Re: [osg-users] VPB and imagery without filename extensions.

2009-02-24 Thread Robert Osfield
Hi Ken,

I wasn't aware that there were extensionless file that were required
to be supported.  The method that is catching and rejecting these
files exists to help VPB better handle source directories that contain
more than just source data, such as text files etc.  We could add an
option to disable this, but my preference would be to better detect
this problem files as being supported.

The code that manages the filtering of source files can be found in
the vpb::System class, with the methods of interest being:


inline bool isFileTypeSupported(const std::string filename,
int acceptedTypeMask) const
{
return
isExtensionSupported(osgDB::getFileExtension(filename),
acceptedTypeMask);
}

inline bool isExtensionSupported(const std::string ext, int
acceptedTypeMask) const
{
SupportedExtensions::const_iterator itr =
_supportedExtensions.find(ext);
if (itr != _supportedExtensions.end()) return
(itr-second.acceptedTypeMask  acceptedTypeMask)!=0;
else return false;
}

The _supportedExtensions data structure is populated by
System::System() constructor that queries GDAL for what extension are
supported.  Reviewing the code now there is check again an empty
extension string, so perhaps this could be relaxed to all empty
extension strings.  The relevant code in System::System is:

GDALDriverManager* driverManager = GetGDALDriverManager();
if (driverManager)
{
for(unsigned int i=0; idriverManager-GetDriverCount(); ++i)
{
GDALDriver* driver =  driverManager-GetDriver(i);
if (driver)
{
const char* ext = driver-GetMetadataItem(DMD_EXTENSION);
if (ext  strlen(ext)!=0)
{
addSupportedExtension(ext,
Source::IMAGE | Source::HEIGHT_FIELD,
driver-GetMetadataItem( GDAL_DMD_LONGNAME ));
}
}
}
}

The other possibility would be to manually do an
addSupportedExtension(,SOURCE::IMAGE | SOURCE::HEIGHTFIELD,) entry
to hack support in for extensionless files.  This would mean that the
filtering wouldn't be so effective though.

The other route would be to add a fallback in the
System::isFileTypeSupported() that calls GDAL to see if it can handle
the file format.  This is relatively expensive to do though, as VPB
can process ten or even hundreds of thousands of source files.

Robert.


On Mon, Feb 23, 2009 at 9:36 PM, Sewell, Kenneth R Civ USAF AFMC
AFRL/RYZW kenneth.sew...@wpafb.af.mil wrote:
 A lot of the imagery data we use is in ENVI's native format. GDAL does
 support it and it has worked in previous versions of Virtual Planet
 Builder. It now fails with the current SVN head (953) because the data
 doesn't use a filename extension.  Typically the ENVI format is composed
 of two files (sample.hdr and sample, for example).  One file has the
 projection and image info, the other is just the raw data.  All the gdal
 commands want the file without the extension as the argument.
 Previously, this was not an issue with VPB, but the new method of
 checking filename extensions on input files is causing problems.  Since
 there is no extension to add to VPB's list, may I suggest a flag for VPB
 to tell it not to do the filename extensions checking?

 Ken.


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Re: [osg-users] Loading movie

2009-02-24 Thread Robert Osfield
HI Tanguy,

I've pulled down your ffmpeg plugin package now and once I've cleared
my email inbox I'll get to reviewing it.

Cheers,
Robert.

On Mon, Feb 23, 2009 at 5:59 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:

 Hi Robert,


 I've uploaded the plugin sources, plus example application and FFmpeg Windows 
 binaries (non-GPL) to the FTP.
 The file name is osgFFmpeg_20090223.zip. It also contains a README file for 
 further info.

 I wished the code was a bit more readable, but this is a firt version. Also, 
 FFmpeg API is not very clear in itself.

 I'm not very happy with the current interface of the plugin, as it forces the 
 user to do a dynamic_cast to access additional methods. I'm sure a better 
 solution can be found (e.g. extending osg::ImageStream and/or adding an 
 osg::AudioStream interface class?).

 I've found some rare instances where the sound and the audio can get 
 out-of-sync. This is probably the trickiest part of the plugin.

 Anyway, have a look.

 I have a bus to catch, otherwise I'll be stuck at the office. ;-)

 Cheers,

 T


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
 Osfield
 Sent: Monday 23 February 2009 15:20
 To: OpenSceneGraph Users
 Subject: Spam: Re: [osg-users] Loading movie

 Hi Tanguy,

 On Mon, Feb 23, 2009 at 3:01 PM, Tanguy Fautre
 tang...@aristechnologies.com wrote:
 Talk about timing...

 That's why it's always worth doing a syncronization step before coding :-)

 I've just got the green light from my boss.

 Excellent news.  Means we all save some time, and we all can work on
 improving the code base.

 Robert, is there a place where I could upload the current plugin 
 implementation, including an example app and the Windows compiled ffmpeg 
 libraries?

 You could ftp them to the openscenegraph.org server, I could grab them
 there and move the pre-compiled binaries to a publically accessible
 place.

 To log in to ftp on the server the user name is OSG, password OSG.

 Cheers,
 Robert.
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Re: [osg-users] Problems with VPB and DTED data.

2009-02-24 Thread Robert Osfield
Hi Ken,

This topic is really an continuation of your earlier post about
extension-less source data, I'll assume you've read my reply to the
earlier message in this reply.

My hope with the code in vpb::System::System that queries supported
GDAL's file extensions was that it'd catch all supported formats, but
if the list isn't complete then this may well be a GDAL
bug/incompleteness.  Since users will use VPB against a range of
different versions of GDAL then I'd suggest we add the missing ones
into the System::System header to catch them.

Perhaps one thing we could do is when we read a source file we check
against the supported extension list, if it matches then accept the
source file, if it doesn't match then check a black list of
unsupported extensions, if it matches then reject it, else check the
file by trying to load it with GDAL then if it succeeds accept it, and
add the extension to the white list, if it fails add it to the black
list.   Such as scheme should allow us to steadily build up the list
of supported/unsupported files.

Robert.

On Mon, Feb 23, 2009 at 7:12 PM, Sewell, Kenneth R Civ USAF AFMC
AFRL/RYZW kenneth.sew...@wpafb.af.mil wrote:
 It seems that VPB (SVN revision 953) won't accept DTED data.  Looking at
 the VPB code, VPB gets a list of GDAL supported extensions (and adds a
 few that GDAL doesn't report).  Looking at GDAL, it fails to report the
 DTED extensions (.dt0, .dt1, .dt2) via the
 GetMetadataItem(DMD_EXTENSIONS) method.  The result is VPB reports that
 DTED files are not supported.  I don't know if the fix belongs in GDAL
 or VPB, but as a quick work-around add the following lines to the end of
 the VPB System constructor (src/vpb/System.cpp):

 addSupportedExtension(dt0, Source::IMAGE | Source::HEIGHT_FIELD, DTED
 Level 0);
 addSupportedExtension(dt1, Source::IMAGE | Source::HEIGHT_FIELD, DTED
 Level 1);
 addSupportedExtension(dt2, Source::IMAGE | Source::HEIGHT_FIELD, DTED
 Level 2);

 Ken.
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Re: [osg-users] [osgPPU] v0.4 tagged (to be used with osg 2.8)

2009-02-24 Thread yann le paih
website :
  http://projects.tevs.eu/osgppu/

On Mon, Feb 23, 2009 at 8:26 PM, Art Tevs osgfo...@tevs.eu wrote:

 Hi folks,

 i've just tagged v0.4 of osgPPU (post processing NodeKit for
 OpenSceneGraph). The new version does support:
 - full support for osg 2.8
 - New Modules:
   -- UnitInOutModule processing units can now be loaded from .so/.dll
 modules
   -- UnitCamera - bring additional cameras into the osgppu pipeline
 (usefull for multiple cameras being processed by osgPPU)

 - deprecated class Shader removed (use ShaderAttribute instead)
 - small build fixes (changed Cmake files)
 - examples do build now with osgppu_ prefix
 - support for .so version build extensions (i.e. libosgPPU.so.0.4.0)
 - new examples:
   -- ssao - simple screen space ambient occlusion
   -- glow - simple example shows how to use osgPPU to let certain objects
 glow)
   -- cuda - shows how to compile and use CUDA kernels together in ppu
 pipeline
   -- CUDA support - bring cuda kernels into osgPPU pipeline, by loading
 CUDA-kernel through UnitInOutModule unit (CUDA kernels has to be compiled
 externally into an .so/.dll file)

 - full support for NodeKit definition ;)

 Take a look, if you are interested.

 Best regards,
 Art

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Portable: +33(0)610524356
lepaih.y...@gmail.com
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Re: [osg-users] Packaging distribution under Windows

2009-02-24 Thread Sukender
Hi PhilT,

 Since you are considering only a MSVS environment, it looks far more
 professional to have something like InstallShield.

Well, not exactly. I'm considering a *Windows* environment. And moreover, I use 
the *Express* version of Visual C++ (= no InstallShield). Your idea was nice, 
but unfortunately that doesn't suit my needs.

 As to online and offline installers, I would go for offline everytime

Well, I agree with you for critical or important apps. But what about a small 
game? I guess users are not the sames, and their needs aren't the same too.
I guess I'll have to think about big offline installers with everything 
included for important apps, and small online installers for not important 
apps (and give both when in the middle!), eh?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Tue, 24 Feb 2009 03:25:00 +0100, Philip Taylor phili...@ntlworld.com a 
écrit:

 My 2p worth...

 Since you are considering only a MSVS environment, it looks far more
 professional to have something like InstallShield. Creating it would seem to
 be a relatively trivial task (when I watched someone else create one using a
 VS 2003 InstallShield wizard in about 15 seconds). The only fly in the
 ointment is deciding on a version that supports VS 7 (2003), 8 (2005) and 9
 (2008).

 As to online and offline installers, I would go for offline everytime
 because I have worked on simulator sites that will never be connected to the
 internet. It also means that come the fateful day when the hard disk dies,
 the complete install is available from a local security backup rather than
 relying on a hosting website to still be holding the exact version required
 to restore the system. (This is a long term support issue - when was the
 last time you tried to buy a 40MB Winchester hard disk??!! -- oops age
 showing)

 PhilT


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Sukender
 Sent: 23 February 2009 23:51
 To: OpenSceneGraph Users
 Subject: [osg-users] Packaging distribution under Windows


 Hi all Windows users (and others too, I'm not doing discrimination ;) ),

 Under Linux ( co), packages can have dependencies. Under Windows, we're far
 to have such an easy system.
 Question is: how could we redistribute efficiently the OSG binaries (I mean
 when not linking statically) alongside our apps?

 Here are my suggestions, please share your thoughts.
 1. Manually copy the DLLs in the app's dir. That becomes a pain if you
 select each DLL by hand, and you may have multiple copies for each app.
 2. Say to the user (s)he must download the OSG binaires. Not very user
 firendly, IMO.
 3. Create a nice installer that contains the OSG packages. Thus the
 installer become obese since we don't need all the DLLs...
 4. Create a nice installer that contains partial packages. Not very clean
 to begin splitting packages I think.
 5. Create a nice installer that will download packages on the web. Nice, but
 what about installing on a machine that has no connection? Should we provide
 both online and offline installers?

 And about installers... Should we copy the DLLs to the system dir? What
 about Vista and its strange policies about having access to system dirs (I
 simply stayed under XP :D )?

 Thank you!

 PS: It seems I'm going to have an installer (or such) ten times bigger than
 my app... (sigh)

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Packaging distribution under Windows

2009-02-24 Thread Sukender
Hi Phillip,

Interesting project. Thank you for going in that direction.

However I'm not sure it adresses my problem. I just want:
- Windows users to be able to download a game and not having to worry about 
anything else
- Not having a huge file to download (that's just a small app)
- Not taking much time to prepare files to be downloaded

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Tue, 24 Feb 2009 03:54:29 +0100, Philip Lowman phi...@yhbt.com a écrit:

 On Mon, Feb 23, 2009 at 6:51 PM, Sukender suky0...@free.fr wrote:

 Hi all Windows users (and others too, I'm not doing discrimination ;) ),

 Under Linux ( co), packages can have dependencies. Under Windows, we're
 far to have such an easy system.
 Question is: how could we redistribute efficiently the OSG binaries (I mean
 when not linking statically) alongside our apps?

 Here are my suggestions, please share your thoughts.
 1. Manually copy the DLLs in the app's dir. That becomes a pain if you
 select each DLL by hand, and you may have multiple copies for each app.
 2. Say to the user (s)he must download the OSG binaires. Not very user
 firendly, IMO.
 3. Create a nice installer that contains the OSG packages. Thus the
 installer become obese since we don't need all the DLLs...
 4. Create a nice installer that contains partial packages. Not very clean
 to begin splitting packages I think.
 5. Create a nice installer that will download packages on the web. Nice,
 but what about installing on a machine that has no connection? Should we
 provide both online and offline installers?


 I'm starting a project called CMakePorts that aims to solve some of these
 goals.  The goal would be to build many of the popular dependent libraries
 as part of the OSG and then since they would be make installed they could
 simply be picked up by CPack (and/or any installer someone might choose to
 contribute).

 http://code.google.com/p/cmakeports/wiki/CMakePortsPlan

 It's obviously still in the planning phase right now though.


 And about installers... Should we copy the DLLs to the system dir? What
 about Vista and its strange policies about having access to system dirs (I
 simply stayed under XP :D )?


 Assuming you want an application to be used by non-administrators and
 non-power users (certainly the case with the OSG, IMHO) you're always going
 to want the DLLs to at least be available alongside the .EXE files as an
 option in the installer.

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Re: [osg-users] Packaging distribution under Windows

2009-02-24 Thread Sukender
[I reply a to a direct mail on the mailing list - See copy of the mail below]

Hi Thomas,

Thank you for the info and inno link. Has someone compared inno to nullsoft 
installer ( http://nsis.sourceforge.net )?
I guess I'll have to go and script everything (this is not the case at the 
moment); so copying only needed DLLs seems the way to do it.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Tue, 24 Feb 2009 02:57:01 +0100, Thomas Hogarth 
thomas.hoga...@googlemail.com a écrit:

 Hi Sukender

 I would reply on the mail list but it's not letting me (not sure if I set it
 up right). I've been distributing downloadable osg apps for a little while
 now, and have basically come to the conclusion that including the dlls in an
 installer and installing them into the apps directory is the easiest way to
 go. It does create multiple copies, but with multiple version of osg
 floating around, coping to system folder can be risky.

 The few tricks I have picked up are

  Think about what plugins you need, if it's an app loading fixed content
 then you only need the dlls for that content.

 Use a good setup compiler, the one in visual studio is ok but ultimately
 it's messy. I use inno script ( http://www.innosetup.com/isinfo.php ) it's
 great and has a fantastic help file


 I've gotten pretty content heavy apps in at about 20 to 50 MB. This is
 pretty huge compared to without the dlls, but is acceptable for a polished
 app I think.

 (this is one I did at work using openscenegraph 1.4 and artoolkit
 http://www.bbc.co.uk/merlin/#/games/magiceye/  comes in at about 36 MB

 I'd enjoy hearing more on this, as in the end, the smaller the better :)


 Cheers
 Thomas Hogarth

 PS
 Once I get the user list sorted I'll be posting in there

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[osg-users] Streaming of high resolution images

2009-02-24 Thread Francesco Argese
Hi all,

I'm trying to stream high resolution images in real-time. My problem is that 
performance degenerate after some time; this is due to the complete occupation 
of the ram and to the slow process of loading an image in memory that is slower 
than the visualization frequency needed by my application.

In which classes is this process handled? Is there a manner to avoid (or to 
mitigate) this problem using a different approach?

I remember that i have already seen this same argument in mailing list but, 
doing a search, I have not found what I'm searching for.

Thanks in advance
Francesco Argese

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[osg-users] A GUIEventAdapter::MOVE event every frame

2009-02-24 Thread Iván
Hi all,
I've noticed that every frame a move event reaches matrix manipulator handle 
event.

I put a break point in TrackballManipulator.cpp line 154 (where the event is 
identified as type MOVE) and run the osganimate example. I checked that every 
frame, at break point,  the GUIEventAdapter object (ea) had exactly the same 
values except but _time (mouse wasn't moving!)

Is this intentionally done? Why?
In my opinion move event must be only created when _mx and _my differ from 
previous values.

Best regards.

PD: The forum is a great idea! Thanks Art.

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[osg-users] Flash embedding for GUI

2009-02-24 Thread Eric Pouliquen




Hi all,

 I would like to know if some nodekit provides a Flash
embedding layer for OSG ? Something similar to the Hikari lib for
Ogre3D (http://code.google.com/p/hikari-library/wiki/Introduction)
which is based on the Flash activeX.

 In fact, I'm looking for a good way to achieve very good quality
GUI widgets, and I saw this seems to be a good way (design,
transparency etc)... if someone knows another way ? Another good point
for this is the flash movies playing capabilities (as HUD or texture
mapped of course).

Best Regards,

Eric Pouliquen



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Re: [osg-users] Packaging distribution under Windows

2009-02-24 Thread Luigi Calori

Sukender ha scritto:

[I reply a to a direct mail on the mailing list - See copy of the mail below]

Hi Thomas,

Thank you for the info and inno link. Has someone compared inno to nullsoft 
installer ( http://nsis.sourceforge.net )?
I guess I'll have to go and script everything (this is not the case at the 
moment); so copying only needed DLLs seems the way to do it.
  
I think that cpack support one windows  installer (do not rimember which 
as I really hate installers: the best one is zip: install=unzip 
uninstall=remove)
I agree that including dll is the bet way to go, in that case, I wouls 
suggest to include alsoMSVC runtime with the app, in order to NOT 
require any administrator access.

I adopted this strategy to assemble the firefox estension I' m working on.
If you are interested, try : 
http://3d.cineca.it/storage/OSG4Web_test/Windows/test.html and install 
the extension to see the libs included



Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Tue, 24 Feb 2009 02:57:01 +0100, Thomas Hogarth 
thomas.hoga...@googlemail.com a écrit:

  

Hi Sukender

I would reply on the mail list but it's not letting me (not sure if I set it
up right). I've been distributing downloadable osg apps for a little while
now, and have basically come to the conclusion that including the dlls in an
installer and installing them into the apps directory is the easiest way to
go. It does create multiple copies, but with multiple version of osg
floating around, coping to system folder can be risky.

The few tricks I have picked up are

 Think about what plugins you need, if it's an app loading fixed content
then you only need the dlls for that content.

Use a good setup compiler, the one in visual studio is ok but ultimately
it's messy. I use inno script ( http://www.innosetup.com/isinfo.php ) it's
great and has a fantastic help file


I've gotten pretty content heavy apps in at about 20 to 50 MB. This is
pretty huge compared to without the dlls, but is acceptable for a polished
app I think.

(this is one I did at work using openscenegraph 1.4 and artoolkit
http://www.bbc.co.uk/merlin/#/games/magiceye/  comes in at about 36 MB

I'd enjoy hearing more on this, as in the end, the smaller the better :)


Cheers
Thomas Hogarth

PS
Once I get the user list sorted I'll be posting in there



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Re: [osg-users] Streaming of high resolution images

2009-02-24 Thread Ulrich Hertlein

Hi Francesco,

On 24/2/09 8:48 PM, Francesco Argese wrote:

I'm trying to stream high resolution images in real-time. My problem is that

 performance degenerate after some time; this is due to the complete 
occupation of the
 ram and to the slow process of loading an image in memory that is slower than 
the
 visualization frequency needed by my application.

How are you streaming these images?  What resolution and format are they?

When you're talking about streaming I suppose you're using some kind of compression?  On 
Linux this would most likely be handled by the xine plugin, on OS X possibly the quicktime 
plugin.  They streaming mode determines where to look for a problem.


Cheers,
/ulrich
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Re: [osg-users] Streaming of high resolution images

2009-02-24 Thread Francesco Argese

 How are you streaming these images?  What resolution and format are they?
 
 When you're talking about streaming I suppose you're using some kind of 
 compression? 


I'm not using any form of compression at this moment: I have a set of .tga 
image at a resolution of 1440x1050 and I have tried to read them both with 
osgDB::readImageFile  function (loading the images at the initialization of 
application) and using osgimagesequence example.


  On 
 Linux this would most likely be handled by the xine plugin, on OS X possibly 
 the quicktime 
 plugin.


I have read something about this but i have not understood if both quicktime or 
xine introduce some form of compression.

Thanks
Hi
Francesco Argese

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[osg-users] Problem with reflection

2009-02-24 Thread Serge Lages
Hi all,

I am currently having trouble with a simple reflection shader and I hope
someone could help me. You can find attached :

- C++ code setting the scene, the shaders and a RTT camera.
- Shaders (vertex and fragment) used to correctly project the reflected
texture produced by the RTT.
- A screenshot showing my problem...

Currently everything works fine if I use 256x256 or 512x512 textures for the
RTT, but with bigger textures, the reflection starts to be erroneous (as we
can see in the screenshot).

Anyone have any idea on what I am doing wrong ? I spend a full day trying to
figure out and I really start to be out of idea. :/
Thanks in advance for any help !

-- 
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http://www.tharsis-software.com
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[osg-users] PING

2009-02-24 Thread Thomas Hogarth
PING
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Re: [osg-users] PING

2009-02-24 Thread Kim C Bale
PONG

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Thomas
Hogarth
Sent: 24 February 2009 12:51
To: OSG USERS
Subject: [osg-users] PING

 

PING

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Re: [osg-users] Trac menu

2009-02-24 Thread Jose Luis Hidalgo
Hi Art,

First of all, you can always mail me if there is an issue regarding
the server, there is no need to use the community to use Robert to
tell me something ( I'm not that unreachable ) ;)

but, I would like you to check again the blog function,it is
available to registered users for four days now, I've just tested it
and it works. I changed it right after your last mail (this was my
answer)

Hi Robert, and Art,

I will then allow registered users to post using the blog feature of Trac. 
That should replace the old community news, we need to remove that page, or 
update it to point to the Blog... Let's see how this works, if we don't like 
it we can always try to find a better solution.


Cheers,
  Jose L.



On Mon, Feb 23, 2009 at 8:53 PM, Art Tevs osgfo...@tevs.eu wrote:
 Sorry guys, I again push up this topic.

 There is currently some right/access problems on the trac page. Registered 
 users are not able to add CommunityNews or to do anything with the Blog. 
 Robert, you know that already. However, it seems that Jose Luis overseen this 
 thread.

 Robert, could you point him again on this issue? Or are there some extra 
 things one need to do to be able to post to community news or to the blog?

 cheers,
 art

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Re: [osg-users] Packaging distribution under Windows

2009-02-24 Thread Cory Riddell
Luigi Calori wrote:
 I think that cpack support one windows  installer (do not rimember
 which as I really hate installers: the best one is zip: install=unzip
 uninstall=remove)
 I agree that including dll is the bet way to go, in that case, I wouls
 suggest to include alsoMSVC runtime with the app, in order to NOT
 require any administrator access.

I'd like to just say me too to Luigi's recommendation. Don't pollute
the system directories and don't abuse the registry (or even use it if
you can avoid it). If you can remove most of an application by just
deleting its directory, then I think you have a great design. The only
exception to this that I think is acceptable is to create a directory
for user settings in ~/.MyOsgApp (or the Windows equivalent) and
possibly making a file association for the app.

Cory
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Re: [osg-users] Trac menu

2009-02-24 Thread Jose Luis Hidalgo
Hi All,

  I've also changed the start page to point to the create option of
trac's blog. There is were community news should go, it's the better
mechanism we have right now to let the users post news, if anybody
knows a better tool for Trac we are open to suggestions. :)

Cheers,
   JL.


On Tue, Feb 24, 2009 at 2:52 PM, Jose Luis Hidalgo
joseluis.hida...@gmail.com wrote:
 Hi Art,

 First of all, you can always mail me if there is an issue regarding
 the server, there is no need to use the community to use Robert to
 tell me something ( I'm not that unreachable ) ;)

 but, I would like you to check again the blog function,it is
 available to registered users for four days now, I've just tested it
 and it works. I changed it right after your last mail (this was my
 answer)

Hi Robert, and Art,

I will then allow registered users to post using the blog feature of Trac. 
That should replace the old community news, we need to remove that page, 
or update it to point to the Blog... Let's see how this works, if we don't 
like it we can always try to find a better solution.


 Cheers,
  Jose L.



 On Mon, Feb 23, 2009 at 8:53 PM, Art Tevs osgfo...@tevs.eu wrote:
 Sorry guys, I again push up this topic.

 There is currently some right/access problems on the trac page. Registered 
 users are not able to add CommunityNews or to do anything with the Blog. 
 Robert, you know that already. However, it seems that Jose Luis overseen 
 this thread.

 Robert, could you point him again on this issue? Or are there some extra 
 things one need to do to be able to post to community news or to the blog?

 cheers,
 art

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 http://forum.openscenegraph.org/viewtopic.php?p=7256#7256





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   http://www.pplux.com 




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Re: [osg-users] Packaging distribution under Windows

2009-02-24 Thread Jean-Sébastien Guay

Hi Sukender,

On this subject I won't offer much input, because IMHO on Windows it's 
up to the application developer to make sure their app can find all its 
dependencies. How you do it is up to you.


One option I'd like to point out that you didn't seem to have in your 
list is that there could be an installer for the OSG binaries (made by 
CMake's NSIS support), which would also set an environment variable, say 
OSG_2.8.0_BIN_PATH. Your app's installer would check if that variable 
exists, and if not, would tell you to go and get the binaries installer 
and install it. Then, once installed, your app would add this path to 
the PATH variable when it starts and then would be able to find all OSG 
DLLs. That way you could have only one installation of a given release 
of OSG on your system, and all apps that need that version would be able 
to use it, without polluting the Windows system directories.



And about installers... Should we copy the DLLs to the system dir? What about 
Vista and its strange policies about having access to system dirs (I simply 
stayed under XP :D )?


No, please don't do that. Please keep the separation between system DLLs 
and application DLLs... I hate it when an app installs something to the 
system directories...


Of course it's your choice of how you deploy your apps, but I think 
that's the worst option. I'd prefer each app have its local copy of the 
OSG DLLs. But that's just my opinion.


J-S
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Re: [osg-users] CMake 2.6.3 brings easier OSG integration out-of-the-box

2009-02-24 Thread Jean-Sébastien Guay

Hi Philip,

The release of CMake 2.6.3 includes a new find module which makes using 
the OSG from within a project of your own much easier to do.  There is 
also version support available should you want to specify the minimum 
(or exact) version of the OSG that is needed to build your project.


Very nice! I'll have to take this out for a spin on my personal projects :-)

Great work,

J-S
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Re: [osg-users] Trac menu

2009-02-24 Thread Art Tevs
Hi Jose,

hmm, I have never recieved your answer to Robert's mail ;( Hence, I though 
you've overseen it. Sorry, then.

OK, I saw the blog feature and yes it works now. Good, thank you.

Best regards,
art

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Re: [osg-users] Trac menu

2009-02-24 Thread Jose Luis Hidalgo
Hi Art,

On Tue, Feb 24, 2009 at 3:12 PM, Art Tevs osgfo...@tevs.eu wrote:
 hmm, I have never recieved your answer to Robert's mail ;( Hence, I though 
 you've overseen it. Sorry, then.
 OK, I saw the blog feature and yes it works now. Good, thank you.

Don't worry! probably I pushed the Reply instead of Reply to all,
and you never got the message. Anyway, if you need anything else just
mail me :)

Cheers,
   JL.


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[osg-users] osg swig: osg::GraphicsContext::createGraphicsContext?

2009-02-24 Thread Mathias Franzius
Hi, 

it seems that 
osg::GraphicsContext::createGraphicsContext and 
osg::GraphicsContext::Traits
are not available in osgswig. How do I generate a new graphics context then?
Preferably one for offscreen rendering?

Thx!
   Mathias
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Re: [osg-users] CMake 2.6.3 brings easier OSG integration out-of-the-box

2009-02-24 Thread Jeremy Moles
On Mon, 2009-02-23 at 22:31 -0500, Philip Lowman wrote:
 The release of CMake 2.6.3 includes a new find module which makes
 using the OSG from within a project of your own much easier to do.
 There is also version support available should you want to specify the
 minimum (or exact) version of the OSG that is needed to build your
 project.
 
 Here's a 6 line hello world example.  Replace foo.cpp with the OSG
 app of your choice and modify the find_package() line to contain the
 list of nodekits/libraries you require.
 
 CMakeLists.txt:
 =
 project(Foo)
 cmake_minimum_required(VERSION 2.6.3)
 
 find_package(OpenSceneGraph 2.8.0 REQUIRED osgUtil osgDB
 osgWhateverNodekitsYouNeed)
 
 include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS})
 add_executable(foo foo.cpp)
 target_link_libraries(foo ${OPENSCENEGRAPH_LIBRARIES})
 ==
 
 If you need to set cmake_minimum_required to less than 2.6.3 please
 see the documentation for FindOpenSceneGraph.cmake as you will need to
 copy a few files from the 2.6.3 release of CMake into your CMake
 module path.

This is quite awesome. :)

 -- 
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Re: [osg-users] Lightning problem with camera point of view

2009-02-24 Thread Jean-Sébastien Guay

Hi Vincent,


I use 3 lights in the scene, but sometimes there is some lighting strange 
behavior, depending a very little camera orientation change...


From the screenshots I can't say if this is your problem, but I have 
sometimes seen some cases where moving the camera just a little bit 
would make an object flash - i.e. the lighting would be dark then 
light then dark then light.


I have found that this was often caused by the model not having vertex 
normals in it. In my case I would fix it by opening the model in 
MultiGen Creator and using the Calculate Shading tool, which 
calculates vertex normals for the model, and resaving it.


In my case, this problem did not appear when using the fixed pipeline. I 
assume that's because the fixed pipeline can handle cases where the 
model has only face normals just fine, whereas my shaders assumed that 
vertex normals were available, and in the case of some models that 
wasn't true.


Hope this helps,

J-S
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Re: [osg-users] Streaming of high resolution images

2009-02-24 Thread Eric Sokolowsky
Francesco Argese wrote:
 Hi all,
 
 I'm trying to stream high resolution images in real-time. My problem is that 
 performance degenerate after some time; this is due to the complete 
 occupation of the ram and to the slow process of loading an image in memory 
 that is slower than the visualization frequency needed by my application.
 
 In which classes is this process handled? Is there a manner to avoid (or to 
 mitigate) this problem using a different approach?
 
 I remember that i have already seen this same argument in mailing list but, 
 doing a search, I have not found what I'm searching for.
 

It is faster to use texture compression and save the compressed textures
as .ive files, then load those. This requires either a preprocessing
step to compress the textures or a caching mechanism to use compressed
textures once they've been generated. I use the second technique in my
application with pretty good results.


-Eric
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Re: [osg-users] Streaming of high resolution images

2009-02-24 Thread Art Tevs
Hi all,

you can even stream from a RAM disk, which will increase the performance as 
well. An external application could stream from the hdd to the ram disk in 
parallel to your application. For a multicore cpu this shouldn't be a big 
problem. So you will use the ram disk as a cache for your data.
I've used similar technique couple of times already in Linux. However, I have 
no idea how to do so in windows.

cheers,
art

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Re: [osg-users] [build] Can't build libraries under windows

2009-02-24 Thread Ernesto
Hello everybody, I'm new using OSG, and I'm trying to compile the latest 
version posted in the OSG's wiki (2.8.0) I suppose that it's the stable 
version. I'm Linux User but now I need to work with OSG in Windows XP, I work 
with CodeBlocks IDE 8.02 with mingw32 compiler, I have built all project files 
for CB using cmake-gui and all went ok. But when I open CB and compile all 
projects it is ok until it need to link osgdb_ive plugin, it show me these 
messages: 

Code:
Built target osgdb_osg
C:/ARCHIV~1/CODEBL~1/MinGW/bin/mingw32-make.exe -f 
src\osgPlugins\ive\CMakeFiles\osgdb_ive.dir\build.make 
src/osgPlugins/ive/CMakeFiles/osgdb_ive.dir/depend
mingw32-make.exe[2]: Entering directory 
`D:/Installers/OpenSceneGraph-2.8.0/OpenSceneGraph-2.8.0/OpenSceneGraph/build'
C:\Archivos de programa\CMake 2.6\bin\cmake.exe -E cmake_depends MinGW 
Makefiles 
D:\Installers\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph 
D:\Installers\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph\src\osgPlugins\ive
 D:\Installers\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph\build 
D:\Installers\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph\build\src\osgPlugins\ive
 
D:\Installers\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph\build\src\osgPlugins\ive\CMakeFiles\osgdb_ive.dir\DependInfo.cmake
 --color=
mingw32-make.exe[2]: Leaving directory 
`D:/Installers/OpenSceneGraph-2.8.0/OpenSceneGraph-2.8.0/OpenSceneGraph/build'
C:/ARCHIV~1/CODEBL~1/MinGW/bin/mingw32-make.exe -f 
src\osgPlugins\ive\CMakeFiles\osgdb_ive.dir\build.make 
src/osgPlugins/ive/CMakeFiles/osgdb_ive.dir/build
mingw32-make.exe[2]: Entering directory 
`D:/Installers/OpenSceneGraph-2.8.0/OpenSceneGraph-2.8.0/OpenSceneGraph/build'
Linking CXX shared module ..\..\..\bin\osgPlugins-2.8.0\mingw_osgdb_ive.dll
cd 
D:\Installers\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph\build\src\osgPlugins\ive
  C:\Archivos de programa\CMake 2.6\bin\cmake.exe -E cmake_link_script 
CMakeFiles\osgdb_ive.dir\link.txt --verbose=1
C:\ARCHIV~1\CODEBL~1\MinGW\bin\G__~1.EXE-shared -o 
..\..\..\bin\osgPlugins-2.8.0\mingw_osgdb_ive.dll 
-Wl,--major-image-version,0,--minor-image-version,0 
CMakeFiles\osgdb_ive.dir\AlphaFunc.obj 
CMakeFiles\osgdb_ive.dir\AnimationPathCallback.obj 
CMakeFiles\osgdb_ive.dir\AnimationPath.obj 
CMakeFiles\osgdb_ive.dir\AutoTransform.obj 
CMakeFiles\osgdb_ive.dir\AzimElevationSector.obj 
CMakeFiles\osgdb_ive.dir\AzimSector.obj CMakeFiles\osgdb_ive.dir\Billboard.obj 
CMakeFiles\osgdb_ive.dir\BlendColor.obj 
CMakeFiles\osgdb_ive.dir\BlendEquation.obj 
CMakeFiles\osgdb_ive.dir\BlendFunc.obj 
CMakeFiles\osgdb_ive.dir\BlinkSequence.obj CMakeFiles\osgdb_ive.dir\Camera.obj 
CMakeFiles\osgdb_ive.dir\CameraView.obj CMakeFiles\osgdb_ive.dir\ClipNode.obj 
CMakeFiles\osgdb_ive.dir\ClipPlane.obj 
CMakeFiles\osgdb_ive.dir\ClusterCullingCallback.obj 
CMakeFiles\osgdb_ive.dir\ColorMask.obj 
CMakeFiles\osgdb_ive.dir\CompositeLayer.obj 
CMakeFiles\osgdb_ive.dir\SwitchLayer.obj CMakeFiles\osgdb_ive.dir\ConeSector
 .obj CMakeFiles\osgdb_ive.dir\ConvexPlanarOccluder.obj 
CMakeFiles\osgdb_ive.dir\ConvexPlanarPolygon.obj 
CMakeFiles\osgdb_ive.dir\CoordinateSystemNode.obj 
CMakeFiles\osgdb_ive.dir\CullFace.obj 
CMakeFiles\osgdb_ive.dir\DataInputStream.obj 
CMakeFiles\osgdb_ive.dir\DataOutputStream.obj 
CMakeFiles\osgdb_ive.dir\Depth.obj 
CMakeFiles\osgdb_ive.dir\DirectionalSector.obj 
CMakeFiles\osgdb_ive.dir\DOFTransform.obj CMakeFiles\osgdb_ive.dir\Drawable.obj 
CMakeFiles\osgdb_ive.dir\DrawArrayLengths.obj 
CMakeFiles\osgdb_ive.dir\DrawArrays.obj 
CMakeFiles\osgdb_ive.dir\DrawElementsUByte.obj 
CMakeFiles\osgdb_ive.dir\DrawElementsUInt.obj 
CMakeFiles\osgdb_ive.dir\DrawElementsUShort.obj 
CMakeFiles\osgdb_ive.dir\ElevationSector.obj 
CMakeFiles\osgdb_ive.dir\EllipsoidModel.obj 
CMakeFiles\osgdb_ive.dir\Exception.obj CMakeFiles\osgdb_ive.dir\Fog.obj 
CMakeFiles\osgdb_ive.dir\FragmentProgram.obj 
CMakeFiles\osgdb_ive.dir\FrontFace.obj CMakeFiles\osgdb_ive.dir\Geode.obj 
CMakeFiles\osgdb_ive.dir\Geometry.obj
  CMakeFiles\osgdb_ive.dir\Group.obj 
CMakeFiles\osgdb_ive.dir\HeightFieldLayer.obj 
CMakeFiles\osgdb_ive.dir\Image.obj CMakeFiles\osgdb_ive.dir\ImageSequence.obj 
CMakeFiles\osgdb_ive.dir\ImageLayer.obj CMakeFiles\osgdb_ive.dir\Impostor.obj 
CMakeFiles\osgdb_ive.dir\Layer.obj CMakeFiles\osgdb_ive.dir\Light.obj 
CMakeFiles\osgdb_ive.dir\LightModel.obj CMakeFiles\osgdb_ive.dir\LightPoint.obj 
CMakeFiles\osgdb_ive.dir\LightPointNode.obj 
CMakeFiles\osgdb_ive.dir\LightSource.obj 
CMakeFiles\osgdb_ive.dir\LineStipple.obj CMakeFiles\osgdb_ive.dir\LineWidth.obj 
CMakeFiles\osgdb_ive.dir\Locator.obj CMakeFiles\osgdb_ive.dir\LOD.obj 
CMakeFiles\osgdb_ive.dir\Material.obj 
CMakeFiles\osgdb_ive.dir\MatrixTransform.obj 
CMakeFiles\osgdb_ive.dir\Multisample.obj 
CMakeFiles\osgdb_ive.dir\MultiSwitch.obj 
CMakeFiles\osgdb_ive.dir\MultiTextureControl.obj 
CMakeFiles\osgdb_ive.dir\Node.obj CMakeFiles\osgdb_ive.dir\Object.obj 

Re: [osg-users] OpenSceneGraph-2.8.0-rc6 tagged, please test

2009-02-24 Thread Martin Spott
Robert Osfield wrote:
 On Sun, Feb 22, 2009 at 9:54 PM, Martin Spott martin.sp...@mgras.net wrote:

 1.) Point CMake to CURL- and probably other libraries like:

  -D CURL_LIBRARY=/opt/freeware/lib/libcurl.a \
  -D CURL_INCLUDE_DIR=/opt/freeware/include/curl
 
 Did you build libcurl and other libraries yourself?

Similarly to other Unix systems, there are well-known sources for AIX
freeware packages which typically install into /opt/freeware/ (analogously
to /usr/freeware/ on IRIX).

 Starting to sound like CMake hasn't been tested much under AIX...  so
 it'd be worth pinging them about your findings, they are normally very
 responsive about get things like this fixed, then hopefully you won't
 have problems with future revs of CMake.

I've been using CMake 2.4.8 for the test, don't know if that's been changed
in the meantime.

Cheers,
Martin.
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Re: [osg-users] VPB 1.0 schedule and database size improvements

2009-02-24 Thread John Vidar Larring

Hi Robert,

Just for curiosity, now that 2.8 is released, do you have a target date 
for VPB 1.0? I'll be happy to test VPB trunk as development progresses, 
if that helps:)


Best regards,
John

Robert Osfield wrote:

Hi Robert,

VPB 1.0 will require an OSG 2.8, OSG 2.6.x won't be sufficient as I
had to add code to OSG to enable some of the final VPB features.  My
Aim for VPB 1.0 and OSG 2.8 is presently end of October.

Prior to 1.0 and 2.8 I will be make a series of coupled dev releases
so if you need a release to go on before VPB-1.0 this is what you'll
need to use.

Robert.

On Fri, Sep 26, 2008 at 8:14 PM, Kramer, Robert W
robert.w.kra...@boeing.com wrote:

What is the latest projection of a VPB 1.0 stable release, and will it
be tied to OSG 2.6.0 or a more recent OSG version?  For various reasons,
I can only build from the *zip files, and the latest on the website is
VPB 0.9.7.  I realize development is going strong now, but need to know
for scheduling purposes for my apps.

Also, has anybody tested how much smaller (or faster) the resulting
*.ive files will be with heightfield compression (is there a significant
reason to wait until 1.0 comes out to build multi-TB databases)?

Robert Kramer

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[osg-users] Swapping the color buffer on an FBO

2009-02-24 Thread Kim C Bale
Hello all,

 

I'm trying to swap the color buffer of an FBO camera in an event
handler.

 

When I initialise the FBO camera like so:

 

counter = 0;

m_camera-attach( osg::Camera::COLOR_BUFFER, m_textureList.at( counter
).get() );

 

It works, but then when I try to swap the color buffer using the
following:

 

++counter;

m_camera-detach( osg::Camera::COLOR_BUFFER );

m_camera-attach( osg::Camera::COLOR_BUFFER, m_textureList.at( counter
).get() );

 

It appears that the original texture is still attached and being
updated.  

 

Am I misusing the FBO here? Is it not possible to swap buffers once the
camera has been initialised?

 

Obviously the same effect could be achieved using a switch and a series
of FBO cameras but this solution seemed like a nice tidy one. 

 

Thanks in advance. 

 

Kim.

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[osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Tomlinson, Gordon
An interesting take on the future of OpenGL  seeing we are in the middle
of what to do about Opengl 3.0 thought it might be off interest 
 
http://www.tomshardware.com/reviews/opengl-directx,2019.html
 
 this was from an old friend now at ILM
http://www.davidlenihan.com/2008/12/opengl_rip.html
 

Gordon

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Re: [osg-users] [build] Can't build libraries under windows

2009-02-24 Thread Jonatan
The problem was indeed that the lib files of the third party libraries were for 
Visual Studio. I've now compiled a library tree for mingw, containing 
OpenSceneGraph, libjpeg, libpng, zlib and freetype. (which is probably just 
enough for me currently).

thanks for the help. If anyone needs my compiled files, or has a place to 
upload it, please let me know.

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Re: [osg-users] A GUIEventAdapter::MOVE event every frame

2009-02-24 Thread Robert Osfield
Hi ?  Could you please sign with your name so we can address you correctly.

Unless you move the mouse no new events should be generated.  Could it
be that you are just getting the last event state?  The only event
that should be generated per frame without any other changes is the
FRAME event.

Robert.

On Tue, Feb 24, 2009 at 9:52 AM, Iván osgfo...@tevs.eu wrote:
 Hi all,
 I've noticed that every frame a move event reaches matrix manipulator handle 
 event.

 I put a break point in TrackballManipulator.cpp line 154 (where the event is 
 identified as type MOVE) and run the osganimate example. I checked that every 
 frame, at break point,  the GUIEventAdapter object (ea) had exactly the same 
 values except but _time (mouse wasn't moving!)

 Is this intentionally done? Why?
 In my opinion move event must be only created when _mx and _my differ from 
 previous values.

 Best regards.

 PD: The forum is a great idea! Thanks Art.

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Re: [osg-users] [build] Can't build libraries under windows

2009-02-24 Thread Jean-Sébastien Guay

Hi Jonatan,


thanks for the help. If anyone needs my compiled files, or has a place to 
upload it, please let me know.


I think you can upload them to ftp.openscenegraph.org (user OSG, pass 
OSG) and Robert will move them to the right place on the site for others 
to download. Just zip them up and put mingw in the name somewhere...


J-S
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Re: [osg-users] A GUIEventAdapter::MOVE event every frame

2009-02-24 Thread Jean-Sébastien Guay

Hi Robert,


Unless you move the mouse no new events should be generated.  Could it
be that you are just getting the last event state?  The only event
that should be generated per frame without any other changes is the
FRAME event.


I've seen this before too. Our event handler was being called with a 
MOVE event even though the mouse was sitting upside down on the desk (so 
no movement was possible). We just worked around it by comparing the 
position to the previous one and ignoring if it was the same, but 
there's a bug in there I'm pretty sure. Perhaps it's Windows-specific 
though...


J-S
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Re: [osg-users] Flash embedding for GUI

2009-02-24 Thread Robert Osfield
Hi Eric,

I don't know of any Flash NodeKit's/plugins for the OSG.

The way to do it would be in a similar way to how OSG-2.8 does the
osgWidget::Browser, VncClient and PdfReader widgets, where the
osgWidget library provides the interface, but the plugin implements
the connection with the 3rd party library that does all the heavy
lifting.  The events are passed seamlessly to the plugin
implementation, and can handle application of the texture on to non
planar objects.  This approach allows the plugin to just focus on
wiring up the rendering to an osg::Image and passing of events to the
3td party library.

Robert.

On Tue, Feb 24, 2009 at 10:08 AM, Eric Pouliquen
epouliq...@silicon-worlds.fr wrote:
 Hi all,

     I would like to know if some nodekit provides a Flash embedding layer
 for OSG ? Something similar to the Hikari lib for Ogre3D
 (http://code.google.com/p/hikari-library/wiki/Introduction) which is based
 on the Flash activeX.

     In fact, I'm looking for a good way to achieve very good quality GUI
 widgets, and I saw this seems to be a good way (design, transparency etc)...
 if someone knows another way ? Another good point for this is the flash
 movies playing capabilities (as HUD or texture mapped of course).

 Best Regards,

 Eric Pouliquen

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Re: [osg-users] [build] Can't build libraries under windows

2009-02-24 Thread Ernesto
Well jonim8or if you have compiled those libraries it should be good if you 
upload it to OSG Wiki (if you have permissions ). Another alternative is to 
upload those files to RapidShare ( http://rapidshare.com/ ) so every one can 
download it until you can upload it to OSG Wiki.

Cheers
SirErnest :)

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Re: [osg-users] Problem with reflection

2009-02-24 Thread Robert Osfield
Hi Serge,

Sounds like a driver bug to me.  Try moving on to a different
platform.  Also try changing the RTT target to different types such as
pbuffer or frame buffer.

Robert.

On Tue, Feb 24, 2009 at 12:51 PM, Serge Lages serge.la...@gmail.com wrote:
 Hi all,

 I am currently having trouble with a simple reflection shader and I hope
 someone could help me. You can find attached :

 - C++ code setting the scene, the shaders and a RTT camera.
 - Shaders (vertex and fragment) used to correctly project the reflected
 texture produced by the RTT.
 - A screenshot showing my problem...

 Currently everything works fine if I use 256x256 or 512x512 textures for the
 RTT, but with bigger textures, the reflection starts to be erroneous (as we
 can see in the screenshot).

 Anyone have any idea on what I am doing wrong ? I spend a full day trying to
 figure out and I really start to be out of idea. :/
 Thanks in advance for any help !

 --
 Serge Lages
 http://www.tharsis-software.com

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Re: [osg-users] Flash embedding for GUI

2009-02-24 Thread Jeremy Moles
On Tue, 2009-02-24 at 16:31 +, Robert Osfield wrote:
 Hi Eric,
 
 I don't know of any Flash NodeKit's/plugins for the OSG.

The easiest way, in my opinion, would be to setup a Cairo context for an
ImageStream object and continually update/dirty it. It would be decently
fast, faster than a Flash plugin would be at any rate. :)

 The way to do it would be in a similar way to how OSG-2.8 does the
 osgWidget::Browser, VncClient and PdfReader widgets, where the
 osgWidget library provides the interface, but the plugin implements
 the connection with the 3rd party library that does all the heavy
 lifting.  The events are passed seamlessly to the plugin
 implementation, and can handle application of the texture on to non
 planar objects.  This approach allows the plugin to just focus on
 wiring up the rendering to an osg::Image and passing of events to the
 3td party library.
 
 Robert.
 
 On Tue, Feb 24, 2009 at 10:08 AM, Eric Pouliquen
 epouliq...@silicon-worlds.fr wrote:
  Hi all,
 
  I would like to know if some nodekit provides a Flash embedding layer
  for OSG ? Something similar to the Hikari lib for Ogre3D
  (http://code.google.com/p/hikari-library/wiki/Introduction) which is based
  on the Flash activeX.
 
  In fact, I'm looking for a good way to achieve very good quality GUI
  widgets, and I saw this seems to be a good way (design, transparency etc)...
  if someone knows another way ? Another good point for this is the flash
  movies playing capabilities (as HUD or texture mapped of course).
 
  Best Regards,
 
  Eric Pouliquen
 
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Re: [osg-users] VPB 1.0 schedule and database size improvements

2009-02-24 Thread Robert Osfield
HI John,

On Tue, Feb 24, 2009 at 3:33 PM, John Vidar Larring
larr...@weatherone.tv wrote:
 Just for curiosity, now that 2.8 is released, do you have a target date for
 VPB 1.0? I'll be happy to test VPB trunk as development progresses, if that
 helps:)

My current ETA for VPB 1.0 is end of March.  I have a couple weeks dev
work left to do on it, then community testing and bug fixes.   Before
VPB I'll make a few more dev releases of VPB, and might even be able
to get one done this week.

Robert.
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Re: [osg-users] Swapping the color buffer on an FBO

2009-02-24 Thread Robert Osfield
Hi Kim,

osg::Camera and the rendering backend are currently implemented with
the assumption that once initialized they will just be used without
changes.  Tracking changes and rebuilding the FBO is possible, but
will complicate the code.

Robert.

On Tue, Feb 24, 2009 at 3:35 PM, Kim C Bale k.b...@hull.ac.uk wrote:
 Hello all,



 I’m trying to swap the color buffer of an FBO camera in an event handler.



 When I initialise the FBO camera like so:



 counter = 0;

 m_camera-attach( osg::Camera::COLOR_BUFFER, m_textureList.at( counter
 ).get() );



 It works, but then when I try to swap the color buffer using the following:



 ++counter;

 m_camera-detach( osg::Camera::COLOR_BUFFER );

 m_camera-attach( osg::Camera::COLOR_BUFFER, m_textureList.at( counter
 ).get() );



 It appears that the original texture is still attached and being updated.



 Am I misusing the FBO here? Is it not possible to swap buffers once the
 camera has been initialised?



 Obviously the same effect could be achieved using a switch and a series of
 FBO cameras but this solution seemed like a nice tidy one.



 Thanks in advance.



 Kim.

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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Robert Osfield
Hi Gordon,

There has been OpenGL RIP stories going ever since Direct3D pocked
it's nose above the parapet.  There all have been off mark - if the
stories were true OpenGL would already be dead, and the OSG community
would have deserted it long ago.  The OSG community is actually still
growing, with new members coming on line each day, and every one of
these developers is an OpenGL users.

The only place where Direct3D is strong is under Windows and XBox,
considering market share for Windows is now dwindling (it's dropped
from around 95% to less than 90% in just last couple of few years),
rather than OpenGL being more marginalised it should become important
as apps have to become cross platform or throw away their own market
potential.  Think about the market share for non Windows desktop it's
doubled in just a couple of years, this trend is not one that is
likely to reverse but accelerate with new types of devices coming
online as well as Windows desktop alternatives getting stronger by the
day.

Then have a look at the embedded space... who's winning there?  OpenGL
ES is totally dominating, as are non Windows OS's.  With the big new
opportunities in 3D graphics appearing in the embedded space, this is
where pundits should be focussing, Direct3D vs OpenGL will be just a
side show.

So read all these articles in these contexts and you'll see that they
aren't grasping some of the basics of what is happening in the wider
industry.  Dig below the marketing blurbs and you'll see some wider
industry trends are far more important to our future.

Robert.

On Tue, Feb 24, 2009 at 4:20 PM, Tomlinson, Gordon
gtomlin...@overwatch.textron.com wrote:
 An interesting take on the future of OpenGL  seeing we are in the middle
 of what to do about Opengl 3.0 thought it might be off interest

 http://www.tomshardware.com/reviews/opengl-directx,2019.html

  this was from an old friend now at ILM
 http://www.davidlenihan.com/2008/12/opengl_rip.html


 Gordon

 __
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 Email  : gtomlinso...@ overwatch.textron.com

 __
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 can arouse one's instinct for survival
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Re: [osg-users] A GUIEventAdapter::MOVE event every frame

2009-02-24 Thread Robert Osfield
On Tue, Feb 24, 2009 at 4:29 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 I've seen this before too. Our event handler was being called with a MOVE
 event even though the mouse was sitting upside down on the desk (so no
 movement was possible). We just worked around it by comparing the position
 to the previous one and ignoring if it was the same, but there's a bug in
 there I'm pretty sure. Perhaps it's Windows-specific though...

I've never see MOVE events generated without the mouse moving under
Linux, so it could we be a GraphicsWindowWin32 implementation issue.

Robert.
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[osg-users] [osgPPU] Multisampling/RenderBuffer Support

2009-02-24 Thread Stephan Posch
I don't see any support for using RenderBuffer attachments in the osgPPU code.  
I've used osgPPU for a few things here and there, but I'd really like to take 
advantage of the on card multisampling capabilities.  Is that something that 
will eventually be implemented?

Steve

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Re: [osg-users] CMake 2.6.3 brings easier OSG integration out-of-the-box

2009-02-24 Thread Sukender
Nice! I must admit I had to tweak Findosg* (in 2.6.2) because it just hadn't 
the _DEBUG versions of the libs. Now I removed my custom finders and wrote 
CMAKE_MINIMUM_REQUIRED(VERSION 2.6.3 FATAL_ERROR) :) ...

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Tue, 24 Feb 2009 04:31:38 +0100, Philip Lowman phi...@yhbt.com a écrit:

 The release of CMake 2.6.3 includes a new find module which makes using the
 OSG from within a project of your own much easier to do.  There is also
 version support available should you want to specify the minimum (or exact)
 version of the OSG that is needed to build your project.

 Here's a 6 line hello world example.  Replace foo.cpp with the OSG app of
 your choice and modify the find_package() line to contain the list of
 nodekits/libraries you require.

 CMakeLists.txt:
 =
 project(Foo)
 cmake_minimum_required(VERSION 2.6.3)

 find_package(OpenSceneGraph 2.8.0 REQUIRED osgUtil osgDB
 osgWhateverNodekitsYouNeed)

 include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS})
 add_executable(foo foo.cpp)
 target_link_libraries(foo ${OPENSCENEGRAPH_LIBRARIES})
 ==

 If you need to set cmake_minimum_required to less than 2.6.3 please see the
 documentation for FindOpenSceneGraph.cmake as you will need to copy a few
 files from the 2.6.3 release of CMake into your CMake module path.

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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Paul Martz
Hm. Perhaps this is an appropriate time for me to unveil my discussion
forum, in which I have a blog stating my own opinions of OpenGL versus D3D:
http://www.skew-matrix.com/bb/viewtopic.php?f=3
http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2 t=2
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Tomlinson, Gordon
Did not say I agreed with the article, 

I thought it brought up some interesting commentary on 3.0 Dx11, but I know in 
the fields I'm working more and more are believing  the spin and wanting not to 
have OpenGL especially when support on ATI etc is so poor etc..., folks don't 
want to be told use an NVIDIA card etc.. And whether I like it or not my 
customer base today is 100% windows and that's not going to change 



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Tuesday, February 24, 2009 12:04 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

Hi Gordon,

There has been OpenGL RIP stories going ever since Direct3D pocked it's nose 
above the parapet.  There all have been off mark - if the stories were true 
OpenGL would already be dead, and the OSG community would have deserted it long 
ago.  The OSG community is actually still growing, with new members coming on 
line each day, and every one of these developers is an OpenGL users.

The only place where Direct3D is strong is under Windows and XBox, considering 
market share for Windows is now dwindling (it's dropped from around 95% to less 
than 90% in just last couple of few years), rather than OpenGL being more 
marginalised it should become important as apps have to become cross platform 
or throw away their own market potential.  Think about the market share for non 
Windows desktop it's doubled in just a couple of years, this trend is not one 
that is likely to reverse but accelerate with new types of devices coming 
online as well as Windows desktop alternatives getting stronger by the day.

Then have a look at the embedded space... who's winning there?  OpenGL ES is 
totally dominating, as are non Windows OS's.  With the big new opportunities in 
3D graphics appearing in the embedded space, this is where pundits should be 
focussing, Direct3D vs OpenGL will be just a side show.

So read all these articles in these contexts and you'll see that they aren't 
grasping some of the basics of what is happening in the wider industry.  Dig 
below the marketing blurbs and you'll see some wider industry trends are far 
more important to our future.

Robert.

On Tue, Feb 24, 2009 at 4:20 PM, Tomlinson, Gordon 
gtomlin...@overwatch.textron.com wrote:
 An interesting take on the future of OpenGL  seeing we are in the 
 middle of what to do about Opengl 3.0 thought it might be off interest

 http://www.tomshardware.com/reviews/opengl-directx,2019.html

  this was from an old friend now at ILM 
 http://www.davidlenihan.com/2008/12/opengl_rip.html


 Gordon

 __
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 Email  : gtomlinso...@ overwatch.textron.com

 __
 (C): (+1) 571-265-2612
 (W): (+1) 703-437-7651

 Self defence is not a function of learning tricks but is a function 
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 survival
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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Jean-Sébastien Guay

Hi Paul,

Hm. Perhaps this is an appropriate time for me to unveil my discussion 
forum, in which I have a blog stating my own opinions of OpenGL versus D3D:
http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2 


Nice post, I agree. That Tom's Hardware article was buying into 
Microsoft's misinformation, but you present the facts. But regarding MS 
dropping D3D, don't hold your breath :-)


I've got your message board bookmarked. :-)

J-S
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Re: [osg-users] PING

2009-02-24 Thread Thomas Hogarth
Cheers Kim

Looks like I'm on the list, hurrah!

:)
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Re: [osg-users] Loading movie

2009-02-24 Thread Thomas Hogarth
Hi Robert and Tanguy

I noticed you talking about video plugins. I've written a few image streams
that allow me to run video files and webcam streams, but haven't taken the
leap to creating a plug-in. I'd find it very interesting to look at the
source for this and see what steps are required (as manually attaching the
images to textures is a nightmare)

One thing I am keen to solve is the non power of 2 video issue, currently I
have to create a texture the nearest ^2 up then load the image into the
corner of it. I then use a TexMat to rescale the texcoords to account for
this ( the reason for this is pushing non ^2 textures onto graphics cards is
slow and webcams don't usually do ^2)

Would a plugin automatically be able to insert this TexMat ?

Cheers
Thomas Hogarth (finally my first post :) )

PS
Also I've attached my rather limited ffmpeg stream for you guys to look at,
I never finished as I moved over to Directshow for windows and Quicktime for
OSX, but it does get the frames out
I guess your using FFMPEG as it is cross platform ?
#pragma once
#include VideoStream.h

#//include StdAfx.h

extern C {
#define __STDC_CONSTANT_MACROS
#define __STDC_LIMIT_MACROS
#include avformat.h
#include avcodec.h
}

class CFFMPEGStream : public CVideoStream
{
public:
CFFMPEGStream(void);
CFFMPEGStream(const char* file, bool isRect);
virtual ~CFFMPEGStream(void);

virtual Object* clone() const { return new CFFMPEGStream; }
virtual bool isSameKindAs(const Object* obj) const {
return dynamic_castconst CFFMPEGStream*(obj) != NULL;
}
virtual const char* className() const { return FFMPEGStream; }


/// Start or continue stream.
virtual void StartStream() { CVideoStream::StartStream(); }

/// Stop stream at current position.
virtual void stop() { CVideoStream::stop();  }

/// Rewind stream to beginning.
virtual void rewind() {CVideoStream::rewind();  }

//Inherit from stream
//void run();
void UpdateStream();

protected:

int iFrame; //curent frame number
AVFormatContext *pFormatCtx;
int i, videoStream;
AVCodecContext  *pCodecCtx;
AVCodec *pCodec;
AVFrame *pFrame;  //frame from video file
AVFrame *pFrameRGB; //converted frame
int numBytes;  //size of frame buffer
uint8_t *buffer;
float   timeToNext;
int lastFrame;

int width,height;

public:
bool ReadNextFrame();
bool ConvertFrameToRGB();
bool SaveCurrentFrame();

void CleanUp();

};
#include .\ffmpegstream.h

#include osg/Notify
#include osg/Timer
#include osg/Node

#include iostream

using namespace std;

CFFMPEGStream::CFFMPEGStream(void)
{
}

CFFMPEGStream::~CFFMPEGStream(void)
{
CleanUp();
}

CFFMPEGStream::CFFMPEGStream(const char* file, bool isRect) : 
CVideoStream(isRect)
{
iFrame=0; //start on frame 0
// Register all formats and codecs for the ffmpeg lib
av_register_all();

// Open video file
if(av_open_input_file(pFormatCtx, file, NULL, 0, NULL)!=0)
{
//AfxMessageBox(Failed to open FFMPEG file);
return; // Couldn't open file
}

// Retrieve stream information
if(av_find_stream_info(pFormatCtx)0)
{
//AfxMessageBox(Failed to find FFMPEG stream information);
return; // Couldn't find stream information
}

// Dump information about file onto standard error
dump_format(pFormatCtx, 0, file, false);

// Find the first video stream
videoStream=-1;
for(i=0; ipFormatCtx-nb_streams; i++)
if(pFormatCtx-streams[i]-codec-codec_type==CODEC_TYPE_VIDEO)
{
videoStream=i;
break;
}
if(videoStream==-1)
{
//AfxMessageBox(Failed to find FFMPEG stream);
return; // Didn't find a video stream
}

// Get a pointer to the codec context for the video stream
pCodecCtx=pFormatCtx-streams[videoStream]-codec;

// Find the decoder for the video stream
pCodec=avcodec_find_decoder(pCodecCtx-codec_id);
if(pCodec==NULL)
{
//AfxMessageBox(Failed to open FFMPEG decoder);
return; // Codec not found
}

// Inform the codec that we can handle truncated bitstreams -- i.e.,
// bitstreams where frame boundaries can fall in the middle of packets
if(pCodec-capabilities  CODEC_CAP_TRUNCATED)
pCodecCtx-flags|=CODEC_FLAG_TRUNCATED;

// Open codec
if(avcodec_open(pCodecCtx, pCodec)0)
{
//AfxMessageBox(Failed to open FFMPEG Codec);
return; // Could not open codec
}

// Hack to correct wrong frame rates that seem to be generated by some 
// codecs
   

Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Clay, Bruce
Paul:

  I agree with most of what you said on your blog and I would have
posted a message there instead of to the whole OSG body except I know
some of the hardware vendors hang out here and may not see your blog.

 

It area I strongly disagree with is the automatic updates.  That is one
feature that has caused much trauma in the past.  Microsoft has a very
bad habit of pushing out patches that break applications.  While we can
uninstall the patch in some cases we can not in others.  And even when
we can uninstall the patch, Microsoft wants to help us out and reinstall
it.

 

Hardware drivers tend to have a more severe impact on the operation of
the overall system.  I have heard many times on this forum through the
years that the best option to fix a problem (especially with ATI cards)
is to revert back to the previous version until the latest driver is
patched.

 

I really hope that hardware vendors do not adopt the automatic update
mode of operation because I fear it will lead to system instability.  If
every hardware vendor was to do that we would not know what driver
update caused what.

 

Microsoft is right at the top of the list for poor system configuration
control.  When they pushed Vista out through all of the PC vendors they
made the Microsoft Finger Print scanner, my HP flatbed scanner and my
Brother Laser Writer obsolete.  They did this because they do not have a
proper view of backward compatibility.  When I found out the laser
writer and scanner were not supported I chalked it up to it's the other
guys problem but when there own finger print scanner was deemed longer
supported I had to say that is Microsoft for you.

 

If it was not for the fact that my job is writing software in a PC /
Windows environment I would not have it at home either.

 

Bruce

 

 

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, February 24, 2009 12:31 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OFT: Interesting commentary of the future of
OpenGL

 

Hm. Perhaps this is an appropriate time for me to unveil my discussion
forum, in which I have a blog stating my own opinions of OpenGL versus
D3D:

http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2

 

Paul Martz

Skew Matrix Software LLC

http://www.skew-matrix.com http://www.skew-matrix.com/ 

+1 303 859 9466

 




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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Martin Beckett
Not sure if this is an appropriate place to post this - and I'm not trying to 
start a flame war, but.

It is in MSFT's financial interest for OpenGL to die.
Their games platform (XNA), the replacement for the win32gui (WPF) and the 
replacement Flash on the web(silverlight) are all based on DirectX/D3D.
While any app that is written to OpenGL(ES) can potentially run on a 
competitor's OS.

Microsoft isn't exactly averse to ignoring standards, or adopting and co-opting 
them to proprietary implementations (embrace and extend).
It's also technically quite easy to prevent card manufacturers from shipping an 
OpenGL driver by refusing to certify them - while it is possible to install 
uncertified drivers in Vista/Windows7 it's not exactly customer friendly.

There aren't any products in this area big enough for MSFT to care about. But 
the largest, Autodesk, have switched to DirectX/D3D.

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Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support

2009-02-24 Thread Art Tevs
Hi Stephan,

hmm, you are pointing an interesting feature, which I could take into account 
to implement for the next stable version. 
However I am wonder if a multisampling capability has to be supported on the 
osgPPU side or just on the OSG side. As for me, a multisampling/supersampling 
is a renderbuffer, into which the scene is rasterized/rendered and then its 
content is copied into or accessed as a texture and processed further. Hence, 
it is a question of setting up the render buffer of the camera in your scene 
properly, so that the output can be processed as usual texture. 

Or did I misunderstood something? Can you bring more ideas or wishes, what do 
you like to have?

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Re: [osg-users] Lightning problem with camera point of view

2009-02-24 Thread Vincent Bourdier
Hi Jean Sebastien.

I don't know anything about multi gen creator... it is not an OSG plugin
right ?
It a free one ? google give me answers but I don't see anything about a free
product.

Is there any equivalent in OSG ?

Thanks.

Regards,
   Vincent.

2009/2/24 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi Vincent,

  I use 3 lights in the scene, but sometimes there is some lighting strange
 behavior, depending a very little camera orientation change...


 From the screenshots I can't say if this is your problem, but I have
 sometimes seen some cases where moving the camera just a little bit would
 make an object flash - i.e. the lighting would be dark then light then
 dark then light.

 I have found that this was often caused by the model not having vertex
 normals in it. In my case I would fix it by opening the model in MultiGen
 Creator and using the Calculate Shading tool, which calculates vertex
 normals for the model, and resaving it.

 In my case, this problem did not appear when using the fixed pipeline. I
 assume that's because the fixed pipeline can handle cases where the model
 has only face normals just fine, whereas my shaders assumed that vertex
 normals were available, and in the case of some models that wasn't true.

 Hope this helps,

 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Paul Martz
I didn't expect that my suggestion of automatic OpenGL driver updates would
be popular with developers. Personally, I'd hate it.
 
However, most end users would favor the idea. Put yourself in their shoes:
Many of them probably don't even know how to spell device driver.
Expecting them to go out to the NVIDIA web page to download and install
drivers, especially given that Microsoft takes care of that automatically
for DirectX, is unrealistic.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Cory Riddell




I wouldn't like Microsoft to dump D3D. I think the software ecosystem
is healthier if there is more than one solution. I think it would be
hard to deny that the competition from D3D has helped advance OpenGL as
well.

Another scene graph product (HOOPS) lets you select different rendering
plugins. They are quite bullish on D3D:
 http://www.techsoft3d.com/products/pdfs/hoops_vista.pdf
Of course they are a Microsoft partner, but I think it would be a
mistake to ignore their opinion just because of that.

Cory


Paul Martz wrote:

  
  
  Hm. Perhaps this is an appropriate time for me
to unveil my discussion forum, in which I have a blog stating my own
opinions of OpenGL versus D3D:
  http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2
  
  Paul Martz
  Skew Matrix Software
LLC
  http://www.skew-matrix.com
  +1 303 859 9466
  
  

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Re: [osg-users] Lightning problem with camera point of view

2009-02-24 Thread Jean-Sébastien Guay

Hi Vincent,

I don't know anything about multi gen creator... it is not an OSG plugin 
right ?
It a free one ? google give me answers but I don't see anything about a 
free product.


Is there any equivalent in OSG ?


Hehehe... No, Creator is a 3D modeling software. What I was saying is 
that when a model has bad / inexistent normals, I have to go in the 
modeling software and generate normals for it. In my case, our models 
are in OpenFlight (.flt) format which is the native format of MultiGen 
Creator (which is a de-facto standard in simulation, and which is read 
natively by OSG too) so I use that software, but it was just an example.


Sorry for misleading you...

J-S
--
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Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support

2009-02-24 Thread Stephan Posch
Art,

From what I can tell, the multisampling capability already exists in OSG via 
the Camera's attach function.  However, when looking at the RenderStage code, 
you can see that a different FBO is created to handle the multisampled objects.

From runCameraSetup() in RenderStage.cpp:

fbo_multisample-setAttachment(buffer, 
 osg::FrameBufferAttachment(new osg::RenderBuffer( 
 width, height, internalFormat, 
 samples, colorSamples)));

When multisampling is specified in the camera, a different FBO is set up that 
specifically attaches to a RenderBuffer target (rather than directly to a 
texture).  I believe that internal FBOs in osgPPU would need to follow that 
same type of mentality.  

Does that help to clarify?

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Re: [osg-users] Lightning problem with camera point of view

2009-02-24 Thread Vincent Bourdier
Ok thanks Jean-Sébastien,

I'll have a look if I have someting to edit/generate normals. maybe 3ds max
can give a good result ...

Thanks for you help :-)

Regards,
   Vincent.

2009/2/24 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi Vincent,

  I don't know anything about multi gen creator... it is not an OSG plugin
 right ?
 It a free one ? google give me answers but I don't see anything about a
 free product.

 Is there any equivalent in OSG ?


 Hehehe... No, Creator is a 3D modeling software. What I was saying is that
 when a model has bad / inexistent normals, I have to go in the modeling
 software and generate normals for it. In my case, our models are in
 OpenFlight (.flt) format which is the native format of MultiGen Creator
 (which is a de-facto standard in simulation, and which is read natively by
 OSG too) so I use that software, but it was just an example.

 Sorry for misleading you...


 J-S
 --
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Lightning problem with camera point of view

2009-02-24 Thread Jean-Sébastien Guay

Hi Vincent,

I'll have a look if I have someting to edit/generate normals. maybe 3ds 
max can give a good result ...


I imagine that any modeling software should have a tool to 
generate/smooth normals. 3DS Max, Blender, Maya, ... It's pretty basic 
functionality. In Creator it's called Calculate Shading, but it may be 
called something else in other modeling software.


J-S
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Re: [osg-users] Lightning problem with camera point of view

2009-02-24 Thread Jason Daly

Jean-Sébastien Guay wrote:
I imagine that any modeling software should have a tool to 
generate/smooth normals. 3DS Max, Blender, Maya, ... It's pretty basic 
functionality. In Creator it's called Calculate Shading, but it may be 
called something else in other modeling software.
  


I think 3ds Max calls them smoothing groups.

--J

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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Paul Martz
My thoughts on why it makes financial sense for MS to dump D3D and support
OpenGL are already posted in my blog, so I won't reply here.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support

2009-02-24 Thread Art Tevs
Hi Stephan,

from my knowledge RenderBuffer is nothing else than a logical buffer which 
can't be read in a shader programm or somewhere else. If you want to read 
values from the renderbuffers you have to copy them first into a texture. 
Hence, I am not really clear, how this should be helpful for osgPPU. 

osgPPU is meant to be a processing engine of input data to output. Input data 
is in most cases are camera attachments (colorbuffer, depthbuffer, stencil, 
...). In order to process them one has to use textures, otherwise processing is 
useless, I think.

In RenderStage.cpp there is also renderbuffers attached to the fbo, even if 
multisampling is not used. Any camera attachment can be reached by 
UnitCameraAttachmentBypass unit in the osgPPU. This things do also work pretty 
well, for depth buffer and color buffer (for which render buffer is also used). 
Hence, I am pretty sure, that if you use the multisampled render buffer for the 
camera, there will be no difference to the usual use. However, I have not tried 
this before, and therefor can not be sure for 100 per cent.

As for the internal FBOs of osgPPU, I do not see any benefit of using 
RenderBuffers, because from them you can not read any data and hence data can 
not be processed. Therefor, I am not really sure, how they could help. However, 
I would like to test, if this will bring some performance benefit, but I am 
very sceptical.

Art

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Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support

2009-02-24 Thread Stephan Posch
I believe I had tried using the bypasses unsuccessfully, but maybe I was 
missing something.  I'll look back at it and see what I can find.

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[osg-users] Multi-colored osgSim::SphereSegment?

2009-02-24 Thread Ben Cain
Hello,

What's the best way to draw a sphere with the ability to color some of the 
surface's segments differently?   What I'm trying to do ... I'd like to change 
the color of a given segment if it is intersected by a ray (leaving the rest of 
the sphere color the same).

I've used the osgSim::SphereSegment, but I don't think it allows for explicitly 
coloring a specified segment.  It looks like the entire Surface is added as one 
drawable.

Would be easy to change how the way the Surface drawable is added ... creating 
a different drawable for every segment ... and enabling them to be indexed by 
azimuth/elevation angle (or range)?

I could start from scratch, but I was hoping to leverage osgSim::SphereSegment 
in some way.

Any suggestions will be greatly appreciated!

Thanks,
   Ben

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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-24 Thread David d'Angelo

Hi folks,

I am also very interested in an osg user meeting in Europe. I voted for 
Paris, since it is a really nice city in the center of Europe, but all 
proposed cities in Germany (Munich, Frankfurt and Stuttgart) are also 
fine with me.
The idea about the video conference is also nice, but I do not know 
which system we could use.


Cheers,
David

On 29.01.2009 18:58 Uhr, Art Tevs wrote:

Hi folks,

last year in april there was a small user meeting in Paris for peoples 
attending the training course. However I like the idea to meet us and to show 
projects we are currently working on. Also having some more social activity 
than just mailing list or forum would be also nice, I think.

Hence I propose to organize another meeting for osg users in Europe. This time we could 
meet us again in France, Germany, Switzerland (I now, not Europe but a neutral terrain ;) 
) or whatever else. I've started a poll on the forum with proposed cities. If you are 
interested in a meeting, you could make your choice there. If there are enough peoples 
interested in this, we could make next osgInEurope possible. I would suggest 
to have it in summer time, so that a combination with a small vacation is also possible  
;)


Best regards,
Art


P.S. This is just a test poll to see if there is enough people in the community
which would like to meet other users. I tried to choose the cities, so that 
they are all more or less in the geographical center of europe, so that we have 
a fair travel distance for most of the european osg users :) If you think, some 
city is missing, let me know.

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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-24 Thread Art Tevs
Hi David, all,

here is the current overview about the voting:

Paris, France  [ 5 ]
Marseile, France [ 0 ]
Strassbourg, France [ 1 ]
Prague, Czech Republic [ 1 ]
Genova, Italy [ 0 ]
Brussel, Belgium [ 2 ]
Zuerich, Switzerland [ 1 ]
Luxembourg, Luxembourg [ 1 ]
Munich, Germany [ 0 ]
Frankfurt Am Main, Germany [ 0 ]
Stuttgart, Germany [ 0 ]

Total votes: 11


So currently Paris is the leader. I think, I'll let the poll open until the 
01.04.2009. Hence, vote for your city where do you want to have next 
osgInEurope - OSG user meeting/conference.


Best regards,
Art

P.S. As to the video conference - I will try to find out, which hardware we 
will need. If somebody do know something interesting, then let us know ;)

P.P.S This is a reminder mail, to push this thread up ;)

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Re: [osg-users] Switching post-processing on/off

2009-02-24 Thread Ken George
I did attempt the setRenderingCache(0) and that didn't seem to have any effect. 
 
I also looked at using 2 cameras, but was not successful.  I didn't use a 
switch node and so that could work.

I did change the renderStage code to detect when the rendering implementation 
changed and to then call runCameraSetup.  
This does work and I could clean it up and submit it if there isn't another 
solution.

It does seem like it should work this way without having to do something 
obscure.

Ken

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Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support

2009-02-24 Thread Ken George
I'm looking at similar requirements and was looking at osgPPU today to see if 
multisampling was implemented.

In looking at the hdr sample, I attempted to change the color buffer attachment 
from:
  
//  camera-attach(osg::Camera::COLOR_BUFFER, texture);

to:
camera-attach(osg::Camera::COLOR_BUFFER, texture, 
0, 0, false,
4, 4);

This causes a multisample fbo to be used, but the rendering result is black.  
This works in the osg example osgprerender, so I'm not sure why this doesn't 
work here.  
So perhaps someone could take a look at this.

Ken

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Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support

2009-02-24 Thread Art Tevs
Hi Ken, Stephan,

I will take a look tomorrow on this, to find out why this doesn't work.  Now I 
am confused why current setup isn't able to get data also from multisampled 
buffers. The content of them should be copied to a texture anyway, by the osg, 
I think. However, I am not sure.

cheers,
art

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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Microsoft's mantra from the get go has been to kill OpenGL. Much to their
dismay and despite their bully tactics, OpenGL is still here...and growing.
I know in the IG world, most IG vendors (Rockwell-Collins, Quantum,
Aechelon, etc.) out there are using OpenGL and most are using Windows as the
OS. The only IG vendor I'm aware of that is using D3D on Windows is MetaVR. 

D3D has a stranglehold on the gaming market but that is really all they
have. Most professional apps outside of this realm are using OpenGL.

I refuse to drink the Microsoft Kool-Aid and I believe OpenGL will not
only continue to persist but it will flourish. If anything, OpenGL should
exist so that developers don't have to crawl to Microsoft to do their 3D
graphics apps. 

Thanks goodness that OpenGL is cross-platform and D3D is not. 

-S

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Tuesday, February 24, 2009 10:45 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

Hi Paul,

 Hm. Perhaps this is an appropriate time for me to unveil my discussion 
 forum, in which I have a blog stating my own opinions of OpenGL versus
D3D:
 http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2 

Nice post, I agree. That Tom's Hardware article was buying into 
Microsoft's misinformation, but you present the facts. But regarding MS 
dropping D3D, don't hold your breath :-)

I've got your message board bookmarked. :-)

J-S
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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Thrall, Bryan
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote on Tuesday, February 24, 
2009 5:07 PM:

 Microsoft's mantra from the get go has been to kill OpenGL. Much to their
 dismay and despite their bully tactics, OpenGL is still here...and growing.
 I know in the IG world, most IG vendors (Rockwell-Collins, Quantum,
 Aechelon, etc.) out there are using OpenGL and most are using Windows as the

  FlightSafety :)

 OS. The only IG vendor I'm aware of that is using D3D on Windows is MetaVR.
 
 D3D has a stranglehold on the gaming market but that is really all they
 have. Most professional apps outside of this realm are using OpenGL.
 
 I refuse to drink the Microsoft Kool-Aid and I believe OpenGL will not
 only continue to persist but it will flourish. If anything, OpenGL should
 exist so that developers don't have to crawl to Microsoft to do their 3D
 graphics apps.
 
 Thanks goodness that OpenGL is cross-platform and D3D is not.

Agreed, but we can still complain that OpenGL isn't moving forward fast enough 
for us, right?

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Jean-Sébastien Guay
 Sent: Tuesday, February 24, 2009 10:45 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
 
 Hi Paul,
 
 Hm. Perhaps this is an appropriate time for me to unveil my discussion
 forum, in which I have a blog stating my own opinions of OpenGL versus D3D:
 http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2
 
 Nice post, I agree. That Tom's Hardware article was buying into
 Microsoft's misinformation, but you present the facts. But regarding MS
 dropping D3D, don't hold your breath :-)
 
 I've got your message board bookmarked. :-)
 
 J-S
-- 
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 Agreed, but we can still complain that OpenGL isn't moving forward fast
enough for us, right?

Absolutely...given the rate that the hardware is evolving in terms of
capability and programmability.

Now, where's my GLSL IDE...:)




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Re: [osg-users] Streaming of high resolution images

2009-02-24 Thread Ulrich Hertlein

On 25/2/09 1:35 AM, Art Tevs wrote:

you can even stream from a RAM disk, which will increase the performance as 
well. An
external application could stream from the hdd to the ram disk in parallel to 
your
application. For a multicore cpu this shouldn't be a big problem. So you will 
use the


Why would you read from disk into a RAM disk, then read from RAM disk into, err, RAM 
again?  Instead of reading straight from disk into your RAM cache?


The bottleneck is still your disk I/O bandwidth and if that isn't fast enough you're still 
out of luck.


Set up a read thread that reads the images into RAM buffers and upload the images from the 
buffers as needed.  At least that way you have the I/O wait in another thread and not your 
draw thread.


Still: the resolution you mentioned (1440x1050) requires ~108 MB/s for 8-bit RGB @ 25 fps 
(and over 140 MB/s for 10-bit or RGBA).  You need a few drives to do that...


Cheers,
/ulrich
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Re: [osg-users] Flash embedding for GUI

2009-02-24 Thread Gerwin de Haan
Hi Eric,

I haven't used it, but apparently Gnash (GNU Flash movie player)[1]
has multiple backends for rendering flash content. I quickly
downloaded the source tarball and I see backends for OpenGL, Cairo and
AGG in there. As Jeremy indicated, the Cairo context would likely be
the way to go if you want results fast. Perhaps a customized backend
for OSG would be most flexible. Apparently, also movies inside flash
content can be played back using GStreamer or ffmpeg according to this
thread [2].

[1] Gnash (GNU Flash movie player), http://www.gnu.org/software/gnash/
[2] Thread on Gnash + OpenGL,
http://www.mail-archive.com/gnash-...@gnu.org/msg04983.html

On Tue, Feb 24, 2009 at 5:43 PM, Jeremy Moles jer...@emperorlinux.com wrote:
 On Tue, 2009-02-24 at 16:31 +, Robert Osfield wrote:
 Hi Eric,

 I don't know of any Flash NodeKit's/plugins for the OSG.

 The easiest way, in my opinion, would be to setup a Cairo context for an
 ImageStream object and continually update/dirty it. It would be decently
 fast, faster than a Flash plugin would be at any rate. :)

 The way to do it would be in a similar way to how OSG-2.8 does the
 osgWidget::Browser, VncClient and PdfReader widgets, where the
 osgWidget library provides the interface, but the plugin implements
 the connection with the 3rd party library that does all the heavy
 lifting.  The events are passed seamlessly to the plugin
 implementation, and can handle application of the texture on to non
 planar objects.  This approach allows the plugin to just focus on
 wiring up the rendering to an osg::Image and passing of events to the
 3td party library.

 Robert.

 On Tue, Feb 24, 2009 at 10:08 AM, Eric Pouliquen
 epouliq...@silicon-worlds.fr wrote:
  Hi all,
 
      I would like to know if some nodekit provides a Flash embedding layer
  for OSG ? Something similar to the Hikari lib for Ogre3D
  (http://code.google.com/p/hikari-library/wiki/Introduction) which is based
  on the Flash activeX.
 
      In fact, I'm looking for a good way to achieve very good quality GUI
  widgets, and I saw this seems to be a good way (design, transparency 
  etc)...
  if someone knows another way ? Another good point for this is the flash
  movies playing capabilities (as HUD or texture mapped of course).
 
  Best Regards,
 
  Eric Pouliquen
 
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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-24 Thread Adrian Egli OpenSceneGraph (3D)
Switzerland == 3

2009/2/24 Art Tevs osgfo...@tevs.eu

 Hi David, all,

 here is the current overview about the voting:

 Paris, France  [ 5 ]
 Marseile, France [ 0 ]
 Strassbourg, France [ 1 ]
 Prague, Czech Republic [ 1 ]
 Genova, Italy [ 0 ]
 Brussel, Belgium [ 2 ]
 Zuerich, Switzerland [ 1 ]
 Luxembourg, Luxembourg [ 1 ]
 Munich, Germany [ 0 ]
 Frankfurt Am Main, Germany [ 0 ]
 Stuttgart, Germany [ 0 ]

 Total votes: 11


 So currently Paris is the leader. I think, I'll let the poll open until the
 01.04.2009. Hence, vote for your city where do you want to have next
 osgInEurope - OSG user meeting/conference.


 Best regards,
 Art

 P.S. As to the video conference - I will try to find out, which hardware we
 will need. If somebody do know something interesting, then let us know ;)

 P.P.S This is a reminder mail, to push this thread up ;)

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 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=7349#7349





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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-24 Thread Raymond de Vries

Hi everyone,

Just wanted to let you know that I am following this thread with 
interest, and that I will certainly consider to join. I did not vote 
because I don't have an explicit favourite, it would not make sense to 
add another city in my country (Netherlands). Could there be another 
option like Don't care about the city, I want to join, that way we can 
count the number of interested people.


Regards
Raymond



Art Tevs wrote:

Hi David, all,

here is the current overview about the voting:

Paris, France  [ 5 ]
Marseile, France [ 0 ]
Strassbourg, France [ 1 ]
Prague, Czech Republic [ 1 ]
Genova, Italy [ 0 ]
Brussel, Belgium [ 2 ]
Zuerich, Switzerland [ 1 ]
Luxembourg, Luxembourg [ 1 ]
Munich, Germany [ 0 ]
Frankfurt Am Main, Germany [ 0 ]
Stuttgart, Germany [ 0 ]

Total votes: 11


So currently Paris is the leader. I think, I'll let the poll open until the 
01.04.2009. Hence, vote for your city where do you want to have next 
osgInEurope - OSG user meeting/conference.


Best regards,
Art

P.S. As to the video conference - I will try to find out, which hardware we 
will need. If somebody do know something interesting, then let us know ;)

P.P.S This is a reminder mail, to push this thread up ;)

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=7349#7349





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Re: [osg-users] VPB trac site

2009-02-24 Thread Jose Luis Hidalgo
Hi JP,

   Solved! thanks for pointing this out.

On Tue, Feb 24, 2009 at 8:02 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi,

 I can't view the VPB Timeline any more.

 First error is:
 Error: Forbidden
 TIMELINE_VIEW privileges are required to perform this operation

 When I try to login, I get:
 Trac Error
 Authentication information not available. Please refer to the installation
 documentation.

 regards
 jp

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