RE: [osg-users] OpenSceneGraph-2.0 released!!!
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 > > ___ > 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/
[osg-users] IntersectionVisitor with Eye/View information
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() ); for(unsigned int i=0; i___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] OpenSceneGraph-2.0 released!!!
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...
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 ! -- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OpenSceneGraph-2.0 released!!!
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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFGcvGUn11XseNj94gRAkeRAJ0SFgdCcJJe/AGQCZzoXxSSbyN8BQCghVGL bY/5Ah68Jv+czenjrvsnB8w= =BrWZ -END PGP SIGNATURE- ___ 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/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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 > ___ > 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/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI shows up when rendering text
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 > ___ > osg-users mailing list > osg-users@openscenegraph.net > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > -- 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
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- 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/
Re: [osg-users] osgviewerMFC and Visual Studio Express
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 ;-( ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OpenSceneGraph-2.0 released!!!
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFGcvGUn11XseNj94gRAkeRAJ0SFgdCcJJe/AGQCZzoXxSSbyN8BQCghVGL bY/5Ah68Jv+czenjrvsnB8w= =BrWZ -END PGP SIGNATURE- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] freetype plugin error
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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 > ___ > 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/
RE: [osg-users] OpenSceneGraph-2.0 released!!!
> 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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI shows up when rendering text
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Don't read until tomorrow :)
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OpenSceneGraph-2.0 released!!!
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] osgshadow objects are black now
El Viernes 15 Junio 2007, Paul Melis escribió: > Are they completely black when viewed from all sides? Yes. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] CEGUI shows up when rendering text
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/
Re: [osg-users] OpenSceneGraph-2.0 released!!!
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[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/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 :-)
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/ > ___ 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/
[osg-users] Re: Plugin loading in cygwin
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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/ > > > ___ > 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/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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" ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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 :-) ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] News item for 2.0 needs work...
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. > ___ > 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/
RE: [osg-users] News item for 2.0 needs work...
"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. > ___ > 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/
Re: [osg-users] [help] osgProducer was gone.
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFGcrgvn11XseNj94gRAlUUAJ4v2SCc1Ohyomhfr5zmErFdZKsUDQCeNdvo bPM1ht+ku1yyyAo77Ccxcjo= =KxOB -END PGP SIGNATURE- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] I'm ready to tag... but do you think the code is... :-)
Just updated and compiled and everything seems to work fine (with my apps, not tested the examples). Under WinXP and VS2005 SP1. -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] I'm ready to tag... but do you think the code is... :-)
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] I'm ready to tag... but do you think the code is... :-)
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] I'm ready to tag... but do you think the code is... :-)
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] osgshadow objects are black now
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] osgshadow objects are black now
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] osgviewerMFC and Visual Studio Express
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) ___ 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/
RE: [osg-users] New QuickStart Guide download on Lulu?
> 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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] The Updated web site.
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 > ___ > 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/
Re: [osg-users] osgshadow objects are black now
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 > ___ > osg-users mailing list > osg-users@openscenegraph.net > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > -- 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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] osgshadow objects are black now
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 ___ 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/
Re: [osg-users] osgshadow objects are black now
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 > ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] osgshadow objects are black now
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] osgshadow objects are black now
./osgshadow show entirely black objects now. Linux 32, GeForce 6800 GS driver version: 8762 checkout today h15:36 Sorry for mixing threads. mario -- 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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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. ___ 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/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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. >> ___ >> 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/ > -- 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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Wiki problems
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFGcpTgn11XseNj94gRAhUqAKCaan5fxWmxidj7IkHZTV8IirvRDQCeNPY9 tzCgEVKkfZrQNa0c9vIZxFs= =8vNI -END PGP SIGNATURE- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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) ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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 () > ___ > osg-users mailing list > osg-users@openscenegraph.net > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > -- 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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Wiki problems
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 -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- ___ 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/
Re: [osg-users] News item for 2.0 needs work...
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. ___ 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/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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 :) ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
"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 ! -- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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. > > > ___ > 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/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Update of values
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
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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 () > ___ > osg-users mailing list > osg-users@openscenegraph.net > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > -- 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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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. ___ 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/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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. ___ 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/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Update of values
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 Mobil: +491786867360 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 Mobil: +491786867360 Triererstr. 105,
[osg-users] New QuickStart Guide download on Lulu?
I'm probably not the first to notice this, but it appears that the free downloadable QSG on Lulu is the old version. Chris ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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)." ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] News item for 2.0 needs work...
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. ___ 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/
RE: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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 () > ___ > osg-users mailing list > osg-users@openscenegraph.net > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > -- 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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Can Ozmen Computer Graphics Lab. Sabanci University, Turkey phone: +(90) 216 483 9000 ext 2321 http://graphics.sabanciuniv.edu http://students.sabanciuniv.edu/~canozmen <>___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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. ___ 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/
[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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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 () ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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? ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: Problem in displaying .tif image through Re: Problem in displaying .tif image through osgViewer (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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Update of values
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 Mobil: +491786867360 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/
[osg-users] Wiki problems
-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- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Update of values
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 Mobil: +491786867360 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/
Re: [osg-users] Update of values
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/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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!! ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Update of values
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/
Re: [osg-users] 2.0 tomorrow, please test tonights SVN :-)
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/ > ___ 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/
[osg-users] RE: OT: Unable to execute .exe files (Thrall, Bryan)
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] bug with static builds on windows
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 ___ 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/
Re: [osg-users] osgviewerMFC and Visual Studio Express
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/ This message was sent using IMP, the Internet Messaging Program. ___ 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/
Re: [osg-users] [help] osgProducer was gone.
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: Problem in displaying .tif image through Re: Problem in displaying .tif image through osgViewer (Paul Melis)
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 Looking for a deal? Find great prices on flights and hotels with Yahoo! FareChase. http://farechase.yahoo.com/ ___ 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/
Re: [osg-users] ViewerEventHandlers or HelpHandler/StatsHandler in osgViewer?
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. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] bug with static builds on windows
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 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/