Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?

2009-10-20 Thread Maurizio Lodo
Hi,
Should this be done within VertexShader using GLSL? I tried to create a light 
following the osglight example, but it did not make any difference.
Cheers,
Maurizio

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Re: [osg-users] Write osgAnimation callbacks into osg files - no Information available ?

2009-10-20 Thread pp

Thrall, Bryan wrote:

p...@graphics.cs.uni-sb.de wrote on Monday, October 19, 2009 3:14 AM:

  

The reason you get no update callback in the .osg file is that
osganimationnode uses a custom callback, AnimtkUpdateCallback, that
  

the
  

.osg writer doesn't know about.

  

From the OpenSceneGraph-Data .osg files that have animation (such as


robot.osg), it looks like osgAnimation::BasicAnimationManager is
supported, so you could start with using that instead of
AnimtkUpdateCallback. 


HTH,

  

Had the same guess, but did not manage to get it to work. Example Code
would be cool, so I could go on from this point, thx.



Unfortunately, I am not familiar with osgAnimation, so I don't really
know how to create one. I would recommend looking at the contents of
robot.osg and comparing it to the interface of the osgAnimation classes;
you could also look at the other osgAnimation examples
(osganimationsolid seems to use BasicAnimationManager, for example).

I tested that osgAnimation callbacks can be written to files using
'osgconv robot.osg robot2.osg' and they seemed to be written to
robot2.osg just fine.

Sorry I can't help further.
  

Thx you for your affords, but unfortunately that does not solve the problem.
I manage to convert an osg file with callbacks into an osg file with 
callbacks as well.
But I can't figure out what's happening underneath the hood, so that I 
can not reproduce from scratch.
Unfortunately there is no example which is doing this, only osg files 
with callbacks, or executables.


But this functionality is required to write an osg Exporter with 
osgAnimation support.


Cheers, searching for the Pivot of my Soul, PP !!!
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Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?

2009-10-20 Thread J.P. Delport

Hi Sergey,

did you forget to attach it?

jp

sergey leontyev wrote:

I have created an example for the memory growth problem.

If you have a chance can you please run it with the following command arguments 
:
 -3, where  is your database main txp file.

It creates 3 views. In order to trigger the memory growth problem. 
First get closer to the terrain slowly ( so it appears) for lets say 2 bottom views.

Tilt the camera so it looks down at the terrain. Dont do anything else and 
watch the memory growth.
If memory usage is not growing, try to navigate camera to different places and zoom out further. 



Thank you!

Cheers,
sergey

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Re: [osg-users] [3rdparty] osgEarth - fade layers not working

2009-10-20 Thread Markus Lacay
Hey all,

I have a problem using osgEarthUtil::FadeLayerNode in osgearth_1.2_T2009-08-12 
compiled against osg 2.8.2. 

I try using the following code:


Code:

osgEarthUtil::FadeLayerNode *fadeLayerNode = 
osgEarthUtil::FadeLayerNode(osgEarthNode-getMap());

for (unsigned int i = 1; i  numImageLayers; ++i)
fadeLayerNode-setOpacity(i, 0.0f);





Yet I can still see all the layers. I've also tried setting elevation update 
callbacks and that didnt help. I am just following the example of the included 
osgearth_fadelayers, but I notice that even in this example, when I set all 
layers to opacity 0.0f, I still can see them.

Any ideas? :( 

-Markus

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Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-20 Thread J.P. Delport

Hi all,

see also this thread for maybe a different idea. We also need multiple 
(but variable) passes for an image processing algorithm.


http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/49423

regards
jp

Paul Martz wrote:

Art Tevs wrote:
P.S. The solution is practicaly for implementing iterative image 
processing algorithms with osgPPU for example.


I've been thinking about the same issue, rendering a subgraph repeatedly 
with different texture input and FBO setup output, for purposes of depth 
peeling. Overriding traverse in a custom Group node, or maybe even 
overriding drawImplementation in a custom Drawable, seems like the way 
to go.

   -Paul

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[osg-users] Viewer creation and frame() from different threads

2009-10-20 Thread J.P. Delport

Hi all,

is it OK to create a viewer in e.g. the main thread and then call 
frame() from a different thread? We're getting erratic results on Linux 
vs Windows vs Mac. So I just want to know if this use case is legal.


thanks
jp

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Re: [osg-users] Export osgAnimation callbacks into osg files

2009-10-20 Thread pp

Art Tevs wrote:

Hi Peter,


pp wrote:
  

Hi Cedric and thx for fast answer.
I replied in the forum already, but waiting for approval.
...





Wonder why your message was still not approved? Peter, please change your profile according to our forum rules. 
I see your email is from our Saarland University, so on questions you can also visit me in the MPI building R219 :)


cheers,
art

P.S. Cedric, sorry if I pollute this thread ;)

  

No, no ... no pollution from my side, just fresh hope :-)
When is a good time to find you there ?

Cheers, Searching for the Pivot of my Soul, PP !!!



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[osg-users] How to avoid Z Fighting

2009-10-20 Thread Miguel Lokida
Hi,

Here 's my problem. My scenegraph contains some big an little objects.
But when rendering, I have some Z fighting with coplanar triangles and also, 
when I place my camera around a little object the znear is to big and my object 
is cutted. 

So I have used setNearFarRatio with 0.1. Like this my little object is well 
int the frustum. But Zfighting appears with big coplanars objects.

So I have tried to use setCullingActive(true) and setCullingMode( 
osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES )

and commenting setNearFarRatio but nothing happens.

So, I wonder if I could have access to the objects that are seen by the camera 
(node visitor or something else), compute their importance in the scene and use 
setNearFarRatio to avoid this problem of Z fighting.
Typically this would be done in the camera callback (when changing camera).

May be there is a better solution ?

Thank you

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Re: [osg-users] how to generate shadow map out of renderingTraversals ?

2009-10-20 Thread Robert Osfield
Hi Fred,

By far the easiest way to do what you want is to use a post draw
callback on the RTT Camera, or a pre draw callback on the master
callback, and have this draw callback do your custom OpenGL code
calls.

Robert.

On Mon, Oct 19, 2009 at 9:19 PM, Frederic Marmond fmarm...@gmail.com wrote:
 Thanks Robert,

 Rendering to texture is ok, it works fine.
 What I need is to completely split the rendering (pre and others) in 2
 very own calls (or find a way to do the same)
 To explain the context / my need, here is a little documented 'code' :


 myOwn3DEngine* aCustom3DEngine;
 osgViewer* myViewer;

 //init the osg world, add a osg shadowedScene (with
 osgShadow::ShadowMap technique)
 [...]

 //init my own world (aside osg one)
 [...]


 //in the application loop:

 // do all osg render to textures (including shadow map generating)
 myViewer-prerenderingTraversals(); //  I miss this one :)

 // play with generated textures (like adding shadow of non osg objects
 in shadow maps)
 myOwn3DEngine-updateOsgShadowMaps();

 // draw my custom 3d engine, with shared shadow map (shadow maps will
 include osg shadows)
 myOwn3DEngine-render();

 //draw the OSG scene with updated textures (excluding prerendering
 stages, as they are done few lines above)
 myViewer-renderingTraversals();


 = is there any method to do something like that ?
 if I call twice the current renderingTraversals(), textures (including
 shadow maps) will be overwritten at each ?
 node switch in the graph to enable/disable the rtt camera ? (seems ugly to me)



 Fred




 On Mon, Oct 19, 2009 at 9:43 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Frederic,

 Are you familiar with the osgViewer/osg::Camera RTT capabilities?
 They are very flexible now, you can render subgraphs under an scene
 graph RTT osg::Camera as a pre rendering stage then switch it off for
 subsequent frames.   Have a look at the osgprerender,
 osgprerendercubemap examples as well as osgShadow itself.

 Robert.

 On Mon, Oct 19, 2009 at 7:52 PM, Frederic Marmond fmarm...@gmail.com wrote:
 Hi all,

 I would like to generate a shadow map before the real scene draw, in
 order to alter it (add 3rd parties objects shadows in it) before
 applying the shadow map to the 'real' world.
 The context is that osg is called inside a custom 3D engine, so a post
 prerender callback won't be enough.

 How should I achieve that ?
 is there a way to do only pre-render stages, then others ?

 thanks in advance

 Fred
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Re: [osg-users] Viewer creation and frame() from different threads

2009-10-20 Thread Robert Osfield
Hi J.P,

On Tue, Oct 20, 2009 at 7:44 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 is it OK to create a viewer in e.g. the main thread and then call frame()
 from a different thread? We're getting erratic results on Linux vs Windows
 vs Mac. So I just want to know if this use case is legal.

I've done this under Linux - the osgqtbrowser example in svn/trunk has
the option of creating a background thread form running the frame loop
while qt takes control over the main thread.  I haven't tested this
under Windows or OSX though.  OSX I wouldn't be surprised at problems
as it has a really stupid limitation of only getting window events
from the main thread - you simply can't poll for events in any other
thread.  I don't know what the status is under Windows though.  X11
copes just fine with getting events from any thread in your app -
sometimes the oldest tech still totally outstrips the new...

Robert.
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Re: [osg-users] How to avoid Z Fighting

2009-10-20 Thread Robert Osfield
Hi Miguel,

The OSG will try to do it's best at optimizing the near/far planes out
of the box, but it isn't a magic wand that solves all z fighting
issues.  There are a range of strategies that you can use to help
avoid z fighting, from using depth partitioning (see the
osgdepthpartion example) to tweaking your database to avoid issues.  I
can't say what would be most appropriate as I really don't know enough
about your particular apps needs.

Robert.

On Tue, Oct 20, 2009 at 8:06 AM, Miguel Lokida mlok...@yahoo.fr wrote:
 Hi,

 Here 's my problem. My scenegraph contains some big an little objects.
 But when rendering, I have some Z fighting with coplanar triangles and also, 
 when I place my camera around a little object the znear is to big and my 
 object is cutted.

 So I have used setNearFarRatio with 0.1. Like this my little object is 
 well int the frustum. But Zfighting appears with big coplanars objects.

 So I have tried to use setCullingActive(true) and setCullingMode( 
 osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES )

 and commenting setNearFarRatio but nothing happens.

 So, I wonder if I could have access to the objects that are seen by the 
 camera (node visitor or something else), compute their importance in the 
 scene and use setNearFarRatio to avoid this problem of Z fighting.
 Typically this would be done in the camera callback (when changing camera).

 May be there is a better solution ?

 Thank you

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Re: [osg-users] Viewer creation and frame() from different threads

2009-10-20 Thread J.P. Delport

Hi Robert,

Robert Osfield wrote:

Hi J.P,

On Tue, Oct 20, 2009 at 7:44 AM, J.P. Delport jpdelp...@csir.co.za wrote:

is it OK to create a viewer in e.g. the main thread and then call frame()
from a different thread? We're getting erratic results on Linux vs Windows
vs Mac. So I just want to know if this use case is legal.


I've done this under Linux - the osgqtbrowser example in svn/trunk has
the option of creating a background thread form running the frame loop
while qt takes control over the main thread.  I haven't tested this
under Windows or OSX though.  OSX I wouldn't be surprised at problems
as it has a really stupid limitation of only getting window events
from the main thread - you simply can't poll for events in any other
thread.  I don't know what the status is under Windows though.  X11
copes just fine with getting events from any thread in your app -
sometimes the oldest tech still totally outstrips the new...


this confirms my findings. Our app runs fine on Linux, on Mac we have to 
do something in the main thread to make sure the view updates, on 
Windows we are not sure if it is working or not. I will try osgqtbrowser 
on Windows and see what happens.


Anyone else have reports on osgqtbrowser on Windows?

thanks
jp



Robert.
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Re: [osg-users] VRML plug-in

2009-10-20 Thread Jan Ciger
Hi Dat,

tien dat tienda...@gmail.com wrote:
 Hi all,
 I need to open a wrl model with OpenSceneGraph, but it doesn't have
 the right plug-in to do the job. I try to search on internet and find
 this discussion:
 http://forum.openscenegraph.org/viewtopic.php?t=3576
 (about a month ago). I try to follow the instruction mentioned there
 but am not successful. I got an error saying that it can't find
 unistd.h - which is a header for Linux, not for Windows

Unistd.h is a standard POSIX header. MinGW provides it, I am not sure about 
Visual C++. 

 (FYI, this
 header is for zlib-plugin, which is required by vrml plug-in). Anyway,
 I can't compile the plug-in and would like to ask for some favors.
 1. Is there a way to compile vrml plug-in with less pain?

What is less pain? OpenVRML has plenty of dependencies because of VRML 
complexity. There is little we can do about that. IMO, this is why a lot of 
people are switching over to develop on Linux these days - managing 
dependencies like this is just so much easier there, compared to Windows.

Furthermore, the problem you are facing is nothing to do with VRML plugin but 
zlib - I am sure you can find a prebuilt copy of it (e.g. here 
http://gnuwin32.sourceforge.net/packages/zlib.htm). Otherwise, you should be 
able to build it using MinGW at least.

 2. If there is no way, what is the best solution? I'm thinking of
 converting wrl models to obj or 3ds models, but I need some tools to

If your models are relatively simple, you can do it using Blender or 3DS Max. 
Both can import some limited subset of VRML and export into different formats. 

Regards,

Jan


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Re: [osg-users] VRML plug-in

2009-10-20 Thread J.P. Delport

Hi,

Jan Ciger wrote:

2. If there is no way, what is the best solution? I'm thinking of
converting wrl models to obj or 3ds models, but I need some tools to


If your models are relatively simple, you can do it using Blender or 3DS Max. 
Both can import some limited subset of VRML and export into different formats. 


You could also install VirtualBox + Ubuntu + OSG + VRML plugin and then 
do the conversion straight to .osg. Or just keep a Linux box around for 
conversion.


jp



Regards,

Jan




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Re: [osg-users] how to generate shadow map out of renderingTraversals ?

2009-10-20 Thread Frederic Marmond
Hi Robert,

I already had a look at this, but it's not an option in my case : I
really need a way to have 2 distinct calls, one for all pre_render
cameras, one for others, each call may be callbacks from the main app.
(by the way, I think this would be very helpful for all who use 2
homogeneous 3d engines at a time (OSG aside a custom one))

If I understood correctly ShadowMap and osg stuff, I can generate the
osg shadow map texture (the 'first call') like that
(in ShadowMap)
(*(_camera-getRenderer()))(_camera-getGraphicsContext());

but how may I avoid the camera to re-render when I'll call the
Viewer::renderingTraversals ('second call') ?

Fred


On Tue, Oct 20, 2009 at 9:45 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi Fred,

 By far the easiest way to do what you want is to use a post draw
 callback on the RTT Camera, or a pre draw callback on the master
 callback, and have this draw callback do your custom OpenGL code
 calls.

 Robert.

 On Mon, Oct 19, 2009 at 9:19 PM, Frederic Marmond fmarm...@gmail.com wrote:
 Thanks Robert,

 Rendering to texture is ok, it works fine.
 What I need is to completely split the rendering (pre and others) in 2
 very own calls (or find a way to do the same)
 To explain the context / my need, here is a little documented 'code' :


 myOwn3DEngine* aCustom3DEngine;
 osgViewer* myViewer;

 //init the osg world, add a osg shadowedScene (with
 osgShadow::ShadowMap technique)
 [...]

 //init my own world (aside osg one)
 [...]


 //in the application loop:

 // do all osg render to textures (including shadow map generating)
 myViewer-prerenderingTraversals(); //  I miss this one :)

 // play with generated textures (like adding shadow of non osg objects
 in shadow maps)
 myOwn3DEngine-updateOsgShadowMaps();

 // draw my custom 3d engine, with shared shadow map (shadow maps will
 include osg shadows)
 myOwn3DEngine-render();

 //draw the OSG scene with updated textures (excluding prerendering
 stages, as they are done few lines above)
 myViewer-renderingTraversals();


 = is there any method to do something like that ?
 if I call twice the current renderingTraversals(), textures (including
 shadow maps) will be overwritten at each ?
 node switch in the graph to enable/disable the rtt camera ? (seems ugly to 
 me)



 Fred




 On Mon, Oct 19, 2009 at 9:43 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Frederic,

 Are you familiar with the osgViewer/osg::Camera RTT capabilities?
 They are very flexible now, you can render subgraphs under an scene
 graph RTT osg::Camera as a pre rendering stage then switch it off for
 subsequent frames.   Have a look at the osgprerender,
 osgprerendercubemap examples as well as osgShadow itself.

 Robert.

 On Mon, Oct 19, 2009 at 7:52 PM, Frederic Marmond fmarm...@gmail.com 
 wrote:
 Hi all,

 I would like to generate a shadow map before the real scene draw, in
 order to alter it (add 3rd parties objects shadows in it) before
 applying the shadow map to the 'real' world.
 The context is that osg is called inside a custom 3D engine, so a post
 prerender callback won't be enough.

 How should I achieve that ?
 is there a way to do only pre-render stages, then others ?

 thanks in advance

 Fred
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Re: [osg-users] Write osgAnimation callbacks into osg files - no Information available ?

2009-10-20 Thread Cedric Pinson
Hi pp,

Did you try to modify an osgAnimation example and add a
osgDB::writeNodeFile of the root node to see if it writes the animation
correctly in a osg file ?

Cheers,
Cedric 

-- 
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http://www.plopbyte.net


On Tue, 2009-10-20 at 08:30 +0200, p...@graphics.cs.uni-sb.de wrote:
 Thrall, Bryan wrote:
  p...@graphics.cs.uni-sb.de wrote on Monday, October 19, 2009 3:14 AM:
 

  The reason you get no update callback in the .osg file is that
  osganimationnode uses a custom callback, AnimtkUpdateCallback, that

  the

  .osg writer doesn't know about.
 

  From the OpenSceneGraph-Data .osg files that have animation (such as
  
  robot.osg), it looks like osgAnimation::BasicAnimationManager is
  supported, so you could start with using that instead of
  AnimtkUpdateCallback. 
 
  HTH,
 

  Had the same guess, but did not manage to get it to work. Example Code
  would be cool, so I could go on from this point, thx.
  
 
  Unfortunately, I am not familiar with osgAnimation, so I don't really
  know how to create one. I would recommend looking at the contents of
  robot.osg and comparing it to the interface of the osgAnimation classes;
  you could also look at the other osgAnimation examples
  (osganimationsolid seems to use BasicAnimationManager, for example).
 
  I tested that osgAnimation callbacks can be written to files using
  'osgconv robot.osg robot2.osg' and they seemed to be written to
  robot2.osg just fine.
 
  Sorry I can't help further.

 Thx you for your affords, but unfortunately that does not solve the problem.
 I manage to convert an osg file with callbacks into an osg file with 
 callbacks as well.
 But I can't figure out what's happening underneath the hood, so that I 
 can not reproduce from scratch.
 Unfortunately there is no example which is doing this, only osg files 
 with callbacks, or executables.
 
 But this functionality is required to write an osg Exporter with 
 osgAnimation support.
 
 Cheers, searching for the Pivot of my Soul, PP !!!
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Re: [osg-users] Viewer creation and frame() from different threads

2009-10-20 Thread Simon Hammett

 is it OK to create a viewer in e.g. the main thread and then call frame()
 from a different thread? We're getting erratic results on Linux vs
 Windows
 vs Mac. So I just want to know if this use case is legal.

 I've done this under Linux - the osgqtbrowser example in svn/trunk has
 the option of creating a background thread form running the frame loop
 while qt takes control over the main thread.  I haven't tested this
 under Windows or OSX though.  OSX I wouldn't be surprised at problems
 as it has a really stupid limitation of only getting window events
 from the main thread - you simply can't poll for events in any other
 thread.  I don't know what the status is under Windows though.  X11
 copes just fine with getting events from any thread in your app -
 sometimes the oldest tech still totally outstrips the new...

 this confirms my findings. Our app runs fine on Linux, on Mac we have to do
 something in the main thread to make sure the view updates, on Windows we
 are not sure if it is working or not. I will try osgqtbrowser on Windows and
 see what happens.

 Anyone else have reports on osgqtbrowser on Windows?

 thanks
 jp

Windozes is same as Mac, only the owner thread can retrieve events for windows.
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Re: [osg-users] Viewer creation and frame() from different threads

2009-10-20 Thread J.P. Delport

Hi Simon,

Simon Hammett wrote:

I will try osgqtbrowser on Windows and
see what happens.

Anyone else have reports on osgqtbrowser on Windows?

thanks
jp


Windozes is same as Mac, only the owner thread can retrieve events for windows.


can you expand on what you mean by owner. If a thread other than main 
creates the viewer and that same thread calls frame(), will that work on 
Windows?


jp

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Re: [osg-users] How to avoid Z Fighting

2009-10-20 Thread Tomlinson, Gordon
How long is a piece of string, that's the sort of answer to your
question..

The are a plethora of techniques you can used to try and mitigate the
artifacts of z-fight and lack of precision in the z/depth buffer ,  a
quick Google should throw up quite a lot, as this has been discussed
adnosium on many graphics related, sites, lists and forums ( old
Performer list, Vega, Creator,OpenGL etc and this list to name but a
few)

The problem with many techniques is that they are really view dependent,
such that even a simple change in viewing distance or angle will cause
the unwanted artifacts of z-fighting to appear, typically you need to
apply more than one technique and in many cases change what your doing
every time you change you viewing position.

In the case of coplanar polygons using the polygon offset is one
technique that can help at times (GL_POLYGON_OFFSET,
glPolygonOffset(...))

Also factor such as the ratio between you far and near clipping planes
affect the precision of the z-buffer, the distance from the origin etc

Here's a useful link to Steve Bakers' Z-buffer calculate that
illustrates how near and far clip planes and distance effect the
precision http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html



Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, October 20, 2009 3:55 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to avoid Z Fighting

Hi Miguel,

The OSG will try to do it's best at optimizing the near/far planes out
of the box, but it isn't a magic wand that solves all z fighting issues.
There are a range of strategies that you can use to help avoid z
fighting, from using depth partitioning (see the osgdepthpartion
example) to tweaking your database to avoid issues.  I can't say what
would be most appropriate as I really don't know enough about your
particular apps needs.

Robert.

On Tue, Oct 20, 2009 at 8:06 AM, Miguel Lokida mlok...@yahoo.fr wrote:
 Hi,

 Here 's my problem. My scenegraph contains some big an little objects.
 But when rendering, I have some Z fighting with coplanar triangles and
also, when I place my camera around a little object the znear is to big
and my object is cutted.

 So I have used setNearFarRatio with 0.1. Like this my little
object is well int the frustum. But Zfighting appears with big coplanars
objects.

 So I have tried to use setCullingActive(true) and setCullingMode( 
 osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES )

 and commenting setNearFarRatio but nothing happens.

 So, I wonder if I could have access to the objects that are seen by
the camera (node visitor or something else), compute their importance in
the scene and use setNearFarRatio to avoid this problem of Z fighting.
 Typically this would be done in the camera callback (when changing
camera).

 May be there is a better solution ?

 Thank you

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Re: [osg-users] Viewer creation and frame() from different threads

2009-10-20 Thread Simon Hammett
2009/10/20 J.P. Delport jpdelp...@csir.co.za:
 Hi Simon,

 Simon Hammett wrote:

 I will try osgqtbrowser on Windows and
 see what happens.

 Anyone else have reports on osgqtbrowser on Windows?

 thanks
 jp

 Windozes is same as Mac, only the owner thread can retrieve events for
 windows.

 can you expand on what you mean by owner. If a thread other than main
 creates the viewer and that same thread calls frame(), will that work on
 Windows?

 jp

Sort of.

When a thread first creates a window, windows also creates the message
queue for the thread.
Windows messages are per thread, so only the thread which owns the
window will see the
messages for the window in it's event loop, so you can't have another
thread process mouse events, etc.

The pure gl stuff does work though, so you can draw from another thread.

With windows you should really make sure only one thread actually
creates windows as if you
have multiple windows in different threads the only safe
synchronisation primitive is MsgWaitForMultipleObjects which is a huge
pain in the butt.

I've had a go at doing a properly separately threaded viewer window
before and even being extra careful I couldn't stop it dead locking.


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Re: [osg-users] is the osg inventor loader broken?

2009-10-20 Thread Eric Sokolowsky
I tried out the file below, and I can confirm all of John's results. Since I
use SGI's Inventor instead of Coin, it appears that the bug is in the
Inventor plugin, and not Coin. I wonder if it's a problem with 64-bit
builds? I have been using Centos 5.2/5.3 on a 64-bit machine for a while
now, and my previous use of Inventor was probably on our old 32-bit
machines.

-Eric

On Fri, Oct 9, 2009 at 3:12 PM, John Kelso ke...@nist.gov wrote:

 Hi,

 We're running 2.8.2 on a 64-bit Centos system.  OSG was configured to use
 Coin-3.1.1.

 Not too long ago I ran an old demo using the new releases and noticed that
 an Inventor file that used to load properly no longer did.  Checking
 around,
 many others also didn't.

 Here's a simple example file that demonstrates the problem:

  #Inventor V2.0 ascii
  Material { diffuseColor 1 0 0 }
  Cone { bottomRadius 1 height 2 }

  Rotation { rotation 1 0 0 3.14159 }
  Material { diffuseColor 0 1 0  }
  Cone { bottomRadius 1 height 2 }

 If you look at this with ivview, also linked with Coin-3.1.1, you see two
 intersecting cones, red on the bottom and green on the top.

 If you load this same file with osgviewer you just see the red cone.

 If you use osgconv to create an osg file from the iv file you see both
 cones
 in the osg file with identical vertex data and the green one isn't rotated.
 I'm surprised I don't see any z-fighting in osgviewer.

 Anyway, can anyone else try loading this Inventor file and see if it works
 for them?

 Many thanks,

 John



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Re: [osg-users] [build] How i build the osg dll on WINXP

2009-10-20 Thread Montgomery, John T.
Yes, though I haven't gone down that route, CMake can generate the Eclipse 
Mingw files.
:-)
John Montgomery
Medi-CAL Unit, CLSM, Polwarth Bldg., Forresterhill, Aberdeen AB25 2ZD.
Web: http://www.abdn.ac.uk/JMVP/ | http://www.abdn.ac.uk/clsm/


The University of Aberdeen is a charity registered in Scotland, No SC013683.
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Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?

2009-10-20 Thread sergey leontyev
Hi,
 :-*  looks like I did forget to attach the file,
Thank you!

Cheers,
sergey

BTW are aware of any publicly available Terra Page terrain?

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/* OpenSceneGraph example, osgcompositeviewer.
*
*  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 iostream

#include osgUtil/Optimizer
#include osgDB/ReadFile

#include osg/Material
#include osg/Geode
#include osg/BlendFunc
#include osg/Depth
#include osg/Projection
#include osg/PolygonOffset
#include osg/MatrixTransform
#include osg/Camera
#include osg/FrontFace

#include osgText/Text

#include osgGA/TrackballManipulator
#include osgGA/FlightManipulator
#include osgGA/StateSetManipulator
#include osgViewer/ViewerEventHandlers

#include osgViewer/CompositeViewer

#include osgFX/Scribe

#include osg/io_utils


int main( int argc, char **argv )
{

// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(argc,argv);

// read the scene from the list of file specified commandline args.
osg::ref_ptrosg::Node scene = osgDB::readNodeFiles(arguments);

if (!scene)
{
std::cout  argv[0]  : requires filename argument.  std::endl;
return 1;
}

// construct the viewer.
osgViewer::CompositeViewer viewer(arguments);

if (arguments.read(-3) || viewer.getNumViews()==0)
{

osg::GraphicsContext::WindowingSystemInterface* wsi = 
osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
osg::notify(osg::NOTICE)Error, no WindowSystemInterface 
available, cannot create windows.std::endl;
return 1;
}

unsigned int width, height;
wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), 
width, height);

osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;
traits-x = 100;
traits-y = 100;
traits-width = 1000;
traits-height = 800;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;

osg::ref_ptrosg::GraphicsContext gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());
if (gc.valid())
{
osg::notify(osg::INFO)  GraphicsWindow has been created 
successfully.std::endl;

// need to ensure that the window is cleared make sure that the 
complete window is set the correct colour
// rather than just the parts of the window that are under the 
camera's viewports
gc-setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
gc-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else
{
osg::notify(osg::NOTICE)  GraphicsWindow has not been created 
successfully.std::endl;
}

// view one
{
osgViewer::View* view = new osgViewer::View;
view-setName(View one);
viewer.addView(view);

view-setSceneData(scene.get());
view-getCamera()-setName(Cam one);
view-getCamera()-setViewport(new osg::Viewport(0,0, 
traits-width/2, traits-height/2));
view-getCamera()-setGraphicsContext(gc.get());
view-getDatabasePager()-setTargetMaximumNumberOfPageLOD(0);

// add the state manipulator
osg::ref_ptrosgGA::StateSetManipulator statesetManipulator = new 
osgGA::StateSetManipulator;

statesetManipulator-setStateSet(view-getCamera()-getOrCreateStateSet());

view-addEventHandler( statesetManipulator.get() );

view-addEventHandler( new osgViewer::StatsHandler );
view-addEventHandler( new osgViewer::HelpHandler );
view-addEventHandler( new osgViewer::WindowSizeHandler );
view-addEventHandler( new osgViewer::ThreadingHandler );
view-addEventHandler( new osgViewer::RecordCameraPathHandler );
}

// view two
{
osgViewer::View* view = new osgViewer::View;
 

Re: [osg-users] How to avoid Z Fighting

2009-10-20 Thread Miguel Lokida
Thank you for the glPolygonOffset. I haven't though about it. 
That works well.

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Re: [osg-users] nvidia sync to vblanc and multiple viewer

2009-10-20 Thread Linares Antonin
Hi David,

The osgviewer run as you describe, 60 htz etch and I can also see the
tearing problem. (Quadro NVS 295)
I thinks it's a Qt related problem:
I use the viewerQT / adapterWidget from the osg exemple, so The paint
event is call by a Qtimer and force OSG to run in singleThread mode.
I dont know how call the swap buffer from different thread, by using a
osg::Thread or a Qthread  ?  How can i call the SwapBuffer with OSG ?


Thanks !



Le lundi 19 octobre 2009 à 09:24 -0500, David Fries a écrit :
 On Mon, Oct 19, 2009 at 11:29:32AM +, Linares Antonin wrote:
  Hi,
  
  I actually use 2 osg::viewer embedded in a Qt window, when i enable the
  sync to vblanc in nvidia-setting my 2 viewers work's to 30 fps while my
  refresh rate is 60 htz. (and 3 viewers work's to 20fps ...)
  Did anybody already experiment this issue ? 
  Maybe it's a driver bug, i use osg 2.8.0 with nvidia 180.29 under linux
  RHEL 5.
  
  Thanks you all.
 
 What if you run
 osgviewer cessna.osg
 one, two, or three times?  I would expect the same 60Hz, 30Hz, 20Hz.  
 In my experience it is graphics card and driver dependent.  I'm
 running an nVidia Quadro FX 3700 with driver 185.18.14 and the
 multiple osgviewers will each run at 60Hz, but beyond one it isn't
 always vertical synced as I can see tearing.
 
 I'm guessing the logic, but it seems that swap buffers doesn't return
 until the swap happens, or the swap happend for the previous swap
 buffers on that context.  You could try multithreading your swap
 buffers calls, that way all threads are waiting for the swap to happen
 instead of one thread serially waiting on each context to swap.
 
-- 
---
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ONERA - DCSD 

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Re: [osg-users] nvidia sync to vblanc and multiple viewer

2009-10-20 Thread Robert Osfield
Hi Linares,

I believe the issue you are up against is pretty common for single
threaded multi-context applications, each swap buffers being issued in
a different frame.  This behavior will vary across drivers so you may
will see variations as you move your applications to different
hardware/OS/drivers.

There is an OpenGL extension that supports syncronizing of swap
buffers across multiple graphics contexts that allows you to assigns
contexts to swap groups, the OSG itself doesn't utilize it, but you
look into this.  I'm afraid I can't recall the name of the extension
off the top of my head.

Robert.

On Tue, Oct 20, 2009 at 5:49 PM, Linares Antonin
antonin.lina...@onera.fr wrote:
 Hi David,

 The osgviewer run as you describe, 60 htz etch and I can also see the
 tearing problem. (Quadro NVS 295)
 I thinks it's a Qt related problem:
 I use the viewerQT / adapterWidget from the osg exemple, so The paint
 event is call by a Qtimer and force OSG to run in singleThread mode.
 I dont know how call the swap buffer from different thread, by using a
 osg::Thread or a Qthread  ?  How can i call the SwapBuffer with OSG ?


 Thanks !



 Le lundi 19 octobre 2009 à 09:24 -0500, David Fries a écrit :
 On Mon, Oct 19, 2009 at 11:29:32AM +, Linares Antonin wrote:
  Hi,
 
  I actually use 2 osg::viewer embedded in a Qt window, when i enable the
  sync to vblanc in nvidia-setting my 2 viewers work's to 30 fps while my
  refresh rate is 60 htz. (and 3 viewers work's to 20fps ...)
  Did anybody already experiment this issue ?
  Maybe it's a driver bug, i use osg 2.8.0 with nvidia 180.29 under linux
  RHEL 5.
 
  Thanks you all.

 What if you run
 osgviewer cessna.osg
 one, two, or three times?  I would expect the same 60Hz, 30Hz, 20Hz.
 In my experience it is graphics card and driver dependent.  I'm
 running an nVidia Quadro FX 3700 with driver 185.18.14 and the
 multiple osgviewers will each run at 60Hz, but beyond one it isn't
 always vertical synced as I can see tearing.

 I'm guessing the logic, but it seems that swap buffers doesn't return
 until the swap happens, or the swap happend for the previous swap
 buffers on that context.  You could try multithreading your swap
 buffers calls, that way all threads are waiting for the swap to happen
 instead of one thread serially waiting on each context to swap.

 --
 ---
 Linares Antonin
 ONERA - DCSD

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[osg-users] instanced geometry - per instance data

2009-10-20 Thread Sergey Polischuk
Hi,

I'm currently trying to render lots of instanced geometry and i need to setup 
some data for each instance (at least one 4x4 matrix :)
Is there support for using uniform buffer objects in OSG? Or may be there are 
some another way to set per instance data in OSG to get it in shader without 
using plain opengl code?


Thank you!

Cheers,
Sergey

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Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-20 Thread Art Tevs
Hi folks,

J.P: thanks, but it seems that this is a little bit different problem.

Hmm, it seems that state sorting prevents me of repeated rendering of several 
things at the same time. For example: two nodes are being gathered by the 
CullVisitor and placed into the stategraph for rendering. However, the stateset 
of each node is not changed. Hence I got rendering like this one (for three 
iterations):
A A A B B B.
But I would like to have: A B A B A B.

Is there a way to disable state sorting? 
The one way, which I found in the archives is to use the 
SceneGraphOrderRenderBin. This bin seems to be the perfect one for osgPPU, 
because I always need an unsorted graph in that case. 
However, I wasn't able to find SceneGraphOrderRenderBin in the source code. Has 
it not been submitted or where should I look for it?

Thanks in advance,
Art

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Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-20 Thread Robert Osfield
Hi Art,

The support for SceneGraphOrderRenderBin is only in svn/trunk.

Robert.

On Tue, Oct 20, 2009 at 5:41 PM, Art Tevs arti_t...@yahoo.de wrote:
 Hi folks,

 J.P: thanks, but it seems that this is a little bit different problem.

 Hmm, it seems that state sorting prevents me of repeated rendering of several 
 things at the same time. For example: two nodes are being gathered by the 
 CullVisitor and placed into the stategraph for rendering. However, the 
 stateset of each node is not changed. Hence I got rendering like this one 
 (for three iterations):
 A A A B B B.
 But I would like to have: A B A B A B.

 Is there a way to disable state sorting?
 The one way, which I found in the archives is to use the 
 SceneGraphOrderRenderBin. This bin seems to be the perfect one for osgPPU, 
 because I always need an unsorted graph in that case.
 However, I wasn't able to find SceneGraphOrderRenderBin in the source code. 
 Has it not been submitted or where should I look for it?

 Thanks in advance,
 Art

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[osg-users] Rendering a depth texture quickly

2009-10-20 Thread Frank Sullivan
Hello everyone,

I've implemented a feature that is similar to shadow mapping in that I first 
have to render the scene from another point of view, and this rendering is 
depth-only. I'm not using it for shadows, but this first depth-only pass is 
conceptually the same.

So right now, I have all the objects in the scene arranged in a subgraph, and 
this subgraph is attached to the viewer, as well as to a pre-render camera, 
which renders the depth texture.

And one thing I'm wondering about is, it seems like this is inefficient, 
because during that first pass, I only need the depth. So, there's no need to 
actually set  sample any textures, or do any other effects that these objects 
in the subgraph would normally use when rendering.

Is it possible to perhaps override the normal rendering of the entire subgraph 
by, perhaps, setting the objects to use a simple set of shaders that does 
nothing but transform the vertices and render the depth? Could I do this using 
the camera node?

Thanks,
Frank Sullivan

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Re: [osg-users] instanced geometry - per instance data

2009-10-20 Thread Paul Martz

Sergey Polischuk wrote:

I'm currently trying to render lots of instanced geometry and i need to setup 
some data for each instance (at least one 4x4 matrix :)
Is there support for using uniform buffer objects in OSG? Or may be there are 
some another way to set per instance data in OSG to get it in shader without 
using plain opengl code?


UBOs are presently not supported, but it's something I'm considering 
adding support for sometime over the next year.


Uniform arrays would be another option, but there are upper bounds 
(varies by hardware) on the max array size. If you're drawing a few 
instances, you're probably OK using uniform arrays, but for several 
thousands of instances you should probably organize your data as a 
texture object and index into it from the vertex shader using texture 
coordinates derived from the instance ID.

   -Paul
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Re: [osg-users] Rendering a depth texture quickly

2009-10-20 Thread Paul Martz

Frank Sullivan wrote:

Is it possible to perhaps override the normal rendering of the entire subgraph 
by, perhaps, setting the objects to use a simple set of shaders that does 
nothing but transform the vertices and render the depth? Could I do this using 
the camera node?


Yes, that'sexactly what you'd do. Not sure what you mean by Could I do 
this using the camera node?; Camera nodes do have StateSets that store 
shaders, if that's what you mean.

   -Paul
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Re: [osg-users] is the osg inventor loader broken?

2009-10-20 Thread John Kelso

Hi,

We just tried it on a 32 bit system and had the same incorrect results.

John

On Tue, 20 Oct 2009, Eric Sokolowsky wrote:


I tried out the file below, and I can confirm all of John's results. Since I 
use SGI's Inventor instead of Coin, it appears that the bug is in the Inventor 
plugin, and not Coin. I wonder if it's a problem with 64-bit builds? I have 
been using Centos 5.2/5.3 on a 64-bit machine for a while now, and my previous 
use of Inventor was probably on our old 32-bit machines.

-Eric

On Fri, Oct 9, 2009 at 3:12 PM, John Kelso 
ke...@nist.govmailto:ke...@nist.gov wrote:
Hi,

We're running 2.8.2 on a 64-bit Centos system.  OSG was configured to use
Coin-3.1.1.

Not too long ago I ran an old demo using the new releases and noticed that
an Inventor file that used to load properly no longer did.  Checking around,
many others also didn't.

Here's a simple example file that demonstrates the problem:

#Inventor V2.0 ascii
Material { diffuseColor 1 0 0 }
Cone { bottomRadius 1 height 2 }

Rotation { rotation 1 0 0 3.14159 }
Material { diffuseColor 0 1 0  }
Cone { bottomRadius 1 height 2 }

If you look at this with ivview, also linked with Coin-3.1.1, you see two
intersecting cones, red on the bottom and green on the top.

If you load this same file with osgviewer you just see the red cone.

If you use osgconv to create an osg file from the iv file you see both cones
in the osg file with identical vertex data and the green one isn't rotated.
I'm surprised I don't see any z-fighting in osgviewer.

Anyway, can anyone else try loading this Inventor file and see if it works
for them?

Many thanks,

John



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Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-20 Thread Art Tevs
I am using svn/trunk.

Ok, I found it, it calls TraversalOrderBin, not SceneGraphOrderRenderBin, 
hence was not able to see it quickly.

Perfect, setting up the sort mode of the renderbin to TRAVERSAL_ORDER helps 
to solve my problem. Very usefull thing, thanks!

art



robertosfield wrote:
 Hi Art,
 
 The support for SceneGraphOrderRenderBin is only in svn/trunk.
 
 Robert.
 


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[osg-users] CDB support

2009-10-20 Thread Paul Lore
Hi, I'm new to OpenSceneGraph, but we're considering replacing our custom 
OpenGL graphics engine with OSG as the base.  We're also considering Vega Prime 
as an option, but it has a much higher price tag.  

Has anyone tried integrating OSG with the Presagis CDB (Common Data Base) 
format?  We need an editable worldwide database of terrain which can be paged 
in at run-time.  I have looked at VirtualPlanetBuilder a bit, but we already 
have access to a detailed world database in CDB format, and we would need to 
edit parts of the database without regenerating the whole thing (which I 
believe is required by VPB).  

I suppose another question is, does anyone have experience with both 
OpenSceneGraph and Vega Prime?  


Thanks in advance,


   - Paul

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[osg-users] Breadth-first-search

2009-10-20 Thread Art Tevs
Hi folks,

current svn/trunk version has this nice option for rendering the nodes in the 
same order as they are traversed by a nodevisitor. This is very nice feature, 
which makes my life almost simpler.

However, currently any node visitor is going in depth-first-search (DFS) 
manner. Does anybody has already tried to implement breadth-first-search (BFS) 
in osg? 


regards,
art

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Re: [osg-users] Breadth-first-search

2009-10-20 Thread Paul Martz

Hi Art --

Art Tevs wrote:
However, currently any node visitor is going in depth-first-search (DFS) manner. Does anybody has already tried to implement breadth-first-search (BFS) in osg? 


Rather than calling NodeVisitor::traverse() from your overridden apply() 
methods, iterate over the child list yourself in apply() and have them 
accept() the NodeVisitor. You can call (or not call) the children in any 
order you wish.

   -Paul
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Re: [osg-users] Rendering a depth texture quickly

2009-10-20 Thread Frank Sullivan
Hi Paul,

Yes, that is what I meant, thank you. So, I guess the thing I'm wondering about 
is, if I add a shader to the camera's state set, how do I ensure that this 
shader isn't overridden by the child nodes? For instance, if there is a Geode 
in this subgraph with a conflicting state set (let's say it has a shader of its 
own), won't that state set override the camera's?

Frank

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Re: [osg-users] VRML plug-in

2009-10-20 Thread Jan Ciger
J.P. Delport jpdelp...@csir.co.za wrote:
 You could also install VirtualBox + Ubuntu + OSG + VRML plugin and then
 do the conversion straight to .osg. Or just keep a Linux box around for
 conversion.

I think that is quite an overkill. Compiling the VRML plugin even on Windows 
is not *THAT* difficult. The process is well documented, it just takes a bit of 
time.

Regards,

Jan


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[osg-users] Convert osg::Image to a PNG in memory

2009-10-20 Thread Adam Weiss
Hi,

I'm trying to convert an osg::Image to a PNG file in memory (byte array).  I 
know I could write it to a file, then read it back in, but I was hoping for a 
more direct route.  The goal is to then have another library read in the byte 
array directly.  I tried just using the image-data() function, but the data 
appears to not have a valid image header.

Hopefully, I made my question clear.

Thank you!

Cheers,
Adam

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Re: [osg-users] Can't assign more than 7 texture matrices

2009-10-20 Thread Johannes Schüth
Hi,

i belive i solved this issue.

I had to use: 
osg::Uniform* uniform = stateSet-getOrCreateUniform(matrices[0],
osg::Uniform::FLOAT_MAT4);

instead of:

osg::Uniform* uniform = stateSet-getOrCreateUniform(matrices,
osg::Uniform::FLOAT_MAT4);



I found this post from 2006 which discussed this issue while searching for 
opengl uniform array documentation.

http://www.mail-archive.com//msg00140.html

I'm using libopenscenegraph-dev - 2.8.1-1  (Debian Lenny)

Cheers,
Johannes

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Re: [osg-users] Rendering a depth texture quickly

2009-10-20 Thread Paul Martz

Frank Sullivan wrote:

Yes, that is what I meant, thank you. So, I guess the thing I'm wondering about 
is, if I add a shader to the camera's state set, how do I ensure that this 
shader isn't overridden by the child nodes? For instance, if there is a Geode 
in this subgraph with a conflicting state set (let's say it has a shader of its 
own), won't that state set override the camera's?


Hi Frank --

The Program StateAttribute is just like any other StateAttribute. You 
can force it to override child state settings with the OVERRIDE mode 
bit, and that will work as long as no child node has a Program set with 
the PROTECTED mode bit.


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


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[osg-users] [forum] OsgUtil does not compile

2009-10-20 Thread Eduardo Tucci
Hi,

I got the last version of 2.8.2, but osgUtil does not compile.

Errors

Compiling...
Tessellator.cpp
..\..\..\src\osgUtil\Tessellator.cpp(44) : error C2664: 'gluTessCallback' : 
cannot convert parameter 3 from 'GLU_TESS_CALLBACK' to 'void (__stdcall 
*)(void)'
This conversion requires a reinterpret_cast, a C-style cast or 
function-style cast
..\..\..\src\osgUtil\Tessellator.cpp(45) : error C2664: 'gluTessCallback' : 
cannot convert parameter 3 from 'GLU_TESS_CALLBACK' to 'void (__stdcall 
*)(void)'
This conversion requires a reinterpret_cast, a C-style cast or 
function-style cast
..\..\..\src\osgUtil\Tessellator.cpp(46) : error C2664: 'gluTessCallback' : 
cannot convert parameter 3 from 'GLU_TESS_CALLBACK' to 'void (__stdcall 
*)(void)'
This conversion requires a reinterpret_cast, a C-style cast or 
function-style cast
..\..\..\src\osgUtil\Tessellator.cpp(47) : error C2664: 'gluTessCallback' : 
cannot convert parameter 3 from 'GLU_TESS_CALLBACK' to 'void (__stdcall 
*)(void)'
This conversion requires a reinterpret_cast, a C-style cast or 
function-style cast
..\..\..\src\osgUtil\Tessellator.cpp(48) : error C2664: 'gluTessCallback' : 
cannot convert parameter 3 from 'GLU_TESS_CALLBACK' to 'void (__stdcall 
*)(void)'
This conversion requires a reinterpret_cast, a C-style cast or 
function-style cast

Thank you!

Cheers,
Eduardo

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Re: [osg-users] Rendering a depth texture quickly

2009-10-20 Thread Frank Sullivan
Thanks again, Paul. That looks like it will work nicely.

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