Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese
Hi Robert, OSG SVN on Windows Vista, VS8, NVidia Quatro 570M, Dual Core, builds and runs fine. osgshaders.exe osgthirdpersonview.exe hangs on exit. other application runs without any restriction. regards adrian 2008/7/1 Robert Osfield [EMAIL PROTECTED]: Hi Jason, On Tue, Jul 1, 2008 at 7:57 PM, Jason Daly [EMAIL PROTECTED] wrote: Just updated. Now, if I don't do anything to the environment, it settles on USE_MUTEX. This is an improvement (it previously didn't pick any method). Good to hear, thanks for the testing. I still have to set CXXFLAGS=-march=i686 in the environment for it to pick USE_GCC_BUILTINS. I'm afraid I don't know of any alternative to this for getting CMake to trigger a build for a different architecture. Perhaps those more expert in CMake might have something to suggest, until then perhaps this is somthing to add to CMake wiki files on openscenegraph.org. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] getColorIndices usage
Hello all OSG users, does anyone know how to use the Geometry::getColorIndices() method? I do not know how to work with the returned IndexArray - how to access and change the values. My situation: Geometry uses generally one color and sometimes it's necessary to draw some primitiveSets by another color. So, I use BIND_PER_PRIMITIVE_SET, colorArray has one element and colorIndices is: /*copied from OSG pyramid example, I do not know what last 2 params DataSize and DataType 4,4 mean :( */ osg::TemplateIndexArrayunsigned int, osg::Array::UIntArrayType,4,4 *colorIndices; colorIndices = new osg::TemplateIndexArrayunsigned int, osg::Array::UIntArrayType,4,4; (for every primitiveset) colorIndices.push_back(0); ... . This works fine, but now I want to change index in colorIndices array, but I do not know how to access the data in IndexArray* that is returned by Geometry::getColorIndices(). I tried to dynamic_cast to osg::UIntArray*, but such cast does not work. (like Vec4Array* works for getColorArray()) Any ideas how to access and work with the colorIndices array? Or is it necessary to remember the array as osg::TemplateIndexArray and use only setColorIndices - but if so, then why getColorIndices() exists? Many thanks, Tomas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9
Hi Rick, Do the express editions do full optimizations? I recall previously MS used to cap the optimization on the give away versions of VS. Robert. On Tue, Jul 1, 2008 at 10:13 PM, Rick Pingry [EMAIL PROTECTED] wrote: Hello All, We have succesfully ported from OSG 1.2 to the newest SVN version (well, almost newest, I think we are on 8512 at the moment). Thanks again for all the fantastic forum support. We have been using VS 7.1 for all of our work so far, but since we were missing a well build freetype library, I figured it was time to make the jump there as well. I downloaded VS 9 express and ran CMake to build OSG. All built just fine. The converter in VS 9 converted all of the projects without fuss, and I was able to get it all compiling and running pretty easily. Unfortunately, I am seeing this 30% drop in framerate :(. I was seeing about 28-30 fps (yes, I know, I have some scene optimizing to do) with the VS 7.1 build, which dropped to 20-21 fps using VS 9 express. Has anyone seen anything like that before? Am I missing some setting somewhere? Perhaps the converter in VS 9 does not like me? Any ideas? -- Thanks Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] mouse/viewport issues with CompositeViewer
Hi Bob, Yes moving to 2.5.3 or SVN will fix this issue. Robert. On Wed, Jul 2, 2008 at 12:28 AM, Bob Balfour [EMAIL PROTECTED] wrote: I am wondering about the status of this bug/fix (below) that I originally saw discussed back in late Feb. by Paul M., Jean-Sebastien and Robert, and again in late May, with no firm resolution. I am using OSG 2.4 and appear to be experiencing this same problem using CompositeViewer and slave cameras. Is the only current option to drop down to osgViewer::Viewer, or will doing a current SVN checkout resolve it? -(from J-S G., 28feb08) Look closely - the scene moves, just *very very* little. It's a bug in osgViewer/CompositeViewer.cpp which I submitted a fix for about a week ago. When a single view is on multiple displays (so the slave camera mechanism in osgViewer::View is used) the viewport extents are not set correctly in the eventTraversal, so when the mouse events are translated they have wrong values and the mouse movement has very little effect. -- Bob. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese
Hi Adrian, Did these examples previously work for you? If so which versions of the OSG? Could you run these examples in a debugger and break them once they hang to find out where they are hanging. Cheers, Robert. On Wed, Jul 2, 2008 at 8:19 AM, Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED] wrote: Hi Robert, OSG SVN on Windows Vista, VS8, NVidia Quatro 570M, Dual Core, builds and runs fine. osgshaders.exe osgthirdpersonview.exe hangs on exit. other application runs without any restriction. regards adrian 2008/7/1 Robert Osfield [EMAIL PROTECTED]: Hi Jason, On Tue, Jul 1, 2008 at 7:57 PM, Jason Daly [EMAIL PROTECTED] wrote: Just updated. Now, if I don't do anything to the environment, it settles on USE_MUTEX. This is an improvement (it previously didn't pick any method). Good to hear, thanks for the testing. I still have to set CXXFLAGS=-march=i686 in the environment for it to pick USE_GCC_BUILTINS. I'm afraid I don't know of any alternative to this for getting CMake to trigger a build for a different architecture. Perhaps those more expert in CMake might have something to suggest, until then perhaps this is somthing to add to CMake wiki files on openscenegraph.org. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] getColorIndices usage
Hi Thomas, I can only guess the tutorial your are copying has rather awkward usage of the OSG, in normal OSG usage you would never reference the TemplateIndexArray template directly, rather just use the typedef UIntArray. As for color indices, please don't use them unless you really really need to. The vertex array indices exist because in the early days of the OSG I was working with a client porting from Performer to OSG and in this case adding per vertex array indices support helped them. I have however regretted this addition ever since, as the feature end up being used when it really shouldn't be. My plan is to move the array indices out of osg::Geometry to prevent for inappropriate use. Why is it inappropriate? Well OpenGL doesn't itself support separate index arrays for the different vertex arrays, it only supports glDrawElements that provide index access to all active vertex arrays in a parallel, to support the separate index arrays you have to simulate it by dropping down to OpenGL slow path i.e. glBegin/glEnd, this is really slow unless you hide the cost by wrapping it all in a display list and even then it still won't be as fast as using . It far far more efficient to repeat colours to get the effect than to use per array indices, it might be more data you are managing but it used OpenGL fast paths. Robert. On Wed, Jul 2, 2008 at 8:20 AM, Tomas Hnilica [EMAIL PROTECTED] wrote: Hello all OSG users, does anyone know how to use the Geometry::getColorIndices() method? I do not know how to work with the returned IndexArray - how to access and change the values. My situation: Geometry uses generally one color and sometimes it's necessary to draw some primitiveSets by another color. So, I use BIND_PER_PRIMITIVE_SET, colorArray has one element and colorIndices is: /*copied from OSG pyramid example, I do not know what last 2 params DataSize and DataType 4,4 mean :( */ osg::TemplateIndexArrayunsigned int, osg::Array::UIntArrayType,4,4 *colorIndices; colorIndices = new osg::TemplateIndexArrayunsigned int, osg::Array::UIntArrayType,4,4; (for every primitiveset) colorIndices.push_back(0); ... . This works fine, but now I want to change index in colorIndices array, but I do not know how to access the data in IndexArray* that is returned by Geometry::getColorIndices(). I tried to dynamic_cast to osg::UIntArray*, but such cast does not work. (like Vec4Array* works for getColorArray()) Any ideas how to access and work with the colorIndices array? Or is it necessary to remember the array as osg::TemplateIndexArray and use only setColorIndices - but if so, then why getColorIndices() exists? Many thanks, Tomas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Dramatic increase in event traversal time during mouse movement
Hello, group! I was looking at the nice statshandler graphics in osgViewer.exe, and noticed a dramatic increase in the time spent in the event traversal stage when the mouse was moved (goes from 0.02ms to around 8ms). Strangely enough, rotating the view by dragging with the mouse, almost does not increase the event traversal time (goes to 0.04ms). Has anyone else noticed this behavior and have an idea on whats going on? I am working on project in Delta3D and first noticed it there, but since the same happens in osgViewer.exe on a separate installation, I thought I'd ask here! I am on Windows XP and was looking at the cow, btw! Sincerely, Michael ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dramatic increase in event traversal time during mouse movement
This only happens in SingleThreaded mode, btw. Switching to any of the multi-threaded modes fixes the problem. I am the victim of the multithreaded, nvidia, multi-monitor bug, so I have to start the viewer with --SingleThreaded... I am on OSG 2.4, btw, and running in release mode. /Michael On Jul 2, 10:12 am, Michael Bach Jensen [EMAIL PROTECTED] wrote: Hello, group! I was looking at the nice statshandler graphics in osgViewer.exe, and noticed a dramatic increase in the time spent in the event traversal stage when the mouse was moved (goes from 0.02ms to around 8ms). Strangely enough, rotating the view by dragging with the mouse, almost does not increase the event traversal time (goes to 0.04ms). Has anyone else noticed this behavior and have an idea on whats going on? I am working on project in Delta3D and first noticed it there, but since the same happens in osgViewer.exe on a separate installation, I thought I'd ask here! I am on Windows XP and was looking at the cow, btw! Sincerely, Michael ___ osg-users mailing list [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Quicktime osgplugin compile error with eclipse + mingw
Hi guys, i have some problem when i try to compile quicktime osg plugin and openscenegraph 2.2.0. I'm going to compile openscenegraph 2.2.0 with minGW 3.14 and Eclipse 3.3.2 using CMake 2.6.0. I have downloaded quicktime SDK (version 7.1) and i have specified include and lib variables in CMAKE gui application. I'm using msys to compile openscenegraph, but at osgplugins QuickTime i get this error: O:\OpenSceneGraph-2.2.0\OpenSceneGraph\src\osgPlugins\quicktime\MovieData.cpp: In member function `void MovieData::_initImage(osg::Image*)': O:\OpenSceneGraph-2.2.0\OpenSceneGraph\src\osgPlugins\quicktime\MovieData.cpp:115: error: `GL_BGRA_EXT' was not declared in this scope mingw32-make[2]: *** [src/osgPlugins/quicktime/CMakeFiles/osgdb_qt.dir/MovieData.obj] Error 1 mingw32-make[1]: *** [src/osgPlugins/quicktime/CMakeFiles/osgdb_qt.dir/all] Error 2 mingw32-make: *** [all] Error 2 Could anyone gives me any suggestion? Thanx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Crash with osgdistortion on non-FBO system
Hi Robert, Robert Osfield wrote: osgdistortion isn't failing on my Linux/NVidia box, but... it does have FBO support, so perhaps this is the difference. The call to isMultisample does suggest that the code has detected lack of FBO support properly. I've reviewed the code and it looks like the new support for multi-sampled FBO adds FBO setup code that isn't guarded, I've added these guards. Could you do an svn update and let me know how you get on. Yup, the crash is gone... BTW, what hardware/drivers are you using? It's a Quadro4 900 XGL, 96.43.01 driver. Paul Robert. On Mon, Jun 30, 2008 at 11:43 AM, Paul Melis [EMAIL PROTECTED] wrote: Hello Robert, On a Linux + nVidia I get a crash with latest SVN when running osgdistortion (notice the this pointer in #0): (gdb) bt #0 osg::FrameBufferObject::isMultisample (this=0x0) at /home/paul/c/osg-svn/src/osg/FrameBufferObject.cpp:802 #1 0x0050638b in osgUtil::RenderStage::drawInner (this=0x8b96778, [EMAIL PROTECTED], [EMAIL PROTECTED], [EMAIL PROTECTED]) at /home/paul/c/osg-svn/src/osgUtil/RenderStage.cpp:787 #2 0x005058d5 in osgUtil::RenderStage::draw (this=0x8b96778, [EMAIL PROTECTED], [EMAIL PROTECTED]) at /home/paul/c/osg-svn/src/osgUtil/RenderStage.cpp:1090 #3 0x004ffd1e in osgUtil::RenderStage::drawPreRenderStages (this=0x8a2fa48, [EMAIL PROTECTED], [EMAIL PROTECTED]) at /home/paul/c/osg-svn/src/osgUtil/RenderStage.cpp:210 #4 0x00517ba5 in osgUtil::SceneView::draw (this=0x8a2ed48) at /home/paul/c/osg-svn/src/osgUtil/SceneView.cpp:1508 #5 0x005c3926 in osgViewer::Renderer::cull_draw (this=0x8a2eb48) at /home/paul/c/osg-svn/src/osgViewer/Renderer.cpp:530 #6 0x005bede8 in osgViewer::Renderer::operator() (this=0x0, context=0x8a52b28) at /home/paul/c/osg-svn/src/osgViewer/Renderer.cpp:631 #7 0x002d7faa in osg::GraphicsContext::runOperations (this=0x8a52b28) at /home/paul/c/osg-svn/src/osg/GraphicsContext.cpp:688 #8 0x005f416a in osgViewer::ViewerBase::renderingTraversals (this=0xbfea57fc) at /home/paul/c/osg-svn/src/osgViewer/ViewerBase.cpp:694 #9 0x005f1b4d in osgViewer::ViewerBase::frame (this=0xbfea57fc, simulationTime=1.7976931348623157e+308) at /home/paul/c/osg-svn/src/osgViewer/ViewerBase.cpp:592 #10 0x005f1c0e in osgViewer::ViewerBase::run (this=0xbfea57fc) at /home/paul/c/osg-svn/src/osgViewer/ViewerBase.cpp:564 #11 0x005e734f in osgViewer::Viewer::run (this=0xbfea57fc) at /home/paul/c/osg-svn/src/osgViewer/Viewer.cpp:322 #12 0x08051e1c in main (argc=1, argv=0xbfea59c4) at /home/paul/c/osg-svn/examples/osgdistortion/osgdistortion.cpp:754 Could it be that a check for FBO support is failing? This particular graphics card does not have FBO support: ... OpenGL extension 'GL_EXT_framebuffer_object' is not supported. ... Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese
Ok, i should check out an elder version of OSG first adrian 2008/7/2 Robert Osfield [EMAIL PROTECTED]: Hi Adrian, Did these examples previously work for you? If so which versions of the OSG? Could you run these examples in a debugger and break them once they hang to find out where they are hanging. Cheers, Robert. On Wed, Jul 2, 2008 at 8:19 AM, Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED] wrote: Hi Robert, OSG SVN on Windows Vista, VS8, NVidia Quatro 570M, Dual Core, builds and runs fine. osgshaders.exe osgthirdpersonview.exe hangs on exit. other application runs without any restriction. regards adrian 2008/7/1 Robert Osfield [EMAIL PROTECTED]: Hi Jason, On Tue, Jul 1, 2008 at 7:57 PM, Jason Daly [EMAIL PROTECTED] wrote: Just updated. Now, if I don't do anything to the environment, it settles on USE_MUTEX. This is an improvement (it previously didn't pick any method). Good to hear, thanks for the testing. I still have to set CXXFLAGS=-march=i686 in the environment for it to pick USE_GCC_BUILTINS. I'm afraid I don't know of any alternative to this for getting CMake to trigger a build for a different architecture. Perhaps those more expert in CMake might have something to suggest, until then perhaps this is somthing to add to CMake wiki files on openscenegraph.org. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] getColorIndices usage
Hi Robert, many thanks for explanation. So, the best is to use just colorArray and push the same color for each primitive, OK. ColorIndices (what semmed to me to be the thing I need) are used in this tutorial: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Textures Tomas Robert Osfield napsal(a): Hi Thomas, I can only guess the tutorial your are copying has rather awkward usage of the OSG, in normal OSG usage you would never reference the TemplateIndexArray template directly, rather just use the typedef UIntArray. As for color indices, please don't use them unless you really really need to. The vertex array indices exist because in the early days of the OSG I was working with a client porting from Performer to OSG and in this case adding per vertex array indices support helped them. I have however regretted this addition ever since, as the feature end up being used when it really shouldn't be. My plan is to move the array indices out of osg::Geometry to prevent for inappropriate use. Why is it inappropriate? Well OpenGL doesn't itself support separate index arrays for the different vertex arrays, it only supports glDrawElements that provide index access to all active vertex arrays in a parallel, to support the separate index arrays you have to simulate it by dropping down to OpenGL slow path i.e. glBegin/glEnd, this is really slow unless you hide the cost by wrapping it all in a display list and even then it still won't be as fast as using . It far far more efficient to repeat colours to get the effect than to use per array indices, it might be more data you are managing but it used OpenGL fast paths. Robert. On Wed, Jul 2, 2008 at 8:20 AM, Tomas Hnilica [EMAIL PROTECTED] wrote: Hello all OSG users, does anyone know how to use the Geometry::getColorIndices() method? I do not know how to work with the returned IndexArray - how to access and change the values. My situation: Geometry uses generally one color and sometimes it's necessary to draw some primitiveSets by another color. So, I use BIND_PER_PRIMITIVE_SET, colorArray has one element and colorIndices is: /*copied from OSG pyramid example, I do not know what last 2 params DataSize and DataType 4,4 mean :( */ osg::TemplateIndexArrayunsigned int, osg::Array::UIntArrayType,4,4 *colorIndices; colorIndices = new osg::TemplateIndexArrayunsigned int, osg::Array::UIntArrayType,4,4; (for every primitiveset) colorIndices.push_back(0); ... . This works fine, but now I want to change index in colorIndices array, but I do not know how to access the data in IndexArray* that is returned by Geometry::getColorIndices(). I tried to dynamic_cast to osg::UIntArray*, but such cast does not work. (like Vec4Array* works for getColorArray()) Any ideas how to access and work with the colorIndices array? Or is it necessary to remember the array as osg::TemplateIndexArray and use only setColorIndices - but if so, then why getColorIndices() exists? Many thanks, Tomas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] getColorIndices usage
Hi Thomas, On Wed, Jul 2, 2008 at 9:51 AM, Tomas Hnilica [EMAIL PROTECTED] wrote: many thanks for explanation. So, the best is to use just colorArray and push the same color for each primitive, OK. ColorIndices (what semmed to me to be the thing I need) are used in this tutorial: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Textures Thanks for the pointer, I've now removed the use of indices from this tutorial. This tutorial was once on the NPS website, and then imported, I'm afraid I didn't take part in the development or import all the tutorials so have caught suboptimal OSG usage. If you spot any other instances then please just notify me/osg-users about them. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] error in tutorial Loading Models from Files...
you need to add header files #include osgViewer/Viewer #include osgGA/TrackballManipulator 在2008-07-02 09:04:03,Zamo Cédrik [EMAIL PROTECTED] 写道: Hi, in tutorial Loading Models from Files and Positioning Them in a Scene there is : osgViewer::Viewer viewer; viewer.addCameraManipulator(new osgGA::TrackballManipulator); compiler errors ; error C2039: 'addCameraManipulator' : is not a member of 'osgViewer::Viewer' and error C2039: 'TrackballManipulator' : n'est pas membre de 'osgGA' is there up to date tutorials ? thanks. Envoyé avec Yahoo! Mail. Une boite mail plus intelligente.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] BumpMapping osgFX problem
Hello, im having problems with the BumpMapping osgFX, somehow it just seems it doesn't light the model. Model is only responding to ambient light. Is there any quirck im forgetting of doing ? The osgfxbrowser example works fine, so its not a hardware problem... Here is the code for the light setup: osg::ref_ptrosg::Light light = new osg::Light; light-setLightNum( 0 ); light-setDiffuse( osg::Vec4( 1, 1, 1, 1 ) ); light-setSpecular( osg::Vec4( 1, 1, 0.8f, 1 ) ); light-setAmbient( osg::Vec4( 0.2f, 0.2f, 0.2f, 0.2f ) ); light-setPosition( osg::Vec4( 10, -1, 0, 0 ) ); root = new osg::LightSource; root-setLight( light.get() ); root-setLocalStateSetModes(); Here is the code for the bump mapping FX node: void ScenePlanet::generatePlanet() { PlanetRotateCallback* rotate_cb; osg::Geode* planet_geode = new osg::Geode(); osg::StateSet* planet_stateset = planet_geode-getOrCreateStateSet(); // get the textures according to the position that they were inserted at osg::Texture2D* texture = textures-at(0); osg::Texture2D* normal_map = textures-at(1); // set them up planet_stateset-setMode(GL_LIGHTING, osg::StateAttribute::ON); planet_stateset-setTextureAttributeAndModes( 0, texture, osg::StateAttribute::ON ); planet_stateset-setTextureAttributeAndModes( 1, normal_map, osg::StateAttribute::ON ); osg::TessellationHints* hints = new osg::TessellationHints; hints-setDetailRatio(0.5f); planet_geode-addDrawable( new osg::ShapeDrawable( new osg::Sphere( osg::Vec3( 0.0f,0.0f,0.0f ), 5.0f ) ) ); // set up the effects of the model osgFX::BumpMapping* bump_fx = new osgFX::BumpMapping(); bump_fx-setEnabled( true ); bump_fx-addChild( planet_geode ); bump_fx-setNormalMapTextureUnit(1); bump_fx-setDiffuseTextureUnit(0); bump_fx-setLightNumber(0); bump_fx-prepareChildren(); //bump_fx-setUpDemo(); // set up a transform to rotate the model osg::ref_ptrosg::PositionAttitudeTransform xform = new osg::PositionAttitudeTransform(); xform-setPosition( osg::Vec3( 1.5, 0, 1 ) ); xform-setPivotPoint( osg::Vec3( 0, 0, 0 ) ); rotate_cb = new PlanetRotateCallback; xform-setUpdateCallback( rotate_cb ); xform-addChild( bump_fx ); root-addChild( xform.get() ); } Here is the code for the texture generation: Diffuse Texture: osg_img-setImage( size, size, 1, 4, GL_RGBA, GL_UNSIGNED_BYTE, writer.GetImageData(), osg::Image::USE_NEW_DELETE ); texture-setImage(osg_img); texture-setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR); texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); texture-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); texture-setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); texture-setMaxAnisotropy( 8 ); textures-push_back( texture ); Normal Texture: osg_normalmap_img-setImage( size, size, 1, 4, GL_RGBA, GL_UNSIGNED_BYTE, writer.GetImageData(), osg::Image::USE_NEW_DELETE ); normalmap_texture-setImage(osg_normalmap_img); normalmap_texture-setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR); normalmap_texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); normalmap_texture-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); normalmap_texture-setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); normalmap_texture-setMaxAnisotropy(8); textures-push_back( normalmap_texture ); ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Height Above Terrain for PagedLOD node converted from Proxy node
Hi, I've just converted some OpenFlight files to Paged ive by replacing the Proxy nodes to PagedLOD nodes in the master flight, thanks to Brian Hill. Can anyone advise me on how do I do a terrain height query with this new pagedLOD database? Kiff _ Help Splitzo Sally Before It’s Too Late! http://www.thegirlwhosplitinto5.com/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 144 errors in gl.h
Hi, I tried ths tutorial from : http://osghelp.com/readarticle.php?article_id=6 everythings is ok, but now I try to create my own class to manage scene ressources and visual studio dislike this. It seems that I've not linked everithings correctly. here is my main.cpp : #includewindows..h#includeosgViewer/Viewer#includeosgText/Text#includeworld.hint { world w;WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine,intnCmdShow)// construct the viewerosg::ref_ptrosgViewer::Viewer viewer = newosgViewer::Viewer;// make the viewer create a 512x512 window and position it at 32, 32viewer-setUpViewInWindow( 32, 32, 1024, 768 );// set the scene-graph data the viewer will renderviewer-setSceneData( w..loadScene() ); osg::Camera* camera = camera-setProjectionMatrix( osg::Matrix::perspective(120.0,1.333,0.01,10.0)); camera-setReferenceFrame( osg::Transform::ABSOLUTE_RF ); camera-setViewMatrix( osg::Matrix::identity() ); viewer-setCamera(camera);newosg::Camera;// execute main loop} and here is my class : world.h#ifndef_WORLD_#define_WORLD_#includeosgDB/ReadFile#includeosg/positionattitudetransform#includeosg/matrixtransform#includeosg/node#includeosg/group#includeosg/ref_ptrclass {worldpublic osg::Node* loadScene();:public world( ~world( };:void);void);#endif world.cpp#includeworld.hnode* world::loadScene(){ osg::Group* pGroup = osg::Node* pLoadedModel = osgDB::readNodeFile( osg::ref_ptrosg::PositionAttitudeTransform rPat = rPat-setPosition( osg::Vec3(0, 0, 100) ); rPat-addChild( pLoadedModel ); pGroup-addChild( rPat.get() ); } world::world( { } world::~world( { } the errors (in french, I don't know how to translate most of them, but everythings is in gl.h) :world.cpp c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2144: syntax error: 'void' doit être précédé de ';' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C4430: spécificateur de type manquant - int est pris en compte par défaut. Remarque : C++ ne prend pas en charge int par défaut c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2146: erreur de syntaxe : absence de ';' avant l'identificateur 'glAccum' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2182: 'APIENTRY' : utilisation non conforme du type 'void' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C4430: spécificateur de type manquant - int est pris en compte par défaut. Remarque : C++ ne prend pas en charge int par défaut c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error C2144: erreur de syntaxe : 'void' doit être précédé de ';' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error C4430: spécificateur de type manquant - int est pris en compte par défaut. Remarque : C++ ne prend pas en charge int par défaut c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error C2086: 'int WINGDIAPI' : redéfinition c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : voir la déclaration de 'WINGDIAPI'newosg::Group;data/spaceships/loma.osg);newosg::PositionAttitudeTransform;returnpGroup;void)void)returnviewer-run(); _ Envoyez avec Yahoo! Mail. Une boite mail plus intelligente http://mail.yahoo.fr___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] getViewMatrixAsLookAt
Hi all, Just a quick one for you.. when I use the following code: osg::Vec3 eye, centre, up; float dist = 0.f; viewer.getCamera()-getViewMatrixAsLookAt( eye, centre, up, dist ); I seem to get the same value for both eye and centre. Is that supposed to happen? If so how can I get the view vector from the camera? Regards, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] getViewMatrixAsLookAt
Ha sorry my mistake.. I though dist was an output parameter. Must think before I speak/post! Kim. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kim C Bale Sent: 02 July 2008 11:16 To: OpenSceneGraph Users Subject: [osg-users] getViewMatrixAsLookAt Hi all, Just a quick one for you.. when I use the following code: osg::Vec3 eye, centre, up; float dist = 0.f; viewer.getCamera()-getViewMatrixAsLookAt( eye, centre, up, dist ); I seem to get the same value for both eye and centre. Is that supposed to happen? If so how can I get the view vector from the camera? Regards, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 144 errors in gl.h (resend with clean text)
Hi, I tried this tutorial : http://osghelp.com/readarticle.php?article_id=6 everythings is ok, but now I try to create my own class to manage scene ressources and visual studio dislike this. It seems that I've not linked everythings correctly. here is my MAIN.CPP: --- #includewindows.h #includeosgViewer/Viewer #includeosgText/Text #includeworld.hint world w; WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine,intnCmdShow){ osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer; viewer-setUpViewInWindow( 32, 32, 1024, 768 ); viewer-setSceneData( w.loadScene() ); osg::Camera* camera = camera-setProjectionMatrix( osg::Matrix::perspective(120.0,1.333,0.01,10.0)); camera-setReferenceFrame( osg::Transform::ABSOLUTE_RF ); camera-setViewMatrix( osg::Matrix::identity() ); viewer-setCamera(camera); new osg::Camera;// execute main loop } and here is my class : WORLD.H -- #ifndef _WORLD_ #define _WORLD_ #includeosgDB/ReadFile #includeosg/positionattitudetransform #includeosg/matrixtransform #includeosg/node #includeosg/group #includeosg/ref_ptr class world { public : osg::Node* loadScene(); public : world(void); ~world(void); } #endif WORLD.CPP #includeworld.h node* world::loadScene(){ osg::Group* pGroup = osg::Node* pLoadedModel = osgDB::readNodeFile( osg::ref_ptrosg::PositionAttitudeTransform rPat = rPat-setPosition( osg::Vec3(0, 0, 100) ); rPat-addChild( pLoadedModel ); pGroup-addChild( rPat.get() ); new osg::Group;data/spaceships/loma.osg); newosg::PositionAttitudeTransform; returnpGroup; } world::world( { } world::~world( { } THE ERRORS (in french, I don't know how to translate most of them, but everythings is in gl.h) : world.cpp c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2144: syntax error: 'void' doit être précédé de ';' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C4430: spécificateur de type manquant - int est pris en compte par défaut. Remarque : C++ ne prend pas en charge int par défaut c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2146: erreur de syntaxe : absence de ';' avant l'identificateur 'glAccum' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2182: 'APIENTRY' : utilisation non conforme du type 'void' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C4430: spécificateur de type manquant - int est pris en compte par défaut. Remarque : C++ ne prend pas en charge int par défaut c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error C2144: erreur de syntaxe : 'void' doit être précédé de ';' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error C4430: spécificateur de type manquant - int est pris en compte par défaut. Remarque : C++ ne prend pas en charge int par défaut c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error C2086: 'int WINGDIAPI' : redéfinition c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : voir la déclaration de 'WINGDIAPI'newosg::Group;data/spaceships/loma.osg);newosg::PositionAttitudeTransform;returnpGroup;void)void)returnviewer-run(); Envoyé avec Yahoo! Mail. Une boite mail plus intelligente. _ Envoyez avec Yahoo! Mail. Une boite mail plus intelligente http://mail.yahoo.fr _ Envoyez avec Yahoo! Mail. Une boite mail plus intelligente http://mail.yahoo.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 144 errors in gl.h (resend with clean text)
Hi, I don't know for the compilation errors, but new osg::Camera;// execute main loop will not do anything... try viewer.run() ... Vincent. Le 2 juillet 2008 12:25, Zamo Cédrik [EMAIL PROTECTED] a écrit : Hi, I tried this tutorial : http://osghelp.com/readarticle.php?article_id=6 everythings is ok, but now I try to create my own class to manage scene ressources and visual studio dislike this. It seems that I've not linked everythings correctly. here is my MAIN.CPP: --- #includewindows.h #includeosgViewer/Viewer #includeosgText/Text #includeworld.hint world w; WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine,intnCmdShow){ osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer; viewer-setUpViewInWindow( 32, 32, 1024, 768 ); viewer-setSceneData( w.loadScene() ); osg::Camera* camera = camera-setProjectionMatrix( osg::Matrix::perspective(120.0,1.333,0.01,10.0)); camera-setReferenceFrame( osg::Transform::ABSOLUTE_RF ); camera-setViewMatrix( osg::Matrix::identity() ); viewer-setCamera(camera); new osg::Camera;// execute main loop } and here is my class : WORLD.H -- #ifndef _WORLD_ #define _WORLD_ #includeosgDB/ReadFile #includeosg/positionattitudetransform #includeosg/matrixtransform #includeosg/node #includeosg/group #includeosg/ref_ptr class world { public : osg::Node* loadScene(); public : world(void); ~world(void); } #endif WORLD.CPP #includeworld.h node* world::loadScene(){ osg::Group* pGroup = osg::Node* pLoadedModel = osgDB::readNodeFile( osg::ref_ptrosg::PositionAttitudeTransform rPat = rPat-setPosition( osg::Vec3(0, 0, 100) ); rPat-addChild( pLoadedModel ); pGroup-addChild( rPat.get() ); new osg::Group;data/spaceships/loma.osg); newosg::PositionAttitudeTransform; returnpGroup; } world::world( { } world::~world( { } THE ERRORS (in french, I don't know how to translate most of them, but everythings is in gl.h) : world.cpp c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2144: syntax error: 'void' doit être précédé de ';' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C4430: spécificateur de type manquant - int est pris en compte par défaut. Remarque : C++ ne prend pas en charge int par défaut c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2146: erreur de syntaxe : absence de ';' avant l'identificateur 'glAccum' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2182: 'APIENTRY' : utilisation non conforme du type 'void' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C4430: spécificateur de type manquant - int est pris en compte par défaut. Remarque : C++ ne prend pas en charge int par défaut c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error C2144: erreur de syntaxe : 'void' doit être précédé de ';' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error C4430: spécificateur de type manquant - int est pris en compte par défaut. Remarque : C++ ne prend pas en charge int par défaut c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error C2086: 'int WINGDIAPI' : redéfinition c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : voir la déclaration de 'WINGDIAPI'newosg::Group;data/spaceships/loma.osg);newosg::PositionAttitudeTransform;returnpGroup;void)void)returnviewer-run(); Envoyé avec Yahoo! Mail. Une boite mail plus intelligente. _ Envoyez avec Yahoo! Mail. Une boite mail plus intelligente http://mail.yahoo.fr _ Envoyez avec Yahoo! Mail. Une boite mail plus intelligente http://mail.yahoo.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Height Above Terrain for PagedLOD node converted from Proxy node
2008/7/2 Kiff Loh [EMAIL PROTECTED]: Hi, I've just converted some OpenFlight files to Paged ive by replacing the Proxy nodes to PagedLOD nodes in the master flight, thanks to Brian Hill. Can anyone advise me on how do I do a terrain height query with this new pagedLOD database? osgSim::HeightAboveTerrain. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quicktime osgplugin compile error with eclipse + mingw
On Wed, Jul 2, 2008 at 4:23 AM, Andrea Martini [EMAIL PROTECTED] wrote: Hi guys, i have some problem when i try to compile quicktime osg plugin and openscenegraph 2.2.0. I'm going to compile openscenegraph 2.2.0 with minGW 3.14 and Eclipse 3.3.2 using CMake 2.6.0. I have downloaded quicktime SDK (version 7.1) and i have specified include and lib variables in CMAKE gui application. I'm using msys to compile openscenegraph, but at osgplugins QuickTime i get this error: O:\OpenSceneGraph-2.2.0\OpenSceneGraph\src\osgPlugins\quicktime\MovieData.cpp: In member function `void MovieData::_initImage(osg::Image*)': O:\OpenSceneGraph-2.2.0\OpenSceneGraph\src\osgPlugins\quicktime\MovieData.cpp:115: error: `GL_BGRA_EXT' was not declared in this scope mingw32-make[2]: *** [src/osgPlugins/quicktime/CMakeFiles/osgdb_qt.dir/MovieData.obj] Error 1 mingw32-make[1]: *** [src/osgPlugins/quicktime/CMakeFiles/osgdb_qt.dir/all] Error 2 mingw32-make: *** [all] Error 2 Could anyone gives me any suggestion? Some movies are apparantly encoded in BGRA instead of the more traditional RGBA format. My first thought is that the OpenGL header file you're including doesn't support the GL_EXT_bgra extension. See this webpage for some more details. It would be interesting to know what OpenGL extensions are not supported when compiling against a MinGW GL/gl.h http://www.opengl.org/resources/features/OGLextensions/ I believe you could work around this with a software patch by swapping the blue and red channels on the entire buffer. -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 144 errors in gl.h (resend with clean text)
As far as I remember I had this error, too. It was somehow related to the windows.h. Try to include it later. hth Sebastian Hi, I don't know for the compilation errors, but new osg::Camera;// execute main loop will not do anything... try viewer.run() ... Vincent. Le 2 juillet 2008 12:25, Zamo Cédrik [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] a écrit : Hi, I tried this tutorial : http://osghelp.com/readarticle.php?article_id=6 everythings is ok, but now I try to create my own class to manage scene ressources and visual studio dislike this. It seems that I've not linked everythings correctly. here is my MAIN.CPP: --- #includewindows.h #includeosgViewer/Viewer #includeosgText/Text #includeworld.hint world w; WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine,intnCmdShow){ osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer; viewer-setUpViewInWindow( 32, 32, 1024, 768 ); viewer-setSceneData( w.loadScene() ); osg::Camera* camera = camera-setProjectionMatrix( osg::Matrix::perspective(120.0,1.333,0.01,10.0)); camera-setReferenceFrame( osg::Transform::ABSOLUTE_RF ); camera-setViewMatrix( osg::Matrix::identity() ); viewer-setCamera(camera); new osg::Camera;// execute main loop } and here is my class : WORLD.H -- #ifndef _WORLD_ #define _WORLD_ #includeosgDB/ReadFile #includeosg/positionattitudetransform #includeosg/matrixtransform #includeosg/node #includeosg/group #includeosg/ref_ptr class world { public : osg::Node* loadScene(); public : world(void); ~world(void); } #endif WORLD.CPP #includeworld.h node* world::loadScene(){ osg::Group* pGroup = osg::Node* pLoadedModel = osgDB::readNodeFile( osg::ref_ptrosg::PositionAttitudeTransform rPat = rPat-setPosition( osg::Vec3(0, 0, 100) ); rPat-addChild( pLoadedModel ); pGroup-addChild( rPat.get() ); new osg::Group;data/spaceships/loma.osg); newosg::PositionAttitudeTransform; returnpGroup; } world::world( { } world::~world( { } THE ERRORS (in french, I don't know how to translate most of them, but everythings is in gl.h) : world.cpp c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2144: syntax error: 'void' doit être précédé de ';' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C4430: spécificateur de type manquant - int est pris en compte par défaut. Remarque : C++ ne prend pas en charge int par défaut c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2146: erreur de syntaxe : absence de ';' avant l'identificateur 'glAccum' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2182: 'APIENTRY' : utilisation non conforme du type 'void' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error C4430: spécificateur de type manquant - int est pris en compte par défaut. Remarque : C++ ne prend pas en charge int par défaut c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error C2144: erreur de syntaxe : 'void' doit être précédé de ';' c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error C4430: spécificateur de type manquant - int est pris en compte par défaut. Remarque : C++ ne prend pas en charge int par défaut c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error C2086: 'int WINGDIAPI' : redéfinition c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : voir la déclaration de 'WINGDIAPI'newosg::Group;data/spaceships/loma.osg);newosg::PositionAttitudeTransform;returnpGroup;void)void)returnviewer-run(); Envoyé avec Yahoo! Mail. Une boite mail plus intelligente. _ Envoyez avec Yahoo! Mail. Une boite mail plus intelligente http://mail.yahoo.fr
Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9
The express editions does full optimizations,.. same compiler. The express version just doesn't have features for web, MFC and stuff like that. regards, Peter On Wed, Jul 2, 2008 at 9:33 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Rick, Do the express editions do full optimizations? I recall previously MS used to cap the optimization on the give away versions of VS. Robert. On Tue, Jul 1, 2008 at 10:13 PM, Rick Pingry [EMAIL PROTECTED] wrote: Hello All, We have succesfully ported from OSG 1.2 to the newest SVN version (well, almost newest, I think we are on 8512 at the moment). Thanks again for all the fantastic forum support. We have been using VS 7.1 for all of our work so far, but since we were missing a well build freetype library, I figured it was time to make the jump there as well. I downloaded VS 9 express and ran CMake to build OSG. All built just fine. The converter in VS 9 converted all of the projects without fuss, and I was able to get it all compiling and running pretty easily. Unfortunately, I am seeing this 30% drop in framerate :(. I was seeing about 28-30 fps (yes, I know, I have some scene optimizing to do) with the VS 7.1 build, which dropped to 20-21 fps using VS 9 express. Has anyone seen anything like that before? Am I missing some setting somewhere? Perhaps the converter in VS 9 does not like me? Any ideas? -- Thanks Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with loading model in OSG 2.2
I still can't solve this problem: Error: [screen #0] ChooseMatchingPixelFormat() - Unable to choose the requested pixel format I just loaded a simple model but the program run really slowly (in debug mode), it's better in release mode. I used osg1.2 and it run so fast, even in debug mode. Please support me with this problem, is it because of that error? My code is simply like this: #include osg/PositionAttitudeTransform #include osg/Group #include osg/Node #include osgDB/ReadFile #include osgViewer/Viewer int main() { osg::ref_ptrosg::Node m_node = new osg::Node(); osg::ref_ptrosg::Group root = new osg::Group(); osgViewer::Viewer viewer; osg::Vec3 m_nodePosit; osg::ref_ptrosg::PositionAttitudeTransform nodeXform = new osg::PositionAttitudeTransform(); m_node = osgDB::readNodeFile(baitap.flt); root-addChild(nodeXform.get()); m_nodePosit.set(5,0,0); nodeXform-setPosition( m_nodePosit ); nodeXform-addChild(m_node.get()); viewer.setSceneData( root.get() ); viewer.setUpViewInWindow(32,32,512,512); return viewer.run(); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Some yes/no questions about VBOs
Dear All, I have a few VBO related questions; a few quick yes/no answers would be much appreciated to stop me going down dead ends... I attach a vertex array, texcoord array and normal array to a Drawable, which is using VBOs. From the code, I can see that calling dirty() on any of the arrays dirties the entire VBO. 1) I can't quite understand all of the BufferObject code, but just to check, it looks like all three arrays are dumped into one large contiguous buffer (i.e. one single bufferID). Is that correct? If(1) is true, and it's just one large buffer: 2) Am I right in thinking that limiting the upload to one of the arrays would involve extending BufferObject to use glBufferSubData, as it isn't currently supported? 3) Can you set the stride of each buffer object (i.e. to support interleaving the arrays)? I can't see anything like glVertexPointer anywhere. 4) More generally, is there any (easy) way to attach several BufferObjects to a Drawable, such that you could separately dirty() vertex, texcoord or normal without having to upload the others? If (1) is false, and each array has a different buffer object/ID, 5) Is there an obvious way that I've missed for dirtying just one of the arrays in the VBO space? Thanks, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] mouse/viewport issues with CompositeViewer
Hi Bob, I am wondering about the status of this bug/fix (below) that I originally saw discussed back in late Feb. by Paul M., Jean-Sebastien and Robert, and again in late May, with no firm resolution. I am using OSG 2.4 and appear to be experiencing this same problem using CompositeViewer and slave cameras. Is the only current option to drop down to osgViewer::Viewer, or will doing a current SVN checkout resolve it? This fix was committed and is part of OSG 2.4. Perhaps you're seeing something different, or perhaps it's come back to haunt us? :-) Try this: osgpick --CompositeViewer Does that exhibit the same symptoms as the ones you see? This was the test bed for the patch I submitted. If the patch was not applied, trying to rotate the fountain when the composite viewer was on two screens (hence using slave cameras) gave very little movement. For me at least, that example shows me that it's fixed. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese
Hi Adrian, osgshaders.exe osgthirdpersonview.exe hangs on exit. I can't reproduce that hang. Any chance you could give a stack trace? J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9
Hi Robert, Do the express editions do full optimizations? I recall previously MS used to cap the optimization on the give away versions of VS. Nope, since 2005 express (8.0 express) it's the full optimizing compiler that's included. Rick said he converted the projects for his app from VS7.1 projects, maybe that causes some options to be set to non-optimal values in the resulting projects... I would suggest making new projects in VS9. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dramatic increase in event traversal time during mouse movement
Hello Michael, I was looking at the nice statshandler graphics in osgViewer.exe, and noticed a dramatic increase in the time spent in the event traversal stage when the mouse was moved (goes from 0.02ms to around 8ms). I've seen that when running in debug version... In release the increase is negligible. Perhaps you were running in debug? J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dramatic increase in event traversal time during mouse movement
Hi Michael, I've seen that when running in debug version... In release the increase is negligible. Perhaps you were running in debug? Sorry, I saw your follow-up after hitting send. I don't know what could be up. On my machine it jumps to ~2.5ms but very very shortly, so it's not significant... J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 144 errors in gl.h (resend with clean text)
Bonjour Cédrik, everythings is ok, but now I try to create my own class to manage scene ressources and visual studio dislike this. It seems that I've not linked everythings correctly. You need to add WIN32 to the defines in your project. In Visual Studio, right-click on your project, go to C/C++, Preprocessor, and in the Preprocessor Definitions field add WIN32 for both debug and release configurations. While you're at it, also add _DEBUG for the debug configuration and NDEBUG for the release configuration... For some reason the default VS projects have no preprocessor definitions, even though these, at least, should almost always be used... Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with loading model in OSG 2.2
Hi Ricky, I am not a windows developer, I can't help you with windows specific problems. Robert On Wed, Jul 2, 2008 at 1:29 PM, Ricky [EMAIL PROTECTED] wrote: I still can't solve this problem: Error: [screen #0] ChooseMatchingPixelFormat() - Unable to choose the requested pixel format I just loaded a simple model but the program run really slowly (in debug mode), it's better in release mode. I used osg1.2 and it run so fast, even in debug mode. Please support me with this problem, is it because of that error? My code is simply like this: #include osg/PositionAttitudeTransform #include osg/Group #include osg/Node #include osgDB/ReadFile #include osgViewer/Viewer int main() { osg::ref_ptrosg::Node m_node = new osg::Node(); osg::ref_ptrosg::Group root = new osg::Group(); osgViewer::Viewer viewer; osg::Vec3 m_nodePosit; osg::ref_ptrosg::PositionAttitudeTransform nodeXform = new osg::PositionAttitudeTransform(); m_node = osgDB::readNodeFile(baitap.flt); root-addChild(nodeXform.get()); m_nodePosit.set(5,0,0); nodeXform-setPosition( m_nodePosit ); nodeXform-addChild(m_node.get()); viewer.setSceneData( root.get() ); viewer.setUpViewInWindow(32,32,512,512); return viewer.run(); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Some yes/no questions about VBOs
On Wed, Jul 2, 2008 at 1:43 PM, David Spilling [EMAIL PROTECTED] wrote: 1) I can't quite understand all of the BufferObject code, but just to check, it looks like all three arrays are dumped into one large contiguous buffer (i.e. one single bufferID). Is that correct? If(1) is true, and it's just one large buffer: osg::Geometry uses one VBO for all vertex arrays associated with it, and one VBO for the primitive data associated with it. 2) Am I right in thinking that limiting the upload to one of the arrays would involve extending BufferObject to use glBufferSubData, as it isn't currently supported? I should already work in 2.4 onwards. 3) Can you set the stride of each buffer object (i.e. to support interleaving the arrays)? I can't see anything like glVertexPointer anywhere. The OSG doesn't support interleaving of vertex arrays, it doesn't offer much benefit these days - interleaving was useful in the days of CPU vertex processing. 4) More generally, is there any (easy) way to attach several BufferObjects to a Drawable, such that you could separately dirty() vertex, texcoord or normal without having to upload the others? If (1) is false, and each array has a different buffer object/ID, This should be a moot point now. 5) Is there an obvious way that I've missed for dirtying just one of the arrays in the VBO space? Each Array now has its own dirty() method. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with loading model in OSG 2.2
Hello Ricky, I still can't solve this problem: Error: [screen #0] ChooseMatchingPixelFormat() - Unable to choose the requested pixel format Your message is missing some info we need in order to help you, and there are some things you could do to try and troubleshoot yourself. What is your hardware, OS, compiler, etc? Are you using the OSG binaries from http://www.mew.cx/osg/ or did you compile OSG from source? Are you using the 3rdParty binaries from http://www.mew.cx/osg/ or did you compile them from source? If you run osgviewer cow.osg, does it give the same error? Or rather, if you want an equivalent test, try: osgviewer --window 32 32 512 512 cow.osg If that works, your code should also work. If not, perhaps the info above will help us zero in on the problem. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with loading model in OSG 2.2
Hi Ricky, it sounds like you are using software rendering and not hardware. Why your system defaults to software I have no clue. If your project is small and you don't mind sharing.. you can zip and send it to me at [EMAIL PROTECTED] and I'll have a look at it on my machine. Peter On Wed, Jul 2, 2008 at 2:29 PM, Ricky [EMAIL PROTECTED] wrote: I still can't solve this problem: Error: [screen #0] ChooseMatchingPixelFormat() - Unable to choose the requested pixel format I just loaded a simple model but the program run really slowly (in debug mode), it's better in release mode. I used osg1.2 and it run so fast, even in debug mode. Please support me with this problem, is it because of that error? My code is simply like this: #include osg/PositionAttitudeTransform #include osg/Group #include osg/Node #include osgDB/ReadFile #include osgViewer/Viewer int main() { osg::ref_ptrosg::Node m_node = new osg::Node(); osg::ref_ptrosg::Group root = new osg::Group(); osgViewer::Viewer viewer; osg::Vec3 m_nodePosit; osg::ref_ptrosg::PositionAttitudeTransform nodeXform = new osg::PositionAttitudeTransform(); m_node = osgDB::readNodeFile(baitap.flt); root-addChild(nodeXform.get()); m_nodePosit.set(5,0,0); nodeXform-setPosition( m_nodePosit ); nodeXform-addChild(m_node.get()); viewer.setSceneData( root.get() ); viewer.setUpViewInWindow(32,32,512,512); return viewer.run(); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Some yes/no questions about VBOs
Robert, 2) Am I right in thinking that limiting the upload to one of the arrays would involve extending BufferObject to use glBufferSubData, as it isn't currently supported? I should already work in 2.4 onwards. Fabulous! I'm on 2.2 at the moment; I'll upgrade immediately! Thanks for the help, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Some yes/no questions about VBOs
On Wed, Jul 2, 2008 at 2:28 PM, David Spilling [EMAIL PROTECTED] wrote: I should already work in 2.4 onwards. Fabulous! I'm on 2.2 at the moment; I'll upgrade immediately! Thanks for the help, Just checking svn log, it looks like some of the Array changes happend after 2.4, so it would be probably be best to have a look at SVN or 2.5.3. These have other performance optimization in the mix as well. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VPB and how it generates terrain
Hello Robert, We currently have a student doing a masters project at our company, and his job will be to improve the terrain algorithms in the Vortex toolkit (both for physical simulation and graphical representation). One aspect is generating terrain from a height field, which is what VPB does. Unfortunately, since we need to support dynamic terrain/height fields, and since we also need to do collision detection against it, we cannot use VPB directly and will have to re-do much of the work that is already in VPB. I was wondering if you had any pointers to what strategies are used to generate the terrain. Any articles/papers? Both the actual geometry generation and the LOD strategies are of interest. The code is available for study but we're really looking for some high-level overviews of how it does its work and why those given tradeoffs were chosen. Any information you provide would be helpful. Thanks in advance, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9
I had thought about maybe express being non-optimal as well, so I had some friends do the compile on their machines with a full version of VS 9, with the same results. The only thing remaining I can think of is making new projects in VS 9 as suggested. Thanks, -- Rick On Wed, Jul 2, 2008 at 8:53 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hi Robert, Do the express editions do full optimizations? I recall previously MS used to cap the optimization on the give away versions of VS. Nope, since 2005 express (8.0 express) it's the full optimizing compiler that's included. Rick said he converted the projects for his app from VS7.1 projects, maybe that causes some options to be set to non-optimal values in the resulting projects... I would suggest making new projects in VS9. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB and how it generates terrain
On Wed, Jul 2, 2008 at 3:45 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hehe, I know, I wasn't expecting an explanation, maybe just some links to articles you used as inspiration... We don't need to reproduce VPB (if that were the case we'd just use it). We just want to have an idea of the general direction it's taken. We'll my influences are far and wide, and not specific to any particular publications. In terms of prior art, well there is lots and very little. VPB scales to multi-terabyte database generation, not too much prior art in this area that has been published as far as I'm aware so this side of things is basically just stuff I came up with on my own. While paged databases and the terrain rendering are two a penny, there isn't any rocket science here on the OSG side - there is an OSG twist on things but really not anything particularly new. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese
Hi All, I thought I'd try to build VPB and I ran into this error (on MacOSX 10.5.3 with OSG svn): CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. se the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/osgdem/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. Use the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/vpbcache/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. Use the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/vpbsizes/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. Use the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/vpbmaster/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. I have VPB_BUILD_APPLICATION_BUNDLES enabled...Turning that option off makes the error go away. Is VPB not supposed to run as a bundled application? biv CMake produced the following output CMake Version 2.6 - patch 0 Press [e] to exit help On 7/2/08 7:51 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hi Adrian, osgshaders.exe osgthirdpersonview.exe hangs on exit. I can't reproduce that hang. Any chance you could give a stack trace? J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] XPath in osg
Serge, Thanks for the tip. I'll give that a shot. David On Tue, Jul 1, 2008 at 6:40 PM, Serge Lages [EMAIL PROTECTED] wrote: Hi David, Instead of including it into the Core OSG, a possible addition should be a XPath visitor class (deriving from NodeVisitor) into osgUtil, which takes the query and traverse the tree to get the results. I think it's a bit intrusive to put such a feature into the core node class, and making a visitor is more in the OSG philosophy. On Tue, Jul 1, 2008 at 6:31 PM, David Johansson [EMAIL PROTECTED] wrote: Hi everyone, I was wondering if there are any plans on adding some sort of search-querys into osg, XPath for example? Something like: osg::Node* n = Group-SelectSingleNode(//[EMAIL PROTECTED]node1\]); std::vectorosg::Node* nodeList = Group-SelectMultipleNodes(/[EMAIL PROTECTED]somethingelse\); or, just get a node based on their names. osg::Node* n = Group-SelectNode(/Tank/Turret); If any of this has already been addressed i would be happy if someone would point me in the correct direction. For thoose not familiar with XPath, its a way to search thorough XML-nodes. See. http://www.w3schools.com/xpath/xpath_syntax.asp?output=print David Johansson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese
Hi Gerrick, I have never built VPB under OSX, and have to defer to developers that work under OSX for fixes/direction on that platforms. What I have done is to try and mirror some of the changes that have being going into to core OSG to help with the OSX build side, but I don't have any first hand experience of testing it yet. I do have an G4 on loan, so I do plan to get this machine setup and test builds against it. I will still need direction on OSX issues, though, as I'm no expert on this platform. Robert. On Wed, Jul 2, 2008 at 4:19 PM, Gerrick Bivins [EMAIL PROTECTED] wrote: Hi All, I thought I'd try to build VPB and I ran into this error (on MacOSX 10.5.3 with OSG svn): CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. se the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/osgdem/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. Use the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/vpbcache/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. Use the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/vpbsizes/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. Use the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/vpbmaster/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. I have VPB_BUILD_APPLICATION_BUNDLES enabled...Turning that option off makes the error go away. Is VPB not supposed to run as a bundled application? biv CMake produced the following output CMake Version 2.6 - patch 0 Press [e] to exit help On 7/2/08 7:51 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hi Adrian, osgshaders.exe osgthirdpersonview.exe hangs on exit. I can't reproduce that hang. Any chance you could give a stack trace? J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ViewerQT destruction
Hi Virginia, There is not much I can do without seeing the problem first hand. Is it possible to recreate it by modifying the existing osgviewerQT example? If so, could do this to effectively create a unit test for this particular usage case. Another possible route with solving this type of usage case might be to explicitly pass in the parent window when creating the graphics context, but leave it to the OSG itself to create the windows rather that QT. I haven't personally tried this, but it should be possible, even if it requires a few tweaks to the OSG itself to enable it. Robert. On Wed, Jul 2, 2008 at 3:22 PM, Virginia Holmstrom [EMAIL PROTECTED] wrote: Hello I have been having problems with the destruction of my ViewerQT window and I was wondering if anyone could shed some light on the issue. I am seeing corruption in one view when another view is deleted (screen shot attached). We are using OSG 2.4 and Qt 3.3.3 on WindowsXP and Linux. Problems are reproducible on both platforms. We are required to permit muliple views into the same scene, each in its own window with its own navigation. The user may open one or more views, close views at anytime, and open new ones. We have a set up similar to the osgViewerQT example shipped with osg, where our ViewerQT inherits from both osgViewer::Viewer and the AdapterWidget. We actually flipped the inheritance order from the example, so that ours looks like this: ViewerQT : public AdapterWidget, public osgViewer::Viewer due to compilation problems with the Qt moc'ing the other way around. Note we are using QGLWidget, not QOSGWidget, and we use multiple ViewerQts instead of CompositeViewer due to problems discussed in thread http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-December/005676.html. Hence our use of multiple ViewerQts is also similar to Enrique Parodi's implementation he provided in that thread. We store a ref_ptr to the root node of our scene external to the ViewerQts. osg::ref_ptr osg::Group _osgScene; This ref_ptr persists as views are opened and closed and is only released when the application closes. Each time a ViewerQT is created we pass it the scene using setSceneData. All ViewerQts get the same root scene node. We started having a problem when we set the Qt::WDestructiveClose flag in our AdapterWidget, which triggers the following destructors to be called in this order on close: ViewerQT osgViewer::Viewer osgViewer::View osg::View AdapterWidget We normally perform cleanup of our own classes in ViewerQT::~ViewerQT, however we see the corruption when the ViewerQT destructor is empty as well! The AdapterWidget destructor contains _gw-getEventQueue()-closeWindow(); The easiest way to reproduce the problem is to open multiple windows, then close the first window(view), triggering its destruction. Frequently the last window will be corrupted. I use corruption for lack of a better term. Geometry may disappear, textures may disappear, osgText may become blocks, while other parts of the scene are still visible in their original form. We've also had problems with the background stars flipping to an opaque dome. In the screen shot provided I closed the first window (hence blank space upper left) and immediatly as I did that portions of the scene disappeard from the last window (bottom right) and the text became blocks. If I subsequently open a new window the scene usually appears normal. I am not sure if I have a: memory problem? problem with the shared scene when ViewerQTs destruct? problem in the GraphicsWindowEmbedded? QT problem? ??? I am very open to suggestions. ;-) Thank you so much, Virginia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB/osgdem and transparent textures
Hi Robert, Thank you for helping me. I actually just started using VPB / osgdem so I can't say I'm familiar with all the concepts yet. I have only been using osgviewer to view the .ive or .osg models that osgdem generates. I was terribly wrong to say the alpha channel was being ignored; If I go into all the .osg files for the database generated by VPB, and add GL_BLEND ON to every geometry StateSet in the .osg files, the model displays as desired in osgviewer. I'm wondering if there is a simple way to tell vpb to generate the database this way, instead of having to manually add them in? Thanks, Mike On Jul 1, 12:57 pm, Robert Osfield [EMAIL PROTECTED] wrote: HiMike, What makes you think that the alpha is being ignored? Have you enabled GL_BLEND in your app? Robert. On Tue, Jul 1, 2008 at 8:39 PM,MikeLewis[EMAIL PROTECTED] wrote: Hello, I'm using OSG 2.4 and VPB 0.9.8 and I'm having an issue. I'm handing osgdem raster texture files with transparency but the resulting terrain models seem to ignore the alpha channels entirely. Also, I thought VPB alpha'd out NODATA regions. For some reason, it seems to be coloring them solid black instead, for me. Does VPB support having transparency in the texture imagery? I've tried various PNG and GeoTIFF images and seem to come upon the same result. I've tried the various --RGBA and --default-color command line options to no avail. Am I missing something? Thanks ___ osg-users mailing list [EMAIL PROTECTED] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] XPath in osg
I would lovee a visitor like that very much ! :) David Johansson wrote: Serge, Thanks for the tip. I'll give that a shot. David On Tue, Jul 1, 2008 at 6:40 PM, Serge Lages [EMAIL PROTECTED] wrote: Hi David, Instead of including it into the Core OSG, a possible addition should be a XPath visitor class (deriving from NodeVisitor) into osgUtil, which takes the query and traverse the tree to get the results. I think it's a bit intrusive to put such a feature into the core node class, and making a visitor is more in the OSG philosophy. On Tue, Jul 1, 2008 at 6:31 PM, David Johansson [EMAIL PROTECTED] wrote: Hi everyone, I was wondering if there are any plans on adding some sort of search-querys into osg, XPath for example? Something like: osg::Node* n = Group-SelectSingleNode(//[EMAIL PROTECTED]node1\]); std::vectorosg::Node* nodeList = Group-SelectMultipleNodes(/[EMAIL PROTECTED]somethingelse\); or, just get a node based on their names. osg::Node* n = Group-SelectNode(/Tank/Turret); If any of this has already been addressed i would be happy if someone would point me in the correct direction. For thoose not familiar with XPath, its a way to search thorough XML-nodes. See. http://www.w3schools.com/xpath/xpath_syntax.asp?output=print David Johansson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Anistropy Question
How do I set the Anistropy for all textures which are read in (using an OpenFlight file) to a particular value?? I prefer to do this without using a NodeVisitor and I do not want to effect textures I manual create and attach to the Scene Graph. In addition, for a TerraPage file, I assume I can set the Anistropy using the: osgDB::DatabasePager *dp = osgDB::Registry::instance()-getDatabasePager(); dp-setMaxAnistropyPolicy(true,value); Correct? Paul P. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB/osgdem and transparent textures
Hi Mike, It's a bit unusual to want to blend terrain, kinda suggests that the pipeline is being used inappropriately. What exactly are you after by the alpha blending? Robert. On Wed, Jul 2, 2008 at 5:59 PM, Mike Lewis [EMAIL PROTECTED] wrote: Hi Robert, Thank you for helping me. I actually just started using VPB / osgdem so I can't say I'm familiar with all the concepts yet. I have only been using osgviewer to view the .ive or .osg models that osgdem generates. I was terribly wrong to say the alpha channel was being ignored; If I go into all the .osg files for the database generated by VPB, and add GL_BLEND ON to every geometry StateSet in the .osg files, the model displays as desired in osgviewer. I'm wondering if there is a simple way to tell vpb to generate the database this way, instead of having to manually add them in? Thanks, Mike On Jul 1, 12:57 pm, Robert Osfield [EMAIL PROTECTED] wrote: HiMike, What makes you think that the alpha is being ignored? Have you enabled GL_BLEND in your app? Robert. On Tue, Jul 1, 2008 at 8:39 PM,MikeLewis[EMAIL PROTECTED] wrote: Hello, I'm using OSG 2.4 and VPB 0.9.8 and I'm having an issue. I'm handing osgdem raster texture files with transparency but the resulting terrain models seem to ignore the alpha channels entirely. Also, I thought VPB alpha'd out NODATA regions. For some reason, it seems to be coloring them solid black instead, for me. Does VPB support having transparency in the texture imagery? I've tried various PNG and GeoTIFF images and seem to come upon the same result. I've tried the various --RGBA and --default-color command line options to no avail. Am I missing something? Thanks ___ osg-users mailing list [EMAIL PROTECTED] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese
On Wed, Jul 2, 2008 at 11:42 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Gerrick, I have never built VPB under OSX, and have to defer to developers that work under OSX for fixes/direction on that platforms. What I have done is to try and mirror some of the changes that have being going into to core OSG to help with the OSX build side, but I don't have any first hand experience of testing it yet. I do have an G4 on loan, so I do plan to get this machine setup and test builds against it. I will still need direction on OSX issues, though, as I'm no expert on this platform. This has been fixed in the OSG hierarchy in CMakeModules/OsgMacroUtils.cmake by replacing: INSTALL(TARGETS ${TARGET_TARGETNAME} RUNTIME DESTINATION share/OpenSceneGraph/bin) with: IF(APPLE) INSTALL(TARGETS ${TARGET_TARGETNAME} RUNTIME DESTINATION share/OpenSceneGraph/bin BUNDLE DESTINATION share/OpenSceneGraph/bin) ELSE(APPLE) INSTALL(TARGETS ${TARGET_TARGETNAME} RUNTIME DESTINATION share/OpenSceneGraph/bin) ENDIF(APPLE) You can also just use: cmake_policy(SET CMP0006 OLD) but this just masks the warning without really fixing the problem. -Eric Robert. On Wed, Jul 2, 2008 at 4:19 PM, Gerrick Bivins [EMAIL PROTECTED] wrote: Hi All, I thought I'd try to build VPB and I ran into this error (on MacOSX 10.5.3 with OSG svn): CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. se the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/osgdem/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. Use the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/vpbcache/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. Use the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/vpbsizes/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. Use the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/vpbmaster/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. I have VPB_BUILD_APPLICATION_BUNDLES enabled...Turning that option off makes the error go away. Is VPB not supposed to run as a bundled application? biv CMake produced the following output CMake Version 2.6 - patch 0 Press [e] to exit help On 7/2/08 7:51 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hi Adrian, osgshaders.exe osgthirdpersonview.exe hangs on exit. I can't reproduce that hang. Any chance you could give a stack trace? J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ViewerQT destruction
Robert- I have modified AdapterWidget.cpp from the osgviewerQt example. Use with Osg 2.4, Qt 3.3.3. It is obviously much simplified from what I have but exhibits a similar problem. What I changed: 1. Created 3 ViewerQts instead of just 1 2. Added a destructor to ViewerQt 3. Added the Qt::WDestructiveClose flag to the AdapterWidget, which triggers the ViewerQt destructor to be called when the window is closed How to use: 1. osgViewerQTd.exe cow.osg 2. Mine pops up cascaded, cow in each window 3. Close a window (middle window works well for me) 4. Check remaining windows, cow will likely have disappeard from one of them 5. If this didn't work, try closing the other windows, or running again and closing the windows in a different order. Thank you so much, Virginia Hi Virginia, There is not much I can do without seeing the problem first hand. Is it possible to recreate it by modifying the existing osgviewerQT example? If so, could do this to effectively create a unit test for this particular usage case. Another possible route with solving this type of usage case might be to explicitly pass in the parent window when creating the graphics context, but leave it to the OSG itself to create the windows rather that QT. I haven't personally tried this, but it should be possible, even if it requires a few tweaks to the OSG itself to enable it. Robert. On Wed, Jul 2, 2008 at 3:22 PM, Virginia Holmstrom [EMAIL PROTECTED] wrote: Hello I have been having problems with the destruction of my ViewerQT window and I was wondering if anyone could shed some light on the issue. I am seeing corruption in one view when another view is deleted (screen shot attached). We are using OSG 2.4 and Qt 3.3.3 on WindowsXP and Linux. Problems are reproducible on both platforms. We are required to permit muliple views into the same scene, each in its own window with its own navigation. The user may open one or more views, close views at anytime, and open new ones. We have a set up similar to the osgViewerQT example shipped with osg, where our ViewerQT inherits from both osgViewer::Viewer and the AdapterWidget. We actually flipped the inheritance order from the example, so that ours looks like this: ViewerQT : public AdapterWidget, public osgViewer::Viewer due to compilation problems with the Qt moc'ing the other way around. Note we are using QGLWidget, not QOSGWidget, and we use multiple ViewerQts instead of CompositeViewer due to problems discussed in thread http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-December/005676.html. Hence our use of multiple ViewerQts is also similar to Enrique Parodi's implementation he provided in that thread. We store a ref_ptr to the root node of our scene external to the ViewerQts. osg::ref_ptr osg::Group _osgScene; This ref_ptr persists as views are opened and closed and is only released when the application closes. Each time a ViewerQT is created we pass it the scene using setSceneData. All ViewerQts get the same root scene node. We started having a problem when we set the Qt::WDestructiveClose flag in our AdapterWidget, which triggers the following destructors to be called in this order on close: ViewerQT osgViewer::Viewer osgViewer::View osg::View AdapterWidget We normally perform cleanup of our own classes in ViewerQT::~ViewerQT, however we see the corruption when the ViewerQT destructor is empty as well! The AdapterWidget destructor contains _gw-getEventQueue()-closeWindow(); The easiest way to reproduce the problem is to open multiple windows, then close the first window(view), triggering its destruction. Frequently the last window will be corrupted. I use corruption for lack of a better term. Geometry may disappear, textures may disappear, osgText may become blocks, while other parts of the scene are still visible in their original form. We've also had problems with the background stars flipping to an opaque dome. In the screen shot provided I closed the first window (hence blank space upper left) and immediatly as I did that portions of the scene disappeard from the last window (bottom right) and the text became blocks. If I subsequently open a new window the scene usually appears normal. I am not sure if I have a: memory problem? problem with the shared scene when ViewerQTs destruct? problem in the GraphicsWindowEmbedded? QT problem? ??? I am very open to suggestions. ;-) Thank you so much, Virginia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org /* OpenSceneGraph example, osganimate. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the Software), to deal * in the Software without restriction, including without limitation
Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese
Ok. I¹ll try the bundled flag again once I see the change is submitted. Thanks. Gerrick On 7/2/08 12:58 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: On Wed, Jul 2, 2008 at 11:42 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Gerrick, I have never built VPB under OSX, and have to defer to developers that work under OSX for fixes/direction on that platforms. What I have done is to try and mirror some of the changes that have being going into to core OSG to help with the OSX build side, but I don't have any first hand experience of testing it yet. I do have an G4 on loan, so I do plan to get this machine setup and test builds against it. I will still need direction on OSX issues, though, as I'm no expert on this platform. This has been fixed in the OSG hierarchy in CMakeModules/OsgMacroUtils.cmake by replacing: INSTALL(TARGETS ${TARGET_TARGETNAME} RUNTIME DESTINATION share/OpenSceneGraph/bin) with: IF(APPLE) INSTALL(TARGETS ${TARGET_TARGETNAME} RUNTIME DESTINATION share/OpenSceneGraph/bin BUNDLE DESTINATION share/OpenSceneGraph/bin) ELSE(APPLE) INSTALL(TARGETS ${TARGET_TARGETNAME} RUNTIME DESTINATION share/OpenSceneGraph/bin) ENDIF(APPLE) You can also just use: cmake_policy(SET CMP0006 OLD) but this just masks the warning without really fixing the problem. -Eric Robert. On Wed, Jul 2, 2008 at 4:19 PM, Gerrick Bivins [EMAIL PROTECTED] wrote: Hi All, I thought I'd try to build VPB and I ran into this error (on MacOSX 10.5.3 with OSG svn): CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. se the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/osgdem/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. Use the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/vpbcache/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. Use the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/vpbsizes/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL): Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a BUNDLE DESTINATION. Run cmake --help-policy CMP0006 for policy details. Use the cmake_policy command to set the policy and suppress this warning. Call Stack (most recent call first): applications/vpbmaster/CMakeLists.txt:9 (SETUP_APPLICATION) This warning is for project developers. Use -Wno-dev to suppress it. I have VPB_BUILD_APPLICATION_BUNDLES enabled...Turning that option off makes the error go away. Is VPB not supposed to run as a bundled application? biv CMake produced the following output CMake Version 2.6 - patch 0 Press [e] to exit help On 7/2/08 7:51 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hi Adrian, osgshaders.exe osgthirdpersonview.exe hangs on exit. I can't reproduce that hang. Any chance you could give a stack trace? J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese
On Wed, Jul 2, 2008 at 2:02 PM, Gerrick Bivins [EMAIL PROTECTED] wrote: Ok. I'll try the bundled flag again once I see the change is submitted. Thanks. Gerrick I didn't (nor do I plan to) submit this change for VPB. You might want to try it yourself and submit the change. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB/osgdem and transparent textures
Hi Robert, I admit one of the main reason I'm after blending / transparency in my terrain is that I'm using source imagery that is reprojected from geographic to UTM coordinates. The reprojection results in a slight warping of the texture, leaving irregular NODATA bands around the sides. When osgdem creates the terrain, these NODATA regions around the border are colored opaque black. I'd like to, in essence, slice off this black, NODATA border. I think VPB by default alpha's these regions out, but this displays only when I add GL_BLEND to the resulting .osg files. Another, slightly less important reason for me wanting to have transparency enabled on the terrain is that I'd like to make the bodies of water on my terrain to have a very simple see-through or reflection type of effect. I say simple because all it would take is probably for the bodies of water to be transparent in the source texture imagery. As you can tell, I am still very new to OSG-- but willing to learn. I really appreciate your response. Mike On Jul 2, 10:54 am, Robert Osfield [EMAIL PROTECTED] wrote: Hi Mike, It's a bit unusual to want to blend terrain, kinda suggests that the pipeline is being used inappropriately. What exactly are you after by the alpha blending? Robert. On Wed, Jul 2, 2008 at 5:59 PM, Mike Lewis [EMAIL PROTECTED] wrote: Hi Robert, Thank you for helping me. I actually just started using VPB / osgdem so I can't say I'm familiar with all the concepts yet. I have only been using osgviewer to view the .ive or .osg models that osgdem generates. I was terribly wrong to say the alpha channel was being ignored; If I go into all the .osg files for the database generated by VPB, and add GL_BLEND ON to every geometry StateSet in the .osg files, the model displays as desired in osgviewer. I'm wondering if there is a simple way to tell vpb to generate the database this way, instead of having to manually add them in? Thanks, Mike On Jul 1, 12:57 pm, Robert Osfield [EMAIL PROTECTED] wrote: HiMike, What makes you think that the alpha is being ignored? Have you enabled GL_BLEND in your app? Robert. On Tue, Jul 1, 2008 at 8:39 PM,MikeLewis[EMAIL PROTECTED] wrote: Hello, I'm using OSG 2.4 and VPB 0.9.8 and I'm having an issue. I'm handing osgdem raster texture files with transparency but the resulting terrain models seem to ignore the alpha channels entirely. Also, I thought VPB alpha'd out NODATA regions. For some reason, it seems to be coloring them solid black instead, for me. Does VPB support having transparency in the texture imagery? I've tried various PNG and GeoTIFF images and seem to come upon the same result. I've tried the various --RGBA and --default-color command line options to no avail. Am I missing something? Thanks ___ osg-users mailing list [EMAIL PROTECTED] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list [EMAIL PROTECTED] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with loading model in OSG 2.2
Thanks for your supports! I'm using the OSG binaries downloaded from http://www.mew.cx/osg/. I run this program on Windows XP SP2, VS2005 SP1, video card: ATI Mobility Radeon 2400XT 256MB, RAM DDR2 1GB. When I run osgviewer in command line: osgviewer --window 32 32 512 512 cow.osg, I had the same problem, of course it run faster than in the debug mode. Could it because of my hardware? but i run well with the old version! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with loading model in OSG 2.2
Hi Ricky, ok.. i think we should have asked this first. have you updated your graphic-card driver? Peter On Wed, Jul 2, 2008 at 8:37 PM, Ricky [EMAIL PROTECTED] wrote: Thanks for your supports! I'm using the OSG binaries downloaded from http://www.mew.cx/osg/. I run this program on Windows XP SP2, VS2005 SP1, video card: ATI Mobility Radeon 2400XT 256MB, RAM DDR2 1GB. When I run osgviewer in command line: osgviewer --window 32 32 512 512 cow.osg, I had the same problem, of course it run faster than in the debug mode. Could it because of my hardware? but i run well with the old version! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bump mapping question
in the link: http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01058.html#_details it says: Note that both diffuse and normal map textures must have corresponding UV maps defined in Geometry objects Is there a way to generate the UV map programmatically? Can I just use the osg equivalent to OpenGL's GL_TEXTURE_GEN_S, GL_TEXTURE_GEN_T? On Jul 2, 11:26 am, Judie [EMAIL PROTECTED] wrote: fyi... I found this link:http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDo... and I am downloading NVidia's plugins for photoshop now hoping that will be what I need. On Jul 2, 10:37 am, Judie [EMAIL PROTECTED] wrote: Hi, I am trying to add bump mapping and I am wondering what the bump map format should be (i.e. bmp with 8 bits). Are there any examples? I am using osgFX::BumpMapping. I want to know what the format for the map in this call should be: bump-setOverrideNormalMapTexture( bumpTex ); Thanks, Judie ___ osg-users mailing list [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG thread profiling results are in!!
Hi Robert, I got the stats handler working on our scene and displaying. I am not sure I understand what the different numbers mean and how I might work with them. I can see the optimization effort is a big deal. I know it is beyond the scope of this group. Are there any resources out there to look at? I have finished the work you had already mentioned, like using png rather than bmp everywhere. We are also working on making sure our images are as small as possible. We are also going to work on using LOD. Since we are in space and most ships are far away, we are sure we can make a big jump there. I used osgUtil::Optimizer and that game me a few more frames. What are some other suggestions? We are using some particle effects pretty heavily, and we noticed (using filemon) that the smoke image file is being read over and over again, many times (perhaps once per frame). Is this possible? We are going to look into that next. Maybe we can cache the single image (state set)? Thanks -- Rick On Sat, Jun 28, 2008 at 11:55 AM, Robert Osfield [EMAIL PROTECTED] wrote: On Sat, Jun 28, 2008 at 4:35 PM, James Killian [EMAIL PROTECTED] wrote: The thread profiler does provide detailed information of every threaded activity at any given time. I just wish there was some way to present the information given that would be more meaningful to the group. What would be great is to have a big balanced scene that can put OSG Viewer to the test in a way where it puts equal intense stress on update, culling, and draw dispatch. What I'd hope to see is the draw dispatch be on a separate thread, where that thread showed mostly I/O activity, and the cpu activity on other threads. The osgViewer::StatsHandler will display update, event, cull, draw dispatch on all systems and draw GPU stats. The GPU stats require an OpenGL extension that I've only seen Nvidia implement so far, so you won't see this stats printed out on all systems. Also record a camera path/game sequence that you can use for benchmarking so that every run the app does the same thing, then you'll be able to study the effects that changes you make have on final performance. You'll also be able to study the above stats to where the problems occur in your scene. As a small note, the OSG in CullDrawThreadPerContext, DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run graphics in a separate thread. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] new Optimizer improvement rocks
This improvement to sharing duplicate state in Optimizer has boosted my app's performance 10-20% on my various computers at work. Nice job, and thanks. I'm running a pretty complex .flt city model with lots of textures for all the buildings and cars. It also loads lots of external models. I wonder if others are seeing this much improvement. revision 8513: Changed the Optimizer::StateVisitor so that it can individually decide whether to optimize away duplicate state with dynamic, static and unspecified DataVarience. By default the code now optimizes away duplicate state with either static and unspecied state, previously it was just handling static state. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB and how it generates terrain
There's an article entitled On-the-sphere block-based 3D terrain rendering using a wavelet-encoded terrain database for SVS by Greg Baxes and Tim Linger of TerraMetrics Inc. The article gives a high level view of their algorithm which I believe is the one or similar to the one used in Earth viewers like Google Earth and NASA World Wind for terrain rendering on a sphere... -Shayne -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay Sent: Wednesday, July 02, 2008 8:12 AM To: OpenSceneGraph Users Subject: [osg-users] VPB and how it generates terrain Hello Robert, We currently have a student doing a masters project at our company, and his job will be to improve the terrain algorithms in the Vortex toolkit (both for physical simulation and graphical representation). One aspect is generating terrain from a height field, which is what VPB does. Unfortunately, since we need to support dynamic terrain/height fields, and since we also need to do collision detection against it, we cannot use VPB directly and will have to re-do much of the work that is already in VPB. I was wondering if you had any pointers to what strategies are used to generate the terrain. Any articles/papers? Both the actual geometry generation and the LOD strategies are of interest. The code is available for study but we're really looking for some high-level overviews of how it does its work and why those given tradeoffs were chosen. Any information you provide would be helpful. Thanks in advance, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Converting model to screen coordinates
Hello, I'm trying to convert from model coordinates to screen coordinates with the following code: // Compute the model to screen transformation matrix osgUtil::SceneView* sv = m_sHandler-getSceneView(); osg::Matrix modelView = sv-getViewMatrix(); osg::Matrix projection = sv-getProjectionMatrix(); osg::Matrix window = sv-getViewport()-computeWindowMatrix(); osg::Matrix MVPW = modelView * projection * window; // convert a point in model coordinates to screen coordinates osg::Vec3 screenPoint = modelPoint * MVPW; The resulting screen coordinate point is correct in the x-dimension, but scaled down incorrectly in the y-dimension. The only point that is correct is the center point of the model. Am I missing a matrix somewhere? or does anyone have an alternate method of doing this? Yuen Helbig ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bump mapping question
Hi Judie A rarer than hens teeth content question :) We just use a standard 24 bit normal maps, for which we use a few different tools, the least sophisticated or useful of which is the Nvidia tool, works but is ugly and output is average. Xnormal www.*xnormal*.net and Crazybump http://www.crazybump.com/ are the primary ones, of which crazy bump is outstanding for extracting normal maps and displacement maps from images Xnormal is great for extracting normal maps from high rez models. X normal is free, Crazybump is not. cheers Jon Judie wrote: fyi... I found this link: http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01058.html#_details and I am downloading NVidia's plugins for photoshop now hoping that will be what I need. On Jul 2, 10:37 am, Judie [EMAIL PROTECTED] wrote: Hi, I am trying to add bump mapping and I am wondering what the bump map format should be (i.e. bmp with 8 bits). Are there any examples? I am using osgFX::BumpMapping. I want to know what the format for the map in this call should be: bump-setOverrideNormalMapTexture( bumpTex ); Thanks, Judie ___ osg-users mailing list [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to control RTT camera sometimes work and sometimes don't work
Hi, I want to let the RTT camera render the scene only when the scene changed, are there any callback mechanism that I can control the RTT camera when it has to update the texture and when it should stop working? If I make the RTT camera stop working, will the textures it renders be destroyed instantly? If the texture will be destroyed, how can I save the data of MRT to images for I will use these data every frame in the later pass? Are there any method that make the MRT data avoid being destroyed instead of copy those data to images? Thanks very much! guilianzhang 2008-07-03 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS9
Thanks for this info... I checked the projects by hand and sure enough all the optimization settings were incorrect. I simply fixed them and viola back in business!! James Killian - Original Message - From: Paul Martz To: 'OpenSceneGraph Users' Sent: Tuesday, July 01, 2008 4:45 PM Subject: Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS9 Do you get the same behavior if you generate fresh VS9 project files with cmake, instead of generating VS7.1 files and converting them? I'm not sure this will have any effect, but it seems like it might be worth a shot... -Paul From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rick Pingry Sent: Tuesday, July 01, 2008 3:14 PM To: OpenSceneGraph Users Subject: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9 Hello All, We have succesfully ported from OSG 1.2 to the newest SVN version (well, almost newest, I think we are on 8512 at the moment). Thanks again for all the fantastic forum support. We have been using VS 7.1 for all of our work so far, but since we were missing a well build freetype library, I figured it was time to make the jump there as well. I downloaded VS 9 express and ran CMake to build OSG. All built just fine. The converter in VS 9 converted all of the projects without fuss, and I was able to get it all compiling and running pretty easily. Unfortunately, I am seeing this 30% drop in framerate :(. I was seeing about 28-30 fps (yes, I know, I have some scene optimizing to do) with the VS 7.1 build, which dropped to 20-21 fps using VS 9 express. Has anyone seen anything like that before? Am I missing some setting somewhere? Perhaps the converter in VS 9 does not like me? Any ideas? -- Thanks Rick Check us out at http://fringe-online.com/ -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org