[osg-users] Missing: ShadowTexture:setResolution(width, height)

2007-06-29 Thread Anders Backman

Should that perhaps be present in the ShadowTexture class?
The default 512,512 might not be quite enough all the time.


/Anders

--



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Umea university  Cellular: +46 (0)70-392 64 67
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Re: [osg-users] Random crashes under Linux with PagedLOD database paging

2007-06-27 Thread Anders Backman
 in ive::Geometry::read () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#4  0x00e34c9b in ive::DataInputStream::readDrawable () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#5  0x00e59df6 in ive::Geode::read () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#6  0x00e35424 in ive::DataInputStream::readNode () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#7  0x00e5d285 in ive::Group::read () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#8  0x00e353ef in ive::DataInputStream::readNode () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#9  0x00e5d285 in ive::Group::read () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#10 0x00e64d53 in ive::MatrixTransform::read () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#11 0x00e35069 in ive::DataInputStream::readNode () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#12 0x00e5d285 in ive::Group::read () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#13 0x00e353ef in ive::DataInputStream::readNode () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#14 0x00e73861 in IVEReaderWriter::readNode () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#15 0x00e72f50 in IVEReaderWriter::readNode () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#16 0x00ef4ac4 in osgDB::Registry::ReadNodeFunctor::doRead () from
/usr/local/lib/libosgDB.so
#17 0x00eeb15e in osgDB::Registry::read () from /usr/local/lib/libosgDB.so
#18 0x00eebf75 in osgDB::Registry::readImplementation () from
/usr/local/lib/libosgDB.so
#19 0x00eec584 in osgDB::Registry::readNodeImplementation () from
/usr/local/lib/libosgDB.so
#20 0x00edd69e in osgDB::readNodeFile () from /usr/local/lib/libosgDB.so
#21 0x00ec2e1c in osgDB::DatabasePager::run () from
/usr/local/lib/libosgDB.so
#22 0x00a9a696 in OpenThreads::ThreadPrivateActions::StartThread () from
/usr/local/lib/libOpenThreads.so
#23 0x00c28b80 in start_thread () from /lib/libpthread.so.0
#24 0x008c0dee in clone () from /lib/libc.so.6


#0  0x0036dcbb in __gnu_cxx::__mt_allocunsigned short,
__gnu_cxx::__common_pool_policy__gnu_cxx::__pool, true ::allocate ()
   from /usr/local/lib/libosgUtil.so
#1  0x003bf7be in std::vectorunsigned short, std::allocatorunsigned
short ::_M_fill_insert () from /usr/local/lib/libosgUtil.so
#2  0x00e5533f in ive::DrawElementsUShort::read () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#3  0x00e5b229 in ive::Geometry::read () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#4  0x00e34c9b in ive::DataInputStream::readDrawable () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#5  0x00e59df6 in ive::Geode::read () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#6  0x00e35424 in ive::DataInputStream::readNode () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#7  0x00e5d285 in ive::Group::read () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#8  0x00e64d53 in ive::MatrixTransform::read () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#9  0x00e35069 in ive::DataInputStream::readNode () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#10 0x00e5d285 in ive::Group::read () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#11 0x00e353ef in ive::DataInputStream::readNode () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#12 0x00e73861 in IVEReaderWriter::readNode () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#13 0x00e72f50 in IVEReaderWriter::readNode () from
/usr/local/lib//osgPlugins/osgdb_ive.so
#14 0x0091bac4 in osgDB::Registry::ReadNodeFunctor::doRead () from
/usr/local/lib/libosgDB.so
#15 0x0091215e in osgDB::Registry::read () from /usr/local/lib/libosgDB.so
#16 0x00912f75 in osgDB::Registry::readImplementation () from
/usr/local/lib/libosgDB.so
#17 0x00913584 in osgDB::Registry::readNodeImplementation () from
/usr/local/lib/libosgDB.so
#18 0x0090469e in osgDB::readNodeFile () from /usr/local/lib/libosgDB.so
#19 0x008e9e1c in osgDB::DatabasePager::run () from
/usr/local/lib/libosgDB.so
#20 0x00114696 in OpenThreads::ThreadPrivateActions::StartThread () from
/usr/local/lib/libOpenThreads.so
#21 0x00c28b80 in start_thread () from /lib/libpthread.so.0
#22 0x00a10dee in clone () from /lib/libc.so.6



--



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

2007-06-15 Thread Anders Backman

Sorry, didnt see this mail until now.

What seems to be the problem? Are you able to build the code?
Also, Im guessing here, you will end up with problem using .NET2003 as
the project files are now in version 2005!

Which means that if you use the old ones, well, there could be some
changes that make build hard.
This is really unfortunately, and I guess the only way to solve it is
to start using CMake as the rest of OpenSceneGraph.
This is quite some task though, so I wouldnt mind at all if you would
like to have a look at it :-)

If not, please email me about your problems and I will try to solve them.

I have done just a few minor changes to the code the last few days,
mostly regarding class hierarchy due to that I wanted to be able to
generate BiTangents for normalmapping of characters. It wont affect
the rest of the toolkit, but it made it possible to normalmap a
ReplicantBody.

Also I was suprised to know that the forward movement of characters
also works for eight legged freaks:
http://www.vrlab.umu.se/research/colosseum3d/screenshots.html

Although, its pretty obvious that spiders more or less follow the
terrain, which really requires an update of the follow functionality
so it takes into account the normal of the intersected underlying
terrain
Perhaps for these spiders, they are so big they just walk over things

/anders

On 5/4/07, Alan R Mecham [EMAIL PROTECTED] wrote:


Okay I might be a complete idiot, but I'm trying use ReplicantBody and
install it. I'm using VisualStudio .NET 2003, and I'm not sure how to get it
to install. I've read the install notes but I'm still having difficulty.

Anyone know how to help here? Do I need to compile the files first? Do I
need to put them someplace specific?

Sorry, at this point I think I need a baby steps, step-by-step cause I'm not
getting anywhere.

Thanks

Alan
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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
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Re: [osg-users] OT: Unable to execute .exe files

2007-06-15 Thread Anders Backman

Never take anything for granted regarding windows, I guess thats the
lesson I learned.
Together with .NET 2005 there is already the vcredist_x86.exe

I perfectly happy assumed that the SP1 would of course update that
file, it DIDhave a newer date than the one I was using, but it was not
the right one.
With the one downloaded from MS it works

Thanks.
/Anders


On 6/14/07, Wojciech Lewandowski [EMAIL PROTECTED] wrote:

I had the same issue recently. It turns out that Code built with patched VS
2005 requires different runtime. Tricky part is that runtime setup file is
called exactly the same (vcredist_x86.exe) so you need to be careful when
looking  for it on MS site. There are actually two redistiributable packages
for VC 2005. One is for first release VC 2005  and second for VC 2005 SP1.

Here is a link for:
Microsoft Visual C++ 2005 Redistributable Package (x86)
http://www.microsoft.com/downloads/details.aspx?familyid=32bc1bee-a3f9-4c13-
9c99-220b62a191eedisplaylang=en

and here is a link for:
Microsoft Visual C++ 2005 SP1 Redistributable Package (x86)
http://www.microsoft.com/downloads/details.aspx?familyid=200B2FD9-AE1A-4A14-
984D-389C36F85647displaylang=en

If these links do not work for you (they expired after few minutes when I
last provided them in the email ) just search for names in quotation marks
on MS sites.

Cheers,
Wojtek Lewandowski



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Anders Backman
Sent: Thursday, June 14, 2007 8:47 PM
To: osg users
Subject: [osg-users] OT: Unable to execute .exe files


Hi all.

I have a really tricky question regarding distribution of .exe/.dll
files under windows XP.


I recently updated my VisualStudio with the latest patch (I'm running
VS 2005) on my stationary computer.
After this, Im not able to take the osg-distribution on that computer
and copy it over to any other machine running windows.
This also goes for any .exe file that requires dynamic loading.
The error message I get on the target computer is:

the system cannot find the file: c:\projects\test\test.exe


Just that in the console and NOTHING else!!
Im puzzled.

Im using the same procedure as I have always done for shipping runtimes:

- Copying the requires .dll files for osg/producer/ot
- Distributing the requires executables (osgviewer for example)
- Distributing the  vcredist_x86.exe that installs the required
runtimes at the target system.

Thats about it.
Now suddenly after updating VisualStudio with the service pack
Microsoft Visual Studio 2005 I get these problems.

My version:

Version 8.0.50727.762  (SP.050727-7600)
Microsoft .NET Framework
Version 2.0.50727
Installed Edition: Professional
Microsoft Visual Studio 2005 Professional Edition - ENU Service Pack 1
(KB926601)

I found a tool that can analyze an exe file and list all required .dll
files, and it seems to locate all the required .dll files, nothing is
missing.

Anyone experienced this before?


--



 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
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Umea university  Cellular: +46 (0)70-392 64 67
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Re: [osg-users] OpenSceneGraph-2.0 released!!!

2007-06-15 Thread Anders Backman

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

/Anders


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Umea university  Cellular: +46 (0)70-392 64 67
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[osg-users] CEGUI shows up when rendering text

2007-06-15 Thread Anders Backman

Hi all (again).

Now to another issue.

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

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

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

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

This is what happens:

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



CEGUI is rendered with the stateset:

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

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


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

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

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

renderInfo.getState()-setActiveTextureUnit(0);

renderInfo.getState()-disableAllVertexArrays();

  m_ui-getSingletonPtr()-renderGUI();



Replicantbody (the spider) is using the state:

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


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

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

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

--



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

2007-06-15 Thread Anders Backman

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



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

Hi Anders,




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

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

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

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


state-checkGLErrors(CEGUIDrawable::drawImplementation);
}

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

Good luck !


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

 Hi all (again).

 Now to another issue.

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

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

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

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

 This is what happens:

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



 CEGUI is rendered with the stateset:

 osg::StateSet* stateset = geode-getOrCreateStateSet();

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


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


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


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

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

 renderInfo.getState()-setActiveTextureUnit(0);

 renderInfo.getState()-disableAllVertexArrays();

m_ui-getSingletonPtr()-renderGUI();



 Replicantbody (the spider) is using the state:

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


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

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

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

 --




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



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Umea university  Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
  http://www.cs.umu.se/~andersb
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Re: [osg-users] CEGUI shows up when rendering text

2007-06-15 Thread Anders Backman

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

Thanks.

/Anders

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

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



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


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

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

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

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


 state-checkGLErrors(CEGUIDrawable::drawImplementation);
 }

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

 Good luck !


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

2007-06-14 Thread Anders Backman

Yep, I prefer the more stilistic font selection from Paul.
The Image is really nice!

Great job.

/Anders


On 6/14/07, Paul Melis [EMAIL PROTECTED] wrote:

martin.lavery wrote:

 With the soon approaching version of OpenSceneGraph 2.0, we have put
 together a possible replacement for the OpenSceneGraph logo. You can
 see it through the link below:

 http://www.openscenegraph.com/osgwiki/pmwiki.php/Screenshots/Logo

 We would love here your opinion on logo, constructive criticism is
 very much welcome. :-)

Well, I like the outlined look, especially on the earth + (err)
thingies. But using the typewriter font makes it look like Robert is
building his scenegraph out of wood. Here's a version with a different
font that lookes better IMHO.

Oh, and a pretty silly second logo :)

Just my 2 (euro)cents,
Paul


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[osg-users] Using Collada debug libraries

2007-06-14 Thread Anders Backman

I just noticed that in windows/debug build, the dae plugin still uses
the release version of the Collada libraries.

There should be a _d.lib for all the libraries when building in debug
mode, unless this is a WANTED behaviour?

Right now Im debugging a crasch inside the DOM, so  I needed the debug
versions, and I guess it should be default for all debug builds to use
debug versions of dependencies if they are available?




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Re: [osg-users] Few things

2007-06-14 Thread Anders Backman

sure, its not a critical thing.

/Anders


On 6/14/07, Robert Osfield [EMAIL PROTECTED] wrote:

On 6/7/07, Robert Osfield [EMAIL PROTECTED] wrote:
 On 6/7/07, Anders Backman [EMAIL PROTECTED] wrote:
  A few things:
 
  1. The logo reader seems to have stopped working?
 
  osgviewer osg64.logo shows nothing on my version of osg. (svn checkout
  at 23:rd of june).
  Has there been any recent changes in the reader, because it worked
  some while back...

 Could you provide osg64.logo, I don't have it on my system.  I also
 haven't used the logo plugin after a bit of brief testing a few years
 back... So.. I wouldn't know about any issues with it...

I tracked down the osg64.logo, it twas missing from my new SVN version
of OpenSceneGraph-Data for a little while... Its now there.

But... it doesn't render when loaded ;-|

I've done some debugging on the plugin and everything looks OK, but I
still can't get it to render anything.  I tried osgproducerviewer just
in case it did something different than osgviewer but alas no luck
there either.  I don't know when the logo plugin broke as its not
something I've ever used.  I'm basically stumped on this one.

Perhaps reimplementing the logo plugin using a standard OSG components
rather than extended Drawable might provide a different point to test
from.  This doesn't change the fact that what is there looks like it
should work.  My best guess is that there is something missing in set
up of OpenGL state, but what this might be I don't have clue, I tried
all the obvious things.

I'm afraid this item is something that will have to wait to post 2.0.

Robert.
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[osg-users] osgexp, multiple textures

2007-06-08 Thread Anders Backman

Hi, slightly OT, but I thought I would ask and see if anyone knows why
osgExp plugin for Max doesn't export textures for all channels (Map
id:s)

I have a diffuse in MapID 1
Normal map in Bump, MapID 2

The only thing that comes out is the diffuse.

In the code for osgExp it seems to iterate over all submaterials
exporting each and everyone (if they belong to different MapID:s,
otherwise there is a clash).

Any thoughts regarding this?


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[osg-users] Few things

2007-06-07 Thread Anders Backman
::Vec3Array(*tx)[iB].ptr()[i];
   uv3.ptr()[i] = static_castconst osg::Vec3Array(*tx)[iC].ptr()[i];
   }
   break;

   case osg::Array::Vec4ArrayType:
   for (i=0; i2; ++i) {
   uv1.ptr()[i] = static_castconst osg::Vec4Array(*tx)[iA].ptr()[i];
   uv2.ptr()[i] = static_castconst osg::Vec4Array(*tx)[iB].ptr()[i];
   uv3.ptr()[i] = static_castconst osg::Vec4Array(*tx)[iC].ptr()[i];
   }
   break;

   default:
   osg::notify(osg::WARN)  Warning: TangentSpaceGenerator:
texture coord array must be Vec2Array, Vec3Array or Vec4Array 
std::endl;
   }

   if(nx){
   osg::Vec3 V, T1, T2, T3, B1, B2, B3;

   V = osg::Vec3(P2.x() - P1.x(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^
   osg::Vec3(P3.x() - P1.x(), uv3.x() - uv1.x(), uv3.y() - uv1.y());
   if (V.x() != 0) {
   V.normalize();
   T1.x() += -V.y() / V.x();
   B1.x() += -V.z() / V.x();
   T2.x() += -V.y() / V.x();
   B2.x() += -V.z() / V.x();
   T3.x() += -V.y() / V.x();
   B3.x() += -V.z() / V.x();
   }

   V = osg::Vec3(P2.y() - P1.y(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^
   osg::Vec3(P3.y() - P1.y(), uv3.x() - uv1.x(), uv3.y() - uv1.y());
   if (V.x() != 0) {
   V.normalize();
   T1.y() += -V.y() / V.x();
   B1.y() += -V.z() / V.x();
   T2.y() += -V.y() / V.x();
   B2.y() += -V.z() / V.x();
   T3.y() += -V.y() / V.x();
   B3.y() += -V.z() / V.x();
   }

   V = osg::Vec3(P2.z() - P1.z(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^
   osg::Vec3(P3.z() - P1.z(), uv3.x() - uv1.x(), uv3.y() - uv1.y());
   if (V.x() != 0) {
   V.normalize();
   T1.z() += -V.y() / V.x();
   B1.z() += -V.z() / V.x();
   T2.z() += -V.y() / V.x();
   B2.z() += -V.z() / V.x();
   T3.z() += -V.y() / V.x();
   B3.z() += -V.z() / V.x();
   }

   osg::Vec3 tempvec;
   tempvec = N1 ^ T1;
   (*T_)[iA] = osg::Vec4(tempvec ^ N1, 0);
   tempvec = B1 ^ N1;
   (*B_)[iA] = osg::Vec4(N1 ^ tempvec, 0);
   tempvec = N2 ^ T2;
   (*T_)[iB] = osg::Vec4(tempvec ^ N2, 0);
   tempvec = B2 ^ N2;
   (*B_)[iB] = osg::Vec4(N2 ^ tempvec, 0);
   tempvec = N3 ^ T3;
   (*T_)[iC] = osg::Vec4(tempvec ^ N3, 0);
   tempvec = B3 ^ N3;
   (*B_)[iC] = osg::Vec4(N3 ^ tempvec, 0);

   (*N_)[iA] += osg::Vec4(N1, 0);
   (*N_)[iB] += osg::Vec4(N2, 0);
   (*N_)[iC] += osg::Vec4(N3, 0);
   }
   else{
   osg::Vec3 face_normal = (P2 - P1) ^ (P3 - P1);

   osg::Vec3 V;

   V = osg::Vec3(P2.x() - P1.x(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^
   osg::Vec3(P3.x() - P1.x(), uv3.x() - uv1.x(), uv3.y() - uv1.y());

   if (V.x() != 0) {
   V.normalize();
   float inv_x = 1.0f/V.x();
   (*T_)[iA].x() += -V.y() *inv_x;
   (*B_)[iA].x() += -V.z()*inv_x;
   (*T_)[iB].x() += -V.y() *inv_x;
   (*B_)[iB].x() += -V.z() *inv_x;
   (*T_)[iC].x() += -V.y() *inv_x;
   (*B_)[iC].x() += -V.z() *inv_x;
   }

   V = osg::Vec3(P2.y() - P1.y(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^
   osg::Vec3(P3.y() - P1.y(), uv3.x() - uv1.x(), uv3.y() - uv1.y());
   if (V.x() != 0) {

   V.normalize();
   float inv_x = V.x();
   (*T_)[iA].y() += -V.y() *inv_x;
   (*B_)[iA].y() += -V.z() *inv_x;
   (*T_)[iB].y() += -V.y() *inv_x;
   (*B_)[iB].y() += -V.z() / inv_x;
   (*T_)[iC].y() += -V.y() / inv_x;
   (*B_)[iC].y() += -V.z() / inv_x;
   }

   V = osg::Vec3(P2.z() - P1.z(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^
   osg::Vec3(P3.z() - P1.z(), uv3.x() - uv1.x(), uv3.y() - uv1.y());
   if (V.x() != 0) {
   V.normalize();
float inv_x = 1.0f/V.x();
   (*T_)[iA].z() += -V.y() *inv_x;
   (*B_)[iA].z() += -V.z() *inv_x;
   (*T_)[iB].z() += -V.y() *inv_x;
   (*B_)[iB].z() += -V.z() *inv_x;
   (*T_)[iC].z() += -V.y() *inv_x;
   (*B_)[iC].z() += -V.z() *inv_x;
   }

   (*N_)[iA] += osg::Vec4(face_normal, 0);
   (*N_)[iB] += osg::Vec4(face_normal, 0);
   (*N_)[iC] += osg::Vec4(face_normal, 0);
   }
}

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Re: [osg-users] Poser in OpenSceneGraph

2007-05-24 Thread Anders Backman

One path would be to import it into 3DSMax, create a skeleton, and
export it as Cal3D animation, and use ReplicantBody/osgCAL to do the
animation/rendering.

/Anders


On 5/24/07, Claudio Arduino [EMAIL PROTECTED] wrote:

Hi!!
there is a method to load in OpenSceneGraph a Poser animation of virtual man
that walk?
If it's possible,i want to load the animation without to must load each
single frame of the walk...
I thought for example to export the animation in a .bvh file but i don't
know if exist a openscenegraph plugin for load bvh files...
Thank!!!

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Re: [osg-users] collada dae plugin on windows

2007-05-23 Thread Anders Backman

I got the exact same problem today.
I svn update of the Collada DOM solved it.

/Anders

On 5/23/07, Gerrick Bivins [EMAIL PROTECTED] wrote:

Hi all,
I'm having trouble building the collada plugin on windows. I'm using the svn
version of osg and am aware of the cmake  build support of
the plugin. I modified the project files to work correctly but during
linking, I receive unresolved symbol (_xmlFree) from the daeLIBXMLPlugin.
I did a quick google and some others were able to resolve this by using the
static version of libxml2 but that was unsuccessful as well. (If you are
familiar with dev studio it was the issue where libs are built with
conflicting Code Generation settings). Anyway, has anyone else
successfully built the collada plugin on windows? Have any suggestions on
resolving this? We have a model that is animated and we'd like to export
it to collada and read it into osg.
Thanks
biv

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Re: [osg-users] Re: Collision in osg

2007-05-12 Thread Anders Backman

The bounding sphere of a node is actually generated from a a bounding
box surrounding the  Drawable (geometry) leaf. This makes the bounding
sphere a crude approximation of the real size of your sphere.

Therefore I would recommend a parallel structure for doing collision detection.
Depending on the number of collisions, and what information you need
(boolean query/ penetration, normal) there are quite a few different
ways to go around this.

If you only need boolean query (intersection yes/no) and you have lots
of spheres of similar sizes, then a spatial hash is a good
alternative. Its very fast for this thing, you can have 100.000:s of
thousands and still get good performance unless you have them
occupying the same space.

Other efficient datastructures/algorithms are octrees, KD-trees,
sphere-trees, Separating Axis test, ...

It all depends on what scalability you require from your app.
There are quite a few libs that does very efficient collision detection.
Osg is mostly for rendering, and ray/scene intersection tests,
anything beyond that you have to add yourself...
There are quite a few approaches to add ODE for collision
detection/dynamics Look at the osgwiki for Don Burns osg/ode
example.

/Anders



On 5/11/07, Rémi Chaignon [EMAIL PROTECTED] wrote:

Hi all again, (sorry I pressed the wrong button)


In my program, I am creating 2 spheres in the same way:

code
// Create a sphere centered at the origin, unit radius:
osg::Sphere* sphere = new osg::Sphere(osg::Vec3f( 0.f, 0.f, 0.f),
1.f);

osg::ShapeDrawable* sphereDrawable = new osg::ShapeDrawable(sphere);
sphereDrawable-setColor(osg::Vec4f(0.4f, 0.2f,
0.8f, 1.f));


osg::Geode* sphereGeode = new osg::Geode();
sphereGeode-addDrawable(sphereDrawable);

osg::MatrixTransform* sphereTransform = new osg::MatrixTransform();
sphereTransform-addChild(sphereGeode);

return sphereTransform;
/code

Then I want to know if the spheres collide, to do this, I've tried different
ways:
   - Get the bounding sphere of the node (getBound())
 Result: A collision is detected even when the spheres are far from
each other.

   - Get the bounding sphere of the geode (getBound())
   - Get the bounding box of the geode (getBoundingBox())
   - Get the bounding box of the drawable (getBound())
  Result: A collision is always detected.

Debugging, I've found that the bounding box never moves and always remains
the same (eg [-1, 1] on each axis). So I've tried to apply the different
transformations to the bounding box but it didn't work either.

I am new at OpenSceneGraph, so I'm definitely doing something wrong there
but I don't know what.

Can someone help me, please.

Thank you,

Rémi.



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Re: [osg-users] textual description of 3dsmax models

2007-04-27 Thread Anders Backman

If you mean if that is fixed in this version of osgEXP, I have to say:
I dont know.
I would recommend running osgexp.cpp/.h exporter.cpp/.h through
diff/merge to see where there are changes reflecting the export of
user properties and reflect those into the latest version. I think
this version of osgExp is a few months old.

/Anders


On 4/27/07, Vladimir Shabanov [EMAIL PROTECTED] wrote:

2007/4/26, Anders Backman [EMAIL PROTECTED]:
 We have a slightly modified osgExp (based on a older osgExp) that does
 just that.

BTW. The old osgExp didn't work correctly with smoothing groups. E.g.,
if we exporting something like cube, we get lighting artefacts (since
there is shared normals). Was this fixed?
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Re: [osg-users] textual description of 3dsmax models

2007-04-26 Thread Anders Backman

We have a slightly modified osgExp (based on a older osgExp) that does
just that.
We use the user properties for description of physical objects.

Unfortunately it contain some more things that are very specific to
our framework, as we parse the textual information using ConfigScript
(also available in ReplicantBody) so that we can write things such as:

Object {
 PhysicalProperties {
   Mass 1
   Material 2
 }
}

etc...

So during export it will catch syntax errors.

I have rar:ed our version here:

http://www.vrlab.umu.se/research/colosseum3d/material/osgexp.rar

You could probably rather easy extract the code that take the user
properties and convert it to Node description.

/Anders

On 4/26/07, Eric Maslowski [EMAIL PROTECTED] wrote:

In max you can add User Properties. Right-click on your object, go to
properties, and click on user defined tab. These are accessible through
maxscript or the SDK during the export process.

Cheers

E.

---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab

Autodesk 3D Studio Max Certified Trainer

email:  [EMAIL PROTECTED]
office: 734-615-9699
mobile: 734-730-9904


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of alessandro
terenzi
Sent: Thursday, April 26, 2007 12:50
To: osg users
Subject: [osg-users] textual description of 3dsmax models

My task is to create a 3d model in 3dsmax and then use OSGExp plugin to
export it in osg. I'd like also to add a textual description to that model
in 3dsmax and, hopefully, it should be exported as well as the model...for
example it could correnspond to the 'description' attribute that I can see
in .osg files.

Actually, I'm not an expert of osg or 3ds, so:

1. is there a way to add a textual description to models in 3dsmax?
2. does the OSGExp plugin allows to export this description too?

Thanks.
Alessandro


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Re: [osg-users] textual description of 3dsmax models

2007-04-26 Thread Anders Backman

Yes they are?
If you look in the code I gave you a link to, it does export that data!

/Anders

On 4/26/07, alessandro terenzi [EMAIL PROTECTED] wrote:

Problem is that those properties are not exported by OSGExp plugin ...
Thanks anyway.

Alessandro

On 4/26/07, Eric Maslowski [EMAIL PROTECTED] wrote:

 In max you can add User Properties. Right-click on your object, go to
 properties, and click on user defined tab. These are accessible through
 maxscript or the SDK during the export process.

 Cheers

 E.

 ---
 Eric Maslowski
 Research Computer Specialist
 University of Michigan 3D Lab

 Autodesk 3D Studio Max Certified Trainer

 email:  [EMAIL PROTECTED]
 office: 734-615-9699
 mobile: 734-730-9904


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf
Of alessandro
 terenzi
 Sent: Thursday, April 26, 2007 12:50
 To: osg users
 Subject: [osg-users] textual description of 3dsmax models

 My task is to create a 3d model in 3dsmax and then use OSGExp plugin to
 export it in osg. I'd like also to add a textual description to that model
 in 3dsmax and, hopefully, it should be exported as well as the model...for
 example it could correnspond to the 'description' attribute that I can see
 in .osg files.

 Actually, I'm not an expert of osg or 3ds, so:

 1. is there a way to add a textual description to models in 3dsmax?
 2. does the OSGExp plugin allows to export this description too?

 Thanks.
 Alessandro


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[osg-users] OpenThread library name

2007-04-24 Thread Anders Backman

Windows XP,
VisualStudio 8.

I just checked out svn osg and OT and got some problems during build.

I'm using a separate checked out version of OT, so I'm using the
OPENTHREADS_DIR env variable to specify the path to OT.

1. It seems that OT generates OpenThreads(d).lib (and not
OpenThreadswin32(d).lib as before)

2. OpenSceneGraph still refers to the name OpenThreadswin32.lib

3. In windows there is no really good path where to install headers and libs.
Is the new convention to install it to c:\program files\OpenTHreads
something that the community has decided or is it a proposal to a new
standard;-) ?

It now also seems that one HAS to install OpenThreads to get the
correct include/lib path for cmake. Otherwise the library resides
under debug or minsizrel or release.
This makes it slightly harder to use multiple versions of the library,
as one has to install all of them to some common path.

So what is the opinion of other windows users about path names?

/Anders

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Re: [osg-users] OpenThread library name

2007-04-24 Thread Anders Backman

What if you want to replace OpenThreads temporarily for a patched one?
What if you decide that you want to build with or without debug
symbols in the release library? Copying libs in windows is not a good
way to handle these things. Together with .lib/.dll there are pdb etc
for debugging, copying them back and forth is not very effective.
I rather prefer the unix style suggested by Thibault, we are using
something similar, where we make use of the LIB and INCLUDE
environment variable that exists for visualstudio.

By running a bat-file we set the LIB, INCLUDE and PATH variables to
whatever release/library/combination we want, then we start
visualstudio with devenv /useenv.
My rule is, NEVER store explicit paths in the .vcproj file, it always
fails when using multiple versions of libraries.
I realize this is not the way Cmake wants it, it rather want to get
all the paths, create hard-coded project files with all paths in it,
and then keep it like that.
Although there is nothing that prevents the user from starting
visualstudio with devenv /useenv anyway to make use of LIB/INCLUDE
env. variables, so I dont see any problems in that.

The only problem right now is that you have to INSTALL before using
OT, OSG and osgProducer.
What would happen if you specify OpenSceneGraph as install path for
binaries/libs? Would it also try to copy header files?
Copying header files is even more stupid, as the dates are changed and
sometimes you get a major recompile due to that.

But if the default installation lib (at least for windows) would be
the source directory then I think it would work just fine (as before),
and if someone (hope not) want to install code into Program Files or
Windows directory then its up to them.

/anders

On 4/24/07, Wojciech Lewandowski [EMAIL PROTECTED] wrote:

I had similar problem but noticed that one may set the same path as Source
code, Binary  root and Install path. In this case install just moves release
and debug libs to lib subdirectory of the project and dlls and executables
into bin subdirectory of the project. It does not copy Include dirs because
they would land in the same dir.

For example:

I keep my all my OSG related projects in C:\dev\OSG_SVN directory.
So I use

C:\dev\OSG_SVN\OpenSceneGraph
directory for all three directory locations

for
 source code directory ( Where is the source code in Windows Cmake )
for
binary directory (Where to build the binaries in Windows Cmake)
and for
install directory( CMAKE_INSTALL_PREFIX variable in Windows Cmake)


this produces similar results as defaul locations in older OSG distributions

with this exception of Win32 subdir removed from lib and bin.


Cheers,
Wojtek Lewandowski


- Original Message -
From: Anders Backman [EMAIL PROTECTED]
To: osg users osg-users@openscenegraph.net
Sent: Tuesday, April 24, 2007 10:53 AM
Subject: [osg-users] OpenThread library name


 Windows XP,
 VisualStudio 8.

 I just checked out svn osg and OT and got some problems during build.

 I'm using a separate checked out version of OT, so I'm using the
 OPENTHREADS_DIR env variable to specify the path to OT.

 1. It seems that OT generates OpenThreads(d).lib (and not
 OpenThreadswin32(d).lib as before)

 2. OpenSceneGraph still refers to the name OpenThreadswin32.lib

 3. In windows there is no really good path where to install headers and
 libs.
 Is the new convention to install it to c:\program files\OpenTHreads
 something that the community has decided or is it a proposal to a new
 standard;-) ?

 It now also seems that one HAS to install OpenThreads to get the
 correct include/lib path for cmake. Otherwise the library resides
 under debug or minsizrel or release.
 This makes it slightly harder to use multiple versions of the library,
 as one has to install all of them to some common path.

 So what is the opinion of other windows users about path names?

 /Anders

 --


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

2007-04-24 Thread Anders Backman

Yep, I agree, (./) should be the default install lib for win32.

/Anders

On 4/24/07, Wojciech Lewandowski [EMAIL PROTECTED] wrote:

Setting CMAKE_INSTALL_PREFIX to current directory (.) does not limit  use of
environment libraries it only changes default Install location to
distribution bin and lib subdirectory.

One may still set and use LIB, INCLUDE, PATH variables as needed.

But I agree that Cmake could adopt better OpenSceneGraph and OpenThread
installation directory defaults than drive:\Program Files\ .

Wojtek

t

- Original Message -
From: Anders Backman [EMAIL PROTECTED]
To: osg users osg-users@openscenegraph.net
Sent: Tuesday, April 24, 2007 12:28 PM
Subject: Re: [osg-users] OpenThread library name


 What if you want to replace OpenThreads temporarily for a patched one?
 What if you decide that you want to build with or without debug
 symbols in the release library? Copying libs in windows is not a good
 way to handle these things. Together with .lib/.dll there are pdb etc
 for debugging, copying them back and forth is not very effective.
 I rather prefer the unix style suggested by Thibault, we are using
 something similar, where we make use of the LIB and INCLUDE
 environment variable that exists for visualstudio.

 By running a bat-file we set the LIB, INCLUDE and PATH variables to
 whatever release/library/combination we want, then we start
 visualstudio with devenv /useenv.
 My rule is, NEVER store explicit paths in the .vcproj file, it always
 fails when using multiple versions of libraries.
 I realize this is not the way Cmake wants it, it rather want to get
 all the paths, create hard-coded project files with all paths in it,
 and then keep it like that.
 Although there is nothing that prevents the user from starting
 visualstudio with devenv /useenv anyway to make use of LIB/INCLUDE
 env. variables, so I dont see any problems in that.

 The only problem right now is that you have to INSTALL before using
 OT, OSG and osgProducer.
 What would happen if you specify OpenSceneGraph as install path for
 binaries/libs? Would it also try to copy header files?
 Copying header files is even more stupid, as the dates are changed and
 sometimes you get a major recompile due to that.

 But if the default installation lib (at least for windows) would be
 the source directory then I think it would work just fine (as before),
 and if someone (hope not) want to install code into Program Files or
 Windows directory then its up to them.

 /anders

 On 4/24/07, Wojciech Lewandowski [EMAIL PROTECTED] wrote:
 I had similar problem but noticed that one may set the same path as
 Source
 code, Binary  root and Install path. In this case install just moves
 release
 and debug libs to lib subdirectory of the project and dlls and
 executables
 into bin subdirectory of the project. It does not copy Include dirs
 because
 they would land in the same dir.

 For example:

 I keep my all my OSG related projects in C:\dev\OSG_SVN directory.
 So I use

 C:\dev\OSG_SVN\OpenSceneGraph
 directory for all three directory locations

 for
  source code directory ( Where is the source code in Windows Cmake )
 for
 binary directory (Where to build the binaries in Windows Cmake)
 and for
 install directory( CMAKE_INSTALL_PREFIX variable in Windows Cmake)


 this produces similar results as defaul locations in older OSG
 distributions

 with this exception of Win32 subdir removed from lib and bin.


 Cheers,
 Wojtek Lewandowski


 - Original Message -
 From: Anders Backman [EMAIL PROTECTED]
 To: osg users osg-users@openscenegraph.net
 Sent: Tuesday, April 24, 2007 10:53 AM
 Subject: [osg-users] OpenThread library name


  Windows XP,
  VisualStudio 8.
 
  I just checked out svn osg and OT and got some problems during build.
 
  I'm using a separate checked out version of OT, so I'm using the
  OPENTHREADS_DIR env variable to specify the path to OT.
 
  1. It seems that OT generates OpenThreads(d).lib (and not
  OpenThreadswin32(d).lib as before)
 
  2. OpenSceneGraph still refers to the name OpenThreadswin32.lib
 
  3. In windows there is no really good path where to install headers and
  libs.
  Is the new convention to install it to c:\program files\OpenTHreads
  something that the community has decided or is it a proposal to a new
  standard;-) ?
 
  It now also seems that one HAS to install OpenThreads to get the
  correct include/lib path for cmake. Otherwise the library resides
  under debug or minsizrel or release.
  This makes it slightly harder to use multiple versions of the library,
  as one has to install all of them to some common path.
 
  So what is the opinion of other windows users about path names?
 
  /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

Re: [osg-users] Replicant body fix

2007-04-23 Thread Anders Backman

Could you either send me a patch or commit to svn (in the case you
want to get write access to replicantbody).


/Anders


On 4/11/07, Jan Ciger [EMAIL PROTECTED] wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello,

I have updated my ReplicantBody package for Linux with the fix for the
latest OSG (1.2 and upwards). It seems that some deprecated APIs were
removed and the package was not building with the current version anymore.

The URL for the source RPM is here:
http://www.aaue.dk/~janoc/personal/linux/index.html

Regards,

Jan
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fMChplp9mPD6gYoE2ICAB7c=
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Re: [osg-users] cal3d lod

2007-04-20 Thread Anders Backman

Does this mean I can add you to the developer list of rbody?

/Anders


On 4/19/07, Jan Ciger [EMAIL PROTECTED] wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

Luigi Calori wrote:
 Our requirements:
 1) it should work with latest SVN

Both Replicant and osgCal should be able to. Replicant does (at least my
fixed version), osgCal should work or at least should be trivially
fixable (somebody mentioned some compilation issue recently). I didn't
try to compile it myself recently, though.

 2)it should work under windows

Both osgCal and Replicant do.


 Nice things to have
 3)Tutorial (ease of use) and some viable path to export content from MAX
 (or Blender)

Cal3D has some tutorials on the web site how to model and export from
MAX. If you need Blender, look for Soya3D engine, they have a decent
exporter in their SVN. Cal3D characters work with both osgCal and
Replicant, but for Replicant you will need to write an .rbody file
defining the higher level actions. Whether the export is viable that
depends on what you need. If you need few simple guys without high-end
features, it will do.

 4)it should support not only humans but also different skeletons

Cal3D supports arbitrary skeletons (e.g. an octopus).

 5)hardware skinning

Tough luck so far, unless:

a) you write it yourself
b) use the GPL version of osgCal which is supposed to have it (I didn't
try it myself).
c) osgCharacter does have it, however it is more an experiment than a
usable toolkit.

 6)nodekit / plugin wrapping, so to being a ble to treat animated
 characters as other osg /ive  files

Replicant has that, however it is not that simple - one guy can have
many animations + other data files. The osg/ive file will contain only
the geometry and textures, not the skeleton and the animations. It
doesn't even make much sense because these are not scene graph related
in any way. The osg/ive file is not designed to be a replacement for a
zip archive/folder/CD with all the assets needed by your application.

On the other hand, the osgCal characters and Replicants are regular
nodes in the scene graph, so from this point of view your work with them
in the same way as with any other geometry.

 7)some form of LOD support (when a character is far awy shoul consume
 less draw / update time)

The underlying Cal3D library has that, however see the discussion on
LODs before.

 From a user perspective, it would be really nice to see developer join
 force on one common projects instead seeing multiple efforts.

Yeah, but there aren't *that* many developers interested in developing
this. Are you volunteering?

Jan
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Umea university  Cellular: +46 (0)70-392 64 67
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Re: [osg-users] cal3d lod

2007-04-20 Thread Anders Backman

I think he refers to the fact that Collada does support skinning and
skeleton animation together with just about everything else.
To get an efficient pipeline one would like to avoid 19 different file
formats just to get a character to move around.
There are already exporters for collada, so its more of a matter of
writing a CA library that makes use of it.
But as it is a rather large task, we are very thankful to Bruno for
writing the initial version.
And for everyone else that keeps it going.

/Anders





On 4/20/07, Jan Ciger [EMAIL PROTECTED] wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

 I did! drawImplementation doesn't take a StateSet anymore; it seems like
 that has been switched to a RenderInfo reference instead.

Aha, so that is the same issue that I have fixed in Replicant.

 I think it would be neat to see Collada squash the whole thing, but
 that's just me. :) A universal language for expressing character
 animations would rock. Implementations would still have the freedom to
 optimize as they see fit, but at least interchangeability and whatnot
 would be out of the way...

What does have Collada to do with this? That is a data format not a
library to render the characters.

Jan
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Umea university  Cellular: +46 (0)70-392 64 67
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Re: [osg-users] Graphical gadgets

2007-04-19 Thread Anders Backman

Biggest issue was how to get all the resources for CEGUI, but I used a
custom ResourceProvider that helped out.

Sure I can submit the code, but we use CEGUI strictly from lua through
a plugin system, so some things in the code is probably a little bit
too specific for that.
Another issue was how to load several layouts, CEGUI doest really have
a scenegraph, so the naming convention is important...

I have attached the files related to the CEGui rendering/event handling stuff.


We still use producer so one class is actually using RenderSurface to
determine size of renderable surface.


Example of use (not tested/compiled code):

Producer::RenderSurface *rs = viewer-getCamera(0)-getRenderSurface();
m_c3dCEGUI = new C3DCEGUI::c3dCEGUI(rs);

 m_c3dCEGUI-init(lua); // we use it together with our lua scripting system

 // Add the CEGUI root-node
root-addChild(m_c3dCEGUI-getOsgNode());

Should do it.
To enable it:
m_c3dCEGUI-setToggleKey(osgGA::GUIEventAdapter::KEY_F1); // is also default

When running, pressing CTRL+F1 will enable CEGUI.

/Anders


On 4/19/07, Ivan Bolčina [EMAIL PROTECTED] wrote:

Delta3d has OSG-CEGUI integration solved.. I seems simple...


2007/4/19, E. Wing [EMAIL PROTECTED]:
  From: Anders Backman

  Nothing that I know about.
  Marco was working on osgWidgets for quite some time ago, but I guess it
has
  stalled? Marco?
 
  Other than that I could recommend CEGui, which is  rendered using
OpenGL.
  We are using it together with a custom drawable that renders the  CEGUI
  widgets.
  It has sliders buttons, lua scripting, etc...
 
  /Anders

 So I'm curious how you implemented the custom drawable for this. Any
 sticky issues? Did you have to wrap everything in CEGui? (sounds like
 a bit of effort)
 Do you have any code examples (or better yet, a public library)
 available for this?

 Thanks,
 Eric
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S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
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#include c3dCEGUI.h

#include osg/Notify
#include c3dResourceProvider.h
#include CEGUIPropertySet.h
#include CEGUISystem.h
#include CEGUISchemeManager.h
#include CEGUIWindowManager.h
#include elements/CEGUIFrameWindow.h
#include elements/CEGUIGUISheet.h
#include CEGUIFontManager.h
#include CEGUIWindow.h
#include CEGUIUDim.h
#include CEGUIImageset.h
#include CEGUIScheme.h
#include CEGUIScriptModule.h
#include CEGUIExceptions.h
#include OpenGLGUIRenderer/OpenGLRenderer.h
#include osg/Geode
#include falagard/CEGUIFalWidgetLookManager.h
#include CEGUILua.h
#include CEGUIDefaultResourceProvider.h
#include osg/Switch


extern C {
#include lauxlib.h
}

#include c3dCEGUIDrawable.h


#include CEGUI.h

using namespace C3DCEGUI;


bool 
c3dCEGUI::ToggleCEGUIEventHandler::handle(
  const osgGA::GUIEventAdapter ea,
  osgGA::GUIActionAdapter aa, 
  osg::Object* obj, 
  osg::NodeVisitor* nv)
{
  osgGA::EventVisitor* ev = dynamic_castosgGA::EventVisitor*(nv);
  if (!ev)
return false;

  switch(ea.getEventType()) {
case(osgGA::GUIEventAdapter::KEYDOWN):
  if (ea.getKey() == m_cegui-getToggleKey() ) {

m_cegui-setEnable(!m_cegui-getEnable());
ev-setEventHandled(true);

// If CTRL button is pressed simulataniously 
with the CEGUI toggle button
// the keyboard events is also propagated to 
the rest of the system
if (ea.getModKeyMask()  
osgGA::GUIEventAdapter::MODKEY_CTRL)
m_cegui-setEnableKeyPropagation(false);
else
m_cegui-setEnableKeyPropagation(true);

return true;
  }
  break;
default:
  return false;
  }
  return false;
}


c3dCEGUI::c3dCEGUI(Producer::RenderSurface *rs, int w, int h) : 
m_initialized(false), 
m_width(w), m_height(h), m_rs(rs), m_toggle_key(0)

{
  setToggleKey();
}



void c3dCEGUI::setEnable(bool flag)
{
  m_root_node-setValue(0, flag);
}


void c3dCEGUI::init(lua_State *lua_state, unsigned int toggle_key)
{
  if (m_initialized)
return;

  m_root_node = new osg::Switch();
  m_root_node-setAllChildrenOff();

  m_toggle_event_handler = new ToggleCEGUIEventHandler(this);

  // Add an eventhandler that toggles the CEGUI on/off
  m_root_node

Re: [osg-users] cal3d lod

2007-04-19 Thread Anders Backman
/3n11XseNj94gRAioJAJ9wv3E0q8BVXHgTxMRSpazIwIQmRACePLUz
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Re: [osg-users] overdraw

2007-04-18 Thread Anders Backman

You can use the stencilbuffer to do that.

Google knows everything:

Visualizing overdraw via stencil in OpenGL:

http://www.excamera.com/articles/2/index.html

/Anders



On 4/18/07, Ovidiu Sabou [EMAIL PROTECTED] wrote:

I mean overdraw as in the fillrate killer. I want to visualize how many 
triangles are rasterized for each pixel.
It can be done   by enabling blending and drawing with a dark color but I was 
hoping for some magic(I think this would be a very useful tool for performance 
analysis) :)

Ovidiu



On 4/18/07, Gordon Tomlinson [EMAIL PROTECTED] wrote:



 HI

 Depends on what you mean by overdraw, but for starts look  at osgHud and 
examples this overlay many elements etc...






  __
 Gordon Tomlinson

 Email   :   [EMAIL PROTECTED]
 Website :  www.vis-sim.com  www.gordontomlinson.com

 __

 Self defence is not a  function of learning tricks
 but is a function of how quickly and intensely  one
 can arouse one's instinct for survival
  -Master  Tambo Tetsura




 

From:  [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of  Ovidiu
Sabou

 Sent: 18 April 2007 11:51
 To: osg  users
 Subject: [osg-users] overdraw

 Hi everyone!

 Do you know an easy  way to visualize overdraw for a scene ?


 Ovidiu


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Re: [osg-users] Graphical gadgets

2007-04-18 Thread Anders Backman

Nothing that I know about.
Marco was working on osgWidgets for quite some time ago, but I guess it has
stalled? Marco?

Other than that I could recommend CEGui, which is  rendered using OpenGL.
We are using it together with a custom drawable that renders the  CEGUI
widgets.
It has sliders buttons, lua scripting, etc...

/Anders

On 4/18/07, Mustafa [EMAIL PROTECTED] wrote:


Hi all,
  Is there any toolkit to add buttons, sliders, textboxes on the HUD
etc. for interaction? Sure these gadgets are based on  OSG classes not
MFC, QT etc.

I want to add interaction functionality which can be shown/hide like
HUD in a platform independent manner and they will trigger special
callbacks like button click, text changed etc.

Best,
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Re: [osg-users] cal3d lod

2007-04-18 Thread Anders Backman

Adding vertexbuffer support to ReplicantBody shouldnt be that much work.
Wouldnt that make more sense so that the whole osg community would make use
of a better character animation toolkit?

Although, I dont think it will affect performance that much, the same amount
of data have to be submitted, its fewer OpenGL calls, but my experience of
glBegin() glEnd() is that its the glEnd() that consumes time, not glVertex()
glNormal() calls, as I guess the data is transmitted after the glEnd().
The only really good way to go to get better performance is to do hw
skinning...

/Anders


On 4/18/07, David Guthrie [EMAIL PROTECTED] wrote:


The problem with rbody is that it's pushing all of the vertices to the GPU
every frame.  Using a display list stops the animation because it's
precompiling the vertices onto the GPU, so it doesn't change.  Using display
lists would only help for a stationary character.  You can write the
vertices straight to a vertex buffer and see some performance benefit, but I
don't think rbody supports that.  We are currently removing rbody from our
engine (Delta3D) to use cal3d straight.  Partly so that we can control the
rendering.  If you want to see more characters and you use a vertex buffer,
you can do things like only updating the animations on timer somewhat less
than the frame-rate, which will allow a vertex buffer to not be written to
the card every frame.  Another option is to do hardware skinning where you
only use cal3d to update the bone positions and have a vertex shader use the
bone positions to move the vertices of static pieces of geometry in the
GPU.
On Apr 18, 2007, at 3:06 PM, Zach Deedler wrote:

*PROBLEM*
I want more people in my scenes rendering at 60 Hz.

*INVESTIGATION*

   1. Well I spent all this time putting in LODs, but I didn't get
   spectacular results. :(
   I render a man model, and looked at the stats.

   High level LOD  3497 vertices  0.5 Draw time
   Low level  LOD  805 vertices   1.0 Draw time

   The draw time is the draw time of the actual model (I cancelled out
   the 0.5 draw time of drawing nothing)
   2. Stopping his animation doesn't improve the stats.
   3. Removing the textures doesn't improve the stats.
   4. Rendering a non-cal3d model of 4837 vertices gives me 0.25 draw
   time.
   5. If I tell the geometry of the rbody Submesh to
   setSupportsDisplayList(true), the man no longer animates, but the draw time
   goes to 0.2.

*QUESTIONS*

   1. Where is all the draw time being spent for cal3d/rbody?
   2. What can I do to reduce the draw time?
   3. Any suggestions on how to find the performance bottleneck?

For now, I'll continue to hack away.

Thank you.

Zach

-Original Message-
From: [EMAIL PROTECTED] [
mailto:[EMAIL PROTECTED][EMAIL PROTECTED]]
On Behalf Of Jan Ciger
Sent: Wednesday, April 18, 2007 14:25
To: osg users
Subject: Re: [osg-users] cal3d lod

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Jeremy L. Moles wrote:
 Palle Raabjerg and I rewrote most of the Cal3D exporter for Blender
 (he as a Google SOC project and myself just out of curiosity) that is
 currently in Cal3D SVN (I also put up the new funky website!). I
 didn't write any of the LOD code however, and I can confirm it is
 certainly not in a working state at the moment; I do plan on revisiting
it eventually.
 There isn't a lot of activity lately unfortunately, but I don't
 believe the project is dead...


That's a good news - that exporter could use some love. I have also a
similar waiting project there - to finish a BVH skeleton and animation
loader for Blender. There are some really nasty and non-trivial issues there
so I cannot blame you for the Cal3D one - I have seen the code when I needed
a converter for our in-house animation format to Cal3D and it is certainly
not a piece of cake.

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

iD8DBQFGJmJ0n11XseNj94gRAtSbAJ0dc6s93SQSeDCOuno/nje55etdngCeNa62
Vl+RKgDdS6TKwBXzBgb0a0U=
=xU0R
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Re: [osg-users] Timer accuracy

2007-04-06 Thread Anders Backman

what is you os and hw platform?

Under windows on laptops the CPU power save mode can cause problems.
When querying between different threads you can also get into problems
(search for timer problem in the osg mailinglist).

/Anders

On 4/6/07, Brad Colbert [EMAIL PROTECTED] wrote:


 Hi folks,

I'm seeing an interesting behaviour from the osg::Timer.  It looks like
it's bouncing around in, not returning a consistant time while the frame
rate is quite consistant.  Some delta's below, but I have seen it far
worse.  Sometimes it says it's been 4 seconds between updates and I can't
see how that is possible.

0.0785586
0.102281
0.115338
0.0836319
0.100078
0.118841
0.0824085
0.100421
0.117688
0.0697133
0.120119
0.116807
0.0777928
0.100491
0.0993721

SVN version.

Any ideas?

Thanks,
Brad

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F: 425 675-8044

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Re: [osg-users] Audio Integration using osgAL

2007-04-04 Thread Anders Backman

Do you mean buffering of a sample onto a source?

Have a look at src\openalpp\Stream.cpp, FileStream.cpp StreamUpdater.cpp and
FileStreamUpdater.cpp

I think you will find the examples you are looking for.

Stream and StreamUpdater is the main classes for handling streaming sound.
FileStream is for reading Ogg files and streaming the samples using a double
buffer method.


There is also a couple of depricated classes NetSt
/Anders


On 4/4/07, RJ [EMAIL PROTECTED] wrote:


Hi Anders,
Can you tell me how to do buffer queuing using osgAL. I know how it is
done in openAL, but not able to figure out how it is done using osgAL.
best regards
RJ

On Mon, 2007-04-02 at 21:18 +0200, Anders Backman wrote:
 Great!.

 If you stumble onto something else, just ping me.

 /Anders

 On 4/2/07, RJ [EMAIL PROTECTED] wrote:
 Hi Anders,
 I did as you said and now i am able to build osgAL from source
 code
 on linux . Thanks for the help guys.
 best regards
 RJ

 On Sat, 2007-03-31 at 20:49 +0200, Anders Backman wrote:
  If you use the svn version of osgAL it should compile just
 fine with
  the latest svn version of OpenSceneGraph.
  Due to some changes in OpenThreads (moving ReentrantMutex
 from osgDB
  to OpenThreads) it needs the latest svn version of OT and
 OSG.
 
  Cheers,
  Anders
 
 
 
  On 3/31/07, RJ  [EMAIL PROTECTED] wrote:
  Hi Robert,
  One trouble with osgAL is that it require openal++.
  But the openal++ sources available on sourceforge
  are not compiling and the cvs version is not
 available .
  So i am stuck with osgAL. Is there any other
 alternative
  for integrating audio in OSG.
  best reagrds
  RJ
 
 
 
  On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield
 wrote:
   Hi RJ,
  
   On 3/31/07, RJ [EMAIL PROTECTED] wrote:
Hi Guys,
I want to integrate 5.1 stereo audio in my
 project.
Any Suggestions?
best regards and thanks in advance
  
   Would OpenAL suffice?  If so there is an osgAL
 NodeKit
  available,
   check the community section for it.
  
   Robert.
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Re: [osg-users] Audio Integration using osgAL

2007-04-04 Thread Anders Backman

Sorry, small keyboard, large fingers ;-)
Hit send before I was done...
There is also a couple of depricated classes NetStream.cpp and
NetStreamUpdater.cpp that uses CommonC++ for recieving a stream of sound
over a UDP channel.

That code is VERY old and will not compile with the current version of
osgAL.
I removed them mainly to reduce the dependencies for osgAL (thus removing
CommonC++)

Shouldnt be hard to implement that using the same stuff as the osgCluster
example.


/Anders

On 4/4/07, Anders Backman [EMAIL PROTECTED] wrote:


Do you mean buffering of a sample onto a source?

Have a look at src\openalpp\Stream.cpp, FileStream.cpp StreamUpdater.cppand
FileStreamUpdater.cpp

I think you will find the examples you are looking for.

Stream and StreamUpdater is the main classes for handling streaming sound.
FileStream is for reading Ogg files and streaming the samples using a
double buffer method.


There is also a couple of depricated classes NetSt
/Anders


On 4/4/07, RJ [EMAIL PROTECTED] wrote:

 Hi Anders,
 Can you tell me how to do buffer queuing using osgAL. I know how it is
 done in openAL, but not able to figure out how it is done using osgAL.
 best regards
 RJ

 On Mon, 2007-04-02 at 21:18 +0200, Anders Backman wrote:
  Great!.
 
  If you stumble onto something else, just ping me.
 
  /Anders
 
  On 4/2/07, RJ [EMAIL PROTECTED] wrote:
  Hi Anders,
  I did as you said and now i am able to build osgAL from source
  code
  on linux . Thanks for the help guys.
  best regards
  RJ
 
  On Sat, 2007-03-31 at 20:49 +0200, Anders Backman wrote:
   If you use the svn version of osgAL it should compile just
  fine with
   the latest svn version of OpenSceneGraph.
   Due to some changes in OpenThreads (moving ReentrantMutex
  from osgDB
   to OpenThreads) it needs the latest svn version of OT and
  OSG.
  
   Cheers,
   Anders
  
  
  
   On 3/31/07, RJ  [EMAIL PROTECTED] wrote:
   Hi Robert,
   One trouble with osgAL is that it require openal++.
   But the openal++ sources available on sourceforge
   are not compiling and the cvs version is not
  available .
   So i am stuck with osgAL. Is there any other
  alternative
   for integrating audio in OSG.
   best reagrds
   RJ
  
  
  
   On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield
  wrote:
Hi RJ,
   
On 3/31/07, RJ  [EMAIL PROTECTED] wrote:
 Hi Guys,
 I want to integrate 5.1 stereo audio in my
  project.
 Any Suggestions?
 best regards and thanks in advance
   
Would OpenAL suffice?  If so there is an osgAL
  NodeKit
   available,
check the community section for it.
   
Robert.
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Re: [osg-users] Audio Integration using osgAL

2007-04-02 Thread Anders Backman

Great!.

If you stumble onto something else, just ping me.

/Anders

On 4/2/07, RJ [EMAIL PROTECTED] wrote:


Hi Anders,
I did as you said and now i am able to build osgAL from source code
on linux . Thanks for the help guys.
best regards
RJ

On Sat, 2007-03-31 at 20:49 +0200, Anders Backman wrote:
 If you use the svn version of osgAL it should compile just fine with
 the latest svn version of OpenSceneGraph.
 Due to some changes in OpenThreads (moving ReentrantMutex from osgDB
 to OpenThreads) it needs the latest svn version of OT and OSG.

 Cheers,
 Anders



 On 3/31/07, RJ [EMAIL PROTECTED] wrote:
 Hi Robert,
 One trouble with osgAL is that it require openal++.
 But the openal++ sources available on sourceforge
 are not compiling and the cvs version is not available .
 So i am stuck with osgAL. Is there any other alternative
 for integrating audio in OSG.
 best reagrds
 RJ



 On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield wrote:
  Hi RJ,
 
  On 3/31/07, RJ [EMAIL PROTECTED] wrote:
   Hi Guys,
   I want to integrate 5.1 stereo audio in my project.
   Any Suggestions?
   best regards and thanks in advance
 
  Would OpenAL suffice?  If so there is an osgAL NodeKit
 available,
  check the community section for it.
 
  Robert.
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Re: [osg-users] Audio Integration using osgAL

2007-03-31 Thread Anders Backman

If you use the svn version of osgAL it should compile just fine with the
latest svn version of OpenSceneGraph.
Due to some changes in OpenThreads (moving ReentrantMutex from osgDB to
OpenThreads) it needs the latest svn version of OT and OSG.

Cheers,
Anders



On 3/31/07, RJ [EMAIL PROTECTED] wrote:


Hi Robert,
One trouble with osgAL is that it require openal++.
But the openal++ sources available on sourceforge
are not compiling and the cvs version is not available .
So i am stuck with osgAL. Is there any other alternative
for integrating audio in OSG.
best reagrds
RJ



On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield wrote:
 Hi RJ,

 On 3/31/07, RJ [EMAIL PROTECTED] wrote:
  Hi Guys,
  I want to integrate 5.1 stereo audio in my project.
  Any Suggestions?
  best regards and thanks in advance

 Would OpenAL suffice?  If so there is an osgAL NodeKit available,
 check the community section for it.

 Robert.
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Re: [osg-users] Audio Integration

2007-03-31 Thread Anders Backman

osgAL is based on OpenAL.

OpenAL under windows will support anything that your current hardware is
capable of, if you have the latest and matching hardware drivers.
For example using a Creative xFi will also give you true HRTF out of the box
using osgAL.
Just set the speaker setting in the drivers for the soundcard to HeadPhones
and you will get HRTF (there could be another setting you have to do for
HRTF, but other than that it should work).
The same goes for 5.1, just set it in the driver for your creative sound
card (any other card will probably only do simulated 3D sound on the CPU
which is not what you want).

Under linux the situation is different. There is as far as I know no hw
support for 3D sound. Creative have stated that they will release hw drivers
supporting EAX4.0 etc under linux, but I havent seen it yet.


/Anders


On 3/31/07, RJ  [EMAIL PROTECTED] wrote:


Thanks Robert,
I have osgAL installed on my machine and i will try it.
The only thing i was worried about was whether or not
osgAL will support 5 stereo.
Thanks Again
RJ

On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield wrote:
 Hi RJ,

 On 3/31/07, RJ  [EMAIL PROTECTED] wrote:
  Hi Guys,
  I want to integrate 5.1 stereo audio in my project.
  Any Suggestions?
  best regards and thanks in advance

 Would OpenAL suffice?  If so there is an osgAL NodeKit available,
 check the community section for it.

 Robert.
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Re: [osg-users] cal3d LODs

2007-03-16 Thread Anders Backman

For ReplicantBody there is a method (rbody::Body::setLodPoly()) that set the
current LOD on the Cal3D mesh.
I remember vaguely that I implemented a simple LOD functionality, but it
doesnt seem to be in the repository anymore...

Now the new cal3D, will that be API compatible with the old one? That
is, would it be possible to integrate it into ReplicantBody without
substantial changes?

/Anders

On 3/16/07, Zach Deedler [EMAIL PROTECTED] wrote:


Jan,

Awesome information.  Thanks a lot.

From what I believe you are telling me is that, we can create the mesh
models as one max file, and export them out just as you would
before.  Thus,
if you look at the model in max you see a bunch of overlapping meshes.  If
I
attach LOD's around these then I'm set.

What I'll do is have the modeler create the meshes named a certain way, so
that I can traverse the scene graph and add the LODs.  This is how I was
able to switch on and off objects in a models hands.  I search for named
nodes, and attach switch nodes.

If I end up with anything I can give back to the osg community, I'll be
sure
to post it.  I'm thinking we need a document of how to create the LOD
cal3d
model, and an InsertLODVisitor.  Possibly this could be added to the
exporters, along with the non-working dynamic LODing.

Thanks.


Zach

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger
Sent: Thursday, March 15, 2007 20:04
To: osg users
Subject: Re: [osg-users] cal3d LODs

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Zach Deedler wrote:
 Hi Jan,

 The mesh's vertices are modified by the animation, are they not?  Each
 vertex has a weight on it to determine this.  Thus, wouldn't applying
 an LOD to it cause a problem in the middle of an animation?

Sure, but you do not do this in the middle of doing the calculation.
You move the skeleton to one pose, then deform the skin and render it.
If during the next frame you are deforming another version of the skin
(another LOD level), it doesn't have an effect since the skinning is
recalculated every time.

 Are you saying I should be able to export two cal3d meshes and then
 hardwire the LOD's in?  For example, for a model with a torso, and
 head;  I'd export a low-level LOD and high level LOD for both the
 torso and head.  Then, I could use some traversing code to stitch the
 model back into one model?  I'm just afraid the animation won't allow
 for the different meshes, but maybe I under-estimated the code.

You can have several meshes attached to a skeleton in Cal3D, if I remember
correctly. So switching them shouldn't be an issue. Another solution which
I
have used was to just load the whole model (not only
mesh) several times and switch among them using the LOD node in OSG.
Crude, but works. It worked nicely also with the Impostor node - e.g. I
had
3 LOD levels and the 4th one was an Impostor - the guy was replaced by an
autogenerated billboard when too far away, saving on animation and
rendering
time. I had over 10 000 Cal3D skeletons rendered like this.

 Does Blender allow you to export an LOD'd Cal3D model?

The exporter tries to calculate the LOD levels for Cal3D (the mesh
collapsing system), however it doesn't really work, as far as I remember.
Perhaps it was fixed in the meantime, but I doubt it.

The idea was to export one model with the full amount of faces and then
the
exporter would generate the required information for Cal3D on how to
collapse the edges based on the information about which piece of mesh is
using which material (i.e. hand collapses only on hand and not into body
so
that the hand is not lost). Unfortunately the code didn't work, in fact it
never finished the calculation loop for me :(

Regards,

Jan
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Re: [osg-users] Stereo display configuration

2007-03-16 Thread Anders Backman

With QUAD_STEREO (supported on Nvidia Quadro cards and other professional
ones) you can direct your stereo to be a interlaced stereo signal (color
interleaved, vertical interlace, on-board DIN port), and a few more modes.
So if you want for example to drive StereoGraphics Shutterglasses, then
QUAD_BUFFER is one (the only?) way to do it.
There use to be a hack to fool the drivers to make an ordinary GeForce card
to work exactly as a QUADRO card, but that option is gone. I guess someone
saw the sales for Quadro card drop?

/Anders


On 3/15/07, Alberto Luaces [EMAIL PROTECTED] wrote:


El Jueves, 15 de Marzo de 2007 17:32, Robert Osfield escribió:
 The OSG support horizontal split stereo without using the NVidia clone
 mode that is required for apps that only support QUAD_BUFFER stereo.

Out of curiosity, what is exactly QUAD_BUFFER stereo and what is the
difference from the normal horizontal split stereo?
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[osg-users] Leak in StateSet

2007-03-07 Thread Anders Backman

Hi.

I have discovered a rather serious problem regarding a potential leak? in
StateAttribute.
Im using a rather new svn version of OpenSceneGraph (checked out 17
february).

The files illustrating the problem is available at:

http://www.hpc2n.umu.se/staff/andersb/osg/state_problem/


j.jpg
a.jpg
state_problem.osg

The problems I can see is:

1. The texture r.jpg is applied to parents of textured geometry with
OVERRIDE on.
Still nodes below this parent is using v.jpg which is what is visible. So no
r.jpg to be seen in the scene.

  A (texture unit 0 = r.jpg with
osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON)
   |
   |
   G (texture unit 0 = v.jpg With only osg::StateAttribute::ON)


2. Look what happens when the thin box at the bottom is culled, then
suddenly the middle box is rendered non-textured.


/Anders

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[osg-users] Problems using QueryPerformanceCounter()??

2007-03-07 Thread Anders Backman

Is there anyone out there experiencing strange hang and timing problems on
dual CPU/Core/HT windows XP machines?
except for the ordinary laptop-timing problems of course ;-)


Im currently debugging something that gives me gray hair, and someone
suggested that it could be a potential problem coming from the fact that
QueryPerformanceCounter() is used (osg::Timer)
I have an app that runs just fine for a while (can be 1 minute, sometimes
30) and then it hangs, and it never occurs in debug-mode (of course!) so its
quite tricky find the cause for it.
I have already found one reason for the hangs, and that was in Producer
where a OpenGL timer query never returnedBut that is fixed (by skipping
after 1000 iterations).


It seems to be quite a few developers with this problem when I searched the
web.

For example:
http://www.virtualdub.org/blog/pivot/entry.php?id=106

It seems that when a thread is moved in and out between different execution
cores/CPU:s it can drop timing or even get negative timing results
It also talks about hangs (which I guess could be a second order problem
that comes from the timing problem).
Right now Im looking at something that looks like a hang inside
osg::Timer::tick()


So is there anyone else experiencing this?


There is a bunch of recommendations from MS:

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/Game_Timing_and_Multicore_Processors.asp

- using QueryPerformanceCounter from only one thread
- setting SetThreadAffinityMask so that the timing thread runs on only one
CPU/Core
- clamping the subtraction result so you never get a negative one:

   inline double delta_s( Timer_t t1, Timer_t t2 ) const { return
(double)(t2 - t1)*_secsPerTick; }

Should be:

   inline double delta_s( Timer_t t1, Timer_t t2 ) const { return
(double)osg::clampAbove((t2 - t1), 0)*_secsPerTick; }






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Re: [osg-users] Stereoscopic images

2007-03-06 Thread Anders Backman

I always find this guy giving a clear  image of what stereo is and is not.
Different projection modes, ways to get stereo, off-axis, etc...
All with good illustrations. A rather slow website though, from down
under.

http://local.wasp.uwa.edu.au/~pbourke/papers/HET409_2001/content.html



On 3/6/07, Robert Osfield [EMAIL PROTECTED] wrote:


Hi Peter,

On 3/5/07, Peter Steibert [EMAIL PROTECTED] wrote:
 I`m just trying to learn more about the stereoscopic depiction of a
 scene with the help of OSG. Are there any good links and code examples
 (besides osgstereoimage) out there which clarify the topic?

Are you thinking of general 3D scenes working in stereo i.e. spilit
stereo, quad buffer, analglyphic?  Or just image or video pairs?

All the OSG examples support stereo.  See the stereo docs on the OSG
website.

Robert.
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Re: [osg-users] OSG stereo and shutter glass and asvf

2007-02-28 Thread Anders Backman

asymetric view frustum?


On 2/28/07, Robert Osfield [EMAIL PROTECTED] wrote:


Hi Jae,

What do you mean by asvf?

Robert.

On 2/28/07, Jae Whang [EMAIL PROTECTED] wrote:

 Hi, I am one of osg user...

 At the moment, I have problem with osg so i would like to ask a
question.

 I am using osg in CAVE environment and model loading works well, stereo
 vision works well and shutter glasses works well too.

 Now i am planning to work on asvf, which have to calculate view frustum
for
 each individual eyes (left and right)

 so here is my question:

 in stereo mode(quad_buffer), how do i check which eye is being rendered?
 that is presuming that in one frame osg render for left eye and other
frame
 right eye is rendered?

 Thanks in advance.

 Jae
 
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[osg-users] float == 1.0f?

2007-02-26 Thread Anders Backman

Hi Robert.

I just got stuck on something I been worried about for quite some time
regarding the Math library in osg:

   bool Matrix::isIdentity() const
   {
   return _mat[0][0]==1.0f  _mat[0][1]==0.0f 
_mat[0][2]==0.0f  _mat[0][3]==
0.0f 
  _mat[1][0]==0.0f  _mat[1][1]==1.0f 
_mat[1][2]==0.0f  _mat[1][3]==
0.0f 
  _mat[2][0]==0.0f  _mat[2][1]==0.0f 
_mat[2][2]==1.0f  _mat[2][3]==
0.0f 
  _mat[3][0]==0.0f  _mat[3][1]==0.0f 
_mat[3][2]==0.0f  _mat[3][3]==
1.0f;
   }

Is there a specific reason for not using epsilon tests for a float? I can
think of quite a few situations when this would fail.
I guess, there is only one situation when this would succeed for sure, and
that is after a call to makeIdentity().


This also goes for quite some of the Vec3, Vec4, Quat code too.
All comparisons such as:

inline bool operator == (const Vec3f v) const { return _v[0]==v._v[0] 
_v[1]==v._v[1]  _v[2]==v._v[2]; }

Would effectively fail in most situations, as comparing floats directly is
something that is not recomended.


Instead something like the following should be used:


#define EPSILON 1E-16
#define EQUAL(A,B) (abs((A)-(B))  EPSILON)

inline bool operator == (const Vec3f v) const { return EQUAL(_v[0]-v._v[0])
 EQUAL(_v[1]-v._v[1])  EQUAL(_v[2]-v._v[2]); }'


Comments?



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Re: [osg-users] float == 1.0f?

2007-02-26 Thread Anders Backman

Sure, I agree, the EPSILON was there for an example, so where the rest of
the macros.
I dont want to introduce a macro with a hard limit into a library, Im just
pointing out that when is an exact float test really appropriate?

An example:

   osg::Matrix m1, m2;

   m1.makeRotate(osg::PI_2, osg::Vec3(1,0,0), osg::PI_2, osg::Vec3(0,0,1),
osg::PI_2, osg::Vec3(0,1,0));
   m2 = m1;
   m1.invert(m1);

   std::cerr  m1*m2  std::endl;
   std::cerr  Matrix I:   (I.isIdentity() ? 1 : 0)  std::endl;


{
   1 -4.44089e-016 4.71028e-016 0
   -4.44089e-016 1 -4.71028e-016 0
   -4.71028e-016 4.71028e-016 1 0
   0 0 0 1
}

Matrix I: 0


Now, for most cases I would call I an Identity matrix, and I think even Dr.
Goldbergs would agree?
But for the reasons of limited resolution, it is not, when considering the
equality test.

For example, if I for some reason I would calculate a color for two
materials, and color1 ends up being within 1e-16 close to color2 and

So this would be the effect: color1-color2 = vec4(1e-12,1e-12,1e-12,1e-12);


If I then use color1 and color2 in two separate Materials, lets say for
Diffuse color.

During a test of equality (StateSorting), these two colors are considered
different and are therefore not merged. But for most applications they ARE
equal, which in this case would mean
that the State sorter failed to recognize that.

Couldn't that cause a problem?
My point is, for most scientific applications (read simulators dynamic
systems)

float a,b;

if (a==b)

is considered to be somewhat banned.
Im not saying its wrong, it all depends on what you want to test. But from
browsing the net on the topic, and from personal experience the use of
exact equality tests for floats is not recommended.

A compressed version of Goldbergs article (with a reference to it):
http://www.boyet.com/Articles/FloatingPointEquality.html

Cheerio

Anders


On 2/26/07, Mathias Froehlich [EMAIL PROTECTED] wrote:



Hi,

On Monday 26 February 2007 09:23, Anders Backman wrote:
 I just got stuck on something I been worried about for quite some time
 regarding the Math library in osg:

 bool Matrix::isIdentity() const
 {
 return _mat[0][0]==1.0f  _mat[0][1]==0.0f 
 _mat[0][2]==0.0f  _mat[0][3]==
 0.0f 
_mat[1][0]==0.0f  _mat[1][1]==1.0f 
 _mat[1][2]==0.0f  _mat[1][3]==
 0.0f 
_mat[2][0]==0.0f  _mat[2][1]==0.0f 
 _mat[2][2]==1.0f  _mat[2][3]==
 0.0f 
_mat[3][0]==0.0f  _mat[3][1]==0.0f 
 _mat[3][2]==0.0f  _mat[3][3]==
 1.0f;
 }

 Is there a specific reason for not using epsilon tests for a float? I
can
 think of quite a few situations when this would fail.
 I guess, there is only one situation when this would succeed for sure,
and
 that is after a call to makeIdentity().


 This also goes for quite some of the Vec3, Vec4, Quat code too.
 All comparisons such as:

 inline bool operator == (const Vec3f v) const { return _v[0]==v._v[0]

 _v[1]==v._v[1]  _v[2]==v._v[2]; }

 Would effectively fail in most situations, as comparing floats directly
is
 something that is not recomended.


 Instead something like the following should be used:


 #define EPSILON 1E-16
 #define EQUAL(A,B) (abs((A)-(B))  EPSILON)

 inline bool operator == (const Vec3f v) const { return
 EQUAL(_v[0]-v._v[0])  EQUAL(_v[1]-v._v[1])  EQUAL(_v[2]-v._v[2]); }'
Well, that is wrong too.

In effect you are making fixed point arithmethic from floating point
arithmethic.
Somehow more correct would be:
#define EQUAL(A,B) (abs((A)-(B)) =
std::numeric_limitsdouble::epsilon()*max(abs(a), abs(b)))
But even that is not the real trueth...
See Goldbergs excelent paper 'what every sceintist should know about
floating
point arithmetics' (just google for that).
Doing that right is highly dependent on the application you need.
Due to error accumulation your proposed bound is too hard, since this test
only checks for roundoff in the representation, not roundoff that happens
when operating on such numbers.

I cannot speak for osg, but from my point of view the implemented method
is
perfect. If you want to have an 'equal up to floating point precision'
test I
would prefer having a new set of methods that do not test for exact
equality.
From my experience with that kind of stuff, you should not hard code that
EPSILON here - may be provide a sensible default value but no hardcoding
...

   Greetings

Mathias

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Re: [osg-users] Names for Thread and Terrain classes

2007-02-23 Thread Anders Backman

Robert do you also add the

bool Block::block(unsigned int msecs) method for a timeout while waiting for
a block?
Return false if we got a timeout, true if we didnt?

Then I can just toss my ThreadEvent out of the window.
(If you move it to OpenThreads that is).


/Anders

On 2/23/07, Robert Osfield [EMAIL PROTECTED] wrote:


Hi All,

Thanks for the feedback on names.  Still no clear winner.  The ones I
feel most comfortable with right now are VirtualWorldBuilder and
OpenPlanetBuilder, with a preference for VirtualWorldBuilder.

The use of WorldBuilder is already take by a commercial app, with
WorldBuilder Pro trademarked, I'm not sure about WorldBuilder though.
WorldBuilder is also used lots of other projects, and there is even
reference to a VirtualWorldBuilder on the net, but all links to to
original project website now point to a hosting links page and nothing
to do with the original VirtualWorldBuilder.

OpenPlanetBulder and VirtualPlanetBuilder don't have any such baggage.

Finally closing thoughts on the terrain building topic?

--

On the topic  threading naming, well zipo, no feedback, guess nobody
has anything to add.  Since both OSG and Producer have previous used
Block I think it would be the line of least resistance to go this
route.

Robert.
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Re: [osg-users] Glimpse into future support for distortion correction

2007-02-22 Thread Anders Backman

If that is your image of Umeå, I don't think you have seen Umeå from its
best side...
A CPP file :-)

I know we are coding quite a lot, but I would have expected some more colors
in your image of Umeå!!


Did you forget to attach an image?

/Anders

On 2/22/07, Robert Osfield [EMAIL PROTECTED] wrote:


Hi All,

One of the tasks bubbling along in the background is support for
distortion correction in osgViewer.  osgViewer itself won't provide
the support but will allow you to set up the required cameras and
distortion meshes as custom scene graph elements.   This week I
generalised a couple of components in osgViewer, SceneView and Camera
to allow to work, ableit in app hardwired way.

Eventually you'll be able to set this all up from a configuration file
which will specify both the camera set up and the distortion
correction mesh, then in any osgViewer::Viewer app you'll just need to
load the configuration file and your app will be able to support novel
displays without the need for extra distortion correction hardware, or
coding from yourself.

As a proof of concept the osgdistortion example now has an extra code
path that creates 6 RTT Camera's to generate a cube environment map
and one HUD camera for distorion correction all within a single
osgViewer::Viewer.  The user of the viewer only sees the result of the
last HUD camera, so it'll feel like you using one fancy camera rather
than 7...

What do the results look like?  See attached image of the town of Umea
(thanks for VRLab for the model :-)

The distortion correction here is for a mythical 360 degree projector
at the center of dome, no such beast exists, but the code in
osgdistortion is about proof of concept.  Proper math models for the
distortion correction of real physical display configurations will
follow, although not this week.

Robert.

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Re: [osg-users] Windows Vista

2007-02-21 Thread Anders Backman

Well, if 20% of all windowsXP users switch to vista today, the CPU energy
consumption (even on idle) will go up quite a lot (my laptop is averaging on
20% doing nothing), the fan is running constantly, its always warm. So I
would say it consumes about twice as much energy...

This would also make the energyconsumption go up quite a bit.

Not what you would like to see for the world, right?

People will by newer faster machine to cope with VISTA, which will make the
energy consumption go up even higher.

Didn't Bill look at An Inconvenient Truth?

Funny article regarding updating to Vista:

http://www.theregister.co.uk/2007/02/14/pricey_beta_bugger/


/Anders


On 2/21/07, Gerrick Bivins [EMAIL PROTECTED] wrote:


Our app (VE-Suite) has been running on Vista as usual. We've installed it
on various configs such as a laptop with a 6800 Go card and even a lowly p4
with fx 5200. No problems. The 5200 is using driver 97.46 (which is the
only one that supports the 5200) and the lappy is using the latest and
greatest. biv


On 2/21/07, Gordon Tomlinson [EMAIL PROTECTED] wrote:

  OpenGL Sucks on Vista right now and direct X is not much better

 Thats what we have found any way, Nvidia is hurting on Vista at this
 time.

 As a company we do see Vista a a platform right now, our customer base
 wont
 touch it for at least 2 years


 __
 *
 Gordon Tomlinson
 ** Email *: [EMAIL PROTECTED]
 YIM/AIM*: Gordon3dBrit
 *MSN IM* : [EMAIL PROTECTED]
 Website*   : www. 3dscenegraph.com
 __


 Self defence is not a function of learning tricks
 but is a function of how quickly and intensely one
 can arouse one's instinct for survival
 - *Master Tambo Tetsura*



  --
 *From:* [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 *On Behalf Of *Adrian Egli
 *Sent:* Wednesday, February 21, 2007 6:29 AM
 *To:* osg users
 *Subject:* [osg-users] Windows Vista


 hi

 i have a windows vista since yesterday, i will test osg on it as soon as
 possible, what are others expirience ?


 /Adegli

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Re: [osg-users] CombatSimulatorProject

2007-02-20 Thread Anders Backman

Im the lead for OpenAL++.

As far as the standalone library OpenAL++ goes, it can be considered halted.

It is now incorporated into osgAL.

So if you do a svn checkout of osgAL you will also get OpenAL++,which should
build from source.
If not, please give me a more detailed list of errors so I have something to
go on.


/Anders

On 2/20/07, RJ [EMAIL PROTECTED] wrote:


Hi folks,
I am trying to build CSP from source code. One of the dependencies
openalpp (openAl++) i am not able to build from source code. Does any
one has tried building this library from the source code ?
best regards
RJ

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[osg-users] Bug in directX plugin

2007-02-19 Thread Anders Backman

At line 247 there is what seems to be a bugin the DirectX loader

First there is a check that a string is not empty:

   if (token.size() == 0)
   continue;

Then the second character is accessed, but in the previous check there is
nothing that claims this to be true.

247:Material * material = _obj-findMaterial(token[1]);


If this line (247) is changed to Material * material =
_obj-findMaterial(token[0]);

instead it works just fine with the .x models I have (not that many though,
so its not a complete test).
Although, the code should slightly more robust.

/Anders

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Re: [osg-users] Bug in directX plugin

2007-02-19 Thread Anders Backman

Sure, here it is!

/Anders

On 2/19/07, Robert Osfield [EMAIL PROTECTED] wrote:


HI Anders,

Could you tweak the code to avoid this issue and submit it?

Cheers,
Robert.

On 2/19/07, Anders Backman [EMAIL PROTECTED] wrote:
 At line 247 there is what seems to be a bugin the DirectX loader

 First there is a check that a string is not empty:

 if (token.size() == 0)
 continue;

 Then the second character is accessed, but in the previous check there
is
 nothing that claims this to be true.

 247:Material * material = _obj-findMaterial(token[1]);


 If this line (247) is changed to Material * material =
 _obj-findMaterial(token[0]);

 instead it works just fine with the .x models I have (not that many
though,
 so its not a complete test).
 Although, the code should slightly more robust.

 /Anders

 --


 
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// -*-c++-*-

/*
 * $Id: mesh.cpp 5224 2006-07-04 09:13:15Z robert $
 *
 * Loader for DirectX .x files.
 * Copyright (c)2002-2006 Ulrich Hertlein [EMAIL PROTECTED]
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#if defined(_MSC_VER)  (_MSC_VER = 1200)
#pragma warning (disable : 4786)
#endif

#include mesh.h
#include directx.h

#include iostream

#include osg/Notify

using namespace DX;
using namespace std;


/**
 *
 * DirectX mesh.
 *
 **/

Mesh::Mesh(Object * obj)
{
_obj = obj;
_normals = 0;
_textureCoords = 0;
_materialList = 0;
}

void Mesh::clear()
{
if (_normals) {
delete _normals;
_normals = 0;
}

if (_textureCoords) {
delete _textureCoords;
_textureCoords = 0;
}

if (_materialList) {
delete _materialList;
_materialList = 0;
}
}

bool Mesh::generateNormals(float /*creaseAngle*/)
{
//cerr  *** generateNormals\n;

// Forget old normals
if (_normals) {
delete _normals;
_normals = 0;
}

/*
 * Calculate per-face normals from face vertices.
 */
vectorVector faceNormals;
faceNormals.resize(_faces.size());

unsigned int fi;
for (fi = 0; fi  _faces.size(); fi++) {

vectorVector poly;
unsigned int n = _faces[fi].size();

if (n  3)
continue;
for (unsigned int i = 0; i  n; i++) {
unsigned int idx = _faces[fi][i];
poly.push_back(_vertices[idx]);
}

// Edge vectors
Vector e0;
e0.x = poly[1].x - poly[0].x;
e0.y = poly[1].y - poly[0].y;
e0.z = poly[1].z - poly[0].z;

Vector e1;
e1.x = poly[2].x - poly[0].x;
e1.y = poly[2].y - poly[0].y;
e1.z = poly[2].z - poly[0].z;

// Cross-product of e0,e1
Vector normal;
normal.x = e0.y * e1.z - e0.z * e1.y;
normal.y = e0.z * e1.x - e0.x * e1.z;
normal.z = e0.x * e1.y - e0.y * e1.x;
normal.normalize();

// Add to per-face normals
faceNormals[fi] = normal;
}

/*
 * Calculate per-vertex normals as average of all per-face normals that
 * share this vertex. The index of the vertex normal

[osg-users] osgHaptics v0.3 - Multiple devices

2007-02-19 Thread Anders Backman

Hi all,

Version 0.3 of osgHaptics add support for multiple haptic devices.
It has also been updated to reflect the latest changes in OpenSceneGraph 1.2.

The new release is available through svn and as a download at the osgHaptics
project site.

www.sf.net/projects/osghaptics

The OpenSceneGraph Haptic Library (osgHaptics) is a module that supports
haptic (force) rendering inside OpenSceneGraph.

So you are all welcome to check it out, try and come back with comments.

/Anders


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Re: [osg-users] Migration of OpenThreads to subversion future of OpenThreads project management.

2007-02-17 Thread Anders Backman

Its only good news to have fewer dependencies.
The question is, how many is using OpenTHreads without OpenSceneGraph?
I mean there are boost::threads also? (and a zillion other thread toolkits).

I have a class that I wanted to add to OpenThreads. I got ok several months
ago, but nothing has happened...
So perhaps I can email you the stuff instead Robert so you can review them
for inclusion into OpenThreads?
I would like to lift that class outside of osgHaptics.

Also, the osgDB::reentrentMutex is another class that should go into
OpenThreads, right? Its really better suited for OpenThreads than osgDB.

I really like to use that kind of Mutex to avoid locks in the api. Costs
more but lets you think of the api instead of what methods that can call
eachoter..

/Anders

On 2/17/07, Joakim Simonsson [EMAIL PROTECTED] wrote:


On Fri, 16 Feb 2007 21:25:14 +0100, Robert Osfield
[EMAIL PROTECTED] wrote:


 Or should be just roll include/OpenThreads and src directories into
 OpenSceneGraph/include/src and maintain it along with the rest of the
 OSG?

 Thoughts? Aspirations?

Just some quick thoughts.

I think the svn repo structure choosen is a very good one. As revisions
are shared for both osg and openthreads.

If you want to use OpenThreads in a non-osg project, this is also possible
with the current repo-structure.


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Re: [osg-users] Missing descriptions

2007-02-15 Thread Anders Backman

Well then it is optimized away during the load, and not in the optimizer...
Because the call to osgDB::readNodeFile() returns a scene with the node (the
pointer adress is the same, with the same name, same type etc, but with no
description attached).

I would expect the optimizer to remove any STATIC transforms etc. after it
has actually traversed the scene, not before?

Or is the Optimizer incorporated into the loader nowadays?

/Anders

On 2/15/07, Joakim Simonsson [EMAIL PROTECTED] wrote:



Hi Anders,

This is not strange. It is optimized away. Try:

set OSG_OPTIMIZER=OFF

On Thu, 15 Feb 2007 10:47:03 +0100, Anders Backman [EMAIL PROTECTED]
wrote:

 Hi all, long time no see ;-)

 I have a brief one.

 When reading a .osg file that I have I only get a few of the nodes
 actually
 containing the description they should have.
 I have attached a file with a teapot (only one node with a description),
 containing a few lines of descriptions.

 When debugging, the descriptions are read all-right, and added to the
 node.
 But somewhere during the way back from the reader, the descriptions for
 this
 node gets lost.
 So during my node traversal I dont find any descriptions at all..

 Has there been any changes related to .osg reading and descriptions?
 Its pretty strange, as the parsing of the description is done, but then
 suddenly when the readNodeFile returns the node does not contain any
 descriptions (nor its children)...

 To verify this: load error_description.osg press 'o' to save it and look
 at
 the resulting file.
 For me this file doesnt include any descriptions anymore...

 /Anders




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Re: [osg-users] Missing descriptions

2007-02-15 Thread Anders Backman

Hi again.

After a quick debug session through the optimizer (thats one long file 4103
lines and I think every single line is executed during an optimization pass)
, anyway, Its hard to say what really goes wrong, but there IS check for
that there are descriptions within a node (in the call to
isOperationPermissibleForObjectImplementation) but during the
FLATTEN_STATIC_TRANSFORMS pass it is not called.

I think that this comes from the fact that during this pass the scene is
traversed all the way down to a geometry, collecting the static transforms
on the way and during a back-traversal of the parents of the Geometry they
are actually marked for removal, and there is no call to
isOperationPermissibleForObjectImplementation during that back-traversal.

Later on, during other optimization passes such as REMOVE_LOADED_PROXY_NODES
etc. the call to isOperationPermissibleForObjectImplementation is performed,
but then the descriptions in my node is alreadygone...

So without a solution, this seems to be the problem.
I wouldn't dare sticking my head into the optimizer code right now without a
life-long devotion to it ;-)

/Anders



On 2/15/07, Robert Osfield  [EMAIL PROTECTED] wrote:


Hi Andres,

On 2/15/07, Anders Backman  [EMAIL PROTECTED] wrote:
 Well then it is optimized away during the load, and not in the
optimizer...
 Because the call to osgDB::readNodeFile() returns a scene with the node
(the
 pointer adress is the same, with the same name, same type etc, but with
no
 description attached).

 I would expect the optimizer to remove any STATIC transforms etc. after
it
 has actually traversed the scene, not before?

 Or is the Optimizer incorporated into the loader nowadays?

I have just done an osgconv on your file, and the descriptions remain
in place when the Optimizer is switch off, but are optimized away
along with the static MatrixTransform they are attached too.

Obviously the Optimizer isn't checking for presence of descriptions
when deciding whether it can optimizer away a node.  It does check for
a number of parameters such as callbaks, so adding a test for
descriptions should be easy.

Robert.
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Re: [osg-users] Performance drops when using 4 or more camera nodes (RTT)

2007-01-22 Thread Anders Backman

What is the hardware you are running on? Platform?


On 22 Jan 2007 23:27:35 -, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:


Hi,

I'm using floating point textures as my targets for multipass RTT.  In my
tests I have noticed that if three or less camera nodes are set up using
GL_RGBA16F_ARB internal format textures, the frame rate stays at a
constant
75FPS when only the texture is rendered to the screen (i.e. the texture is
rendered over the full window).

If I add an additional camera node, the frame rate drops to 15 FPS.  Five
nodes yields 8FPS, and 5FPS are achieved with six nodes.  Also, if I set
the texture to render to 1/4 of the screen and position the main camera so
that the actual scene being rendered to texture is visible, I'll get 25FPS
for the three camera node implementation.

I'm setting up my textures with internal formats of GL_RGBA16F_ARB, a
source type of GL_FLOAT, and a source format of GL_RGBA.

The FBO is set up like:
  fbo-setAttachment(GL_COLOR_ATTACHMENT0_EXT,
osg::FrameBufferAttachment(texture));

  fbo-setAttachment(GL_DEPTH_ATTACHMENT_EXT,
osg::FrameBufferAttachment(new osg::RenderBuffer(512, 512,
GL_DEPTH_COMPONENT24)));

My min/max filters are set up as NEAREST.

If I change my textures to internal formats of GL_RGBA and the source type
as GL_UNSIGNED_BYTE, my performance is great.

Any thoughts?

Thanks,
Brian
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[osg-users] Slightly OT: Version handling VisualStudio

2006-11-17 Thread Anders Backman

Hi all.

Im wondering how people handle the fact that each VS version upgrades
the project files making it effectively impossible to support several
versions of VisualStudio, unless:

-You manually reflect changes back into .dsw (VC6)
-Find a tool that converts .sln/.vcproj (in VC8) back to VC6.
- Use an external make system (CMake, SCONS)

I have been using a tool called prjconverter which could handle the
conversion between VC7 and VC6, but it cant handle the new project
files.

Now is there a good solution, except start using CMake or SCONS or
some other external make system?

/Anders
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[osg-users] daeSafeCast in dae/daeUtils should be removed

2006-11-17 Thread Anders Backman

Hi.

I just did a svn update of the Collada_dom and tried to build the
Collada (dae) plugin.

It seems that there is an ambiguity between a method defined in
daeUtils.h (daeSafeCast) and one now also existing in daeElements.

The one in the osgPlugins/dae/daeUtils.h should be removed.
Then it compiles fine.

As daeSafeCast is the only method defined in daeUtils.h I guess the
whole file can safely be removed.


/Anders


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Re: [osg-users] Beginners pain...

2006-11-16 Thread Anders Backman

And you do of course know about the following tools:

http://playerstage.sourceforge.net/index.php?src=gazebo
http://www.pyrorobotics.org/?page=The_20Pyrobot_20Simulator

They are Robot simulation environments, I think most of them use ODE.

I know there are a few more, but I couldnt recall the names of them right now...

/Anders

On 11/16/06, antoine.rennuit [EMAIL PROTECTED] wrote:






Hi Harald (and others),

I am very much involved in physics engines for games and virtual reality,
and as far as I know all physics engines come with optimized collision
detection (optimization is a key feature because it is really greedy). I
don't know exactely what you mean by simulation but if it is dynamical
simulation you should have a look at http://www.ode.org/ which is the best
free dynamical simulator I know - though it is far behind its commercial
counterparts. It includes proper collision detection and polyarticulated
rigid bodies dynamics.

Another point: in most well written applications, physics (for the
simulation of your robot) and rendering are isolated layers. Different
functions, different packages... That makes sense and is worth keeping for
general understanding of the architecture.

Antoine.



 Hi Marco,

 On 11/16/06, Marco Jez wrote:
  There is a good article on GameDev.net that explains how to do collision
  detection between ellipsoids and polygons. I've used it to implement
  viewer-world collision detection and it works fine:
 
 
http://www.gamedev.net/reference/articles/article1026.asp
 
  The ray-polygon intersection test performed by osgUtil::IntersectVisitor
is
  not enough for this kind of collision detection (unless you can model
the
  collider as a point rather than as an ellipsoid).

 Heh heh, neat little trick with transforming a sphere to ellipsoid.
 All we need now is an EllipsoidIntersector ;-)

  When the project I'm working on is finished I'll be able to release my
CD
  code as open source.

 Oooh what a tease. I very much look forward to that day.

 Any chance of it being a Christmas present?

 Or fat free alternative to an Easter egg ;-)

 Good luck with the project,
 Robert.
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Re: [osg-users] keyrepeat the II:nd

2006-11-14 Thread Anders Backman

Great, I didnt want to mess up the relationships between
KeyboardMouse/RenderSurface, so, for me a quick solution would work
just fine, even if it comes down to renderSurface-setAutoRepeat()


/Anders


On 11/13/06, Don Burns [EMAIL PROTECTED] wrote:

At this point, we can hack in a fix to RenderSurface with an API to control
key repeats.  Going forward, things will be refactored significantly, and
I'd like to think about this a bit further.  It really doesn't fit the scope
of RenderSurface to be controlling things like KeyRepeat events, etc, so in
the future it will probably move somewhere else.

But lets get it in there for now.  I'll have a look see.  I'm trying to
catch up on a bit of a back log of other items right now.

-don


On 11/13/06, Anders Backman [EMAIL PROTECTED] wrote:
 Mm, it SOUNDS good.
 IF you check the value, its actually 1 most of the times.

 I added the code into RenderSurface_Win32.cpp

 case WM_KEYDOWN:
 {
 int mask = 15;
 int repeat = lParammask;
 std::cerr  Repeat:   repeat  std::endl;


 When running a producer based app while pressing a key down, I get:

 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 2
 Repeat: 2
 Repeat: 2
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1
 Repeat: 1

 So it looks like the repeat info we get is something else, anyway, its
 nothing that helps here.

 On the other hand, its actually bit 30 that is interesting, it
 specifies wether the key comes from a up or a down state previously.
 So in a perfect world we could do:

 if (!getAutoRepeatMode()  (lParam  (1  30)))
   break;

 The problem is that this code is in RenderSurface, and it knows
 nothing about KeyboardMouse...

 So Don, what can be done about it?

 (sorry, I should have posted this on the Producer mailing-list, but
 its a 3, closing into 4 year old OSG-topic, so I thought it should get
 its final closure here to ;-)

 /Anders

 On 11/13/06, Chris Hanson [EMAIL PROTECTED] wrote:
  Anders Backman wrote:
   Guess if I was happy to find the setAutoRepeat(bool) method in
   Producer/KeyboardMouse
   Equally sad when I spotted the implementation: setAutoRepeat(bool
flag) {}
   I mean there is a vad way of solving it outside producer/osgProducer
   by creating a std::map and store all the keyboard events to see if
   they have changed or not.
   But I dont want to implement this just to find that a better solution
   is already in the pipeline...
 
 Under Windows, both WM_CHAR and WM_KEYDOWN:
 
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/keyboardinput/keyboardinputreference/keyboardinputmessages/wm_char.asp
 
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/keyboardinput/keyboardinputreference/keyboardinputmessages/wm_char.asp
 
 offer a value masked into bits 0-15 of the lParam of the message
event. I expect the
  Producer event handling could check this value and the state of an
internal AutoRepeat
  variable (controlled by setAutoRepeat()) and discard repeated events.
 
 
 I don't know anything special about Producer, this is just how I see
it.
 
   /Anders
 
  --
  Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at
logrus
I set the wheels in motion, turn up all the machines, activate the
programs,
 and run behind the scenes. I set the clouds in motion, turn up light
and sound,
 activate the window, and watch the world go 'round. -Prime Mover,
Rush.
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S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
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Re: [osg-users] keyrepeat the II:nd

2006-11-14 Thread Anders Backman

Even if its a RenderSurface::setAutoRepeatMode() (which is easy?)

If so, I can send you one tomorrow (its late here now)

/Anders

On 11/14/06, Don Burns [EMAIL PROTECTED] wrote:

Sorry, guys, my windows machine decided to take a dump today.
Interestingly, the disk is fine as the other partition happily boots Linux.
I tried to follow Microsoft's brilliant recovery procedures only to find
myself in a repetitive loop of non-productive reboots.

 So, this will either need to wait until I can allocate the time to arm
wrestle with Redmond, or someone submits a fix.  I'll be happy to fold in a
submitted fix.

 -don


On 11/14/06, Anders Backman [EMAIL PROTECTED] wrote:
 Great, I didnt want to mess up the relationships between
 KeyboardMouse/RenderSurface, so, for me a quick solution would work
 just fine, even if it comes down to renderSurface-setAutoRepeat()


 /Anders


 On 11/13/06, Don Burns [EMAIL PROTECTED] wrote:
  At this point, we can hack in a fix to RenderSurface with an API to
control
  key repeats.  Going forward, things will be refactored significantly,
and
  I'd like to think about this a bit further.  It really doesn't fit the
scope
  of RenderSurface to be controlling things like KeyRepeat events, etc, so
in
  the future it will probably move somewhere else.
 
  But lets get it in there for now.  I'll have a look see.  I'm trying to
  catch up on a bit of a back log of other items right now.
 
  -don
 
 
  On 11/13/06, Anders Backman  [EMAIL PROTECTED] wrote:
   Mm, it SOUNDS good.
   IF you check the value, its actually 1 most of the times.
  
   I added the code into RenderSurface_Win32.cpp
  
   case WM_KEYDOWN:
   {
   int mask = 15;
   int repeat = lParammask;
   std::cerr  Repeat:   repeat  std::endl;
  
  
   When running a producer based app while pressing a key down, I get:
  
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 2
   Repeat: 2
   Repeat: 2
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
   Repeat: 1
  
   So it looks like the repeat info we get is something else, anyway, its
   nothing that helps here.
  
   On the other hand, its actually bit 30 that is interesting, it
   specifies wether the key comes from a up or a down state previously.
   So in a perfect world we could do:
  
   if (!getAutoRepeatMode()  (lParam  (1  30)))
 break;
  
   The problem is that this code is in RenderSurface, and it knows
   nothing about KeyboardMouse...
  
   So Don, what can be done about it?
  
   (sorry, I should have posted this on the Producer mailing-list, but
   its a 3, closing into 4 year old OSG-topic, so I thought it should get
   its final closure here to ;-)
  
   /Anders
  
   On 11/13/06, Chris Hanson [EMAIL PROTECTED] wrote:
Anders Backman wrote:
 Guess if I was happy to find the setAutoRepeat(bool) method in
 Producer/KeyboardMouse
 Equally sad when I spotted the implementation: setAutoRepeat(bool
  flag) {}
 I mean there is a vad way of solving it outside
producer/osgProducer
 by creating a std::map and store all the keyboard events to see
if
 they have changed or not.
 But I dont want to implement this just to find that a better
solution
 is already in the pipeline...
   
   Under Windows, both WM_CHAR and WM_KEYDOWN:
   
 
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/keyboardinput/keyboardinputreference/keyboardinputmessages/wm_char.asp
   
 
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/keyboardinput/keyboardinputreference/keyboardinputmessages/wm_char.asp
   
   offer a value masked into bits 0-15 of the lParam of the message
  event. I expect the
Producer event handling could check this value and the state of an
  internal AutoRepeat
variable (controlled by setAutoRepeat()) and discard repeated
events.
   
   
   I don't know anything special about Producer, this is just how I
see
  it.
   
 /Anders
   
--
Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric
at
  logrus
  I set the wheels in motion, turn up all the machines, activate
the
  programs,
   and run behind the scenes. I set the clouds in motion, turn up
light
  and sound,
   activate the window, and watch the world go 'round. -Prime
Mover,
  Rush.
___
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   --
  
  
  
 

   Anders Backman   Email:[EMAIL PROTECTED]
   HPC2N/VRlab  Phone:+46 (0)90-786
9936
   Umea

[osg-users] Keyrepeat windows

2006-11-13 Thread Anders Backman

Just to check.

In the post:
http://openscenegraph.org/archiver/osg-users/2003-June/0517.html

I sort of mentioned that a way of turning of keyrepeat under windows
could come in handy.

Guess if I was happy to find the setAutoRepeat(bool) method in
Producer/KeyboardMouse

Equally sad when I spotted the implementation: setAutoRepeat(bool flag) {}

:-)

Now, is this something that deserves more attention?
I mean there is a vad way of solving it outside producer/osgProducer
by creating a std::map and store all the keyboard events to see if
they have changed or not.
But I dont want to implement this just to find that a better solution
is already in the pipeline...

So whats the status?

/Anders


--



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

2006-11-13 Thread Anders Backman

My last post didnt make it to the list, trying again...


In the post:
http://openscenegraph.org/archiver/osg-users/2003-June/0517.html

I sort of mentioned that a way of turning of keyrepeat under windows
could come in handy.

Guess if I was happy to find the setAutoRepeat(bool) method in
Producer/KeyboardMouse

Equally sad when I spotted the implementation: setAutoRepeat(bool flag) {}

:-)

Now, is this something that deserves more attention?
I mean there is a vad way of solving it outside producer/osgProducer
by creating a std::map and store all the keyboard events to see if
they have changed or not.
But I dont want to implement this just to find that a better solution
is already in the pipeline...

So whats the status?

/Anders


--

--



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

2006-11-13 Thread Anders Backman

Mm, it SOUNDS good.
IF you check the value, its actually 1 most of the times.

I added the code into RenderSurface_Win32.cpp

case WM_KEYDOWN:
   {
   int mask = 15;
   int repeat = lParammask;
   std::cerr  Repeat:   repeat  std::endl;


When running a producer based app while pressing a key down, I get:

Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 2
Repeat: 2
Repeat: 2
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1
Repeat: 1

So it looks like the repeat info we get is something else, anyway, its
nothing that helps here.

On the other hand, its actually bit 30 that is interesting, it
specifies wether the key comes from a up or a down state previously.
So in a perfect world we could do:

if (!getAutoRepeatMode()  (lParam  (1  30)))
 break;

The problem is that this code is in RenderSurface, and it knows
nothing about KeyboardMouse...

So Don, what can be done about it?

(sorry, I should have posted this on the Producer mailing-list, but
its a 3, closing into 4 year old OSG-topic, so I thought it should get
its final closure here to ;-)

/Anders

On 11/13/06, Chris Hanson [EMAIL PROTECTED] wrote:

Anders Backman wrote:
 Guess if I was happy to find the setAutoRepeat(bool) method in
 Producer/KeyboardMouse
 Equally sad when I spotted the implementation: setAutoRepeat(bool flag) {}
 I mean there is a vad way of solving it outside producer/osgProducer
 by creating a std::map and store all the keyboard events to see if
 they have changed or not.
 But I dont want to implement this just to find that a better solution
 is already in the pipeline...

   Under Windows, both WM_CHAR and WM_KEYDOWN:
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/keyboardinput/keyboardinputreference/keyboardinputmessages/wm_char.asp
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/keyboardinput/keyboardinputreference/keyboardinputmessages/wm_char.asp

   offer a value masked into bits 0-15 of the lParam of the message event. I 
expect the
Producer event handling could check this value and the state of an internal 
AutoRepeat
variable (controlled by setAutoRepeat()) and discard repeated events.


   I don't know anything special about Producer, this is just how I see it.

 /Anders

--
Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at logrus
  I set the wheels in motion, turn up all the machines, activate the programs,
   and run behind the scenes. I set the clouds in motion, turn up light and 
sound,
   activate the window, and watch the world go 'round. -Prime Mover, Rush.
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Anders Backman   Email:[EMAIL PROTECTED]
HPC2N/VRlab  Phone:+46 (0)90-786 9936
Umea university  Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
  http://www.cs.umu.se/~andersb
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Re: [osg-users] Keyrepeat windows

2006-11-13 Thread Anders Backman

MM, not a very clean solution, I mentioned that in my previous post.
Its better if we dont get any event at all.
Otherwise, windows will burst out keyboard events through producer in vain.

Also, what if you start the app with a keyboard pressed?
Not very likely, but if you want to catch everything, it could be a problem.

(Users are likely to cause problems, if they can, they will, without
them it would be a lot easier to develop software :-)

(Dont quote me on that!)


/Anders


On 11/14/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

Hey I just ran into this very thing (although I didn't even think to look if
OSG already was handling it).  I used a std::set and kept the keys that were
pressed until they weren't pressed anymore.  That was pretty easy.


On 11/13/06, Anders Backman [EMAIL PROTECTED] wrote:

 Just to check.

 In the post:

http://openscenegraph.org/archiver/osg-users/2003-June/0517.html

 I sort of mentioned that a way of turning of keyrepeat under windows
 could come in handy.

 Guess if I was happy to find the setAutoRepeat(bool) method in
 Producer/KeyboardMouse

 Equally sad when I spotted the implementation: setAutoRepeat(bool flag) {}

 :-)

 Now, is this something that deserves more attention?
 I mean there is a vad way of solving it outside producer/osgProducer
 by creating a std::map and store all the keyboard events to see if
 they have changed or not.
 But I dont want to implement this just to find that a better solution
 is already in the pipeline...

 So whats the status?

 /Anders


 --




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

2006-11-06 Thread Anders Backman

No, unfortunately not. Try to contact the authors.

/Anders

On 11/7/06, Fernando Giovanini [EMAIL PROTECTED] wrote:

Hi, Anders.
Have you ever use this lib? I'm trying to, but it's very complicated to
compile. If you ever made it, help me, please.

Thanks,
Fernando.

Anders Backman escreveu:
 Or why not try osgAR?

 http://www.gvu.gatech.edu/ael/resources/osgar.html



 Hello Fernando,



 You might want to take a look at the amire(authoring mixed reality)
 project,
 it does a whole lot more than what you want, but it definitely has an
 ARToolkit + OSG integration …

 The last time I worked on the project has been three years ago, so
 I'm not
 sure what happened to it afterwards … but you can find it in
 sourceforge:



 http://amire.sourceforge.net/



 I hope that helps,



 Best

 Frank






 From: Fernando Giovanini [mailto:[EMAIL PROTECTED]
  Sent: Friday, November 03, 2006 9:33 PM
  To: osg-users@openscenegraph.net
  Subject: [osg-users] OSG + ARToolkit




 Hi,
  I've been looking for how to integrate OSG and ARToolkit. And it seems
  to work. But I couldn't find any tip in the mailing-list archive.
  I need to grab the image using a cam, show it in a SceneView window. I
  read that it can be done using a billboard ou TextureRectangle ou
 even a
  [EMAIL PROTECTED], but I can't figure out how to do that.
  Can you help me a little?

 Thanks
  Fernando.
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HPC2N/VRlab  Phone:+46 (0)90-786 9936
Umea university  Cellular: +46 (0)70-392 64 67
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Re: [osg-users] OSG + ARToolkit

2006-11-04 Thread Anders Backman

Or why not try osgAR?

http://www.gvu.gatech.edu/ael/resources/osgar.html




Hello Fernando,



You might want to take a look at the amire(authoring mixed reality) project,
it does a whole lot more than what you want, but it definitely has an
ARToolkit + OSG integration …

The last time I worked on the project has been three years ago, so I'm not
sure what happened to it afterwards … but you can find it in sourceforge:



http://amire.sourceforge.net/



I hope that helps,



Best

Frank






From: Fernando Giovanini [mailto:[EMAIL PROTECTED]
 Sent: Friday, November 03, 2006 9:33 PM
 To: osg-users@openscenegraph.net
 Subject: [osg-users] OSG + ARToolkit




Hi,
 I've been looking for how to integrate OSG and ARToolkit. And it seems
 to work. But I couldn't find any tip in the mailing-list archive.
 I need to grab the image using a cam, show it in a SceneView window. I
 read that it can be done using a billboard ou TextureRectangle ou even a
 [EMAIL PROTECTED], but I can't figure out how to do that.
 Can you help me a little?

Thanks
 Fernando.
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Umea university  Cellular: +46 (0)70-392 64 67
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[osg-users] SIGRAD Conference 2006

2006-11-03 Thread Anders Backman

Its time for the annual SIGRAD conference.

This years Theme: Computer Games
Date: November 22-23, 2006
Location: Högskolan i Skövde, Sweden


The SIGRAD conference provides a venue for interaction between
academia and professionals within the field of computer graphics in
the nordic countries.
The special theme for the conference in 2006 is computer games.

* The keynote speech for SIGRAD'06 is about rendering technology
used in the current generation of game engines. Torbjörn Söderman
(Lead Rendering Programmer) will talk about the history of rendering
technology in the game industry and Johan Andersson (Rendering
Architect) will give an overview of the architecture and rendering
systems of DICE's new Frostbite engine that powers the upcoming
Battlefield: Bad Company for the Xbox 360 and PlayStation 3.

* The papers presented in the Academic session will cover a wide
range of topics ranging from computer graphics theory to more
practical topics such as the use of graphics for serious gaming
applications and the simulation of physics.

* During the interactive sessions the University of Skövde will
present research on human-computer game interaction and serious
gaming, the Royal Institute of Technology will present work on the
VERSE project which aims to create a protocol for connecting 3D
Application with low latency connections.

* Skövde is conveniently located between Gothenburg (1 hour by train)
and Stockholm (2 hours by train) so it is possible to visit the
conference as part of a normal work day.
For more information visit: www.his.se/sigrad06

or the SIGRAD website: www.sigrad.se

Welcome!

--




Anders Backman   Email:[EMAIL PROTECTED]
HPC2N/VRlab  Phone:+46 (0)90-786 9936
Umea university  Cellular: +46 (0)70-392 64 67
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Re: [osg-users] How to get the attribute of the object in the scene?

2006-11-03 Thread Anders Backman

Nej, jag bad dig titta på vad som gick att plocka ut utan configscript.
Det vore bra om vi lyfte ut den koden till repository så slipper vi
underhålla det.
Däremot våra cfg prylar är juvåra.

/Anders

On 10/30/06, Daniel Sjolie [EMAIL PROTECTED] wrote:


Det kommer jag inte ihåg... Har du? :)

/Daniel


On 10/30/06, Anders Backman [EMAIL PROTECTED] wrote:
 Daniel, har du kommittat något av våra attribut exporteringsprylar?
 till någon som har hand om osgExp?

 /Anders


 On 10/30/06, yaqi fan [EMAIL PROTECTED] wrote:
  I have a 3DMAX scene model. How can I get the attribute of the object in
the
  scene?
 
 Thank you
  Fancy
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Re: [osg-users] How to get the attribute of the object in the scene?

2006-10-30 Thread Anders Backman

Daniel, har du kommittat något av våra attribut exporteringsprylar?
till någon som har hand om osgExp?

/Anders


On 10/30/06, yaqi fan [EMAIL PROTECTED] wrote:

I have a 3DMAX scene model. How can I get the attribute of the object in the
scene?

   Thank you
Fancy
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Re: [osg-users] osgVR

2006-10-19 Thread Anders Backman

Its been replaced by the osg::CameraNode which handles everything that
has to do with rendering to textures.

So osgprerender.cpp should work as an example for that.
Compare with an old version of osgprerender and you will notice the difference.



/Anders

On 10/18/06, Keith Parkins [EMAIL PROTECTED] wrote:

Has anyone updated osgVR to compile against osg = 1.0? I think the only
thing that has to be done is to fix the use of
osgUtil::RenderToTextureStage, a class that was dropped at some point
before osg release 1.0. If someone can tell me what happened to this
class, I could probably do it myself.

Thanks,
Keith

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Re: [osg-users] Sound...

2006-10-10 Thread Anders Backman
Short update!
Forgot to checkin two files (Event and Event.cpp) into osgAL, sorry about that.

They are all there now, and it should build under windows!

Linux: build-file fix and testing underway...

/AndersOn 10/9/06, Anders Backman [EMAIL PROTECTED] wrote:
Just committed my updates to osgAL svn repository.

 - OpenAL++ and osgAL integrated into same project (still separate libraries though, so they can be used independently).
 - Fixed numerous bugs in streaming code.
 - Restructured the strange copying of Streams/Samples in constructors of Source class.
 - Using more consistent reference pointing
 - Added menus to capture demo and playOgg demo.
 - Using osg style header files (without .h)
 - Added oalpp_multiple_oggstreams example, which streams 10 ogg files continously (uses ~5-10% CPU on my machine)
 - Added oalpp_capture demo that demonstrates the input streaming
capabilities. A microphone can be connected to the computer and the
stream will go into a HW source that can be positioned (pitched) etc..

 - Dependencies of CommonC++ and Portaudio is forever gone!
Now all this concerns the WIN32 platform.
I havent tested the svn version under linux yet. Im waiting for my Linux machine to arrive...



Comments and feedback is always helpful!


/Anders

On 10/7/06, Robert Osfield 
[EMAIL PROTECTED]
 wrote:
On 10/6/06, E. Wing [EMAIL PROTECTED] wrote:

Actually, there was a long thread about this on the OpenAL mailinglist. Creative Labs (Windows) and the spec refused to dictate wherethe OpenAL headers go. So everybody is free to do what they want. Soon Windows, there is no AL/ directory, on Linux it's AL/al.h and on
OS X it's OpenAL/al.h. End of story.Arrgg, to is Creative Labs who've lost the plot. Stuff like this should be decided early in projects life and stuck to.I
had used OpenGL for well over ten years, on many different operating
systems, on everyone all GL headers were in a GL/ subdirectory, that is
until I came across OSX, and suddenly hacks were required.
So rather than learn from this Creative Labs just wander around like a
headless chicken on the topic. Shudder.
Robert.

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Re: [osg-users] OSG and clustering

2006-10-10 Thread Anders Backman
 is the issue of stereo. In an
active stereo system, I believe the issue is one of synchronizing
drawing to the first buffer (left back, or right back) with data.
That is, the data need only update once for every two subframes of
stereo. 
I am sorry for these probably stupid questions but I didn't deal with a
CAVE before and I would like to know from somebody more experienced what
the problems could be.
THe only stupid question is the one not asked. :) Of course, I
don't know what excuse I might have if I've provided any stupid answers.

-don
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Re: [osg-users] Semi-OT: Plugin architectures

2006-10-10 Thread Anders Backman
I actually needed something like what you are describing here, a way of linking in external libraries in runtime a while back...What we ended up with was a plugin structure for lua.Its not optimal but it works well. We have a main executable that really doesnt know much about the world, but it has a lua-state and it knows how to load a plugin and register it to lua.
So what we can do is take for example a class:class MyApp MyApp(); void run(); // starts my app and do whatever void doOtherthings() bool shutTheWholeThingDown() ...}write a LuaPlugin class:
LuaMyApp : public LuaPlugin{ virtual void init(); // will be called during loading}Run MyApp class through tolua++ and generate interface binder code, call that from LuaPlugin::init() which registrates the MyApp class into lua.
This results in a .dll/.so luaplugin_myapp.dllSo by starting the main app:DOS main_app myapp.luawith a lua-file that specifies:myapp.lua:--requestPlugin(myapp)
myapp = MyApp:new()
myapp = MyApp:run()So its up to the author of the LuaMainApp plugin if he want to export all of the interface to lua or just the kick-off code.main_app doesnt know anything about MyApp.
There are of course a few Singletons to enable access to a scenegraph and some other things.All this said, I would love to see a slick API/toolset that makes it possible to get COM:ish functionality, while still portable and with a small overhead mainly in use!
/AndersOn 10/10/06, Dmitry Baikov [EMAIL PROTECTED] wrote:
Chris Hanson wrote: As I mentioned above, OSG's plugin design is suitable for OSG, but pretty much lacks many of the important criteria I'm looking for. Think of how 3dsMax breaks plugin compatibility everytime they release
 a new version, versus Photoshop which can run plugins written in the 3.0 era.It all depends on the complexity of data structures that will bemanupulated and/or passed between plugins.On possible solution is to use some scripting language with good
C-interface as a glue and write all plugins as language-modules.For us Lua (http://www.lua.org) is sufficient. Many projects use Python(as being more powerful, but complex).
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Re: [osg-users] Sound...

2006-10-06 Thread Anders Backman
Sure there is.

There is osgAL. OpenSceneGraph Audio Library.
Its available from sourceforge.

Im actually working on it right now, it use to be two separate
libraries, OpenAL++ (a C++ abstraction on top of OpenAL, which is an
portable open source 3D sound C api), and osgAL (integration of
OpenAL++ into OSG).

Im now migrating these two into one, for simpler build/download process.

I can only verify the Windows platform right now, but I will start work
on testing the linux platform too (we have been using it under both
windows and linux for years, but not since the migration).


Right now, the new version is only available through svn.

SO do a svn checkout from the http://sourceforge.net/projects/osgal,
download the ogg-vorbis precompiled libraries and build the
osgAL\visualStudio\osgal.sln (in the case of windows).

If you are running linux, well, do the same thing and do a ./configure;make
but I cant ensure you that it will work without some effort.

osgAL/OpenAL++ can load .wav, .aiff soundfiles and attach them to SoundNodes in the scenegraph.

You can also use .ogg files, although, thats what Im spending time on right now, to get it to work better than before...
There is still some work to do.

There are examples in the osgAL/examples directory, both for osgAL as well as OpenAL++.
One of the examples demonstrates a VERY simple occlusion example using
rays to examine if there is geometry blocking the path between a
soundsource and the listener.

Cheers, AndersOn 10/5/06, Philip Taylor [EMAIL PROTECTED] wrote:
Hi Neil,Sound is a bit more complex that just getting louder as you approach thesound source, eg Doppler effects, surface reflections, directional sound,attentuation due to terrain features, etc. I implemented a system based on
DirectX (DirectSound) that supported attenuation with distance, Doppler anddirectional sound and it was very realistic. The trick was not just goodcode but good (mono) sound samples. The open equivalent to DirectSound is
OpenAL. I don't know if there is such a thing as OSGAL, but you could alwaysstart the ball rolling..regards-Original Message-From: 
[EMAIL PROTECTED][mailto:[EMAIL PROTECTED]]On Behalf Of[EMAIL PROTECTED]
Sent: 05 October 2006 22:18To: osg-users@openscenegraph.netSubject: [osg-users] Sound...Hi All,Sorry if this is a bit of a strange question, but is there any support for
sound within OSG. On first pass I would have thought not as the scenegraphis concerned with visuals, however a colleague of mine pointed out that youget 3D Sound - the nearer you are, the louder it is etc. Any thoughts ?
Neil.___osg-users mailing listosg-users@openscenegraph.net
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Re: [osg-users] Sound...

2006-10-06 Thread Anders Backman
Just realized that this was only part of the truth.
OpenAL and freealut is also needed for the build. FreeALUT is a library
similar to GLUT, that initializes the OpenAL hardware and load standard
wav/aiff fileformats. 

So the dependency list of osgAL is:

- OSG_OT_P (OpenSceneGraph/OpenThreads/Producer)
- OpenAL http://www.openal.org/downloads.html
- Freealut http://www.openal.org/downloads.html- Oggvorbis http://www.vorbis.com/setup/


There is a very odd thing with the OpenAL binary release from creative
under windows though, for some reason they have moved the header-files
from AL/al.h to al.h

Currently the osgAL code in the repository will assume AL/al.h
is used, which probably means that one have to make a AL
directory and move the header files over there, I will probably add a
#ifdef WIN32 macro for this.
The problem is that there are other OpenAL releases available (one from
NVIDIA) I'm not sure which path they have taken, probably the standard
one...

To make things even worse, in the cvs version of OpenAL, they use the
AL/al.h version, so someone at Creative took a creative
decision somewhere in time ;-)


On 10/6/06, Anders Backman [EMAIL PROTECTED] wrote:
Sure there is.

There is osgAL. OpenSceneGraph Audio Library.
Its available from sourceforge.

Im actually working on it right now, it use to be two separate
libraries, OpenAL++ (a C++ abstraction on top of OpenAL, which is an
portable open source 3D sound C api), and osgAL (integration of
OpenAL++ into OSG).

Im now migrating these two into one, for simpler build/download process.

I can only verify the Windows platform right now, but I will start work
on testing the linux platform too (we have been using it under both
windows and linux for years, but not since the migration).


Right now, the new version is only available through svn.

SO do a svn checkout from the http://sourceforge.net/projects/osgal,
download the ogg-vorbis precompiled libraries and build the
osgAL\visualStudio\osgal.sln (in the case of windows).

If you are running linux, well, do the same thing and do a ./configure;make
but I cant ensure you that it will work without some effort.

osgAL/OpenAL++ can load .wav, .aiff soundfiles and attach them to SoundNodes in the scenegraph.

You can also use .ogg files, although, thats what Im spending time on right now, to get it to work better than before...
There is still some work to do.

There are examples in the osgAL/examples directory, both for osgAL as well as OpenAL++.
One of the examples demonstrates a VERY simple occlusion example using
rays to examine if there is geometry blocking the path between a
soundsource and the listener.

Cheers, AndersOn 10/5/06, Philip Taylor 
[EMAIL PROTECTED] wrote:
Hi Neil,Sound is a bit more complex that just getting louder as you approach thesound source, eg Doppler effects, surface reflections, directional sound,attentuation due to terrain features, etc. I implemented a system based on
DirectX (DirectSound) that supported attenuation with distance, Doppler anddirectional sound and it was very realistic. The trick was not just goodcode but good (mono) sound samples. The open equivalent to DirectSound is
OpenAL. I don't know if there is such a thing as OSGAL, but you could alwaysstart the ball rolling..regards-Original Message-From: 

[EMAIL PROTECTED][mailto:[EMAIL PROTECTED]]On Behalf Of
[EMAIL PROTECTED]
Sent: 05 October 2006 22:18To: osg-users@openscenegraph.netSubject: [osg-users] Sound...
Hi All,Sorry if this is a bit of a strange question, but is there any support for
sound within OSG. On first pass I would have thought not as the scenegraphis concerned with visuals, however a colleague of mine pointed out that youget 3D Sound - the nearer you are, the louder it is etc. Any thoughts ?
Neil.___osg-users mailing listosg-users@openscenegraph.net

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Re: [osg-users] Sound...

2006-10-06 Thread Anders Backman
CommonC++ is gone!
PortAudio (gone for a long time ago).

The previous list is the current dependencies, hard to get around unless you want to rewrite everything... :-)

/AndersOn 10/6/06, E. Wing [EMAIL PROTECTED] wrote:
Actually, there was a long thread about this on the OpenAL mailinglist. Creative Labs (Windows) and the spec refused to dictate wherethe OpenAL headers go. So everybody is free to do what they want. Soon Windows, there is no AL/ directory, on Linux it's AL/al.h and on
OS X it's OpenAL/al.h. End of story.-EricOn 10/6/06, Stephan Huber ratzfatz at digitalmind.de wrote: btw: OS X wants the OpenAL-includes from OpenAL/al.h
Is there any way to get Apple to do the right thing by API likes OpenGL andOpenAL?Frankly I find it really frutrasting that they just mess aroundwith include paths like this.If they really have to do things the
framework way then the frameworks should contain the actual AL or GLsubdirectories.IMHO, to push this nonesense onto developers is really unprofessional,developers use OpenGL and OpenAL because they are standards that should work
seemless across platforms without silly hacks. Would Apple be open tofixing these problems?Robert.___osg-users mailing list
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Re: [osg-users] Sound...

2006-10-06 Thread Anders Backman
or if you use visualstudio, use the INCLUDE, LIB environment variable together with the command: devenv /useenv
That makes life so much easier by making it possible to point out different include and lib directories...

/Anders
On 10/6/06, Eric Sokolowsky [EMAIL PROTECTED] wrote:
On Fri, 6 Oct 2006, E. Wing wrote: Actually, there was a long thread about this on the OpenAL mailing list. Creative Labs (Windows) and the spec refused to dictate where the OpenAL headers go. So everybody is free to do what they want. So
 on Windows, there is no AL/ directory, on Linux it's AL/al.h and on OS X it's OpenAL/al.h. End of story. -EricThen the right way to do it is to use #include 
al.h in your userprograms and then set up the proper -I flags when compiling, based onthe platform. Of course, those with GUI enviornments would click and pointtheir way to including the right path.
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[osg-users] Unable to load collada plugin

2006-09-29 Thread Anders Backman
Hi all.

I just downloaded the Collada DOM/DAE compiled it with no problems, then
I did a CVS update on osg and compiled the osgCollada plugin which
resulted in the ordinary osgdb_ files.


 Directory of d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32

2006-09-29  13:57 2 768 896 osgdb_dae.dll
2006-09-29  13:45 3 702 784 osgdb_daeD.dll
   2 File(s)  6 471 680 bytes
   0 Dir(s)  11 440 709 632 bytes free


Now for some strange reason when I try to load a dae model (just made a
box in Sketchup and exported it to a kmz from which I extracted the dae
file) I get the message: 

Warning: Could not find plugin to read objects from file test.dae.
osgviewer: No data loaded

With OSG_NOTIFY_LEVEL=DEBUG I get:

FindFileInPath() : trying c:\bin/osgdb_dae.dll ...
itr='C:\Program Files\CVSNT\'
FindFileInPath() : trying C:\Program Files\CVSNT\/osgdb_dae.dll ...
itr='d:\tools\c3d_dependencies\c3ddeps_dev\bin'
FindFileInPath() : trying
d:\tools\c3d_dependencies\c3ddeps_dev\bin/osgdb_dae.dll ...
itr='d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32'
FindFileInPath() : trying
d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32/osgdb_dae.dll ...
FindFileInPath() : USING
d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32/osgdb_dae.dll
DynamicLibrary::failed loading osgdb_dae.dll
Warning: Could not find plugin to read objects from file test.dae.
osgviewer: No data loaded

So it actually finds the osgdb_dae.dll and tries to load it, but it
fails.

Which can be seen when debugging osgviewer, it never gets to the dae
reader writer code at all...

Does anyone have a clue whats going on?
All other plugins works just fine.


 Anders Backman   Email:[EMAIL PROTECTED]
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RE: [osg-users] Unable to load collada plugin

2006-09-29 Thread Anders Backman
Did a debug on the collada loading problems Im experiencing:

Traced it down to
DynamicLibrary.cpp line 96.

#if defined(WIN32)  !defined(__CYGWIN__)
handle = LoadLibrary( libraryName.c_str() );

It has the right path, but the WindowsSDK call LoadLibrary fails
(returns NULL).

Works as I said with just about any other model...
Something is wrong with the dll file that I have generated, I just can
figure out what..



 Anders Backman   Email:[EMAIL PROTECTED]
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 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Anders Backman
 Sent: den 29 september 2006 14:18
 To: 'osg users'
 Subject: [osg-users] Unable to load collada plugin
 
 
 Hi all.
 
 I just downloaded the Collada DOM/DAE compiled it with no 
 problems, then I did a CVS update on osg and compiled the 
 osgCollada plugin which resulted in the ordinary osgdb_ files.
 
 
  Directory of d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32
 
 2006-09-29  13:57 2 768 896 osgdb_dae.dll
 2006-09-29  13:45 3 702 784 osgdb_daeD.dll
2 File(s)  6 471 680 bytes
0 Dir(s)  11 440 709 632 bytes free
 
 
 Now for some strange reason when I try to load a dae model 
 (just made a box in Sketchup and exported it to a kmz from 
 which I extracted the dae
 file) I get the message: 
 
 Warning: Could not find plugin to read objects from file test.dae.
 osgviewer: No data loaded
 
 With OSG_NOTIFY_LEVEL=DEBUG I get:
 
 FindFileInPath() : trying c:\bin/osgdb_dae.dll ... 
 itr='C:\Program Files\CVSNT\'
 FindFileInPath() : trying C:\Program 
 Files\CVSNT\/osgdb_dae.dll ... 
 itr='d:\tools\c3d_dependencies\c3ddeps_dev\bin'
 FindFileInPath() : trying 
 d:\tools\c3d_dependencies\c3ddeps_dev\bin/osgdb_dae.dll ... 
 itr='d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32'
 FindFileInPath() : trying 
 d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32/osgdb_dae.dll ...
 FindFileInPath() : USING 
 d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32/osgdb_dae.dll
 DynamicLibrary::failed loading osgdb_dae.dll
 Warning: Could not find plugin to read objects from file test.dae.
 osgviewer: No data loaded
 
 So it actually finds the osgdb_dae.dll and tries to load it, 
 but it fails.
 
 Which can be seen when debugging osgviewer, it never gets to 
 the dae reader writer code at all...
 
 Does anyone have a clue whats going on?
 All other plugins works just fine.
 
 
  Anders Backman   Email:[EMAIL PROTECTED]
  HPC2N/VRlab  Phone:+46 (0)90-786 9936
  Umea university  Cellular: +46 (0)70-392 64 67
  S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
http://www.cs.umu.se/~andersb
  
 
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RE: [osg-users] Unable to load collada plugin

2006-09-29 Thread Anders Backman
Great thanks, missed that one!
Now it works.
/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
 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Roger James
 Sent: den 29 september 2006 14:42
 To: 'osg users'
 Subject: RE: [osg-users] Unable to load collada plugin
 
 
 You need Andreas' fix for the plugin. See the Collada plugin 
 not working thread that has been running on the list for the 
 last few days.
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users- 
  [EMAIL PROTECTED] On Behalf Of Anders Backman
  Sent: 29 September 2006 13:18
  To: 'osg users'
  Subject: [osg-users] Unable to load collada plugin
  
 
 
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[osg-users] osgfadetext

2006-09-22 Thread Anders Backman
Just did a cvs checkout of osg under windows:

The OpenSceneGraph.dsw includes a project called osgfadetext, but the
project file (dsp) is missing, so is the code...


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

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RE: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-21 Thread Anders Backman
Hi terry, about the PSSM demo...

The osg::View class, where does that come from? Old? New? Never seen it
before.
Something from your own stew?

/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
 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Terry Welsh
 Sent: den 21 september 2006 04:33
 To: osg-users@openscenegraph.net
 Subject: Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]
 
 
 Hi all,
 Sounds like a lot of people want PSSM, so here's another 
 contribution to the effort. 
 http://www.reallyslick.com/~terry/stuff/PSSMdemo.tar.gz  To 
 run this demo, you'll need a model of a big scene; I didn't 
 supply one.  I suggest a nice outdoor scene about 10,000 
 units in diameter.  You also need GLSL support.
 
 This implementation is fairly complete, but I would like any 
 opinions that you all have (or code to extend it).  I don't 
 know if this would make a better example program or nodekit.  
 The big problem I see with making a nodekit is that there are 
 just too many different ways to implement PSSM; I don't know 
 how you could make one nodekit that would satisfy everyone.
 
 The angle I took in writing the DirectionalParallelSplitShadowMaps
 class was to just produce high quality shadow maps, but not 
 to force people to render their scene any particular way.  
 The demo renders your scene in one stage with a shader, but 
 it would be interesting to see what happens if you split the 
 scene into slices and render each slice with a single shadow map.
 
 I also did not implement a split scheme like Adrian did.  It 
 seemed like everyone uses a different split scheme, and the 
 split scheme might need to be particular to the scene, so I 
 leave that up to the user of the 
 DirectionalParallelSplitShadowMaps class.
 
 The class lets you add your scene in pieces:  an opaque 
 piece, and a piece with transparency.  Then it applies a 
 different shader to each one for rendering the shadow maps.  
 It might be nice to apply a different shader to the opaque 
 and transparent rendering bins, so that the user doesn't need 
 to make this separation themselves.  I don't know if this is 
 possible yet, though.  On the other hand, no sorting is 
 necessary for rendering objects with alpha into a shadow map 
 because pieces of those objects either become completely 
 opaque or completely transparent in the shadow map.  So maybe 
 the rendering big idea isn't the best solution.
 
 The biggest thing missing in this demo is good LOD support.  
 I have been trading emails with Robert about implementing 
 good LOD support for shadows, but this effort isn't complete 
 yet.  So you might not see shadows cast by LODed nodes.
 
 Anyway, let me know what you all think.
 -- 
 Terry Welsh - mogumbo 'at' gmail.com
 www.reallyslick.com  |  www.mogumbo.com
 
  Message: 12
  Date: Wed, 20 Sep 2006 18:53:04 +0100
  From: Robert Osfield [EMAIL PROTECTED]
  Subject: Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]
  To: osg users osg-users@openscenegraph.net
  Message-ID:
  [EMAIL PROTECTED]
  Content-Type: text/plain; charset=iso-8859-1
 
  On 9/20/06, Radu Mihai [EMAIL PROTECTED] wrote:
  
   Here's how I think this could be handled:
   - SSM NodeKit - standard shadow map, using FBO and 
 GL_DEPTH textures 
   there's an point of interest being discussed  in the list about 
   doing a depth-only FBO render after the FBO version is 
 running well, 
   there can be some fall-back methods added
   - derive a PSSM NodeKit based on the previous one
   I think the approach here would be to have MultiTexturing 
 used in the SSM
   kit and use that capability in the PSSM kit to do the 
 texture management
   additionally there will be code to manage the creation of 
 the splits
  
   This kind of approach would allow me to combine job-related work 
   with OSG contributions :)
  
   If you're interested, and if you think this is a good way to 
   proceed, I'll post the code I have and we can go forward 
 from there.
  
 
  FYI, I should start work on an osgShadow library for the OSG quite 
  soon. The contract is for stencil volume shadows, so this will 
  probably be the intitial back end implementation, however, 
 I'd like to 
  make the interface classes as generic as possible, and 
 support other 
  shadowing algorithms.
 
  How easy this might be is very difficult for me to say until one 
  starts lining up various implementation side by side and 
 working out 
  the commonality and the differences, and finding ways to 
 encapsulate 
  the differences neatly.
 
  More info on this once I get underway on it.
 
  Robert

[osg-users] SIGRAD 2006 - Deadline extended 3 october

2006-09-21 Thread Anders Backman
The SIGRAD Conference is an annual conference in Computer Graphics held
in Sweden.
It is arranged by SIGRAD, the Swedish Interest Group for Computer
Graphics.


The deadline for submissions to SIGRAD2006 has been extended
to 3 October. Take the opportunity to send in a paper on work in
progress. Goto www.sigrad.se and then click on SIGRAD 2006 for more
details.

SIGRAD committee


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

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RE: SV: [osg-users] osgAL setup

2006-08-09 Thread Anders Backman
I have been using OpenAL for quite some years, it use to be pretty easy.

Now, I havent used 1.1, so I started looking into it yesterday.
It turns out that they have changed a few things...
For example the OpenAL1.1 installer doesnt place include files in /AL
subdirectory!

The standard ALUT library is gone from OpenAL and is now in frealut, which
has to be compiled separately.

Other than that, it is not much of a problem I guess.

I would like you to elaborate about Frankenstein?

Also, it would help to know what kind of runtime errors you get?
Does the simple.exe in openalpp/bin work ok?
Does the osgal.exe in osgal/bin work ok?


SDL wont give you spatial sound, right?
It wont give you hw accelerated sound either, right?
Does it give you Doppler effects? 

I havent looked into it for a while... But I dont think so.
The only platform independent sw solution that doesnt come with a comercial
license is OpenAL.
For universitites there are other alternatives.


So what I would like to know, is if the Frankenstein resides in OpenAL++ or
OsgAL, or if it is an external monster ;-)

I have planned to migrate OpenAL++ into osgAL, making build a lot easier
when you have the right OpenAL installed.

I will try to build OpenAL1.1 and see if I can write a tutorial, or even
pack a zip file with the necessary stuff to make it easier to use.

Ill be back on work monday morning.

/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
  

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of austincb
 Sent: den 8 augusti 2006 18:37
 To: osg users
 Subject: Re: SV: [osg-users] osgAL setup
 
 If you or somebody could tell me version #'s of all 3 components (AL, 
 AL++, osgAL) that are known to work together, it'd be a great 
 help. I've
 gotten everything to compile but it's a complete 
 frankenstein, and has run-time errors.
 
 Thanks much!
 
 -Austin
 
 Anders Backman wrote:
   
 

  -Ursprungligt meddelande-
  Från: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] För austincb
  Skickat: den 7 augusti 2006 18:47
  Till: osg users
  Ämne: [osg-users] osgAL setup
 
  Having a heck of a time trying to get osgAL to compile. Are there 
  specific versions of OpenAL and OpenAL++ I should be using? I 
  downloaded the latest versions of OpenAL, OpenAL++, and osgAL. It 
  also can't find 'oalppd.lib', and the file isn't located in any of 
  the folders.
  
 
  From the above information I can make out that you are 
 working under
  windows. So its .Net 2003 or?
 
 
  Sounds like something is wrong with the versions here.
 
  Although, osgAL and OpenAL++ should work with eachother, so I guess 
  the problem is with the OpenAL version.
 
  I havent downloaded OpenAL for a while now, so I have to verify how 
  well the current one works with OpenAL++.
 
 

  osgAL is still a viable route for incorporating audio into modern 
  projects, right?
  
 
  Yeah, sure.
 

  Thanks for any assistance,
 
  -Austin
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SV: [osg-users] osgAL setup

2006-08-07 Thread Anders Backman
 

 -Ursprungligt meddelande-
 Från: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] För austincb
 Skickat: den 7 augusti 2006 18:47
 Till: osg users
 Ämne: [osg-users] osgAL setup
 
 Having a heck of a time trying to get osgAL to compile. Are 
 there specific versions of OpenAL and OpenAL++ I should be 
 using? I downloaded the latest versions of OpenAL, OpenAL++, 
 and osgAL. It also can't find 'oalppd.lib', and the file 
 isn't located in any of the folders.

From the above information I can make out that you are working under
windows. So its .Net 2003 or?


Sounds like something is wrong with the versions here.

Although, osgAL and OpenAL++ should work with eachother, so I guess the
problem is with the OpenAL version.

I havent downloaded OpenAL for a while now, so I have to verify how well the
current one works with OpenAL++.


 
 osgAL is still a viable route for incorporating audio into 
 modern projects, right?

Yeah, sure.

 
 Thanks for any assistance,
 
 -Austin
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RE: [osg-users] Playing sound in movies (win32)

2006-07-14 Thread Anders Backman
I guess, if you want interactive spatial sound (3D) osgAL is the
preferred choice as xinelib and quicktime cant do that. That is to have
the sound following the movie node in space.

If you on other hand need codecs to do Dolby Digital etc. then osgAL
(openal) is not the right choice.

/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
 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Robert Osfield
 Sent: den 14 juli 2006 10:53
 To: osg users
 Subject: Re: [osg-users] Playing sound in movies (win32)
 
 
 Hi Marta,
 
 I'm not yet familiar with osgAL so I'll defer to others on 
 how best to do it.  Also osgAL isn't part of the core OSG so 
 I can't merge anything that is based on it yet, the wiki is a 
 good place to post such code though.
 
 The xine-lib and quicktime plugin do there own sound support 
 without the need for osgAL, does the AVI library you are 
 using not support this as well?
 
 Robert.
 
 On 7/14/06, Marta Pla i Castells [EMAIL PROTECTED] wrote:
 
  Hi all,
 
  I've been playing with the code of Mikkel Gjøl (osgAVI ) 
 and finally 
  I've been able to play sound in my osgmovie application 
 extracting the 
  sound buffer to an openalpp sample and the creating a soundState of 
  osgAL. The only fact is that my code isn't as clean as I wanted. :( 
  The good new is that it WORKS!!!
 
  I insert my new code here. If Robert, or someone who knows the good 
  way to modify the code, wants to add it to the osg code I 
 will be very 
  pleased.
 
  Thank you very much to Mikkel and Tao for their help
 
  /*/
 
 
  void AviImageStream::OpenAVI( LPCSTR in_filename ) {
  // note: opens an avi-file
  // note: allocates data here, before thread is started!
  //   (thus in a thread with a gl-context)
 
  AVIFileInit(); // Opens The AVIFile Library
 
  // Opens The AVI Stream
  if( AVIStreamOpenFromFile( m_pavi, in_filename, 
 treamtypeVIDEO,
   0, OF_READ, NULL)) {
  std::string err( Failed to open the AVI-file:  +
  std::string(in_filename));
  MessageBox( HWND_DESKTOP, err.c_str(), 
 Error, MB_OK |
  MB_ICONEXCLAMATION );
  exit(-1);
  }
 
  AVIStreamInfo( m_pavi, m_psi, sizeof(m_psi) );
 
  if( AVIStreamOpenFromFile( m_pavi_sound, in_filename,
  streamtypeAUDIO, 0, 
 OF_READ, NULL)) {
  std::string err( Failed to open the AVI-file:  +
  std::string(in_filename));
  MessageBox( HWND_DESKTOP, err.c_str(), 
 Error, MB_OK |
  MB_ICONEXCLAMATION );
  exit(-1);
  }
 
  AVIStreamInfo( m_pavi_sound, m_psi_sound, 
  sizeof(m_psi_sound));
 
  long lSize;
  AVIStreamRead(m_pavi_sound, 0, 
 AVISTREAMREAD_CONVENIENT, NULL,
  0, lSize, NULL);
 
  LPBYTE pChunk = new BYTE[lSize];
 
  AVIStreamReadFormat(m_pavi_sound, 0, pChunk, lSize);
 
  LPWAVEFORMATEX pWaveFormat = (LPWAVEFORMATEX)pChunk;
  long m_length = AVIStreamLength(m_pavi_sound); //Member int
 
  if(pWaveFormat-wFormatTag!=1)
  puts(Esta comprimido);
 
  LPBYTE m_lpAudioBuffer = new BYTE[m_length*4];
 
  // Get the full stream
  for(int i=0; im_length; i++)
  AVIStreamRead(m_pavi_sound, i, 
 AVISTREAMREAD_CONVENIENT,
   m_lpAudioBuffer[i*4], lSize, NULL, NULL);
 
 
  openalpp::ref_ptropenalpp::Sample sample = new
  openalpp::Sample(AL_FORMAT_STEREO16,
  m_lpAudioBuffer, m_length*4,
  pWaveFormat-nSamplesPerSec);
 
  sound_state = new osgAL::SoundState(video);
  sound_state-setSample(sample);
  sound_state-setGain(1.0f);
  sound_state-setPitch(1);
 
  sound_state-setPlay(false);
  sound_state-setLooping(true);
 
  sound_state-allocateSource(10, false);
 
   
  osgAL::SoundManager::instance()-addSoundState(sound_state.get());
 
  sound_state-apply();
 
  m_width  = m_psi.rcFrame.right - 
 m_psi.rcFrame.left;// Width Is
  Right Side Of Frame Minus Left
  m_height = m_psi.rcFrame.bottom - 
 m_psi.rcFrame.top;// Height Is
  Bottom Of Frame Minus Top
 
  m_lastframe = AVIStreamLength( m_pavi

[osg-users] New version of osgHaptics

2006-06-09 Thread Anders Backman
OsgHaptics is now updated with an example of how to use a spatial hash to
cull the triangles rendered to the haptic device.

With this simple technique models with 300.000 triangles can be rendered
haptically in 60Hz.

osgHapticViewer is updated with several new command-line arguments to
control how the hash is created etc...

http://www.sf.net/projects/osghaptics

Cheers,
Anders.


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

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RE: [osg-users] Duplicate instances

2006-05-19 Thread Anders Backman



Of course, didnt think of that.
Works like a charm...

Now I can touch just about any loaded model in 
osghapticviewer ;-)

/Anders


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



  
  
  From: [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED] On Behalf Of Robert 
  OsfieldSent: den 19 maj 2006 12:31To: osg 
  usersSubject: Re: [osg-users] Duplicate 
  instances
  On 5/19/06, Anders Backman [EMAIL PROTECTED] wrote:
  
  Hi 
all.Is there, an easy way of taking any scene (model), copy all 
instances toseparate nodes (deep_copy) so that the result would be a 
model with noinstances left?Is there a anti-optimizer-visitor 
such as that? Try: newnode = 
  node-clone(osg::CopyOp(osg::DEEP_COPY_ALL));
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[osg-users] Initial release of osgHaptics

2006-05-10 Thread Anders Backman
Hi all.

OpenSceneGraph haptic library (osgHaptics) is a first attempt att supporting
haptic rendering inside OpenSceneGraph.

osgHaptics is available as download and SVN checkout from:

http://sourceforge.net/projects/osghaptics


Currently it is only built and tested under Windows.
It depends only upon OSG-bundle (OSG, Producer, OpenThreads) and
OpenHaptics, which are all available under MAC, WIN and Linux.
So it should in theory not that hard to port between the different
platforms.

Currently it uses osgProducer for some reasons (post-/pre render callbacks).

There are certainly a lot of room for improvements.
So you are all welcome to check it out, try and come back with comments...

It comes with to small apps at this time, I will write a few more to
document the use of the code in good old OSG spirit!

There is also a small page with API documentation at:

http://www.vrlab.umu.se/research/osgHaptics


Cheers,
Anders


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

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