Re: [osg-users] 64bit question

2008-01-25 Thread Robert Osfield
Hi Paul,

On Jan 24, 2008 10:18 PM, Paul Pocock [EMAIL PROTECTED] wrote:
 I was wondering this myself - If I build with cmake in 64 bit linux, how
 do I know I'm getting 64 bit. Does Cmake do auto detecting of
 architectures and is this reliable ?

It will default to 64bit if your OS is 64bit.

On linux the CMake build will by default set the LIB_POSTFIX variable
to 64, its not full proof a sign that you have 64 bit though, as this
is a variable you can override.  This is the only sign I've spotted so
far for a 64 bit build though.  Perhaps someone more expert in CMake
will be able to show us more clearly.

Potentially one could add a flag to CMake build just to show whether
its 32 or 64bit build just for information purposes.

Robert.
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Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread Robert Osfield
Hi Richard,

Way too little information to be able to know what is up with
performance, so lets start with a few questions to get the information
needed to guide you in the right direction:

What platform are you working on?

What hardware?

Did you compile a release build?

What performance did you get?

What is the update, cull, draw, GPU stats like?

How big is the database?  Is it terrain, imagery, terrain+imagery?
Other cultral data in there???

Robert.

On Jan 25, 2008 3:54 AM, Richard S. Wright Jr.
[EMAIL PROTECTED] wrote:


 I'm loading a terrain set created with osgdem (.osga) via something like
 this:


pTerrain = osgDB::readNodeFile(oahu-10.osga);




 Easy as pie. However, for a really dense terrain, the performance is a bit
 lack-luster. I wonder if everybody knows a trick that I haven't discovered
 yet for speeding this up a bit. Some standard optimization node
 configuration or setting that a newbie might have missed that can make a big
 difference.




 Richard



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Re: [osg-users] PagedLOD node page callback

2008-01-25 Thread Robert Osfield
Hi Paul,

osg::observer_ptr is the only public example of osg::Observer in
action that I can think of.

Robert.

On Jan 25, 2008 12:26 AM, Paul Pocock [EMAIL PROTECTED] wrote:

 Hi Robert, I was wondering how you would use osg::Observer and are there
 any examples. Would you construct it as

 osg::observer_ptrosg::Object pagedLODObserver  ?

 and catch page unloads by testing for objectDeleted() ?


 On Thu, 2008-01-24 at 09:01 +, Robert Osfield wrote:
  Hi Michael,
 
  To monitor file loads you just need to assign a custom
  osdDB::Registry::ReadCallback to the Registry..
 
  To catch unloads you have two routes, add an custom osg::Observer to
  PagedLOD objects to get informed when they get deleted or to create
  your own DatabasePager subclass.
 
  Robert.
 
  On Jan 23, 2008 10:47 PM, Guerrero, Michael (CIV) [EMAIL PROTECTED] wrote:
  
  
  
  
   Hi, I'm searching for a convenient way to be alerted when a PagedLOD node
   gets either paged in or out.  Is there a preferred method of doing this?
  
  
  
   Thanks,
  
   Michael
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Re: [osg-users] Re How to override plugins...

2008-01-25 Thread Robert Osfield
On Jan 25, 2008 10:00 AM,  [EMAIL PROTECTED] wrote:
 Hi Robert,

 Thanks for that. I thought it would be easier to derive from existing zip 
 reader, but evidently that wasn't the way to do it as I then ended up 
 creating two zip reader instances as the proxy construction and the class 
 definition for the base zip reader are in the cpp file. I've fixed my problem 
 by simply deriving from ReaderWriter instead.

 This brings me to a more general question about readers.

 Is there a reason why some employ the .h .cpp conventions, whilst others roll 
 them all into one - either .h or .cpp ?

 Thanks again for the info.

It all depends upon on the needs of the code you are writing, if its a
small little plugin then just wrap it all into one .cpp if its a big
beast like OpenFlight or Collada plugins then do something appropriate
for that type of code base.

Robert.
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[osg-users] Re How to override plugins...

2008-01-25 Thread neil.hughes
Hi Robert,

Thanks for that. I thought it would be easier to derive from existing zip 
reader, but evidently that wasn't the way to do it as I then ended up creating 
two zip reader instances as the proxy construction and the class definition 
for the base zip reader are in the cpp file. I've fixed my problem by simply 
deriving from ReaderWriter instead.

This brings me to a more general question about readers.

Is there a reason why some employ the .h .cpp conventions, whilst others roll 
them all into one - either .h or .cpp ?

Thanks again for the info.

Neil
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Re: [osg-users] FBO and Antialiasing

2008-01-25 Thread Robert Osfield
Hi Stephane,

The OSG's FBO implementation doesn't yet support anti-aliasing, but it
shouldn't be difficult extension to add support for.  I do have this
on my TODO list, just unfortunately quite within grasp as I've been so
swamped with other work.

Robert.

On Jan 24, 2008 9:49 PM, Stephane Lamoliatte
[EMAIL PROTECTED] wrote:
 Hi,

 I want to know if it is possible to render a scene to a frame buffer
 object with antialiasing (MSAA).
 If it is possible, how to do that with OpenSceneGraph ?

 --
 Stephane Lamoliatte
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Re: [osg-users] osgHUD 0.1.4 (testing)

2008-01-25 Thread Jeremy Moles

On Fri, 2008-01-25 at 10:17 -0500, Jean-Sebastien Guay wrote:
 Hi Jeremy,
 
  Here are some screenshots,
 
 Wow, very nice! The potential for this is endless! How is performance compared
 to just a normal texture that you would map onto a quad?

Well, the way it current works is that the image
(osgCairo::SurfaceImage, which is derived from both osg::Image and the
Cairo surface type) renders to a memory buffer (which is provided by
osg::Image, so wherever it actually stores the data...?) and then you
call -dirty() on the image and apply it to a quad. You can do this as
often as you like to update the texture.

In terms of performance, Cairo itself makes every attempt to be as fast
as possible, and provides multiple surfaces types for us to use. I use
the memory buffer surface, since it maps so well to the memory
osg::Image provides, but there are also PDF, PS, and SVG surfaces. There
is also an OpenGL accelerated surface type called Glitz, but it's CVS
hasn't been updated in a year and I have the hardest time getting it to
play nice with other OpenGL apps. Thus, I opted to go with the software
Cairo rendering surface, but as long as you aren't redrawing a surface
every frame, you should be fine. In fact, my intentions really are to
make it so that all images are generated once at load time, so that they
are only ever drawn once in the lifetime of the program. Conceptually it
would be no different than actually loading the images from files, save
that you could define various criteria that control at what resolution
the images are rendered for maximum awesomeness. :)

 I hope to be able to test this on Windows soon and give you some feedback on
 that front.
 
 J-S
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Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread Richard S. Wright Jr.
lots of in depth best practice advice?

I didn't realize it was that complicated a question, I'm sorry. If  
someone asked for some general performance tips for using OpenGL, I  
could probably spout off about 10 or so cold. I didn't realize OSG was  
so complicated that you needed a training class. I just wanted to know  
if the way I was loading the terrain was typical or not, and if not  
how other people are doing it. My 'clue' that my approach was perhaps  
naive was that I thought the performance could be better, and I might  
have overlooked something obvious. I apologize if my first message was  
unclear, I'm not trying to focus on the performance per-se, I realize  
no one can do performance tuning via e-mail.

This is how everyone load's terrain in OSG. The lower rez terrains  
render quite fast, and for higher rez terrains is might be slow on  
some systems. Specific performance tuning is something of a black art.  
I did not miss anything obvious, that's just the way it is. I can  
accept that as an answer.

Richard

On Jan 25, 2008, at 10:22 AM, Robert Osfield wrote:

 Hi Richard,

 I'm afraid you're best to go to a training course if want lots of in
 depth best practice advice.

 As for why things are going slow, well the high draw time is great
 place to start, sounds very much likely a driver the OpenGL badly
 optimized for the type of data the OSG is throwing at it.

 If you have another machine/OS available try the same data there.

 Robert.

 On Jan 25, 2008 2:20 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 Robert,

 I didn't give all those details because I'm looking for more of a
 best practices type of advice. Just loading the terrain just
 works, but is this the typical usage scenario for most users? What
 are some of the common ways to speed up a terrain database created
 with osgdem in this way? When I created the database with osgdem, I
 made it to level 10.

 My specific case is just terrain and imagery. It's made from a ten
 meter DEM of the island of Oahu. The osga file is just shy of a gig.
 I'm not-impressed with performance because from looking at what is
 on screen, I've seen way better performance from my hardware (MacBook
 Pro w/ATI x1600  a Mac Pro w/ATI 2400). The window is small and not
 fill limited.

 Basically, I'm not looking for a detailed analysis of my particular
 situation, but wanted to know if there is something obvious that
 everyone else knows about for loading these types of files that I had
 missed.

 Bringing it into the Cocoa viewer, I get 1.03fps from an elevated  
 view
 looking down on the Island. Timeing stats are:

 Event:  0.02
 Update: 0.04
 Cull: 0.41
 Draw: 932.81

 So... doing the math, looks like rendering is taking a pretty long
 time ;-)  I'm thinking there is some utility node or flag that most
 people turn on that I have overlooked.


 Richard


 On Jan 25, 2008, at 4:56 AM, Robert Osfield wrote:

 Hi Richard,

 Way too little information to be able to know what is up with
 performance, so lets start with a few questions to get the  
 information
 needed to guide you in the right direction:

 What platform are you working on?

 What hardware?

 Did you compile a release build?

 What performance did you get?

 What is the update, cull, draw, GPU stats like?

 How big is the database?  Is it terrain, imagery, terrain+imagery?
 Other cultral data in there???

 Robert.

 On Jan 25, 2008 3:54 AM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:


 I'm loading a terrain set created with osgdem (.osga) via something
 like
 this:


  pTerrain = osgDB::readNodeFile(oahu-10.osga);




 Easy as pie. However, for a really dense terrain, the performance
 is a bit
 lack-luster. I wonder if everybody knows a trick that I haven't
 discovered
 yet for speeding this up a bit. Some standard optimization node
 configuration or setting that a newbie might have missed that can
 make a big
 difference.




 Richard



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[osg-users] Recurse on a private mutex (FreeBSD)

2008-01-25 Thread Jim Brooks
Occurs on OSG 2.x on FreeBSD 6.2.
Definitely a FreeBSD-specific problem.
Already tried single-threading.

Fatal error 'Recurse on a private mutex.' at line 986
 in file /usr/src/lib/libpthread/thread/thr_mutex.c (errno = 0)
Abort trap: 6
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Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread Danklefsen, Allen M
I sent you a personal email Richard with a few suggestions. 
 
What I believe Richard was getting at, is there any global settings that should 
be made to the system. What I instantly thought of was this :



osgDB::DatabasePager* pPager =

osgDB::Registry::instance()-getOrCreateDatabasePager();

pPager-setDoPreCompile(mPaging_Precompile);

osgDB::ReaderWriter::Options* options = new osgDB::ReaderWriter::Options;

options-setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_ALL);

osgDB::Registry::instance()-setOptions(options);

//pPager-setTargetFrameRate(mPaging_Frame_Rate_Targeted);

//pPager-setExpiryDelay(mPaging_ExpiringDelay);

pPager-setMaximumNumOfObjectsToCompilePerFrame(mMaximumObjectsToCompile);

//pPager-setThreadPriorityDuringFrame(OpenThreads::Thread::THREAD_PRIORITY_NOMINAL);//HIGH);

//pPager-setThreadPriorityOutwithFrame(OpenThreads::Thread::THREAD_PRIORITY_NOMINAL);//HIGH);

 
Partially off topic, I did not feel like the osg training sessions I received 
were beneficial; as I already came from Opengl course / directx course 
backgrounds.



From: [EMAIL PROTECTED] on behalf of Richard S. Wright Jr.
Sent: Fri 1/25/2008 5:03 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Terrain (.osga) optimization tips



Ok, before we get anymore bad blood here let me just say I did not 
frame my original question properly, which has lead to a 
misunderstanding and elevated blood pressures. I basically got my 
answer (and then some), but I did not mean to cause a goading war.

Richard

On Jan 25, 2008, at 4:38 PM, Robert Osfield wrote:

 Hi Richard,

 You shouldn't have to do any performance tuning with VPB dataset, they
 are supposed to built well balanced in the first place.  If there is a
 problem then its not a general problem but something very specific
 about your system and the way you've set things up - from the little
 stats its clearly a hardware/driver issue particular to your system
 OS.  Its utterly pointless talking about giving you a full lesson in
 the general topic of paging when there is something really specific
 wrong with your setup, something I'm completely not partial to.  I am
 human not omnipotent.

 As for complexity, hell yes, real-time computer graphics is hard,
 multi-threading is hard, the OSG strives to make it easy, but in the
 end its a big big hard topic.  Its takes years to master, and yes
 taking courses really does help, you shouldn't expect others to teach
 you everything you need to know.

 If I ask a question of what's happening at your its because it needs
 there is NO way I can answer you question without more information.
 If I have to ask extra questions its because you have failed to
 provide the info in the first place, I don't ask questions for the fun
 of it and a way of avoiding answering a question, I try to get the
 point as quickly as possible to avoid wasting mine and your time.

 Perhaps I should just totally ignore posts that don't provide enough
 info to answer sensible?  Why should I waste my time if people don't
 care to invest their own time in asking sensible questions.

 Robert.

 On Jan 25, 2008 9:23 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 lots of in depth best practice advice?

 I didn't realize it was that complicated a question, I'm sorry. If
 someone asked for some general performance tips for using OpenGL, I
 could probably spout off about 10 or so cold. I didn't realize OSG 
 was
 so complicated that you needed a training class. I just wanted to 
 know
 if the way I was loading the terrain was typical or not, and if not
 how other people are doing it. My 'clue' that my approach was perhaps
 naive was that I thought the performance could be better, and I might
 have overlooked something obvious. I apologize if my first message 
 was
 unclear, I'm not trying to focus on the performance per-se, I realize
 no one can do performance tuning via e-mail.

 This is how everyone load's terrain in OSG. The lower rez terrains
 render quite fast, and for higher rez terrains is might be slow on
 some systems. Specific performance tuning is something of a black 
 art.
 I did not miss anything obvious, that's just the way it is. I can
 accept that as an answer.

 Richard


 On Jan 25, 2008, at 10:22 AM, Robert Osfield wrote:

 Hi Richard,

 I'm afraid you're best to go to a training course if want lots of in
 depth best practice advice.

 As for why things are going slow, well the high draw time is great
 place to start, sounds very much likely a driver the OpenGL badly
 optimized for the type of data the OSG is throwing at it.

 If you have another machine/OS available try the same data there.

 Robert.

 On Jan 25, 2008 2:20 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 Robert,

 I didn't give all those details because I'm looking for more of a
 best practices type of advice. Just loading the terrain just
 works, but is this the typical usage scenario for most users? What
 are some of the 

Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread rwright
Allen,

Thanks very much! I had seen traffic about the database pager, but I  
thought it was an alternate way to load terrain data (more of a lower  
level hands-on approach). This tells me I glossed over the wrong  
material ;-)

Although new to OSG, I am most certainly not new to software  
engineering, nor how to do 3D graphics. I realize it is my own pride  
that makes me feel patronized at times. This is not the first time I  
have farted at the dinner table so to speak. I need to be better about  
communicating that when I ask a vague question, I actually _am_  
looking for a vague answer that just points me towards where I should  
be focusing my attention.

Richard


On Jan 25, 2008, at 11:14 PM, Danklefsen, Allen M wrote:

 I sent you a personal email Richard with a few suggestions.

 What I believe Richard was getting at, is there any global settings  
 that should be made to the system. What I instantly thought of was  
 this :



 osgDB::DatabasePager* pPager =

 osgDB::Registry::instance()-getOrCreateDatabasePager();

 pPager-setDoPreCompile(mPaging_Precompile);

 osgDB::ReaderWriter::Options* options = new  
 osgDB::ReaderWriter::Options;

 options-setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_ALL);

 osgDB::Registry::instance()-setOptions(options);

 //pPager-setTargetFrameRate(mPaging_Frame_Rate_Targeted);

 //pPager-setExpiryDelay(mPaging_ExpiringDelay);

 pPager- 
 setMaximumNumOfObjectsToCompilePerFrame(mMaximumObjectsToCompile);

 //pPager- 
  
 setThreadPriorityDuringFrame 
 (OpenThreads::Thread::THREAD_PRIORITY_NOMINAL);//HIGH);

 //pPager- 
  
 setThreadPriorityOutwithFrame 
 (OpenThreads::Thread::THREAD_PRIORITY_NOMINAL);//HIGH);


 Partially off topic, I did not feel like the osg training sessions I  
 received were beneficial; as I already came from Opengl course /  
 directx course backgrounds.

 

 From: [EMAIL PROTECTED] on behalf of  
 Richard S. Wright Jr.
 Sent: Fri 1/25/2008 5:03 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Terrain (.osga) optimization tips



 Ok, before we get anymore bad blood here let me just say I did not
 frame my original question properly, which has lead to a
 misunderstanding and elevated blood pressures. I basically got my
 answer (and then some), but I did not mean to cause a goading war.

 Richard

 On Jan 25, 2008, at 4:38 PM, Robert Osfield wrote:

 Hi Richard,

 You shouldn't have to do any performance tuning with VPB dataset,  
 they
 are supposed to built well balanced in the first place.  If there  
 is a
 problem then its not a general problem but something very specific
 about your system and the way you've set things up - from the little
 stats its clearly a hardware/driver issue particular to your system
 OS.  Its utterly pointless talking about giving you a full lesson in
 the general topic of paging when there is something really specific
 wrong with your setup, something I'm completely not partial to.  I am
 human not omnipotent.

 As for complexity, hell yes, real-time computer graphics is hard,
 multi-threading is hard, the OSG strives to make it easy, but in the
 end its a big big hard topic.  Its takes years to master, and yes
 taking courses really does help, you shouldn't expect others to teach
 you everything you need to know.

 If I ask a question of what's happening at your its because it needs
 there is NO way I can answer you question without more information.
 If I have to ask extra questions its because you have failed to
 provide the info in the first place, I don't ask questions for the  
 fun
 of it and a way of avoiding answering a question, I try to get the
 point as quickly as possible to avoid wasting mine and your time.

 Perhaps I should just totally ignore posts that don't provide enough
 info to answer sensible?  Why should I waste my time if people don't
 care to invest their own time in asking sensible questions.

 Robert.

 On Jan 25, 2008 9:23 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 lots of in depth best practice advice?

 I didn't realize it was that complicated a question, I'm sorry. If
 someone asked for some general performance tips for using OpenGL, I
 could probably spout off about 10 or so cold. I didn't realize OSG
 was
 so complicated that you needed a training class. I just wanted to
 know
 if the way I was loading the terrain was typical or not, and if not
 how other people are doing it. My 'clue' that my approach was  
 perhaps
 naive was that I thought the performance could be better, and I  
 might
 have overlooked something obvious. I apologize if my first message
 was
 unclear, I'm not trying to focus on the performance per-se, I  
 realize
 no one can do performance tuning via e-mail.

 This is how everyone load's terrain in OSG. The lower rez terrains
 render quite fast, and for higher rez terrains is might be slow on
 some systems. Specific performance tuning is something of a black
 art.
 I did not miss anything obvious, 

Re: [osg-users] Object flags in OpenFlight files

2008-01-25 Thread Brede Johansen
Hi Yefei,

If my memory is correct I believe this flag is used by Creator for the
Calculate shading operation.  Using this flag to enable flat shading
didn't work very well.
Do you have a model that renders incorrectly?

Regards
Brede

On Jan 25, 2008 11:16 PM, Yefei He [EMAIL PROTECTED] wrote:
 Hello, Brede,

 I did an update on OSG yesterday, and noticed that in the OpenFlight
 plugin, it used to set the shade model of an object to flat shaded when
 the flag FLAT_SHADED was set, but the latest version does not do it
 any more. Was this left out by intention?

 Thanks,

 Yefei



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Re: [osg-users] VPB Question

2008-01-25 Thread ümit uzun


Hi Brian;

Try to use  osgdem --xx 10 --yy 10 -d heightmap.png
 -t texturemap.png -o land.ive -a land.osga -v 0.08 -l 5  command!
if it doesn't work look at the 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem link.

But I advice you to use coordinated images and elevations to make your own osga 
database! To get these coordinated images look at the http://seamless.usgs.gov/ 
link. And you should look at http://www.palomino3d.org/pal/openscenegraph/ to 
learn how to download these kind of images!

Ümit UZUN

Date: Fri, 25 Jan 2008 08:39:16 -0500
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] VPB Question

I am trying to use the SVN version(Jan 24,2008) of Virtual Planet Builder on 
windows XP.
It is creating terrian with a texture, but it has no height.

I used the following
osgdem --xx 10 --yy 10 -d heightmap.png
 -t texturemap.png -o land.ive -a land.osga

The images are 2048x2048.  

Is there something wrong with my command line?

Brian



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[osg-users] VPB Question

2008-01-25 Thread Brian
I am trying to use the SVN version(Jan 24,2008) of Virtual Planet Builder on
windows XP.
It is creating terrian with a texture, but it has no height.

I used the following
osgdem --xx 10 --yy 10 -d heightmap.png -t texturemap.png -o land.ive -a
land.osga

The images are 2048x2048.

Is there something wrong with my command line?

Brian
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Re: [osg-users] Object flags in OpenFlight files

2008-01-25 Thread Yefei He
Hi, Brede,

Actually, no. I was just looking for the place to migrate my custom 
code that writes the object flags to the comment field of the converted 
node. In particular, we are using the daylight, dusk and night flags. I'll 
add it in readRecord(), as before. I believe OSG still doesn't provide a 
specific place for these flags. That's why we mark them in the comments.  

Thanks,

Yefei

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Brede Johansen
 Sent: Friday, January 25, 2008 5:13 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Object flags in OpenFlight files
 
 Hi Yefei,
 
 If my memory is correct I believe this flag is used by Creator for the
 Calculate shading operation.  Using this flag to enable flat shading
 didn't work very well.
 Do you have a model that renders incorrectly?
 
 Regards
 Brede
 



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[osg-users] Object flags in OpenFlight files

2008-01-25 Thread Yefei He
Hello, Brede,

I did an update on OSG yesterday, and noticed that in the OpenFlight
plugin, it used to set the shade model of an object to flat shaded when 
the flag FLAT_SHADED was set, but the latest version does not do it 
any more. Was this left out by intention? 

Thanks,

Yefei



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Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread Richard S. Wright Jr.
Robert,

I didn't give all those details because I'm looking for more of a  
best practices type of advice. Just loading the terrain just  
works, but is this the typical usage scenario for most users? What  
are some of the common ways to speed up a terrain database created  
with osgdem in this way? When I created the database with osgdem, I  
made it to level 10.

My specific case is just terrain and imagery. It's made from a ten  
meter DEM of the island of Oahu. The osga file is just shy of a gig.  
I'm not-impressed with performance because from looking at what is  
on screen, I've seen way better performance from my hardware (MacBook  
Pro w/ATI x1600  a Mac Pro w/ATI 2400). The window is small and not  
fill limited.

Basically, I'm not looking for a detailed analysis of my particular  
situation, but wanted to know if there is something obvious that  
everyone else knows about for loading these types of files that I had  
missed.

Bringing it into the Cocoa viewer, I get 1.03fps from an elevated view  
looking down on the Island. Timeing stats are:

Event:  0.02
Update: 0.04
Cull: 0.41
Draw: 932.81

So... doing the math, looks like rendering is taking a pretty long  
time ;-)  I'm thinking there is some utility node or flag that most  
people turn on that I have overlooked.


Richard

On Jan 25, 2008, at 4:56 AM, Robert Osfield wrote:

 Hi Richard,

 Way too little information to be able to know what is up with
 performance, so lets start with a few questions to get the information
 needed to guide you in the right direction:

 What platform are you working on?

 What hardware?

 Did you compile a release build?

 What performance did you get?

 What is the update, cull, draw, GPU stats like?

 How big is the database?  Is it terrain, imagery, terrain+imagery?
 Other cultral data in there???

 Robert.

 On Jan 25, 2008 3:54 AM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:


 I'm loading a terrain set created with osgdem (.osga) via something  
 like
 this:


   pTerrain = osgDB::readNodeFile(oahu-10.osga);




 Easy as pie. However, for a really dense terrain, the performance  
 is a bit
 lack-luster. I wonder if everybody knows a trick that I haven't  
 discovered
 yet for speeding this up a bit. Some standard optimization node
 configuration or setting that a newbie might have missed that can  
 make a big
 difference.




 Richard



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Re: [osg-users] osgHUD 0.1.4 (testing)

2008-01-25 Thread Lucas Goss
Sweet! I see the movies are in wmv... eww, haha. That may help Windows
users but then Linux and Mac users can't watch them (without finding
codecs). A standard video format would be nicer...

But anyways, I found some more issues when building. If I try to build
with Lua I get compiler errors that it can't find lua.h. On my ubuntu
machine, I have Lua 5.0 installed, and apparently it has a separate
directory (lua50)... and so does Lua 5.1 (lua5.1)... so the current
package lookup for lua doesn't work. And I don't get the option to
set my own path to Lua if it's not found. I'm not a CMake wiz either
so I hunted down some FindLua cmake files here:
http://trac-hg.assembla.com/CMakeLua/browser/Modules?rev=109%3Adabdf86e8763

So I changed my local CMake to pick up the lua50 package, and I get
another error that luaL_openlibs could not be found. I think that is
a lua 5.1 call? So back to CMake, haha. So maybe a note that lua
requires lua 5.1... and it's all compiling now (had to change the
package from lua to lua5.1).

Lucas
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Re: [osg-users] user meeting (WAS Siggraph Course)

2008-01-25 Thread Jean-Sebastien Guay
Hi everyone,

I put up a page for past events on the wiki:

  http://www.openscenegraph.org/projects/osg/wiki/Community/PastEvents

I also moved the old past events from the old wiki (which only contained the
Highland Gathering 2006). Please make corrections where appropriate (both the
old and the new). Also please add other memorable past events to the page, as
I'm sure there have been more than just those two! Siggraph BOFs for example,
or anything else.

Thanks,

J-S
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Re: [osg-users] osgHUD 0.1.4 (testing)

2008-01-25 Thread Jeremy Moles

On Fri, 2008-01-25 at 09:30 -0500, Lucas Goss wrote:
 Sweet! I see the movies are in wmv... eww, haha. That may help Windows
 users but then Linux and Mac users can't watch them (without finding
 codecs). A standard video format would be nicer...

Trust me, I tried, but I was unable to find a tool in Linux that would
encode a video that would work easily on both operating systems. No
matter what I did with ffmpeg (or anything else that might use the same
libraries it does), I couldn't get one. If you know the invocation,
please by all means tell me. :)

 But anyways, I found some more issues when building. If I try to build
 with Lua I get compiler errors that it can't find lua.h. On my ubuntu
 machine, I have Lua 5.0 installed, and apparently it has a separate
 directory (lua50)... and so does Lua 5.1 (lua5.1)... so the current
 package lookup for lua doesn't work. And I don't get the option to
 set my own path to Lua if it's not found. I'm not a CMake wiz either
 so I hunted down some FindLua cmake files here:
 http://trac-hg.assembla.com/CMakeLua/browser/Modules?rev=109%3Adabdf86e8763

Well, nothing fancy should really be required if pkg-config is properly
reporting values. I'm using Fedora these days and the FindPkgConfig
module for CMake should take care of that. However, I'll grab an Ubuntu
machine here in the office later today and test this out more--thanks
for the heads up.

 So I changed my local CMake to pick up the lua50 package, and I get
 another error that luaL_openlibs could not be found. I think that is
 a lua 5.1 call? So back to CMake, haha. So maybe a note that lua
 requires lua 5.1... and it's all compiling now (had to change the
 package from lua to lua5.1).

Yeah, Lua 5.1 is definitely required, so I'll make a note of that. :)

 Lucas
 

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Re: [osg-users] Small VPB patches for Windows

2008-01-25 Thread Jean-Sebastien Guay
Hello Robert,

Sorry for turning this into a troubleshooting thread. Bringing it back to
osg-users instead of osg-submissions. But please integrate the code I sent
yesterday when you have a chance. Thanks.

 Seems I spoke too soon. With only 2 levels, it works well, but with 4 levels,
 for some reason, front-facing tiles are paged out when they shouldn't be...
 During the class I actually generated other databases using osgdem directly
 from the command line with 4 levels, and they worked quite well, so I don't
 know what vpbmaster is doing wrong.

I fiddled a bit more with this while I was at the airport waiting for my plane
(I always wanted to say that! :)

It's only when outputting to an archive that the problem occurs. I have attached
the two scripts I use (which were created with osgdem options --so file),
but the only difference is the line:

  ArchiveName world_20k_10k_4.osga

Without that line, the result is what you would expect (an .ive file with all
the subtiles, and it looks good in osgviewer). With that line, I get an .osga
file, but when it loads, the tiles directly in front of the viewer disappear
and the ones behind page in, until I'm left with a hemisphere of the back of
the Earth that just stays like that no matter what the point of view is.

I'm also attaching the two log files for the runs of vpbmaster. Maybe something
there will give you a hint. At first glance, I think the run that created the
archive was way too fast... At least, much faster than the other, so that might
indicate a problem.

Note that I ran the two vpbmaster invocations in different directories so that
they did not interfere with each other, and did not use the same cache. Also,
the suffixes (_noarchive and _archive) are just to differentiate the
attached files, they were named without those when I ran vpbmaster.

I can place the two resulting databases on my web server if you want (they're
not too big with just 4 levels). But if you can reproduce the problem on your
side, it might not be necessary.

Hope this helps. Thanks,

J-S
--
__
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http://whitestar02.webhop.org/

world_20k_10k_4_noarchive.vpb
Description: Binary data


world_20k_10k_4_archive.vpb
Description: Binary data
0.084254	:setDistributedBuildSplitLevel=2
0.149745	:Generated tasks file = build_master.tasks
0.14983	:Begining run
0.149897	:scheduling task : build_root_L0_X0_Y0.task
0.150552	:scheduling task : build_subtile_L1_X0_Y0.task
0.159357	:scheduling task : build_subtile_L1_X1_Y0.task
0.178568	:localhost : running osgdem --run-path C:\Documents and Settings\jeang\Desktop\CourseData\osg_terrain\tests\4 -s build_master.source --record-subtile-on-leaf-tiles -l 2 --task build_root_L0_X0_Y0.task --cache world_20k_10k_4.cache --log build_root_L0_X0_Y0.log
0.192798	:localhost : running osgdem --run-path C:\Documents and Settings\jeang\Desktop\CourseData\osg_terrain\tests\4 -s build_master.source --subtile 1 0 0 --task build_subtile_L1_X0_Y0.task --cache world_20k_10k_4.cache --log build_subtile_L1_X0_Y0.log
19.0355	:localhost  : completed in 18.227400  seconds : osgdem --run-path C:\Documents and Settings\jeang\Desktop\CourseData\osg_terrain\tests\4 -s build_master.source --record-subtile-on-leaf-tiles -l 2 --task build_root_L0_X0_Y0.task --cache world_20k_10k_4.cache --log build_root_L0_X0_Y0.log result=0
19.0391	:localhost : running osgdem --run-path C:\Documents and Settings\jeang\Desktop\CourseData\osg_terrain\tests\4 -s build_master.source --subtile 1 1 0 --task build_subtile_L1_X1_Y0.task --cache world_20k_10k_4.cache --log build_subtile_L1_X1_Y0.log
55.9277	:localhost  : completed in 55.091100  seconds : osgdem --run-path C:\Documents and Settings\jeang\Desktop\CourseData\osg_terrain\tests\4 -s build_master.source --subtile 1 0 0 --task build_subtile_L1_X0_Y0.task --cache world_20k_10k_4.cache --log build_subtile_L1_X0_Y0.log result=0
55.9287	:localhost  : completed in 36.424900  seconds : osgdem --run-path C:\Documents and Settings\jeang\Desktop\CourseData\osg_terrain\tests\4 -s build_master.source --subtile 1 1 0 --task build_subtile_L1_X1_Y0.task --cache world_20k_10k_4.cache --log build_subtile_L1_X1_Y0.log result=0
56.9284	:End of TaskSet: tasksPending=0 taskCompleted=3 taskRunning=0 tasksFailed=0
56.9285	:End of run: tasksPending=0 taskCompleted=3 taskRunning=0 tasksFailed=0
56.9285	:MachinePool::reportTimingStats()
56.9286	:Machine : localhost
56.9286	:Task::type=''	minTime=18.883900	maxTime=55.767005	averageTime=37.181202	totalComputeTime=111.543605	numTasks=3
56.9287	:Finished run successfully.
56.9287	:Total elapsed time = 56.928693
0.0155517	:setDistributedBuildSplitLevel=2
0.0434921	:Generated tasks file = build_master.tasks
0.0435734	:Begining run
0.0436019	:scheduling task : build_root_L0_X0_Y0.task
0.0495624	:scheduling task : build_subtile_L1_X0_Y0.task
0.04986	:scheduling task : build_subtile_L1_X1_Y0.task

Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread Robert Osfield
Hi Richard,

You shouldn't have to do any performance tuning with VPB dataset, they
are supposed to built well balanced in the first place.  If there is a
problem then its not a general problem but something very specific
about your system and the way you've set things up - from the little
stats its clearly a hardware/driver issue particular to your system
OS.  Its utterly pointless talking about giving you a full lesson in
the general topic of paging when there is something really specific
wrong with your setup, something I'm completely not partial to.  I am
human not omnipotent.

As for complexity, hell yes, real-time computer graphics is hard,
multi-threading is hard, the OSG strives to make it easy, but in the
end its a big big hard topic.  Its takes years to master, and yes
taking courses really does help, you shouldn't expect others to teach
you everything you need to know.

If I ask a question of what's happening at your its because it needs
there is NO way I can answer you question without more information.
If I have to ask extra questions its because you have failed to
provide the info in the first place, I don't ask questions for the fun
of it and a way of avoiding answering a question, I try to get the
point as quickly as possible to avoid wasting mine and your time.

Perhaps I should just totally ignore posts that don't provide enough
info to answer sensible?  Why should I waste my time if people don't
care to invest their own time in asking sensible questions.

Robert.

On Jan 25, 2008 9:23 PM, Richard S. Wright Jr.
[EMAIL PROTECTED] wrote:
 lots of in depth best practice advice?

 I didn't realize it was that complicated a question, I'm sorry. If
 someone asked for some general performance tips for using OpenGL, I
 could probably spout off about 10 or so cold. I didn't realize OSG was
 so complicated that you needed a training class. I just wanted to know
 if the way I was loading the terrain was typical or not, and if not
 how other people are doing it. My 'clue' that my approach was perhaps
 naive was that I thought the performance could be better, and I might
 have overlooked something obvious. I apologize if my first message was
 unclear, I'm not trying to focus on the performance per-se, I realize
 no one can do performance tuning via e-mail.

 This is how everyone load's terrain in OSG. The lower rez terrains
 render quite fast, and for higher rez terrains is might be slow on
 some systems. Specific performance tuning is something of a black art.
 I did not miss anything obvious, that's just the way it is. I can
 accept that as an answer.

 Richard


 On Jan 25, 2008, at 10:22 AM, Robert Osfield wrote:

  Hi Richard,
 
  I'm afraid you're best to go to a training course if want lots of in
  depth best practice advice.
 
  As for why things are going slow, well the high draw time is great
  place to start, sounds very much likely a driver the OpenGL badly
  optimized for the type of data the OSG is throwing at it.
 
  If you have another machine/OS available try the same data there.
 
  Robert.
 
  On Jan 25, 2008 2:20 PM, Richard S. Wright Jr.
  [EMAIL PROTECTED] wrote:
  Robert,
 
  I didn't give all those details because I'm looking for more of a
  best practices type of advice. Just loading the terrain just
  works, but is this the typical usage scenario for most users? What
  are some of the common ways to speed up a terrain database created
  with osgdem in this way? When I created the database with osgdem, I
  made it to level 10.
 
  My specific case is just terrain and imagery. It's made from a ten
  meter DEM of the island of Oahu. The osga file is just shy of a gig.
  I'm not-impressed with performance because from looking at what is
  on screen, I've seen way better performance from my hardware (MacBook
  Pro w/ATI x1600  a Mac Pro w/ATI 2400). The window is small and not
  fill limited.
 
  Basically, I'm not looking for a detailed analysis of my particular
  situation, but wanted to know if there is something obvious that
  everyone else knows about for loading these types of files that I had
  missed.
 
  Bringing it into the Cocoa viewer, I get 1.03fps from an elevated
  view
  looking down on the Island. Timeing stats are:
 
  Event:  0.02
  Update: 0.04
  Cull: 0.41
  Draw: 932.81
 
  So... doing the math, looks like rendering is taking a pretty long
  time ;-)  I'm thinking there is some utility node or flag that most
  people turn on that I have overlooked.
 
 
  Richard
 
 
  On Jan 25, 2008, at 4:56 AM, Robert Osfield wrote:
 
  Hi Richard,
 
  Way too little information to be able to know what is up with
  performance, so lets start with a few questions to get the
  information
  needed to guide you in the right direction:
 
  What platform are you working on?
 
  What hardware?
 
  Did you compile a release build?
 
  What performance did you get?
 
  What is the update, cull, draw, GPU stats like?
 
  How big is the database?  Is it terrain, imagery, 

Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread Richard S. Wright Jr.
Ok, before we get anymore bad blood here let me just say I did not  
frame my original question properly, which has lead to a  
misunderstanding and elevated blood pressures. I basically got my  
answer (and then some), but I did not mean to cause a goading war.

Richard

On Jan 25, 2008, at 4:38 PM, Robert Osfield wrote:

 Hi Richard,

 You shouldn't have to do any performance tuning with VPB dataset, they
 are supposed to built well balanced in the first place.  If there is a
 problem then its not a general problem but something very specific
 about your system and the way you've set things up - from the little
 stats its clearly a hardware/driver issue particular to your system
 OS.  Its utterly pointless talking about giving you a full lesson in
 the general topic of paging when there is something really specific
 wrong with your setup, something I'm completely not partial to.  I am
 human not omnipotent.

 As for complexity, hell yes, real-time computer graphics is hard,
 multi-threading is hard, the OSG strives to make it easy, but in the
 end its a big big hard topic.  Its takes years to master, and yes
 taking courses really does help, you shouldn't expect others to teach
 you everything you need to know.

 If I ask a question of what's happening at your its because it needs
 there is NO way I can answer you question without more information.
 If I have to ask extra questions its because you have failed to
 provide the info in the first place, I don't ask questions for the fun
 of it and a way of avoiding answering a question, I try to get the
 point as quickly as possible to avoid wasting mine and your time.

 Perhaps I should just totally ignore posts that don't provide enough
 info to answer sensible?  Why should I waste my time if people don't
 care to invest their own time in asking sensible questions.

 Robert.

 On Jan 25, 2008 9:23 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 lots of in depth best practice advice?

 I didn't realize it was that complicated a question, I'm sorry. If
 someone asked for some general performance tips for using OpenGL, I
 could probably spout off about 10 or so cold. I didn't realize OSG  
 was
 so complicated that you needed a training class. I just wanted to  
 know
 if the way I was loading the terrain was typical or not, and if not
 how other people are doing it. My 'clue' that my approach was perhaps
 naive was that I thought the performance could be better, and I might
 have overlooked something obvious. I apologize if my first message  
 was
 unclear, I'm not trying to focus on the performance per-se, I realize
 no one can do performance tuning via e-mail.

 This is how everyone load's terrain in OSG. The lower rez terrains
 render quite fast, and for higher rez terrains is might be slow on
 some systems. Specific performance tuning is something of a black  
 art.
 I did not miss anything obvious, that's just the way it is. I can
 accept that as an answer.

 Richard


 On Jan 25, 2008, at 10:22 AM, Robert Osfield wrote:

 Hi Richard,

 I'm afraid you're best to go to a training course if want lots of in
 depth best practice advice.

 As for why things are going slow, well the high draw time is great
 place to start, sounds very much likely a driver the OpenGL badly
 optimized for the type of data the OSG is throwing at it.

 If you have another machine/OS available try the same data there.

 Robert.

 On Jan 25, 2008 2:20 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 Robert,

 I didn't give all those details because I'm looking for more of a
 best practices type of advice. Just loading the terrain just
 works, but is this the typical usage scenario for most users? What
 are some of the common ways to speed up a terrain database created
 with osgdem in this way? When I created the database with osgdem, I
 made it to level 10.

 My specific case is just terrain and imagery. It's made from a ten
 meter DEM of the island of Oahu. The osga file is just shy of a  
 gig.
 I'm not-impressed with performance because from looking at what  
 is
 on screen, I've seen way better performance from my hardware  
 (MacBook
 Pro w/ATI x1600  a Mac Pro w/ATI 2400). The window is small and  
 not
 fill limited.

 Basically, I'm not looking for a detailed analysis of my particular
 situation, but wanted to know if there is something obvious that
 everyone else knows about for loading these types of files that I  
 had
 missed.

 Bringing it into the Cocoa viewer, I get 1.03fps from an elevated
 view
 looking down on the Island. Timeing stats are:

 Event:  0.02
 Update: 0.04
 Cull: 0.41
 Draw: 932.81

 So... doing the math, looks like rendering is taking a pretty long
 time ;-)  I'm thinking there is some utility node or flag that most
 people turn on that I have overlooked.


 Richard


 On Jan 25, 2008, at 4:56 AM, Robert Osfield wrote:

 Hi Richard,

 Way too little information to be able to know what is up with
 performance, so lets start with a few