Re: [osg-users] Best ways to render FE models with millions of tris and quads

2009-11-17 Thread Robert Osfield
Hi Andrew,

For this type of task I would use VBO's and in conjunction with
DrawElementsUint() usage.  Breaking up the model in to spatial zones
so that rather than having one very large osg::Geometry you have a
whole series of osg::Geometry each with a modest number of vertices -
I've found around 10,000 a pretty useful target of models with
millions of vertices on screen.  The advantage of segmenting the model
in this way is that it aid view frustum culling and provides the
OpenGL driver and hardware the ability to manage the memory
asynchronously if and when it needs to copy the data.

W.r.t DrawElementUint() you may well find that just using single block
of DrawElementUint(GL_TRIANGLES) is sufficient, and the indices you'll
be able to map back to your original primitives.

Robert.

On Mon, Nov 16, 2009 at 8:04 PM, Andrew Cunningham o...@a-cunningham.com 
wrote:
 Hi,
 I am struggling with the most efficient way to render finite-element models 
  with the best speed/memory tradeoff. These models may have milllions of 
 nodes and elements ( triangles and quads), with usually simple shading.
 I am replacing some custom OpenGL code (hard to maintain, not clean C++) with 
 OSG ( easy to maintain, well written C++)

 For example, with one particular model, the old custom  code which basically 
 just held a vertex array and sent the primitives down the pipeline used about 
 650M of memory. The OSG version with no optimization of the primitives and 
 using display lists used 1.3G of memory. Turning on optimization, and turning 
 off display lists brought that down to 850M. Turning display lists back on, 
 cost about 200M.
 The big problem with optimizing the geometry , is that one loses the ability 
 to pick as all association of the primitive index with the original geometry 
 is lost...

 Obviously there is always a memory/speed trade-off here, but perhaps someone 
 has been this way before and has some best practices advice.

 Thanks

 Andrew

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[osg-users] [osgPPU] Problem Passing Lookup Table to Processing Unit

2009-11-17 Thread Harash Sharma
Dear Mr. Art Tevs,

        I am trying to pass a GL_RGB texture to one of the Proceessing units 
for Lookup table. I attach a shader to the processing unit to compute the final 
color. The scheme works when I attach the shader to the scenegraph and access 
the lookup texture thererin. However when I attach the shader to the processing 
unit, the results are unexpected and I see the openGL warning. 

        Do I have to use UnitTexture to pass the lookup table? I am totally 
stuck in dark. Please help.

        Thanks

Regards

Harash 



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[osg-users] OSG Talent Available? (internship planning)

2009-11-17 Thread Eric Coppock
Hi all,

I have two questions, but I'll post them separately as they really don't belong 
in the same thread.  Here's the first...

I'm horribly noob to OSG, but it's obvious this is pretty good stuff and a 
capability I could really use.  I'm heading up the second year of a 3D 
visualization related testbench project at work.  I will have budget for an 
intern or two this coming summer (June-Aug 2010).  I have a pretty good feeling 
that if I tell my HR department I need OSG expertise, they'll just give me a 
blank stare and ask OMG?  What's OMG?   ;)

What's the best way of getting in touch with some talented OSG student-types 
who would be interested in a summer gig in Aerospace?  (or is this it?)

Thank you!

Eric Coppock
Colorado, USA

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Re: [osg-users] [forum] All Forum Users, PLEASE READ IT!

2009-11-17 Thread Xiao Han
Hi,

why I can't submit a topic in general forum?
What need I do?


Thank you!

Cheers,
Xiao

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Re: [osg-users] [osgPPU] Problem Passing Lookup Table to Processing Unit

2009-11-17 Thread Art Tevs
Hi Harash,

First take a look into documentation of osgPPU. osgPPU is very well documented, 
look here (http://projects.tevs.eu/osgppu and 
http://www.tevs.eu/doc/osgPPU/namespaceosgPPU.html)
If this does not help you, then take a look into examples. Every example has 
tons of comments to help new users to understand how certain things works.



Harash Sharma wrote:
 
 ...However when I attach the shader to the processing unit, the results are 
 unexpected and I see the openGL warning. 
 
 Do I have to use UnitTexture to pass the lookup table? I am totally stuck in 
 dark. Please help.
 


Attaching a shader to a unit does works fine. In every example you can see this 
behaviour. So it might be that you are doing something wrong with the setup of 
your shader. 

If you want to have a texture as input to any unit, then you have to use 
UnitTexture instead. You just put a UnitTexture under the processor and call 
unitTexture::setTexture(_myTexture) with your texture. Then any unit which is a 
child of that unit texture will have this texture as input. 

Regards,
art

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Re: why geode==null,please read my following codes.Thanks。

2009-11-17 Thread Xiao Han
Hi,everyone,

Please why gn==null in following codes?


osgViewer::Viewer* viewer=new osgViewer::Viewer();
osg::Group*root= new osg::Group();
osg::Node*node=new osg::Node();
node=osgDB::readNodeFile(road_demimg.ive);//cow.osg);
osg::Geode* gn=dynamic_castosg::Geode*(node);

Thank you!

Cheers,
Xiaohan

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Re: [osg-users] why geode==null,please read my following codes.Thanks。

2009-11-17 Thread Wang Rui
Hi Xiao Han,

Check the root of 'road_deming.ive' first, is it really a geode?
Cheers,
Wang Rui


2009/11/17 Xiao Han xh...@163.com

 Hi,everyone,

 Please why gn==null in following codes?

 
osgViewer::Viewer* viewer=new osgViewer::Viewer();
osg::Group*root= new osg::Group();
osg::Node*node=new osg::Node();
node=osgDB::readNodeFile(road_demimg.ive);//cow.osg);
osg::Geode* gn=dynamic_castosg::Geode*(node);
 
 Thank you!

 Cheers,
 Xiaohan

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Re: [osg-users] Best ways to render FE models with millions of tris and quads

2009-11-17 Thread Andrew Cunningham
Hi Robert et al,

As usual, some great and helpful replies!

- The geometry consists of probably 20 or so geonodes, so is probably 
reasonably well subdivided , but not too much...

- What the bleep is a VBO and how do I use it. Seriously,  I am an OpenGL 1.2 
guy so do not have lot of experience with more advanced OGL APIs. Is this 
something you can just turn on in OSG? Better RTFM!

- I need to pick the elements. That is be able to click on an individual Tri 
or Quad and get back to the model data. This works just fine right now using 
primitiveindex  returned from the picking and a lookup table, but as I said any 
optimization or flattening hidden to me makes that impossible.

- When you say just using a single block of  DrawElementUint(GL_TRIANGLES), 
that is basically what I am doing as much as possible. When picking I can go 
back to the original model object by knowing what Triangle I picked - but 
optimization will still blow that link away.

Andrew


... 

Thank you!

Cheers,
Andrew

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Re: why geode==null,please read my following codes.Thanks。

2009-11-17 Thread Xiao Han
Thanks,Wang Ray

It‘s not a geode. This is a Group.

How can I get group's geodes? Thanks.

Xiao Han


Wang Rui wrote:
 Hi Xiao Han,
  
 Check the root of 'road_deming.ive' first, is it really a geode?
 
 Cheers,
 Wang Rui
 
  
 2009/11/17 Xiao Han  ()
 
  Hi,everyone,
  
  Please why gn==null in following codes?
  
  
                 osgViewer::Viewer* viewer=new osgViewer::Viewer();
         osg::Group*root= new osg::Group();
         osg::Node*node=new osg::Node();
         node=osgDB::readNodeFile(road_demimg.ive);//cow.osg);
         osg::Geode* gn=dynamic_castosg::Geode*(node);
  
  Thank you!
  
  Cheers,
  Xiaohan
  
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Re: [osg-users] why geode==null,please read my follow ing codes.Thanks。

2009-11-17 Thread Andre Simoes
Most of the types you're trying to handle are Nodes as superclass.

Probably you'll have to use getNode for the case and than verify the class
with dynamic_cast
or className() that is a member from Node if you want to retrieve the class
type.

Andre Simoes

2009/11/17 Xiao Han osgfo...@tevs.eu

 Thanks,Wang Ray

 It‘s not a geode. This is a Group.

 How can I get group's geodes? Thanks.

 Xiao Han


 Wang Rui wrote:
  Hi Xiao Han,
 
  Check the root of 'road_deming.ive' first, is it really a geode?
 
  Cheers,
  Wang Rui
 
 
  2009/11/17 Xiao Han  ()
 
   Hi,everyone,
  
   Please why gn==null in following codes?
  
   
  osgViewer::Viewer* viewer=new osgViewer::Viewer();
  osg::Group*root= new osg::Group();
  osg::Node*node=new osg::Node();
  node=osgDB::readNodeFile(road_demimg.ive);//cow.osg);
  osg::Geode* gn=dynamic_castosg::Geode*(node);
   
   Thank you!
  
   Cheers,
   Xiaohan
  
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Re: [osg-users] OSG Talent Available? (internship planning)

2009-11-17 Thread Chris 'Xenon' Hanson
Eric Coppock wrote:
 Hi all,
 I have two questions, but I'll post them separately as they really don't 
 belong in the same thread.  Here's the first...
 I'm horribly noob to OSG, but it's obvious this is pretty good stuff and a 
 capability I could really use.  I'm heading up the second year of a 3D 
 visualization related testbench project at work.  I will have budget for an 
 intern or two this coming summer (June-Aug 2010).  I have a pretty good 
 feeling that if I tell my HR department I need OSG expertise, they'll just 
 give me a blank stare and ask OMG?  What's OMG?   ;)
 What's the best way of getting in touch with some talented OSG student-types 
 who would be interested in a summer gig in Aerospace?  (or is this it?)

  Hey Eric, I'm in the Denver Area too, and I think I have worked with some 
Ball Aero
folks who were doing OSG stuff way back in 2003 or so. We used to have Colorado 
OSG Users'
Group meetings at my office.

  Paul Martz, myself and occasionally Mike Weiblen are sort of the old guard of 
OSG
community in the Colorado area. we ought to get together sometime and talk. I 
know Paul
had a couple of interns this summer, he might be able to tell you more.

 Thank you!
 Eric Coppock
 Colorado, USA

-- 
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PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
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Re: [osg-users] why geode==null,please read my follow ing codes.Thanks。

2009-11-17 Thread Thrall, Bryan
Xiao Han wrote on Tuesday, November 17, 2009 10:13 AM:
 How can I get group's geodes? Thanks.

The best way is to create a subclass of osg::NodeVisitor and override the 
visit(osg::Geode) function. There are lots of examples that do this, such as 
the osgcallback example.

 Wang Rui wrote:
 Hi Xiao Han,
 
 Check the root of 'road_deming.ive' first, is it really a geode?
 
 Cheers,
 Wang Rui
 
 
 2009/11/17 Xiao Han  ()
 
 Hi,everyone,
 
 Please why gn==null in following codes?
 
 
                osgViewer::Viewer* viewer=new osgViewer::Viewer();
        osg::Group*root= new osg::Group();
        osg::Node*node=new osg::Node();
        node=osgDB::readNodeFile(road_demimg.ive);//cow.osg);
        osg::Geode* gn=dynamic_castosg::Geode*(node); 
 Thank you!
 
 Cheers,
 Xiaohan


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Re: [osg-users] Best ways to render FE models with millions of tris and quads

2009-11-17 Thread Robert Osfield
Hi Andrew,

On Tue, Nov 17, 2009 at 3:44 PM, Andrew Cunningham o...@a-cunningham.com 
wrote:
 Hi Robert et al,

 As usual, some great and helpful replies!

 - The geometry consists of probably 20 or so geonodes, so is probably 
 reasonably well subdivided , but not too much...

 - What the bleep is a VBO and how do I use it. Seriously,  I am an OpenGL 1.2 
 guy so do not have lot of experience with more advanced OGL APIs. Is this 
 something you can just turn on in OSG? Better RTFM!

Read up on the net for info on VBO's (VertexBufferObjects), it's
basically the modern replacement for display lists.

To use:

   geometry-setUseVertexBufferObjects(true);


 - I need to pick the elements. That is be able to click on an individual 
 Tri or Quad and get back to the model data. This works just fine right 
 now using primitiveindex  returned from the picking and a lookup table, but 
 as I said any optimization or flattening hidden to me makes that impossible.

 - When you say just using a single block of  DrawElementUint(GL_TRIANGLES), 
 that is basically what I am doing as much as possible. When picking I can go 
 back to the original model object by knowing what Triangle I picked - but 
 optimization will still blow that link away.

What do you mean when you say optimization.  If you build your
geometry up in an efficient manner to start with it'll already be
pretty optimal, and while tristrips will be more slightly more
efficient than using individual triangles, as long as you index
primitives i.e. DrawElementsUInt(GL_TRIANGLES) then you should get
pretty good performance, and be able to take advantage of the vertex
cache on the GPU as long as you keep cluster of triangles so that
there common indices are clusted near by in the DrawElementUInt array.

Robert.
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Re: [osg-users] OSG Talent Available? (internship planning)

2009-11-17 Thread Paul Martz

Chris 'Xenon' Hanson wrote:

  Paul Martz, myself and occasionally Mike Weiblen are sort of the old guard of 
OSG
community in the Colorado area. we ought to get together sometime and talk. I 
know Paul
had a couple of interns this summer, he might be able to tell you more.


Right. I run my own OSG support and development business. It's basically 
just me, but I rented office space earlier this year and worked directly 
with CU Boulder to bring on two interns. Working with the university was 
great, they let me post the job opening on their web site, circulated my 
posting through the engineering department, and let me conduct on-campus 
interviews. Out of 7 or 8 candidates, I selected two and brought them on 
for a few months. It worked out quite well and I was able to get a lot 
of good work out of them, part of which is now open source -- the 
polygon decimation stuff in osgWorks (http://osgWorks.googlecode.com).

   -Paul


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Re: why geode==null,please read my following codes.Thanks。

2009-11-17 Thread Xiao Han
Hi,

I’m try.

Thank you!

Cheers,
Xiao

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Re: [osg-users] help with osgmovie

2009-11-17 Thread Ivan Salguero
Hi,
 to compile SDL and make it accessible using cmake options
... 

Thank you!

Cheers,
Ivan

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[osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-17 Thread Robert Osfield
Hi All,

Over the past week I've had my head down beavering away on porting the
OpenSceneGraph across to work on OpenGL ES 2.0, this bulk of this work
is now complete and checked into svn/trunk.  While doing the
refactoring work I also took the opportunity to add support for OpenGL
ES 1.1, and open the door to supporting OpenGL 3.x - a door which Paul
Martz walked through and completed the refit/decorating ;-)

With the bulk of the porting work done and checked my focus will now
turn back towards the community, both in looking for assistance on
testing these new OpenGL targets out, and also porting across to
different embedded and desktop platforms.   For instance I now know
that the OSG is compiling under QNX with OpenGL ES, but alas we don't
yet have any CMake build support in place, also now we support OpenGL
ES it should be possible to provide a port to the iPhone/iTouch and
other embedded platforms.  Support for creating graphics GL3 contexts
under GLX isn't yet done as well.  I don't have the hardware/SDK to
try out all these different targets, but this is why the OSG community
has been historically very strong - almost all out platform ports have
been done by members of the community.  If you have the itch in any of
these areas please chip into this thread and we can coordinate out
efforts.

Another side of my finally being able wrap up the OpenGL ES ports is
that I'll finally have much more scope for catching up with
osg-submissions, and start getting dev releases out the door and work
towards getting the next stable release out.  There should also be
more opportunities for me to chase up on various outstanding
design/implementation issues.  Please be patient though, I can't
suddenly tackle everything at once - my first priority is getting up
to date with submissions and a dev release out the door, and tidying
up the new OpenGL ES ports.

Cheers,
Robert.
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Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-17 Thread Chris 'Xenon' Hanson
  Congrats Robert. It's a shame champagne can't be sent my e-mail. You'd 
probably prefer
The Macallan anyway. ;)

-- 
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Re: [osg-users] Please Help with Setup

2009-11-17 Thread Jacob Armstrong

Chris,

 

I was able to get VPBMaster-0.9.10 installed and built on Sunday with 
OSG-2.8.0. I believe I'm pretty close to the solution I'm looking for but I 
just had a couple more questions about how to use VPBMaster now. For the prior 
version of OSGDem that we were using, my co-worker added some code so that he 
could pass an arguments file to OSGDem containing the commands for each Bitmap 
(490 bitmaps total). This args file was built by a tool that he wrote that 
generates those 490 bitmaps from OpenFlight data we receive from our customer. 
For one bitmap, we have the following arguments:

 



--xt
-507904
--yt
-569344
--xx
64
--yy
64
-t
E:\Map_DB\LeftHalf\X-507904_Y-569344_R4_I-1.bmp



 

with:

 



-l
12
-o
E:\Map_DB\LeftHalf_ive\LeftHalf.ive

 



I modified the path for the bitmap file a little, but this is basically what we 
were passing into OSGDem for each bitmap. I'm wondering what I need to do with 
VPBMaster to be able to pass in 4900 arguments by using an args file like we 
were with the older OSGDem. Is this functionality already built into VPBMaster, 
or can I add similar code to what we had before that will handle it? I was 
looking at the main function in vpbmaster.cpp and it looks similar to OSGDem's, 
so I was hoping it'd be pretty close, but I'm not sure what the --build and 
--to commands are for. I'm wondering if I need to modify my args file to 
include those arguments or not? Any help is appreciated!

 

Thanks,

Jake

 


 
 Date: Sun, 15 Nov 2009 13:26:37 -0700
 From: xe...@alphapixel.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Please Help with Setup
 
 Jacob Armstrong wrote:
  Thanks for the response, Chris! I would definitely like to discuss this
  further, and I think a phone call would help out tremendously. Would I
  be able to reach you at that phone number during the week?
 
 Certainly.
 
  I'm not sure
  what I can do as far as the remote-desktop assistance, that would be
  up to my manager. The link you provided worked in my web browser, so I
  could manually download everything if need-be, right?
 
 I've never tried that, and I don't know how that would work. You really do 
 want to have
 Subversion operating correctly though, to stay on top of bug fixes.
 
  The only problem
  I would have after that is setting up the VirtualPlanetBuilder
  directories so they play with the OSG, if I even need that.
 
 You will need that.
 
  The only
  thing I'm really using out of the entire product is OSGDem, which I
  understand is in VPB now. Do I really need OSG to be able to run VPB?
 
 You need OSG to build VPB, and to run VPB/OSGDEM.
 
  If
  so, then I'm not sure how to set them both up, with dependencies so they
  work together. My availability is pretty limited today as well, and I'm
  actually traveling for work this week, so I'm not sure when I'll be able
  to phone you if you're still available after today.
 
 Well, get in touch when you're ready to discuss it.
 
  Thanks,
  Jake
 
 -- 
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 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] [forum] how add SDL in osg project

2009-11-17 Thread Ivan Salguero
Hi,
i'm programming in  Visual Studio 2008, i'm working with osg but i need use 
osgmovie and this require SDL and i don't know how add SDL in my projecti 
need some help
... 


Thank you!

Cheers,
Ivan

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Re: [osg-users] help with osgmovie

2009-11-17 Thread Alberto Luaces
Hi,

go to www.libsdl.org and download the compiled library for your
developing system. Then just point the SDL variables in the CMake script
of OSG to their locations.

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Re: [osg-users] help with osgmovie

2009-11-17 Thread Ivan Salguero
Hi,
thanks for you answer but iam newbie and i dont understand please give me more 
details ... i downloaded the cmake but i dont know what to do with this  
also i dont know how add SDL in my projects . please more details i need 
that work before friday 
... 

Thank you!

Cheers,
Ivan

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Re: [osg-users] Best ways to render FE models with millions of tris and quads

2009-11-17 Thread Andrew Cunningham
Hi Robert,

With optimization I mean calling something like
osgUtil::Optimizer optimizer;
optimizer.optimize(osgAssembly_,osgUtil::Optimizer::DEFAULT_OPTIMIZATIONS );


Anyway,  I did my own optimization to create the absolute minimum number of 
PrimitiveSets and have basically got back to where I was +10% which is OK.

Now here is something interesting I do not understand completely

1) I turned on display lists ( with VBO off), and the speed of rendering went 
up enormously - but with a memory penalty of course. From probably 2-5 frames 
per second to 30 frames per second+ for a model of 1.5 million elements. 
2) Turning on VBO ( with display lists off) did not seem to do anything. 
Certainly the rendering speed was not improved noticeably. My graphics card is 
an nVidia Quadro FX1400 which has the VBO extensions.

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[osg-users] broken osgconv.exe

2009-11-17 Thread ted morris
Greetings, I'm having some trouble using osgconv.exe

after installing
 1)  
openscenegraph-all-2.8.2-win32-x86-vc90-Release.zipfile:///V:/osg/OSG_OT_2.8.2/openscenegraph-all-2.8.2-win32-x86-vc90-Release.zip
 2)  3rdParty_Win32Binaries_vc90sp1.zip

and setting the paths all works fine except for some of the pluggins

when I run osgconv --formats I get a fail dialog box popping up four
times indicating:

This application has failed to start because MSVCR80.dll was not found.
Re-installing the application may
fix this problem

for the following pluggins:

Plugin
C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_curl.dll
not found.
Plugin
C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_gz.dll
not found.
Plugin
C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_ive.dll
not found.
Plugin
C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_tiff.dll
not found.

I also get a similar dialog but for the libpng13.dll  with the osgdb_png
pluggin
Plugin
C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_png.dll
not found.

I tried putting msvcr80.dll   in the osg pluggins folder,
in the binary pathed directory for 3rd party libraries:

C:\OpenSceneGraph\3rdParty\bin

or --

C:\OpenSceneGraph\3rdParty\lib
...

etc.,etc.,etc.

with no success.
I would like to be able to use these formats -- particularily ive and gz.

help or suggestions would be greatly appreciated.

thanks all,

T
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[osg-users] OSG BOF organizer?

2009-11-17 Thread Paul Martz
Hi all -- SIGGRAPH is in Los Angeles again, 26-30 July 2010. I know it 
seems early to be thinking about it, but I just got a CFP in my inbox.


Mike Weiblen and I were talking about the annual OSG BOF at SIGGRAPH, 
and we decided to step down and let someone else organize it this year. 
Would anyone like to step up to this?


It's a pretty easy job. You basically put in a request for a BOF room. 
Last year I think we had 60 people, but we've had as many as 110+ in the 
past, so I'd suggest reserving a room for 120. Then you post here to 
line up speakers. I'm not sure how SIGGRAPH is handling A/V this year, 
but I'm sure they'll provide some kind of solution.


Mike and I would be happy to answer any questions.
--
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Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466

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Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-17 Thread Paul Martz

Hi Robert -- Thanks for the update. Here's my additional comments for GL3.

The basic stuff is there provided the app takes the responsibility to 
make their scene graph GL3-safe. Win32 context creation works, but X11 
is TBD as you noted, so if any Linux people would like to step up and do 
GLX GL3 context creation, that'd be great.


I'm not sure what to do about OS X (as my Mac doesn't support GL3 so I 
have no way to test any code that I might write, plus I'm not sure which 
interface supports GL3: AGL? Cocoa? NSOpenGL?)


Still plenty of non-critical GL3 work to be done. One major enhancement 
will be modifying vertex attributes to allow specifying an attribute 
name rather than a slot number. I've got this on my calendar for first 
half of next year.

   -Paul



Robert Osfield wrote:

Hi All,

Over the past week I've had my head down beavering away on porting the
OpenSceneGraph across to work on OpenGL ES 2.0, this bulk of this work
is now complete and checked into svn/trunk.  While doing the
refactoring work I also took the opportunity to add support for OpenGL
ES 1.1, and open the door to supporting OpenGL 3.x - a door which Paul
Martz walked through and completed the refit/decorating ;-)

With the bulk of the porting work done and checked my focus will now
turn back towards the community, both in looking for assistance on
testing these new OpenGL targets out, and also porting across to
different embedded and desktop platforms.   For instance I now know
that the OSG is compiling under QNX with OpenGL ES, but alas we don't
yet have any CMake build support in place, also now we support OpenGL
ES it should be possible to provide a port to the iPhone/iTouch and
other embedded platforms.  Support for creating graphics GL3 contexts
under GLX isn't yet done as well.  I don't have the hardware/SDK to
try out all these different targets, but this is why the OSG community
has been historically very strong - almost all out platform ports have
been done by members of the community.  If you have the itch in any of
these areas please chip into this thread and we can coordinate out
efforts.

Another side of my finally being able wrap up the OpenGL ES ports is
that I'll finally have much more scope for catching up with
osg-submissions, and start getting dev releases out the door and work
towards getting the next stable release out.  There should also be
more opportunities for me to chase up on various outstanding
design/implementation issues.  Please be patient though, I can't
suddenly tackle everything at once - my first priority is getting up
to date with submissions and a dev release out the door, and tidying
up the new OpenGL ES ports.

Cheers,
Robert.
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[osg-users] Updates to osgBullet

2009-11-17 Thread Paul Martz
Hi all -- I have updated the osgBullet project to include an example 
that demonstrates running the physics simulation in a separate thread 
concurrently with the OSG rendering.


The source repo is here:
http://osgbullet.vesuite.org
The example is in examples/multithreaded.
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Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466

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[osg-users] setNumChildrenRequiringUpdateTraversal

2009-11-17 Thread Glenn Waldron
Folks,

Is it legal to call setNumChildrenRequiringUpdateTraversal() during the CULL
traversal?

I ask because I'm getting a very hard-to-replicate crash in that method and
I'm trying to eliminate possibilities.
Thanks.


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
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Re: [osg-users] setNumChildrenRequiringUpdateTraversal

2009-11-17 Thread Paul Martz
Cull can be multithreaded in osgViewer apps. Do you know which threading 
model you're using? Try SingleThreaded and see if the problem goes away.

   -Paul



Glenn Waldron wrote:

Folks,

Is it legal to call setNumChildrenRequiringUpdateTraversal() during the CULL
traversal?

I ask because I'm getting a very hard-to-replicate crash in that method and
I'm trying to eliminate possibilities.
Thanks.


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791





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Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-17 Thread J.P. Delport

Hi Robert,

thanks for all the good news.

Just a heads up... There's been some es-2.0 goings on in Mesa as well. 
Some clippings from mesa3d-dev:


---8---

From: Chia-I Wu
Subject: [Mesa3d-dev] [PATCH 0/6] Make opengl-es-v2 branch work
Date: Fri, 6 Nov 2009 18:11:15 +0800

Hi,

This patch series is against opengl-es-v2 branch
With this patch series, one may

$ make linux-opengl-es
$ make install

in the top directory of mesa.  It will install EGL, an EGL driver, and
OpenGL ES state trackers.  There are some demos for OpenGL ES that can
be found in progs/es1/xegl/ and progs/es2/xegl/.

---8---

From: Chia-I Wu
Hi list,

I am working on a project to bring Mesa to Android on x86 (intel)
netbooks

http://www.gitorious.org/android-eeepc

---8---

From: Daniel Stone
Subject: Re: [Mesa3d-dev] Android support
Hi,

On Tue, Nov 10, 2009 at 03:21:35PM -0700, tom fogal wrote:
 We've got an app we'd like to port to `another' mobile platform,
 but shaders are a sine qua non for us.  AFAICT Apple's offerings
 are the only thing on the market which offer anything beyond fixed
 functionality.  If it was reasonably possible to get your code working
 on an Android phone, such a device would probably be our next target...

IMG's OpenGL ES 2.0 drivers, proprietary though they are, support all of
2.0.  The Nokia N900 ships with them.

Cheers,
Daniel

---8---

cheers
jp


Robert Osfield wrote:

Hi All,

Over the past week I've had my head down beavering away on porting the
OpenSceneGraph across to work on OpenGL ES 2.0, this bulk of this work
is now complete and checked into svn/trunk.  While doing the
refactoring work I also took the opportunity to add support for OpenGL
ES 1.1, and open the door to supporting OpenGL 3.x - a door which Paul
Martz walked through and completed the refit/decorating ;-)

With the bulk of the porting work done and checked my focus will now
turn back towards the community, both in looking for assistance on
testing these new OpenGL targets out, and also porting across to
different embedded and desktop platforms.   For instance I now know
that the OSG is compiling under QNX with OpenGL ES, but alas we don't
yet have any CMake build support in place, also now we support OpenGL
ES it should be possible to provide a port to the iPhone/iTouch and
other embedded platforms.  Support for creating graphics GL3 contexts
under GLX isn't yet done as well.  I don't have the hardware/SDK to
try out all these different targets, but this is why the OSG community
has been historically very strong - almost all out platform ports have
been done by members of the community.  If you have the itch in any of
these areas please chip into this thread and we can coordinate out
efforts.

Another side of my finally being able wrap up the OpenGL ES ports is
that I'll finally have much more scope for catching up with
osg-submissions, and start getting dev releases out the door and work
towards getting the next stable release out.  There should also be
more opportunities for me to chase up on various outstanding
design/implementation issues.  Please be patient though, I can't
suddenly tackle everything at once - my first priority is getting up
to date with submissions and a dev release out the door, and tidying
up the new OpenGL ES ports.

Cheers,
Robert.
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Re: [osg-users] [osgOcean] osgOcean also rendering with osgParticle?

2009-11-17 Thread Tian Ma
Hi Kim:

   Have you solved the particle render problem in OsgOcean1.01?

   Could I open the glare and DOF effects with fire particle effect?

Cheers,
MT



Kim Bale wrote:
 Haha well I've never played with them so I was rather sketchy on the theory.
 
 Using MRTs would actually make for a pretty easy fix. I shall see if I
 can do that this week.
 
 K.
 
 
 
 2009/11/16 Jean-Sébastien Guay :
 
  Hi Kim,
  
  
   I'm not sure if Ogls multiple render target
   implementation is any more efficient than using a completely separate
   pass but rendering the ocean twice would be very costly.
   
  
  Yes, of course MRT is more efficient than multiple passes... It's only one
  pass of the geometry, but with multiple buffer attachments that you can
  address independently in your shaders. That's the whole point of MRT :-)
  
  J-S
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