt file to see which changed the most).



Thanks.  I've added some text, so could you do another review.  If its
good enough to go then I'm a happy.


Done, one minor type fixed :)
Oh, and I removed the italics on the "replaces producer" lines and moved 
it to the end of the text on osgViewer



Maybe it would be a good idea to start one or more wiki pages to keep
track of what changes there are to the plugins and different node kits.



That's what the LatestDevelopments page has been for.  But all this
takes time to keep up to date.  With a shorter release cycle it should
be a bit more manageable.


Okay, you're right, I forgot about that one. It's just that it's a bit 
high-level. The posts you usually put on osg-users often contain more 
detail on big changes. I guess it wouldn't hurt to put these on the wiki 
from time to time. I wouldn't mind to work a bit on the website and get 
stuff like that organized, but I don't use OSG at work at the moment, so 
it would be all spare time work.


Paul

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[osg-users] I'm ready to tag... but do you think the code is... :-)

2007-06-15 Thread Robert Osfield

Hi All,

The website is now much nearer to ready.  I have touch wood fixed the
major reported problems with SVN, I'll hang back for another 20
minutes before tagging the tree, so please shout if you have spotted a
problem.

Once 2.0 is tagged it'll be time to make a call for binaries, once the
binaries in place we can go announce the beast.

Cheers,
Robert.
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Robert Osfield

On 6/15/07, Paul Melis <[EMAIL PROTECTED]> wrote:

Added, and it now mentions a few of the plugins that were updated (after
going through the NEWS.txt file to see which changed the most).


Thanks.  I've added some text, so could you do another review.  If its
good enough to go then I'm a happy.



Maybe it would be a good idea to start one or more wiki pages to keep
track of what changes there are to the plugins and different node kits.


That's what the LatestDevelopments page has been for.  But all this
takes time to keep up to date.  With a shorter release cycle it should
be a bit more manageable.

Robert.
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Paul Melis

Robert Osfield wrote:


On 6/15/07, Paul Melis <[EMAIL PROTECTED]> wrote:


> Since 1.2 there has been many dozen of improvements of the scale of
> the chnages to the AC3D loader so its difficult to know where to start
> and finish.

But are really all plugins touched and had bugs fixed, or just a small
set of them? I would make the list of updated plugins as accurate as
possible. Mentioning only one or two (that might have had major surgery)
seems to suggest that no others were improved.



Not all plugins have been touched, but most of the major ones.  We
also have the new libVRML plugin...


Added, and it now mentions a few of the plugins that were updated (after 
going through the NEWS.txt file to see which changed the most).


Maybe it would be a good idea to start one or more wiki pages to keep 
track of what changes there are to the plugins and different node kits. 
I guess you're the only one that has the overview of everything going on 
with OSG, others would have to read either the mailing list/svn 
logs/changelog file. It's hard to keep up like that, perhaps a central 
place would work better. I really like the way the Blender guys use 
their wiki. For each release a page with release notes is kept, where 
any major changes worthy of going in the notes are written. The page is 
not directly linked from their main website until the release is made.


Of course, it means a bit more work to occassionally update these pages...

Paul
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Re: [osg-users] osgshadow objects are black now

2007-06-15 Thread Robert Osfield

On 6/15/07, Robert Osfield <[EMAIL PROTECTED]> wrote:

On 6/15/07, Mario Valle <[EMAIL PROTECTED]> wrote:
> Yes, I see your comment about plugin bug, but I checked-out version 6995.
> osgviewer cow.osg works without problems.
> Yes, the objects are entirely black.

Just tested, I also see a black cow...  Must be related the the
addition of the ambientBias code


Now fixed.  I missed added default values in the constructor for _ambientBias.

Robert.
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Re: [osg-users] osgshadow objects are black now

2007-06-15 Thread Robert Osfield

On 6/15/07, Mario Valle <[EMAIL PROTECTED]> wrote:

Yes, I see your comment about plugin bug, but I checked-out version 6995.
osgviewer cow.osg works without problems.
Yes, the objects are entirely black.


Just tested, I also see a black cow...  Must be related the the
addition of the ambientBias code

Robert.
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Robert Osfield

On 6/15/07, Paul Melis <[EMAIL PROTECTED]> wrote:

> Since 1.2 there has been many dozen of improvements of the scale of
> the chnages to the AC3D loader so its difficult to know where to start
> and finish.

But are really all plugins touched and had bugs fixed, or just a small
set of them? I would make the list of updated plugins as accurate as
possible. Mentioning only one or two (that might have had major surgery)
seems to suggest that no others were improved.


Not all plugins have been touched, but most of the major ones.  We
also have the new libVRML plugin...

Robert.
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Re: [osg-users] osgviewerMFC and Visual Studio Express

2007-06-15 Thread Wojciech Lewandowski
It works for me. By default osgviewerMFC project is not present is VS 2005 
solution. When BUILD_MFC_EXAMPLE is turned ON project osgviewerMFC is added 
to solution.


However I was not able to test it fully. I really have to leave now and was 
unable to rebuild whole OSG with examples from scratch. Will do this on 
monday. Maybe others will earlier check if all projects build correctly.


Cheers,
Wojtek

- Original Message - 
From: "Robert Osfield" <[EMAIL PROTECTED]>

To: "osg users" 
Sent: Friday, June 15, 2007 3:31 PM
Subject: Re: [osg-users] osgviewerMFC and Visual Studio Express



Hi Guys,

As an attempt to prevent problems with Visual Studio Express and other
build env's under Windows without MFC installed I have introduced a
BUILD_MFC_EXAMPLE option that defaults to OFF. See below.

Could you Windows users do an svn update and let me know if the MFC no
longer builds by default, but its possible to enable it.

Cheers,
Robert.


   IF   (WIN32)

   OPTION(BUILD_MFC_EXAMPLE "Enable the build of the MFC Example" OFF)

   IF   (BUILD_MFC_EXAMPLE)
   ADD_SUBDIRECTORY(osgviewerMFC)
   ENDIF(BUILD_MFC_EXAMPLE)

   ENDIF(WIN32)
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RE: [osg-users] New QuickStart Guide download on Lulu?

2007-06-15 Thread Paul Martz
> I'm probably not the first to notice this, but it appears 
> that the free downloadable QSG on Lulu is the old version. 

Hm. It looks like the current edition to me. I just downloaded a fresh copy,
scrolled to the Revision History at the back, and it is the latest (June 14)
edition. So I'm not sure what would cause this.

You might try emailing Lulu support...? Not sure what else to suggest.

If others are experiencing this, please speak up.
   -Paul

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RE: [osg-users] The Updated web site.

2007-06-15 Thread Paul Martz
Looks good.

Any news yet on the domain name switchover? When will we be
"openscenegraph.org" again?
   -Paul


> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of 
> martin.lavery
> Sent: Friday, June 15, 2007 7:06 AM
> To: osg users
> Subject: [osg-users] The Updated web site.
> 
> Hi All,
> 
> Just to let you know the web site has been uploaded with the 
> winning logo's and the structure has changed some what.
> On the front page you will have noticed that the amount of 
> news articles has been changed so that there is two project 
> news items and to industry/community, the plan is to keep the 
> front page like this.  
> So if your adding a news article, check the second article is 
> in the more news section and take it off the front page and 
> add the new news article to the top.
> 
> Hopefully this should get the front page looking tidy :-):-)
> 
> Please feel free to let me know if you notice anything that you   
> think should get changed on the web site :-)
> 
> Cheers,
> Martin
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Re: [osg-users] osgshadow objects are black now

2007-06-15 Thread Mario Valle
Yes, I see your comment about plugin bug, but I checked-out version 6995.
osgviewer cow.osg works without problems.
Yes, the objects are entirely black.

Thanks!
mario

Paul Melis wrote:
> Mario Valle wrote:
> 
>> ./osgshadow show entirely black objects now.
>>
>> Linux 32, GeForce 6800 GS driver version: 8762
>>
>> checkout today h15:36
>>
>> Sorry for mixing threads.
>>  
>>
> No problem :)
> Did you see my comment on the plugin bug? It was fixed in revision 6989
> 
> Paul
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-- 
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Visualization Group  | http://www.cscs.ch/~mvalle
Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
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Re: [osg-users] osgshadow objects are black now

2007-06-15 Thread Paul Melis

Jeremy L. Moles wrote:


On Fri, 2007-06-15 at 15:54 +0200, Mario Valle wrote:
 


./osgshadow show entirely black objects now.
   



Same thing is happening to me on Linux, checkout as of a few minutes
ago...
 

Well, they still work for me, but when first started up the objects 
indeed are very dark. But when they have rotated a bit some lighter 
spots become visible.

Are they completely black when viewed from all sides?

Paul

 


Linux 32, GeForce 6800 GS driver version: 8762

checkout today h15:36

Sorry for mixing threads.

mario

   



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Re: [osg-users] osgshadow objects are black now

2007-06-15 Thread Jeremy L. Moles
On Fri, 2007-06-15 at 15:54 +0200, Mario Valle wrote:
> ./osgshadow show entirely black objects now.

Same thing is happening to me on Linux, checkout as of a few minutes
ago...

> Linux 32, GeForce 6800 GS driver version: 8762
> 
> checkout today h15:36
> 
> Sorry for mixing threads.
> 
> mario
> 

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Re: [osg-users] osgshadow objects are black now

2007-06-15 Thread Paul Melis

Mario Valle wrote:


./osgshadow show entirely black objects now.

Linux 32, GeForce 6800 GS driver version: 8762

checkout today h15:36

Sorry for mixing threads.
 


No problem :)
Did you see my comment on the plugin bug? It was fixed in revision 6989

Paul
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[osg-users] osgshadow objects are black now

2007-06-15 Thread Mario Valle
./osgshadow show entirely black objects now.

Linux 32, GeForce 6800 GS driver version: 8762

checkout today h15:36

Sorry for mixing threads.

mario

-- 
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Paul Melis

Paul Melis wrote:


Mario Valle wrote:


Why ./osgshadow objects are entirely black now?
 

This has nothing to do with the press release for 2.0 right, it's some 
sort of bug report/question, right?
Could you please use an appropriate thread to post to? And provide 
more details please on what the problem is, what version of OSG 
(latest SVN?)


Perhaps your plugins can't be found due to an earlier bug (should be 
fixed now) and therefore textures don't get loaded. Does osgviewer 
cow.osg work?


Paul

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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Paul Melis

Mario Valle wrote:


Why ./osgshadow objects are entirely black now?
 

This has nothing to do with the press release for 2.0 right, it's some 
sort of bug report/question, right?
Could you please use an appropriate thread to post to? And provide more 
details please on what the problem is, what version of OSG (latest SVN?)


Paul


mario

Paul Melis wrote:
 


Hello Robert,

Robert Osfield wrote:

   


I have started hacking together a press release for 2.0.

[...]
 

   


Anyway, if we a good at this type of thing and are able to help out
then step forward.  Might save my poor RSI burdened wrists a bit of
pain too.
 


Well, I picked out some spelling mistakes and slightly changed the list
of features, mostly to make it a bit more readable.
As I haven't been following the 2.0 developments very closely I left two
things in italic, which you can better fill in than me.
If you don't like any of my edits then simply restore to the previous
version, it's a wiki after all

Paul

   


Cheers,
Robert.
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Mario Valle
Why ./osgshadow objects are entirely black now?

mario

Paul Melis wrote:
> Hello Robert,
> 
> Robert Osfield wrote:
> 
>> I have started hacking together a press release for 2.0.
>>
>> [...]
> 
> 
>> Anyway, if we a good at this type of thing and are able to help out
>> then step forward.  Might save my poor RSI burdened wrists a bit of
>> pain too.
> 
> Well, I picked out some spelling mistakes and slightly changed the list
> of features, mostly to make it a bit more readable.
> As I haven't been following the 2.0 developments very closely I left two
> things in italic, which you can better fill in than me.
> If you don't like any of my edits then simply restore to the previous
> version, it's a wiki after all
> 
> Paul
> 
>>
>> Cheers,
>> Robert.
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Re: [osg-users] Wiki problems

2007-06-15 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

martin.lavery wrote:
> Hi Jan,
> 
> I just checked and the wiki seems to be working fine at this end. I
> would try again as it mite have just been something odd happening on the
> server at that moment that caused the problem.
> 
> Let me know if you have any further problems with it :-)
> 
> Kind regards,
> Martin

OK, I will try again.

Thanks,

Jan
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Paul Melis

Robert Osfield wrote:


On 6/15/07, Martin Spott <[EMAIL PROTECTED]> wrote:


"Robert Osfield" wrote:

> http://www.openscenegraph.com/osgwiki/pmwiki.php/News/News

I guess one could mention a highly improved AC3D loader ?



We could...


Ow, I already put it in the list of updated plugins.


Since 1.2 there has been many dozen of improvements of the scale of
the chnages to the AC3D loader so its difficult to know where to start
and finish.


But are really all plugins touched and had bugs fixed, or just a small 
set of them? I would make the list of updated plugins as accurate as 
possible. Mentioning only one or two (that might have had major surgery) 
seems to suggest that no others were improved.


Paul
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Re: [osg-users] osgviewerMFC and Visual Studio Express

2007-06-15 Thread Robert Osfield

Hi Guys,

As an attempt to prevent problems with Visual Studio Express and other
build env's under Windows without MFC installed I have introduced a
BUILD_MFC_EXAMPLE option that defaults to OFF. See below.

Could you Windows users do an svn update and let me know if the MFC no
longer builds by default, but its possible to enable it.

Cheers,
Robert.


   IF   (WIN32)

   OPTION(BUILD_MFC_EXAMPLE "Enable the build of the MFC Example" OFF)

   IF   (BUILD_MFC_EXAMPLE)
   ADD_SUBDIRECTORY(osgviewerMFC)
   ENDIF(BUILD_MFC_EXAMPLE)

   ENDIF(WIN32)
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Robert Osfield

On 6/15/07, Martin Spott <[EMAIL PROTECTED]> wrote:

"Robert Osfield" wrote:

> http://www.openscenegraph.com/osgwiki/pmwiki.php/News/News

I guess one could mention a highly improved AC3D loader ?


We could...

Since 1.2 there has been many dozen of improvements of the scale of
the chnages to the AC3D loader so its difficult to know where to start
and finish.

Robert.
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Mario Valle
Also on Linux 32 (but with 1.9.8)
$ ./osgintersection cow.osg
Intersection
Computing LineOfSight
Segmentation fault
$

Alberto Luaces wrote:
> Crash in osgintersection, Linux 64 bits:
> 
> ./osgintersection dumptruck.osg
> Intersection
> Computing LineOfSight
> Segmentation Fault (core dumped)
> 
> 
> (gdb) bt
> #0  0x2ad8a3ad11cd in osg::Matrixd::preMult () 
> from /home/alberto/usr/lib64/libosg.so.11
> #1  0x2ad8a3ad1634 in osg::operator* () 
> from /home/alberto/usr/lib64/libosg.so.11
> #2  0x2ad8a5114d02 in osgSim::LineOfSight::computeIntersections () 
> from /home/alberto/usr/lib64/libosgSim.so.11
> #3  0x004087e4 in main ()
> ___
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-- 
Ing. Mario Valle
Visualization Group  | http://www.cscs.ch/~mvalle
Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
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Re: [osg-users] Wiki problems

2007-06-15 Thread martin.lavery

Hi Jan,

I just checked and the wiki seems to be working fine at this end. I  
would try again as it mite have just been something odd happening on  
the server at that moment that caused the problem.


Let me know if you have any further problems with it :-)

Kind regards,
Martin
On 15 Jun 2007, at 10:43, Jan Ciger wrote:


-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello,

I wanted to add some screenshots from our projects to the wiki,  
however
I am not able to do so. Whenever I click Save or Preview, the page  
just

reverts to the previous state and my changes are lost. Is the wiki
locked somehow?

Jan
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Paul Melis

Hello Robert,

Robert Osfield wrote:


I have started hacking together a press release for 2.0.

[...]




Anyway, if we a good at this type of thing and are able to help out
then step forward.  Might save my poor RSI burdened wrists a bit of
pain too.


Well, I picked out some spelling mistakes and slightly changed the list 
of features, mostly to make it a bit more readable.
As I haven't been following the 2.0 developments very closely I left two 
things in italic, which you can better fill in than me.
If you don't like any of my edits then simply restore to the previous 
version, it's a wiki after all


Paul



Cheers,
Robert.
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Alberto Luaces
El Viernes 15 Junio 2007, Robert Osfield escribió:
> I found a deference of a null matrix pointer in the LightOfSight and
> HeightAboveTerrain codes, which was causing the crash in this
> instance.  A single check fixes this.
>
> Could people do an SVN update and see if this is now fixed.

Works now :)
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[osg-users] The Updated web site.

2007-06-15 Thread martin.lavery

Hi All,

Just to let you know the web site has been uploaded with the winning  
logo's and the structure has changed some what.
On the front page you will have noticed that the amount of news  
articles has been changed so that there is two project news items and  
to industry/community, the plan is to keep the front page like this.  
So if your adding a news article, check the second article is in the  
more news section and take it off the front page and add the new news  
article to the top.


Hopefully this should get the front page looking tidy :-):-)

Please feel free to let me know if you notice anything that you   
think should get changed on the web site :-)


Cheers,
Martin
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Alberto Luaces
El Viernes 15 Junio 2007, Robert Osfield escribió:
> I have fixed this by standardising the version name that
> osgGetVersion() returns so that its the full thee digits i.e. 2.0.0
> rather than 2.0.  This makes it consistent with CMake VERSION and
> therefore the osgPlugins name.
>
> Could people do an svn update to see if this fixes things.

Works now here, Linux64.
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Martin Spott
"Robert Osfield" wrote:

> http://www.openscenegraph.com/osgwiki/pmwiki.php/News/News

I guess one could mention a highly improved AC3D loader ?

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Robert Osfield

On 6/15/07, Can Özmen <[EMAIL PROTECTED]> wrote:

2) "osgintersection cow.osg" also crashes after the printing
'Computing LineOfSight'. The part of code that uses the
IntersectorGroup works fine.


I found a deference of a null matrix pointer in the LightOfSight and
HeightAboveTerrain codes, which was causing the crash in this
instance.  A single check fixes this.

Could people do an SVN update and see if this is now fixed.

Cheers,
Robert.
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RE: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread filip.holm
Robert,

I'm using Nvidia driver 91.85, on a Quadro FX 3500 card. 
I have been using this hardware & driver without problems for the last
month, so I'm a bit curious as to why the bug suddenly appeared for the
newest osg version. I'll keep digging and let you know if I find
something of interest.

Thanks,
Filip

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: 15. juni 2007 14:31
To: osg users
Subject: Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

Hi Filip,

This crash looks like an issue with use of FBO's.  My guess is that it
is an OpenGL driver bug.

What hardware/driver version was it failing on?

Robert.

On 6/15/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> Just updated my OpenSceneGraph SVN and did a clean rebuild. After 
> doing so osgDepthShadow, osgImpostor, osgPrerender, osgRenderCubeMap, 
> osgSimulation examples crash in NVOpenGLPbuffer. Since this is a crash

> in the Nvidia driver, I don't have much of a callstack worth looking
at.
> Funny thing is, I put the build on my removable disk and ran it on my 
> other computer all the examples run fine. I haven't had any problems 
> running on both computers on previous version(1.9.7). Both computers 
> are running Windows XP. The major difference is that one is 2xDualCore

> and the other is SingleCore with hyper threading. The one crashing is 
> the DualCore machine.
>
> Since nobody else has reported anything about this, I'm inclined to 
> think this might be a driver/configuration issue on my computer. I 
> just thought it was a bit weird that I had everyting running fine on 
> my prevoius build.
>
>
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Re: [osg-users] Update of values

2007-06-15 Thread Robert Osfield

Hi Marcus,

I have been able to merge what I think are the changes, but ended up
have to graft them in.  You file attachments came through inline in
the mail, this screws up indenting and word wrap so is really painful
to handle.

BTW when passing in objects to a method use a const reference rather
than passing/out the whole object.

Robert.

On 6/15/07, Marcus Fritzen <[EMAIL PROTECTED]> wrote:

Of course I can ;) Attached are the modified ShadowMap files and zipped
my project file, I was not sure if you want them, too. I hope that you
have understood what my problem is.

Robert Osfield schrieb:
> Could you send me full files please :-)
>
> On 6/15/07, Marcus Fritzen <[EMAIL PROTECTED]> wrote:
>> It is quite the same like setting the textureunit. In the header it is
>> the following:
>>
>> /** Set the values for the ambient bias the shader will use.*/
>> void setAmbientBias(osg::Vec2 ambientBias );
>>
>> /** Get the values that are used for the ambient bias in the shader.*/
>> osg::Vec2 getAmbientBias() const { return _ambientBias; }
>>
>> protected member: osg::Vec2 _ambientBias;
>>
>> and in the source:
>>
>> void ShadowMap::setAmbientBias(osg::Vec2 ambientBias)
>> {
>> _ambientBias = ambientBias;
>> }
>> ...
>> and instead of passing a fixed value as uniform for ambient bias, I now
>> pass the _ambientBias in the ShadowMap::init().
>>
>> That's all, I have changed. So now I can set the value for the ambient
>> bias. What I now want to do is to play a little bit with these values to
>> see what values are the best for my solution. I want to do this
>> interactive in my scene with an keyboard event. But I am not sure where
>> to place a new traverse of the scene so that the changes take effect.
>>
>> Robert Osfield schrieb:
>> > Hi Marcus,
>> >
>> > Could you post the changes to osgShadow that you had to make?
>> >
>> > W.r.t update callback, I'm not sure what you plan to update.  If you
>> > are just handling events and updating then just do the changes in the
>> > event handler.
>> >
>> > Robert.
>> >
>> > On 6/15/07, Marcus Fritzen <[EMAIL PROTECTED]> wrote:
>> >> Hello,
>> >> I have a little problem with updating values. What I have is a shadow
>> >> map and a corresponding shadowed scene. Now I want to play a
>> little bit
>> >> with the values for the ambient bias in the shadow map. Therefore I
>> >> augmented the osg shadow map with a setter and getter for this value.
>> >> This works fine. I also have an keyboardhandler which is working. My
>> >> question now is, where I have to put my update callback?? My code
>> looks
>> >> something like this:
>> >>
>> >> /// create new shadowed scene
>> >> osg::ref_ptr< osgShadow::ShadowedScene > shadowedScene = new
>> >> osgShadow::ShadowedScene;
>> >> shadowedScene->setRecievesShadowTraversalMask(
>> >> RecievesShadowTraversalMask );
>> >> shadowedScene->setCastsShadowTraversalMask(
>> CastsShadowTraversalMask );
>> >> ...
>> >>
>> >> /// set technique = shadow mapping
>> >> osg::ref_ptr< osgShadow::ShadowMap > sm = new osgShadow::ShadowMap;
>> >> sm->setAmbientBias( osg::Vec2( abx, aby ) );
>> >> shadowedScene->setShadowTechnique( sm.get() );
>> >> ...
>> >>
>> >> /// define a root node and add the shadowed scene and a light marker
>> >> osg::ref_ptr< osg::Group > root = new osg::Group();
>> >> root->addChild( shadowedScene.get() );
>> >>
>> >> /// set up keyboard handling
>> >> MyKeyBoardEventHandler *lightMoveHandler = new
>> MyKeyBoardEventHandler(
>> >> lInState );
>> >> viewer.addEventHandler( lightMoveHandler );
>> >>
>> >> What I tried is that I put an nodevisitor an the shadowedScene
>> like this
>> >> shadowedScene->setUpdateCallback ( myUpdate ). I passed an pointer of
>> >> the shadowmap above to myUpdate. In myUpdate then I overloaded the
>> >> operator function and set new values for the bias and traverse at the
>> >> end, but it wasn't working. Any idea what I have done wrong?
>> >>
>> >> Btw I have also an working update of a position with an
>> >> positionAttributeTransform, but I don't know how to transfer it to
>> >> single values.
>> >>
>> >> --
>> >> 
>> >> Marcus Fritzen  E-mail: [EMAIL PROTECTED]
>> >> University Koblenz
>> >> Triererstr. 105, 56072 Koblenz,
>> >> HIWI FB4 Herr Jackel
>> >> 
>> >>
>> >> ___
>> >> osg-users mailing list
>> >> osg-users@openscenegraph.net
>> >> http://openscenegraph.net/mailman/listinfo/osg-users
>> >> http://www.openscenegraph.org/
>> >>
>> > ___
>> > osg-users mailing list
>> > osg-users@openscenegraph.net
>> > http://openscenegraph.net/mailman/listinfo/osg-users
>> > http://www.openscenegraph.org/
>> >
>>
>> --
>> 
>> Marcus Fritzen  E-mail: [EMAIL PROTECTED]
>> University Koblenz 

Re: [osg-users] bug with static builds on windows

2007-06-15 Thread Stephan Huber

Robert Osfield schrieb:

Hi Stephan,

I think we'll need to do a purge on the static build issue after 2.0.
I have introduced a few additions to osgDB and osgViewer to help the
static build, but this hasn't been rolled out throughout the rest of
the plugins yet.  The Windows build problems also will need a couple
of rev's to get right.
that's ok with me. I'll send the modifications of the CMake-files over 
to osg-submissions, they work fine here, no more warnings. Again, thanks 
for the comments about osgstaticviewer, this solved the viewer-problems 
I had (for now only in release-mode, but I think I'll get the 
debug-build also running )


Stephan
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Mario Valle
Build Debug version (checkout today 13.51)

$ bin/osgintersectiond cow.osg
Warning: Could not find plugin to read objects from file "cow.osg".
No model loaded, please specify a valid model on the command line.

Idem for Release version. changing lib/osgPlugins-2.0.0 to lib/osgPlugins-2.0
fixes the problem

Ciao!
mario

Alberto Luaces wrote:
> Crash in osgintersection, Linux 64 bits:
> 
> ./osgintersection dumptruck.osg
> Intersection
> Computing LineOfSight
> Segmentation Fault (core dumped)
> 
> 
> (gdb) bt
> #0  0x2ad8a3ad11cd in osg::Matrixd::preMult () 
> from /home/alberto/usr/lib64/libosg.so.11
> #1  0x2ad8a3ad1634 in osg::operator* () 
> from /home/alberto/usr/lib64/libosg.so.11
> #2  0x2ad8a5114d02 in osgSim::LineOfSight::computeIntersections () 
> from /home/alberto/usr/lib64/libosgSim.so.11
> #3  0x004087e4 in main ()
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-- 
Ing. Mario Valle
Visualization Group  | http://www.cscs.ch/~mvalle
Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82

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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Paul Melis

Robert Osfield wrote:


On 6/15/07, Robert Osfield <[EMAIL PROTECTED]> wrote:


Ack... osgDB and the CMake build obviously have a different
intepretation of how to handle 2.0.0.  I'll look into this, it should
be straight forward to fix at my end...



I have fixed this by standardising the version name that
osgGetVersion() returns so that its the full thee digits i.e. 2.0.0
rather than 2.0.  This makes it consistent with CMake VERSION and
therefore the osgPlugins name.

Could people do an svn update to see if this fixes things.


It does for me

Paul



Cheers,
Robert.
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Robert Osfield

On 6/15/07, Can Özmen <[EMAIL PROTECTED]> wrote:

Hi Robert,

I'm encountering the following problems:

1) "osgdistortion --dome" produces artifacts (not including the gap
between the FBO boundaries). The cow alternates between drawn
perfectly normal and scattered all around. It sometimes magically
fixes itself when I press the 's' key, but not all the time.


This sounds like an OpenGL driver issue with FBO's.  The related code
hasn't change for quite some while, and works well across a range of
platforms... but.. this doesn't stop a dodgy drive spoiling the party
:-|



2) "osgintersection cow.osg" also crashes after the printing
'Computing LineOfSight'. The part of code that uses the
IntersectorGroup works fine.


I am looking into this one.

Robert.
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Robert Osfield

Hi Filip,

This crash looks like an issue with use of FBO's.  My guess is that it
is an OpenGL driver bug.

What hardware/driver version was it failing on?

Robert.

On 6/15/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

Just updated my OpenSceneGraph SVN and did a clean rebuild. After doing
so osgDepthShadow, osgImpostor, osgPrerender, osgRenderCubeMap,
osgSimulation examples crash in NVOpenGLPbuffer. Since this is a crash
in the Nvidia driver, I don't have much of a callstack worth looking at.
Funny thing is, I put the build on my removable disk and ran it on my
other computer all the examples run fine. I haven't had any problems
running on both computers on previous version(1.9.7). Both computers are
running Windows XP. The major difference is that one is 2xDualCore and
the other is SingleCore with hyper threading. The one crashing is the
DualCore machine.

Since nobody else has reported anything about this, I'm inclined to
think this might be a driver/configuration issue on my computer. I just
thought it was a bit weird that I had everyting running fine on my
prevoius build.


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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Robert Osfield

On 6/15/07, Robert Osfield <[EMAIL PROTECTED]> wrote:

Ack... osgDB and the CMake build obviously have a different
intepretation of how to handle 2.0.0.  I'll look into this, it should
be straight forward to fix at my end...


I have fixed this by standardising the version name that
osgGetVersion() returns so that its the full thee digits i.e. 2.0.0
rather than 2.0.  This makes it consistent with CMake VERSION and
therefore the osgPlugins name.

Could people do an svn update to see if this fixes things.

Cheers,
Robert.
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Robert Osfield

Hi Paul,

On 6/15/07, Paul Melis <[EMAIL PROTECTED]> wrote:

Hmm, I just compiled and installed from SVN and have the following
problem: plugins can't seem to be found, as they are installed in a
osgPlugins-2.0.0 directory, while osgviewer tries to find them in
osgPlugins-2.0 (as reported by strace).


Ack... osgDB and the CMake build obviously have a different
intepretation of how to handle 2.0.0.  I'll look into this, it should
be straight forward to fix at my end...

Robert.
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Re: [osg-users] Update of values

2007-06-15 Thread Marcus Fritzen
Of course I can ;) Attached are the modified ShadowMap files and zipped 
my project file, I was not sure if you want them, too. I hope that you 
have understood what my problem is.


Robert Osfield schrieb:

Could you send me full files please :-)

On 6/15/07, Marcus Fritzen <[EMAIL PROTECTED]> wrote:

It is quite the same like setting the textureunit. In the header it is
the following:

/** Set the values for the ambient bias the shader will use.*/
void setAmbientBias(osg::Vec2 ambientBias );

/** Get the values that are used for the ambient bias in the shader.*/
osg::Vec2 getAmbientBias() const { return _ambientBias; }

protected member: osg::Vec2 _ambientBias;

and in the source:

void ShadowMap::setAmbientBias(osg::Vec2 ambientBias)
{
_ambientBias = ambientBias;
}
...
and instead of passing a fixed value as uniform for ambient bias, I now
pass the _ambientBias in the ShadowMap::init().

That's all, I have changed. So now I can set the value for the ambient
bias. What I now want to do is to play a little bit with these values to
see what values are the best for my solution. I want to do this
interactive in my scene with an keyboard event. But I am not sure where
to place a new traverse of the scene so that the changes take effect.

Robert Osfield schrieb:
> Hi Marcus,
>
> Could you post the changes to osgShadow that you had to make?
>
> W.r.t update callback, I'm not sure what you plan to update.  If you
> are just handling events and updating then just do the changes in the
> event handler.
>
> Robert.
>
> On 6/15/07, Marcus Fritzen <[EMAIL PROTECTED]> wrote:
>> Hello,
>> I have a little problem with updating values. What I have is a shadow
>> map and a corresponding shadowed scene. Now I want to play a 
little bit

>> with the values for the ambient bias in the shadow map. Therefore I
>> augmented the osg shadow map with a setter and getter for this value.
>> This works fine. I also have an keyboardhandler which is working. My
>> question now is, where I have to put my update callback?? My code 
looks

>> something like this:
>>
>> /// create new shadowed scene
>> osg::ref_ptr< osgShadow::ShadowedScene > shadowedScene = new
>> osgShadow::ShadowedScene;
>> shadowedScene->setRecievesShadowTraversalMask(
>> RecievesShadowTraversalMask );
>> shadowedScene->setCastsShadowTraversalMask( 
CastsShadowTraversalMask );

>> ...
>>
>> /// set technique = shadow mapping
>> osg::ref_ptr< osgShadow::ShadowMap > sm = new osgShadow::ShadowMap;
>> sm->setAmbientBias( osg::Vec2( abx, aby ) );
>> shadowedScene->setShadowTechnique( sm.get() );
>> ...
>>
>> /// define a root node and add the shadowed scene and a light marker
>> osg::ref_ptr< osg::Group > root = new osg::Group();
>> root->addChild( shadowedScene.get() );
>>
>> /// set up keyboard handling
>> MyKeyBoardEventHandler *lightMoveHandler = new 
MyKeyBoardEventHandler(

>> lInState );
>> viewer.addEventHandler( lightMoveHandler );
>>
>> What I tried is that I put an nodevisitor an the shadowedScene 
like this

>> shadowedScene->setUpdateCallback ( myUpdate ). I passed an pointer of
>> the shadowmap above to myUpdate. In myUpdate then I overloaded the
>> operator function and set new values for the bias and traverse at the
>> end, but it wasn't working. Any idea what I have done wrong?
>>
>> Btw I have also an working update of a position with an
>> positionAttributeTransform, but I don't know how to transfer it to
>> single values.
>>
>> --
>> 
>> Marcus Fritzen  E-mail: [EMAIL PROTECTED]
>> University Koblenz
>> Triererstr. 105, 56072 Koblenz,
>> HIWI FB4 Herr Jackel
>> 
>>
>> ___
>> osg-users mailing list
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>> http://openscenegraph.net/mailman/listinfo/osg-users
>> http://www.openscenegraph.org/
>>
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>

--

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University Koblenz  Mobil:  +491786867360
Triererstr. 105, 56072 Koblenz,
HIWI FB4 Herr Jackel


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[osg-users] New QuickStart Guide download on Lulu?

2007-06-15 Thread McGlone, James C.


I'm probably not the first to notice this, but it appears that the free
downloadable QSG on Lulu is the old version. 

Chris

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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Alberto Luaces
El Viernes 15 Junio 2007, Robert Osfield escribió:
> > As a side note, I noticed that in the latest version I have to add to the
> > environment variable LD_LIBRARY_PATH not only the location of the OSG
> > libraries, but also the plugins' location. Is this behaviour intended?
>
> On 64 bit linux systems the OSG installs into the /usr/local/lib64
> directory.  I seems on some distributions that /usr/local/lib64 isn't
> part of the standard paths so you have to add it.  Argg...
>
> Its good practice to keep 32 bit libs separate from 64 bit ones so I
> believe the OSG is doing the right thing.  You can override the lib
> post fix if you wish though.

Sorry, I didn't express myself correctly. I'm compiling and installing SVN 
versions on my home directory, so after installing I have to specify the 
place where I put the OSG libraries. What differs from 1.9.8 to 2.0 is that 
in the latter I have to specify *in addition* where the plugins are located. 

In your system, do you explicitly mention your lib64/osgPlugins-2.0.0 
directory on your library path?

P.S.: Seems Paul Mellis found the bug: " plugins can't seem to be found, as 
they are installed in a osgPlugins-2.0.0 directory, while osgviewer tries to 
find them in osgPlugins-2.0 (as reported by strace)."
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Re: [osg-users] News item for 2.0 needs work...

2007-06-15 Thread Paul Melis

Robert Osfield wrote:


I have started hacking together a press release for 2.0.

http://www.openscenegraph.com/osgwiki/pmwiki.php/News/News

Its not finished, and me being me it'll be a bit crap and in need of
tender loving care of someone who can spell and use English grammar
properly.

Anyway, if we a good at this type of thing and are able to help out
then step forward.  Might save my poor RSI burdened wrists a bit of
pain too.


I'd be happy to take a look at it and fix any spelling/grammar things.

Paul



Cheers,
Robert.
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RE: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread filip.holm
Just updated my OpenSceneGraph SVN and did a clean rebuild. After doing
so osgDepthShadow, osgImpostor, osgPrerender, osgRenderCubeMap,
osgSimulation examples crash in NVOpenGLPbuffer. Since this is a crash
in the Nvidia driver, I don't have much of a callstack worth looking at.
Funny thing is, I put the build on my removable disk and ran it on my
other computer all the examples run fine. I haven't had any problems
running on both computers on previous version(1.9.7). Both computers are
running Windows XP. The major difference is that one is 2xDualCore and
the other is SingleCore with hyper threading. The one crashing is the
DualCore machine.

Since nobody else has reported anything about this, I'm inclined to
think this might be a driver/configuration issue on my computer. I just
thought it was a bit weird that I had everyting running fine on my
prevoius build. 

 
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Can Özmen

Hi Robert,

I'm encountering the following problems:

1) "osgdistortion --dome" produces artifacts (not including the gap
between the FBO boundaries). The cow alternates between drawn
perfectly normal and scattered all around. It sometimes magically
fixes itself when I press the 's' key, but not all the time.

2) "osgintersection cow.osg" also crashes after the printing
'Computing LineOfSight'. The part of code that uses the
IntersectorGroup works fine.

Here is my system:
Win XP x64 - VS 2005
2 Opterons - Quadro FX 4500

Regards,
can.

On 6/15/07, Mario Valle <[EMAIL PROTECTED]> wrote:

Also on Linux 32 (but with 1.9.8)
$ ./osgintersection cow.osg
Intersection
Computing LineOfSight
Segmentation fault
$

Alberto Luaces wrote:
> Crash in osgintersection, Linux 64 bits:
>
> ./osgintersection dumptruck.osg
> Intersection
> Computing LineOfSight
> Segmentation Fault (core dumped)
>
>
> (gdb) bt
> #0  0x2ad8a3ad11cd in osg::Matrixd::preMult ()
> from /home/alberto/usr/lib64/libosg.so.11
> #1  0x2ad8a3ad1634 in osg::operator* ()
> from /home/alberto/usr/lib64/libosg.so.11
> #2  0x2ad8a5114d02 in osgSim::LineOfSight::computeIntersections ()
> from /home/alberto/usr/lib64/libosgSim.so.11
> #3  0x004087e4 in main ()
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--
Ing. Mario Valle
Visualization Group  | http://www.cscs.ch/~mvalle
Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
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--
Can Ozmen

Computer Graphics Lab.
Sabanci University, Turkey

phone: +(90) 216 483 9000 ext 2321
http://graphics.sabanciuniv.edu
http://students.sabanciuniv.edu/~canozmen
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Paul Melis
Hmm, I just compiled and installed from SVN and have the following 
problem: plugins can't seem to be found, as they are installed in a 
osgPlugins-2.0.0 directory, while osgviewer tries to find them in 
osgPlugins-2.0 (as reported by strace).


Paul

Robert Osfield wrote:


Hi All,

It would seem that 1.9.9 went OK on the major platforms.  I've been
fixing a few features today, as well as updating some shaders in the
OpenSceneGraph-Data, and have merged an few submissions from users.
These changes need testing so I'd appreciate if you could suffer me
one more time, and test test test ;-)

Many thanks for your assistance,
Robert.
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[osg-users] News item for 2.0 needs work...

2007-06-15 Thread Robert Osfield

Hi All,

I have started hacking together a press release for 2.0.

http://www.openscenegraph.com/osgwiki/pmwiki.php/News/News

Its not finished, and me being me it'll be a bit crap and in need of
tender loving care of someone who can spell and use English grammar
properly.

Anyway, if we a good at this type of thing and are able to help out
then step forward.  Might save my poor RSI burdened wrists a bit of
pain too.

Cheers,
Robert.
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Robert Osfield

On 6/15/07, Alberto Luaces <[EMAIL PROTECTED]> wrote:

I can no longer reproduce the crash, seems fixed.


Thanks fort the testing.


As a side note, I noticed that in the latest version I have to add to the
environment variable LD_LIBRARY_PATH not only the location of the OSG
libraries, but also the plugins' location. Is this behaviour intended?


On 64 bit linux systems the OSG installs into the /usr/local/lib64
directory.  I seems on some distributions that /usr/local/lib64 isn't
part of the standard paths so you have to add it.  Argg...

Its good practice to keep 32 bit libs separate from 64 bit ones so I
believe the OSG is doing the right thing.  You can override the lib
post fix if you wish though.

Robert.
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Alberto Luaces
Crash in osgintersection, Linux 64 bits:

./osgintersection dumptruck.osg
Intersection
Computing LineOfSight
Segmentation Fault (core dumped)


(gdb) bt
#0  0x2ad8a3ad11cd in osg::Matrixd::preMult () 
from /home/alberto/usr/lib64/libosg.so.11
#1  0x2ad8a3ad1634 in osg::operator* () 
from /home/alberto/usr/lib64/libosg.so.11
#2  0x2ad8a5114d02 in osgSim::LineOfSight::computeIntersections () 
from /home/alberto/usr/lib64/libosgSim.so.11
#3  0x004087e4 in main ()
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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Alberto Luaces
El Viernes 15 Junio 2007, Robert Osfield escribió:
> On 6/14/07, Jeremy L. Moles <[EMAIL PROTECTED]> wrote:
> > Did you guys get to reproduce the Trackball crash? Anyone on Linux using
> > 1.9.7+ can help confirm it... to reiterate:
> >
> > While using osgviewer, press the left mouse button _immediately_
> > followed by the space bar. It may take a few tries, but it will
> > eventually crash. If your timing isn't right, just go crazy pressing
> > both the left mouse and spacebar.
>
> Reproduced...
>
> Fixed...
>
> Checked in :-)
>
> Please test!!

I can no longer reproduce the crash, seems fixed.

As a side note, I noticed that in the latest version I have to add to the 
environment variable LD_LIBRARY_PATH not only the location of the OSG 
libraries, but also the plugins' location. Is this behaviour intended?
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Re: [osg-users] Re: Problem in displaying .tif image through Re: Problem in displaying .tif image through osgViewer (Paul Melis)

2007-06-15 Thread Paul Melis

Anurag M wrote:


Actually its not true that its a blank image because
I opened it through ERDAS as well as through NV
software it is displaying properly. 

Hmm, well that may be because the GIMP isn't really suited to handle 16 
bit images.

But it should convert to 8 bit at load time.

Paul
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Re: [osg-users] Update of values

2007-06-15 Thread Robert Osfield

Could you send me full files please :-)

On 6/15/07, Marcus Fritzen <[EMAIL PROTECTED]> wrote:

It is quite the same like setting the textureunit. In the header it is
the following:

/** Set the values for the ambient bias the shader will use.*/
void setAmbientBias(osg::Vec2 ambientBias );

/** Get the values that are used for the ambient bias in the shader.*/
osg::Vec2 getAmbientBias() const { return _ambientBias; }

protected member: osg::Vec2 _ambientBias;

and in the source:

void ShadowMap::setAmbientBias(osg::Vec2 ambientBias)
{
_ambientBias = ambientBias;
}
...
and instead of passing a fixed value as uniform for ambient bias, I now
pass the _ambientBias in the ShadowMap::init().

That's all, I have changed. So now I can set the value for the ambient
bias. What I now want to do is to play a little bit with these values to
see what values are the best for my solution. I want to do this
interactive in my scene with an keyboard event. But I am not sure where
to place a new traverse of the scene so that the changes take effect.

Robert Osfield schrieb:
> Hi Marcus,
>
> Could you post the changes to osgShadow that you had to make?
>
> W.r.t update callback, I'm not sure what you plan to update.  If you
> are just handling events and updating then just do the changes in the
> event handler.
>
> Robert.
>
> On 6/15/07, Marcus Fritzen <[EMAIL PROTECTED]> wrote:
>> Hello,
>> I have a little problem with updating values. What I have is a shadow
>> map and a corresponding shadowed scene. Now I want to play a little bit
>> with the values for the ambient bias in the shadow map. Therefore I
>> augmented the osg shadow map with a setter and getter for this value.
>> This works fine. I also have an keyboardhandler which is working. My
>> question now is, where I have to put my update callback?? My code looks
>> something like this:
>>
>> /// create new shadowed scene
>> osg::ref_ptr< osgShadow::ShadowedScene > shadowedScene = new
>> osgShadow::ShadowedScene;
>> shadowedScene->setRecievesShadowTraversalMask(
>> RecievesShadowTraversalMask );
>> shadowedScene->setCastsShadowTraversalMask( CastsShadowTraversalMask );
>> ...
>>
>> /// set technique = shadow mapping
>> osg::ref_ptr< osgShadow::ShadowMap > sm = new osgShadow::ShadowMap;
>> sm->setAmbientBias( osg::Vec2( abx, aby ) );
>> shadowedScene->setShadowTechnique( sm.get() );
>> ...
>>
>> /// define a root node and add the shadowed scene and a light marker
>> osg::ref_ptr< osg::Group > root = new osg::Group();
>> root->addChild( shadowedScene.get() );
>>
>> /// set up keyboard handling
>> MyKeyBoardEventHandler *lightMoveHandler = new MyKeyBoardEventHandler(
>> lInState );
>> viewer.addEventHandler( lightMoveHandler );
>>
>> What I tried is that I put an nodevisitor an the shadowedScene like this
>> shadowedScene->setUpdateCallback ( myUpdate ). I passed an pointer of
>> the shadowmap above to myUpdate. In myUpdate then I overloaded the
>> operator function and set new values for the bias and traverse at the
>> end, but it wasn't working. Any idea what I have done wrong?
>>
>> Btw I have also an working update of a position with an
>> positionAttributeTransform, but I don't know how to transfer it to
>> single values.
>>
>> --
>> 
>> Marcus Fritzen  E-mail: [EMAIL PROTECTED]
>> University Koblenz
>> Triererstr. 105, 56072 Koblenz,
>> HIWI FB4 Herr Jackel
>> 
>>
>> ___
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>>
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>

--

Marcus Fritzen  E-mail: [EMAIL PROTECTED]
University Koblenz  Mobil:  +491786867360
Triererstr. 105, 56072 Koblenz,
HIWI FB4 Herr Jackel


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[osg-users] Wiki problems

2007-06-15 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello,

I wanted to add some screenshots from our projects to the wiki, however
I am not able to do so. Whenever I click Save or Preview, the page just
reverts to the previous state and my changes are lost. Is the wiki
locked somehow?

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFGcl8nn11XseNj94gRAtiwAKDgxOexsS8TnYjKYLDJOmEeyunOEQCgrumN
ODS0tIz9/KhsEOH0Sss/0pk=
=L8ab
-END PGP SIGNATURE-
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Re: [osg-users] Update of values

2007-06-15 Thread Marcus Fritzen
It is quite the same like setting the textureunit. In the header it is 
the following:


/** Set the values for the ambient bias the shader will use.*/
void setAmbientBias(osg::Vec2 ambientBias );
  
/** Get the values that are used for the ambient bias in the shader.*/

osg::Vec2 getAmbientBias() const { return _ambientBias; }

protected member: osg::Vec2 _ambientBias;

and in the source:

void ShadowMap::setAmbientBias(osg::Vec2 ambientBias)
{
   _ambientBias = ambientBias;
}
...
and instead of passing a fixed value as uniform for ambient bias, I now 
pass the _ambientBias in the ShadowMap::init().


That's all, I have changed. So now I can set the value for the ambient 
bias. What I now want to do is to play a little bit with these values to 
see what values are the best for my solution. I want to do this 
interactive in my scene with an keyboard event. But I am not sure where 
to place a new traverse of the scene so that the changes take effect.


Robert Osfield schrieb:

Hi Marcus,

Could you post the changes to osgShadow that you had to make?

W.r.t update callback, I'm not sure what you plan to update.  If you
are just handling events and updating then just do the changes in the
event handler.

Robert.

On 6/15/07, Marcus Fritzen <[EMAIL PROTECTED]> wrote:

Hello,
I have a little problem with updating values. What I have is a shadow
map and a corresponding shadowed scene. Now I want to play a little bit
with the values for the ambient bias in the shadow map. Therefore I
augmented the osg shadow map with a setter and getter for this value.
This works fine. I also have an keyboardhandler which is working. My
question now is, where I have to put my update callback?? My code looks
something like this:

/// create new shadowed scene
osg::ref_ptr< osgShadow::ShadowedScene > shadowedScene = new
osgShadow::ShadowedScene;
shadowedScene->setRecievesShadowTraversalMask(
RecievesShadowTraversalMask );
shadowedScene->setCastsShadowTraversalMask( CastsShadowTraversalMask );
...

/// set technique = shadow mapping
osg::ref_ptr< osgShadow::ShadowMap > sm = new osgShadow::ShadowMap;
sm->setAmbientBias( osg::Vec2( abx, aby ) );
shadowedScene->setShadowTechnique( sm.get() );
...

/// define a root node and add the shadowed scene and a light marker
osg::ref_ptr< osg::Group > root = new osg::Group();
root->addChild( shadowedScene.get() );

/// set up keyboard handling
MyKeyBoardEventHandler *lightMoveHandler = new MyKeyBoardEventHandler(
lInState );
viewer.addEventHandler( lightMoveHandler );

What I tried is that I put an nodevisitor an the shadowedScene like this
shadowedScene->setUpdateCallback ( myUpdate ). I passed an pointer of
the shadowmap above to myUpdate. In myUpdate then I overloaded the
operator function and set new values for the bias and traverse at the
end, but it wasn't working. Any idea what I have done wrong?

Btw I have also an working update of a position with an
positionAttributeTransform, but I don't know how to transfer it to
single values.

--

Marcus Fritzen  E-mail: [EMAIL PROTECTED]
University Koblenz
Triererstr. 105, 56072 Koblenz,
HIWI FB4 Herr Jackel


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--

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University Koblenz  Mobil:  +491786867360
Triererstr. 105, 56072 Koblenz, 
HIWI FB4 Herr Jackel


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Re: [osg-users] Update of values

2007-06-15 Thread Robert Osfield

Hi Marcus,

Could you post the changes to osgShadow that you had to make?

W.r.t update callback, I'm not sure what you plan to update.  If you
are just handling events and updating then just do the changes in the
event handler.

Robert.

On 6/15/07, Marcus Fritzen <[EMAIL PROTECTED]> wrote:

Hello,
I have a little problem with updating values. What I have is a shadow
map and a corresponding shadowed scene. Now I want to play a little bit
with the values for the ambient bias in the shadow map. Therefore I
augmented the osg shadow map with a setter and getter for this value.
This works fine. I also have an keyboardhandler which is working. My
question now is, where I have to put my update callback?? My code looks
something like this:

/// create new shadowed scene
osg::ref_ptr< osgShadow::ShadowedScene > shadowedScene = new
osgShadow::ShadowedScene;
shadowedScene->setRecievesShadowTraversalMask(
RecievesShadowTraversalMask );
shadowedScene->setCastsShadowTraversalMask( CastsShadowTraversalMask );
...

/// set technique = shadow mapping
osg::ref_ptr< osgShadow::ShadowMap > sm = new osgShadow::ShadowMap;
sm->setAmbientBias( osg::Vec2( abx, aby ) );
shadowedScene->setShadowTechnique( sm.get() );
...

/// define a root node and add the shadowed scene and a light marker
osg::ref_ptr< osg::Group > root = new osg::Group();
root->addChild( shadowedScene.get() );

/// set up keyboard handling
MyKeyBoardEventHandler *lightMoveHandler = new MyKeyBoardEventHandler(
lInState );
viewer.addEventHandler( lightMoveHandler );

What I tried is that I put an nodevisitor an the shadowedScene like this
shadowedScene->setUpdateCallback ( myUpdate ). I passed an pointer of
the shadowmap above to myUpdate. In myUpdate then I overloaded the
operator function and set new values for the bias and traverse at the
end, but it wasn't working. Any idea what I have done wrong?

Btw I have also an working update of a position with an
positionAttributeTransform, but I don't know how to transfer it to
single values.

--

Marcus Fritzen  E-mail: [EMAIL PROTECTED]
University Koblenz
Triererstr. 105, 56072 Koblenz,
HIWI FB4 Herr Jackel


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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Robert Osfield

On 6/14/07, Jeremy L. Moles <[EMAIL PROTECTED]> wrote:

Did you guys get to reproduce the Trackball crash? Anyone on Linux using
1.9.7+ can help confirm it... to reiterate:

While using osgviewer, press the left mouse button _immediately_
followed by the space bar. It may take a few tries, but it will
eventually crash. If your timing isn't right, just go crazy pressing
both the left mouse and spacebar.


Reproduced...

Fixed...

Checked in :-)

Please test!!
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[osg-users] Update of values

2007-06-15 Thread Marcus Fritzen

Hello,
I have a little problem with updating values. What I have is a shadow 
map and a corresponding shadowed scene. Now I want to play a little bit 
with the values for the ambient bias in the shadow map. Therefore I 
augmented the osg shadow map with a setter and getter for this value. 
This works fine. I also have an keyboardhandler which is working. My 
question now is, where I have to put my update callback?? My code looks 
something like this:


/// create new shadowed scene
osg::ref_ptr< osgShadow::ShadowedScene > shadowedScene = new 
osgShadow::ShadowedScene;
shadowedScene->setRecievesShadowTraversalMask( 
RecievesShadowTraversalMask );

shadowedScene->setCastsShadowTraversalMask( CastsShadowTraversalMask );
...

/// set technique = shadow mapping
osg::ref_ptr< osgShadow::ShadowMap > sm = new osgShadow::ShadowMap;
sm->setAmbientBias( osg::Vec2( abx, aby ) );
shadowedScene->setShadowTechnique( sm.get() );
...

/// define a root node and add the shadowed scene and a light marker
osg::ref_ptr< osg::Group > root = new osg::Group();
root->addChild( shadowedScene.get() );

/// set up keyboard handling
MyKeyBoardEventHandler *lightMoveHandler = new MyKeyBoardEventHandler( 
lInState );

viewer.addEventHandler( lightMoveHandler );

What I tried is that I put an nodevisitor an the shadowedScene like this 
shadowedScene->setUpdateCallback ( myUpdate ). I passed an pointer of 
the shadowmap above to myUpdate. In myUpdate then I overloaded the 
operator function and set new values for the bias and traverse at the 
end, but it wasn't working. Any idea what I have done wrong?


Btw I have also an working update of a position with an 
positionAttributeTransform, but I don't know how to transfer it to 
single values.


--

Marcus Fritzen  E-mail: [EMAIL PROTECTED]
University Koblenz  
Triererstr. 105, 56072 Koblenz, 
HIWI FB4 Herr Jackel


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Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)

2007-06-15 Thread Robert Osfield

Hi Gazi,

In the rencent thread "Compiling osgviewerQT using Qt 4.3.0 under
Linux", Oleg and I got things compiling under Linux with Qt3 and Qt4.
The examples CMakeLists.txt does have a include for QT, the value of
it will derived from CMake FindQt.cmake module, in your case it looks
to be failing.

So the question has to be why the FindQt.cmake is failing.  Which
version of CMake do you have?  How did you go about installing Qt?

Robert.

On 6/15/07, Gazi Alankus <[EMAIL PROTECTED]> wrote:

I'm not sure if this is something that I'm missing, but here it goes
since release is almost here. While making:

Scanning dependencies of target example_osgviewerQT
[100%] Building CXX object
examples/osgviewerQT/CMakeFiles/example_osgviewerQT.dir/osgviewerQT.o
/usr/src/osgnew/OpenSceneGraph/examples/osgviewerQT/osgviewerQT.cpp:27:30:
error: QtCore/QString: No such file or directory

and other Qt headers. QString is in /usr/include/qt4/QtCore/QString. I
think /usr/include/qt4 needs to be included in the -I dirs somehow.
I'm on Gentoo with qt-4.3.0.

-Gazi


On 14/06/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi All,
>
> It would seem that 1.9.9 went OK on the major platforms.  I've been
> fixing a few features today, as well as updating some shaders in the
> OpenSceneGraph-Data, and have merged an few submissions from users.
> These changes need testing so I'd appreciate if you could suffer me
> one more time, and test test test ;-)
>
> Many thanks for your assistance,
> Robert.
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[osg-users] RE: OT: Unable to execute .exe files (Thrall, Bryan)

2007-06-15 Thread Quinn, Gary

Anders Backman wrote on Thursday, June 14, 2007 1:47 PM:
> Hi all.
> 
> I have a really tricky question regarding distribution of .exe/.dll
> files under windows XP.
> 
> snip snip...
> 
> Anyone experienced this before?

Hi Anders.

I'm sorry I don't have a solution, but yes, I have experienced this.

I compiled a project on a Vista box with VS2005 SP1.  The exe file
ran ok on the Vista box, but an XP box wouldn't recognise the file
as being an executable.

I haven't had chance to experiment yet.

Gary.

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Re: [osg-users] bug with static builds on windows

2007-06-15 Thread Robert Osfield

Hi Stephan,

I think we'll need to do a purge on the static build issue after 2.0.
I have introduced a few additions to osgDB and osgViewer to help the
static build, but this hasn't been rolled out throughout the rest of
the plugins yet.  The Windows build problems also will need a couple
of rev's to get right.

Robert.

On 6/15/07, Stephan Huber <[EMAIL PROTECTED]> wrote:

Hi Robert,

Robert Osfield schrieb:
>  look at osgstaticviewer, you'll see extras
> added to the CMakeLists.txt and the source code to get the plugins and
> osgViewer to work.
thanks for the suggestions, I'll have a look today.

I've spend some time investigating the CMakeLists.txt for osg/osgDB etc
and I think there is something missing for windows.

example:
IF   (DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSG_LIBRARY)
ELSE (DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
ENDIF(DYNAMIC_OPENSCENEGRAPH)

I think, this should be changed to

IF   (DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSG_LIBRARY)
ELSE (DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
ADD_DEFINITIONS(-DOT_LIBRARY_STATIC)
ENDIF(DYNAMIC_OPENSCENEGRAPH)


because osg includes some of the OpenThreads-header, and without the
additional define, they get included with this decls-stuff, needed for
dll-generation which will be the cause for lots of warnings when linking
the final app.

On Linux both defines are a no-op, because the header and function/class
definitions do not change if they get included for static or for dynamic
builds.

I'll modify my CMakeLists.txt and try a build, and report back success,
when I am again in front of a windows-machine.

thanks again,
Stephan
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Re: [osg-users] osgviewerMFC and Visual Studio Express

2007-06-15 Thread Robert Osfield

Hi J-S,

This is too late in the day to introduce significant additions to the
CMake build, as it'll force us to do a full round of testing again and
may introduce unforseen problems.

Addeding aa option to disable/enable the MFC example build will
probably be the line of least resistance right now.

Robert.

On 6/15/07, Jean-Sébastien Guay <[EMAIL PROTECTED]> wrote:

Replying to myself again, ah the joys of being in a different time
zone than the principal developer(s)...

> So the options seem to be:
> [...]
> 2. Ask the CMake developers to add a check for Visual Studio Express in
> the FindMFC.cmake module. How they would do it, I don't know, neither
> do I know how much time that could take.
> [...]

Instead of this, I hacked my own FindVCExpress module. This way, the
test for including the osgviewerMFC example becomes:

FIND_PACKAGE(MFC) # includes a test for WIN32.
FIND_PACKAGE(VCExpress)
IF (MFC_FOUND AND NOT MSVC80EXPRESS)
 ADD_SUBDIRECTORY(osgviewerMFC)
ENDIF (MFC_FOUND AND NOT MSVC80EXPRESS)

Tested on a machine which has only the Express Edition, and another
that has only the Professional Edition. Works as expected in both cases.

One problem would be if both are present, it will not include the MFC
example. The workaround is not trivial (look for all other VC++
versions, and if found, keep the MFC example even if Express is also
installed). Even then, it's not perfect, because if the generated
project files are used in the Express version... So I think not
checking that fringe case is good enough for now.

Or maybe we should add an advanced option to force inclusion of the
MFC example even if the tests fail?

Comments?

I have attached the modified examples/CMakeLists.txt and the
FindVCExpress.cmake module.

Thanks,

J-S
--
__
Jean-Sebastien Guay [EMAIL PROTECTED]
 http://whitestar02.webhop.org/


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Re: [osg-users] [help] osgProducer was gone.

2007-06-15 Thread Robert Osfield

On 6/15/07, Doug McCorkle <[EMAIL PROTECTED]> wrote:

You might want to give ProducerOSG a try. I am sure the folks on the
producer users list could give you some insight on converting to the
new library.


Convert to osgViewer or ProducerOSG... let me see

Which do you think supports the core OSG better??

Which do you think has a wider range of usage models??

Which do you think has a wider range of threading models??

Which do you think have fewer external dependencies???

Which do you think has less duplicate maths, and memory management classes??

osgViewer exists to make end OSG users lives easier by delivering all
of the above.

Robert.
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Re: [osg-users] Re: Problem in displaying .tif image through Re: Problem in displaying .tif image through osgViewer (Paul Melis)

2007-06-15 Thread Robert Osfield

The SVN, 1.9.x version of the OSG have 16bit tiff reading fixed.

On 6/15/07, Anurag M <[EMAIL PROTECTED]> wrote:

 Dear Mr. Poul,
 Thanks for the response.
 Actually its not true that its a blank image because
I opened it through ERDAS as well as through NV
software it is displaying properly. It may possible
that there may be some unknoun tags. If possible can
you please tell me what are the wrong fields I
updated. It is giving problem with only 16-bit data.
8bit data is displaying properly.
Thanks,
Anurag




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Re: [osg-users] ViewerEventHandlers or HelpHandler/StatsHandler in osgViewer?

2007-06-15 Thread Robert Osfield

On 6/15/07, Hartmut Seichter <[EMAIL PROTECTED]> wrote:

Same as above - clarified now for me.

Still I would like to remind Robert to fix the missing namespace
qualifiers I found in a few places as they break with SWIG and I suppose
should actually also break with fully compliant compilers.


I have to know about problems to fix them I have done a number of
calls for testing and things have looked OK across a range of
platforms, but if things are tested then I don't get to hear about
potential problems.   So... if there are problems just keep posting
them.
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Re: [osg-users] bug with static builds on windows

2007-06-15 Thread Stephan Huber

Hi Robert,

Robert Osfield schrieb:

 look at osgstaticviewer, you'll see extras
added to the CMakeLists.txt and the source code to get the plugins and
osgViewer to work.

thanks for the suggestions, I'll have a look today.

I've spend some time investigating the CMakeLists.txt for osg/osgDB etc 
and I think there is something missing for windows.


example:
IF   (DYNAMIC_OPENSCENEGRAPH)
   ADD_DEFINITIONS(-DOSG_LIBRARY)
ELSE (DYNAMIC_OPENSCENEGRAPH)
   ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
ENDIF(DYNAMIC_OPENSCENEGRAPH)

I think, this should be changed to

IF   (DYNAMIC_OPENSCENEGRAPH)
   ADD_DEFINITIONS(-DOSG_LIBRARY)
ELSE (DYNAMIC_OPENSCENEGRAPH)
   ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
   ADD_DEFINITIONS(-DOT_LIBRARY_STATIC)
ENDIF(DYNAMIC_OPENSCENEGRAPH)


because osg includes some of the OpenThreads-header, and without the 
additional define, they get included with this decls-stuff, needed for 
dll-generation which will be the cause for lots of warnings when linking 
the final app.


On Linux both defines are a no-op, because the header and function/class 
definitions do not change if they get included for static or for dynamic 
builds.


I'll modify my CMakeLists.txt and try a build, and report back success, 
when I am again in front of a windows-machine.


thanks again,
Stephan
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