Re: [osg-users] [vpb] Specifying a patch level lower than the maximum terrain level

2009-09-16 Thread J.P. Delport

Hi,

Luc Claustres wrote:

Hi,

I've tested the patching capabilities of VPB and it seems to work almost good. 
However I have a question related to min/max level specification.

I have generated a world at 500m resolution, specifying a max level of 16 (option : 
-l 16). Then I patched a country at resolution 15m specifying different 
levels :
  - without the -levels option, the 15m data always appear on top of the 450m 
data
  - with the -levels 10 16 option, the 15m data appear on top of the 450m 
data only starting from a given range (level 10)
  - with the -levels 6 10 option, the 15m data always appear on top of the 
450m data except on the border of the patch where the 450m data seem to be used

The following image summarizes this : [Image: 
http://claustres.lautre.net/upload/bug-niveau-3.png ]

I wonder if the last thing is a bug or a normal behaviour ?
Indeed, I expected that the 15m data will appear at a given range (level 6) 
then disappear (level 10) to let the 450m be there again. But maybe it is 
impossible to specify a end level lower than the maximum resolution of the 
terrain.


Sorry, I cannot help with your question, but could you post the command 
lines you used to patch. I'm also interested in experimenting with it.


I will add the procedure here, or you can if you want:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/UsageExamples

thanks
jp



Thank you!

Cheers,
Luc

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Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread Stephan Huber
E. Wing schrieb:

 I am not currently on the OSG track so I'm afraid I can't be much help
 at the moment. But be aware that in Snow Leopard, the default
 architecture is 64-bit (assuming you are on a 64-bit machine which
 almost all Intel Macs are now). All the Carbon stuff in
 osgViewerCarbon will likely not compile in 64-bit. I thought there was
 at least a preliminary Cocoa based viewer now, but I haven't been
 following. It seems like the Cocoa one needs to be made the default
 for just this problem that people are going to encounter over and over
 again. 

The cocoa backend is part of osg 2.9.x

 (Also, if my ImageIO plugin has not been integrated yet, now is
 the time do so so as the Quicktime plugin is also not going to work in
 64-bit.)

Also the imageio-plugin.

 Second, I don't know if the Xcode project is maintained anymore.

It's maintained for 2.9.x but not tested with Snow leopard.

cheers,
Stephan
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Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread Stephan Huber
hi,

stefan nortd schrieb:
 Hi,
 
 I just updated to osx 10.6.1 snow leopard and ran into a couple of 
 problems. 
 
 (1) My old osg binaries (osg 2.8.2 compiled for the 10.5 sdk) work but I 
 get a ton of warning (I also needed to update to xcode 3.2). They are all
  of the different visibility type.
 
 (2) Osg does not want to compile on osx 10.6. I tried both Xcode and 
 Makefiles. And for each I tried the 10.5 and 10.6 sdk which does not seem
  to change the nature of the compilation error.
 
 The attached screenshots are the errors I get with xcode. 
 
 The following code snippet is the errors I get with the Makefiles. It gets 
 25% into the build and fails with the osgViewer.


Make sure you are compiling for 32bit only. The carbon backend in 2.8.x
is not 64bit compatible. With snow-leopard the standard compiler is gcc
4.2x, try switching back to 4.0 if 32bit only doesn't help.

Try the current svn-version of osg, it supports 64bit and has a better
integrated cocoa-backend.

cheers,
Stephan
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[osg-users] Give a specific color/material to a portion of a shape/geometry

2009-09-16 Thread Miguel Lokida
Hi,

I have try to find a specific solution to my problem but I really don't how to 
do it.

I have an osg shape (I suppose that it could work on a 3d model from a 3D file).
I would like to give a specific color to a portion of a shape (along an axis) 
using a begin distance and stop distance vectors describing the interval to 
render the geometry.

I have looked at the osgClip example but when the geometry is FILL (and not 
LINE) the rendering is ugly. May be a specific state to activate ?

Any idea ?

Thank you.

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Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread stefan nortd
Hi Eric,

Thanks for the hints. I was able to build osg for the most part now (i386, 
10.5 sdk). I did not figure out why the int32_t typedef was missing 
though. I simple changed it in line  70 of the Atomic header file to singed 
long int. This did the trick for building osg with xcode.


Code:

#elif defined(_OPENTHREADS_ATOMIC_USE_BSD_ATOMIC)
# volatile int32_t _value;
volatile signed long int _value;




The osgdb_qt quicktime plugin still does not build. I get two identical 
errors in the ReaderWriterQT.cpp.


Code:

/Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgPlugins/quicktime/ReaderWriterQT.cpp:121:0
 
/Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgPlugins/quicktime/ReaderWriterQT.cpp:121:
 error: extra qualification 'ReaderWriterQT::' on member 'ReaderWriterQT'





Best,
stefan


PS: I am not sure what is up with the int32_t but I even get the same 
problem with the 2.9.5 dev release (i386, sdk 10.5, cocoa, imageio)


stefan hechenberger

http://linear.nortd.com

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Re: [osg-users] Problems port OSG 1.0 - 2.8.2; Can't embed viewer in external app

2009-09-16 Thread Robert Osfield
Hi Natasha,

I'm not familiar with GTK so can't help with this directly.  As a general
comment I'd suggest doing the port in parts.  So move the loading and
rendering across to an osgViewer::Viewer based app using osgViewer's native
windowing support, this will allow you to get something up on the screen and
a bit of exposure with the basics of the viewer.  Then once you are happy
port across the using GTK by either using the window inhertiance or
subclassing from GraphicsWindow to provide a GraphicsWindowGTK.   Window
inheritance is the route most similar to Producer's means of adapting to
other windowing toolkits.

Robert.

On Tue, Sep 15, 2009 at 6:19 PM, Natasha Westland westl...@ll.mit.eduwrote:

  The osgviewerGTK example does work but that embeds the viewer in its own
 application.  I have tried modifying the OSGGTKDrawingArea class so that it
 would work given my scenario but to no avail (for example, I can't just open
 a gtk dialog when instantiating an OSGGTKDrawingArea object.  I tried
 modifying the appropriate methods so instead of creating a new window, it
 embeds itself using the code in my below example but I get the same
 behavior).  The viewer is created, embedded in the GTK application and then
 is never seen again.

 The reason for the upgrade from OSG 1.0 to 2.8.2 was due to the upgrade of
 our OS (from FC 5 to CentOS).  The underlying libraries were newer and
 mandated the upgrade.  Thanks for the response.

 Natasha

 jp wrote:

  Hi,
 
  does the osgviewerGTK example work?
 
  jp

 Natasha Westland wrote:

   Hello, I am having difficulties upgrading from OSG 1.0 to 2.8.2 (on 
 CentOS) and was hoping to tap into this wealth of knowledge after failing 
 miserably poking around the source code and attempting to retrofit the 
 example applications into my own. Using OSG 1.0, I have an application 
 which used an osgProducer to embed a viewer in another (GTK+ based) 
 application. Using the below approach, I am able to successfully render 
 images in the external application.  In my attempt to port to OSG 2.8.2, I 
 am able to embed the viewer in the external application but I can't seem to 
 render any images.  (I've tried simply changing the background color and 
 that doesn't work either.)  Based on observations in the debugger,  it 
 appears that my viewer may not be integrated properly with the gtk redrawing 
 thread of the external application due to the fact that the visible (black) 
 view is overdrawn by the external application at random times, and it is 
 never seen again.  Any pointers would be greatly appreciated. Thanks! 
 Natasha westl...@ll.mit.edu _ Initialization of osgProducer viewer 
 using OSG 1.0:  _osgProducer::Viewer viewer (BuildConfig());
 viewer.setUpViewer (osgProducer::Viewer::SKY_LIGHT_SOURCE | 
 osgProducer::Viewer::HEAD_LIGHT_SOURCE | 
 osgProducer::Viewer::STATE_MANIPULATOR | 
 osgProducer::Viewer::STATS_MANIPULATOR | 
 osgProducer::Viewer::VIEWER_MANIPULATOR );  gtk_init (argc, argv);   
// set the xid of the GtkSocket and connect the GtkPlug  guint32 xid 
 = wGtkPlug;// gtksocket of external application  GtkWidget *plug = 
 gtk_plug_new(xid);  gtk_signal_connect(GTK_OBJECT(plug), 
 destroy-event, GTK_SIGNAL_FUNC(destroy_event), viewer);  // set the 
 viewer to display in the plug 
 viewer.getCamera(0)-getRenderSurface()-setWindow(gtk_plug_get_id(GTK_PLUG(plug)));
  // create a new thread to handle GTK events  
 pthread_create(gtk_thread, NULL, gtk_thread_loop, NULL);// create the 
 windows and run the threads.viewer.realize();while( !viewer.done() 
 ) {viewer.sync();viewer.update(); // fire off 
 the cull and draw traversals of the scene. viewer.frame(); 
 usleep(50); }Producer::CameraConfig*BuildConfig(void) {  
   Producer::RenderSurface *rs1 = new Producer::RenderSurface;
 rs1-setScreenNum(0);rs1-setWindowName(external-app);
 rs1-setWindowRectangle (0,0,640,480);Producer::Camera *camera1 = 
 new Producer::Camera;camera1-setRenderSurface(rs1);
 camera1-setOffset( 0.0, 0.0 );rs1-setInputRectangle 
 (Producer::RenderSurface::InputRectangle(0.0,1.0,0.0,1.0));
 Producer::InputArea *ia = new Producer::InputArea;
 ia-addRenderSurface(rs1);Producer::CameraConfig *cfg = new 
 Producer::CameraConfig;cfg-addCamera(Camera 1,camera1);
 cfg-setInputArea(ia);return cfg;}  void 
 *gtk_thread_loop(void *arg) {  gtk_main();  return NULL;   } 
 _ Rendering the images in OSG 1.0 is implemented as follows (same for 
 OSG 2.8.2): __loadedModel = osgDB::readNodeFile(sName);if 
 (!_loadedModel) {  viewer.setClearColor( osg::Vec4( 0.9f, 0.9f, 0.9f, 
 1.0) );  return 1;}viewer.setClearColor( osg::Vec4( 0.701961f, 
 0.862745f, 0.949020f, 1.0) );// optimize the scene graph, remove 
 rendundent nodes 

Re: [osg-users] LineSegmentIntersector, IntersectionVisitor and children

2009-09-16 Thread Robert Osfield
Hi Julien-Charles,

The interesection code only using the node bounding spheres during
traversal, it doesn't use them for the final intersection calculation as
this is done against the actual primitives of the drawable leaves.   I can't
say way is wrong with your setup, but it won't be a parental bounding sphere
issue.

Robert.

On Tue, Sep 15, 2009 at 8:24 PM, Julien-Charles Levesque 
levesque...@gmail.com wrote:

 Hi,

 I am using LineSegmentIntersectors with IntersectionVisitor to do some ray
 casting in my architecture. Everything works fine to select and move
 objects. However I want to implement a drag-and-drop interaction, where I
 can move an object onto another and have something different happen. I want
 to obtain this object using the ray casting as well, so I cast a ray and
 check to get the first object in Intersections that is not my current object
 (which I saved in a member variable at the beginning of my drag-and-drop).

 It all works fine until I start interacting with parent/child objects. I
 have a sphere and a cube, the sphere is the parent of the cube. When I
 drag-and-drop my cube over black space, the IntersectionVisitor returns me
 the sphere (the parent) as the second object intersected even though there
 is nothing behind the cube at the place I dropped it.

 Now I believe this has something to do with the parent's bounding sphere
 including it's children and thus being counted as an intersection, but I'm
 not sure how I can deal with this kind of stuff. Then again, I could be
 mistaken.

 I tried reading about bounding spheres in the reference guide and did not
 see much, neither could I get much information (or enough information ;)
 about IntersectionVisitors.. any help would be strongly appreciated !


 Thanks in advance !

 Sincerely,
 Julien-Charles

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Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread Robert Osfield
Hi David,

I used to work in the oil-gas sector so I'm rather familiar with needs for
visualizing large seismic horizon meshes, albeit a bit rusty - it was last
century that I did the work :-)

VPB and osgEarth aren't likely to be too helpful for you as they really
aren't geared up for the quite specific type of needs you have.  What route
you take depends upon some of the constraints that you might be able to put
upon the geometry.  For instance, is it a regular grid with holes, or does
this mesh need to be an irregular triangle mesh?

Robert.

On Tue, Sep 15, 2009 at 8:40 PM, David Angelo 
vonengel.gro...@googlemail.com wrote:

 Hi folks,

 I am starting to work on a project, where I have to render and manipulate
 huge
 triangle meshes (~200 mio. vertices).
 The meshes are seismic horizons, which are quite similar to ordinary
 terrain
 meshes. However, theses meshes can and will have holes.
 I think both VPN and osgEarth (which are pretty cool and I used them in
 different contexts) are not suited for this purpose.
 For the rendering part, my first idea was to use the Geometry Clipmap:
 http://research.microsoft.com/en-us/um/people/hoppe/geomclipmap.pdf
 technique by Losasso  Hoppe. Has anybody already implemented it
 (preferably
 with OSG), or does anybody know if this technique supports meshes with
 holes?
 Perhaps an integration of this technique into VPB would also be worth
 thinking
 of.
 What do you think?

 Cheers,
 David
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Re: [osg-users] Give a specific color/material to a portion of a shape/geometry

2009-09-16 Thread Robert Osfield
Hi Miguel,

I can't really make out what you exactly want, but at a guess
multi-texturing and texgen might well be one route to look into.  Have a
look at the osgtexture1D example.

Robert.

On Wed, Sep 16, 2009 at 9:13 AM, Miguel Lokida mlok...@yahoo.fr wrote:

 Hi,

 I have try to find a specific solution to my problem but I really don't how
 to do it.

 I have an osg shape (I suppose that it could work on a 3d model from a 3D
 file).
 I would like to give a specific color to a portion of a shape (along an
 axis) using a begin distance and stop distance vectors describing the
 interval to render the geometry.

 I have looked at the osgClip example but when the geometry is FILL (and not
 LINE) the rendering is ugly. May be a specific state to activate ?

 Any idea ?

 Thank you.

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[osg-users] [osgPPU] Precision in osgPPU

2009-09-16 Thread josselin . petit


Hi everyone,

I would like to use osg PPU to compute very accurate data, about ten  
number behind the comma, to avoid numerical errors.


So I used 32 bits textures for the render to texture :
texture2D-setInternalFormat(GL_RGBA32F_ARB);
texture2D-setSourceFormat(GL_RGBA);
texture2D-setSourceType(GL_FLOAT);

texture2D-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
texture2D-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
texture2D-setWrap(osg::Texture2D::WRAP_R,osg::Texture2D::CLAMP_TO_BORDER);
texture2D-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
texture2D-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);


But I noticed, by exemple, when I put the value 0.012024048 in one  
shader (gl_FragColor = vec(0.012024048, 0.012024048, 0.012024048,  
1.0);),

the value read in the next shader becomes 0.012023926.
I checked the values twice, once with the glsl Devil debugger, once  
with an UnitOutCapture.


Is there a way to have more precision for my data ?

Thanks in advance,
Josselin.


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[osg-users] Problems with cameras of stereo mode

2009-09-16 Thread Samuel Jarque
Hi,

At first, sorry if my english is bad.
I'm using stereo mode in a project with horizontal split option and I need 
adjust the cameras of right and left eye. In other words, I need to move left 
or right eye camera X in vertical and Y in horizontal while the program is 
running without move the other eye camera and I don't find the code to access 
to these cameras. 

Thank you!

Cheers,
Samuel

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Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread Stephan Maximilian Huber
Hi Stefan,

there are still some patches for osg  snow-leopard in the
submission-queue, try to switch to the gcc 4.0-compiler in the project
settings. This should give you the same results as for Leopard.

HTH,

Stephan


stefan nortd schrieb:
 Hi Eric,
 
 Thanks for the hints. I was able to build osg for the most part now (i386, 
 10.5 sdk). I did not figure out why the int32_t typedef was missing 
 though. I simple changed it in line  70 of the Atomic header file to singed 
 long int. This did the trick for building osg with xcode.
 
 
 Code:
 
 #elif defined(_OPENTHREADS_ATOMIC_USE_BSD_ATOMIC)
 # volatile int32_t _value;
 volatile signed long int _value;
 
 
 
 
 The osgdb_qt quicktime plugin still does not build. I get two identical 
 errors in the ReaderWriterQT.cpp.
 
 
 Code:
 
 /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgPlugins/quicktime/ReaderWriterQT.cpp:121:0
  
 /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgPlugins/quicktime/ReaderWriterQT.cpp:121:
  error: extra qualification 'ReaderWriterQT::' on member 'ReaderWriterQT'
 
 
 
 
 
 Best,
 stefan
 
 
 PS: I am not sure what is up with the int32_t but I even get the same 
 problem with the 2.9.5 dev release (i386, sdk 10.5, cocoa, imageio)
 
 
 stefan hechenberger
 
 http://linear.nortd.com
 
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Re: [osg-users] [osgPPU] Precision in osgPPU

2009-09-16 Thread J.P. Delport

Hi,

josselin.pe...@lcpc.fr wrote:


Hi everyone,

I would like to use osg PPU to compute very accurate data, about ten 
number behind the comma, to avoid numerical errors.


I don't think you will reach this with single precision floating point.



So I used 32 bits textures for the render to texture :
texture2D-setInternalFormat(GL_RGBA32F_ARB);
texture2D-setSourceFormat(GL_RGBA);
texture2D-setSourceType(GL_FLOAT);

texture2D-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);

texture2D-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
texture2D-setWrap(osg::Texture2D::WRAP_R,osg::Texture2D::CLAMP_TO_BORDER);
texture2D-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
texture2D-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);


But I noticed, by exemple, when I put the value 0.012024048 in one 
shader (gl_FragColor = vec(0.012024048, 0.012024048, 0.012024048, 1.0);),

the value read in the next shader becomes 0.012023926.
I checked the values twice, once with the glsl Devil debugger, once with 
an UnitOutCapture.


What video card do you have?



Is there a way to have more precision for my data ?


Two options maybe:

1) Double precision float path. You will have to first get hardware that 
supports it and I think you will probably have to look at CUDA. I'm not 
sure which cards do this, have a look at the CUDA documentation. Other 
problem is that I don't know of double precision floating point texture 
formats that will work easily with OSG.


2) If your data can be split (ito precision) across multiple colour 
channels you might be able to do some arithmetic in shaders yourself.


See also here:
http://www.gpgpu.org/wiki/FAQ

I don't have much experience with either of 2 options above, so if 
someone else has some concrete info I would also be interested.


rgds
jp



Thanks in advance,
Josselin.


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Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread Erik den Dekker



On 16-09-2009, at 10:15, stefan nortd wrote:


Hi Eric,

Thanks for the hints. I was able to build osg for the most part now  
(i386,

10.5 sdk). I did not figure out why the int32_t typedef was missing
though. I simple changed it in line  70 of the Atomic header file to  
singed

long int. This did the trick for building osg with xcode.


I managed to compile/run most of OSG under OS X 10.6.1 with the 10.6  
SDK in 32 bit, using Cocoa and ImageIO plugin. Please be aware of a  
bug in cmake that does not set the architecture properly if you  
specify that you only want 32-bit. See http://public.kitware.com/Bug/view.php?id=9466 
.





Code:

#elif defined(_OPENTHREADS_ATOMIC_USE_BSD_ATOMIC)
   # volatile int32_t _value;
   volatile signed long int _value;


I also encountered that using gcc 4.2 cmake detected both  
_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS and  
_OPENTHREADS_ATOMIC_USE_BSD_ATOMIC and that leads to a logic error in  
conditional compilation of the current Openthread/Atomic header.   
Attached file fixes this logic error.


 

Atomic
Description: Binary data


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Re: [osg-users] Give a specific color/material to a portion of a shape/geometry

2009-09-16 Thread Miguel Lokida
Here 's what I obtain. But I would like to use FILL despite of LINE for the 
rest of the shape.

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Re: [osg-users] [osgPPU] Precision in osgPPU

2009-09-16 Thread josselin . petit


Hi jp,

Thanks for your quick answer :)

I'm working with a nVidia GeForce 280, so I think it's ok for 32 bits  
textures and Cuda.


Thanks too for your two propositions. I'll tell you if one works...

Josselin.


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Re: [osg-users] Far Nodes - geometry as background

2009-09-16 Thread Eric Pouliquen
OK, I'm trying now using local cameras as proposed by Robert.

What I do :

I put somewhere in my scene graph a camera, setting it as PRE_RENDER, and 
setting its setReferenceFrame to RF_RELATIVE. When doing this, I notice the 
local cam get the main cam matrix, which is a good behavior for me (at 
beginning I was setting it to  RF_ABSOLUTE, and so need to write a cullcallback 
when I grab the main ca matrix and copy it to my local cam...).

What I notice is : I DO NOT need to set the
ClearMask on the viewer's master Camera to just clear the depth
buffer, maybe because OSG do like this :

 1. clear the buffers corresponding to main cam attributes
 2. clear the buffers corresponding to local cam attributes
 3. render the nodes which are child of my local cam
 4. render the other nodes

 Maybe this behaviour occurs because my local cam is a child on the root to 
which the main cam is applied, isn't it ?

I'm now in front of another problem : the z buffer precision, because, if I 
understand well, such a scene graph do that my main camera take ALL the scene 
to computes its near and far planes... - to refresh your mind, the nodes under 
the local cam are designed to be very far in the scene -

Is there any simple way to tell to the main cam to avoid traversing the local 
cam's children when computing its near/far planes ?

I know that the osgdepthpartition is a good point to start, but it's a bit 
complicated and single threaded designed (don't know where the problems appear 
with multi threads in this example).

thanks

Eric

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Re: [osg-users] [osgPPU] Precision in osgPPU

2009-09-16 Thread Art Tevs
Hi Josselin,


as J.P. already said, I think your problem is that single precision float 
values are not enough to be precise for the tenth number behind the comma. 
There is no OpenGL texture format which can support double textures. There 
exists only 32bit single precision float format. Maybe some of the vendor 
OpenGL extensions do support such texture, but I think no.

CUDA does support native double values, however only if you GPU does also 
support them, so having CUDAs computing capability of at least 1.3, I think. 
Currently this works only on G200 GPUs. 

So, if you wish to work with OpenGL, then think on the way how either to:
 - overcome your precision problem (i.e. move the comma to the right): very 
easy to implement, however precision get lost when having large numbers before 
comma
- analyze your algorithm and maybe start to use 32bit integers (very common in 
µC programming), because they can represent any value between -2^16 to 2^16, so 
you have at least 9 numbers for your precision): I agree that using integers 
instead of floats in a GLSL shader is somehow a big misuse and might not work, 
but why not ;)
- or pack your doubles in two floats and think on how to use the packed values 
in your computations

Cheers,
art

P.S. In a lot of cases researches complain that they have not enough precision. 
However in most such cases the precision problem can be solved by analyzing and 
changing the algorithm to use the given hardware setup in more efficient way.


josselin wrote:
 Hi everyone,
 
 I would like to use osg PPU to compute very accurate data, about ten  
 number behind the comma, to avoid numerical errors.
 
 So I used 32 bits textures for the render to texture :
 texture2D-setInternalFormat(GL_RGBA32F_ARB);
 texture2D-setSourceFormat(GL_RGBA);
 texture2D-setSourceType(GL_FLOAT);
   
 texture2D-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
 texture2D-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
 texture2D-setWrap(osg::Texture2D::WRAP_R,osg::Texture2D::CLAMP_TO_BORDER);
 texture2D-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
 texture2D-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
 
 
 But I noticed, by exemple, when I put the value 0.012024048 in one  
 shader (gl_FragColor = vec(0.012024048, 0.012024048, 0.012024048,  
 1.0);),
 the value read in the next shader becomes 0.012023926.
 I checked the values twice, once with the glsl Devil debugger, once  
 with an UnitOutCapture.
 
 Is there a way to have more precision for my data ?
 
 Thanks in advance,
 Josselin.
 


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Re: [osg-users] Problems with cameras of stereo mode

2009-09-16 Thread Robert Osfield
Hi Samuel,

Currently the stereo is implemented by the low level osgUtil::SceneView
class, which has a ComputeStereoMatricesCallback that you can use (from
include/osgUtil/SceneView) :

/** Callback for overidding the default method for compute the
offset projection and view matrices.*/
struct ComputeStereoMatricesCallback : public osg::Referenced
{
virtual osg::Matrixd computeLeftEyeProjection(const
osg::Matrixd projection) const = 0;
virtual osg::Matrixd computeLeftEyeView(const osg::Matrixd
view) const = 0;

virtual osg::Matrixd computeRightEyeProjection(const
osg::Matrixd projection) const = 0;
virtual osg::Matrixd computeRightEyeView(const osg::Matrixd
view) const = 0;
};

void setComputeStereoMatricesCallback(ComputeStereoMatricesCallback*
callback) { _computeStereoMatricesCallback=callback; }
ComputeStereoMatricesCallback* getComputeStereoMatricesCallback() {
return _computeStereoMatricesCallback.get(); }
const ComputeStereoMatricesCallback*
getComputeStereoMatricesCallback() const { return
_computeStereoMatricesCallback.get(); }


You can get access to the SceneView via the osgViewer::Renderer, and the
Render you'll find attached to the viewers main camera.

The other approach is to not use the low stereo support of the OSG, and just
implement the stereo yourself using Viewer slave Camera's, this is how I'd
tackle it these days.  The low level SceneView stereo support dates back to
the early days of the OSG, and awaits replacement by provide convenience
functions for setup of stereo using slave Camera's in osgViewer.

Good luck,
Robert.


On Wed, Sep 16, 2009 at 9:13 AM, Samuel Jarque samuel.jar...@gmail.comwrote:

 Hi,

 At first, sorry if my english is bad.
 I'm using stereo mode in a project with horizontal split option and I need
 adjust the cameras of right and left eye. In other words, I need to move
 left or right eye camera X in vertical and Y in horizontal while the program
 is running without move the other eye camera and I don't find the code to
 access to these cameras.

 Thank you!

 Cheers,
 Samuel

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[osg-users] [forum] 600 Forum members (+some statistics)

2009-09-16 Thread Art Tevs
Hi folks,

The next hundred users are now registered on our forum. Here are current and 
last statistics:

June, 2009:
1865 mailing list users.
508 forum users
Overlap of 143
Total amount of users: 2230 users

September, 2009:
1865 mailing list users,
601 forum users
Overlap of 159 users
Total amount of users: 2307 users

---

Percentage:
total amount raised by 3.5%
number of ML users grew by 0.0%
number of forum users grew by 18.3%

--- 


Have a nice day,
forum-team

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Re: [osg-users] OSG Threading

2009-09-16 Thread Prasad Pokala
Hi Jason  Robert,

   Thanks for the reply. When I set viewer.setDone(true) the osg window(scene) 
is closing. I want the OSGWindow should be operational(running) and wants to 
work with my rest of the application. 

[color=orange]Class1[/color]
{
Class2 scene;
   // My applicaion 

   (c++ stuff)
...
...
 scene.display();
(After displaying the the scene wants to continue with my application ) 
.
.
.
}  


[color=orange]Class2[/color]   // class for displaying the scene and geometry
{
 void disply()
{
  // Here i have the code for setting up viewer and displaying  geometry
  osgViewer viewer;
  
  ...
  ...
   
 After everything finishes wants to display viewer
 for ex I have done this
viewer.run();
 or 
 while (!viewer.done())
 {
 viewer.frame()
   
  }
  return 0;   // wants to reach this point with osg is running   
 }  // After display wants to go back to parent class(Class1)  
}


When i done viewer.frame() or viewer.run() or what ever I am in inside osg main 
loop. Hence I am not able to go back and continue with my application. I know 
that with viewer.setDone(true) , able to come out of loop but without 
osgwindow(scene).

Is there any way to display osg scene and continue with my rest of the 
application??  
Is it possible for displaying the scene with out going into osg main loop??

Any Idea??

Thank you!

Cheers,
Prasad

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Re: [osg-users] Give a specific color/material to a portion of a shape/geometry

2009-09-16 Thread Miguel Lokida
I try to use a 1DTexture (basing on the example) but when I want to apply it to 
a osg::cone, I can 't  apply it correctly from the top to the basis of the cone 
(without any repeat or mirror)
. 
I try to use texgen but the map didn't fit on the surface cone and, I don't 
find any example about it. 

How can it be done correctly ?

Thank you.

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Re: [osg-users] Give a specific color/material to a portion of a shape/geometry

2009-09-16 Thread Robert Osfield
Hi Miguel,

If you want fine control of texture coordinates then you are probably best
to create the geometry yourself rather than use the ShapeDrawable as it
really isn't resigned for this type of work. See the osggeometry example.

Robert.

On Wed, Sep 16, 2009 at 2:07 PM, Miguel Lokida mlok...@yahoo.fr wrote:

 I try to use a 1DTexture (basing on the example) but when I want to apply
 it to a osg::cone, I can 't  apply it correctly from the top to the basis of
 the cone (without any repeat or mirror)
 .
 I try to use texgen but the map didn't fit on the surface cone and, I don't
 find any example about it.

 How can it be done correctly ?

 Thank you.

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Re: [osg-users] [osgPPU] Precision in osgPPU

2009-09-16 Thread Jason Daly

Art Tevs wrote:

- analyze your algorithm and maybe start to use 32bit integers (very common in 
µC programming), because they can represent any value between -2^16 to 2^16, so 
you have at least 9 numbers for your precision): I agree that using integers 
instead of floats in a GLSL shader is somehow a big misuse and might not work, 
but why not ;


The more recent GLSL versions shouldn't have problems with integers.  
Just use ivec4 instead of vec4.  For textures, just use INT_SAMPLER_xD 
or UNSIGNED_INT_SAMPLER_xD in osg::Unform.


--J
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Re: [osg-users] OSG Threading

2009-09-16 Thread Jason Daly

Prasad Pokala wrote:

Hi Jason  Robert,

   Thanks for the reply. When I set viewer.setDone(true) the osg window(scene) is closing. I want the OSGWindow should be operational(running) and wants to work with my rest of the application. 


[color=orange]Class1[/color]
{
Class2 scene;
   // My applicaion 


   (c++ stuff)
...
...
 scene.display();
(After displaying the the scene wants to continue with my application ) 
.

.
.
}  



[color=orange]Class2[/color]   // class for displaying the scene and geometry
{
 void disply()
{
  // Here i have the code for setting up viewer and displaying  geometry
  osgViewer viewer;
  
  ...
  ...
   
 After everything finishes wants to display viewer

 for ex I have done this
viewer.run();
 or 
 while (!viewer.done())

 {
 viewer.frame()
   
  }
  return 0;   // wants to reach this point with osg is running   
 }  // After display wants to go back to parent class(Class1)  
}



When i done viewer.frame() or viewer.run() or what ever I am in inside osg main 
loop. Hence I am not able to go back and continue with my application. I know 
that with viewer.setDone(true) , able to come out of loop but without 
osgwindow(scene).

Is there any way to display osg scene and continue with my rest of the application??  
Is it possible for displaying the scene with out going into osg main loop??
  


Does your program already have a loop that constantly calls that 
disply() method?  If so, then all you should need to do is have a single 
call to viewer.frame() at the end (there's no need to create another 
loop if you're already looping).


--J

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Re: [osg-users] Problems port OSG 1.0 - 2.8.2; Can't embed viewer in external app

2009-09-16 Thread Jason Daly

Natasha Westland wrote:
The osgviewerGTK example does work but that embeds the viewer in its 
own application.  I have tried modifying the OSGGTKDrawingArea class 
so that it would work given my scenario but to no avail (for example, 
I can't just open a gtk dialog when instantiating an OSGGTKDrawingArea 
object.  I tried modifying the appropriate methods so instead of 
creating a new window, it embeds itself using the code in my below 
example but I get the same behavior).  The viewer is created, embedded 
in the GTK application and then is never seen again. 

The reason for the upgrade from OSG 1.0 to 2.8.2 was due to the 
upgrade of our OS (from FC 5 to CentOS).  The underlying libraries 
were newer and mandated the upgrade.  Thanks for the response.


Natasha,

I read through the code, and I realized that I missed the part about it 
being two different applications using GtkPlug and GtkSocket.  Just 
curious, have you verified that the plug/socket works with a simple 
OpenGL application in CentOS 5?


--J

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Re: [osg-users] Render FBOs with main camera disabled - possible?

2009-09-16 Thread Jean-Sébastien Guay

Hi JP,

thanks, it seems to work. Attached a simple test app modified from 
osgscreencapture. If with vsync on (60Hz) I render one pbo and then 1 
normal, the stats report 120fps, 2 pbo and 1 normal gives 180fps...


Excellent, good to know it worked out.

J-S
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Re: [osg-users] OSG Threading

2009-09-16 Thread Prasad Pokala
Hi Jason,

 I do not have a loop but I will call display() when ever is required. When 
I wrote only viewer.frame() as soon as it come out of display() the 
osgwindow(scene) is closing.  

I want osgwindow(scene) should be running after display()


Thank you!

Cheers,
Prasad

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Re: [osg-users] OSG Threading

2009-09-16 Thread Jean-Sébastien Guay

Hi Prasad,

 I do not have a loop but I will call display() when ever is required. When I wrote only viewer.frame() as soon as it come out of display() the osgwindow(scene) is closing.  


Well of course if your viewer instance goes out of scope at the end of 
display(), the viewer will close.


You need to keep the viewer in an osg::ref_ptrosgViewer::Viewer in 
your class. Then YourClass::display() can call viewer-frame() and your 
app can call YourClass::display() when it needs to.


J-S
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[osg-users] [osgCompute] oscOpenCL?

2009-09-16 Thread Chip Collier
Hi Folks,

New to OSG but osgCompute is incredibly exciting to me. I see that there is 
some CUDA action happening but was hoping to here about in progress or planned 
support for OpenCL as well.

Has anyone started working with OpenCL yet?

Cheers,
Chip

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Re: [osg-users] [osgCompute] oscOpenCL?

2009-09-16 Thread Jason Daly

Chip Collier wrote:

Hi Folks,

New to OSG but osgCompute is incredibly exciting to me. I see that there is 
some CUDA action happening but was hoping to here about in progress or planned 
support for OpenCL as well.

Has anyone started working with OpenCL yet?
  


Not yet.  Nvidia won't give me the drivers... (and I'm not registering 
to be a developer again, because they completely ignored me last time).


--J

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Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread David Angelo
Hi Robert, hi folks,

last century. ;-) Good to have an expert in this area.
About VPB and osgEarth. I think so too. Nevertheless, they are both
great tools! Thumbs up for the developers.

The input data I currently have is a regular grid with holes. At the
moment support for irregular meshes is not needed. All mesh
manipulationa will be based on the regular grid. Do you have a hint
how to efficiently triangulate this regular grid with holes?

Since the resulting mesh will be pretty big and may not fit in the
texture memory (I also have to share resources with a ravenous volume
renderer), my first thought was using a continious LOD (no popping)
approach. Does anybody have experience with such an algorithm? This
algorithm may also be interesting for VPB.

Ah, I almost forgot, the hole algorithm must be an out-of-core
solution. So most propably I need to do paging at least between the
main memory and the texture memory. Paging between hard disk and main
memory may not be needed, since they normally have machines with quite
a lot of memory.

Thanks in advance for your comments.

Cheers,
David


On Wed, Sep 16, 2009 at 10:27 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi David,

 I used to work in the oil-gas sector so I'm rather familiar with needs for
 visualizing large seismic horizon meshes, albeit a bit rusty - it was last
 century that I did the work :-)

 VPB and osgEarth aren't likely to be too helpful for you as they really
 aren't geared up for the quite specific type of needs you have.  What route
 you take depends upon some of the constraints that you might be able to put
 upon the geometry.  For instance, is it a regular grid with holes, or does
 this mesh need to be an irregular triangle mesh?

 Robert.

 On Tue, Sep 15, 2009 at 8:40 PM, David Angelo
 vonengel.gro...@googlemail.com wrote:

 Hi folks,

 I am starting to work on a project, where I have to render and manipulate
 huge
 triangle meshes (~200 mio. vertices).
 The meshes are seismic horizons, which are quite similar to ordinary
 terrain
 meshes. However, theses meshes can and will have holes.
 I think both VPN and osgEarth (which are pretty cool and I used them in
 different contexts) are not suited for this purpose.
 For the rendering part, my first idea was to use the Geometry Clipmap:
 http://research.microsoft.com/en-us/um/people/hoppe/geomclipmap.pdf
 technique by Losasso  Hoppe. Has anybody already implemented it
 (preferably
 with OSG), or does anybody know if this technique supports meshes with
 holes?
 Perhaps an integration of this technique into VPB would also be worth
 thinking
 of.
 What do you think?

 Cheers,
 David
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Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread Brian R Hill
Have you looked into streaming meshes? I've only looked at them briefly,
but they look somewhat related.

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: David Angelo vonengel.gro...@googlemail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 09/16/2009 03:26PM
Subject: Re: [osg-users] Huge triangle mesh / Geometry Clipmap

Hi Robert, hi folks,

last century. ;-) Good to have an expert in this area.
About VPB and osgEarth. I think so too. Nevertheless, they are both
great tools! Thumbs up for the developers.

The input data I currently have is a regular grid with holes. At the
moment support for irregular meshes is not needed. All mesh
manipulationa will be based on the regular grid. Do you have a hint
how to efficiently triangulate this regular grid with holes?

Since the resulting mesh will be pretty big and may not fit in the
texture memory (I also have to share resources with a ravenous volume
renderer), my first thought was using a continious LOD (no popping)
approach. Does anybody have experience with such an algorithm? This
algorithm may also be interesting for VPB.

Ah, I almost forgot, the hole algorithm must be an out-of-core
solution. So most propably I need to do paging at least between the
main memory and the texture memory. Paging between hard disk and main
memory may not be needed, since they normally have machines with quite
a lot of memory.

Thanks in advance for your comments.

Cheers,
David


On Wed, Sep 16, 2009 at 10:27 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi David,

 I used to work in the oil-gas sector so I'm rather familiar with needs
for
 visualizing large seismic horizon meshes, albeit a bit rusty - it was
last
 century that I did the work :-)

 VPB and osgEarth aren't likely to be too helpful for you as they really
 aren't geared up for the quite specific type of needs you have.  What
route
 you take depends upon some of the constraints that you might be able to
put
 upon the geometry.  For instance, is it a regular grid with holes, or
does
 this mesh need to be an irregular triangle mesh?

 Robert.

 On Tue, Sep 15, 2009 at 8:40 PM, David Angelo
 vonengel.gro...@googlemail.com wrote:

 Hi folks,

 I am starting to work on a project, where I have to render and
manipulate
 huge
 triangle meshes (~200 mio. vertices).
 The meshes are seismic horizons, which are quite similar to ordinary
 terrain
 meshes. However, theses meshes can and will have holes.
 I think both VPN and osgEarth (which are pretty cool and I used them in
 different contexts) are not suited for this purpose.
 For the rendering part, my first idea was to use the Geometry Clipmap:
 http://research.microsoft.com/en-us/um/people/hoppe/geomclipmap.pdf
 technique by Losasso  Hoppe. Has anybody already implemented it
 (preferably
 with OSG), or does anybody know if this technique supports meshes with
 holes?
 Perhaps an integration of this technique into VPB would also be worth
 thinking
 of.
 What do you think?

 Cheers,
 David
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Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread Chris 'Xenon' Hanson
David Angelo wrote:
 Since the resulting mesh will be pretty big and may not fit in the
 texture memory (I also have to share resources with a ravenous volume
 renderer), my first thought was using a continious LOD (no popping)
 approach. Does anybody have experience with such an algorithm? This
 algorithm may also be interesting for VPB.

  Most CLOD algorithms dislike holes.

  I know Robert's preference in VPB is to avoid CLOD in favor of discrete LODs 
(DLOD?).
CLODs require dynamic geometries and discrete LODs require only the shoving of 
big chunks
of triangles around. On-GPU CLOD might be a nice approach, but the DLOD 
approach has
served very well with current graphics hardware that might bottleneck on 
CPU-served CLOD
geometry.

  Whether CLOD or DLOD, You might consider filling the holes in your dataset 
with
interpolated values, then using texturing to knock visible holes into the 
surface.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
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Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread Martin Beckett
For the streaming mesh have you had a look at 
http://www.cs.unc.edu/~isenburg/sd/ 

It's by the same team that did the famous 'triangle' program - but this is free 
(MIT licence)

Cheers,
Martin

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