[osg-users] Calculate function values to 1d texture

2009-02-27 Thread Alexey Yurov
Hi all, i need to calculate some function f(x) values and pass it to shader 
through texture1d. Please, can you show me some examples how to do it with osg 
2.6?

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Re: [osg-users] OpenGL and OSG advocacy

2009-02-27 Thread Robert Osfield
Hi Sukender,

On Thu, Feb 26, 2009 at 11:40 PM, Sukender suky0...@free.fr wrote:
 I created Community/Advocacy (Robert: since it's about OpenGL *AND* OSG, I 
 did not put OpenGL in the page name).
 See http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy , and 
 start discussing!

 Also feel free to complete 2 other pages (and feel free to add links to some 
 articles if revelant):
 http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy/Myths
 http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy/Demos
 Please note these are only placeholders for now... :)

Thanks for putting up the pages, it looks like a good start of the process.

 I begin, by giving some more ideas:
 - May we try to find short sentences that sounds like advertising (about 
 OpenGL or OSG) we could put as banners or logos on our websites/blogs? Any 
 idea?

Too early in the morning for me to be creative I'm afraid.  I guess we
could add short phases to our email signatures, as well as to blogs.
The OSG website doesn't yet sport OpenGL logos we we really should get
on with as a starter.  Perhaps OpenGL ES and OpenGL CL, Collada be
worth talking about in the mix and include logos would also be worth
doing.

 - May we insist on the fact that OpenGL is used on consoles (except Xbox)?

Existing consoles are already set in stone, the next gen ones might
still be open to influence, none of which actually use a standard
version of OpenGL or OpenGL ES.

One can be sure that MS's next console will be Direct3D and not
contain OpenGL, but I guess it wouldn't do any harm to lobby for it,
even if you knew it was not going to be successful, as it points to
the need for a single graphics API to be present across all consoles.
Costs and time to market in recession are more critical than ever,
being able to write software once and recompile everywhere is one of
the most compelling aspect to standards like OpenGL.

 Thougts? Ideas?

We build a magic wand capable of ushering peace to all that inhabit
the earth and ensuring that open standards become the foundation of
all computing ;-)

Trawling the web/community for good examples of advocacy might be a
place to start for getting inspiration.  The OpenGL website might also
be place to look for articles/quotes.

Distilling what value OpenGL and separately OSG/OpenGL provides to the
graphics market to a couple of key phrases might be useful.

Robert.
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[osg-users] Converting large obj file with osgconv

2009-02-27 Thread Crampman

Hi,

I'm having problems when I try to convert a lagre obj file (~600MB) into 
a ive file using  osgconv :  the conversion took ages and eventually 
failed after eating the whole swap.

Is there any solution or workaround ?

Thanks!

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Re: [osg-users] Converting large obj file with osgconv

2009-02-27 Thread Marcin Prus

Hi,
do you have problem with not enough free memory or do you hit 2GB per 32 
bit process limit in MS Windows?


In second case, if you use Visual Studio, you can enable 
LARGEADDRESSAWARE linker flag for osgconv. As an addition you will need 
/3GB in boot.ini for 32 bit Windows XP. This will extend memory 
available for 32 bit process. Otherwise, you might consider using 64bit OSG.


Also, you can try to do conversion in 2 steps, first with -O 
noTexturesInIVEFile and then convert resulting .ive into second one with 
textures inside. I used this approach some time ago and it worked for 
some of my large models.


Best,
Marcin

Crampman pisze:

Hi,

I'm having problems when I try to convert a lagre obj file (~600MB) 
into a ive file using  osgconv :  the conversion took ages and 
eventually failed after eating the whole swap.

Is there any solution or workaround ?

Thanks!

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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Robert Osfield
Hi JS,

On Fri, Feb 27, 2009 at 3:19 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Sure, I should have said is it ratified by the ISO or another international
 standards body. Still, is OpenGL really a standard? A de-facto standard,
 perhaps, as much as OSG is the de-facto standard for scene graphs. But it's
 a spec, not a standard in the broader sense.

Ahh, I recognize the condition now, we have an open standards denier ;-)

From the Khronos website, it leads with:

The Khronos Group is an industry consortium creating open standards
for the authoring and acceleration of parallel computing, graphics and
dynamic media on a wide variety of platforms and devices.

 Anyways, I want to be clear that I don't belittle OpenGL in the least. It's
 a great tool that I use everyday (either through OSG or not).

Calling OpenGL a de-facto standard rather than an open standard is
belittling OpenGL, Khronous and the ARB.  Open standards take courage
and conviction to develop.

Sure I wish Khronous/ARB would be more open to outside contributors, I
wish the process of developing OpenGL was more open, but the final
specs are are a royalty free open specs.  This allows Mesa to exists
without buying into any consortium, and allows it's license to be be
open.

Robert.
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Re: [osg-users] multiple views on separate Qt widgets

2009-02-27 Thread Robert Osfield
Hi Richard,

Could you explain what we should be expecting.  For instance a
screenshot of what it originally looked like would be useful.

Robert.

On Fri, Feb 27, 2009 at 1:58 AM, Richard Baron Penman osgfo...@tevs.eu wrote:
 hello,

 When I upgraded from 2.4 to 2.6 the CompositeViewer example in my previous 
 post broke so that the model rendered outside the window on the desktop.
 A screenshot and the original code are attached.

 I suspect I was doing something illegal in the SceneOSG::addView() method but 
 got away with it in the previous version. If you are experienced with the 
 Viewer class could you take a look?

 thanks,
 Richard

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Re: [osg-users] Calculate function values to 1d texture

2009-02-27 Thread Robert Osfield
Hi Alexey,

Could you use the osg::TransferFunction1D class to help build an
osg::Image that you can attach to a texture.  See the osgvolume
example.

Can I also recommend that you upgrade to OSG-2.8 as it has an improved
TransferFunction1D that is easier to use.

Robert.

On Fri, Feb 27, 2009 at 8:51 AM, Alexey Yurov osgfo...@tevs.eu wrote:
 Hi all, i need to calculate some function f(x) values and pass it to shader 
 through texture1d. Please, can you show me some examples how to do it with 
 osg 2.6?

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Re: [osg-users] Converting large obj file with osgconv

2009-02-27 Thread Crampman

Hi,

I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap.
The conversion failed after ~12 hours, and the obj model doesn't have 
any textures.


Marcin Prus a écrit :

Hi,
do you have problem with not enough free memory or do you hit 2GB per 
32 bit process limit in MS Windows?


In second case, if you use Visual Studio, you can enable 
LARGEADDRESSAWARE linker flag for osgconv. As an addition you will 
need /3GB in boot.ini for 32 bit Windows XP. This will extend memory 
available for 32 bit process. Otherwise, you might consider using 
64bit OSG.


Also, you can try to do conversion in 2 steps, first with -O 
noTexturesInIVEFile and then convert resulting .ive into second one 
with textures inside. I used this approach some time ago and it worked 
for some of my large models.


Best,
Marcin

Crampman pisze:

Hi,

I'm having problems when I try to convert a lagre obj file (~600MB) 
into a ive file using  osgconv :  the conversion took ages and 
eventually failed after eating the whole swap.

Is there any solution or workaround ?

Thanks!

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Re: [osg-users] Converting large obj file with osgconv

2009-02-27 Thread Paul Melis

Crampman wrote:

I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap.
The conversion failed after ~12 hours, and the obj model doesn't have 
any textures.
How much geometry is there in your model? The OSG .obj plugin isn't very 
efficient. But .obj is very easy to parse (although things like groups 
might make conversion slightly more difficult), so you could try to do 
it yourself and directly construct the necessary OSG objects from c++ 
while reading in the .obj file...


Paul


Marcin Prus a écrit :

Hi,
do you have problem with not enough free memory or do you hit 2GB per 
32 bit process limit in MS Windows?


In second case, if you use Visual Studio, you can enable 
LARGEADDRESSAWARE linker flag for osgconv. As an addition you will 
need /3GB in boot.ini for 32 bit Windows XP. This will extend memory 
available for 32 bit process. Otherwise, you might consider using 
64bit OSG.


Also, you can try to do conversion in 2 steps, first with -O 
noTexturesInIVEFile and then convert resulting .ive into second one 
with textures inside. I used this approach some time ago and it 
worked for some of my large models.


Best,
Marcin

Crampman pisze:

Hi,

I'm having problems when I try to convert a lagre obj file (~600MB) 
into a ive file using  osgconv :  the conversion took ages and 
eventually failed after eating the whole swap.

Is there any solution or workaround ?

Thanks!

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Re: [osg-users] Flicker in osgviewer, multiple channels

2009-02-27 Thread Per Nordqvist
Hi guys, thanks for the quick replies. My code is ported from SGI Performer
and for some
reason the predraw switching technique used to work in there.
I've tested nodemasks now and they work fine, but I suppose I could
use switches in each
of the slave cameras as well if I want the flexibility to show/hide things
on the fly.

cheers,

/Per
2009/2/26 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi Daniel,

 This might be too simple a solution, but have you tried assigning nodemasks
 to the objects in question along with the appropriate nodemask for the
 various cameras?  The osgstereoimage example shows how this works.


 That would work too, but you run out of bits in the nodemask pretty quickly
 if you start using the node mask for such simple things. I find adding the
 objects as children of only the required cameras works well.


 J-S
 --
 __
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Converting large obj file with osgconv

2009-02-27 Thread Marcin Prus
osgconv uses Optimizer by default, perhaps you can try conversion with 
all optimisations turned off?
You can switch default optimisations using OSG_OPTIMIZER environmental 
variable

Marcin


Crampman pisze:

Hi,

I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap.
The conversion failed after ~12 hours, and the obj model doesn't have 
any textures.


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[osg-users] database streaming

2009-02-27 Thread Frederic Marmond
Hello (osg) world,

I stopped working with osg for few years, and I'm back here (at less)
for a customer project = my OSG knowledges are outdated.

I don't find any technical documents about database pager, that would
show how it works and what are its limitations, and I don't know if
that technology would fit my needs.

My current need is to stream database across internet, between a
'server' and a 'client', where the last is something like an osg
viewer. Database (very large and detailed terrain) is composed of both
static files and dynamic generated data.

As far as I understand the pager, it gets sub-graph files, depending
of LOD, eventually on a network thanks to the net plugin. Am I right?

Can somebody point me relevant entry points, docs, tips or mailing
list threads ?

Other (unrelated) question: IIRC, I used osgedit in the past, to get
an human readable output of the database. The project seems to be
dead. Is there any other way to have a nice look at the scene graph
internals now?

I thank you in advance...
(for info, I'm on irc #openscenegraph, if it helps explaining me
things there :) )

Fred
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Re: [osg-users] Converting large obj file with osgconv

2009-02-27 Thread Crampman

Thanks for your quick replies,

My model contains 8,726,464 vertexes and 17,377,292 tris

I'll look for loading the obj from c++.

Cramp'


Paul Melis a écrit :

Crampman wrote:

I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap.
The conversion failed after ~12 hours, and the obj model doesn't have 
any textures.
How much geometry is there in your model? The OSG .obj plugin isn't 
very efficient. But .obj is very easy to parse (although things like 
groups might make conversion slightly more difficult), so you could 
try to do it yourself and directly construct the necessary OSG objects 
from c++ while reading in the .obj file...


Paul


Marcin Prus a écrit :

Hi,
do you have problem with not enough free memory or do you hit 2GB 
per 32 bit process limit in MS Windows?


In second case, if you use Visual Studio, you can enable 
LARGEADDRESSAWARE linker flag for osgconv. As an addition you will 
need /3GB in boot.ini for 32 bit Windows XP. This will extend memory 
available for 32 bit process. Otherwise, you might consider using 
64bit OSG.


Also, you can try to do conversion in 2 steps, first with -O 
noTexturesInIVEFile and then convert resulting .ive into second one 
with textures inside. I used this approach some time ago and it 
worked for some of my large models.


Best,
Marcin

Crampman pisze:

Hi,

I'm having problems when I try to convert a lagre obj file (~600MB) 
into a ive file using  osgconv :  the conversion took ages and 
eventually failed after eating the whole swap.

Is there any solution or workaround ?

Thanks!

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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Robert Osfield
Hi Colin,

On Fri, Feb 27, 2009 at 10:19 AM, Middleton, Colin (GE EntSol,
Intelligent Platforms)
 Interestingly the OpenGL driver for this chipset is far far better on
 Linux than on Windows. I suspect the Open Source driver is responsible
 for this.

This is a really interesting and encouraging finding.  Makes me wonder
if an open source driver might be possible under WIndows as well.

I would just love to get open source OpenGL drivers to a point that
they match the proprietary ones on all platforms, once you get to this
point there is no turning back, the open source development model will
just outpace the proprietary solutions in terms of features and
stability.

Both ATI and Intel have already published lots of specs on their
hardware, and Intel and ATI open source drivers are under development,
but it takes time to get a fully operational driver in place, so we do
need to be patient.  It's good to hear of success with the Intel
drivers already.   If only NVidia would follow suit and be more open
about their hardware then we'd have potential for OpenGL drivers to
all come out of hiding.

An aside from this is the interesting work being done a Gallium3D

http://www.tungstengraphics.com/wiki/index.php/Gallium3D

Hopefully this will help spur on the efforts on developing open source
drivers across platforms.  It also adds another possibility in that
it's rendering API agnostic, so potentially we could even write
directly to Gallium3D rather than the OpenGL lib on top of it.  This
is rather a leap though... Gallium3D needs to become successful first,
we need to develop the ability of the OSG to have multiple rendering
backends... lots of if's and but's... but we given a bit of patience
(like several years worth) perhaps both the Gallium3D and OSG will
someday be ready to dance to together.

Robert.
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Re: [osg-users] Converting large obj file with osgconv

2009-02-27 Thread Robert Osfield
Hi Cramp,

It could be that the tri stripper is bluking at such a large dataset.
Try disable the tri stripping via:

osgconv myfile.obj myfile.osg -O noTriStripPolygons

You can query the options via:

osgconv --format obj
Plugin osgPlugins-2.9.0/osgdb_obj.so
{
ReaderWriter : Wavefront OBJ Reader
{
extensions : .objAlias Wavefront OBJ format
options: AMBIENT=unit  Set texture unit for
ambient texture
options: BUMP=unit Set texture unit for
bumpmap texture
options: DIFFUSE=unit  Set texture unit for
diffuse texture
options: DISPLACEMENT=unit Set texture unit for
displacement texture
options: OPACITY=unit  Set texture unit for
opacity/dissolve texture
options: REFLECTION=unit   Set texture unit for
reflection texture
options: SPECULAR=unit Set texture unit for
specular texture
options: SPECULAR_EXPONENT=unitSet texture unit for
specular exponent texture
options: noRotation  Do not do the default
rotate about X axis
options: noTesselateLargePolygonsDo not do the default
tesselation of large polygons
options: noTriStripPolygons  Do not do the default
tri stripping of polygons
}
}

Robert.
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Re: [osg-users] rendered image has overally lower pixel values

2009-02-27 Thread Jiri Filip
Hi jp,

thanks a lot. Changing texture mode a below helped to get the right values.


Code:
osg::ref_ptrosg::TexEnv texEnv = new osg::TexEnv;
  texEnv-setMode(osg::TexEnv::REPLACE);
  state-setTextureAttributeAndModes(0,texEnv.get(),osg::StateAttribute::ON);



Thanks again
Jiri

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Re: [osg-users] Converting large obj file with osgconv

2009-02-27 Thread Paul Melis

Crampman wrote:

Thanks for your quick replies,

My model contains 8,726,464 vertexes and 17,377,292 tris
That's not as much as I was expecting. I'm pretty sure I loaded models 
with similar sizes in OSG (which also took quite some time).

I would say check out Robert's suggestion first (disabling the tri stripper)

Paul
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Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Tanguy Fautre

Hi all,

Some dll are actually not needed in this package. Basically, they're just 
failed symbolic links (on Windows, the build system copy the files).

You can safely delete the following files from the ffmpeg package.

avcodec-51.71.0.dll
avcodec.dll
avdevice-52.1.0.dll
avdevice.dll
avformat-52.22.1.dll
avformat.dll
avutil-49.10.0.dll
avutil.dll

The following dlls should NOT be deleted.

avcodec-51.dll
avdevice-52.dll
avformat-52.dll
avutil-49.dll

This should free several MBs. Sorry for not spotting and solving this before.


As Robert already said, the libs should be compatible with any VC versions. 
They're compiled for Win32-x86 (we have not done any x64 builds I'm afraid).

The libs were built from ffmpeg revision 15261. The ffmpeg plugin was mainly 
developed using this version. So it should provide a safer starting point for 
Windows developers.

It should be stressed that this is the LGPL version of FFmpeg. FFmpeg can be 
compiled using the GPL license, in which case several more features are 
available.

If you're interested in Win32 GPL builds and/or different revisions of FFmpeg, 
you can visit http://ffmpeg.arrozcru.org/builds/

If you feel confident enough about building your own version of FFmpeg on 
Windows using MSYS+MinWG+GCC, you'll find plenty of help on 
http://ffmpeg.arrozcru.org/


Cheers,

Tanguy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Friday 27 February 2009 09:08
To: OpenSceneGraph Users
Subject: Spam: Re: [osg-users] New ffmpeg plugin checked into svn/trunk

On Fri, Feb 27, 2009 at 3:20 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Robert,

 Tanguy said that the libs were built using MSYS+MinWG+GCC, but should
 be compatible with various VS version thanks to it being C library.

 Great, I'll give it a try soon and report back. Still, that info should
 probably be in a readme file in the zip or something (if it isn't already).

We can add all the details once we figured out what we'll need, right
now our ffmpeg plugin and build of it is really bleeding edge.

Robert.
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Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Robert Osfield
Hi Jason,

On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly jd...@ist.ucf.edu wrote:
 OpenAL is an obvious possibility for this.  The OpenAL-Soft implementation
 at http://kcat.strangesoft.net/openal.html  supports almost all of the
 platforms that OSG supports, and there are also hardware implementations of
 OpenAL for some sound cards (mostly Creative Labs).  There is also a
 dedicated OSX implementation.

 You wouldn't necessarily need to go so far as to integrate osgAudio yet.
  Simple streaming from ffmpeg could probably be implemented with just a few
 lines of OpenAL code.

Do you have any links to a tutorial that illustrates what these few
lines of code might be?

Robert.
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[osg-users] Is the build complete?

2009-02-27 Thread Jason Rupert
New to OpenSceneGraph and working on Mac OSX.

I navigated to the OpenSceneGraph folder and typed
make

The build made it all the way to the following lines:
...
Scanning dependencies of target example_osgviewerCocoa
[ 49%] Building CXX object 
examples/osgviewerCocoa/CMakeFiles/example_osgviewerCocoa.dir/ViewerCocoa.mm.o
[ 50%] Building CXX object 
examples/osgviewerCocoa/CMakeFiles/example_osgviewerCocoa.dir/main.m.o
cc1obj: warning: command line option -fvisibility-inlines-hidden is valid for 
C++/ObjC++ but not for ObjC
cc1obj: warning: command line option -fvisibility-inlines-hidden is valid for 
C++/ObjC++ but not for ObjC
Linking CXX executable ../../bin/osgviewerCocoa
ld warning: duplicate dylib ../../lib/libosg.2.9.0.dylib
ld warning: duplicate dylib ../../lib/libosg.2.9.0.dylib
[ 50%] Built target example_osgviewerCocoa


Did the build complete at 50%?  I went to sleep prior to this point, so I 
wasn't sure if my computer went to sleep or the hard-drive went to sleep prior 
to it getting to this point.  

Thanks for any feedback you can provide.

Jason




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Re: [osg-users] Eric Wing's osgdb_ImageIO image plugin for OSX

2009-02-27 Thread Stephan Maximilian Huber
Hi,

Eric Sokolowsky schrieb:
 Here's Eric Wing's ImageIO plugin. It was actually submitted to
 osg-submissions in October 2007 but nothing was ever done with it. If
 someone wants to take a stab at integration please go ahead. I want to
 do it, but have no time... isn't that always the way?

thanks Eric,

I am integrating it now and update it's source to 2.8. I'll submit it to
osg-submissions next week if everything went ok.

@Robert:

Is there a chance to get a private branch of osg/subversion with
write-access, so multiple people can try getting the cocoa-backend finished?

cheers,
Stephan

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Re: [osg-users] Is the build complete?

2009-02-27 Thread Robert Osfield
Hi Jason.

Cmake build reports overall progress of the build, so if it says its
50% by it's estimate you are half way through the build of all OSG
targets.

Do another make and you should see it complete rapidly reaching 100%
on the final target.

Robert.

On Fri, Feb 27, 2009 at 12:36 PM, Jason Rupert jasonkrup...@yahoo.com wrote:
 New to OpenSceneGraph and working on Mac OSX.

 I navigated to the OpenSceneGraph folder and typed
 make

 The build made it all the way to the following lines:
 ...
 Scanning dependencies of target example_osgviewerCocoa
 [ 49%] Building CXX object
 examples/osgviewerCocoa/CMakeFiles/example_osgviewerCocoa.dir/ViewerCocoa.mm.o
 [ 50%] Building CXX object
 examples/osgviewerCocoa/CMakeFiles/example_osgviewerCocoa.dir/main.m.o
 cc1obj: warning: command line option -fvisibility-inlines-hidden is valid
 for C++/ObjC++ but not for ObjC
 cc1obj: warning: command line option -fvisibility-inlines-hidden is valid
 for C++/ObjC++ but not for ObjC
 Linking CXX executable ../../bin/osgviewerCocoa
 ld warning: duplicate dylib ../../lib/libosg.2.9.0.dylib
 ld warning: duplicate dylib ../../lib/libosg.2.9.0.dylib
 [ 50%] Built target example_osgviewerCocoa


 Did the build complete at 50%?  I went to sleep prior to this point, so I
 wasn't sure if my computer went to sleep or the hard-drive went to sleep
 prior to it getting to this point.

 Thanks for any feedback you can provide.

 Jason



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[osg-users] osgdem permission error

2009-02-27 Thread Dario Filipovic

Hi, I am trying to create a terrain as explained on 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem

Everything went fine, until i tried to create a terrain with the osgdem. 
i used next line to get things done:
osgdem.exe -d ps_height_1k.png

it starts fine, but ends with an error:
Error: do not have write permission to write out file output.ive
Caught exception : Error: do not have write permission to write out file 
output.ive

I have tried to change permissions so everyone can write to the folder, didn't 
help. I'm using windows xp/vs2008, could it be that i missed some of 
dependencies? btw, I successfuly compiled osg using cmake (no errors/warnings) 
and gdal.

Thanx in advance!

_

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Re: [osg-users] Positioning PrecipitationEffect

2009-02-27 Thread Jason Beverage
Hi Robert,

I was using the scaled lz.osg as an example, the same behavior can be seen
if you simply use the cow.osg.  It rains very hard right around the cow, but
if you move the camera back far enough, the rain gets lighter and lighter
and then finally stops completely.  Is this the desired effect?

My original tests were on a projected osgdem generated database.  If I used
a very small database, then the osgprecipitation effect worked well, but
loading a larger scene caused it to rain within a small region around the
center of the bounding sphere.  I'll keep looking and see if I can come up
with anything.

Thanks,

Jason


On Thu, Feb 26, 2009 at 4:07 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Jason,

 osgParticle::PrecipitationEffect is design to be effectively infinite,
 no matter how far you move it should repeat endlessly.  I've done lots
 of testing on town sized models and it certainly works in this context
 fine.

 My guess is that your scaling of the scene has introduced issues that
 the shader isn't able to cope with for some reason.  Try loaded a
 model that is of a 1:1 scale to see if it works fine.

 Robert.

 On Thu, Feb 26, 2009 at 7:29 PM, Jason Beverage jasonbever...@gmail.com
 wrote:
  Hi Robert,
 
  I'm playing around with the osgprecipitation example and noticed that it
  doesn't work as I would expect for large models.
 
  For example, osgprecipitation lz.osg works fine, but osgprecipitation
  lz.osg.100,100,100.scale doesn't show any rain unless you zoom in closely
 to
  0,0,0.
 
  Is there a way to make the precipitation effect follow the camera so that
 is
  always appears to be raining?
 
  I attempted to use the setPosition method of particle effect on each
 frame
  to the eye point of the camera, but that didn't seem to do anything.  I
 also
  tried sticking the PrecipitationEffect under a MatrixTransform and
  translating the MatrixTransform to the eye point of the camera each frame
  and it didn't seem to work correctly either.  It seemed like it only
  respected the initial positioning and ignored all subsequent transforms.
 
  Thanks!
 
  Jason
 
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Re: [osg-users] Lightning problem with camera point of view

2009-02-27 Thread Vincent Bourdier
Hi,

2009/2/24 Jason Daly jd...@ist.ucf.edu:
 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.

I think smoothing modifier is just a normal auto-modifier to have a
smooth illusion, but I'm searching at a way to be sure normal are
created and exported in my OSG/IVE model from 3ds max with osgExp

If you have any idea... It would be nice :-)

Thanks

Regards,
   Vincent.


 --J

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Re: [osg-users] Positioning PrecipitationEffect

2009-02-27 Thread Robert Osfield
Hi Jason,

I've just done tests on town models here at it's working fine.

Could you take a screenshot of what your are seeing, perhaps it's a driver bug.

Robert.

On Fri, Feb 27, 2009 at 3:49 PM, Jason Beverage jasonbever...@gmail.com wrote:
 Hi Robert,

 I was using the scaled lz.osg as an example, the same behavior can be seen
 if you simply use the cow.osg.  It rains very hard right around the cow, but
 if you move the camera back far enough, the rain gets lighter and lighter
 and then finally stops completely.  Is this the desired effect?

 My original tests were on a projected osgdem generated database.  If I used
 a very small database, then the osgprecipitation effect worked well, but
 loading a larger scene caused it to rain within a small region around the
 center of the bounding sphere.  I'll keep looking and see if I can come up
 with anything.

 Thanks,

 Jason


 On Thu, Feb 26, 2009 at 4:07 PM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi Jason,

 osgParticle::PrecipitationEffect is design to be effectively infinite,
 no matter how far you move it should repeat endlessly.  I've done lots
 of testing on town sized models and it certainly works in this context
 fine.

 My guess is that your scaling of the scene has introduced issues that
 the shader isn't able to cope with for some reason.  Try loaded a
 model that is of a 1:1 scale to see if it works fine.

 Robert.

 On Thu, Feb 26, 2009 at 7:29 PM, Jason Beverage jasonbever...@gmail.com
 wrote:
  Hi Robert,
 
  I'm playing around with the osgprecipitation example and noticed that it
  doesn't work as I would expect for large models.
 
  For example, osgprecipitation lz.osg works fine, but osgprecipitation
  lz.osg.100,100,100.scale doesn't show any rain unless you zoom in
  closely to
  0,0,0.
 
  Is there a way to make the precipitation effect follow the camera so
  that is
  always appears to be raining?
 
  I attempted to use the setPosition method of particle effect on each
  frame
  to the eye point of the camera, but that didn't seem to do anything.  I
  also
  tried sticking the PrecipitationEffect under a MatrixTransform and
  translating the MatrixTransform to the eye point of the camera each
  frame
  and it didn't seem to work correctly either.  It seemed like it only
  respected the initial positioning and ignored all subsequent transforms.
 
  Thanks!
 
  Jason
 
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Re: [osg-users] Positioning PrecipitationEffect

2009-02-27 Thread Robert Osfield
Hi Jason,

Curious

My using your settings and zooming out a long long way I see the
artefact.  It looks like the rendering cells are clamped to model.
This would normally be what you'd want - in a sim you don't normally
move outside the model.

Are you seeing problems when moving around your model?

Robert.


On Fri, Feb 27, 2009 at 4:36 PM, Jason Beverage jasonbever...@gmail.com wrote:
 Hi Robert,

 I'm attaching a zip file showing some screenshots of what I'm seeing.  I
 disabled lighting so that the terrain database would be more pronounced.
 This is running:
 osgprecipitation --fogColor 0 0 0 1 --particleColor 1 0 0 1 --particleSize
 0.1 terrain.ive.  Terrain.ive is an osgdem generated UTM database.

 The 3 screenshots show me being very close to the terrain and then zooming
 out.  You can see in 1.jpg that the lower bottom half of the rain is cut
 off.  In 2.jpg, I've added red lines to highlight the area where rain is
 appearing.  As I move in and out, I can see boxes of rain appear and
 dissapear and finally if I zoom far enough away, the rain dissapears
 completely.

 I'm thinking there is a precision issue somewhere...

 Thanks!

 Jason

 On Fri, Feb 27, 2009 at 10:55 AM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi Jason,

 I've just done tests on town models here at it's working fine.

 Could you take a screenshot of what your are seeing, perhaps it's a driver
 bug.

 Robert.

 On Fri, Feb 27, 2009 at 3:49 PM, Jason Beverage jasonbever...@gmail.com
 wrote:
  Hi Robert,
 
  I was using the scaled lz.osg as an example, the same behavior can be
  seen
  if you simply use the cow.osg.  It rains very hard right around the cow,
  but
  if you move the camera back far enough, the rain gets lighter and
  lighter
  and then finally stops completely.  Is this the desired effect?
 
  My original tests were on a projected osgdem generated database.  If I
  used
  a very small database, then the osgprecipitation effect worked well, but
  loading a larger scene caused it to rain within a small region around
  the
  center of the bounding sphere.  I'll keep looking and see if I can come
  up
  with anything.
 
  Thanks,
 
  Jason
 
 
  On Thu, Feb 26, 2009 at 4:07 PM, Robert Osfield
  robert.osfi...@gmail.com
  wrote:
 
  Hi Jason,
 
  osgParticle::PrecipitationEffect is design to be effectively infinite,
  no matter how far you move it should repeat endlessly.  I've done lots
  of testing on town sized models and it certainly works in this context
  fine.
 
  My guess is that your scaling of the scene has introduced issues that
  the shader isn't able to cope with for some reason.  Try loaded a
  model that is of a 1:1 scale to see if it works fine.
 
  Robert.
 
  On Thu, Feb 26, 2009 at 7:29 PM, Jason Beverage
  jasonbever...@gmail.com
  wrote:
   Hi Robert,
  
   I'm playing around with the osgprecipitation example and noticed that
   it
   doesn't work as I would expect for large models.
  
   For example, osgprecipitation lz.osg works fine, but osgprecipitation
   lz.osg.100,100,100.scale doesn't show any rain unless you zoom in
   closely to
   0,0,0.
  
   Is there a way to make the precipitation effect follow the camera so
   that is
   always appears to be raining?
  
   I attempted to use the setPosition method of particle effect on each
   frame
   to the eye point of the camera, but that didn't seem to do anything.
   I
   also
   tried sticking the PrecipitationEffect under a MatrixTransform and
   translating the MatrixTransform to the eye point of the camera each
   frame
   and it didn't seem to work correctly either.  It seemed like it only
   respected the initial positioning and ignored all subsequent
   transforms.
  
   Thanks!
  
   Jason
  
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[osg-users] PNG not displaying correctly..

2009-02-27 Thread neil.hughes
Hi All,

Please find attached a png file that has a purple circle, black boarder, and an 
alpha channel. I'm using OSG1.2, and trying to read it in via the png pluggin, 
and apply it to an object. The PNG loads, but the alpha channel is being 
ignored, and I get solid white instead of the underlying object color/texture. 

Please could someone tell me is there something wrong with the png file, the 
reader, or am I doing something that's not possible.

Many thanks for any help.

Kind regards

Neil.

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Re: [osg-users] PNG not displaying correctly..

2009-02-27 Thread Stephan Maximilian Huber
neil.hug...@tesco.net schrieb:
 Hi All,
 
 Please find attached a png file that has a purple circle, black boarder, and 
 an alpha channel. I'm using OSG1.2, and trying to read it in via the png 
 pluggin, and apply it to an object. The PNG loads, but the alpha channel is 
 being ignored, and I get solid white instead of the underlying object 
 color/texture. 
 
 Please could someone tell me is there something wrong with the png file, the 
 reader, or am I doing something that's not possible.
 
 Many thanks for any help.

there was no attachment.

Have you enabled GL_BLEND for your geometry?

node-getOrCreateStateSet()-setMode(GL_BLEND, osg::StateAttribute::ON);


cheers,
Stephan
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Re: [osg-users] Positioning PrecipitationEffect

2009-02-27 Thread Jason Beverage
Hi Robert,

It really depends on the model.  With the dataset in the screenshots (which
is the boston example from osgGIS), no, everything looks fine as long as I
stay relatively close to the dataset.  However, I have another dataset that
we use that is a much larger geospatial extent, and it seems to only work as
long as I am very close to the center of the bounding sphere of the dataset.

Perhaps for the large datasets there is a setting I could tweak to the
number of cells or something to make the effect appear over the whole
dataset.  I notice that the osgprecipitation example has a --boundingBox
option but it looks like it is never used.

Thanks!

Jason

On Fri, Feb 27, 2009 at 11:54 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Jason,

 Curious

 My using your settings and zooming out a long long way I see the
 artefact.  It looks like the rendering cells are clamped to model.
 This would normally be what you'd want - in a sim you don't normally
 move outside the model.

 Are you seeing problems when moving around your model?

 Robert.


 On Fri, Feb 27, 2009 at 4:36 PM, Jason Beverage jasonbever...@gmail.com
 wrote:
  Hi Robert,
 
  I'm attaching a zip file showing some screenshots of what I'm seeing.  I
  disabled lighting so that the terrain database would be more pronounced.
  This is running:
  osgprecipitation --fogColor 0 0 0 1 --particleColor 1 0 0 1
 --particleSize
  0.1 terrain.ive.  Terrain.ive is an osgdem generated UTM database.
 
  The 3 screenshots show me being very close to the terrain and then
 zooming
  out.  You can see in 1.jpg that the lower bottom half of the rain is cut
  off.  In 2.jpg, I've added red lines to highlight the area where rain is
  appearing.  As I move in and out, I can see boxes of rain appear and
  dissapear and finally if I zoom far enough away, the rain dissapears
  completely.
 
  I'm thinking there is a precision issue somewhere...
 
  Thanks!
 
  Jason
 
  On Fri, Feb 27, 2009 at 10:55 AM, Robert Osfield 
 robert.osfi...@gmail.com
  wrote:
 
  Hi Jason,
 
  I've just done tests on town models here at it's working fine.
 
  Could you take a screenshot of what your are seeing, perhaps it's a
 driver
  bug.
 
  Robert.
 
  On Fri, Feb 27, 2009 at 3:49 PM, Jason Beverage 
 jasonbever...@gmail.com
  wrote:
   Hi Robert,
  
   I was using the scaled lz.osg as an example, the same behavior can be
   seen
   if you simply use the cow.osg.  It rains very hard right around the
 cow,
   but
   if you move the camera back far enough, the rain gets lighter and
   lighter
   and then finally stops completely.  Is this the desired effect?
  
   My original tests were on a projected osgdem generated database.  If I
   used
   a very small database, then the osgprecipitation effect worked well,
 but
   loading a larger scene caused it to rain within a small region around
   the
   center of the bounding sphere.  I'll keep looking and see if I can
 come
   up
   with anything.
  
   Thanks,
  
   Jason
  
  
   On Thu, Feb 26, 2009 at 4:07 PM, Robert Osfield
   robert.osfi...@gmail.com
   wrote:
  
   Hi Jason,
  
   osgParticle::PrecipitationEffect is design to be effectively
 infinite,
   no matter how far you move it should repeat endlessly.  I've done
 lots
   of testing on town sized models and it certainly works in this
 context
   fine.
  
   My guess is that your scaling of the scene has introduced issues that
   the shader isn't able to cope with for some reason.  Try loaded a
   model that is of a 1:1 scale to see if it works fine.
  
   Robert.
  
   On Thu, Feb 26, 2009 at 7:29 PM, Jason Beverage
   jasonbever...@gmail.com
   wrote:
Hi Robert,
   
I'm playing around with the osgprecipitation example and noticed
 that
it
doesn't work as I would expect for large models.
   
For example, osgprecipitation lz.osg works fine, but
 osgprecipitation
lz.osg.100,100,100.scale doesn't show any rain unless you zoom in
closely to
0,0,0.
   
Is there a way to make the precipitation effect follow the camera
 so
that is
always appears to be raining?
   
I attempted to use the setPosition method of particle effect on
 each
frame
to the eye point of the camera, but that didn't seem to do
 anything.
I
also
tried sticking the PrecipitationEffect under a MatrixTransform and
translating the MatrixTransform to the eye point of the camera each
frame
and it didn't seem to work correctly either.  It seemed like it
 only
respected the initial positioning and ignored all subsequent
transforms.
   
Thanks!
   
Jason
   
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Re: [osg-users] PNG not displaying correctly..

2009-02-27 Thread Paul Martz
Try osgviewer --image filename and see if you get different results.

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

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Re: [osg-users] CMake 2.6a build system and OpenSceneGraph - problems with long paths?

2009-02-27 Thread Christian Buchner
I have to correct myself. I was using cmake 2.6.2 (installed from
cmake-2.6.2-win32-x86.exe).
Shortening the directory names did in fact solve the build problem for me.

Maybe it should be put in some sort of OpenSceneGraph FAQ (or the
platform specific Wiki page) that path names approaching  130...140
characters are possibly going to mean trouble in the win32 build
process.

Christian
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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jason Daly

Robert Osfield wrote:

I would just love to get open source OpenGL drivers to a point that
they match the proprietary ones on all platforms, once you get to this
point there is no turning back, the open source development model will
just outpace the proprietary solutions in terms of features and
stability.

Both ATI and Intel have already published lots of specs on their
hardware, and Intel and ATI open source drivers are under development,
but it takes time to get a fully operational driver in place, so we do
need to be patient.  It's good to hear of success with the Intel
drivers already.   If only NVidia would follow suit and be more open
about their hardware then we'd have potential for OpenGL drivers to
all come out of hiding.
  


Anybody ever try the nouveau driver for Nvidia cards?

http://nouveau.freedesktop.org/wiki/


--J

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Re: [osg-users] Positioning PrecipitationEffect

2009-02-27 Thread Robert Osfield
Hi Jason,

I'm a bit rusty on the implementation - it's been a couple of years
since I wrote it.  Could you provide a model that reproduces the
problems whilst your still in the model.

Robert.

On Fri, Feb 27, 2009 at 5:16 PM, Jason Beverage jasonbever...@gmail.com wrote:
 Hi Robert,

 It really depends on the model.  With the dataset in the screenshots (which
 is the boston example from osgGIS), no, everything looks fine as long as I
 stay relatively close to the dataset.  However, I have another dataset that
 we use that is a much larger geospatial extent, and it seems to only work as
 long as I am very close to the center of the bounding sphere of the dataset.

 Perhaps for the large datasets there is a setting I could tweak to the
 number of cells or something to make the effect appear over the whole
 dataset.  I notice that the osgprecipitation example has a --boundingBox
 option but it looks like it is never used.

 Thanks!

 Jason

 On Fri, Feb 27, 2009 at 11:54 AM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi Jason,

 Curious

 My using your settings and zooming out a long long way I see the
 artefact.  It looks like the rendering cells are clamped to model.
 This would normally be what you'd want - in a sim you don't normally
 move outside the model.

 Are you seeing problems when moving around your model?

 Robert.


 On Fri, Feb 27, 2009 at 4:36 PM, Jason Beverage jasonbever...@gmail.com
 wrote:
  Hi Robert,
 
  I'm attaching a zip file showing some screenshots of what I'm seeing.  I
  disabled lighting so that the terrain database would be more pronounced.
  This is running:
  osgprecipitation --fogColor 0 0 0 1 --particleColor 1 0 0 1
  --particleSize
  0.1 terrain.ive.  Terrain.ive is an osgdem generated UTM database.
 
  The 3 screenshots show me being very close to the terrain and then
  zooming
  out.  You can see in 1.jpg that the lower bottom half of the rain is cut
  off.  In 2.jpg, I've added red lines to highlight the area where rain is
  appearing.  As I move in and out, I can see boxes of rain appear and
  dissapear and finally if I zoom far enough away, the rain dissapears
  completely.
 
  I'm thinking there is a precision issue somewhere...
 
  Thanks!
 
  Jason
 
  On Fri, Feb 27, 2009 at 10:55 AM, Robert Osfield
  robert.osfi...@gmail.com
  wrote:
 
  Hi Jason,
 
  I've just done tests on town models here at it's working fine.
 
  Could you take a screenshot of what your are seeing, perhaps it's a
  driver
  bug.
 
  Robert.
 
  On Fri, Feb 27, 2009 at 3:49 PM, Jason Beverage
  jasonbever...@gmail.com
  wrote:
   Hi Robert,
  
   I was using the scaled lz.osg as an example, the same behavior can be
   seen
   if you simply use the cow.osg.  It rains very hard right around the
   cow,
   but
   if you move the camera back far enough, the rain gets lighter and
   lighter
   and then finally stops completely.  Is this the desired effect?
  
   My original tests were on a projected osgdem generated database.  If
   I
   used
   a very small database, then the osgprecipitation effect worked well,
   but
   loading a larger scene caused it to rain within a small region around
   the
   center of the bounding sphere.  I'll keep looking and see if I can
   come
   up
   with anything.
  
   Thanks,
  
   Jason
  
  
   On Thu, Feb 26, 2009 at 4:07 PM, Robert Osfield
   robert.osfi...@gmail.com
   wrote:
  
   Hi Jason,
  
   osgParticle::PrecipitationEffect is design to be effectively
   infinite,
   no matter how far you move it should repeat endlessly.  I've done
   lots
   of testing on town sized models and it certainly works in this
   context
   fine.
  
   My guess is that your scaling of the scene has introduced issues
   that
   the shader isn't able to cope with for some reason.  Try loaded a
   model that is of a 1:1 scale to see if it works fine.
  
   Robert.
  
   On Thu, Feb 26, 2009 at 7:29 PM, Jason Beverage
   jasonbever...@gmail.com
   wrote:
Hi Robert,
   
I'm playing around with the osgprecipitation example and noticed
that
it
doesn't work as I would expect for large models.
   
For example, osgprecipitation lz.osg works fine, but
osgprecipitation
lz.osg.100,100,100.scale doesn't show any rain unless you zoom in
closely to
0,0,0.
   
Is there a way to make the precipitation effect follow the camera
so
that is
always appears to be raining?
   
I attempted to use the setPosition method of particle effect on
each
frame
to the eye point of the camera, but that didn't seem to do
anything.
I
also
tried sticking the PrecipitationEffect under a MatrixTransform and
translating the MatrixTransform to the eye point of the camera
each
frame
and it didn't seem to work correctly either.  It seemed like it
only
respected the initial positioning and ignored all subsequent
transforms.
   
Thanks!
   
Jason
   

[osg-users] Default camera render order?

2009-02-27 Thread Chris Glasnapp
Why is the default render order of a Camera POST_RENDER, rather than
NESTED_RENDER?

Thanks!

-Chris
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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jean-Sébastien Guay

Hi Robert,

I just don't see us going anywhere with this discussion, we have 
different points of view and discussing them doesn't do any good, so 
let's just go back to writing great software and promoting OpenGL and 
OSG as much as we can! Actions speak louder than words.


J-S
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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jean-Sébastien Guay

Hi Robert,


Interestingly the OpenGL driver for this chipset is far far better on
Linux than on Windows. I suspect the Open Source driver is responsible
for this.


This is a really interesting and encouraging finding.  Makes me wonder
if an open source driver might be possible under WIndows as well.


I agree, that's encouraging. Though I don't think there's any precedent 
of any driver at all being open source on Windows (at least I don't 
remember seeing any). But hopefully that too can change.


J-S
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Re: [osg-users] GraphicsWindowCocoa : Cocoa backend for osgViewer

2009-02-27 Thread Stephan Huber
Hi Sylvain

Sylvain MARIE schrieb:

 Great! Would you mind sharing your initial work? Anything speeding up
 the osgViewer/Cocoa is welcome.
 And I can definitely live with some limited implementation for a start :-)
 We could add the shared contexts, fullscreen mode, etc. later, right?

I think the best way would be to branch the current state of osg and
check my modifications in, so we can work both on the code, without
disturbing trunk.

The current state of GraphicsWindowCocoa is:

* basic event-handling is functional (mouse + keyboard)
* basic window-management is functional
* resizing + moving of windows does not work correctly, the greatest
hurdle are the different coordinate spaces of Quartz (topleft) and
Cocoa(bottomleft) (WTF?)
* PixelBufferCocoa is missing completely
* multimonitor-support is not ready
* imageio for image-handling works
* cMake support is missing

I compiled a 64bit version of osgviewer and GraphicsWindowCocoa and it
worked :)


So, enough for today,

cheers,
Stephan

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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Robert Osfield
Hi J-S,

I don't expect to win your over, but I sure want to correct things as
see as off target so that others in the community don't get the wrong
impression about stuff like OpenGL, etc.

Robert.

On Fri, Feb 27, 2009 at 6:20 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Robert,

 I just don't see us going anywhere with this discussion, we have different
 points of view and discussing them doesn't do any good, so let's just go
 back to writing great software and promoting OpenGL and OSG as much as we
 can! Actions speak louder than words.

 J-S
 --
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Re: [osg-users] OpenGL and OSG advocacy

2009-02-27 Thread Sukender
Hi Robert, hi all,

I downloaded the officials OpenGL logos and registered (as requested on the 
site) using the email address I use for posting here, indicating it was for 
openscenegraph.org. I uploaded the standard logo+small version on the FTP. 
Robert, could you add the big one on the front page (and/or anywhere suitable)? 
Thanks.

I don't have much ideas at the moment too... I'll post again later about 
short/key phrases and the investigation of the OpenGL site.

About consoles, should we try to periodically contact manufacturers? Should we 
do it publicly (= I mean with a copy of the letters on the wiki or blog)?

To all: Come on! Throw your ideas in this thread!

PS: I like the idea of the magic wand! :)

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



Le Fri, 27 Feb 2009 09:51:56 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 Hi Sukender,

 On Thu, Feb 26, 2009 at 11:40 PM, Sukender suky0...@free.fr wrote:
 I created Community/Advocacy (Robert: since it's about OpenGL *AND* OSG, I 
 did not put OpenGL in the page name).
 See http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy , and 
 start discussing!

 Also feel free to complete 2 other pages (and feel free to add links to some 
 articles if revelant):
 http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy/Myths
 http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy/Demos
 Please note these are only placeholders for now... :)

 Thanks for putting up the pages, it looks like a good start of the process.

 I begin, by giving some more ideas:
 - May we try to find short sentences that sounds like advertising (about 
 OpenGL or OSG) we could put as banners or logos on our websites/blogs? Any 
 idea?

 Too early in the morning for me to be creative I'm afraid.  I guess we
 could add short phases to our email signatures, as well as to blogs.
 The OSG website doesn't yet sport OpenGL logos we we really should get
 on with as a starter.  Perhaps OpenGL ES and OpenGL CL, Collada be
 worth talking about in the mix and include logos would also be worth
 doing.

 - May we insist on the fact that OpenGL is used on consoles (except Xbox)?

 Existing consoles are already set in stone, the next gen ones might
 still be open to influence, none of which actually use a standard
 version of OpenGL or OpenGL ES.

 One can be sure that MS's next console will be Direct3D and not
 contain OpenGL, but I guess it wouldn't do any harm to lobby for it,
 even if you knew it was not going to be successful, as it points to
 the need for a single graphics API to be present across all consoles.
 Costs and time to market in recession are more critical than ever,
 being able to write software once and recompile everywhere is one of
 the most compelling aspect to standards like OpenGL.

 Thougts? Ideas?

 We build a magic wand capable of ushering peace to all that inhabit
 the earth and ensuring that open standards become the foundation of
 all computing ;-)

 Trawling the web/community for good examples of advocacy might be a
 place to start for getting inspiration.  The OpenGL website might also
 be place to look for articles/quotes.

 Distilling what value OpenGL and separately OSG/OpenGL provides to the
 graphics market to a couple of key phrases might be useful.

 Robert.
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Re: [osg-users] GraphicsWindowCocoa : Cocoa backend for osgViewer

2009-02-27 Thread Robert Osfield
Hi Stephan,

On Fri, Feb 27, 2009 at 6:41 PM, Stephan Huber ratzf...@digitalmind.de wrote:
 The current state of GraphicsWindowCocoa is:

 * basic event-handling is functional (mouse + keyboard)
 * basic window-management is functional
 * resizing + moving of windows does not work correctly, the greatest
 hurdle are the different coordinate spaces of Quartz (topleft) and
 Cocoa(bottomleft) (WTF?)
 * PixelBufferCocoa is missing completely
 * multimonitor-support is not ready
 * imageio for image-handling works
 * cMake support is missing

 I compiled a 64bit version of osgviewer and GraphicsWindowCocoa and it
 worked :)

Woohoo, cool.  Excellent progress.  Kudos!

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

2009-02-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 It works on Windows *and* XBox 360!

Hmmm...is that really cross-platform since the embedded OS on Xbox 360
really has its roots in Windows 2000? While the Xbox 360 is technically a
different platform, it still has Microsoft all over it. I guess if one
drinks the Microsoft Kool-Aid, then I'll concede their so-called
cross-platform claim.

In the context (no pun intended) I was thinking of, cross-platform means
different hardware AND different OS...that doesn't have Microsoft's
fingerprints all over it...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Thursday, February 26, 2009 5:36 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 One technical feature I can think of is that OGL is cross platform,
running
 on everything from supercomputers to hand-held devices. D3D is a NO-OP in
 this regard. That alone should rule out D3D as far as OSG is concerned.
   


That's not true at all!  D3D is cross-platform! 

It works on Windows *and* XBox 360!

(I've actually seen Microsoft call this cross-platform in the 
developer docs.  Seriously.)

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

2009-02-27 Thread Robert Osfield
On Fri, Feb 27, 2009 at 7:29 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 It works on Windows *and* XBox 360!

 Hmmm...is that really cross-platform since the embedded OS on Xbox 360
 really has its roots in Windows 2000?

I think the statement might have been a playful one...  ;-)

Robert.
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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jean-Sébastien Guay

Hi Robert,


I don't expect to win your over, but I sure want to correct things as
see as off target so that others in the community don't get the wrong
impression about stuff like OpenGL, etc.


I'm still not convinced that OpenGL itself can be considered a 
standard, but that's mostly semantics. opengl.org has industry 
standard in the page title, but that term is mostly marketing and 
doesn't mean much. MS could say Windows is the industry standard OS 
because it's widely used. It doesn't make it an actual standard.


But anyways, if it's a standard then more power to them! They should put 
The standard for high performance graphics instead of industry 
standard IMHO, but that's still just semantics.


I hate it when I start arguing semantics and it appears that I'm going 
against something I'm actually quite fond of and use everyday. Sorry for 
going off the mark (once again).


J-S
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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Paul Speed



Jean-Sébastien Guay wrote:

Hi Robert,


I don't expect to win your over, but I sure want to correct things as
see as off target so that others in the community don't get the wrong
impression about stuff like OpenGL, etc.


I'm still not convinced that OpenGL itself can be considered a 
standard, but that's mostly semantics. opengl.org has industry 
standard in the page title, but that term is mostly marketing and 
doesn't mean much. MS could say Windows is the industry standard OS 
because it's widely used. It doesn't make it an actual standard.


But anyways, if it's a standard then more power to them! They should put 
The standard for high performance graphics instead of industry 
standard IMHO, but that's still just semantics.


I hate it when I start arguing semantics and it appears that I'm going 
against something I'm actually quite fond of and use everyday. Sorry for 
going off the mark (once again).


J-S


I guess the rest of us spectators are just confused about what OpenGL 
would have to do to become a standard using your metrics.  Where is the 
bar set and why are they not reaching it?


-Paul

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Re: [osg-users] osgdem permission error

2009-02-27 Thread christophe loustaunau
Hi Dario,

Try to set explicitly the output directory with :

osgdem.exe -d ps_height_1k.png -o myDirectory\output.ive

and make sure you have write permission in myDirectory.

If that doesn't work, change the output level : set OSG_NOTIFY_LEVEL =
DEBUG, and see what it tells.


Regards.

On Fri, Feb 27, 2009 at 2:41 PM, Dario Filipovic tarq...@hotmail.comwrote:

  Hi, I am trying to create a terrain as explained on
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem

 Everything went fine, until i tried to create a terrain with the osgdem.
 i used next line to get things done:
 osgdem.exe -d ps_height_1k.png

 it starts fine, but ends with an error:
 Error: do not have write permission to write out file output.ive
 Caught exception : Error: do not have write permission to write out file
 output.ive

 I have tried to change permissions so everyone can write to the folder,
 didn't help. I'm using windows xp/vs2008, could it be that i missed some of
 dependencies? btw, I successfuly compiled osg using cmake (no
 errors/warnings) and gdal.

 Thanx in advance!

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Re: [osg-users] Disabling small feature culling for a subgraph

2009-02-27 Thread Per Fahlberg

Hi Robert,

I've been busy with other work and only now been able to try your 
proposed change and found that it doesn't quite work as expected. When I 
run the attached modified osgscribe example with the attached 
box-sphere.osg model the small feature culling only culls the entire 
model, i.e. both the box and the sphere together not separately as I was 
expecting. If small feature culling is turned on on the camera the box 
and sphere is culled by the small feature culling individually. I would 
like to enable small feature culling on quite large subgraphs and it 
seams that it only turns on small feature culling on the node with the 
callback not on the nodes bellow it. This feels very similar to the 
problem I was originally trying to solve, where the disabling of small 
feature culling wasn't propagated downwards but the fix I submitted then 
didn't fix this problem. Do I need to add the callback to all nodes that 
I wish to be culled by small feature culling or is this a problem in osg?


Regards,
Per

Robert Osfield wrote:

Hi Per,

On Wed, Jan 28, 2009 at 8:55 PM, Per Fahlberg pe...@remograph.com wrote:
  

I don't really understand how this is not a bug since it is possible to
switch small feature culling on for a subgraph but not switch it off?



The scene graph itself doesn't support switching off small feature
culling in a subgraph. The way you tried to add this back in was
inappropriate, so didn't work.

My proposed change to just enable small feature culling for subgraphs
that needn't it didn't require disabling culling for subgraphs so
would be more efficient as culling would never be complete disabled.
Disabling culling for a deeply embedded subgraph causes all the
parents culling to be disabled as well, which prevents early
termination of traversal that would otherwise be done so I wouldn't
recommend it.

  

I will however scratch my head and try to figure out if I can somehow easily
invert the enabling and disabling of small feature culling in my program.



You could just use LOD's, this is effectively all that small feature
culling simulates.

Alternatively you could just set the bounding box of the drawables of
interest to an artificially large size to prevent the small feature
culling from effecting them.

Robert.
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/* OpenSceneGraph example, osgscribe.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the Software), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include osg/Geode
#include osg/Group
#include osg/Notify
#include osg/Material
#include osg/PolygonOffset
#include osg/PolygonMode
#include osg/LineStipple
#include osg/PositionAttitudeTransform

#include osgDB/Registry
#include osgDB/ReadFile
#include osgDB/WriteFile

#include osgViewer/Viewer

#include osgUtil/Optimizer

class MyCullingCallback : public osg::NodeCallback
{
public:
  MyCullingCallback() : osg::NodeCallback()
  {}

  virtual void operator() (osg::Node *node, osg::NodeVisitor *nv)
  {
osgUtil::CullVisitor *cv = dynamic_castosgUtil::CullVisitor*(nv);
if(cv){
  osg::CullingSet cs = cv-getCurrentCullingSet();  
  osg::CullingSet::Mask previousMask = cs.getCullingMask();
  cs.setCullingMask(previousMask | osg::CullSettings::SMALL_FEATURE_CULLING);

  traverse(node,nv);

  cs.setCullingMask(previousMask);
}else
  traverse(node,nv);
  }
};

int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(argc,argv);

// construct the viewer.
osgViewer::Viewer viewer;

osg::Camera *cam = viewer.getCamera();
if(cam){
  // note just enable view furstum culling sides, leave it to subgraphs to enable 
  // small feature culling where required.
  cam-setCullingMode(osgUtil::CullVisitor::VIEW_FRUSTUM_SIDES_CULLING);
  //cam-setCullingMode(osgUtil::CullVisitor::VIEW_FRUSTUM_SIDES_CULLING | osgUtil::CullVisitor::SMALL_FEATURE_CULLING);
  

Re: [osg-users] Default camera render order?

2009-02-27 Thread Robert Osfield
HI Chris,

On Fri, Feb 27, 2009 at 6:15 PM, Chris Glasnapp
chris.glasn...@gmail.com wrote:
 Why is the default render order of a Camera POST_RENDER, rather than
 NESTED_RENDER?

I'm afraid I don't recall the exact reason. The svn logs for
Camera.cpp might reveal something.

Is there are reason why you think the default should be NESTED_RENDER?
 Different defaults suit different contexts, no one default can suit
all Camera usages, it's normal practice to set the RenderOrder to what
you require, rather than leave it as defaults as there are so many
different ways to use a Camera no single default will even capture the
majority of usage.

Robert.
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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jean-Sébastien Guay

Hi Paul,

I guess the rest of us spectators are just confused about what OpenGL 
would have to do to become a standard using your metrics.  Where is the 
bar set and why are they not reaching it?


Yes, I guess that's where my confusion stems from too. I always thought 
an actual standard had to be ratified by an independent standards body 
(ANSI, ISO, CSA here in Canada, ...). In this view, a company or 
consortium of companies could not unilaterally say that something is a 
standard. Wouldn't that lead to everyone saying that what they do is 
standard?


I don't quite understand how open standards work, and how they're 
different from me just saying here's a document that defines something, 
I hereby declare it standard. Where do you draw the line? I would have 
thought the term standard carried more weight and couldn't be just used 
by anyone.


However, if there's a kind of automatic self-regulation inherent to the 
process, kind of like how open source works (only the successful 
software survives, the others we barely hear about) then I see how it 
could work. And it certainly leads to faster innovation than having to 
have a big standards body that probably isn't a specialist in the 
specific field your standard covers review it before being accepted at 
each revision. I can certainly see the benefits of open standards, but I 
guess there's some part I'm missing because to me it just seems based on 
good will, which will end up not working eventually.


Anyways, I'll have to read more about that. I'd be happy to learn more 
about it from you guys of course.


J-S
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Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Jason Daly

Robert Osfield wrote:

Hi Jason,

On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly jd...@ist.ucf.edu wrote:
  

OpenAL is an obvious possibility for this.  The OpenAL-Soft implementation
at http://kcat.strangesoft.net/openal.html  supports almost all of the
platforms that OSG supports, and there are also hardware implementations of
OpenAL for some sound cards (mostly Creative Labs).  There is also a
dedicated OSX implementation.

You wouldn't necessarily need to go so far as to integrate osgAudio yet.
 Simple streaming from ffmpeg could probably be implemented with just a few
lines of OpenAL code.



Do you have any links to a tutorial that illustrates what these few
lines of code might be?
  


No, but off the top of my head:


// Opening the device looks like this:

ALCdevice * device = alcOpenDevice(NULL);
ALCcontext * context = alcCreateContext(device, NULL);

alcMakeContextCurrent(context);
alcProcessContext(context);

// Set the distance model to NONE, so there is no distance
// attenuation
alDistanceModel(AL_NONE);

// Initialize the listener's state
ALfloat orientation[6];
alListener3f(AL_POSITION, 0.0, 0.0, 0.0);
alListener3f(AL_VELOCITY, 0.0, 0.0, 0.0);
alListenerf(AL_GAIN, 1.0);
memset(zero, 0, sizeof(ALfloat) * 6);
alListenerfv(AL_ORIENTATION, zero);

...


// Setting up playback with a double-buffered streaming mechanism looks 
like this:


ALuint buffers[2];
ALuint source;

alGenBuiffers(2, buffers);
alGenSources(1, source);

alBufferData(buffers[0], AL_FORMAT_MONO16, audioData, dataLength, 48000);
alBufferData(buffers[1], AL_FORMAT_MONO16, audioData, dataLength, 48000);

...


// This is how you keep the buffers full

alGetSourcei(source, AL_BUFFERS_PROCESSED, processed);
if (processed  0)
{
   // Swap the buffers
   buffer[0] = buffer[1];

   // Fill the back buffer again
   alBufferData(buffers[1], AL_FORMAT_MONO16, audioData, dataLength, 
48000);

}



OK, maybe it's more than a few lines, but it's pretty straightforward.  
If I had more time, I'd contribute it myself.  I'm sorry that I can't 
spare the time right now.


--J

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Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Jason Daly

Robert Osfield wrote:

Do you have any links to a tutorial that illustrates what these few
lines of code might be?
  


Also if anyone's interested, you can find the OpenAL spec here:

http://connect.creativelabs.com/openal/Documentation/OpenAL 1.1 
Specification.htm


--J


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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jean-Sébastien Guay

Hi Paul,

I don't quite understand how open standards work, and how they're 
different from me just saying here's a document that defines something, 
I hereby declare it standard. Where do you draw the line? I would have 
thought the term standard carried more weight and couldn't be just used 
by anyone.


And another thing I don't understand about open standards: if any 
consortium or group can start a standard, how can anyone say that a 
given open standard is *the* standard for something? Like Robert said 
that OpenGL is *the* standard for graphics...


Hypothetical situation: As I see it, if Microsoft decided to make a 
standards committee for Direct3D and other companies joined, it would be 
just as much a standard for graphics as OpenGL is. None of the two would 
be able to say they're *the* standard for graphics unless some 
independent body decided that it was one or the other...


If that's the case, then the fact that there are many competing 
standards is just because of the nature of open standards. And the fact 
that in graphics, OpenGL is the only standard is just because no one 
else has bothered making their API standard (Direct3D in this case).


Or is there something I'm missing here too?

J-S
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Re: [osg-users] Default camera render order?

2009-02-27 Thread Chris Glasnapp
I guess the only reason I ask is that it seems like CullVisitor is doing
extra work with rtts if the camera render order != NESTED_RENDER, although
I'm not quite sure exactly how that code works, so it may be very
lightweight. The earliest revision in svn of Camera.cpp has the default
render order as POST_RENDER. Just trying to understand!  : )

Thanks,
-Chris


On Fri, Feb 27, 2009 at 3:01 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 HI Chris,

 On Fri, Feb 27, 2009 at 6:15 PM, Chris Glasnapp
 chris.glasn...@gmail.com wrote:
  Why is the default render order of a Camera POST_RENDER, rather than
  NESTED_RENDER?

 I'm afraid I don't recall the exact reason. The svn logs for
 Camera.cpp might reveal something.

 Is there are reason why you think the default should be NESTED_RENDER?
  Different defaults suit different contexts, no one default can suit
 all Camera usages, it's normal practice to set the RenderOrder to what
 you require, rather than leave it as defaults as there are so many
 different ways to use a Camera no single default will even capture the
 majority of usage.

 Robert.
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Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Robert Osfield
Hi Jason,

Thanks for quick tutorial :-)

I've just checked in what will be the interface for getting audio data
from a ImageStream, bascially we have two new pure virtual base
classes osg::AudioStream (that handles the reading of the audio data)
and osg::AudioSink(Interface) that will be subclassed to integrate the
audio library that will render the audio - this is where OpenAL/SDL
etc would come in.One attaches the AudioSink to the AudioStream to
wire up the reading to the playing.

The AudioStream objects will be provide by the ffmpeg plugin, with all
the image stream available in the read movie, being attaches as list
of AudioStream to the osg::ImageStream that ffmpeg reads.
osg::AudioStream could also be used elsewhere.

I have some work left to do on the internals of the ffmpeg plugin to
get it provide the concrete AudioStream classes and to attach the
audio streams to the final image stream, this should be complete early
next week.

Cheers,
Robert.

On Fri, Feb 27, 2009 at 8:13 PM, Jason Daly jd...@ist.ucf.edu wrote:
 Robert Osfield wrote:

 Hi Jason,

 On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly jd...@ist.ucf.edu wrote:


 OpenAL is an obvious possibility for this.  The OpenAL-Soft implementation
 at http://kcat.strangesoft.net/openal.html  supports almost all of the
 platforms that OSG supports, and there are also hardware implementations of
 OpenAL for some sound cards (mostly Creative Labs).  There is also a
 dedicated OSX implementation.

 You wouldn't necessarily need to go so far as to integrate osgAudio yet.
  Simple streaming from ffmpeg could probably be implemented with just a few
 lines of OpenAL code.


 Do you have any links to a tutorial that illustrates what these few
 lines of code might be?


 No, but off the top of my head:


 // Opening the device looks like this:

 ALCdevice * device = alcOpenDevice(NULL);
 ALCcontext * context = alcCreateContext(device, NULL);

 alcMakeContextCurrent(context);
 alcProcessContext(context);

 // Set the distance model to NONE, so there is no distance
 // attenuation
 alDistanceModel(AL_NONE);

 // Initialize the listener's state
 ALfloat orientation[6];
 alListener3f(AL_POSITION, 0.0, 0.0, 0.0);
 alListener3f(AL_VELOCITY, 0.0, 0.0, 0.0);
 alListenerf(AL_GAIN, 1.0);
 memset(zero, 0, sizeof(ALfloat) * 6);
 alListenerfv(AL_ORIENTATION, zero);

 ...


 // Setting up playback with a double-buffered streaming mechanism looks like
 this:

 ALuint buffers[2];
 ALuint source;

 alGenBuiffers(2, buffers);
 alGenSources(1, source);

 alBufferData(buffers[0], AL_FORMAT_MONO16, audioData, dataLength, 48000);
 alBufferData(buffers[1], AL_FORMAT_MONO16, audioData, dataLength, 48000);

 ...


 // This is how you keep the buffers full

 alGetSourcei(source, AL_BUFFERS_PROCESSED, processed);
 if (processed  0)
 {
     // Swap the buffers
     buffer[0] = buffer[1];

     // Fill the back buffer again
     alBufferData(buffers[1], AL_FORMAT_MONO16, audioData, dataLength,
 48000);
 }



 OK, maybe it's more than a few lines, but it's pretty straightforward.  If I
 had more time, I'd contribute it myself.  I'm sorry that I can't spare the
 time right now.

 --J


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Re: [osg-users] Default camera render order?

2009-02-27 Thread Robert Osfield
Hi Chris,

On Fri, Feb 27, 2009 at 8:26 PM, Chris Glasnapp
chris.glasn...@gmail.com wrote:
 I guess the only reason I ask is that it seems like CullVisitor is doing
 extra work with rtts if the camera render order != NESTED_RENDER, although
 I'm not quite sure exactly how that code works, so it may be very
 lightweight. The earliest revision in svn of Camera.cpp has the default
 render order as POST_RENDER. Just trying to understand!  : )

POST_RENDER is bit more work for the cull and draw traversal to do,
but.. it provides a very distinct set of features/uses/implementation
than a NESTED_RENDER, just as as a PRE_RENDER has its own set of
users/implementation details.

For in scene graph Camera's the  POST_RENDER is typically used for
effects like HUD's.  PRE_RENDER is typically used for render to
texture effects.  NESTED_RENDER is used for when the project and view
matrix need to be overriden, but there isn't any need to clear the
colour/depth buffer.

Camera's are also used at the Viewer level, rather than in scene
graph, these high level Camera's also share lots of capabilities of in
scene graph cameras, but also have their own specific
attributes/users.

Robert.
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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Paul Speed



Jean-Sébastien Guay wrote:

Hi Paul,

I don't quite understand how open standards work, and how they're 
different from me just saying here's a document that defines 
something, I hereby declare it standard. Where do you draw the line? 
I would have thought the term standard carried more weight and 
couldn't be just used by anyone.


And another thing I don't understand about open standards: if any 
consortium or group can start a standard, how can anyone say that a 
given open standard is *the* standard for something? Like Robert said 
that OpenGL is *the* standard for graphics...


Hypothetical situation: As I see it, if Microsoft decided to make a 
standards committee for Direct3D and other companies joined, it would be 
just as much a standard for graphics as OpenGL is. None of the two would 
be able to say they're *the* standard for graphics unless some 
independent body decided that it was one or the other...


Yes, if MS did that they would have a competing open standard.  Though 
none of us would probably care much since the earth would have shifted 
off of its axis and hurtled into the sun. ;)


As it is, they are their own declared standard.  De facto.  Like Windows 
is a standard.  Even their ISO standards are so encumbered as to really 
skirt the line.




If that's the case, then the fact that there are many competing 
standards is just because of the nature of open standards. And the fact 
that in graphics, OpenGL is the only standard is just because no one 
else has bothered making their API standard (Direct3D in this case).


Yes.



Or is there something I'm missing here too?


What if there were a world with no hypothetical questions? :)
-Paul

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Re: [osg-users] Eric Wing's osgdb_ImageIO image plugin for OSX

2009-02-27 Thread Eric Sokolowsky
Excellent. I look forward to trying it out.

On Fri, Feb 27, 2009 at 7:58 AM, Stephan Maximilian Huber 
ratzf...@digitalmind.de wrote:

 Hi,

 Eric Sokolowsky schrieb:
  Here's Eric Wing's ImageIO plugin. It was actually submitted to
  osg-submissions in October 2007 but nothing was ever done with it. If
  someone wants to take a stab at integration please go ahead. I want to
  do it, but have no time... isn't that always the way?

 thanks Eric,

 I am integrating it now and update it's source to 2.8. I'll submit it to
 osg-submissions next week if everything went ok.

 @Robert:

 Is there a chance to get a private branch of osg/subversion with
 write-access, so multiple people can try getting the cocoa-backend
 finished?

 cheers,
 Stephan

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Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Jason Daly

Robert Osfield wrote:

Hi Jason,

Thanks for quick tutorial :-)

I've just checked in what will be the interface for getting audio data
from a ImageStream, bascially we have two new pure virtual base
classes osg::AudioStream (that handles the reading of the audio data)
and osg::AudioSink(Interface) that will be subclassed to integrate the
audio library that will render the audio - this is where OpenAL/SDL
etc would come in.One attaches the AudioSink to the AudioStream to
wire up the reading to the playing.
  


So, is it your intention that the AudioSink interface would be 
implemented by another plugin (e.g.: an openal plugin)?


--J

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Re: [osg-users] Disabling small feature culling for a subgraph

2009-02-27 Thread Per Fahlberg


A correction, my earlier proposed fix also solves this problem if the 
cull callback is changed to also modify the culling mode of the cull 
visitor, so that the callback reads something like this:

...
osg::CullSettings::CullingMode cullVisitorCullingMode = 
cv-getCullingMode();

osg::CullingSet cs = cv-getCurrentCullingSet();
osg::CullingSet::Mask cullingSetMask = cs.getCullingMask();

cv-setCullingMode(cullVisitorCullingMode | 
osg::CullSettings::SMALL_FEATURE_CULLING);
cs.setCullingMask(cullingSetMask | 
osg::CullSettings::SMALL_FEATURE_CULLING);


traverse(node,nv);

cs.setCullingMask(cullingSetMask);
cv-setCullingMode(cullVisitorCullingMode);
...

I'm a bit confused about all the culling masks/modes and which ones to 
modify and how they are propagated when the cull visitor traverses the 
scenegraph.


Regards,
Per

Per Fahlberg wrote:

Hi Robert,

I've been busy with other work and only now been able to try your 
proposed change and found that it doesn't quite work as expected. When 
I run the attached modified osgscribe example with the attached 
box-sphere.osg model the small feature culling only culls the entire 
model, i.e. both the box and the sphere together not separately as I 
was expecting. If small feature culling is turned on on the camera the 
box and sphere is culled by the small feature culling individually. I 
would like to enable small feature culling on quite large subgraphs 
and it seams that it only turns on small feature culling on the node 
with the callback not on the nodes bellow it. This feels very similar 
to the problem I was originally trying to solve, where the disabling 
of small feature culling wasn't propagated downwards but the fix I 
submitted then didn't fix this problem. Do I need to add the callback 
to all nodes that I wish to be culled by small feature culling or is 
this a problem in osg?


Regards,
Per

Robert Osfield wrote:

Hi Per,

On Wed, Jan 28, 2009 at 8:55 PM, Per Fahlberg pe...@remograph.com 
wrote:
 

I don't really understand how this is not a bug since it is possible to
switch small feature culling on for a subgraph but not switch it off?



The scene graph itself doesn't support switching off small feature
culling in a subgraph. The way you tried to add this back in was
inappropriate, so didn't work.

My proposed change to just enable small feature culling for subgraphs
that needn't it didn't require disabling culling for subgraphs so
would be more efficient as culling would never be complete disabled.
Disabling culling for a deeply embedded subgraph causes all the
parents culling to be disabled as well, which prevents early
termination of traversal that would otherwise be done so I wouldn't
recommend it.

 
I will however scratch my head and try to figure out if I can 
somehow easily
invert the enabling and disabling of small feature culling in my 
program.



You could just use LOD's, this is effectively all that small feature
culling simulates.

Alternatively you could just set the bounding box of the drawables of
interest to an artificially large size to prevent the small feature
culling from effecting them.

Robert.
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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jason Daly

Jean-Sébastien Guay wrote:
Yes, I guess that's where my confusion stems from too. I always thought 
an actual standard had to be ratified by an independent standards body 
(ANSI, ISO, CSA here in Canada, ...). In this view, a company or 
consortium of companies could not unilaterally say that something is a 
standard. Wouldn't that lead to everyone saying that what they do is 
standard?
  


What standards body ratified TCP/IP?  ;-)

--J

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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jean-Sébastien Guay

Hi Paul,

Yes, if MS did that they would have a competing open standard.  Though 
none of us would probably care much since the earth would have shifted 
off of its axis and hurtled into the sun. ;)


OK, aside from the joke (which I agree with, it was a far-fetched 
hypothesis, but just to test what little I think I know about open 
standards) it seems like I understand the basics.


As it is, they are their own declared standard.  De facto.  Like Windows 
is a standard.  Even their ISO standards are so encumbered as to really 
skirt the line.


You mean Direct3D is a de facto standard. That's because the standard is 
not open to other companies to review and give comments on, which is 
required for it to qualify as an open standard. Is that correct?


If that's the case, then the fact that there are many competing 
standards is just because of the nature of open standards. And the 
fact that in graphics, OpenGL is the only standard is just because no 
one else has bothered making their API standard (Direct3D in this case).


Yes.


OK, seems I understand the basics after all. So why are competing 
standards a bad thing if they're inherent to the nature of open 
standards? Or conversely, why are open standards so desirable if by 
their nature, they bring about competing standards which are undesirable?



What if there were a world with no hypothetical questions? :)


I'd have a lot less posts on this mailing list, that's for sure. ;-)

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

2009-02-27 Thread Jason Daly

Robert Osfield wrote:

On Fri, Feb 27, 2009 at 7:29 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
  

It works on Windows *and* XBox 360!
  

Hmmm...is that really cross-platform since the embedded OS on Xbox 360
really has its roots in Windows 2000?



I think the statement might have been a playful one...  ;-)
  



It was.  I literally laughed out loud when I saw the claim in the 
developer docs.  I think I was reading the docs for XAudio2 at the time.


--J
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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jean-Sébastien Guay

Hi Jason,


What standards body ratified TCP/IP?  ;-)


Hmmm, getting even more off track here, but as far as I know TCP/IP is 
not a standard (other than a de facto standard, which it certainly is). 
It's defined by RFCs and not a standard. So it's ratified by no 
standards body since it's not a standard.


The wikipedia article on TCP/IP (http://en.wikipedia.org/wiki/Tcp/ip) says:

In March 1982, the US Department of Defense declared TCP/IP as the 
standard for all military computer networking.


Which is in its power, since it only concerns itself. But outside the US 
military, it's just a de facto standard. They even clearly state that it 
doesn't follow the standard OSI model (which is itself ratified by ISO 
and ITU-T). At least that's my understanding of it, but once again I'm 
playing on semantics and only responded because you asked... ;-)


J-S
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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jason Daly

Jean-Sébastien Guay wrote:

Hi Jason,

  

What standards body ratified TCP/IP?  ;-)



Hmmm, getting even more off track here, but as far as I know TCP/IP is 
not a standard (other than a de facto standard, which it certainly is). 
It's defined by RFCs and not a standard. So it's ratified by no 
standards body since it's not a standard.
  


Well, if I can't get you to call TCP/IP an open standard, I'm out of 
ammo...  ;-)


--J

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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Paul Martz
 Hypothetical situation: As I see it, if Microsoft decided to make a 
 standards committee for Direct3D and other companies joined, it would 
 be just as much a standard for graphics as OpenGL is. None of the two 
 would be able to say they're *the* standard for graphics unless some 
 independent body decided that it was one or the other...
 
 Yes, if MS did that they would have a competing open standard.
 Though none of us would probably care much since the earth would
 have shifted off of its axis and hurtled into the sun. ;)

A similar situation happened in the early 90s. Many companies got together
and formed a PEX consortium to create a graphics standard for X Windows. As
a result, SGI redesigned IrisGL and OpenGL was born. Many companies joined
on the bandwagon -- ironically, even Microsoft was an ARB member.

The analogy is as follows:
  THEN  NOW
The consortium solutionPEX OpenGL
The proprietary solution  IrisGL  Direct3D

Where this analogy falls apart is that PEX (the consortium solution) was a
latecomer onto a 3D graphics scene already dominated by IrisGL (the
proprietary solution), compared to today, in which Direct3D (the
proprietary solution) is the latecomer, with OpenGL (the consortium
solution) the dominant player.

Sorry I keep taking us down memory lane, but I think it's important to look
at parallels with historical events.

Just call me...
   -Old Man Martz

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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jean-Sébastien Guay

Hi Old Man Martz,

;-)


Sorry I keep taking us down memory lane, but I think it's important to look
at parallels with historical events.


Oh no, I find this really interesting. I got onto the 3D scene from a 
gaming/demoscene background, on the PC in the early 90s. So I'm aware of 
what transpired in the first days of commodity/gaming 3D accelerators 
around 1995-1998 (3dfx Voodoo 1,2,3; Riva 128,TNT,TNT2; Matrox 
Mystique,Mystique 220; Rendition Verité v1000,v2x00; etc.) but I know 
only a little concerning what happened in the professional/large-scale 
3D arena (SGIs, etc.).


So as much as I'm considered an old geezer for some topics and I like 
croning about those things, I'm always interested when some other old 
geezer recounts ye olde days from another perspective.


Crone on, brotha! :-)

J-S
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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Paul Speed



Jean-Sébastien Guay wrote:

Hi Old Man Martz,

;-)

Sorry I keep taking us down memory lane, but I think it's important to 
look

at parallels with historical events.


Oh no, I find this really interesting. I got onto the 3D scene from a 
gaming/demoscene background, on the PC in the early 90s. So I'm aware of 
what transpired in the first days of commodity/gaming 3D accelerators 
around 1995-1998 (3dfx Voodoo 1,2,3; Riva 128,TNT,TNT2; Matrox 
Mystique,Mystique 220; Rendition Verité v1000,v2x00; etc.) but I know 
only a little concerning what happened in the professional/large-scale 
3D arena (SGIs, etc.).


So as much as I'm considered an old geezer for some topics and I like 
croning about those things, I'm always interested when some other old 
geezer recounts ye olde days from another perspective.


Crone on, brotha! :-)

J-S


Memories...

I had a fire in my home office in October.  I was able to put it out 
without too much damage but the entire upper floor of my house was 
covered with soot.  Consequently, I've been going through old boxes of 
stuff the cleaning crew brought back and walking down memory lane _a lot_.


Just thought it was funny because just earlier today I was going through 
another box and found my well turned, hand-printed, Glide manual.  Was a 
fun trip thumbing through that.  Fun to see the old 3dfx stuff come up 
again.


-Paul

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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jean-Sébastien Guay

Hi Jason,

Well, if I can't get you to call TCP/IP an open standard, I'm out of 
ammo...  ;-)


Oh yeah, sure, it is an open standard. I have seen the light :-)

(I still have some unanswered questions, but I'll do some reading and 
not bore you with them since this mailing list is not the place to do that)


J-S
--
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http://whitestar02.webhop.org/
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[osg-users] extend osgforest with a tree position raster mask

2009-02-27 Thread Christian Sam
hi,

i would like to extend the example-program osgforest in a way so that the 
placement of trees becomes user-controllable via an additional raster mask. in 
detail: a 1bit rasterfile should mark treeless areas with a value of 0 and 
tree-covered areas with a value of 1. subsequent this mandatory partitioning, 
i would like use the existing, random placement of trees in tree-covered areas.

i'm new to osg, so i have a few questions about how to implement this, and 
would also be happy to get some clues from you.


* can i use a simple osg::texture2D (nearest neighbour worldcoordinate scaled 
to osgforest's terrain extent), as raster mask?

* if yes, how can i query/access a raster value at a specific texture 
coordinate?

* how can i prevent that the raster mask will be rendered in the final scene? 
(would a nodemask be the right way, or are there any better/simpler ways?)

* in this first approach i will only implement 2 different tree regions: 
covered and non-covered. my plan is to extend to the existing createTreeList 
function with a simple check for the raster mask value at the randomly 
generated tree position coordinates. only if it happens to lie inside a 
tree-covered area, the tree will be pushed into the trees list. maybe someone 
knows a more elegant way? 


best regards,
christian

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=7664#7664





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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jean-Sébastien Guay

Hi Paul,

Just thought it was funny because just earlier today I was going through 
another box and found my well turned, hand-printed, Glide manual.  Was a 
fun trip thumbing through that.


Heh, I had one of those too! :-)

And what's more, I actually have two nostalgia machines which I plug 
in once in a while. The first has a Cirrus Logic CL-GD5428 card (1MB, 
yessir), and the other has a Voodoo2 12MB. I'll probably keep those till 
I die, just because that was the time when it all started for me, even 
though every time we move my s/o asks why I waste space with those old 
computers...


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Jason Daly


Jean-Sébastien Guay wrote:
And what's more, I actually have two nostalgia machines which I plug 
in once in a while. The first has a Cirrus Logic CL-GD5428 card (1MB, 
yessir), and the other has a Voodoo2 12MB. I'll probably keep those till 
I die, just because that was the time when it all started for me, even 
though every time we move my s/o asks why I waste space with those old 
computers...
  


Ever try DosBox  ( http://dosbox.com/information.php?page=0 ) ?

I was trying to set up a nostalgia machine as well, but I kept having 
problems with my old hardware.  Then I found DosBox, and realized how 
pointless my efforts were.


I guess it depends on *why* you have it around, though.

--J

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Re: [osg-users] openscenegraph.org stats

2009-02-27 Thread Paul Speed



Jean-Sébastien Guay wrote:

Hi Paul,

Just thought it was funny because just earlier today I was going 
through another box and found my well turned, hand-printed, Glide 
manual.  Was a fun trip thumbing through that.


Heh, I had one of those too! :-)

And what's more, I actually have two nostalgia machines which I plug 
in once in a while. The first has a Cirrus Logic CL-GD5428 card (1MB, 
yessir), and the other has a Voodoo2 12MB. I'll probably keep those till 
I die, just because that was the time when it all started for me, even 
though every time we move my s/o asks why I waste space with those old 
computers...


J-S


I'm actually embarrassed to admit all of the old hardware I have 
shelved in my closet here at the house.  Old 486 motherboards (66 mhz 
up to a DX4x100).  Probably the saddest one is the old VFX-1 VR helmet. 
 Pretty cool for consumer electronics.  Hard to imagine now the 
frankenstein like setups to get something like that running: 3dfx 
chained to a diamond video card chained to the VR card.


The fun part is when I finally decide something really is dead and I 
disassemble it down to the last screw to show my 5 year old son how 
things work.  We stripped a hard-drive down to the platters and magnets 
the other night.


It is part of his heritage after all. ;)
-Paul

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[osg-users] Problem compiling latest trunk, ffmpeg problem

2009-02-27 Thread Alejandro Aguilar Sierra
Hi,

I just updated both ffmpeg and osg/trunk, compiled and instaled ffmpeg
but osg  can't compile because these errors:

[ 98%] Building CXX object
src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:
In member function 'void
osgFFmpeg::FFmpegDecoderVideo::publishFrame(double)':

/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:228:
error: 'img_convert' was not declared in this scope
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:
In member function 'void
osgFFmpeg::FFmpegDecoderVideo::yuva420pToRgba(AVPicture*, const
AVPicture*, int, int)':
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:264:
error: 'img_convert' was not declared in this scope
make[2]: *** 
[src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o]
Error 1
make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all] Error 2
make: *** [all] Error 2

Before updating ffmpeg, I got other ffmpeg related compilation errors.

Any hint?

My system is GNU/Linux 2.6.26-1-686 Debian Sid, gcc 4.3.1.

Regards,

-- A.
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Re: [osg-users] Texture corruption in VPB.

2009-02-27 Thread J.P. Delport

Hi,

I think you might be running into the corner equalisation bug.

Search osg-submissions for the thread

vpb - fix for corner equalisation

The fix is not yet merged in vpb.

jp


Ken Sewell wrote:

VPB seems to be corrupting parts of its textures.  I've attached the
file I used to replicate the issue (uv.png).  The other two images show
the corrupted texels.  Hopefully the images make it through my mail
system.

I built it with the following command:
osgdem --terrain --geocentric --whole-globe -t uv.png

Is anyone else seeing this artifact?

OpenSuSE 11.0/Kubuntu 8.10 64-bit, OpenSceneGraph 2.8.0, VPB svn 953.

Ken












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Re: [osg-users] Problem compiling latest trunk, ffmpeg problem

2009-02-27 Thread J.P. Delport

Hi,

Alejandro Aguilar Sierra wrote:

Hi,

I just updated both ffmpeg and osg/trunk, compiled and instaled ffmpeg
but osg  can't compile because these errors:

[ 98%] Building CXX object
src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:
In member function 'void
osgFFmpeg::FFmpegDecoderVideo::publishFrame(double)':

/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:228:
error: 'img_convert' was not declared in this scope
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:
In member function 'void
osgFFmpeg::FFmpegDecoderVideo::yuva420pToRgba(AVPicture*, const
AVPicture*, int, int)':
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:264:
error: 'img_convert' was not declared in this scope
make[2]: *** 
[src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o]
Error 1
make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all] Error 2
make: *** [all] Error 2

Before updating ffmpeg, I got other ffmpeg related compilation errors.

Any hint?


I think your ffmpeg is too new, img_convert has been deprecated in the 
newer versions.


Search the ffmpeg threads on osg-users, I think you need a specific 
version of ffmpeg for the plugin to work, tho I can be wrong...


I know in our code we have checks for the ffmpeg version and switch 
between using img_convert and swscale.


jp



My system is GNU/Linux 2.6.26-1-686 Debian Sid, gcc 4.3.1.

Regards,

-- A.
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Re: [osg-users] strange object clipping

2009-02-27 Thread Robert Osfield
Hi Ben,

The visuals do look like they suggest a problem with the near/far
computation or clamping of near/far.  I'm not aware of a bugs in the
bounding box calculation of ShapeDrawable, but it could certainly be
an area to look into.  Could you output the model to .osg, test this
in osgviewer to see if the problem still exists and if it does then
post this model so others can test against it.

Robert.

On Fri, Feb 27, 2009 at 9:10 PM, Ben Axelrod baxel...@coroware.com wrote:

 Hi,

 We are seeing some strange clipping of objects in OSG 2.6.  It happens with 
 large numbers of ShapeDrawable boxes and spheres.  What should be displayed 
 in the attached images is a large rectangular grid of small, colored cubes.

 The structure of our osg tree looks like:

 osg::Group
  |
 \|/
  osg::MatricTransform
  |
 \|/
 osg::Geode
  |    |    |
 \|/  \|/  \|/

 Multiple ShapeDrawable ()


 Our camera is an osgViewer.

 cube1.png demonstrates the clipping we are seeing.  the cubes are sliced, 
 as if by the near clipping plane of the camera.

 cube2.png has the camera and objects in the exact same positions, except a 
 large cone shape is added.  You can see that the clipping is gone.  We 
 believe this is due to some bounding box miscalculations by OSG.  When the 
 other object is added, the bounding box can be calculated properly, so the 
 cubes are not cut.

 Any ideas on what is causing this issue and what can possibly be done about 
 it?

 I have heard that ShapeDrawables is not very efficient, and is only meant for 
 fast debugging.  Will converting the ShapeDrawables to straight Geometry fix 
 it?

 Thanks,
 -Ben

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