[osg-users] Epic releases free version of Unreal Editor

2009-11-05 Thread Jean-Sébastien Guay
Hi all, I expect most of you have already seen this: http://www.develop-online.net/news/33198/Epic-releases-free-version-of-Unreal-Engine I'm mostly interested in this for the toolset, which is apparently very robust. If the file formats are reasonably open and we can make plugins to read the

Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-05 Thread Jean-Sébastien Guay
Hi Simon, Yeah I spent quite a bit of time playing with the UT editor way back with the release before UT 2K3 It was crap then and I doubt it's got any better. This release is not the level editor that shipped with any of the games. It's the toolset that was used to create the assets for the

Re: [osg-users] Computing Normals for Drawables

2009-11-09 Thread Jean-Sébastien Guay
Hi Andrew, Just to throw another requirement into the mix, I don't think we can use vertex shaders, as we cannot guarantee what hardware the software will be run on. Basically integrated graphics is the lowest possible hardware, so what's that, DirectX 8? 9? Vertex shaders run on DX8 but you

Re: [osg-users] osgShadow question

2009-11-09 Thread Jean-Sébastien Guay
Hi Wyatt, Which shader is the basic shader, fragmentShaderSource_noBaseTexture or fragmentShaderSource_withBaseTexture? Depends on whether your object has a texture or not. Although now, since texture lookups are so cheap these days, I would suggest you save yourself some aggravation and ju

Re: [osg-users] osgShadow question

2009-11-09 Thread Jean-Sébastien Guay
Hi Wyatt, The fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord shaders listed at the top of the cpp with the other two shaders Ah, no those are only used if you enable the debug HUD. J-S -- __ Jean-Sebastien Guay

Re: [osg-users] OSG v2.8.0

2009-11-09 Thread Jean-Sébastien Guay
Hi Jacob, I don't need the ogr project, so I'm not considered about it, and I'm looking to install VPBMaster as well, so what else am I missing here? I can't seem to set up a working load with the online documentation. If you don't need the ogr loader, then you don't need all the dependencie

Re: [osg-users] osgShadow question

2009-11-09 Thread Jean-Sébastien Guay
Hi Wyatt, Is this what you are referring to? if (withBaseTexture) { scene->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")), osg::StateAttribute::ON); } Nope, this: { // fa

Re: [osg-users] problems with transparency in the QOsgWidget for QT

2009-11-10 Thread Jean-Sébastien Guay
Hi Mike, position->setScale(osg::Vec3(0.01,0.01,0.01)); When you use scale in a Transform, the geometry's normals also get scaled. The normals are used to compute lighting, so it's "normal" (geez, bad pun) that lighting is wrong. You just need to tell OpenGL to rescale normals: position->

Re: [osg-users] Setting CullVisitor

2009-11-10 Thread Jean-Sébastien Guay
Hi Paul, Why do I have multiple SceneViews? There are always two SceneViews if you're using multithreading - they're used on alternating frames as you've seen. Just set your CullVisitor for both, or a separate instance of your CullVisitor for each instance. Whenever I've had to change some

Re: [osg-users] Setting CullVisitor

2009-11-10 Thread Jean-Sébastien Guay
Hi Paul, I know I risk making the thread diverge into unrelated concerns, but I wanted to ask: If you ever submit your node for inclusion in OSG, you can migrate the cull handling code into osgUtil::CullVisitor at the time you make the submission. This is what I did when I developed Occlusi

Re: [osg-users] Setting CullVisitor

2009-11-10 Thread Jean-Sébastien Guay
Hi Bryan, From experience, I can say that one dynamic_cast per frame per node can really add up to hurt performance :) Depends how many nodes. For example, for osgOcean::OceanScene, you should generally have only one in your whole scene. So in that case, one dynamic_cast per frame per no

Re: [osg-users] ShadowMap problem...

2009-11-10 Thread Jean-Sébastien Guay
Hi Wyatt, Any suggestions? I haven't tried your code, but I don't see you calling ShadowMap::setLight() anywhere... Try to add this once your light source is initialized: sm->setLight(ls->getLight()); Other than that, at first glance your code seems OK. Hope this helps, J-S -- _

Re: [osg-users] ShadowMap problem...

2009-11-10 Thread Jean-Sébastien Guay
Hi Wyatt, Thanks, That seem to make some change, instead of a grayish circle, I now see a moving roundish object... Sounds familiar... Han Solo: [flying across the deserts of Tatooine] I think my eyes are getting better. Instead of a big dark blur, I see a big bright blur. http://www.imdb

Re: [osg-users] ShadowMap problem...

2009-11-10 Thread Jean-Sébastien Guay
Hi Wyatt, Just have to ask, if you try with only one object and a ground plane (a really simple scene) do you get the same results? I just tested, and your code seems to work. I've attached a source file which is the osgshadow example, with the main() commented out and your code in its place

Re: [osg-users] Would someone be willing to help me diagnose a performance issue?

2009-11-10 Thread Jean-Sébastien Guay
Hello Frank, I'm not sure exactly what these numbers mean. You were on the right track. The Camera numbers are the objects that are not culled, and the View numbers are the objects that are in the view's scene, whether they're culled or not. When you set a node's mask to 0, you're force-cu

Re: [osg-users] Would someone be willing to help me diagnose a performance issue?

2009-11-11 Thread Jean-Sébastien Guay
Hi Frank, However, in the Slow App, there's actually a Model class of our own making, that has an osg::Group* member that stores a reference to the model's parent node, and an osg::MatrixTransform* that stores a reference to the model's Matrix Transform. The constructor of this class follows

Re: [osg-users] Would someone be willing to help me diagnose a performance issue?

2009-11-11 Thread Jean-Sébastien Guay
Hi Frank, So, I think that about wraps it up! Thanks to everyone for your help. Great, good to know you've found one of the culprits! I'd still encourage you to review your hierarchy to facilitate OSG's culling, but as long as your objectives are met, it's probably not that critical for now

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay
Hi Wyatt, When I have one or two objects, say the size of a car, or truck, only. The shadow map looks correct. But when I add my terrain which is approximately x = 5100 by y = 5100, I no longer see the car/truck shadows on the shadow map. Similarly, if I increase the length and width of the bo

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay
Hi Wyatt, 1. Is there a way I can query the number of texture units available on my GPU via an OSG call? A Google search turned up glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB). Also searching the OSG headers, I found osg::Texture::Extensions::numTextureUnits() which returns a GLint (int). Look

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay
Hi Wyatt, I have changed to a LISPSM shadow technique. OK. I have removed the cast bit from my terrain. The only two objects I have set cast shadow are close together. This should not need to be done when using LISPSM. It's view-dependent, so you don't need to make sure that the shadow ma

Re: [osg-users] osgShadow question

2009-11-11 Thread Jean-Sébastien Guay
Hi Wyatt, Oops... If I use the debug hud, then I need to use the fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord shaders? You're starting to go into the realm of questions you should be able to answer yourself, using the source and trying things out. I can't help you

Re: [osg-users] osgShadow question

2009-11-11 Thread Jean-Sébastien Guay
Hi Wojtek, I'm surprised the magic word to summon Wojtek ("shadows") took so much time this time! We've been discussing this for a few days now :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay
Hi Wyatt, With the debugHUD in the ShadowMap example, there was just a window which appeared to display the shadow map in gray-scale, but in the LISPSM example, there appears to be two sub-windows in the debughud window (not in gray-scale). What are these displaying? The left side is the shado

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay
Hi Wojtek, Generally yes, But don't turn them off but rather alter them with your modified shaders. That's useful when the ShadowedScene is the root of the scene, and your entire scene can be rendered with a single shader (or uber-shader with uniforms to select different code paths). But in

[osg-users] osgQtBrowser - compile problem

2009-11-11 Thread Jean-Sébastien Guay
Hi all, For a little while now I've had a local change to my OSG source tree and didn't think it was important enough to discuss since no one else seemed to have that problem. I'd like to remove this local change now, so my tree will build cleanly without any modifications... In the osgQtBro

Re: [osg-users] osgQtBrowser - compile problem

2009-11-12 Thread Jean-Sébastien Guay
Hi Robert, As this method isn't available in older versions of Qt then I'd suggest adding an #ifdef around it. Done, and CC'd to osg-submissions. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] osgQtBrowser - compile problem

2009-11-12 Thread Jean-Sébastien Guay
Hi Matthias, This kind of fix is also already included in a submission regarding portability fixes from me some time ago... Err, the same fix? Sorry, I didn't see that one. What's the status of your submission backlog, Robert? :-) (I know I've still got one submission pending) J-S -- ___

Re: [osg-users] osgUtil issue with exiting program

2009-11-12 Thread Jean-Sébastien Guay
Hi Bric, I compiled the osg debug libraries for better debugging output and linked them to my program. Now I do not get the error. I put the release libraries back in and the error comes back. Maybe I need to compile the release libraries with some kind of flag? I will try a few things then let y

Re: [osg-users] HeightField intersection

2009-11-12 Thread Jean-Sébastien Guay
Hi Teodor, I get the coordinates from getLocalIntersectionNormal() and I try to convert them to row and columns. Is there another way to get these values from mouse position? getLocalIntersectionNormal() will return the normal vector where the intersection occured, i.e. the vector perpendic

Re: [osg-users] ShadowMap problem...

2009-11-12 Thread Jean-Sébastien Guay
Hi Wyatt, Any suggestions? Not really. At this point you'll probably have to trace into OSG to make sure the shadow map traversal is getting to the right objects (i.e. your masks are set correctly), and check your shaders (perhaps even try with the basic shaders that LISPSM uses by default

Re: [osg-users] HeightField Performance

2009-11-12 Thread Jean-Sébastien Guay
Hello Teodor, 1. Is this class the appropriate one for what I want to do? I'm assuming you're using osg::HeightField with osg::ShapeDrawable - you didn't specify... Please try to be more precise in the future. In that case, no, it's not appropriate for large height fields. As Robert has sa

Re: [osg-users] osgOcean also rendering with osgParticle?

2009-11-13 Thread Jean-Sébastien Guay
Hi Erik, I've been playing around with osgOcean recently (nice work, btw!) and realized my fantastic particle effects were not being rendered in the scene. I tried to add them in various places in the scene graph with limited results. I expect it's something to do with the shaders, but I

Re: [osg-users] highlight an object with osgFX::Scribe

2009-11-13 Thread Jean-Sébastien Guay
Hi Ulrich, I would very much like to hear if there's a solution to this problem. There is osgUtil::DisplayRequirementsVisitor but this apparently isn't used anywhere. I wouldn't worry about it. Requiring that the stencil buffer be enabled is a sound requirement, and one you can easily docum

Re: [osg-users] TexCoords and texture unit

2009-11-13 Thread Jean-Sébastien Guay
Hi Martin, Can I do this without a glsl shader? A set of textures dependend on one TexCoordArray? geometry->setTexCoordArray(1, geometry->getTexCoordArray(0)); Your data will not be copied CPU-side (one tex coord array for both units, the ref count incremented accordingly) but they will be

Re: [osg-users] [AKO Warning - Message fails DKIM verification] Re: Problems with osgViewer::View::computeIntersections()

2009-11-13 Thread Jean-Sébastien Guay
Hello Lee, My Speculation: During rendering, there is a cull traversal that is performed. Objects which pass this cull traversal are gathered into a set and that set of objects is rendered. This set of objects might be retained and re-used by the IntersectionVisitor or Intersector class (a

Re: [osg-users] std::vector instances from osg::geode derived class error

2009-11-13 Thread Jean-Sébastien Guay
Hi Thorsten, osg::ref_ptr WidgNode01 = new TGBaseWidget(2,1); This is pretty basic... Look at this: for(i=count_width; i>0; i--) { (1) ElementLower.push_back( new TGWidgetElement(posX, posY, "WidgElementSideLower.png")); posX += 15; posY += 15; (2)

Re: [osg-users] Disable Backface Culling of a node

2009-11-13 Thread Jean-Sébastien Guay
Hi Dominic, node->getOrCreateStateSet()->setMode( GL_CULL_FACE, osg::StateAttribute::OFF ); thanks but this didn't work. We applied the mode on a loaded osg file. Is this a problem? If the osg file contains a stateset which sets GL_CULL_FACE to ON below the root node where you set it to OFF,

Re: [osg-users] [osgPlugins] Updating vertices properly + pick only one Geometry object

2009-11-14 Thread Jean-Sébastien Guay
Hi Bart, 1. My current project is developing a cloth simulation and it is working. The model consists of particles connected with springs. To visualize everything I use a Geometry object representing a triangle mesh, which I update every time step by first calling the dirtyDisplayList() function.

Re: [osg-users] osgOcean also rendering with osgParticle?

2009-11-16 Thread Jean-Sébastien Guay
Hi Kim, I'm not sure if Ogls multiple render target implementation is any more efficient than using a completely separate pass but rendering the ocean twice would be very costly. Yes, of course MRT is more efficient than multiple passes... It's only one pass of the geometry, but with multiple

Re: [osg-users] [osgPlugins] Updating vertices properly + pick only one Geometry object

2009-11-16 Thread Jean-Sébastien Guay
Hi Bart, The node mask idea also works fine. However, I saw in osgViewer::View a function computeIntersections. The function gave me the impression that it could also fix my problem, without using a node visitor. My idea was to construct an empty NodePath, push the Cloth's node in this NodePa

Re: [osg-users] Functioncall error

2009-11-16 Thread Jean-Sébastien Guay
Hi Thorsten, textobj is a local object in your constructor, not a member of your class. Here are the changes you need. class TGTextNode : public osg::Geode { public: TGTextNode(std::string T_Text, int T_Size, int T_Res, int T_PosX, int T_PosY, int T_PosZ); void addOutline();

Re: [osg-users] broken osgconv.exe

2009-11-18 Thread Jean-Sébastien Guay
Hi Ted, "This application has failed to start because MSVCR80.dll was not found. Re-installing the application may fix this problem" Hmmm, that would seem to indicate that the VC9 binaries depend on the VC8 runtime (probably in addition to the VC9 one). That's pretty weird. Could whoever c

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-18 Thread Jean-Sébastien Guay
Hi Robert, Thomas, Great new on the ES ports. I've been fiddling with OpenGL ES on IPhone and had up till now been using my own very basic port of OSG. I would most certainly be up for trying to get the latest trunk to compile on IPhone. I recon osg shouldn't be too much trouble it's osgDB tha

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-18 Thread Jean-Sébastien Guay
Hi Robert, Just to be sure you understand, I am not developing iPhone apps myself, I was just relaying some info I had read to those who might be interested to submit an OSG-based iPhone app to the Apple App Store sometime in the future. It may also be useful to toggle such features on/off

Re: [osg-users] Best ways to render "FE" models with millions of tris and quads

2009-11-18 Thread Jean-Sébastien Guay
Hi Andrew, For a test run osgparameter to see how you get on - it throws lots of vertices at the graphics card and uses a shader to update. Even my 5 year old laptop can render it at 60Hz. That's osgparametric, in case you were wondering. Robert's typos strike again :-) J-S --

Re: [osg-users] [osgOcean] Wake effects?

2009-11-20 Thread Jean-Sébastien Guay
Hi Kim, Oh.. and was the attached image supposed to be in 8 bit colour? Are you running osgocean on a zx 81 or something? ;) Looks like images attached to forum posts are converted to lower resolution/bit depth before being sent to the mailing list, it's not the first time I've seen this in

Re: [osg-users] osgQtBrowser - compile problem

2009-11-20 Thread Jean-Sébastien Guay
Hi Robert, I believe this is now fixed thanks the submission I merged from Mathias. Could you test svn/trunk and let me know if any problems arise? Yep it's fixed and in the same way. So forget this one :-) J-S -- __ Jean-Sebastien Guay

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-20 Thread Jean-Sébastien Guay
Hi Eric, According to the article, they admittedly used private APIs which is explicitly forbidden in Apple's license terms. I don't believe getenv or any ANSI C function is considered private. Private stuff is usually proprietary Apple APIs hidden away and undocumented which you have to go out

Re: [osg-users] broken osgconv.exe

2009-11-20 Thread Jean-Sébastien Guay
Hi Mattias, At first I didn't remember that either, but then it struck me - it was me :) I seemed to remember it was a Mat(t?)(h?)ias but didn't remember who exactly, and didn't bother to go check the archives... Shame on me. :-( Thanks for checking. Ted, as a workaround you could also ins

Re: [osg-users] Shadows on two-sided polygons

2009-11-20 Thread Jean-Sébastien Guay
Hi Andreas, I have turned off those things, and now it works good for me. Should I refactor that in a way that the application programmer can choose the behaviour and submit that? You could, but I think setting those things via overridden state is also acceptable, since if you need that you'l

Re: [osg-users] [osgOcean] Wake effects?

2009-11-20 Thread Jean-Sébastien Guay
Hello Tian Ma, I have update my source from SVN, when I test the new source, I found that the foam effects around the boat is still sharp white. Is that still a unsolved problem? Yes indeed. We discussed adding (invisible) sloped geometry around the silhouette of objects that contact the wa

Re: [osg-users] [osgOcean] Wake effects?

2009-11-21 Thread Jean-Sébastien Guay
Hi Buganini, Does same problem also occur for cliff straightly down to deep sea bed ? Possibly, I don't know. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/

Re: [osg-users] Shadows on two-sided polygons

2009-11-21 Thread Jean-Sébastien Guay
Hi Andreas, However, I have made an option in my program to use the StandardShadowMap, and it does not work for me (yet). Here are the problems: I'll have to let Wojtek answer these questions - I don't normally use planes in my scenes, generally I use manifold objects... I think it´s nicer

Re: [osg-users] heightfield change height crashes

2009-11-23 Thread Jean-Sébastien Guay
Hello Thomas, i created a geode and a heightfield, then i created a shapeDrawable with the geode as argument. After that i addDrawable to the geode, and the geode to the group. Now i can see the heightfield, but when i now try to change a height it does not update the frame? when i use dirtyD

Re: [osg-users] heightfield change height crashes

2009-11-24 Thread Jean-Sébastien Guay
Hello Thomas, i only have set ->setDataVariance(osg::Object::DYNAMIC); to the geode, now i also have set it to the shapeDrawable. Should i apply it only to the shapeDrawable or to both? Data variance only has an effect on subclasses of osg::Drawable and on osg::StateSet (at run time - it ha

Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread Jean-Sébastien Guay
Hi J.P., Can anyone confirm the missing textures? Any hints as to what else needs to be done to make sure everything is cleared/flushed correctly? We've been doing something similar to this for a while now and it's worked for us, what I'm wondering is whether the recent changes to texture bu

Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread Jean-Sébastien Guay
Hi again, I haven't had a chance to check your code yet, give me a few minutes and I'll check if there's anything amiss that I can see. I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN head. But it seems that you've pinned it down to the texture pool as I thought, thoug

Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread Jean-Sébastien Guay
Hi Frederic, Since we don't have direct access to the textures, we can't make the call to setUnRefImageDataAfterApply(). Would there be another way? You can run a visitor to get to the textures and turn this setting off. You can either make your own, or use osgUtil::Optimizer::TextureVisitor

Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread Jean-Sébastien Guay
Hi Frederic, Some more fun in perspective! At least, I'll try the texture pool solution in the latest SVN build to see if it helps. I think that's what's most susceptible to work. Even stable releases can have bugs. So I really suspect that you're hitting a bug that's fixed in SVN. As I sai

Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-25 Thread Jean-Sébastien Guay
Hi Robert, Jason, I would see similar crashes / missing textures, but only when previous context ID's were reused, and only when using paged databases. I'd sure like to see this fixed... I posted an example reproducing the issue on osg-users a while back but Robert was busy on the GLES port.

Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-26 Thread Jean-Sébastien Guay
Hello Wang Rui, After 3 months of long waiting (from the SIGGRAPH to present), I am very pleased to announce that, the book /OpenSceneGraph Design and Implementation/, which is written by Wang Rui and Qian Xuelei and predicted on the OSG BOF, finally COMES OUT! Great work on getting your boo

Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-26 Thread Jean-Sébastien Guay
Hi again Wang Rui, I just went to the product page on dangdang.com, and it seems it's out of stock? http://product.dangdang.com/product.aspx?product_id=20732977 http://translate.google.com/translate?js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fproduct.dangdang.com%2Fproduct.aspx%3Fproduct_id%3D2

Re: [osg-users] Custom code in OSG core

2009-11-26 Thread Jean-Sébastien Guay
Hi Robert, Sukender, The issue of proxy image is something that the osg::Texture's UnrefImageAfterApply could do with as it currently discards the whole osg::Image, so later on when you try to save the model there is no Image to provide the FileName to use to write to file you want to write out.

Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-26 Thread Jean-Sébastien Guay
Hello Wang Rui, Thank you for the encouragement. Yes, dangdang.com is out of stock temporarily, because of the over 2400 osgChina members waiting for this book. :-D Heh, they underestimated demand, classic :-) I'd like to help anybody here order this book and post it, o

Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-26 Thread Jean-Sébastien Guay
Hi Wang Rui, Well the next OSG BOF is in August next year - I'll wait to see if dangdang.com has stock soon and try to order it then. Well, I think I was able to register at dangdang.com and sign up to be notified when there is more stock for your book... Yay for Google Translate :-) It sa

Re: [osg-users] Slave camera configuration by config file

2009-11-26 Thread Jean-Sébastien Guay
Hi Paul, I have a system with four displays arranged as a 2x2 powerwall. If I simply bring up "osgviewer cow.osg", osgViewer seems to think that the four displays are arranged horizontally. That seems like a fine default assumption. Yes, I've seen this too. On Windows (and I expect on Linux

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-20 Thread Jean-Sébastien Guay
Hello Adrian, Hi all windows USERS, did it work for you, and on which hardware http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar Sorry, I was away for the weekend. I had to edit your demo.bat for two things: a) like Ralph, I removed the REM from the line that sets

Re: [osg-users] Too much support!!!!!

2008-05-24 Thread Jean-Sébastien Guay
Hi Bob, one reason i think people fire at the list first, perhaps, is that mailman is a bit difficult to use for finding data. i find the mailing list as-is difficult to search, esp for noobs, and sometimes even for oldies like me. hence, that's why i mirror the osg list (as of a year or so ago)

Re: [osg-users] website has broken reference guide links

2008-05-24 Thread Jean-Sébastien Guay
Hi Andy, Yes, the link you gave is to the old wiki, and should not be used. Can the old one be removed completely to avoid problems? I have asked this before, and it seems that some content is not yet on the new wiki (no idea what though, is it really that important if no one has moved it i

Re: [osg-users] Too much support!!!!!

2008-05-25 Thread Jean-Sébastien Guay
Hello Mike, Robert, Are you saying that you need few underlings to share the load? I think that idea is a long overdue, Robert. I totally agree. I think there is a need for direct and clear delegation of tasks. I can certainly step up and help in some areas if it is desired. Some parts I c

Re: [osg-users] Please test SVN of OpenSceneGraph and VirtualPlanetBuilder in prep for dev releases

2008-05-27 Thread Jean-Sébastien Guay
Hi Robert, There has been lots of build changes checked in, which, fingers crossed will solve build problems such as when using CMake 2.6, and without breaking build on prior versions of CMake. However, all this needs a serious work out across all platforms so I'd appreciate testing on SVN befo

Re: [osg-users] Community Documentation Initiative [Was: Too much support!!!!!]

2008-05-28 Thread Jean-Sébastien Guay
Hello John, I'm a total newbe to OSG and as a newbe I hunger for info. Here's a few things that I am really missing, and I think most of these things can be done by the community rather than Robert: All three of your ideas are really good and pretty easy to do. Some comments: 1) There are

Re: [osg-users] 3D Text looks funky under PSSM?

2008-05-28 Thread Jean-Sébastien Guay
Hi Alejandro, I wanted to ask if this is a known issue and if there happens to be a way to "protect" a node from receiving shadows other than using the node mask, since PSSM ignores the ReceiveShadowMask. I haven't checked, but perhaps you could try to attach an empty osg::Program to the tex

Re: [osg-users] cmake 2.6 issue, latest svn head

2008-05-30 Thread Jean-Sébastien Guay
Hello Mattias, Paul, etc. I have seen this also on linux using CMake-2.6. A fix could be something like IF(CMAKE_VERSION >= 2.6.0) CMAKE_POLICY(VERSION 2.4.8) ENDIF(CMAKE_VERSION >= 2.6.0) This will revert all new policies in 2.6.x to their 2.4.x behavior. Is this what we want? It seems a b

Re: [osg-users] Please test SVN of OpenSceneGraph and VirtualPlanetBuilder in prep for dev releases

2008-05-30 Thread Jean-Sébastien Guay
Hi J.P. Just some info on cmake so far under Debian Sid: $ cmake --version cmake version 2.6-patch 0 I get a report: ---8<--- CMake Warning (dev) at CMakeLists.txt:347 (ADD_DEFINITIONS): Policy CMP0005 is not set: Preprocessor definition values are now escaped automatically. Run "cmake

Re: [osg-users] cmake 2.6 issue, latest svn head

2008-05-30 Thread Jean-Sébastien Guay
Hello Zoltan, My 2 cents: OSG should support cmake 2.4.x as long as possible. Oh, I totally agree, that wasn't the point at all. Both of my proposed changes keep compatibility with 2.4.x and remove the warning in 2.6.x. So that's ok. The difference is only that one change "ignores" the new

Re: [osg-users] Please test SVN of OpenSceneGraph and VirtualPlanetBuilder in prep for dev releases

2008-05-30 Thread Jean-Sébastien Guay
Hi Robert, I've made various fixes/merges since the last call. Could people do an svn update on OSG and VPB and let me know how you get on. If things look good for OSG this afternoon I'll tag OSG-2.5.1. Apart from the warning reported by others on CMake 2.6, everything builds fine on Vista,

Re: [osg-users] Please test SVN of OpenSceneGraph and VirtualPlanetBuilder in prep for dev releases

2008-05-30 Thread Jean-Sébastien Guay
Hi again, Apart from the warning reported by others on CMake 2.6, everything builds fine on Vista, VC++ 2005, both CMake 2.4.8 and CMake 2.6.0. Also building on a VirtualBox VM running Ubuntu 8.04, GCC 4.2.3, CMake 2.4.7, and so far everything looks fine (about 50% in). Though I wouldn't thi

Re: [osg-users] Fwd: cmake 2.6 issue, latest svn head

2008-05-30 Thread Jean-Sébastien Guay
Hi Philip, I think Jean-Sébastien's suggestion of setting cmake_policy CMP0005 to OLD is the best option here because we want compatibility with CMake 2.4.x. I'll send it as a submission in a minute. J-S -- __ Jean-Sebastien Guay[EMAI

Re: [osg-users] Fwd: cmake 2.6 issue, latest svn head

2008-05-30 Thread Jean-Sébastien Guay
Hi all, Now merged, thanks guys! Philip, any chance you could work that CMake 2.6 magic you did on OSG into the VPB CMakeLists.txt files? It has the same CMP0003 problem OSG had, and same symptoms on building (libs don't have an extension, so Visual C++ thinks they're .obj files). BTW, fo

Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension "bug"

2008-05-30 Thread Jean-Sébastien Guay
Hello Steve, If you don’t want to be bored by the details, it basically says that VC8 & VC9 have a bug when Iterator Debugging is turned off with regards to iterator copying, and that Microsoft doesn’t intend to address it until VC10. In my specific case, that bug causes an assertion at the r

Re: [osg-users] OpenSceneGraph 2.4.1 stable release?? If/when/when/who

2008-06-01 Thread Jean-Sébastien Guay
Hi Robert, Another aspect to the OpenSceneGraph development cycle is that while quite a few users do track SVN and developer releases not everyone does - many users wait till stable releases come out. Yes, and that coupled with the fact that 2.0 and 2.2 have not had any point releases (x.y.1,

[osg-users] osgdb-png plugin crash (release only)

2008-06-02 Thread Jean-Sébastien Guay
Hello all, I am getting a crash while reading a PNG file (on the osgDB::readImageFile() line) in release mode only. This is on Windows Vista, VC++2005, OSG from SVN (recompiled this morning). In debug mode, I get no crash, and the image is read correctly. Also, both the debug and release ver

Re: [osg-users] osgdb-png plugin crash (release only)

2008-06-02 Thread Jean-Sébastien Guay
Hi again, Of course, the minute after I pressed the send button, I found the source of the problem, and this was the assertion that was false: I also tried renaming the PNG DLLs (libpng13.dll and libpng13d.dll) adding ".bk" to see if those were really the libs it was picking up, and it seems

Re: [osg-users] Fwd: cmake 2.6 issue, latest svn head

2008-06-03 Thread Jean-Sébastien Guay
Hello, Philip, any chance you could work that CMake 2.6 magic you did on OSG into the VPB CMakeLists.txt files? It has the same CMP0003 problem OSG had, and same symptoms on building (libs don't have an extension, so Visual C++ thinks they're .obj files). I've never built VPB be

Re: [osg-users] problem with osg 2.4 stable release

2008-06-04 Thread Jean-Sébastien Guay
Hello David, i have a osgdb_png.dll file which is the result of the compilation and i can see in the visual studio ouput window that the dll is called anytime i try to read a png and then unloaded after the operation The PNG plugin, like some others, has a dependency on an external DLL, name

Re: [osg-users] Unable to find plugin

2008-06-04 Thread Jean-Sébastien Guay
Hello Vincent, I didn't found some osgbd_ttf.dll in the plugins... in 2.2, 2.4, 2.5.1 What is the plugin which define it ? I think Paul made a small mistake, it's not osgdb_ttf.dll, it's osgdb_freetype.dll that you're looking for. This should exist to be able to load ttf fonts. I juste ha

Re: [osg-users] Unable to find plugin

2008-06-04 Thread Jean-Sébastien Guay
Hello Vincent, Ok, right it is not in the .dll list... But how to compile it ? I have tried to add freetype in the Cmake2.6 configuration, but when I compile OSG 2.5.1 freetype is not int the list... ? I can get if from 2.2 but I don't think it is the best way... As has been discussed a lo

[osg-users] kdtree example

2008-06-04 Thread Jean-Sébastien Guay
Hello Robert, I saw you started work on an osgkdtree example. Are you planning on doing that from scratch? A while ago, Adrian Egli made a kd-tree implementation for OSG, which is very fast. He kindly agreed that I use it in my Masters project, and I thought I would be able to get it integra

[osg-users] osgscreencapture example

2008-06-04 Thread Jean-Sébastien Guay
Hello Robert, Again about new examples. :-) I saw the osgscreencapture example that was recently added. Would you like me to use the WindowCaptureCallback from that example as a starting point for the screenshot handler I was planning to write for integration into the stock osgViewer event h

Re: [osg-users] kdtree example

2008-06-04 Thread Jean-Sébastien Guay
Hi Robert, Is it not possible to do anything under the cover of darkness :-) Well, not when it's in a public SVN server anyways... :-) I requested the code from Adrian and he's kindly provided it this morning so I've begun review of it. The code itself will serve as a useful reference, but

Re: [osg-users] kdtree example

2008-06-04 Thread Jean-Sébastien Guay
Hi Robert, My plan is to have a kdtree pointer on osg::Drawable. My initial though would be to have users manually assign created kdtree's to osg::Drawable, and update these when geometry is updated. One could possible do this within a dirty mechanism in Drawable a bit like bounding boxes are

Re: [osg-users] plugin for ttf

2008-06-05 Thread Jean-Sébastien Guay
Hello Pedro, FindFileInPath() : USING D:\OSG\OpenSceneGraph-2.4.0\build\bin\osgPlugins-2.4.0\ osgdb_freetyped.dll DynamicLibrary::failed loading "osgPlugins-2.4.0/osgdb_freetyped.dll" Check the archives, please. There was discussion on this as recently as today... (hint: search for "Unable t

Re: [osg-users] osgscreencapture example

2008-06-05 Thread Jean-Sébastien Guay
Hi all, The code in the example is not bad place to start. OK, here's a first cut, just for comments. Oops, I just realized that I sent that out to all of osg-users. Sorry about that, meant it for osg-submissions. J-S -- __ Jean-Sebastie

Re: [osg-users] Unable to find plugin

2008-06-05 Thread Jean-Sébastien Guay
Hello Peter, I'm using express 2008 and there doesn't seem to be any service pack for it, it actually seems like the 2008 version has indirectly installed service pack 1 when the application got it installed. So i'm kinda at square 1 with this problem. the osgdb_freetyped.dll exists on my mac

Re: [osg-users] Unable to find plugin

2008-06-06 Thread Jean-Sébastien Guay
Bonjour Vincent, This morning I'm trying to compil osg 2.5.1 with Cmake 2.6 and visual studio 2005 SP1 (and last 3rdparty from SVN for vs80 sp1). I'll tell you if everything is good. Everything looks fine. No problems. Excellent, good to know it's all working for you now. J-S --

Re: [osg-users] kdtree example

2008-06-06 Thread Jean-Sébastien Guay
Hi Robert, Then... we'll find out just how fast a cache friendly kdtree implementation can be :-) Oooo... Dramatic foreshadowing :-) J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/

Re: [osg-users] Video in osg on Windows

2008-06-06 Thread Jean-Sébastien Guay
Hello Joakim, Does the xine and qt plugins work under windows? The qt plugin runs under windows - once you have quicktime installed. Ok thanks! See the following page for guidelines to compile the QuickTime plugin http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Vi

Re: [osg-users] Please test SVN of OpenSceneGraph, before I tag next dev releases

2008-06-06 Thread Jean-Sébastien Guay
Hello Robert, I'm just winding up for the week, and going into prep mod for my trip away next week. If SVN build is looking stable then I'll tag a dev release before the end of the day, so could users do an svn update and let me know how it goes. If there are any build problems/major errors th

Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-09 Thread Jean-Sébastien Guay
Hi Brian, I tried twice to send this replay with the CmakeCache.txt as an attachment and keep getting this message - I am now this without the attachment to see if that is the problem. Your two posts came through, but were empty for some reason (no text, no attachment, just the headers - to

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