[osg-users] Render to texture and Shadows

2009-11-03 Thread Tugkan Calapoglu
Hi All,

I am using Light Space Perspective Shadow Maps for shadowing. I would
like to render the shadowed scene to a texture, so I have another camera
on top of the shadowed scene. It looks like following:

root
 |
RTTCamera
 |
ShadowedScene

I also render a small sized screen aligned quad which visualizes the
texture to which RTTCamera is rendering.

When there is no RTT, shadows work as expected. However, when I am
rendering onto the texture, there are no shadows. I can see the scene on
the screen aligned quad but it simply has no shadows.

When I debugged the application I found out that
StandardShadowMap::ViewData::selectLight does not find the light.
Following line should normally give a list of matrices/attrib pairs

rs-getPositionalStateContainer()-getAttrMatrixList();

however, it returns an empty list. I am not familiar with the
implementation of Shadows in OSG so I got stuck here. Does anybody have
an idea?

Thanks,
Tugkan
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Re: [osg-users] sRGB frame buffer

2009-11-03 Thread Tugkan Calapoglu
I found out that one can simply call

stateset-setMode( GL_FRAMEBUFFER_SRGB_EXT , osg::StateAttribute::ON);

to enable sRGB mode. An explicit OSG support is not necessary.

I didn't try something like this with sRGB texture formats yet.

tugkan

 Tugkan Calapoglu wrote:
 Hi,

 I couldn't find sRGB related GLX tokens in the source code so it looks
 like sRGB color space is not supported by OSG at the moment. Am I right
 or did I miss something?
   
 
 I don't have any experience with sRGB framebuffers (apart from hearing
 about them at SIGGRAPH one year), but I agree that it looks like OSG
 doesn't support them yet.
 
 --J
 
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Re: [osg-users] Mac OS X Snow Leopard

2009-11-03 Thread Stephan Huber
Hi Paul,

Paul Martz schrieb:
 Thanks, not sure about a 2.8.3, but it's under consideration. Good to
 know you're interested.
 
 I understand you can build 2.8.2 against the 10.5 SDK and still run on
 Snow Leopard. My understanding is the changes to OSG for Snow Leopard
 will allow someone to build OSG against the 10.6 SDK, is that right?

Snow Leopard defaults to gcc 4.2 which is pickier than gcc 4.0 (the
default for 10.5) The patches to Atomic + ReaderWriterQt fixes these
issues with gcc 4.2.

If you switch your xcode-projects to gcc 4.0 the current 2.8.x source
builds fine for 10.4 on Snow Leopard.

These patches are needed regardless what sdk you are targetting if you
are using gcc 4.2. But they  even work for 10.5 / gcc 4.0 :)

I can add an automatic build/compile test for the 2.8.x-branch here on
my local machine, currently I am only monitoring osg-trunk and provide
fixes back to Robert if necessary. But I didn't move to 10.6 with this
machine.

cheers,
Stephan
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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-03 Thread Tian Ma
Hi Kim:

   I have downloaded the newest version through SVN, and also compiled the code 
successfully. 

   When I turn on the oceanExample's testCollision, I found that the 
boat.3ds model is just white, the same situation I met before. Is this what 
the example just want to show us?

   In the example, you did not add any shader to the model. Does this mean 
that: a default shader was added to the model? But why the model looks just 
white?

   Will you please give us a example about how to add a model to the oceanScene 
to keep what they are?


Regards,

MT


Kim Bale wrote:
 Hi MT,
 
 For the reasons I just gave, you can't add objects to the scene and
 have the full compliment of effects without either using the default
 shader or using your own shader implementation.
 
 Reflections/refractions etc will continue to work since they act on
 the ocean surface and not the model. However, other such as glare,
 depth of field, light scattering, fogging etc will not as they act on
 the models themselves.
 
 However, it is pretty straight forward to duplicate a subset of fixed
 pipeline functionality within a shader and then add the relevant
 osgOcean shader effects to it, you can just copy functions from the
 default shader and mix them in with the result of your shader.
 
 K.
 
 
 2009/11/2 Tian Ma :
 
  Hi Jan,Kim:
  
  Thank you a lot.
  
      Kim, does it means that: I can never keep the models looks like what 
  they are before? And I have to program shaders for every loaded models, in 
  order to have reflect or other effects?
  
      I want to know that: is there a simple way to make the models just look 
  like what they are?
  
  
  
  Kim Bale wrote:
  
   Hi Jan, Tian,
   
   osgOcean uses shaders for pretty much every effect in the scene -
   fogging, depth of field, glare, lighting etc. If objects that are
   added to the scene are to look consistent with the ocean effects they
   will require a shader to be applied that takes into account these
   effects. This is particularly necessary if the fullscreen effects are
   used as they require the alpha component of the frame buffer to work.
   
   In order to address this issue, OceanScene will apply a default shader
   to objects added as children (default_scene.frag  vert) which
   illustrates how to use the uniforms supplied by osgocean (prefixed
   osgOcean_* ) in conjunction with your own shader. Since I could not
   anticipate the many wierd and wonderful ways that shaders can be used
   it only offers a very basic implementation (1 texture unit, limited
   phong lighting etc) and should be seen as a shader to customise and
   build on yourself.
   
   You can override the default shader either by attaching a new program
   to the object you wish to use in the scene or by using this function
   in OceanScene:
   
   /** Override the default scene shader for custom shaders.
   * If custom shaders are required for individual nodes add them
   before adding to the OceanScene.
   * Dirties state.
   */
   void setDefaultSceneShader( osg::Program* program )
   {
   _defaultSceneShader = program;
   _isDirty = true;
   }
   
   Alternatively you can turn the default shader off completely with
   setter in OceanScene.
   
   Regards,
   
   Kim.
   
   
   
   
   
   
   2009/11/2 Jan Ciger :
   
   
Tian Ma  wrote:


 Hi,
 
    When I load a model into the osgOcean scene, the model looks white 
 all
  over, without any material. Anybody knows why?
 
 

Yes, I have seen the same thing. I believe that the shaders applied by
osgOcean are responsible and are not passing the the vertex colors 
along.
I have yet to check the shader code, though.

Regards,

Jan

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Re: [osg-users] Render to texture and Shadows

2009-11-03 Thread Wojciech Lewandowski

Hi Tugkan,

Somebody recently, also mentioned that nested cams not work with LiSPSM. 
Frankly, I have no time to investigate this. I would recommend using RTT 
slave views instead of nested RTT cam. I think this will have more chance to 
work as intended. I apologize for trouble.


Wojtek Lewandowski



- Original Message - 
From: Tugkan Calapoglu tug...@vires.com

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, November 03, 2009 9:10 AM
Subject: [osg-users] Render to texture and Shadows



Hi All,

I am using Light Space Perspective Shadow Maps for shadowing. I would
like to render the shadowed scene to a texture, so I have another camera
on top of the shadowed scene. It looks like following:

root
|
RTTCamera
|
ShadowedScene

I also render a small sized screen aligned quad which visualizes the
texture to which RTTCamera is rendering.

When there is no RTT, shadows work as expected. However, when I am
rendering onto the texture, there are no shadows. I can see the scene on
the screen aligned quad but it simply has no shadows.

When I debugged the application I found out that
StandardShadowMap::ViewData::selectLight does not find the light.
Following line should normally give a list of matrices/attrib pairs

rs-getPositionalStateContainer()-getAttrMatrixList();

however, it returns an empty list. I am not familiar with the
implementation of Shadows in OSG so I got stuck here. Does anybody have
an idea?

Thanks,
Tugkan
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Re: [osg-users] Mac OS X Snow Leopard

2009-11-03 Thread Nico Kruithof
Hi Paul,

I tried to compile osg/trunk as a static library on Snow Leopard this week
and it failed somewhere with a message about the quicktime library if I
remember correctly. I could build trunk again (shared or static) and send
the results to the cdash server if you are interested. It is a fresh snow
leopard install.

-- Nico

On Tue, Nov 3, 2009 at 9:29 AM, Stephan Huber ratzf...@digitalmind.dewrote:

 Hi Paul,

 Paul Martz schrieb:
  Thanks, not sure about a 2.8.3, but it's under consideration. Good to
  know you're interested.
 
  I understand you can build 2.8.2 against the 10.5 SDK and still run on
  Snow Leopard. My understanding is the changes to OSG for Snow Leopard
  will allow someone to build OSG against the 10.6 SDK, is that right?

 Snow Leopard defaults to gcc 4.2 which is pickier than gcc 4.0 (the
 default for 10.5) The patches to Atomic + ReaderWriterQt fixes these
 issues with gcc 4.2.

 If you switch your xcode-projects to gcc 4.0 the current 2.8.x source
 builds fine for 10.4 on Snow Leopard.

 These patches are needed regardless what sdk you are targetting if you
 are using gcc 4.2. But they  even work for 10.5 / gcc 4.0 :)

 I can add an automatic build/compile test for the 2.8.x-branch here on
 my local machine, currently I am only monitoring osg-trunk and provide
 fixes back to Robert if necessary. But I didn't move to 10.6 with this
 machine.

 cheers,
 Stephan
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Re: [osg-users] Change to Optimizer OptimizationOptions

2009-11-03 Thread Peter Hrenka

Hi,

Paul Martz schrieb:
Hi Robert -- The code submission by Wojciech and I for MSFBO has opened 
a small can of worms on declaring bits and bitmasks. I hope you can 
weigh in and put an end to the debate.


Has anybody had a look at Qt's QFlags? 
http://doc.trolltech.com/4.5/qflags.html


They provide a type-safe way of dealing with bit-mask-style enums.
The implementation is mostly a template class with overloaded
operators. Once you have the idea, it should be rather trivial
to reimplement this from scratch and tailor it OSG's requirements.

Cheers,

Peter

Originally, my submission followed the Optimizer's OptimizationOptions 
pattern of declaring bit values in an enum, but declaring the bitmask 
variable as an unsigned int.


In Wojciech's modified submission, he changed the bitmask variable to a 
signed int, with the reasoning that enum values are also signed ints, 
and this eliminates the need for a typecast to get rid of compiler 
warnings.


This caused me to weigh in with the workaround of declaring the bit 
values as static const unsigned int, and keeping the bitmask unsigned. 
But this goes against the OSG precedent set with the Optimizer.


The ensuing discussion has covered the merits, or lack thereof 
(depending on the poster) of declaring bitmasks as signed or unsigned.


What this really boils down to is: If we decide that the MSFBO 
bit/bitmask declarations should be different from the Optimizer pattern 
for bits and bitmasks, then we should change the Optimizer to follow the 
new standard, and also do the same for any other classes that followed 
the Optimizer's current pattern.


If you could post with do it this way or do it that way, I (for one) 
could get back to work and stop prodding everyone with my code style 
opinions. :-)






Thanks,


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[osg-users] OSG cant find libOpenThreads.11.dylib

2009-11-03 Thread Keith Ewan
Hi,

Having trouble with osg not finding libOpenThreads.11.dylib.  The library is 
present in /opt/local/lib however when I try to use osgviewer to run a example 
I get this: 

Code:
raptorjesus-imac52:osgexport-2.42b raptorjesus$ osgviewer monkeyears.osg 
dyld: Library not loaded: libOpenThreads.11.dylib
Referenced from: /opt/local/bin/osgviewer
Reason: image not found
Trace/BPT trap




Some searching turned up this ticket http://trac.macports.org/ticket/17577 with 
a duplicate linked to it, but neither have solutions.

If it helps to know, I'm running OS X 10.5.8 (intel) and installed OSG via 
macports.

Thank you!

Cheers

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Re: [osg-users] OSG cant find libOpenThreads.11.dylib

2009-11-03 Thread Rafa Gaitan
Hi Keith,

I think /opt/local/lib is not in the default library path search. You
can add it or you can do:

$ export DYLD_LIBRARY_PATH=$DYLD_LIBRARY_PATH:/opt/local/lib

so osg apps can find the libraríes.

Greetz,
Rafa.


On Tue, Nov 3, 2009 at 8:58 AM, Keith Ewan
microsoftwillalwayss...@gmail.com wrote:
 Hi,

 Having trouble with osg not finding libOpenThreads.11.dylib.  The library is 
 present in /opt/local/lib however when I try to use osgviewer to run a 
 example I get this:

 Code:
 raptorjesus-imac52:osgexport-2.42b raptorjesus$ osgviewer monkeyears.osg
 dyld: Library not loaded: libOpenThreads.11.dylib
 Referenced from: /opt/local/bin/osgviewer
 Reason: image not found
 Trace/BPT trap




 Some searching turned up this ticket http://trac.macports.org/ticket/17577 
 with a duplicate linked to it, but neither have solutions.

 If it helps to know, I'm running OS X 10.5.8 (intel) and installed OSG via 
 macports.

 Thank you!

 Cheers

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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-03 Thread Kim Bale
Hi MT,

If you open boat.3ds in osgviewer you will notice that the model
itself is white. It doesn't have any textures on it and it's there
purely as a test case for the collision. But yes the default shader
has been added to it.

   Will you please give us a example about how to add a model to the 
 oceanScene to keep what they are?

The terrain is an external model that has a custom shader applied to
it, you can look at that. Alternatively look at the default shader
source.

K.



2009/11/3 Tian Ma tianxiao...@foxmail.com:
 Hi Kim:

   I have downloaded the newest version through SVN, and also compiled the 
 code successfully.

   When I turn on the oceanExample's testCollision, I found that the 
 boat.3ds model is just white, the same situation I met before. Is this what 
 the example just want to show us?

   In the example, you did not add any shader to the model. Does this mean 
 that: a default shader was added to the model? But why the model looks just 
 white?

   Will you please give us a example about how to add a model to the 
 oceanScene to keep what they are?


 Regards,

 MT


 Kim Bale wrote:
 Hi MT,

 For the reasons I just gave, you can't add objects to the scene and
 have the full compliment of effects without either using the default
 shader or using your own shader implementation.

 Reflections/refractions etc will continue to work since they act on
 the ocean surface and not the model. However, other such as glare,
 depth of field, light scattering, fogging etc will not as they act on
 the models themselves.

 However, it is pretty straight forward to duplicate a subset of fixed
 pipeline functionality within a shader and then add the relevant
 osgOcean shader effects to it, you can just copy functions from the
 default shader and mix them in with the result of your shader.

 K.


 2009/11/2 Tian Ma :

  Hi Jan,Kim:
 
  Thank you a lot.
 
      Kim, does it means that: I can never keep the models looks like what 
  they are before? And I have to program shaders for every loaded models, in 
  order to have reflect or other effects?
 
      I want to know that: is there a simple way to make the models just 
  look like what they are?
 
 
 
  Kim Bale wrote:
 
   Hi Jan, Tian,
  
   osgOcean uses shaders for pretty much every effect in the scene -
   fogging, depth of field, glare, lighting etc. If objects that are
   added to the scene are to look consistent with the ocean effects they
   will require a shader to be applied that takes into account these
   effects. This is particularly necessary if the fullscreen effects are
   used as they require the alpha component of the frame buffer to work.
  
   In order to address this issue, OceanScene will apply a default shader
   to objects added as children (default_scene.frag  vert) which
   illustrates how to use the uniforms supplied by osgocean (prefixed
   osgOcean_* ) in conjunction with your own shader. Since I could not
   anticipate the many wierd and wonderful ways that shaders can be used
   it only offers a very basic implementation (1 texture unit, limited
   phong lighting etc) and should be seen as a shader to customise and
   build on yourself.
  
   You can override the default shader either by attaching a new program
   to the object you wish to use in the scene or by using this function
   in OceanScene:
  
   /** Override the default scene shader for custom shaders.
   * If custom shaders are required for individual nodes add them
   before adding to the OceanScene.
   * Dirties state.
   */
   void setDefaultSceneShader( osg::Program* program )
   {
   _defaultSceneShader = program;
   _isDirty = true;
   }
  
   Alternatively you can turn the default shader off completely with
   setter in OceanScene.
  
   Regards,
  
   Kim.
  
  
  
  
  
  
   2009/11/2 Jan Ciger :
  
  
Tian Ma  wrote:
   
   
 Hi,

    When I load a model into the osgOcean scene, the model looks 
 white all
  over, without any material. Anybody knows why?


   
Yes, I have seen the same thing. I believe that the shaders applied by
osgOcean are responsible and are not passing the the vertex colors 
along.
I have yet to check the shader code, though.
   
Regards,
   
Jan
   
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Re: [osg-users] Transparency issue

2009-11-03 Thread Ulrich Hertlein

Hi Vincent,

On 2/11/09 5:49 PM, Vincent Bourdier wrote:

I have a transparency issue on a very simple sceneGraph and I do not
understand how that problem can be there.

I set all the mode in the stateSet to make the group transparent... but
no way !
The node file is in attached file.

Any suggestion would be very appreciated :-)


Could it be that your vertex colors are overriding the material setting?
/ulrich
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Re: [osg-users] Mac OS X Snow Leopard

2009-11-03 Thread stefan nortd
 If you switch your xcode-projects to gcc 4.0
 the current 2.8.x source builds fine for 10.4 on Snow Leopard. 

Nope, switching to gcc 4.0 does not make any difference for me. And BTW there 
is no 10.4 SDK on snow leopard.

/stefan


stefan hechenberger

http://linear.nortd.com

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Re: [osg-users] Mac OS X Snow Leopard

2009-11-03 Thread Jordi Torres
Hi stefan

Nope, switching to gcc 4.0 does not make any difference for me. And BTW
 there is no 10.4 SDK on snow leopard.

 /stefan


It is possible to have a 10.4 SDK in snowleopard if you have activated
compatibility when you did the migration from Leopard to SnowLeopard.
However the only cofiguration working for me is SDK 10.6 and architecture
i386.

Greets.



 
 stefan hechenberger

 http://linear.nortd.com

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Re: [osg-users] Mac OS X Snow Leopard

2009-11-03 Thread Nico Kruithof
Hi,

I submitted an experimental test. It shows on the cdash site, but it doesn't
show the errors. I took the current trunk, applied the Atomic patch, that
was previously sent to this list and ran the test with no arguments to
cmake.

It fails in ReaderWriterQT.cpp, which is probably easy to fix. I'll have a
look later today.

Bests,
Nico

On Tue, Nov 3, 2009 at 1:17 PM, Jordi Torres jtorresfa...@gmail.com wrote:

 Hi stefan

 Nope, switching to gcc 4.0 does not make any difference for me. And BTW
 there is no 10.4 SDK on snow leopard.

 /stefan


 It is possible to have a 10.4 SDK in snowleopard if you have activated
 compatibility when you did the migration from Leopard to SnowLeopard.
 However the only cofiguration working for me is SDK 10.6 and architecture
 i386.

 Greets.



 
 stefan hechenberger

 http://linear.nortd.com

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Re: [osg-users] VPB and OSG Version

2009-11-03 Thread Jean-Sébastien Guay

Hi Kim, Chris,


  .osg files are forward compatible and in limited cases backward compatible 
(as long as
the older OSG has all the necessary feature support).


And that's the catch really, some VPB versions introduced usage of some 
new features that were added to OSG at that moment, for example 
osgTerrain::Terrain techniques, and so you need to avoid using those 
features in your VPB-generated terrain database if you want it to be 
backwards-compatible. Just using the .osg format is often not enough.



  .ive files ar coded with the file version they are built by, and will not be 
loaded by
any other version of OSG.


Shouldn't that be any *older* version? Because .ive files created with 
OSG version X should be readable with OSG version Y if Y = X. It's just 
the opposite which isn't true.



  You can convert between IVE and OSG with osgconv.


Which gives you a way out, with the caveat noted above:

1. generate with VPB/OSG version X, into .osg files
2. convert to .ive with the osgconv compiled from OSG version Y

As long as you keep your versions straight, and that you avoid using 
features specific to newer versions of OSG, it should go fine. But it's 
much less trouble using a recent version of OSG everywhere, of course.


Hope that helps,

J-S
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Re: [osg-users] Setting up VPBMaster

2009-11-03 Thread Jacob Armstrong

Chris,

 

I want to thank you again for all your help on this issue. I've got my fingers 
crossed for this to work, but we've already come up with some ideas of how to 
cut this down for the next run. My manager knows I've been in contact with you 
on this, and she was wondering if you part of the development team for 
OpenSceneGraph, or if you're a knowledgeable user or what? I told her I wasn't 
sure, but you seemed to know more about this stuff that I do.  :)

 

I wanted to ask you something else on OSGDem if that's ok. I posted another 
thread about what to do if OSGDem crashes during a run, but I haven't gotten 
any responses to it. I was wondering if there's any log file or any way OSGDem 
can pick up where it left off (or somewhere close to it) after a crash, or does 
it have to start from the beginning again? Do you happen to know about this?

 

Thanks again!

 


 
 Date: Mon, 2 Nov 2009 15:17:42 -0700
 From: xe...@alphapixel.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Setting up VPBMaster
 
 Jacob Armstrong wrote:
  Believe it or not, this is just a 2D Map, view from above, and we're not
  utilizing any 3D capabilities what-so-ever. I agree that it seems like
  overkill to use such a powertool to generate something fairly basic, but
  I can't speak to the process that got us where we were. Decisions have
  been made based on factors that I'm not aware of, and past experiences
  that I was not present for. I'm only the next guy in line who's picking
  up a process already in progress. Now I'm just looking for verification
  or denial that the process will work as is, and if possible, some
  alternative solutions that already exist, are quick, and are cheap. My
  back is against the wall for a deadline, and it's too late to propose an
  alternative, but maybe not a slight alteration the process. I appreciate
  all your input, and I hope to find a solution in all this! Thanks!
 
 Well, you're totally off the map so to speak here, so we have no idea if 
 you'll succeed.
 
 When you rally hit the wall, drop me a note and I'll code you something that 
 actually
 does what you want and works. ;)
 
 
 Good luck.
 
 -- 
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 There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
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[osg-users] Cameras hierarchy

2009-11-03 Thread Guy
Hi all,

 

 I'm having a difficulty understanding whats goes wrong with my scene
setting.

I tried merge between the osghud example and the osgdistortion example.

 

The result I expected was to have object in the background which
responds to the mouse movement, HUD in front of it, and the entire image
distorted.

 

So initially I had a graph build like that

 

  Root

  

   Distortion Group

 

  HUDed scene

 

Which equals

 

 Root

 

  DistortedTextureDisplayCamera
RTT Camera

   

   GridGeometry
PostRenderCamera Scene



 
Hud geometry

 

This didn't work. I couldn't see the HUD.

Later I changed it to

 

 
Root

 

  DistortedTextureDisplayCamera RTT Cameta
order 1   RTT Cameta order 1

   

   GridGeometry
Hud geometry Scene

 

This configuration did get the right result.

 

Later on I tried, just for the test to render a scene

 

 Root

 

  DistortedTextureDisplayCamera
RTT Camera

   

   GridGeometry
Camera

 

 
Scene

   

This is exactly the osgdistortion example with the adding of a camera
above the scene. This camera has all the default settings, which means
it does nothing, but I couldn't see anything.

 

Can you please explain why the first and the last graphs didn't give the
expected results? Isn't it possible to add cameras under RTT camera?

I had similar problems with depth partitioning and shadows. Does it mean
that when using RTT, these solutions have to be rearranged completely in
the aspect of the camera hierarchy?

 

Thanks,

 Guy.

 



 

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Re: [osg-users] How should I organize the scene graph to handle 2million points and lines?

2009-11-03 Thread Tomlinson, Gordon
HI

We work with 100's Millions of Points  in our OSG base applications,
along with large amount of imagery (Giga  terra bytes), elevation and
feature data in one scene

We do have to manage them through various LOD, Memory and paging
techniques we have etc


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 Angus
Lau
Sent: Monday, November 02, 2009 6:03 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How should I organize the scene graph to handle
2million points and lines?

Hi,

Thank you for your suggestions! I think the scribe effect is probably
what I want for selection.

You mentioned something about unreferencing data on the CPU side once it
is uploaded. I am quite interested in this. Could you please give me
more details?

Honestly speaking, the 2 million points and lines are probably not the
largest dataset I will encounter. During the last few days, I discovered
that my viewer probably has an acceptable performance, but the large
amount of memory that it uses is probably the main issue I need to deal
with. If there are some ways that can reduce the size of the scene graph
or cache inactive part of the scene graph on disk, I would like to give
them a try.

Thank you!

Cheers,
Angus

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Re: [osg-users] [vpb] Can I build a round earth with DEM?

2009-11-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Yes you can by using the -d option followed by the terrain file in VPB.
VPB will stitch in the terrain (if it's geospecific) into the ellipsoid...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lv Qing
Sent: Wednesday, October 28, 2009 9:40 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] Can I build a round earth with DEM?

Hi,

... 
 
I have created an earth model with VPB ( an ellipsoid with earth texture) by
the instruction post in
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.
(osgdem --bluemarble-west -t land_shallow_topo_west.tif --bluemarble-east -t
land_shallow_topo_east.tif -l 8 -o earth.ive -a earth.osga)  

Can I just add some small area of DEM in the suface  of this round earth?



Thank you!

Cheers,
Lv

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Re: [osg-users] export DAE file, how to change names?

2009-11-03 Thread Roger James




lucas Grijander wrote:

  Hi
all!
  
  
  I am using the collada plugin to export my geometries in .dae
format. I would like to know if there is an option of specifying the
name of Ids, such as shapes, primitives, materials, etc... It's
important to better differenciate in another application I have between
different objects.
  
  
  thanks!
  
  
  Jaime.

Hi Lucas/Jaime,

The DAE exporter gets most of its names from the names of nodes in the
OSG scene graph hierarchy you are exporting.

However, you can change anything in the DAE export by the following
procedure:-

Get hold of the DAE exporter

                    osg::ref_ptrosgDB::ReaderWriter
pReaderWriter =
osgDB::Registry::instance()-getReaderWriterForExtension("dae");
                    if (!pReaderWriter.valid())
                        throw _("Unable to load dae writer plugin");
                    wxString FileName = FileDialog.GetPath();

Set up the file name in URI format - this is very important.

                    FileName.Prepend(wxT("file:///"));            

Set up some objects to receive information about the DOM objects created

                    pDae = new DAE; // Use a new object here because
VC8.1 debugger barfs if it tries to show an on stack one in the autos
or watch window !!
                    if (NULL == pDae)
                        throw _("Failed to allocate DAE object");
                    osg::ref_ptrosgDB::ReaderWriter::Options
pOptions = new osgDB::ReaderWriter::Options;
                    std::string DocURI;
                    pOptions-setPluginData("DAE", (void*)pDae);
                    pOptions-setPluginData("DAE-DocumentURI",
(void*)DocURI);

Write the model to a file. This causes the DOM to be built. (On of
these data I might get round to putting a option in the exporter to
just create the DOM and not write the file.)

                    if (pReaderWriter-writeNode(*pGroup, (const
char *)FileName.mb_str(wxConvUTF8), pOptions.get()).status() !=
osgDB::ReaderWriter::WriteResult::FILE_SAVED)
                        throw _("Failed to save model");

Retrieve the DOM

                    domCOLLADA *pDomCollada =
pDae-getDom(DocURI.c_str());
                    if (NULL == pDomCollada)
                        throw _("Cannot get DomCollada");

You can now play around with any of the elements in the DAE hierarchy.
For exmaple:-

                    domAssetRef pAsset = pDomCollada-getAsset();
                    if (NULL == (domAsset*)pAsset)
                        throw _("Cannot get domAsset");
                    domAsset::domUp_axisRef pAxis =
pAsset-getUp_axis();
                    if (NULL == (domAsset::domUp_axis*)pAxis)
                    {
                        // Create a new up axis element
                        pAxis =
(domAsset::domUp_axis*)pAsset-createAndPlace(COLLADA_ELEMENT_UP_AXIS);
                        if (NULL == (domAsset::domUp_axis*)pAxis)
                            throw _("Cannot create up_axis element");
                    }
                    pAxis-setValue(UPAXISTYPE_Y_UP);

Write the file out again to save any changes you have just made.

                    if (DAE_OK !=  pDae-save((daeUInt)0))
                        throw _("Failed to save modified dae file");


If you want to ask questions about the DOM DAE API then you need to
post them on the Collada forums https://collada.org/public_forum/

Cheers,

Roger




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Re: [osg-users] sRGB frame buffer

2009-11-03 Thread Jason Daly

Tugkan Calapoglu wrote:

I found out that one can simply call

stateset-setMode( GL_FRAMEBUFFER_SRGB_EXT , osg::StateAttribute::ON);

to enable sRGB mode. An explicit OSG support is not necessary.

I didn't try something like this with sRGB texture formats yet.
  


Glad to hear you got it working.

It turns out I was wrong anyway.  The SRGB tokens are in the 
osg/GL2Extensions header (including the new texture formats from 
EXT_texture_SRGB).  Not sure how I missed those before...  I still can't 
find the tokens for GLX/WGL, so I'm not sure how that affects what 
you're trying to do (the spec is vague to me on what those tokens 
actually do).


It seems that the only changes to enable sRGB functionality are new 
tokens anyway (no new functions were defined), so it shouldn't be too 
much of a stretch to get it going.



--J

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Re: [osg-users] OSG cant find libOpenThreads.11.dylib

2009-11-03 Thread Keith Ewan
Thanks a lot! That got it.  :D

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Re: [osg-users] Change to Optimizer OptimizationOptions

2009-11-03 Thread Chris 'Xenon' Hanson
Peter Hrenka wrote:
 Has anybody had a look at Qt's QFlags?
 http://doc.trolltech.com/4.5/qflags.html
 
 They provide a type-safe way of dealing with bit-mask-style enums.
 The implementation is mostly a template class with overloaded
 operators. Once you have the idea, it should be rather trivial
 to reimplement this from scratch and tailor it OSG's requirements.

  I'm not familiar with it, but I agree that perhaps a flags class/template 
would be a
smart way to clean up the situation. If it would solve the issues.

  I know I'm always happier using a provided set/test API than manually masking 
stuff. As
long as it doesn't bloat the data size beyond the simple storage of the flag 
word. as long
as we don't make any of it virtual, I think it would be ok. Though I don't know 
how RTTI
adds to the class per-instance weight of a real class (as opposed to a built-in 
type like
unsigned long int). Any C++ guru care to comment on that?

-- 
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PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
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Re: [osg-users] VPB and OSG Version

2009-11-03 Thread Chris 'Xenon' Hanson
Jean-Sébastien Guay wrote:
   .ive files ar coded with the file version they are built by, and
 will not be loaded by
 any other version of OSG.
 Shouldn't that be any *older* version? Because .ive files created with
 OSG version X should be readable with OSG version Y if Y = X. It's just
 the opposite which isn't true.

  I don't remember. Are IVEs forward-compatible or not? I had some reason to 
think they
were not.

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Re: [osg-users] Setting up VPBMaster

2009-11-03 Thread Chris 'Xenon' Hanson
Jacob Armstrong wrote:
 I want to thank you again for all your help on this issue. I've got my
 fingers crossed for this to work, but we've already come up with some
 ideas of how to cut this down for the next run. My manager knows I've
 been in contact with you on this, and she was wondering if you part of
 the development team for OpenSceneGraph, or if you're a knowledgeable
 user or what? I told her I wasn't sure, but you seemed to know more
 about this stuff that I do.  :)

  Well, I don't know that the development team for OpenSceneGraph is a 
clearly defined
set. By volume, Robert is the author of the vast majority of the OSG source 
code, but
there's a long list of other contributors as well. I'm one of the those folks. 
I've worked
on terrain-related aspects of OSG since, err, I can't remember how long. Well 
before OSG
1.0. I'm also one of the few people brave enough to dive into and work on VPB's 
own code,
though I don't know it inside and out. I've worked on 3D terrain software since 
about 1992.

 I wanted to ask you something else on OSGDem if that's ok. I posted
 another thread about what to do if OSGDem crashes during a run, but I
 haven't gotten any responses to it. I was wondering if there's any log
 file or any way OSGDem can pick up where it left off (or somewhere close
 to it) after a crash, or does it have to start from the beginning again?
 Do you happen to know about this?

  I don't know if there's any way to restart OSGDEM. I kinda doubt it, because 
it would
have no idea what the current state would be, or what files might have been 
written
improperly or incompletely during the crash.

  I would expect the full VPB might have a better chance of this, because it 
breaks the
work up into discrete jobs and dispatches them, and keeps track of what gets 
done. it
might be able to resume a partially completed job.

-- 
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[osg-users] osgPreRender question(s)

2009-11-03 Thread Wyatt Earp
I am going through the osgprerender example to try to understand how
it works, and I think I am starting to understand a bit more, but i
have some questions.

If I instantiate a viewer, as is done in osgprerender...

osgViewer::Viewer viewer(arguments);

I assume this has a default camera right?  Before the viewer.run() call, I

osg::Camera *camera = viewer.getCamera();

and see that the camera has POST_RENDER render order.  in
createPreRenderSubGraph, another camera with PRE_RENDER render order
is added.  Does this mean that the second camera renders the scene
before the default camera?  Then the second scene renders the scene a
second time?

W
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Re: [osg-users] Opening a GL3 context on MS Windows

2009-11-03 Thread John Price
Hi,

I found the following on the NVIDIA developers site and thought it might be 
what you are looking for.

1) How do I start using OpenGL 3 in my code base?
In order to use OpenGL 3.0 and later versions, an application should opt in 
to use these versions. There is a new context creation call 
CreateContextAttribsARB (for WGL and GLX defined in the 
WGL/GLX_ARB_create_context extensions) that you should use in order to request 
a context that supports OpenGL 3.0, 3.1 or 3.2.

For OpenGL 3.2, and later versions, you additionally will have to indicate what 
profile you want the 3.2 context to support. Either the Core or the 
Compatibility profile.


Thank you!

Cheers,
John

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Re: [osg-users] Change to Optimizer OptimizationOptions

2009-11-03 Thread Peter Hrenka

Hi Chris,

Chris 'Xenon' Hanson schrieb:

Peter Hrenka wrote:

Has anybody had a look at Qt's QFlags?
http://doc.trolltech.com/4.5/qflags.html

They provide a type-safe way of dealing with bit-mask-style enums.
The implementation is mostly a template class with overloaded
operators. Once you have the idea, it should be rather trivial
to reimplement this from scratch and tailor it OSG's requirements.


  I'm not familiar with it, but I agree that perhaps a flags class/template 
would be a
smart way to clean up the situation. If it would solve the issues.

  I know I'm always happier using a provided set/test API than manually masking 
stuff. As
long as it doesn't bloat the data size beyond the simple storage of the flag 
word. as long
as we don't make any of it virtual, I think it would be ok. Though I don't know 
how RTTI
adds to the class per-instance weight of a real class (as opposed to a built-in 
type like
unsigned long int). Any C++ guru care to comment on that?


Nothing needs to be virtual here. It's just a template class
with overloaded operators which means everything is effectively
inlined. We could also use an unsigned int as internal storage type
(Qt seems to use a signed int).


Cheers,

Peter



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Re: [osg-users] Change to Optimizer OptimizationOptions

2009-11-03 Thread Chris 'Xenon' Hanson
Peter Hrenka wrote:
 Nothing needs to be virtual here. It's just a template class
 with overloaded operators which means everything is effectively
 inlined. We could also use an unsigned int as internal storage type
 (Qt seems to use a signed int).

  But doesn't RTTI embed a hidden pointer (similr to the vftbl) into every 
class as well,
that points to the common per-class ID/metadata?

  I guess quibbling about an extra pointer is very old-skool 80s coder of me. 
You can have
my VIC-20 when I'm done porting OpenGL ES 1.0 to it! ;)

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Re: [osg-users] Change to Optimizer OptimizationOptions

2009-11-03 Thread Wojciech Lewandowski

IMHO This is the best option so far ;-). I like it.

Wojtek

- Original Message - 
From: Peter Hrenka p.hre...@science-computing.de

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, November 03, 2009 6:31 PM
Subject: Re: [osg-users] Change to Optimizer OptimizationOptions



Hi Chris,

Chris 'Xenon' Hanson schrieb:

Peter Hrenka wrote:

Has anybody had a look at Qt's QFlags?
http://doc.trolltech.com/4.5/qflags.html

They provide a type-safe way of dealing with bit-mask-style enums.
The implementation is mostly a template class with overloaded
operators. Once you have the idea, it should be rather trivial
to reimplement this from scratch and tailor it OSG's requirements.


  I'm not familiar with it, but I agree that perhaps a flags 
class/template would be a

smart way to clean up the situation. If it would solve the issues.

  I know I'm always happier using a provided set/test API than manually 
masking stuff. As
long as it doesn't bloat the data size beyond the simple storage of the 
flag word. as long
as we don't make any of it virtual, I think it would be ok. Though I 
don't know how RTTI
adds to the class per-instance weight of a real class (as opposed to a 
built-in type like

unsigned long int). Any C++ guru care to comment on that?


Nothing needs to be virtual here. It's just a template class
with overloaded operators which means everything is effectively
inlined. We could also use an unsigned int as internal storage type
(Qt seems to use a signed int).


Cheers,

Peter



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Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid 
Zech

Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
Michel Lepert
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart
Registernummer/Commercial Register No.: HRB 382196

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Re: [osg-users] VPB and OSG Version

2009-11-03 Thread Kim Bale
Chris, J-S,


Cheers chaps, far more detail that I was expecting!


K.


2009/11/3 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com:
 Hi Kim, Chris,

  .osg files are forward compatible and in limited cases backward
 compatible (as long as
 the older OSG has all the necessary feature support).

 And that's the catch really, some VPB versions introduced usage of some new
 features that were added to OSG at that moment, for example
 osgTerrain::Terrain techniques, and so you need to avoid using those
 features in your VPB-generated terrain database if you want it to be
 backwards-compatible. Just using the .osg format is often not enough.

  .ive files ar coded with the file version they are built by, and will not
 be loaded by
 any other version of OSG.

 Shouldn't that be any *older* version? Because .ive files created with OSG
 version X should be readable with OSG version Y if Y = X. It's just the
 opposite which isn't true.

  You can convert between IVE and OSG with osgconv.

 Which gives you a way out, with the caveat noted above:

 1. generate with VPB/OSG version X, into .osg files
 2. convert to .ive with the osgconv compiled from OSG version Y

 As long as you keep your versions straight, and that you avoid using
 features specific to newer versions of OSG, it should go fine. But it's much
 less trouble using a recent version of OSG everywhere, of course.

 Hope that helps,

 J-S
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Re: [osg-users] Help loading bunny

2009-11-03 Thread Alejandro Aguilar Sierra
No, they are just different resolutions of the model. Use the one
without  res.

On Tue, Nov 3, 2009 at 4:54 PM, Brett Thomas Lee brettle...@hotmail.com wrote:
 Hi,

 Thank you very much for the quick reply. There are lots of ply files.Do I 
 need  all the files ???

 Thank you!

 Cheers,
 Brett

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Re: [osg-users] Setting up VPBMaster

2009-11-03 Thread Jacob Armstrong

Well, that's not what I was hoping to hear, but it certainly answers my 
question, so thanks again for that! By the way, it turns out that we do utilize 
the 3D capabilities of this data in our software for a separate page that shows 
the Helicopter from a out-of-copter view, flying over the terrain/buildings. My 
focus is on the 2D part. Tomorrow I'm presenting a bunch of 
data/issues/alternatives to some In-House big wigs, so they will determine our 
next course of action. Thanks again for all your help, and hopefully we'll get 
this thing working at some point!

 


 
 Date: Tue, 3 Nov 2009 10:12:36 -0700
 From: xe...@alphapixel.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Setting up VPBMaster
 
 Jacob Armstrong wrote:
  I want to thank you again for all your help on this issue. I've got my
  fingers crossed for this to work, but we've already come up with some
  ideas of how to cut this down for the next run. My manager knows I've
  been in contact with you on this, and she was wondering if you part of
  the development team for OpenSceneGraph, or if you're a knowledgeable
  user or what? I told her I wasn't sure, but you seemed to know more
  about this stuff that I do. :)
 
 Well, I don't know that the development team for OpenSceneGraph is a 
 clearly defined
 set. By volume, Robert is the author of the vast majority of the OSG source 
 code, but
 there's a long list of other contributors as well. I'm one of the those 
 folks. I've worked
 on terrain-related aspects of OSG since, err, I can't remember how long. Well 
 before OSG
 1.0. I'm also one of the few people brave enough to dive into and work on 
 VPB's own code,
 though I don't know it inside and out. I've worked on 3D terrain software 
 since about 1992.
 
  I wanted to ask you something else on OSGDem if that's ok. I posted
  another thread about what to do if OSGDem crashes during a run, but I
  haven't gotten any responses to it. I was wondering if there's any log
  file or any way OSGDem can pick up where it left off (or somewhere close
  to it) after a crash, or does it have to start from the beginning again?
  Do you happen to know about this?
 
 I don't know if there's any way to restart OSGDEM. I kinda doubt it, because 
 it would
 have no idea what the current state would be, or what files might have been 
 written
 improperly or incompletely during the crash.
 
 I would expect the full VPB might have a better chance of this, because it 
 breaks the
 work up into discrete jobs and dispatches them, and keeps track of what gets 
 done. it
 might be able to resume a partially completed job.
 
 -- 
 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] Help loading bunny

2009-11-03 Thread Alejandro Aguilar Sierra
osgviewer can view ply files without any problem, and you can convert
it with osgconv.

ftp://graphics.stanford.edu/pub/3Dscanrep/bunny.tar.gz

Cheers,

-- A.



On Tue, Nov 3, 2009 at 3:55 PM, Brett Thomas Lee brettle...@hotmail.com wrote:
 Hi,

 I want to load bunny model into osg. Does someone have .osg or osg compatible 
 files for the bunny please.

 Thank you!

 Cheers,
 Brett

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Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-11-03 Thread Angus Lau
Hi,

Thank you for both of your help. It seems that PagedLOD is what I need to use 
to reduce CPU memory usage. I have tried to use PagedLOD briefly before, but I 
am not clear how I can make PagedLOD unload the unused child nodes once those 
child nodes are loaded. It seems that my PagedLOD nodes do not remove the nodes 
once it creates the child nodes. Could you please give me some explanation 
about the proper way of using it??


Thank you!

Cheers,
Angus

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[osg-users] Texture on Cylinder

2009-11-03 Thread Nils



Hey,
I would like to build a simple panorma program with  osg.
I used a Cylinder and a similiar Code to sampleshape:

   osg::Geode* geode = new osg::Geode();

// ---
// Set up a StateSet to texture the objects
// ---
osg::StateSet* stateset = new osg::StateSet();

osg::Image* image = osgDB::readImageFile( Images/lz.rgb );

if (image)
{
osg::Texture2D* texture = new osg::Texture2D;
texture-setImage(image);
 
stateset-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);

}

geode-setStateSet( stateset );

float radius = 50.0f;
float height = 20.0f;

osg::TessellationHints* hints = new osg::TessellationHints;
hints-setDetailRatio(0.5f);

geode-addDrawable(new osg::ShapeDrawable(new  
osg::Cylinder(osg::Vec3(6.0f,0.0f,0.0f),radius,height),hints));




When I zoom into the cylinder, everything is dark and I cant see my  
texture. What can I do?


Thanks,
Nils


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Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-11-03 Thread Andrew Burnett-Thompson
Sorry to butt in the conversation here, but I also am working on an app with
memory issues and we are considering Paged LOD.

For a scene with millions of objects, won't there be a huge performance hit
as geometry is loaded/unloaded?

I imagine the sort of scene like a city scape where detail is controlled
very nicely. That's good as occlusion means not too many things will be
visible at any one time.

However what in the case of points and lines as the user above has posted?
Surely in this case loads will be visible at once, there will be no
occlusion, and if you sweep around with the camera, literally thousands of
objects will get paged in/out?

Or am I being a complete noob and interpreting the way PagedLOD works?

Cheers!

Andrew

On Tue, Nov 3, 2009 at 8:36 PM, Angus Lau angus@safe.com wrote:

 Hi,

 Thank you for both of your help. It seems that PagedLOD is what I need to
 use to reduce CPU memory usage. I have tried to use PagedLOD briefly before,
 but I am not clear how I can make PagedLOD unload the unused child nodes
 once those child nodes are loaded. It seems that my PagedLOD nodes do not
 remove the nodes once it creates the child nodes. Could you please give me
 some explanation about the proper way of using it??


 Thank you!

 Cheers,
 Angus

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Re: [osg-users] VPB and OSG Version

2009-11-03 Thread Jean-Sébastien Guay

Hi Chris,


Shouldn't that be any *older* version? Because .ive files created with
OSG version X should be readable with OSG version Y if Y = X. It's just
the opposite which isn't true.


  I don't remember. Are IVEs forward-compatible or not? I had some reason to 
think they
were not.


Yes, I can load up an .ive generated with OSG 2.6's osgconv in OSG SVN's 
osgviewer.


J-S
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Re: [osg-users] Setting up VPBMaster

2009-11-03 Thread Riepl, David M
Regarding your questions on what osgdem does if it crashes...
1) No, it cannot pick back up from where it left off and continue on.  You 
would have to start over and hope for better results.  I always suffered from 
laughable experiences where it would be on the 10th day of a build and the 
power would go out.
2)  However, all is not lost.  In my experience you can still run your paged 
terrain in osgviewer fine.  Of course in the highest LOD you won't have 
complete coverage.  But what you had up to that point is still flyable.  If you 
get in close enough to a part of the terrain that failed, it will throw 
errors/warnings but I have not seen it cause a crash.  You just won't see the 
highest resolution you intended there.
3) I have not gotten a chance to use VPB yet, but it sounds good.


David Riepl


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jacob Armstrong
Sent: Tuesday, November 03, 2009 3:36 PM
To: osg users
Subject: Re: [osg-users] Setting up VPBMaster

Well, that's not what I was hoping to hear, but it certainly answers my 
question, so thanks again for that! By the way, it turns out that we do utilize 
the 3D capabilities of this data in our software for a separate page that shows 
the Helicopter from a out-of-copter view, flying over the terrain/buildings. My 
focus is on the 2D part. Tomorrow I'm presenting a bunch of 
data/issues/alternatives to some In-House big wigs, so they will determine our 
next course of action. Thanks again for all your help, and hopefully we'll get 
this thing working at some point!



 Date: Tue, 3 Nov 2009 10:12:36 -0700
 From: xe...@alphapixel.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Setting up VPBMaster

 Jacob Armstrong wrote:
  I want to thank you again for all your help on this issue. I've got my
  fingers crossed for this to work, but we've already come up with some
  ideas of how to cut this down for the next run. My manager knows I've
  been in contact with you on this, and she was wondering if you part of
  the development team for OpenSceneGraph, or if you're a knowledgeable
  user or what? I told her I wasn't sure, but you seemed to know more
  about this stuff that I do. :)

 Well, I don't know that the development team for OpenSceneGraph is a 
 clearly defined
 set. By volume, Robert is the author of the vast majority of the OSG source 
 code, but
 there's a long list of other contributors as well. I'm one of the those 
 folks. I've worked
 on terrain-related aspects of OSG since, err, I can't remember how long. Well 
 before OSG
 1.0. I'm also one of the few people brave enough to dive into and work on 
 VPB's own code,
 though I don't know it inside and out. I've worked on 3D terrain software 
 since about 1992.

  I wanted to ask you something else on OSGDem if that's ok. I posted
  another thread about what to do if OSGDem crashes during a run, but I
  haven't gotten any responses to it. I was wondering if there's any log
  file or any way OSGDem can pick up where it left off (or somewhere close
  to it) after a crash, or does it have to start from the beginning again?
  Do you happen to know about this?

 I don't know if there's any way to restart OSGDEM. I kinda doubt it, because 
 it would
 have no idea what the current state would be, or what files might have been 
 written
 improperly or incompletely during the crash.

 I would expect the full VPB might have a better chance of this, because it 
 breaks the
 work up into discrete jobs and dispatches them, and keeps track of what gets 
 done. it
 might be able to resume a partially completed job.

 --
 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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[osg-users] Tips for low-end GPUs?

2009-11-03 Thread Cyril Brulebois
Hi,

I've been very happy developing using OSG but unfortunately, even
“simple” graphics¹ tend to result in very low performance on Intel
GPUs (which happen to be very common on wide-spread desktops and
laptops); while I ACK that well, there are better GPUs available, it'd
still be nice to be able to somehow run the app I've developed on
other machines without having to upgrade them, so I've been wondering
whether there are some guidelines to help getting things “easier” on
the GPU.

Random thoughts:
 - dimensions/resolutions (maybe some “native” screen/window size are
   better than others in order to limit resizing overhead)?
 - texture blending modes (how transparency is handled, etc.)?
 - level of detail (there is even osg::LOD for that)?
 - use a tree-like scene-graph (rather than a flat one) to ensure osg
   will do its job properly?
 - checking compositing on X's side (forgot to mention: running Linux
   machines)? acceleration type (EXA et al.)?

I know there's also the “stats” display that might be of some help,
and it indeed shows that most of the time is spent during “Draw”.

I should mention I've tested with both OSG 2.4 and 2.8 on both
desktops and laptops, and it looks like versions don't have much
impact on performances, only GPUs do. (To give an idea, I'm at
100-150+ FPS with Nvidia, limited to either 60 or 75 via vblanc sync,
and around 10-15 FPS with Intel.)

Hardware is like Intel Core 2 Duo, 2 GB RAM. The application isn't
eating more than a few MB so RAM clearly isn't the bottleneck. A
single CPU out of 2 seems to be used, around 50%, so that probably
isn't the bottleneck either.

So, if you have any rules of thumb to share about how to get a better
framerate on low-end GPUs, I'll be very pleased to read them. :)

Cheers,
-- 
Cyril Brulebois

Details:

 ¹: That is some dozens/hundreds of geometrical forms (boxes, spheres
with uniform textures), a few of them being transparent somehow,
only colours/sphere radius/positions of some spheres change; using
a single camera; and with some texts as overlay, HUD-like.


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Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-03 Thread Tian Ma
Hi Kim:

Thank you for the useful informations!

I could understand the default shader code a little now. 

When I apply the   default shader to the model, it looks a little bit too 
shinning and glaring Can I weaken the glaring thing?

Regards,

MT



Kim Bale wrote:
 Hi MT,
 
 If you open boat.3ds in osgviewer you will notice that the model
 itself is white. It doesn't have any textures on it and it's there
 purely as a test case for the collision. But yes the default shader
 has been added to it.
 
 
  Will you please give us a example about how to add a model to the 
  oceanScene to keep what they are?
  
 
 The terrain is an external model that has a custom shader applied to
 it, you can look at that. Alternatively look at the default shader
 source.
 
 K.
 
 
 
 2009/11/3 Tian Ma :
 
  Hi Kim:
  
    I have downloaded the newest version through SVN, and also compiled the 
  code successfully.
  
    When I turn on the oceanExample's testCollision, I found that the 
  boat.3ds model is just white, the same situation I met before. Is this 
  what the example just want to show us?
  
    In the example, you did not add any shader to the model. Does this mean 
  that: a default shader was added to the model? But why the model looks just 
  white?
  
    Will you please give us a example about how to add a model to the 
  oceanScene to keep what they are?
  
  
  Regards,
  
  MT
  
  
  Kim Bale wrote:
  
   Hi MT,
   
   For the reasons I just gave, you can't add objects to the scene and
   have the full compliment of effects without either using the default
   shader or using your own shader implementation.
   
   Reflections/refractions etc will continue to work since they act on
   the ocean surface and not the model. However, other such as glare,
   depth of field, light scattering, fogging etc will not as they act on
   the models themselves.
   
   However, it is pretty straight forward to duplicate a subset of fixed
   pipeline functionality within a shader and then add the relevant
   osgOcean shader effects to it, you can just copy functions from the
   default shader and mix them in with the result of your shader.
   
   K.
   
   
   2009/11/2 Tian Ma :
   
   
Hi Jan,Kim:

Thank you a lot.

    Kim, does it means that: I can never keep the models looks like 
what they are before? And I have to program shaders for every loaded 
models, in order to have reflect or other effects?

    I want to know that: is there a simple way to make the models just 
look like what they are?



Kim Bale wrote:


 Hi Jan, Tian,
 
 osgOcean uses shaders for pretty much every effect in the scene -
 fogging, depth of field, glare, lighting etc. If objects that are
 added to the scene are to look consistent with the ocean effects they
 will require a shader to be applied that takes into account these
 effects. This is particularly necessary if the fullscreen effects are
 used as they require the alpha component of the frame buffer to work.
 
 In order to address this issue, OceanScene will apply a default shader
 to objects added as children (default_scene.frag  vert) which
 illustrates how to use the uniforms supplied by osgocean (prefixed
 osgOcean_* ) in conjunction with your own shader. Since I could not
 anticipate the many wierd and wonderful ways that shaders can be used
 it only offers a very basic implementation (1 texture unit, limited
 phong lighting etc) and should be seen as a shader to customise and
 build on yourself.
 
 You can override the default shader either by attaching a new program
 to the object you wish to use in the scene or by using this function
 in OceanScene:
 
 /** Override the default scene shader for custom shaders.
 * If custom shaders are required for individual nodes add them
 before adding to the OceanScene.
 * Dirties state.
 */
 void setDefaultSceneShader( osg::Program* program )
 {
 _defaultSceneShader = program;
 _isDirty = true;
 }
 
 Alternatively you can turn the default shader off completely with
 setter in OceanScene.
 
 Regards,
 
 Kim.
 
 
 
 
 
 
 2009/11/2 Jan Ciger :
 
 
 
  Tian Ma  wrote:
  
  
  
   Hi,
   
      When I load a model into the osgOcean scene, the model looks 
   white all
    over, without any material. Anybody knows why?
   
   
   
  
  Yes, I have seen the same thing. I believe that the shaders applied 
  by
  osgOcean are responsible and are not passing the the vertex colors 
  along.
  I have yet to check the shader code, though.
  
  Regards,
  
  Jan
  
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Re: [osg-users] Mac OS X Snow Leopard

2009-11-03 Thread stefan nortd

sth wrote:
 stefan nortd schrieb:
 
  Nope, switching to gcc 4.0 does not make any difference for me. And BTW 
  there is no 10.4 SDK on snow leopard.
  
 
 It's an install option when installing xcode.
 
 Stephan
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Thanks for clarifying.

/stefan


stefan hechenberger

http://linear.nortd.com

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Re: [osg-users] osgPreRender question(s)

2009-11-03 Thread J.P. Delport

Hi,

Wyatt Earp wrote:

I am going through the osgprerender example to try to understand how
it works, and I think I am starting to understand a bit more, but i
have some questions.

If I instantiate a viewer, as is done in osgprerender...

osgViewer::Viewer viewer(arguments);

I assume this has a default camera right?  Before the viewer.run() call, I

osg::Camera *camera = viewer.getCamera();

and see that the camera has POST_RENDER render order.  in
createPreRenderSubGraph, another camera with PRE_RENDER render order
is added.  Does this mean that the second camera renders the scene
before the default camera?  Then the second scene renders the scene a
second time?


the idea is that the prerender camera generates a texture that is used 
by the default (main) camera. The two cameras do not have to render the 
same scene.


jp




W
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Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-11-03 Thread J.P. Delport

Hi Angus,

Angus Lau wrote:

Hi,

Thank you for both of your help. It seems that PagedLOD is what I
need to use to reduce CPU memory usage. I have tried to use PagedLOD
briefly before, but I am not clear how I can make PagedLOD unload the
unused child nodes once those child nodes are loaded. It seems that
my PagedLOD nodes do not remove the nodes once it creates the child
nodes. Could you please give me some explanation about the proper way
of using it??


I think proper would depend on you specific situation. All I can 
suggest further is to start reading the code of DataBasePager and see 
how expiry (search for it) of subgraphs work.


jp




Thank you!

Cheers, Angus

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Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-11-03 Thread J.P. Delport

Hi,

Andrew Burnett-Thompson wrote:
Sorry to butt in the conversation here, but I also am working on an app 
with memory issues and we are considering Paged LOD. 

For a scene with millions of objects, won't there be a huge performance 
hit as geometry is loaded/unloaded? 


possibly, but if you can't fit everything into memory at once you have 
to load/unload something. The PagedLOD is able to cope with terabyte 
sized terrain databases with millions of files at interactive rates, so 
it seems possible.




I imagine the sort of scene like a city scape where detail is controlled 
very nicely. That's good as occlusion means not too many things will be 
visible at any one time. 


Yes, it also helps when e.g. 95%+ of an earth database is outside the 
field of view and can be culled :)




However what in the case of points and lines as the user above has 
posted? Surely in this case loads will be visible at once, there will be 
no occlusion, and if you sweep around with the camera, literally 
thousands of objects will get paged in/out?


You are right in expecting that different types of scenes might require 
different paging stategies.


jp

BTW I'm no PagedLOD expert, just a user.



Or am I being a complete noob and interpreting the way PagedLOD works?

Cheers!

Andrew

On Tue, Nov 3, 2009 at 8:36 PM, Angus Lau angus@safe.com 
mailto:angus@safe.com wrote:


Hi,

Thank you for both of your help. It seems that PagedLOD is what I
need to use to reduce CPU memory usage. I have tried to use PagedLOD
briefly before, but I am not clear how I can make PagedLOD unload
the unused child nodes once those child nodes are loaded. It seems
that my PagedLOD nodes do not remove the nodes once it creates the
child nodes. Could you please give me some explanation about the
proper way of using it??


Thank you!

Cheers,
Angus

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Re: [osg-users] Change to Optimizer OptimizationOptions

2009-11-03 Thread Peter Hrenka

Hi Chris,

Chris 'Xenon' Hanson schrieb:

Peter Hrenka wrote:

Nothing needs to be virtual here. It's just a template class
with overloaded operators which means everything is effectively
inlined. We could also use an unsigned int as internal storage type
(Qt seems to use a signed int).


  But doesn't RTTI embed a hidden pointer (similr to the vftbl) into every 
class as well,
that points to the common per-class ID/metadata?


Boy, you're paranoid. Well, sometimes that's a good thing ;-)

My understanding is that as long as you do not have virtual
methods or derive (directly or indirectly) from a class that
has virtual methods, there is no overhead in the memory layout
of the class instances.

But of course, I cannot guess what stange compilers will do...
The example programm gives me the following output on
64-bit gcc on Linux:

EnumSize: 4
EnumFlagsSize: 4
EnumFlagsArraySize: 40
PlainClass: 4
VirtualClass: 16

So the template class does not use more memory than the plain enum
(on this platform).


  I guess quibbling about an extra pointer is very old-skool 80s coder of me. 
You can have
my VIC-20 when I'm done porting OpenGL ES 1.0 to it! ;)


No, your concerns are valid. As you can see the virtual method adds a 
factor of 4 in memory usage to the VirtualClass as compared

to the PlainClass in the example.

Cheers,

Peter

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#include iostream

enum MyFlags {
   ONE = (10),
   TWO = (11),
   TREE = (12)
};

templateclass enumType
class EnumFlags {

private:
   unsigned int _flags;
};

class PlainClass {
   void foo() {}
   int _data;
};

class VirtualClass {
   virtual void foo() {}
   int _data;
};

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

   std::cout  EnumSize:   sizeof(MyFlags)  std::endl;
   std::cout  EnumFlagsSize:   sizeof(EnumFlagsMyFlags)  std::endl;

   EnumFlagsMyFlags enumArray[10];
   std::cout  EnumFlagsArraySize:   sizeof(enumArray)  std::endl;

   PlainClass p;
   VirtualClass v;

   std::cout  PlainClass:   sizeof(p)  std::endl;
   std::cout  VirtualClass:   sizeof(v)  std::endl;

}
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