Re: [Opensg-users] blending lod nodes

2006-10-04 Thread Dirk Reiners
Hi Simon, Simon Haegler wrote: > > thanks for the hint. first the buildings, then the vegetation ;-) Why do you have to start with the hard stuff? ;) > a related question: what is the fastest way to make a subgraph transparent? > > i tried MakeTransparentGraphOp, but the framerate dro

Re: [Opensg-users] OSG_DEBUG not defined for scons build ?

2006-10-04 Thread Dirk Reiners
Hi Carsten, Carsten Neumann wrote: > > yes, but if scons sets _DEBUG on all platforms for debug builds (does > it?) we could put this in OSGConfig.h: > > #ifdef _DEBUG > #define OSG_DEBUG > #endif > > and maybe also put it into OSGConfigured.h ? Does scons always do that? In that case

Re: [Opensg-users] OpenSG2: Scene Editor and Object Pool

2006-10-04 Thread Dirk Reiners
Hi Allen, Allen Bierbaum wrote: > > How would I go through the list and find the ones I want? For example > how would I know which attachment container is "MyEditorStuff" if there > are possibly other attachment containers off the root of the scene? Even after removing the group id yo

Re: [Opensg-users] OpenSG2: Scene Editor and Object Pool

2006-10-04 Thread Allen Bierbaum
Dirk Reiners wrote: > Hi Allen, > >Allen Bierbaum wrote: > > >>- First, it is possible to have objects (field containers) that are part >>of the concept of a scene, but are not actually in the scene graph. >> >> > >Personally I disagree, but that's a different story. > >... > > >>

Re: [Opensg-users] OpenSG2: Scene Editor and Object Pool

2006-10-04 Thread Carsten Neumann
Hi Allen, Allen Bierbaum wrote: > One idea I have been toying with is to just use AttachmentContainers. > For example if I wanted to store materials and FBO objects. > > rootNode >- AttachmentContainer:"MyEditorStuff" > - AttachmentContainer: "Materials" > - Material:

Re: [Opensg-users] OpenSG2: Scene Editor and Object Pool

2006-10-04 Thread Dirk Reiners
Hi Allen, Allen Bierbaum wrote: > > - First, it is possible to have objects (field containers) that are part > of the concept of a scene, but are not actually in the scene graph. Personally I disagree, but that's a different story. ... > I think it would be better to support holding

[Opensg-users] Wanted: Buildbot Slaves

2006-10-04 Thread Daniel E. Shipton
With the help of Infiscape we now have a Buildbot master in place and now need some slave machines to volunteer some CPU cycles for daily testing of OpenSG 2.More instructions can be found at: http://opensg.vrsource.org/trac/wiki/DailyBuildsMachines we already have covered are:Fedora Core 5 - AMD6

Re: [Opensg-users] OpenSG2: Scene Editor and Object Pool

2006-10-04 Thread Marcus Lindblom
Allen Bierbaum wrote: [snip] > Anyway, does anyone have a good idea for how to deal with this in my > application? Is there any other class that I should be looking at that > is new in OpenSG2? In our app we have a big registry (called DataSpace) which is a map from string to object (or actual

Re: [Opensg-users] compile OpenSG 2.0

2006-10-04 Thread Carsten Neumann
Antonio Bleile wrote: > Scrive Carsten Neumann <[EMAIL PROTECTED]>: > >> Antonio Bleile wrote: >>> Here's the next issue, sorry cut&paste from a dos box ;(: >>> Any ideas? >> Hm, any chance the compiler will respect setting LANG=en or do you know >> another way of getting it to produce english mes

Re: [Opensg-users] compile OpenSG 2.0

2006-10-04 Thread Antonio Bleile
Scrive Carsten Neumann <[EMAIL PROTECTED]>: > Antonio Bleile wrote: > > Here's the next issue, sorry cut&paste from a dos box ;(: > > Any ideas? > > Hm, any chance the compiler will respect setting LANG=en or do you know > another way of getting it to produce english messages ? > I'm afraid it's d

Re: [Opensg-users] compile OpenSG 2.0

2006-10-04 Thread Carsten Neumann
Antonio Bleile wrote: > Here's the next issue, sorry cut&paste from a dos box ;(: > Any ideas? Hm, any chance the compiler will respect setting LANG=en or do you know another way of getting it to produce english messages ? I'm afraid it's difficult for me to decipher the error messages - I can get

[Opensg-users] OpenSG2: Scene Editor and Object Pool

2006-10-04 Thread Allen Bierbaum
As part of the work I am doing on OpenSG2 and pyOpenSG I am working on a scene editor. It is not going to be anything as full featured as VRED, but it should allow editing of basic scenes and debugging/development of shaders and multi-pass rendering with OpenSG2. Are part of this effort I have

Re: [Opensg-users] blending lod nodes

2006-10-04 Thread Simon Haegler
> Another way that's useful for trees & foliage, is to use a randomized > alpha map and blend via alpha-test. A bit ditherish, but foliage is > pretty ditherish anyway. It depends on your app if it will look good or > not though. thanks for the hint. first the buildings, then the vegetation ;-)

Re: [Opensg-users] compile OpenSG 2.0

2006-10-04 Thread Antonio Bleile
Here's the next issue, sorry cut&paste from a dos box ;(: Any ideas? scons: Building targets ... cl /nologo /O2 /W1 /MD /EHsc /GR /TP /Ic:\programmi\boost\boost_1_33_1 /DWIN32 / D_WINDOWS /DNDEBUG /DOSG_COMPILESYSTEMLIB /Ibuild.win32.7.1\instlinks\include /I build.win32.7.1\instlinks\include\Ope

Re: [Opensg-users] compile OpenSG 2.0

2006-10-04 Thread Antonio Bleile
Hi Carsten, > Did you tell scons where to find boost ? If you installed it to > D:\Files\boost-1.33 (below this there should be a directory called > "boost" with headers), call it with > > scons BoostBaseDir="D:\Files\boost-1.33" > > Hope it helps, > Carsten > > PS: Big cave

Re: [Opensg-users] OSG_DEBUG not defined for scons build ?

2006-10-04 Thread Carsten Neumann
Hi Dirk and Allen, Dirk Reiners wrote: > Allen Bierbaum wrote: >> Carsten Neumann wrote: >>> I can not find the place where OSG_DEBUG is defined, so I assume it >>> should be on the compiler command line ? >>> Right now the scons build for 2 only puts a -D_DEBUG there, should >>> OSGConfig

Re: [Opensg-users] compile OpenSG 2.0

2006-10-04 Thread Carsten Neumann
Antonio Bleile wrote: > Now it stops compiling with a missing boost file: > > c:\Documents and > Settings\bleile\Documenti\devel\OpenSG2\build.win32.7.1\instlin > ks\include\OpenSG\OSGFieldForwards.h(45) : fatal error C1083: Impossibile > aprire > il file inclusione "boost/function.hpp": No such

Re: [Opensg-users] compile OpenSG 2.0

2006-10-04 Thread Antonio Bleile
> >>> Source\Base\Base\OSGSharedObjectHandler.cpp(502) : error C2065: > >> '__func__': > >>> iden > >>> tificatore non dichiarato > >>> scons: *** > >>> [build.win32.8.0\type-optimized--arch-default\Source\Base\Base\OSGSha > >>> redObjectHandler.obj] Error 2 > >>> scons: building terminated beca

Re: [Opensg-users] OSG_DEBUG not defined for scons build ?

2006-10-04 Thread Dirk Reiners
Hi Allen, Allen Bierbaum wrote: > Carsten Neumann wrote: > >> Hi, >> >> I can not find the place where OSG_DEBUG is defined, so I assume it >> should be on the compiler command line ? >> Right now the scons build for 2 only puts a -D_DEBUG there, should >> OSGConfig.h map this to OS

Re: [Opensg-users] compile OpenSG 2.0

2006-10-04 Thread Carsten Neumann
Hi Toni, >>> Source\Base\Base\OSGSharedObjectHandler.cpp(502) : error C2065: >> '__func__': >>> iden >>> tificatore non dichiarato >>> scons: *** >>> [build.win32.8.0\type-optimized--arch-default\Source\Base\Base\OSGSha >>> redObjectHandler.obj] Error 2 >>> scons: building terminated becau

Re: [Opensg-users] OpenSG2: Additions to reflective interfaces

2006-10-04 Thread Carsten Neumann
Hi Allen, Allen Bierbaum wrote: > I compiled everything last night hoping to avoid this type of problem. > One other person seems to have run into the same issue. Is it possible > that this is compiler specific? I am using gcc: > > g++ (GCC) 4.0.2 20051125 (Red Hat 4.0.2-8) I have h

Re: [Opensg-users] compile OpenSG 2.0

2006-10-04 Thread Antonio Bleile
> Antonio Bleile wrote: > > Hi Allen&Dirk, > > > > just updated the svn and calles scons, it still > > uses the VC8 and fails compiling: > > > > But Allen did insert a command line option to scons > > in order force usage of VS.NET 2003, right? > > What is that option? > > MSVS_VERSION > > scon

Re: [Opensg-users] compile OpenSG 2.0

2006-10-04 Thread Allen Bierbaum
Antonio Bleile wrote: > Hi Allen&Dirk, > > just updated the svn and calles scons, it still > uses the VC8 and fails compiling: > > But Allen did insert a command line option to scons > in order force usage of VS.NET 2003, right? > What is that option? MSVS_VERSION scons MSVS_VERSION=7.1 sho

Re: [Opensg-users] [Opensg-commits] r226 - trunk/Source/System/FieldContainer/Base

2006-10-04 Thread Allen Bierbaum
Gerrit Voss wrote: > On Tue, 2006-10-03 at 17:14 -0500, [EMAIL PROTECTED] wrote: >> Author: allenb >> Date: Tue Oct 3 17:14:39 2006 >> New Revision: 226 >> Trac changeset: http://opensg.vrsource.org/trac/changeset/226 >> ViewVC: http://realityforge.vrsource.org/viewvc/opensg?view=rev&revision=226

Re: [Opensg-users] blending lod nodes

2006-10-04 Thread Simon Haegler
> Crossfading is not as simple as it sounds. SGI did it in Performer, but > the only way to really make it work is using multisampling, as you don't > want to fade the models to/from transparent, as that would allow you to > see inside it, you want to fade the images of the actual models. > Mul

Re: [Opensg-users] Z-Fighting On Large Model

2006-10-04 Thread Antonio Bleile
> > Use two viewports (one for each camera), one in the back for further > > geometry and the next one for closer. The nearest-viewport should have a > > background that only erases the depth-buffer, not the color buffer. > > (This is possible in several ways. I don't know if there is a out-of-the

Re: [Opensg-users] Picking questions

2006-10-04 Thread Andreas Zieringer
Hi Praveen, > Thanks for your answers Dirk and Marcus. > > >>You could do that. It would be more efficient to either add a >>new Action >>for it or to generalize the existing IntersectAction. The >>main thing to >>do would be to remove the optimizations that speed up the >>intersection >>p

Re: [Opensg-users] blending lod nodes

2006-10-04 Thread Marcus Lindblom
Dirk Reiners wrote: > Hi Simon, > > Simon Haegler wrote: > >> i will start with adding an absolute fading range around each threshold, and >> simply do a linear fade between the two adjacent lods. >> > Crossfading is not as simple as it sounds. SGI did it in Performer, but > the onl

Re: [Opensg-users] compile OpenSG 2.0

2006-10-04 Thread Antonio Bleile
Hi Allen&Dirk, just updated the svn and calles scons, it still uses the VC8 and fails compiling: But Allen did insert a command line option to scons in order force usage of VS.NET 2003, right? What is that option? Source\Base\Base\OSGSharedObjectHandler.cpp(502) : error C2065: '__func__': id