Re: [osg-users] Best ways to render FE models with millions of tris and quads
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19712#19712 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] Problem Passing Lookup Table to Processing Unit
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Talent Available? (internship planning)
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19713#19713 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] All Forum Users, PLEASE READ IT!
Hi, why I can't submit a topic in general forum? What need I do? Thank you! Cheers, Xiao -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19724#19724 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Problem Passing Lookup Table to Processing Unit
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19734#19734 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: why geode==null,please read my following codes.Thanks。
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19660#19660 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] why geode==null,please read my following codes.Thanks。
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19660#19660 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best ways to render FE models with millions of tris and quads
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19736#19736 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: why geode==null,please read my following codes.Thanks。
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19660#19660 (http://forum.openscenegraph.org/viewtopic.php?p=19660#19660) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19738#19738 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] why geode==null,please read my follow ing codes.Thanks。
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19660#19660 ( http://forum.openscenegraph.org/viewtopic.php?p=19660#19660) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org( http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19738#19738 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Talent Available? (internship planning)
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 -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] why geode==null,please read my follow ing codes.Thanks。
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 -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best ways to render FE models with millions of tris and quads
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Talent Available? (internship planning)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: why geode==null,please read my following codes.Thanks。
Hi, I’m try. Thank you! Cheers, Xiao -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19745#19745 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help with osgmovie
Hi, to compile SDL and make it accessible using cmake options ... Thank you! Cheers, Ivan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19747#19747 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)
Congrats Robert. It's a shame champagne can't be sent my e-mail. You'd probably prefer The Macallan anyway. ;) -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please Help with Setup
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 -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Hotmail: Trusted email with Microsoft's powerful SPAM protection. http://clk.atdmt.com/GBL/go/177141664/direct/01/ http://clk.atdmt.com/GBL/go/177141664/direct/01/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] how add SDL in osg project
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19752#19752 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help with osgmovie
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. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help with osgmovie
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19755#19755 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best ways to render FE models with millions of tris and quads
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19759#19759 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] broken osgconv.exe
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG BOF organizer?
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. -- Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Updates to osgBullet
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. -- Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] setNumChildrenRequiringUpdateTraversal
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setNumChildrenRequiringUpdateTraversal
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean also rendering with osgParticle?
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 -- __ Jean-Sebastien Guay http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19769#19769 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org