Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-11-24 Thread Robert Osfield
Hi John,

I haven't tried GL3 yet - this work was done by Paul Martz, but I did
the GLES work which served as ground work for the GL3 support so I'll
have bash at an answer:

On Mon, Nov 23, 2009 at 10:58 PM, John Price john.pric...@gmail.com wrote:
 My nVidia graphics driver supports GL 3.2. So I enabled OSG_GL3_AVAILABLE and 
 got hundreds of errors about gl3.h. I downloaded gl3.h from OpenGL.org and 
 placed it where it would be found, and got hundreds of new errors.

 I know I am doing something wrong and was wondering if someone would be kind 
 enough to provide a quick tutorial. I don't need complete newbie 
 instructions, just the necessary steps to compile OSG with gl3.

My guess is the the GL compile errors are down to you not disabling
the the build of the GL1/GL2 features at the same time as enable the
GL3 build as the GL3 header doesn't contain these features.  Using
ccmake/CMakeStup you can adjust the following entries (mostly setting
them all to OFF) :

OSG_GLU_AVAILABLE OFF
OSG_GL1_AVAILABLE OFF
OSG_GL2_AVAILABLE OFF
OSG_GL3_AVAILABLE  ON
OSG_GLES1_AVAILABLE OFF
OSG_GLES2_AVAILABLE OFF
OSG_GL_DISPLAYLISTS_AVAILABLE OFF
OSG_GL_MATRICES_AVAILABLE OFF
OSG_GL_VERTEX_FUNCS_AVAILABLE OFF
OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE OFF
OSG_GL_FIXED_FUNCTION_AVAILABLE OFF

This is obviously a bit of pain right now, but my plan is to do some
further work on the CMake scripts to set all this automatically
depending upon your GL target.  I haven't tackled this up to now as
getting the code base portable across all these targets has been my
priority.

FYI, you can actually simulate what it's like just having GL3.2 or
GLES 2 by disabling these features even when building against GL2.

Robert.
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[osg-users] Move write cache file from databasepager.cpp to curl?

2009-11-24 Thread xll
hi, all
 I want to move write cache file from databasepager.cpp to curl. Maybe it is better.
 for example: There are some files on server: 
 1.ive image1.dds image2.dds. Image1.dds and image2.dds were used by 1.ive.
 when downloading, 1.ive is ok, image1.ddsis failed, image2.dds is ok. when we using writeNodeFile for 1.ive, the result will be wrong.
But if weuse curl to write stream indirectly, the result will be ok.
 
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Re: [osg-users] Export osgAnimation callbacks into osg files

2009-11-24 Thread Cedric Pinson
Hi Peter,

In order to be able to write your callback in .osg file you have to
declare method to write it. see in
src/osgPlugins/osgAnimation/ReaderWriter.cpp
If you dont declare those method, osg will not be able to read/write
your class because it does not know them.


Cheers,
Cedric

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http://www.plopbyte.net


On Wed, 2009-10-14 at 17:57 +, Peter Wrobrl wrote:
 Hi, and thanks for your fast answer.
 
 To reconstruct my problem I take the osgAnimationNode Example and tweak its 
 main, so that it writes an osg file instead of creating the viewer ( 
 Attachment ).
 When I open the osg file with an text editor, the UpdeteCallbacks are empty, 
 and the file crashes the osganimationviewer with the error message: no 
 osgAnimation::AnimationManagerBase found in the subgraph, no animations 
 available 
 
 Files that I export from Blender do have osgAnimation::BasicAnimationManager 
 and keyframe data in the UpdateCallback Block.
 
 I think the problem is, that in my case AnimtkUpdateCallback should be 
 derived from osgAnimation::BasicAnimationManager insted of osg::NodeCallback, 
 but I don't get it to work.
 
 Could you tweak this file so that it works ? That would be a great help, thx.
 
 
 Cheers, searching for Pivot of my Soul, PP !!! ( - ParticlePeter )
 
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[osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread J.P. Delport

Hi all,

I've run into the classic missing textures problem when stopping and 
restarting a compositeviewer multiple times in the same app. From 
previous threads on this problem it seems to be context cleanup/GL 
object cleanup that does not get done properly, but I'm just using the 
normal CompositeViewer and not messing with contexts/windows/sceneviews 
myself, so I thought the cleanup would be handled correctly.


Attached a very slightly modified compositeviewer example. All it does 
is create/destruct the compositeviewer 5 times. When the viewer is 
created for the second time, all my textures are gone (just run without 
any arguments).


Can anyone confirm the missing textures? Any hints as to what else needs 
to be done to make sure everything is cleared/flushed correctly?


thanks
jp

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Re: [osg-users] NewB questions about osg

2009-11-24 Thread Alberto Luaces
Hi Priyank,

see the answers below:

Priyank Jain writes:

 Hi,

 I just started using openScenegraph and it has been pretty smooth for me till 
 now. I am making a simple racquet-ball game for my VR class (using a CAVE 
 system). I have some basic questions to ask..

 1. What coordinate system does OSG follow ?
 Right handed, I presume ? Also, x points to East ? Y up or into the screen ? 
 I couldn't find the thumb diagram on the website. Can you guys please refer 
 me to the right convention or link ?

Right handed with Z axis for the up axis. Of course you can change
this at will by changing your camera orientation.

 2. How do I generate Bounding box/ bounding sphere for a given box/ sphere 
 geometry? Can this information be embedded in the model and extracted using 
 any of the plugins ?

Those entities are already computed since OSG needs them for culling
purposes. You can get the bounding sphere of any node with osg::Node::getBound()

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00431.html#1467f2ad703474ad37a236f87dee1f3a

and the bounding box of any geode with osg::Geode::getBoundingBox():

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00265.html#2fd21a35d6160f8210ea825105670037

 3. Is there something pre-defined for collision detection-resolution wrt 
 Bounding box and bounding sphere in osg ?

Check the methods for osg::BoundingBox and osg::BoundingSphere: you can
test them for intersections or even convert a osg::BoundingBox to an
osg::BoundingSphere and then make your intersection test.

Regards,

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Re: [osg-users] Question about osgManipulator::GridConstraint

2009-11-24 Thread Matthias Asselborn
Hi,

now i tested it with the old command manager
but it didnt work 
is there a bug in GridConstraint?

I need a snapping to given points
Can anybody help me?


Code:
osgManipulator::GridConstraint *con = new osgManipulator::GridConstraint( *root 
, osg::Vec3(0,0,0), osg::Vec3(1.1,1.1,1.1 ) ) ; 

float scale = scene-getBound().radius() * 1.6;
dragger-setMatrix(osg::Matrix::scale(scale, scale, scale) *
   osg::Matrix::translate(scene-getBound().center()));
cmdMgr-connect(*dragger, *selection);
cmdMgr-connect(*dragger, *con);




Thank you!

Cheers,
Matthias

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Re: [osg-users] Frame Count/Threading Models

2009-11-24 Thread Robert Osfield
Hi Paul,

On Mon, Nov 23, 2009 at 8:35 PM,  paul1...@yahoo.com wrote:
 Any help would be appreciated.

 How do I get a valid graphics context in a Pre Draw Callback so I can call 
 glXQueryFrameCountNV()?

You will always have a valid graphics context during a initial, pre or
post or final draw callback as they are only every called from a
graphics thread with a context current.

Robert.
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Re: [osg-users] [forum] help me with osg::Imagestream and osg::Image

2009-11-24 Thread Robert Osfield
Hi Ivan,

Please us the osgmove that comes with the version of the OSG you are
compiling against.

Robert.

On Tue, Nov 24, 2009 at 5:45 AM, Ivan Salguero r_kenshin...@hotmail.com wrote:
 Hi,
 I tried compile osgmovie and I have problems with that classes because i have 
 3 errors say me getFrameRate isn't member of osg::Imagestream and
 getPixelAspecRatio isn't member of osg::Image. so what happened somebody 
 have any idea because i download that classes of osg page and replace the 
 oldest  i use osg 2.8.0 and visualStudio 2008 please some help
 ...


 Thank you!

 Cheers,
 Ivan

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[osg-users] NewB questions about osg

2009-11-24 Thread Priyank Jain
Hi,

I just started using openScenegraph and it has been pretty smooth for me till 
now. I am making a simple racquet-ball game for my VR class (using a CAVE 
system). I have some basic questions to ask..

1. What coordinate system does OSG follow ?
Right handed, I presume ? Also, x points to East ? Y up or into the screen ? I 
couldn't find the thumb diagram on the website. Can you guys please refer me to 
the right convention or link ?

2. How do I generate Bounding box/ bounding sphere for a given box/ sphere 
geometry? Can this information be embedded in the model and extracted using any 
of the plugins ?

3. Is there something pre-defined for collision detection-resolution wrt 
Bounding box and bounding sphere in osg ?

I am exploring ways to handle the collision between the wall and the ball and 
not sure if there are things already built-in open scenegraph that I can use or 
do I have to write code to handle that ?

I'd appreciate any help.

Thank you!
/Priyank

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Re: [osg-users] Height fields implementation

2009-11-24 Thread Robert Osfield
HI Janna,

On Mon, Nov 23, 2009 at 3:05 PM, Janna Terde brja...@gmail.com wrote:
 The other goal is to make an interactive editing of the height field so we 
 can change the layout of the terrain on fly. However when I used Height Field 
 class and alternated the values of the height with setHeight() functionality, 
 the performance was very slow.

For interactively modifying heights you'll need to think about how
often you are modifying the heights.  Even
osgTerrain::GeometryTechnique would need to re-initialize it's
internal geometry when you modify the terrain, so you'd see a
performance hit just as you would for using ShapeDrawable.

What osgTerrain does give you is the ability to abstract away the
implementation of how you do the rendering, the GeometryTechnique is
just the first of the TerrainTechniques that I have envisaged for
osgTerrain.  It's possible to implement your own TerrainTechnique that
works efficiently for you own needs - and if this is dynamic update
then the using a vertex shader and a vertex texture (made up of the
HieghtField) would be the most efficient way to tackle the task.
You could also just write your own shaders and use a straight
osg::Geometry as well.  The osgshaderterrain shows a height field
being used as a texture in this way.

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

2009-11-24 Thread Kim Bale
Erik, Tian et al.

I committed some changes to the trunk last night that allow
transparencies, and thus particle systems to work with the glare and
depth of field effects
(http://code.google.com/p/osgocean/source/detail?r=183). If you could
test this functionality I would be grateful, it works fine on my
machine, but I only tested it with a transparent quad and not particle
systems but it appears Tian is having issues with the Multiple render
target support.

Color buffer writes are now done to gl_FragData[0] and luminance/depth
writes to gl_FragData[1]. You can see these changes in the water,
terrain and default shaders.

Let me know how you get on.

Kim.
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Re: [osg-users] Refactoring DatabasePagerNeedToRemovestringflagging technique

2009-11-24 Thread Robert Osfield
HI Wojtek,

On Mon, Nov 23, 2009 at 5:22 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
 Our case is following: We mostly have to update camera position and some
 objects around camera. And ocassionaly we reposition a camera to new
 location in the world. We are doing our intersections in update traversal. I
 assume its allowed to use IntersectVisitor in update and load new tiles
 then. We load many objects in update traversal.

The crucial part you don't talk about is the performance constraints.
Can you pause a frame for hundreds of milliseseconds while the
required high res tiles are pulled in off disk?  Or are you trying to
stick with a solid 60Hz?  Loading any tiles in the update phase is not
possible if you want to keep to a solid 60Hz.


 And believe it or not but our scheme was working. Cache kept nodes bit
 longer than DatabasePager wanted, but not used tiles were eventually freed.
 I know it did work, because we made quick dirty fix by renaming
 NeedToRemove nodes to empty string name when fetching PagedLODs back to
 activePageLOD list from cache (described in Pawel Ksiezopolski post I
 mentioned earlier). Unfortuantely this fix was not appropriate as elegant
 submission. Sharing  loaded PageLOD tiles through cache was actually working
 as some preload for DatabasePager. DatabasePager still could load whatever
 it wanted.

I think something that might provide a work around such as replacing
theNeedToRemove is just a work around it's very unlikely to be a
solution of trying to use the DatabasePager beyond it's current design
assumptions.

 Using a cache to prevent a subgraph from being deleted defeats the
 load balancing that the DatabasePager will be attempting to do, so
 it's a dangerous thing to do - it's a recipe for relentless growth in
 memory usage.

 Well yes, but in our case PagedLOD usage timeframe should be extended to
 period when the tiles were used for intersections and cache maybe in bit
 hacky way provided this prolonged life time. And use of cache is not direct
 cause of leaks becaus osgDB cache is freed when node ref_count reaches zero
 so when DatabasePager  IntersectionVisitor stopped using the tile it was
 effectively removed from the cache as well.
 Memory leaks were the result of extra NeedToRemove nodes that appeared in
 activePageLOD lists when some nodes were resurected from Cache because
 camera moved over them again. I know its sophistry, but in some way, it was
 more effective than native DatabasePager management because it loaded nodes
 in no time while DatabasePager would have to load them from disk in this
 case ;-).

I can't understand why you want to do what you are trying to do, but
it still doesn't change the fact that DatabasePager hasn't been
designed with this in mind.  We can certainly look to take this into
account in another rev of DatabasePager.

As a general note a good OS will actually cache file accesses,
especially if you don't overload virtual memory/swap space too much so
the cost of reloading a tile might not be quite as expensive as you
think...  I know that when I benchmark under Linux I have the file
cache makes a huge difference, so I can to be careful about running
test apps in sequence.

 Well I thought that if PagedLOD class is public and offers public interface
 and methods we could use it as long as we do not hit compiler errors.
 Perhaps different set of classes should be created for use in more VPB
 specific closed way.

I don't think this is a VPB database specific issue.  The problem you
are trying to solve is really to do with trying to juggle user manage
caching with how the DatabasePager manages expiry.

When I get on to reviewing the multiple viewpoint issue with
DatabasePager I'll have a think about the consequences of users
caching subgraphs

Robert.


Robert.
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-24 Thread Kim Bale
Hi Tian,

Last night I committed the changes that permit alpha tranparencies to
be used in conjunction with the glare and depth of field effects. This
required the use of multiple render targets (
http://code.google.com/p/osgocean/source/detail?r=183 ) and some
changes to some of the shaders.

It looks like that's used up the maximum varying attributes of your
card and also possibly your card doesn't support MRTs.

What graphics card are you using? Could you set the notify level to
osg::notifylevel::info and dump the contents to file so I can see
exactly what the problem is?

Cheers.

Kim.

2009/11/24 Tian Ma tianxiao...@foxmail.com:
 Hi Kim,

 I update the source code from SVN today and generate the new ocean project. 
 When run the example, some errors emerge. The error image is as follow link:

 http://storage.openlab.net.cn/forums/2009-11-24/1981569/%e9%94%99%e8%af%af.JPG

 Something wrong with the water.frag?

 Thank you!

 Cheers,
 Tian



 Kim Bale wrote:
 Hello Erik,

 Sorry I missed your post yesterday. There isn't really any support for
 wakes on the sea surface at the moment, although it's definitely
 something that needs addressing.

 However, I just had a submission which uses the depth buffer to add
 breaking foam to the shoreline. This does sort for work for other
 objects on sea, like ships, but it doesn't look very pretty at the
 moment. You're more than welcome to have a play with the effect and
 see if you can do anything with it. From what I understand what you'd
 need to do is add a sort of sloped geometry which tracks you your
 boat, that would get picked up in the depth buffer and the same foam
 texture used on the wave crests is applied to it.

 It's been checked into the trunk, but like I say it needs a little work.

 There was a discussion about it here:

 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252

 Cheers.

 Kim.



 2009/11/18 Erik Johnson :

  Hi,
 
  I thought this would have come up before, but does anyone have suggestions 
  how to render a boat's wake?  Using osgParticle provides an ok solution, 
  but falls apart rapidly if the ocean waves are too large (the particles go 
  underwater).
 
  Would be cool to leverage the same texturing effects as the wave crest 
  foam stuff - just not sure how.  :)
 
  Thanks for any suggestions,
  Erik
 
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Re: [osg-users] Move write cache file from databasepager.cpp to curl?

2009-11-24 Thread Robert Osfield
Hi Xlll? Lilinx?  Could you please sign with your name so we don't
have to guess who we are addressing.

On Tue, Nov 24, 2009 at 10:01 AM, xll lil...@21cn.com wrote:
 hi, all

     I want to move write cache file from databasepager.cpp to curl.
 Maybe it is better.

The DatabasePager now uses osgDB::FileCache to manage the local file
cache.  The DatabasePager has to know about the FileCache as it has to
decide which database thread to use to read it - as it needs to avoid
using the http database thread for reading local tiles as doing so
stalls paging unnecessarily.


    for example:   There are some files on server:

     1.ive   image1.dds  image2.dds.  Image1.dds and
 image2.dds were used by 1.ive.

     when downloading,  1.ive  is ok,  image1.dds is failed, image2.dds
 is ok.  when we using writeNodeFile for 1.ive,  the result will be wrong.

 But if  we use curl to write stream indirectly,  the result will be ok.

I'm afraid I can't work out what the issue is here.  Could you explain
why the result will be wrong, and how use of curl to write the stream
would solve anything.

Robert.
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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread Robert Osfield
Hi J.P,

The typical problem is that the scene graph has been set up to unref
texture images after apply so when it comes to reloading the texture
images there aren't the to download.

Robert.

On Tue, Nov 24, 2009 at 9:17 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi all,

 I've run into the classic missing textures problem when stopping and
 restarting a compositeviewer multiple times in the same app. From previous
 threads on this problem it seems to be context cleanup/GL object cleanup
 that does not get done properly, but I'm just using the normal
 CompositeViewer and not messing with contexts/windows/sceneviews myself, so
 I thought the cleanup would be handled correctly.

 Attached a very slightly modified compositeviewer example. All it does is
 create/destruct the compositeviewer 5 times. When the viewer is created for
 the second time, all my textures are gone (just run without any arguments).

 Can anyone confirm the missing textures? Any hints as to what else needs to
 be done to make sure everything is cleared/flushed correctly?

 thanks
 jp

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Re: [osg-users] Question about osgManipulator::GridConstraint

2009-11-24 Thread Robert Osfield
Hi Matthias,

I'm afraid I don't understand, nor have personally tested this part of
osgManipulator.  What you are seeing could well be a bug.
Unfortunately the original author of osgManipulator is no longer
active on osg-users so probably isn't around to ask.

Could you recreate the problem with osgmanipulator example?

Robert.

On Tue, Nov 24, 2009 at 11:10 AM, Matthias Asselborn
matthias.asselb...@gmx.de wrote:
 Hi,

 now i tested it with the old command manager
 but it didnt work
 is there a bug in GridConstraint?

 I need a snapping to given points
 Can anybody help me?


 Code:
 osgManipulator::GridConstraint *con = new osgManipulator::GridConstraint( 
 *root , osg::Vec3(0,0,0), osg::Vec3(1.1,1.1,1.1 ) ) ;

    float scale = scene-getBound().radius() * 1.6;
    dragger-setMatrix(osg::Matrix::scale(scale, scale, scale) *
                       osg::Matrix::translate(scene-getBound().center()));
        cmdMgr-connect(*dragger, *selection);
        cmdMgr-connect(*dragger, *con);




 Thank you!

 Cheers,
 Matthias

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Re: [osg-users] [osgOcean] osgOcean also rendering with osgParticle?

2009-11-24 Thread Tian Ma
Hi Kim:

   It is really my honor to test the new Version.

   The follow links are my test effect on my own computer:

1.We can see that: the sharp white around the boat is still there, although the 
around water looks transparent.

http://storage.openlab.net.cn/forums/2009-11-24/1981569/boat.JPG

2. When I look up to the boat under the ocean, the boat's color seems abnormal( 
purple ).

http://storage.openlab.net.cn/forums/2009-11-24/1981569/down_up.JPG

3.The foams around the island gone, and the water is just transparent around 
the shore.

http://storage.openlab.net.cn/forums/2009-11-24/1981569/foam.JPG


I will test the particle effect tomorrow morning on my work computer.

Cheers,
MT
  


Kim Bale wrote:
 Erik, Tian et al.
 
 I committed some changes to the trunk last night that allow
 transparencies, and thus particle systems to work with the glare and
 depth of field effects
 (http://code.google.com/p/osgocean/source/detail?r=183). If you could
 test this functionality I would be grateful, it works fine on my
 machine, but I only tested it with a transparent quad and not particle
 systems but it appears Tian is having issues with the Multiple render
 target support.
 
 Color buffer writes are now done to gl_FragData[0] and luminance/depth
 writes to gl_FragData[1]. You can see these changes in the water,
 terrain and default shaders.
 
 Let me know how you get on.
 
 Kim.
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Re: [osg-users] TriStripVisitor issue

2009-11-24 Thread Tanguy Fautre
Hi Emmanuel, Robert,

I think most of the points have already been covered by you two guys, so I 
won't come back on them.

I'll however pick up on the fact that OSG is using a very old TriStripper 
release (1.00 Beta 5). I'd heavily recommend updating to 1.10 B5. Compared to 
1.00 B5, there have been a lot of bug fixes (the most important being 
segmentation faults and invalid iterators fixes) plus speed improvements (10% 
to 50% faster depending on the platform). See the changelog for the full 
details.

I'd recommend updating OSG with the latest version.

As the author of TriStripper, I'm guilty of not doing it myself. I sincerely 
apologize for it. But as I'm currently responsible for managing the next 
release of our product, I don't have time to do it in the near future.

Roberts, note that if no-one has volunteered after a few weeks, just give me 
some serious whipping and force me to do it.


Regards,

Tanguy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: 23 November 2009 2:30 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] TriStripVisitor issue

Hi Manu,

The TriStripVisitor shouldn't change anything in the data apart form
re-organize it.  Adding in tolerances to the vertex comparisons would
require the vertex data to modified to collapse adjacent vertices's
onto the same position in space.

Would could add such functionality as an extra pass to
TriStripVisitor, but the default would have to be not to do this.
Personally I'd suggest having a separate visitor do this operation of
collapsing nearby vertices on to one another, and then pre-process the
data before tri-stripping it.

Robert.



On Mon, Nov 23, 2009 at 2:25 PM, Emmanuel Roche
roche.emman...@gmail.com wrote:
 Okay,

 more details on this:

 the problem comes from the helper structure VertexAttribComparitor

 in the function VertexAttribComparitor::compare(unsigned int lhs, unsigned
 int rhs) we call the template array compare(unsigned int lhs, unsigned int
 rhs) function, and there we just use regular comparisons:

     virtual int compare(unsigned int lhs,unsigned int rhs) const
     {
     const T elem_lhs = (*this)[lhs];
     const T elem_rhs = (*this)[rhs];
     if (elem_lhselem_rhs) return -1;
     if (elem_rhselem_lhs) return 1;
     return 0;
     }

 here we don't take any precision into account at all... whereas my
 vertices are given in meter units and may have a little resolution of about
 0.1 millimeter !

 So this implementation won't fit for my needs (and I think there is an high
 chance it may not fit the needs for many other people no ?) maybe we should
 add a precision parameter at some point, but for now I just don't have the
 time to deal with this properly :-)

 Cheers,
 Manu.


 2009/11/23 Emmanuel Roche roche.emman...@gmail.com

 Hi Robert,

 Actually, I've noticed that the problem doesn't come from the underlying
 tristripper library:

 instead, it seems that the indice array generated from my vertices is
 incorrect: I suspect that the comparison function to find if too vertices
 are the same or not is too precise in my case. Do you have a clear idea
 where this is done ? (otherwise, I will just read more code and find it...)

 cheers,

 Manu.



 2009/11/23 Emmanuel Roche roche.emman...@gmail.com

 Actually, I also noticed that OSG v2.8.1 uses version 1.0 of the
 tristripper library.

 As I'm quite in an hurry, I think I will re-implement my own
 tristripvisitor with the latest version of tristripper and check if this
 makes a difference. Will let you know what's the result of this test.

 But I believe this could really be a generic issue (it happens with all
 the models I tested) and thus would mean many people are currently using
 not so well tri-stripped geometries if they use this optimiser feature !
 (it is the case for instance in the OSGExp export plugin for 3DS max as I've
 noticed this issue there for the first time).

 regards,
 Manu.



 2009/11/23 Robert Osfield robert.osfi...@gmail.com

 Hi Manu,

 If the tristripper doesn't connect the triangles together well then it
 can result on few tristrips and lots of unconnected traingles that it
 has to put into a single list of triangles to avoid lots of separate
 primitive calls.

 As to why your model is not being stripped well I can't say.  We've
 used 3rd party code to do the tri-stripping so I'm not best placed to
 answer the low level questions, but... the original author of the cdoe
 Tanguy Fautre is now an OSG user and I believe still on the list so
 perhaps he'll be able to chip in ;-)

 Robert.

 On Mon, Nov 23, 2009 at 11:08 AM, Emmanuel Roche
 roche.emman...@gmail.com wrote:
  Hi everyone,
 
  I have a strange problem with the TryStripVisitor:
 
  When I use it on a model (with about 6000 triangles, described as
  TRIANGLES
  [thus using 18000 vertices]) I get trip strip 

Re: [osg-users] [osgOcean] Wake effects?

2009-11-24 Thread Tian Ma
Hi Kim:

This errors occurs on the computer in my office. I think the card is a little 
old:(

Beacause it is night here, I will do what you advised tomorrow morning.

Thank you!

Cheers,
MT



Kim Bale wrote:
 Hi Tian,
 
 Last night I committed the changes that permit alpha tranparencies to
 be used in conjunction with the glare and depth of field effects. This
 required the use of multiple render targets (
 http://code.google.com/p/osgocean/source/detail?r=183 ) and some
 changes to some of the shaders.
 
 It looks like that's used up the maximum varying attributes of your
 card and also possibly your card doesn't support MRTs.
 
 What graphics card are you using? Could you set the notify level to
 osg::notifylevel::info and dump the contents to file so I can see
 exactly what the problem is?
 
 Cheers.
 
 Kim.
 
 2009/11/24 Tian Ma :
 
  Hi Kim,
  
  I update the source code from SVN today and generate the new ocean project. 
  When run the example, some errors emerge. The error image is as follow link:
  
  http://storage.openlab.net.cn/forums/2009-11-24/1981569/%e9%94%99%e8%af%af.JPG
  
  Something wrong with the water.frag?
  
  Thank you!
  
  Cheers,
  Tian
  
  
  
  Kim Bale wrote:
  
   Hello Erik,
   
   Sorry I missed your post yesterday. There isn't really any support for
   wakes on the sea surface at the moment, although it's definitely
   something that needs addressing.
   
   However, I just had a submission which uses the depth buffer to add
   breaking foam to the shoreline. This does sort for work for other
   objects on sea, like ships, but it doesn't look very pretty at the
   moment. You're more than welcome to have a play with the effect and
   see if you can do anything with it. From what I understand what you'd
   need to do is add a sort of sloped geometry which tracks you your
   boat, that would get picked up in the depth buffer and the same foam
   texture used on the wave crests is applied to it.
   
   It's been checked into the trunk, but like I say it needs a little work.
   
   There was a discussion about it here:
   
   http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252
   
   Cheers.
   
   Kim.
   
   
   
   2009/11/18 Erik Johnson :
   
   
Hi,

I thought this would have come up before, but does anyone have 
suggestions how to render a boat's wake?  Using osgParticle provides an 
ok solution, but falls apart rapidly if the ocean waves are too large 
(the particles go underwater).

Would be cool to leverage the same texturing effects as the wave crest 
foam stuff - just not sure how.  :)

Thanks for any suggestions,
Erik

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

2009-11-24 Thread Tian Ma
Hi Kim: 

No, I am not. 

But the model was under a pisitionAttitudeNode, and I just make the model -1 
meter down. Does it matter? 

When go near the model, the reflection will be more and more cmoplete and looks 
like many triangle reflections combined together. 

The picture is as follow link:

http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg
Cheers, 
MT





Kim Bale wrote:
 Are you using a matrix transform above OceanScene to alter the sea level?
 
 K.
 
 
 2009/11/19 Tian Ma :
 
  Hi Kim:
  
  I just give the picture's URL link below:
  
  http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg
  
  Cheers,
  MT
  
  
  
  Kim Bale wrote:
  
   There's no attachment at all now :(
   
   K.
   
   
   2009/11/19 Tian Ma :
   
   
Hi Kim,

I have amended the attachment problem. Can you see the picture clearly 
now?

Cheers,
MT


Kim Bale wrote:


 Hi Tian,
 
 I can't really see what's wrong from the attached picture, it kind of
 looks like a dirty blue splodge...
 
 K.
 
 
 2009/11/19 Tian Ma :
 
 
 
  Hi Kim,
  
  When add my own island model to the oceanscene and of cource 
  nodemask and shaders have been set to the model, I found that the 
  reflection of the model on the ocean surface is not complete.
  
  Will you please tell me what caused this problem? And coule the 
  problem be solved?
  
  Thank you!
  
  Cheers,
  Tian[/img]
  
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Re: [osg-users] TriStripVisitor issue

2009-11-24 Thread Robert Osfield
Hi Tanguy,

Thanks for chipping in. Could you point me at the latest rev your
tri-stripper code.

One thing we will need to do is report your tri-stripping code to all
the compilers/platform that the OSG users put it through, as we've had
to merge quite a few build fixes over the years.  For the OpenGL ES
port I also had to remove the use of throw/catch from the tristripper
code.  It would be good to roll these changes back into your
tri-stripper code.

Good luck with your release,
Robert.

On Tue, Nov 24, 2009 at 11:52 AM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 Hi Emmanuel, Robert,

 I think most of the points have already been covered by you two guys, so I 
 won't come back on them.

 I'll however pick up on the fact that OSG is using a very old TriStripper 
 release (1.00 Beta 5). I'd heavily recommend updating to 1.10 B5. Compared to 
 1.00 B5, there have been a lot of bug fixes (the most important being 
 segmentation faults and invalid iterators fixes) plus speed improvements (10% 
 to 50% faster depending on the platform). See the changelog for the full 
 details.

 I'd recommend updating OSG with the latest version.

 As the author of TriStripper, I'm guilty of not doing it myself. I sincerely 
 apologize for it. But as I'm currently responsible for managing the next 
 release of our product, I don't have time to do it in the near future.

 Roberts, note that if no-one has volunteered after a few weeks, just give me 
 some serious whipping and force me to do it.


 Regards,

 Tanguy


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
 Osfield
 Sent: 23 November 2009 2:30 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] TriStripVisitor issue

 Hi Manu,

 The TriStripVisitor shouldn't change anything in the data apart form
 re-organize it.  Adding in tolerances to the vertex comparisons would
 require the vertex data to modified to collapse adjacent vertices's
 onto the same position in space.

 Would could add such functionality as an extra pass to
 TriStripVisitor, but the default would have to be not to do this.
 Personally I'd suggest having a separate visitor do this operation of
 collapsing nearby vertices on to one another, and then pre-process the
 data before tri-stripping it.

 Robert.



 On Mon, Nov 23, 2009 at 2:25 PM, Emmanuel Roche
 roche.emman...@gmail.com wrote:
 Okay,

 more details on this:

 the problem comes from the helper structure VertexAttribComparitor

 in the function VertexAttribComparitor::compare(unsigned int lhs, unsigned
 int rhs) we call the template array compare(unsigned int lhs, unsigned int
 rhs) function, and there we just use regular comparisons:

     virtual int compare(unsigned int lhs,unsigned int rhs) const
     {
     const T elem_lhs = (*this)[lhs];
     const T elem_rhs = (*this)[rhs];
     if (elem_lhselem_rhs) return -1;
     if (elem_rhselem_lhs) return 1;
     return 0;
     }

 here we don't take any precision into account at all... whereas my
 vertices are given in meter units and may have a little resolution of about
 0.1 millimeter !

 So this implementation won't fit for my needs (and I think there is an high
 chance it may not fit the needs for many other people no ?) maybe we should
 add a precision parameter at some point, but for now I just don't have the
 time to deal with this properly :-)

 Cheers,
 Manu.


 2009/11/23 Emmanuel Roche roche.emman...@gmail.com

 Hi Robert,

 Actually, I've noticed that the problem doesn't come from the underlying
 tristripper library:

 instead, it seems that the indice array generated from my vertices is
 incorrect: I suspect that the comparison function to find if too vertices
 are the same or not is too precise in my case. Do you have a clear idea
 where this is done ? (otherwise, I will just read more code and find it...)

 cheers,

 Manu.



 2009/11/23 Emmanuel Roche roche.emman...@gmail.com

 Actually, I also noticed that OSG v2.8.1 uses version 1.0 of the
 tristripper library.

 As I'm quite in an hurry, I think I will re-implement my own
 tristripvisitor with the latest version of tristripper and check if this
 makes a difference. Will let you know what's the result of this test.

 But I believe this could really be a generic issue (it happens with all
 the models I tested) and thus would mean many people are currently using
 not so well tri-stripped geometries if they use this optimiser feature !
 (it is the case for instance in the OSGExp export plugin for 3DS max as 
 I've
 noticed this issue there for the first time).

 regards,
 Manu.



 2009/11/23 Robert Osfield robert.osfi...@gmail.com

 Hi Manu,

 If the tristripper doesn't connect the triangles together well then it
 can result on few tristrips and lots of unconnected traingles that it
 has to put into a single list of triangles to avoid lots of separate
 primitive 

Re: [osg-users] Question about osgManipulator::GridConstraint

2009-11-24 Thread Matthias Asselborn
Thank you very much Robert for this reply!

here is the whole code
ive modified the method addDraggerToScene


Code:

/* OpenSceneGraph example, osgmanipulator.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the Software), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include osgDB/ReadFile
#include osgUtil/Optimizer
#include osgViewer/Viewer
#include osg/CoordinateSystemNode
#include osgText/Text

#include osgManipulator/TabBoxDragger
#include osgManipulator/TabBoxTrackballDragger
#include osgManipulator/TabPlaneDragger
#include osgManipulator/TabPlaneTrackballDragger
#include osgManipulator/TrackballDragger
#include osgManipulator/Translate1DDragger
#include osgManipulator/Translate2DDragger
#include osgManipulator/TranslateAxisDragger

#include osg/ShapeDrawable
#include osg/MatrixTransform
#include osg/Geometry
#include osg/Material

#include iostream

osgManipulator::Dragger* createDragger(const std::string name)
{
osgManipulator::Dragger* dragger = 0;
if (TabPlaneDragger == name)
{
osgManipulator::TabPlaneDragger* d = new 
osgManipulator::TabPlaneDragger();
d-setupDefaultGeometry();
dragger = d;
}
else if (TabPlaneTrackballDragger == name)
{
osgManipulator::TabPlaneTrackballDragger* d = new 
osgManipulator::TabPlaneTrackballDragger();
d-setupDefaultGeometry();
dragger = d;
}
else if (TabBoxTrackballDragger == name)
{
osgManipulator::TabBoxTrackballDragger* d = new 
osgManipulator::TabBoxTrackballDragger();
d-setupDefaultGeometry();
dragger = d;
}
else if (TrackballDragger == name)
{
osgManipulator::TrackballDragger* d = new 
osgManipulator::TrackballDragger();
d-setupDefaultGeometry();
dragger = d;
}
else if (Translate1DDragger == name)
{
osgManipulator::Translate1DDragger* d = new 
osgManipulator::Translate1DDragger();
d-setupDefaultGeometry();
dragger = d;
}
else if (Translate2DDragger == name)
{
osgManipulator::Translate2DDragger* d = new 
osgManipulator::Translate2DDragger();
d-setupDefaultGeometry();
dragger = d;
}
else if (TranslateAxisDragger == name)
{
osgManipulator::TranslateAxisDragger* d = new 
osgManipulator::TranslateAxisDragger();
d-setupDefaultGeometry();
dragger = d;
}
else
{
osgManipulator::TabBoxDragger* d = new 
osgManipulator::TabBoxDragger();
d-setupDefaultGeometry();
dragger = d;
}



return dragger;
}


osg::Node* addDraggerToScene(osg::Node* scene, const std::string name)
{
scene-getOrCreateStateSet()-setMode(GL_NORMALIZE, 
osg::StateAttribute::ON);

osg::MatrixTransform* selection = new osg::MatrixTransform;
selection-addChild(scene);

osgManipulator::Dragger* dragger = createDragger(name);


osg::Group* root = new osg::Group;
root-addChild(dragger);
root-addChild(selection);

float scale = scene-getBound().radius() * 1.6;
dragger-setMatrix(osg::Matrix::scale(scale, scale, scale) *
osg::Matrix::translate(scene-getBound().center()));

osgManipulator::GridConstraint *con = new 
osgManipulator::GridConstraint( *selection , osg::Vec3(0,0,0), 
osg::Vec3(30,30,30 ) ) ; 
osg::ref_ptrosgManipulator::TabBoxDragger m_pManipulator = new 
osgManipulator::TabBoxDragger; 
m_pManipulator-addConstraint( con); 

dragger-addConstraint(con);
dragger-addTransformUpdating(selection);

// we want the dragger to handle it's own events automatically
dragger-setHandleEvents(true);

// if we don't set an activation key or mod mask then any mouse click on
// the dragger will activate it, however if do define either of 
ActivationModKeyMask or
   

Re: [osg-users] How can I get last frame time inn order to create indepent FPS aniamtions?

2009-11-24 Thread Ricardo Ruiz
Good idea, as expected, it works perfectly. But I'm curious, do you know why 
old my approach does not work? (calculate frame time, is it because of threads?)

Thanks.

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Re: [osg-users] Question about osgManipulator::GridConstraint

2009-11-24 Thread Robert Osfield
Hi Matthias,

Could you provide the modified file as an attachment rather than
inline as the later breaks the indentation/word wrap.

Cheers,
Robert.

On Tue, Nov 24, 2009 at 12:29 PM, Matthias Asselborn
matthias.asselb...@gmx.de wrote:
 Thank you very much Robert for this reply!

 here is the whole code
 ive modified the method addDraggerToScene


 Code:

 /* OpenSceneGraph example, osgmanipulator.
 *
 *  Permission is hereby granted, free of charge, to any person obtaining a 
 copy
 *  of this software and associated documentation files (the Software), to 
 deal
 *  in the Software without restriction, including without limitation the 
 rights
 *  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 *  copies of the Software, and to permit persons to whom the Software is
 *  furnished to do so, subject to the following conditions:
 *
 *  THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 *  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 *  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 *  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 *  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 
 FROM,
 *  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 *  THE SOFTWARE.
 */

 #include osgDB/ReadFile
 #include osgUtil/Optimizer
 #include osgViewer/Viewer
 #include osg/CoordinateSystemNode
 #include osgText/Text

 #include osgManipulator/TabBoxDragger
 #include osgManipulator/TabBoxTrackballDragger
 #include osgManipulator/TabPlaneDragger
 #include osgManipulator/TabPlaneTrackballDragger
 #include osgManipulator/TrackballDragger
 #include osgManipulator/Translate1DDragger
 #include osgManipulator/Translate2DDragger
 #include osgManipulator/TranslateAxisDragger

 #include osg/ShapeDrawable
 #include osg/MatrixTransform
 #include osg/Geometry
 #include osg/Material

 #include iostream

 osgManipulator::Dragger* createDragger(const std::string name)
 {
        osgManipulator::Dragger* dragger = 0;
        if (TabPlaneDragger == name)
        {
                osgManipulator::TabPlaneDragger* d = new 
 osgManipulator::TabPlaneDragger();
                d-setupDefaultGeometry();
                dragger = d;
        }
        else if (TabPlaneTrackballDragger == name)
        {
                osgManipulator::TabPlaneTrackballDragger* d = new 
 osgManipulator::TabPlaneTrackballDragger();
                d-setupDefaultGeometry();
                dragger = d;
        }
        else if (TabBoxTrackballDragger == name)
        {
                osgManipulator::TabBoxTrackballDragger* d = new 
 osgManipulator::TabBoxTrackballDragger();
                d-setupDefaultGeometry();
                dragger = d;
        }
        else if (TrackballDragger == name)
        {
                osgManipulator::TrackballDragger* d = new 
 osgManipulator::TrackballDragger();
                d-setupDefaultGeometry();
                dragger = d;
        }
        else if (Translate1DDragger == name)
        {
                osgManipulator::Translate1DDragger* d = new 
 osgManipulator::Translate1DDragger();
                d-setupDefaultGeometry();
                dragger = d;
        }
        else if (Translate2DDragger == name)
        {
                osgManipulator::Translate2DDragger* d = new 
 osgManipulator::Translate2DDragger();
                d-setupDefaultGeometry();
                dragger = d;
        }
        else if (TranslateAxisDragger == name)
        {
                osgManipulator::TranslateAxisDragger* d = new 
 osgManipulator::TranslateAxisDragger();
                d-setupDefaultGeometry();
                dragger = d;
        }
        else
        {
                osgManipulator::TabBoxDragger* d = new 
 osgManipulator::TabBoxDragger();
                d-setupDefaultGeometry();
                dragger = d;
        }



        return dragger;
 }


 osg::Node* addDraggerToScene(osg::Node* scene, const std::string name)
 {
        scene-getOrCreateStateSet()-setMode(GL_NORMALIZE, 
 osg::StateAttribute::ON);

        osg::MatrixTransform* selection = new osg::MatrixTransform;
        selection-addChild(scene);

        osgManipulator::Dragger* dragger = createDragger(name);


        osg::Group* root = new osg::Group;
        root-addChild(dragger);
        root-addChild(selection);

        float scale = scene-getBound().radius() * 1.6;
        dragger-setMatrix(osg::Matrix::scale(scale, scale, scale) *
                osg::Matrix::translate(scene-getBound().center()));

        osgManipulator::GridConstraint *con = new 
 osgManipulator::GridConstraint( *selection , osg::Vec3(0,0,0), 
 osg::Vec3(30,30,30 ) ) ;
        osg::ref_ptrosgManipulator::TabBoxDragger m_pManipulator = new 
 osgManipulator::TabBoxDragger;
        m_pManipulator-addConstraint( con);

        dragger-addConstraint(con);
        

Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread Robert Osfield
Hi J.P.

I'm still knee deep in merging submissions so can't yet go off
reviewing user code.  In principle it is possible to mange open and
closing viewers.  I can point you in the right direction but have to
let you get on with it otherwise.

Robert.

On Tue, Nov 24, 2009 at 12:32 PM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi Robert,

 Robert Osfield wrote:

 Hi J.P,

 The typical problem is that the scene graph has been set up to unref
 texture images after apply so when it comes to reloading the texture
 images there aren't the to download.

 should this still happen when I'm completely reloading a scene after the
 viewer and scene have been deleted completely?

 It seems that OSG thinks there is still a valid texture it can use after
 I've deleted the scene and CompositeViewer.

 Running the attached e.g.:
 ./test cow.osg

 Constructing PixelBufferObject for image=0x9547928
 _maxTexturePoolSize=0
 _maxBufferObjectPoolSize=0
 Created new TextureObject, _numOfTextureObjects 1
 Created new TextureObject, _numOfTextureObjects 1

 now I click the X on the window and the app deletes the scene and viewer and
 creates them anew:

 _maxTexturePoolSize=0
 _maxBufferObjectPoolSize=0
 Reusing orhpahned TextureObject, _numOfTextureObjects=1
 Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
 Reusing orhpahned TextureObject, _numOfTextureObjects=1
 Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)

 So it tries to reuse something that's not there? How can I convince OSG to
 drop all caches/buffers/GL objects?

 jp



 Robert.

 On Tue, Nov 24, 2009 at 9:17 AM, J.P. Delport jpdelp...@csir.co.za
 wrote:

 Hi all,

 I've run into the classic missing textures problem when stopping and
 restarting a compositeviewer multiple times in the same app. From
 previous
 threads on this problem it seems to be context cleanup/GL object cleanup
 that does not get done properly, but I'm just using the normal
 CompositeViewer and not messing with contexts/windows/sceneviews myself,
 so
 I thought the cleanup would be handled correctly.

 Attached a very slightly modified compositeviewer example. All it does is
 create/destruct the compositeviewer 5 times. When the viewer is created
 for
 the second time, all my textures are gone (just run without any
 arguments).

 Can anyone confirm the missing textures? Any hints as to what else needs
 to
 be done to make sure everything is cleared/flushed correctly?

 thanks
 jp

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Re: [osg-users] Refactoring DatabasePagerNeedToRemovestringflaggingtechnique

2009-11-24 Thread Wojciech Lewandowski

HI Wojtek,


The crucial part you don't talk about is the performance constraints.
Can you pause a frame for hundreds of milliseseconds while the
required high res tiles are pulled in off disk?  Or are you trying to
stick with a solid 60Hz?  Loading any tiles in the update phase is not
possible if you want to keep to a solid 60Hz.


You are right, we do not keep 60 hz then. But its rare case, we prepared our 
ReadCacheCalback to wait for highest level of detail only when camera is 
repositioned by more than some margin distance. There is an assumption that 
warp move will not keep decent LOD anyway, so then we trade hz for qualtiy, 
and force HIGHEST_LEVEL_OF_DETAIL to properly compute initial elevations and 
preload highest level of detail for camera neighbourhood. Once the camera is 
moved and new initial conditions are met we switch back to  highest 
avaialable PageLOD because we are sure that preloaded tiles will be fairly 
high level and Paging will offer fairly good continuous intersection results 
that will fit into our wiggle room. This is actualy a  hybrid approach but I 
have not mentioned it  because it would complicate things even more.



I think something that might provide a work around such as replacing
theNeedToRemove is just a work around it's very unlikely to be a
solution of trying to use the DatabasePager beyond it's current design
assumptions.


I agree, but such replacement of original name seems like similar trick to 
me, thats why I proposed to get rid of the cause completely. This is what 
this thread is about, isn't it ?



Memory leaks were the result of extra NeedToRemove nodes that appeared in
activePageLOD lists when some nodes were resurected from Cache because
camera moved over them again. I know its sophistry, but in some way, it 
was
more effective than native DatabasePager management because it loaded 
nodes

in no time while DatabasePager would have to load them from disk in this
case ;-).



I can't understand why you want to do what you are trying to do, but
it still doesn't change the fact that DatabasePager hasn't been
designed with this in mind.  We can certainly look to take this into
account in another rev of DatabasePager.


Thank You.


As a general note a good OS will actually cache file accesses,
especially if you don't overload virtual memory/swap space too much so
the cost of reloading a tile might not be quite as expensive as you
think...  I know that when I benchmark under Linux I have the file
cache makes a huge difference, so I can to be careful about running
test apps in sequence.


True. On the other hand, with large datasets like Paged 400 GB database 
constantly moving back and forth this genaral cache may have much worse hit 
ratio then application cache tuned for the particular usage patterns. With 
OS cache the terrain LOD switching was still more distracting than when we 
turned on both OSG caches.


Well I thought that if PagedLOD class is public and offers public 
interface

and methods we could use it as long as we do not hit compiler errors.
Perhaps different set of classes should be created for use in more VPB
specific closed way.



I don't think this is a VPB database specific issue.  The problem you
are trying to solve is really to do with trying to juggle user manage
caching with how the DatabasePager manages expiry.


Maybe I am. But additionally I also want to stress the fact: that if some 
node is no longer present in current viewer scenegraph, it does not exactly 
mean its no longer used. And assumption that DatabasePager can do anything 
with  such node, is at least a dangerous practice to me.



When I get on to reviewing the multiple viewpoint issue with
DatabasePager I'll have a think about the consequences of users
caching subgraphs.


Thank You. Does it mean I should try to prepare the proposed submission or 
not ?


Wojtek
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Re: [osg-users] NewB questions about osg

2009-11-24 Thread Tomlinson, Gordon
 
Hi

If you have not done so I would recommend grabbing the PDF from
http://www.osgbooks.com/ especially
http://www.osgbooks.com/books/osg_qs.html they are free in PDF form, the
Quick start guide will answer many of the basic newbie questions

Also check out the over 140+ examples that come with OSG's source and
see
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examp
les
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ
http://www.vis-sim.com/osg/index.htm


Also check mail archives as many basic question have been answered many
time 
See
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/


1) Y is North is 0.0  Y+ into the Screen, X is East  X+ to right, and Z
is UP

2) All nodes have automatically calculated Bounding spheres ( when you
add children), Drawables / Geometry have bounding boxes

3) Basic collision detection Is done with line segments, if you want
geometry to geometry the you may need to write your own or find a tool
kit that's out there





Gordon Tomlinson
Product Manager 3d Technology
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Priyank
Jain
Sent: Tuesday, November 24, 2009 12:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] NewB questions about osg

Hi,

I just started using openScenegraph and it has been pretty smooth for me
till now. I am making a simple racquet-ball game for my VR class (using
a CAVE system). I have some basic questions to ask..

1. What coordinate system does OSG follow ?
Right handed, I presume ? Also, x points to East ? Y up or into the
screen ? I couldn't find the thumb diagram on the website. Can you guys
please refer me to the right convention or link ?

2. How do I generate Bounding box/ bounding sphere for a given box/
sphere geometry? Can this information be embedded in the model and
extracted using any of the plugins ?

3. Is there something pre-defined for collision detection-resolution wrt
Bounding box and bounding sphere in osg ?

I am exploring ways to handle the collision between the wall and the
ball and not sure if there are things already built-in open scenegraph
that I can use or do I have to write code to handle that ?

I'd appreciate any help.

Thank you!
/Priyank

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http://forum.openscenegraph.org/viewtopic.php?p=20198#20198





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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread J.P. Delport

Hi,

Robert Osfield wrote:

Hi J.P.

I'm still knee deep in merging submissions so can't yet go off
reviewing user code.  In principle it is possible to mange open and
closing viewers.  I can point you in the right direction but have to
let you get on with it otherwise.


I understand, I'll try search for cleanup code, just not sure where to 
start.


Anyone else?

jp



Robert.

On Tue, Nov 24, 2009 at 12:32 PM, J.P. Delport jpdelp...@csir.co.za wrote:

Hi Robert,

Robert Osfield wrote:

Hi J.P,

The typical problem is that the scene graph has been set up to unref
texture images after apply so when it comes to reloading the texture
images there aren't the to download.

should this still happen when I'm completely reloading a scene after the
viewer and scene have been deleted completely?

It seems that OSG thinks there is still a valid texture it can use after
I've deleted the scene and CompositeViewer.

Running the attached e.g.:
./test cow.osg

Constructing PixelBufferObject for image=0x9547928
_maxTexturePoolSize=0
_maxBufferObjectPoolSize=0
Created new TextureObject, _numOfTextureObjects 1
Created new TextureObject, _numOfTextureObjects 1

now I click the X on the window and the app deletes the scene and viewer and
creates them anew:

_maxTexturePoolSize=0
_maxBufferObjectPoolSize=0
Reusing orhpahned TextureObject, _numOfTextureObjects=1
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
Reusing orhpahned TextureObject, _numOfTextureObjects=1
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)

So it tries to reuse something that's not there? How can I convince OSG to
drop all caches/buffers/GL objects?

jp



Robert.

On Tue, Nov 24, 2009 at 9:17 AM, J.P. Delport jpdelp...@csir.co.za
wrote:

Hi all,

I've run into the classic missing textures problem when stopping and
restarting a compositeviewer multiple times in the same app. From
previous
threads on this problem it seems to be context cleanup/GL object cleanup
that does not get done properly, but I'm just using the normal
CompositeViewer and not messing with contexts/windows/sceneviews myself,
so
I thought the cleanup would be handled correctly.

Attached a very slightly modified compositeviewer example. All it does is
create/destruct the compositeviewer 5 times. When the viewer is created
for
the second time, all my textures are gone (just run without any
arguments).

Can anyone confirm the missing textures? Any hints as to what else needs
to
be done to make sure everything is cleared/flushed correctly?

thanks
jp

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Re: [osg-users] Refactoring DatabasePagerNeedToRemovestringflaggingtechnique

2009-11-24 Thread Robert Osfield
Hi Wojtek,

On Tue, Nov 24, 2009 at 1:33 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
 When I get on to reviewing the multiple viewpoint issue with
 DatabasePager I'll have a think about the consequences of users
 caching subgraphs.

 Thank You. Does it mean I should try to prepare the proposed submission or
 not ?

You can submit changes, I can always just use these as another point
of information when doing my investigation even if the code doesn't
make it into svn/trunk.

Robert.
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Re: [osg-users] heightfield change height crashes

2009-11-24 Thread Jean-Sébastien Guay

Hello Thomas,


i only have set -setDataVariance(osg::Object::DYNAMIC); to the geode, now i 
also have set it to the shapeDrawable. Should i apply it only to the shapeDrawable 
or to both?


Data variance only has an effect on subclasses of osg::Drawable and on 
osg::StateSet (at run time - it has an effect on other nodes for the 
osg::Optimizer if you use that, but at run time it only effects 
drawables and statesets).



After this change it draws the first point of my setHeight() changes, any 
following setHeight() call doesnt paint anything?  If i use 
-dirtyDisplayList(); on the shapeDrawable directly after calling setHeight() 
crashes the application.


But you didn't answer the other question, do you call it in the update 
phase? If you don't pay attention to when you call it, you might be 
calling it during the cull phase while OSG is trying to draw your height 
field, so one thread will be trying to draw it while another will be 
trying to update it and it will crash.


For the changes in height to be visible, either you need to disable 
display lists completely (setUseDisplayList(false)) or you need to dirty 
the display list (dirtyDisplayList()). There's no getting around that, 
if you don't do one of those two things then the old display list will 
still be used and you won't see any changes you make using 
setHeight()... Makes sense doesn't it?


For a relatively small height field, the general recommendation is that 
if you're going to be changing the heights often (say more often than 
once per second), you should disable display lists completely, or else 
you'll be spending too much time updating them. But if you're going to 
be changing the heights less often, then you should keep display lists 
enabled and call dirtyDisplayList() (from the update phase! say in an 
update callback on your geode).


But for large height fields, you should probably disable display lists 
in any case, and perhaps even enable VBOs, if you're using a pretty 
recent video card, it will be more efficient that way.


Anyways, try the different alternatives out and see for yourself.

Hope this helps,

J-S
--
__
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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread J.P. Delport

Hi Robert,

it seems to be something broken on context destruction with the new 
texture pool. The orphaned list does not seem to be cleared properly. A 
texture is used from the orphaned list even though the context it 
belonged to had been destroyed earlier.


When libosg is compiled with

#define USE_NEW_TEXTURE_POOL 1

commented out, the example works as expected.

regards
jp

J.P. Delport wrote:

Hi,

Robert Osfield wrote:

Hi J.P.

I'm still knee deep in merging submissions so can't yet go off
reviewing user code.  In principle it is possible to mange open and
closing viewers.  I can point you in the right direction but have to
let you get on with it otherwise.


I understand, I'll try search for cleanup code, just not sure where to 
start.


Anyone else?

jp



Robert.

On Tue, Nov 24, 2009 at 12:32 PM, J.P. Delport jpdelp...@csir.co.za 
wrote:

Hi Robert,

Robert Osfield wrote:

Hi J.P,

The typical problem is that the scene graph has been set up to unref
texture images after apply so when it comes to reloading the texture
images there aren't the to download.

should this still happen when I'm completely reloading a scene after the
viewer and scene have been deleted completely?

It seems that OSG thinks there is still a valid texture it can use after
I've deleted the scene and CompositeViewer.

Running the attached e.g.:
./test cow.osg

Constructing PixelBufferObject for image=0x9547928
_maxTexturePoolSize=0
_maxBufferObjectPoolSize=0
Created new TextureObject, _numOfTextureObjects 1
Created new TextureObject, _numOfTextureObjects 1

now I click the X on the window and the app deletes the scene and 
viewer and

creates them anew:

_maxTexturePoolSize=0
_maxBufferObjectPoolSize=0
Reusing orhpahned TextureObject, _numOfTextureObjects=1
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
Reusing orhpahned TextureObject, _numOfTextureObjects=1
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)

So it tries to reuse something that's not there? How can I convince 
OSG to

drop all caches/buffers/GL objects?

jp



Robert.

On Tue, Nov 24, 2009 at 9:17 AM, J.P. Delport jpdelp...@csir.co.za
wrote:

Hi all,

I've run into the classic missing textures problem when stopping and
restarting a compositeviewer multiple times in the same app. From
previous
threads on this problem it seems to be context cleanup/GL object 
cleanup

that does not get done properly, but I'm just using the normal
CompositeViewer and not messing with contexts/windows/sceneviews 
myself,

so
I thought the cleanup would be handled correctly.

Attached a very slightly modified compositeviewer example. All it 
does is
create/destruct the compositeviewer 5 times. When the viewer is 
created

for
the second time, all my textures are gone (just run without any
arguments).

Can anyone confirm the missing textures? Any hints as to what else 
needs

to
be done to make sure everything is cleared/flushed correctly?

thanks
jp

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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread Jean-Sébastien Guay

Hi J.P.,

Can anyone confirm the missing textures? Any hints as to what else needs 
to be done to make sure everything is cleared/flushed correctly?


We've been doing something similar to this for a while now and it's 
worked for us, what I'm wondering is whether the recent changes to 
texture buffering and such would have broken this (i.e. if something 
that needs to be cleaned up and was before now isn't). Our own app still 
uses OSG 2.6 so I wouldn't have seen this.


I haven't had a chance to check your code yet, give me a few minutes and 
I'll check if there's anything amiss that I can see.


J-S
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Re: [osg-users] Does anybody know how to include OSGViewer using MFC?

2009-11-24 Thread SoDong Jang
Hi. 

I have the example but, with this example I can`t open any kind

of OSG files. There may have been some problems on the example.

That`s why I`m finding a new example of MFC OSGViewer which 

can be builded. 


Thank you for your reply.  :D

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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread J.P. Delport

Hi J-S,

Jean-Sébastien Guay wrote:

Hi J.P.,

Can anyone confirm the missing textures? Any hints as to what else 
needs to be done to make sure everything is cleared/flushed correctly?


We've been doing something similar to this for a while now and it's 
worked for us, what I'm wondering is whether the recent changes to 
texture buffering and such would have broken this (i.e. if something 
that needs to be cleaned up and was before now isn't). 


I think your hunch is correct. I've just tried with the old texture 
manager and the textures were loaded OK on the second viewer instance.


jp

Our own app still 
uses OSG 2.6 so I wouldn't have seen this.


I haven't had a chance to check your code yet, give me a few minutes and 
I'll check if there's anything amiss that I can see.


J-S


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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread Jean-Sébastien Guay

Hi again,

I haven't had a chance to check your code yet, give me a few minutes and 
I'll check if there's anything amiss that I can see.


I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN 
head. But it seems that you've pinned it down to the texture pool as I 
thought, though it would seem to be OS specific? A bit weird.


Sorry I couldn't help more.

J-S
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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread Drolet, Frederic
Hello J.P.,

I see it's a good thing this thread got my attention! I have similar missing 
texture issues in another application that creates and deletes window contexts 
applied to viewer slaves (also created and deleted dynamically). Here's the way 
we create our textures: 

osg::ref_ptrosg::Texture2D lTex = new osg::Texture2D;
  lTex-setDataVariance(osg::Object::DYNAMIC);

  // load an image by reading a file: 
  CString lIconFileName = (...)TextureFilename + .png;
  osg::Image* lIconImage = osgDB::readImageFile(lIconFileName.GetBuffer());

  // Assign the texture to the image we read from file:
  lTex-setImage(lIconImage);

// Make sure the texture is not unreferenced in memory after it's 
applied in GL states
  lTex-setUnRefImageDataAfterApply(false);

Unfortunately, my understanding of OpenGL is relatively limited but I know this 
last line of code is crucial for dynamical views handling to maintain the 
texture in user memory for later access. However, even with this, it happens 
sometimes that the texture disappear after a few create and delete views 
operations (sometimes, the textures is on a view but not on another!). It 
happens most of the time with objects loaded from file. Since we don't have 
direct access to the textures, we can't make the call to 
setUnRefImageDataAfterApply(). Would there be another way?

Now, as for the modified CompositeViewer example, I tried it on Windows Vista 
and it simply crashes the first time I hit ESC or the X button. In fact, the 
problem occurs during the second call to viewer.run(). First, I simply tried to 
add a sleep before the viewer's deletion to wait for potential asynchronous 
cleanup stuff after the call to the viewer's run() method but it didn't work.

Then, I did a little debug job to find out that the second time the viewer is 
created, the application crashes during the rendering traversal of the first 
call to frame() in the run thread loop. More precisely the application crashes 
in osgUtil::ScreneView::init() the first time the cull_draw operation is 
launched. Here's the call stack:

ntdll.dll!778f9a94()
[Frames below may be incorrect and/or missing, no symbols loaded for 
ntdll.dll] 
ntdll.dll!778f92c4()
kernel32.dll!76a5e87b() 
nvoglv32.dll!69638b8f() 
nvoglv32.dll!695a15d0() 
   osg55-osgd.dll!osg::getGLVersionNumber()  Line 48 + 0xd bytes   C++
osg55-osgd.dll!osg::isGLExtensionOrVersionSupported(unsigned int 
contextID=0, const char * extension=0x5ac7a277, float 
requiredGLVersion=3.4028235e+038)  Line 82 + 0x5 bytes   C++
osg55-osgd.dll!osg::isGLExtensionSupported(unsigned int contextID=0, 
const char * extension=0x5ac7a277)  Line 73 + 0x17 bytes   C++
osg55-osgUtild.dll!osgUtil::SceneView::init()  Line 312 + 0x2d bytes
C++
osg55-osgUtild.dll!osgUtil::SceneView::draw()  Line 1026 + 0x1d bytes   
C++
osg55-osgViewerd.dll!osgViewer::Renderer::cull_draw()  Line 588 + 0xf 
bytes C++

osg55-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext * 
context=0x023591b0)  Line 689 + 0xf bytes   C++
osg55-osgd.dll!osg::GraphicsContext::runOperations()  Line 688 + 0x33 
bytes C++
osg55-osgViewerd.dll!osgViewer::ViewerBase::renderingTraversals()  Line 
772 + 0x15 bytesC++
osg55-osgViewerd.dll!osgViewer::ViewerBase::frame(double 
simulationTime=1.7976931348623157e+308)  Line 609 + 0xf bytes  C++
osg55-osgViewerd.dll!osgViewer::ViewerBase::run()  Line 581 + 0x1b 
bytesC++
osg55-osgViewerd.dll!osgViewer::CompositeViewer::run()  Line 233
C++
osgcompositeviewerd.exe!main(int argc=3, char * * argv=0x02330ed8)  
Line 311 + 0xf bytesC++
osgcompositeviewerd.exe!__tmainCRTStartup()  Line 582 + 0x19 bytes  
C
osgcompositeviewerd.exe!mainCRTStartup()  Line 399  C
kernel32.dll!76a94911() 
ntdll.dll!778de4b6()
ntdll.dll!778de489()

I forced the single thread mode (the only thing on the command line was the 
filename of my 3D model).

By the way, is there a better solution to wait for the viewer completion after 
the run() method?

What OS are you using? Maybe I should try on XP to see if it does the same 
thing. 

Hope we can help each other!

Cheers,

Frederic Drolet, M. Sc.
Computing Solutions and Experimentations | Solutions informatiques et 
expérimentations
Systems of Systems | Systèmes de systèmes
DRDC Valcartier | RDDC Valcartier
2459, boul. Pie-XI North
Quebec, Quebec
G3J 1X5 CANADA
Phone | Téléphone: (418) 844-4000 ext : 4820
Fax | Télécopieur: (418) 844-4538
E-mail | Courriel: frederic.dro...@drdc-rddc.gc.ca
Web : www.valcartier.drdc-rddc.gc.ca

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
Sent: 

[osg-users] Texture loading problem

2009-11-24 Thread Aydin Uluc
Hi,

My first actual post here:). Just started to learn OSG and I have a scene that 
I load into OSG and everything runs fine. But after loading the scene the 2nd 
time the textures won't load. Everything is white.
Please let me know if you need more info.

Anyone else experienced this problem or someone can help me regarding this 
problem?

... 

Thank you!

Cheers,
Aydin

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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread J.P. Delport

Hi J-S,

Jean-Sébastien Guay wrote:

Hi again,

I haven't had a chance to check your code yet, give me a few minutes 
and I'll check if there's anything amiss that I can see.


I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN 
head. But it seems that you've pinned it down to the texture pool as I 
thought, though it would seem to be OS specific? A bit weird.


maybe I've missed an update in the last week, will try the latest SVN.



Sorry I couldn't help more.


Thanks for testing.

jp



J-S


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Re: [osg-users] Texture loading problem

2009-11-24 Thread Drolet, Frederic
Hello Aydin,

See current thread CompositeViewer context cleanup and missing textures for 
real-time solution!

Cheers,

Frederic Drolet, M. Sc.
Computing Solutions and Experimentations | Solutions informatiques et 
expérimentations
Systems of Systems | Systèmes de systèmes
DRDC Valcartier | RDDC Valcartier
2459, boul. Pie-XI North
Quebec, Quebec
G3J 1X5 CANADA
Phone | Téléphone: (418) 844-4000 ext : 4820
Fax | Télécopieur: (418) 844-4538
E-mail | Courriel: frederic.dro...@drdc-rddc.gc.ca
Web : www.valcartier.drdc-rddc.gc.ca

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Aydin Uluc
Sent: November-24-09 9:50 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Texture loading problem

Hi,

My first actual post here:). Just started to learn OSG and I have a scene that 
I load into OSG and everything runs fine. But after loading the scene the 2nd 
time the textures won't load. Everything is white.
Please let me know if you need more info.

Anyone else experienced this problem or someone can help me regarding this 
problem?

... 

Thank you!

Cheers,
Aydin

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Re: [osg-users] TriStripVisitor issue

2009-11-24 Thread Tanguy Fautre
Hi Robert,

http://users.telenet.be/tfautre/softdev/tristripper/

The latest revision is 1.10, Beta 5 (09/06/2005). Don't let the Beta
name scare you, it's actually probably the most stable release due to
several bug fixes.
http://users.telenet.be/tfautre/softdev/tristripper/tristripper-1.1.0-be
ta-5.zip

I suggest you spend a few minutes reading all the interface/feature
changes that were incorporated into the 1.10 release (they're detailed
on the TriStripper main page).

The portability of the TriStripper lib has improved significantly in the
latest releases. I'm hoping you won't have to make as many modifications
as you had to in the past (I think the throw/catch is gone).

After a quick look at the header, I've noticed protections against
min/max macros that will cause a hard failure when those are detected
(which you probably want to avoid in a library such as OSG). Thinking
about it now, this is a bit harsh as I've learned since now how to avoid
macro expansion. For example, replacing

const size_t Overlap = std::min(PossibleOverlap, size());

by

const size_t Overlap = (std::min)(PossibleOverlap, size());

will avoid the macro replacement and use the std function instead.


Keep me posted on how it goes and I'll look into syncing the TriStripper
code with the OSG modifications.


Tanguy



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 24 November 2009 12:13 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] TriStripVisitor issue

Hi Tanguy,

Thanks for chipping in. Could you point me at the latest rev your
tri-stripper code.

One thing we will need to do is report your tri-stripping code to all
the compilers/platform that the OSG users put it through, as we've had
to merge quite a few build fixes over the years.  For the OpenGL ES
port I also had to remove the use of throw/catch from the tristripper
code.  It would be good to roll these changes back into your
tri-stripper code.

Good luck with your release,
Robert.
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Re: [osg-users] Texture loading problem

2009-11-24 Thread Aydin Uluc
Hi,

Wow that is what I call a fast reply:)

Thanks and checking out immediately
... 

Thank you!

Cheers,
Aydin

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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread Jean-Sébastien Guay

Hi Frederic,


Since we don't have direct access to the textures, we can't make the call to 
setUnRefImageDataAfterApply(). Would there be another way?


You can run a visitor to get to the textures and turn this setting off. 
You can either make your own, or use osgUtil::Optimizer::TextureVisitor 
like this:


osg::Node* node = osgDB::readNodeFile(...);
osgUtil::Optimizer::TextureVisitor tv(true, false, false, false, false, 
false);

node-accept(tv);

(the arguments to TextureVisitor's constructor are changeAutoUnRef, 
valueAutoUnRef, and the rest all false so nothing else is changed.)


Now, as for the modified CompositeViewer example, I tried it on Windows Vista and it simply crashes the first time I hit ESC or the X button. 


Strange, I tried it on Vista as well and I didn't have any problem. I 
notice you're using the stable version of OSG (osg55 = OSG 2.8, the 
current SVN trunk is at 62), so perhaps something was fixed that affects 
this, and it would not crash for you in a more recent version.


Hope this helps,

J-S
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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread J.P. Delport

Hi Frederic,

Drolet, Frederic wrote:

Hello J.P.,

I see it's a good thing this thread got my attention! I have similar
missing texture issues in another application that creates and
deletes window contexts applied to viewer slaves (also created and
deleted dynamically). Here's the way we create our textures:

osg::ref_ptrosg::Texture2D lTex = new osg::Texture2D; 
lTex-setDataVariance(osg::Object::DYNAMIC);


// load an image by reading a file: CString lIconFileName =
(...)TextureFilename + .png; osg::Image* lIconImage =
osgDB::readImageFile(lIconFileName.GetBuffer());

// Assign the texture to the image we read from file: 
lTex-setImage(lIconImage);


// Make sure the texture is not unreferenced in memory after it's
applied in GL states lTex-setUnRefImageDataAfterApply(false);

Unfortunately, my understanding of OpenGL is relatively limited but I
know this last line of code is crucial for dynamical views handling
to maintain the texture in user memory for later access. However,
even with this, it happens sometimes that the texture disappear after
a few create and delete views operations (sometimes, the textures is
on a view but not on another!). It happens most of the time with
objects loaded from file. Since we don't have direct access to the
textures, we can't make the call to setUnRefImageDataAfterApply().
Would there be another way?


I'm not sure, but I think only the DB pager, optimiser and some plugins 
switch automatically to auto unref. Maybe try disabling the optimiser.




Now, as for the modified CompositeViewer example, I tried it on
Windows Vista and it simply crashes the first time I hit ESC or the X
button. In fact, the problem occurs during the second call to
viewer.run(). First, I simply tried to add a sleep before the
viewer's deletion to wait for potential asynchronous cleanup stuff
after the call to the viewer's run() method but it didn't work.


What version of OSG?



Then, I did a little debug job to find out that the second time the
viewer is created, the application crashes during the rendering
traversal of the first call to frame() in the run thread loop. More
precisely the application crashes in osgUtil::ScreneView::init() the
first time the cull_draw operation is launched. Here's the call
stack:

ntdll.dll!778f9a94() [Frames below may be incorrect and/or missing,
no symbols loaded for ntdll.dll] ntdll.dll!778f92c4() 
kernel32.dll!76a5e87b() nvoglv32.dll!69638b8f() 
nvoglv32.dll!695a15d0()

osg55-osgd.dll!osg::getGLVersionNumber()  Line 48 + 0xd bytes   C++

osg55-osgd.dll!osg::isGLExtensionOrVersionSupported(unsigned int
contextID=0, const char * extension=0x5ac7a277, float
requiredGLVersion=3.4028235e+038)  Line 82 + 0x5 bytes	C++ 
osg55-osgd.dll!osg::isGLExtensionSupported(unsigned int contextID=0,
const char * extension=0x5ac7a277)  Line 73 + 0x17 bytes	C++ 
osg55-osgUtild.dll!osgUtil::SceneView::init()  Line 312 + 0x2d bytes

C++ osg55-osgUtild.dll!osgUtil::SceneView::draw()  Line 1026 + 0x1d
bytes   C++ osg55-osgViewerd.dll!osgViewer::Renderer::cull_draw()  Line
588 + 0xf bytes	C++ 
osg55-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext
* context=0x023591b0)  Line 689 + 0xf bytes	C++ 
osg55-osgd.dll!osg::GraphicsContext::runOperations()  Line 688 + 0x33
bytes	C++ 
osg55-osgViewerd.dll!osgViewer::ViewerBase::renderingTraversals()
Line 772 + 0x15 bytes	C++ 
osg55-osgViewerd.dll!osgViewer::ViewerBase::frame(double
simulationTime=1.7976931348623157e+308)  Line 609 + 0xf bytes	C++ 
osg55-osgViewerd.dll!osgViewer::ViewerBase::run()  Line 581 + 0x1b

bytes   C++ osg55-osgViewerd.dll!osgViewer::CompositeViewer::run()
Line 233C++ osgcompositeviewerd.exe!main(int argc=3, char * *
argv=0x02330ed8)  Line 311 + 0xf bytes	C++ 
osgcompositeviewerd.exe!__tmainCRTStartup()  Line 582 + 0x19 bytes	C 
osgcompositeviewerd.exe!mainCRTStartup()  Line 399	C 
kernel32.dll!76a94911() ntdll.dll!778de4b6() ntdll.dll!778de489()


I forced the single thread mode (the only thing on the command line
was the filename of my 3D model).

By the way, is there a better solution to wait for the viewer
completion after the run() method?


When run completes I would hope it's done, I don't know of other ways.



What OS are you using? Maybe I should try on XP to see if it does the
same thing.


J-S tried on Vista and it worked with latest OSG svn. I'm on Debian Sid 
32-bit.


jp



Hope we can help each other!

Cheers,

Frederic Drolet, M. Sc. Computing Solutions and Experimentations |
Solutions informatiques et expérimentations Systems of Systems |
Systèmes de systèmes DRDC Valcartier | RDDC Valcartier 2459, boul.
Pie-XI North Quebec, Quebec G3J 1X5 CANADA Phone | Téléphone: (418)
844-4000 ext : 4820 Fax | Télécopieur: (418) 844-4538 E-mail |
Courriel: frederic.dro...@drdc-rddc.gc.ca Web :
www.valcartier.drdc-rddc.gc.ca

-Original Message- From:
osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
Delport Sent: 

Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread J.P. Delport

Hi J-S,

J.P. Delport wrote:

Hi J-S,

Jean-Sébastien Guay wrote:

Hi again,

I haven't had a chance to check your code yet, give me a few minutes 
and I'll check if there's anything amiss that I can see.


I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN 
head. But it seems that you've pinned it down to the texture pool as I 
thought, though it would seem to be OS specific? A bit weird.


maybe I've missed an update in the last week, will try the latest SVN.



Latest SVN indeed works as expected. I must have been using a dud 
version from somewhere in svn land.


Sorry for the noise folks... move right along... nothing to see here...



Sorry I couldn't help more.


Someone saying: Hey, it works for me is enough sometimes.

thanks
jp

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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread Robert Osfield
Hi J.P,

On Tue, Nov 24, 2009 at 3:32 PM, J.P. Delport jpdelp...@csir.co.za wrote:
 Latest SVN indeed works as expected. I must have been using a dud version
 from somewhere in svn land.

 Sorry for the noise folks... move right along... nothing to see here...

Does this mean that there isn't a bug to look into?  Can I now safely
ignore this thread?

Robert.
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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread J.P. Delport

Hi Robert,

J.P. Delport wrote:

Hi Robert,

it seems to be something broken on context destruction with the new 
texture pool. The orphaned list does not seem to be cleared properly. A 
texture is used from the orphaned list even though the context it 
belonged to had been destroyed earlier.


When libosg is compiled with

#define USE_NEW_TEXTURE_POOL 1

commented out, the example works as expected.


Latest svn also works, so you've already fixed what I tried to describe 
above. That'll teach me to update before I go bug hunting.


rgds
jp



regards
jp

J.P. Delport wrote:

Hi,

Robert Osfield wrote:

Hi J.P.

I'm still knee deep in merging submissions so can't yet go off
reviewing user code.  In principle it is possible to mange open and
closing viewers.  I can point you in the right direction but have to
let you get on with it otherwise.


I understand, I'll try search for cleanup code, just not sure where to 
start.


Anyone else?

jp



Robert.

On Tue, Nov 24, 2009 at 12:32 PM, J.P. Delport jpdelp...@csir.co.za 
wrote:

Hi Robert,

Robert Osfield wrote:

Hi J.P,

The typical problem is that the scene graph has been set up to unref
texture images after apply so when it comes to reloading the texture
images there aren't the to download.
should this still happen when I'm completely reloading a scene after 
the

viewer and scene have been deleted completely?

It seems that OSG thinks there is still a valid texture it can use 
after

I've deleted the scene and CompositeViewer.

Running the attached e.g.:
./test cow.osg

Constructing PixelBufferObject for image=0x9547928
_maxTexturePoolSize=0
_maxBufferObjectPoolSize=0
Created new TextureObject, _numOfTextureObjects 1
Created new TextureObject, _numOfTextureObjects 1

now I click the X on the window and the app deletes the scene and 
viewer and

creates them anew:

_maxTexturePoolSize=0
_maxBufferObjectPoolSize=0
Reusing orhpahned TextureObject, _numOfTextureObjects=1
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
Reusing orhpahned TextureObject, _numOfTextureObjects=1
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)

So it tries to reuse something that's not there? How can I convince 
OSG to

drop all caches/buffers/GL objects?

jp



Robert.

On Tue, Nov 24, 2009 at 9:17 AM, J.P. Delport jpdelp...@csir.co.za
wrote:

Hi all,

I've run into the classic missing textures problem when stopping 
and

restarting a compositeviewer multiple times in the same app. From
previous
threads on this problem it seems to be context cleanup/GL object 
cleanup

that does not get done properly, but I'm just using the normal
CompositeViewer and not messing with contexts/windows/sceneviews 
myself,

so
I thought the cleanup would be handled correctly.

Attached a very slightly modified compositeviewer example. All it 
does is
create/destruct the compositeviewer 5 times. When the viewer is 
created

for
the second time, all my textures are gone (just run without any
arguments).

Can anyone confirm the missing textures? Any hints as to what else 
needs

to
be done to make sure everything is cleared/flushed correctly?

thanks
jp

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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread Jean-Sébastien Guay

Hi Frederic,


Some more fun in perspective! At least, I'll try the texture pool solution in 
the latest SVN build to see if it helps.


I think that's what's most susceptible to work. Even stable releases can 
have bugs. So I really suspect that you're hitting a bug that's fixed in 
SVN. As I said, I run the example on Windows Vista without crashes (I 
tried multiple times without problems) and I run an nVidia card as well 
(9800GTX+) with semi-recent drivers.


Hope this helps,

J-S
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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread J.P. Delport

Hi Robert,

Robert Osfield wrote:

Hi J.P,

On Tue, Nov 24, 2009 at 3:32 PM, J.P. Delport jpdelp...@csir.co.za wrote:

Latest SVN indeed works as expected. I must have been using a dud version
from somewhere in svn land.

Sorry for the noise folks... move right along... nothing to see here...


Does this mean that there isn't a bug to look into?  Can I now safely
ignore this thread?


this is what I hoped, but no. I just now reran the example I attached 
with terrain as the parameter instead of cow.osg and now it again fails 
on the second viewer being created. The textures of the particles are 
OK, but textures on the terrain are missing. When zooming into terrain, 
the newly loaded textures are OK.


I've again tried by commenting out

#define USE_NEW_TEXTURE_POOL 1

and then the terrain is also fine on the second run.

So it seems it's not finished yet, sorry...

jp



Robert.
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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-24 Thread J.P. Delport

Hi J-S,

Jean-Sébastien Guay wrote:

Hi again,

I haven't had a chance to check your code yet, give me a few minutes 
and I'll check if there's anything amiss that I can see.


I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN 
head. But it seems that you've pinned it down to the texture pool as I 
thought, though it would seem to be OS specific? A bit weird.


Sorry I couldn't help more.


can you try with terrain as the parameter to the test app. For me this 
still fails on the second creation of the viewer. When zooming into the 
terrain the newly loaded textures are OK though.


jp



J-S


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Re: [osg-users] TriStripVisitor issue

2009-11-24 Thread Tanguy Fautre
Hi Robert,

I'll do these modifications and check them tonight when I'm back home.
To speed things up (and because we're going to backport OSG changes),
I'm not going to do a full release on TriStripper website yet; instead
I'll send you a zip containing the updated version.


Cheers,

Tanguy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 24 November 2009 3:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] TriStripVisitor issue

Hi Tanguy,

On Tue, Nov 24, 2009 at 2:55 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 http://users.telenet.be/tfautre/softdev/tristripper/

Thanks the link and explanation.

 After a quick look at the header, I've noticed protections against
 min/max macros that will cause a hard failure when those are detected
 (which you probably want to avoid in a library such as OSG). Thinking
 about it now, this is a bit harsh as I've learned since now how to
avoid
 macro expansion. For example, replacing

 const size_t Overlap = std::min(PossibleOverlap, size());

 by

 const size_t Overlap = (std::min)(PossibleOverlap, size());

 will avoid the macro replacement and use the std function instead.

Is there any chance you can max this fix the TriStripper before I take
a copy and merge it with the OSG?


Cheers,
Robert.
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Re: [osg-users] TriStripVisitor issue

2009-11-24 Thread Robert Osfield
On Tue, Nov 24, 2009 at 4:59 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 I'll do these modifications and check them tonight when I'm back home.
 To speed things up (and because we're going to backport OSG changes),
 I'm not going to do a full release on TriStripper website yet; instead
 I'll send you a zip containing the updated version.

Thanks, just send me the zip file and should be get on to do a
review/merge tomorrow.

Robert.
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Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?

2009-11-24 Thread Robert Osfield
Hi Sergey et. al,

I'm finally getting back ontop of my submissions backlog and will be
allotting time this week to investigating outstanding issues.  The
DatabasePager issue being one of them.  The first step for me is
recreating the issue so I've got your main.cpp example up and
compiling under my system, and tested it out against the VPB built
example database up on osg-users:

   http://www.openscenegraph.org/data/earth_bayarea/earth.ive

I've also integrated Michael Bach Jensen's suggested custom MyPager to
keep tabs on memory growth.  I'll add more stats to this as well.

My thought is that it'd be worth using this code as a basis for a new
OSG example that can be used as testbed for reproducing, debugging and
then an ongoing unit test.  Are you happy for the code to be used/open
sourced in this way?

My second thought is that we'll need to use a common database or set
of databases and record camera paths for each of the windows to force
the same conditions so that we can measure before and after results as
we adjust values/algorithms/fix bugs.   Are you able to reproduce
the problem with the above database?

The issues with TXP databases will also need a TXP database.  Ideally
also so expertise from TerraPage guys if any are left as the code base
is primarily written by them.  I know a lot of them lots jobs when the
various buyouts happened so I know if there is anybody else left to
help out.  Is there anybody out there on support?

Robert.

On Mon, Oct 19, 2009 at 3:28 PM, sergey leontyev sleon...@ist.ucf.edu wrote:
 I have created an example for the memory growth problem.

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

 It creates 3 views. In order to trigger the memory growth problem.
 First get closer to the terrain slowly ( so it appears) for lets say 2 bottom 
 views.
 Tilt the camera so it looks down at the terrain. Dont do anything else and 
 watch the memory growth.
 If memory usage is not growing, try to navigate camera to different places 
 and zoom out further.


 Thank you!

 Cheers,
 sergey

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Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-11-24 Thread John Price
Hi Robert,

Thank you again for taking the time to reply. Your assumptions were correct, I 
had not turned off the other GL options.

I am planning to play with gl3 a little, there must be some advantages to using 
it. But it also seems at first glance that one might be giving up some 
optimizations in OSG by not using gl1 and gl2. I am curious if it might be 
useful to create a gl3 compatibility context to take advantage of existing 
optimizations. I have to admit that I have found only bits and pieces of useful 
information on gl3 even though it appears to be at rev. 3.2. My assumptions 
about a compatibility context could be completely off.

If you or Paul Martz have found a source of useful information about gl3 I 
would be very appreciative if you could share it with me and the OSG community. 
In the mean time I will begin the learning curve by doing.


Thank you!

Cheers,
John

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[osg-users] IntersectVisitor does not recognize Nodes on different Projection

2009-11-24 Thread Thorsten Werner
Hi,

I've got a loaded model which is a child of the root.
the second child of the root node is a ortho2d projection, which i use for the 
GUI. Now i've taken the example osgkeyboardmouse from the osg site and my 
problem is that it only catches intersections with the loaded model. Not with 
the Goedes which are at the Ortho2D ProjectionMatrix.

double w(.05), h(.05);
osgUtil::PolytopeIntersector* picker =
new osgUtil::PolytopeIntersector(
osgUtil::Intersector::PROJECTION,
x-w, y-h, x+w, y+h);
osgUtil::IntersectionVisitor iv(picker);
viewer-getCamera()-accept(iv);

this is how i configured the Visitor. I've tried to change the Intersector into 
a osg::Intersector::WINDOW. ut then absolutely nothing happens anymore. 

Thanks in advance.

Cheers,
Thorsten

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Re: [osg-users] [osgOcean] osgOcean also rendering with osgParticle?

2009-11-24 Thread Erik Johnson
Hi Kim,

Rendering osgParticles with osgOcean *kinda* works now with r183, except for 
three issues I see:

1)  It seems the alpha of the particles get's dropped when the particles are in 
the reflection of the sun.
2) The particles themselves, seem to be darker than usual (like the polygon 
color turned gray)
3) The underwater scene is now rendering neon-like colors (need effect, but 
probably not desired!)

Let me know if I can be of more help!

Thanks,
-Erik

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Re: [osg-users] [osgPlugins] osganimation plugin and static linking

2009-11-24 Thread Kazimir De Paris
Hi there,

Well, I ended up making it work !
As a matter of fact, it came to me all of a sudden that I could directly embed 
the osganimation plugin source code into my project.  And as the plugin is only 
one single source file (ReaderWriter.cpp), it was not a big deal...

Anyways, all is working now, and I hope that I can move forward quick.
Cheers,
Stratboy61

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[osg-users] Rotation about Arbitrary Axis: Please help...

2009-11-24 Thread Allen Saucier
Hi all,

I'm having fun learning about rotation about an arbitrary axis and it's not 
working as I expected it to at all.

I am using the code from the Trackball manipulator to construct a local 
origin at a point that is actually @ the edge of my earth sphere.

It goes like this:

osg::Vec3d Up(0,0,1);
osg::Vec3d focalPt(x,y,z);

osg::Vec3d x_axis = Up ^ focalPt; // up cross focal should give x-axis?
osg::Vec3d y_axis = x_axis ^ focalPt;// should be y-axis??
osg::Vec3d z_axis = x_axis ^ y_axis;

I can construct the x-axis w/o a prob and I can rotate about it - though it 
LOOKS LIKE A PITCH that I am actually performing and not a ROLL.
This behavior is very strange to me. :(

To actually perform the rotate, I do the following:

osg::Quat q(AngleOfRotation, x_axis);
osg::Matrixd mtxd = osg::Matrixd::rotate(q) * OriginalPositionMatrixd;

The mtxd computed is the correct rotation about the x-axis but, again, it 
appears to be a PITCH instead of a ROLL.

OriginalPositionMatrixd is computed as follows:
  osg::Vec3d ov3d = s_paxNode-getPosition();
  osg::Quat  q= s_paxNode-getAttitude();
  osg::Matrixd mtxdR; mtxdR.makeRotate(q);
  osg::Matrixd mtxdT; mtxdT.makeTranslate(ov3d);
  osg::Matrixd OriginalPositionMatrixd = mtxdR * mtxdT; //order matters

MY PROBLEM:  
when I attempt to rotate about y-axis or z-axis which I think are local to 
the focalPt, the rotation is totally wrong.
It rotates in an completely unexpected way.

Would someone please explain to me how to properly construct a local origin at 
my focal point so that I can rotate my model, 
which is at that point, around the local x,y and z axes?  
I am on the surface of the Earth, too, and I want to actually rotate my model 
about it's z-axis so as to change the azimuth the model is facing.

Note: whether the axes are normalized or not seems to make no difference though 
I think that that should make a difference.
... 

Thank you very much!

Cheers,
Allen

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

2009-11-24 Thread Kim Bale
Hi Tian,

Sorry about the late reply on this, I must have got distracted and
forgot to reply.

 But the model was under a pisitionAttitudeNode, and I just make the model -1 
 meter down. Does it matter?

No that shouldn't matter, transforming the ocean surface itself may
cause problems though.

It's possible that one side of the model is being culled in the
reflection and you're seeing the inside of the model. I just added an
override to the reflection camera that should force face culling to
off when it's passing through the reflection camera
(http://code.google.com/p/osgocean/source/detail?r=184). This might
fix the problem, could you try updating from the trunk and see if the
issue is resolved?

Cheers.

K.


2009/11/24 Tian Ma tianxiao...@foxmail.com:
 Hi Kim:

 No, I am not.

 But the model was under a pisitionAttitudeNode, and I just make the model -1 
 meter down. Does it matter?

 When go near the model, the reflection will be more and more cmoplete and 
 looks like many triangle reflections combined together.

 The picture is as follow link:

 http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg
 Cheers,
 MT





 Kim Bale wrote:
 Are you using a matrix transform above OceanScene to alter the sea level?

 K.


 2009/11/19 Tian Ma :

  Hi Kim:
 
  I just give the picture's URL link below:
 
  http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg
 
  Cheers,
  MT
 
 
 
  Kim Bale wrote:
 
   There's no attachment at all now :(
  
   K.
  
  
   2009/11/19 Tian Ma :
  
  
Hi Kim,
   
I have amended the attachment problem. Can you see the picture clearly 
now?
   
Cheers,
MT
   
   
Kim Bale wrote:
   
   
 Hi Tian,

 I can't really see what's wrong from the attached picture, it kind of
 looks like a dirty blue splodge...

 K.


 2009/11/19 Tian Ma :



  Hi Kim,
 
  When add my own island model to the oceanscene and of cource 
  nodemask and shaders have been set to the model, I found that the 
  reflection of the model on the ocean surface is not complete.
 
  Will you please tell me what caused this problem? And coule the 
  problem be solved?
 
  Thank you!
 
  Cheers,
  Tian[/img]
 
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Re: [osg-users] broken osgconv.exe

2009-11-24 Thread ted morris
Yes, I think I resolved finding the 3rdparty dependencies. But for some
reason, the osgdb_xxx pluggins listed in the last e-mail:

osgdb_gz
osgdb_curl
osgdb_ive
osgdb_png
osgdb_tiff
osgdb_tiffd

dependencywalker shows that these pluggin dlls are still looking for
MSVCR80.DLL  *and* MSVCR90.DLL

And the other pluggins can't find MSVCR90.DLL.

bizarre.

thanks,
t



Well, I tried dependencywalker.com and opened up the pluggins.

On Mon, Nov 23, 2009 at 7:24 PM, Mourad Boufarguine 
mourad.boufargu...@gmail.com wrote:

 Hi Ted,

 You can use the Dependency Walker (http://www.dependencywalker.com/) to
 check the version number of the runtime, the dependencies were compiled
 against.

 I just tried it with the zlib and png dlls contained in VisualStudio 9
 (2008) SP1 prebuild dependencies (
 http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies),
 and I found that the release versions were compiled with the 9.0.30729
 runtime, which is actually 2008 SP1. The debug version, though, was
 compiled with the 9.0.21022 runtime , which is the 2008 runtime. The zlib
 is used in both ive and gz plugins. I don't see  how you get the message
 about the 2005 runtime dependency. Double check in the output window of VS
 that the zlib and png dlls that are actually loaded are the good ones.

 Regards,
 Mourad

 On Tue, Nov 24, 2009 at 1:21 AM, ted morris ted.mor...@gmail.com wrote:

 credist_x86 VisualStudio 2005 (v8) runtimes



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[osg-users] VBO's - lifetime.

2009-11-24 Thread Nico Kruithof
Hello,

When a node with VBO's enabled outlives the lifetime of it's renderer, I get
an access violation in GLBufferObjectSet::orphan when I try to destroy the
node. I tried to write down the scenario:

using namespace osg;

ref_ptrNode node(new Node);
ref_ptrGeometry geom(new osg::Geometry);
// ... fill geom
geom-setUseVertexBufferObjects(true);
node-addDrawable(geom.get());

{
  ref_ptrosgViewer::Viewer viewer(new osgViewer::Viewer());
  viewer-setSceneData(node);
  viewer-frame();
  // render for a while

  viewer = NULL; // The viewer is destroyed here
}

node = NULL; // This gives the access violation.


Now if I don't set geom-setUseVertexBufferObjects(true); everything works
fine. Do you still need a valid render context or a valid viewer to be able
to clean up the VBO's?

Nico
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Re: [osg-users] [osgOcean] osgOcean also rendering with osgParticle?

2009-11-24 Thread Kim Bale
Hi Erik, Tian,

Thanks to you both for testing.

 1.We can see that: the sharp white around the boat is still there, although 
 the around water looks transparent.

Yes that's still an issue I didn't attempt to fix that one I'm
afraid.. it will need some thought.

 3.The foams around the island gone, and the water is just transparent around 
 the shore.

Since the shoreline foam is still a work in progress I put a hash
define around it in the water.frag to block out the code until I can
resolve the problems with it.

 2. When I look up to the boat under the ocean, the boat's color seems 
 abnormal( purple ).
 3) The underwater scene is now rendering neon-like colors (need effect, but 
 probably not desired!)

Seemed to have missed this because I only tested against the external
shaders, but it highlighted a dormant bug, so well spotted. I rather
liked the underwater disco lights tbh, but sadly not everyone will :).
This has now been resolved
(http://code.google.com/p/osgocean/source/detail?r=185).

 1)  It seems the alpha of the particles get's dropped when the particles are 
 in the reflection of the sun.

Could you post a screen shot? It's hard to tell what you mean exactly.

 2) The particles themselves, seem to be darker than usual (like the polygon 
 color turned gray)

I assume this is because you've added the psystem as a child of
OceanScene and thus the default shader will be applied to them, which
will force lighting on them. Make a quick edit of the default shader
and bind it to your particle system replacing the line:

final_color = lighting( textureColor );

with

final_color = textureColor;

They should lighten up again. You might also want to remove the
fogging etc depending on preference.


Regards,


Kim.



2009/11/24 Erik Johnson r.erik.john...@gmail.com:
 Hi Kim,

 Rendering osgParticles with osgOcean *kinda* works now with r183, except for 
 three issues I see:

 1)  It seems the alpha of the particles get's dropped when the particles are 
 in the reflection of the sun.
 2) The particles themselves, seem to be darker than usual (like the polygon 
 color turned gray)
 3) The underwater scene is now rendering neon-like colors (need effect, but 
 probably not desired!)

 Let me know if I can be of more help!

 Thanks,
 -Erik

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Re: [osg-users] Height fields implementation

2009-11-24 Thread Janna Terde
Hi Chris and Robert,

Thank you very much for your replies! 

For now I think I will postpone using VPB. I will have a lot of different types 
of data and would need to see how to go around processing it into one standard. 

Currently I am subdividing my height map into smaller ones and rendering 
several separate HeightFields. This at least gives me fast geometry update. 
However I believe that using plain HeightFields is not good. But since I got 
the problems with the TerrainTile/HeightFieldLayer as I mentioned before I have 
no choice.

Robert, if you have any idea why do I have these problems (see in my previous 
post) I will be very happy to hear your suggestions!

I am thinking eventually to look into vertex shader option as it might be the 
fastest one. Currently I am implementing a prototype version to see how 
fast/slow things can get.

I want to say thanks again for your help! This forum is a great support for osg 
users, especially new ones! 

Cheers,
Janna

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Re: [osg-users] Height fields implementation

2009-11-24 Thread Chris 'Xenon' Hanson
Janna Terde wrote:
 For now I think I will postpone using VPB. I will have a lot of different 
 types of data and would need to see how to go around processing it into one 
 standard. 

  VPB supports a lot of different data formats.

  You're ignoring a solid and well-defined asset pipeline here. VPB is sort of 
the
de-facto intended way to get large amounts of heighfield data into OSG and 
running at high
framerates. When you decide to go off-track and roll-it-yourself you are losing 
all of the
expertise built into VPB over time. Now, you yourself need to have all that 
expertise that
Robert embedded into VPB, and obviously you don't have that expertise. And, not 
to speak
for Robert, but I expect his answer will be something along the lines of I put 
all that
expertise into VPB so I wouldn't have to keep answering peoples questions about
heightfields individually. ;)

 Currently I am subdividing my height map into smaller ones and rendering 
 several separate HeightFields. This at least gives me fast geometry update. 
 However I believe that using plain HeightFields is not good. But since I got 
 the problems with the TerrainTile/HeightFieldLayer as I mentioned before I 
 have no choice.

  One thing to do would be to build a trivial .OSG database from a test dataset 
using VPB,
then compare it to a .osg-saved version of the scenegraph you hand-rolled to 
see what VPB
is doing differently from you that might perhaps make its 
TerrainTile/HeightFieldLayer
objects work where yours do not. The .osg format is ASCII, so it's easy to 
examine and diff.

 I am thinking eventually to look into vertex shader option as it might be the 
 fastest one. Currently I am implementing a prototype version to see how 
 fast/slow things can get.

  Even with the vertex shader, you will still need to get the modified vertex-Z 
data down
the pipeline to the GPU. How do you plan to do that? Shoving a big bite of 
anything down
the pipe is likely to cause bottlenecks, but there are techniques for 
minimizing the
impact of this whether you are using standard vertices or a dynamic 
vertex-shader.

 Cheers,
 Janna

-- 
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] Disabling culling for a geode

2009-11-24 Thread Guy Volckaert
Hi,

Is there a way to disable culling for a geode. Essentially, I want the geode 
render every frame - usefull for skyboxes and skydomes. I tried calling 
setCullingActive(false) but that does not work. 

The only way I was able to make it work, so far, is by setting the 
Geometry::setInitialBound(...) to something very big. But that seems odd to me. 
Is there a better way that I am not aware of?

Thanks,

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[osg-users] picture in picture...

2009-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

This is probably a silly question but what's the best way to do a picture
in picture using CompositeViewer?

 

Right now I have multiple views added to my viewer and I want to have
control as to which one gets rendered on top of the others in the main
viewer window.

 

Thanx,

-Shayne



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[osg-users] How can I create a osgViewer windowed?

2009-11-24 Thread Ricardo Ruiz
Hi all!

osgViewer starts always in full screen mode. How can I tell it I would like a 
window or windowed app?

Thanks a lot.

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Re: [osg-users] How can I create a osgViewer windowed?

2009-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
view-setUpViewInWindow()...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ricardo
Ruiz
Sent: Tuesday, November 24, 2009 4:32 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How can I create a osgViewer windowed?

Hi all!

osgViewer starts always in full screen mode. How can I tell it I would like
a window or windowed app?

Thanks a lot.

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Re: [osg-users] How can I create a osgViewer windowed?

2009-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sorry...I had suggested doing it programmatically...:(

If you do osgviewer --help-all, I'm sure it will show you how to do it
from the command line...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, November 24, 2009 4:35 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How can I create a osgViewer windowed?

view-setUpViewInWindow()...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ricardo
Ruiz
Sent: Tuesday, November 24, 2009 4:32 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How can I create a osgViewer windowed?

Hi all!

osgViewer starts always in full screen mode. How can I tell it I would like
a window or windowed app?

Thanks a lot.

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Re: [osg-users] How can I create a osgViewer windowed?

2009-11-24 Thread Ricardo Ruiz
Wonderful!

Thanks a lot. 

BTW, is there any way to automatically center that window? or get screen size 
and window size? Just to let my window nicer. (from OSG, not from Win32 API)

Thanks Tueller.

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

2009-11-24 Thread Tian Ma
Hi Kim:

Oh, great!! That fix the problem!
 
Thank you  for your quick work!

Cheers,
Tian



Kim Bale wrote:
 Hi Tian,
 
 Sorry about the late reply on this, I must have got distracted and
 forgot to reply.
 
 
  But the model was under a pisitionAttitudeNode, and I just make the model 
  -1 meter down. Does it matter?
  
 
 No that shouldn't matter, transforming the ocean surface itself may
 cause problems though.
 
 It's possible that one side of the model is being culled in the
 reflection and you're seeing the inside of the model. I just added an
 override to the reflection camera that should force face culling to
 off when it's passing through the reflection camera
 (http://code.google.com/p/osgocean/source/detail?r=184). This might
 fix the problem, could you try updating from the trunk and see if the
 issue is resolved?
 
 Cheers.
 
 K.
 
 
 2009/11/24 Tian Ma :
 
  Hi Kim:
  
  No, I am not.
  
  But the model was under a pisitionAttitudeNode, and I just make the model 
  -1 meter down. Does it matter?
  
  When go near the model, the reflection will be more and more cmoplete and 
  looks like many triangle reflections combined together.
  
  The picture is as follow link:
  
  http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg
  Cheers,
  MT
  
  
  
  
  
  Kim Bale wrote:
  
   Are you using a matrix transform above OceanScene to alter the sea level?
   
   K.
   
   
   2009/11/19 Tian Ma :
   
   
Hi Kim:

I just give the picture's URL link below:

http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg

Cheers,
MT



Kim Bale wrote:


 There's no attachment at all now :(
 
 K.
 
 
 2009/11/19 Tian Ma :
 
 
 
  Hi Kim,
  
  I have amended the attachment problem. Can you see the picture 
  clearly now?
  
  Cheers,
  MT
  
  
  Kim Bale wrote:
  
  
  
   Hi Tian,
   
   I can't really see what's wrong from the attached picture, it 
   kind of
   looks like a dirty blue splodge...
   
   K.
   
   
   2009/11/19 Tian Ma :
   
   
   
   
Hi Kim,

When add my own island model to the oceanscene and of cource 
nodemask and shaders have been set to the model, I found that 
the reflection of the model on the ocean surface is not 
complete.

Will you please tell me what caused this problem? And coule the 
problem be solved?

Thank you!

Cheers,
Tian[/img]

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Re: [osg-users] [osgOcean] Wake effects?

2009-11-24 Thread Tian Ma
Hi Kim:

My graphics card is 'NVIDIA GeForce 7300 LE'.

The version number = r181 could work normally on this card. 

And since r182 to 185, the error emerged.


Cheers,
Tian



Kim Bale wrote:
 Hi Tian,
 
 Last night I committed the changes that permit alpha tranparencies to
 be used in conjunction with the glare and depth of field effects. This
 required the use of multiple render targets (
 http://code.google.com/p/osgocean/source/detail?r=183 ) and some
 changes to some of the shaders.
 
 It looks like that's used up the maximum varying attributes of your
 card and also possibly your card doesn't support MRTs.
 
 What graphics card are you using? Could you set the notify level to
 osg::notifylevel::info and dump the contents to file so I can see
 exactly what the problem is?
 
 Cheers.
 
 Kim.
 
 2009/11/24 Tian Ma :
 
  Hi Kim,
  
  I update the source code from SVN today and generate the new ocean project. 
  When run the example, some errors emerge. The error image is as follow link:
  
  http://storage.openlab.net.cn/forums/2009-11-24/1981569/%e9%94%99%e8%af%af.JPG
  
  Something wrong with the water.frag?
  
  Thank you!
  
  Cheers,
  Tian
  
  
  
  Kim Bale wrote:
  
   Hello Erik,
   
   Sorry I missed your post yesterday. There isn't really any support for
   wakes on the sea surface at the moment, although it's definitely
   something that needs addressing.
   
   However, I just had a submission which uses the depth buffer to add
   breaking foam to the shoreline. This does sort for work for other
   objects on sea, like ships, but it doesn't look very pretty at the
   moment. You're more than welcome to have a play with the effect and
   see if you can do anything with it. From what I understand what you'd
   need to do is add a sort of sloped geometry which tracks you your
   boat, that would get picked up in the depth buffer and the same foam
   texture used on the wave crests is applied to it.
   
   It's been checked into the trunk, but like I say it needs a little work.
   
   There was a discussion about it here:
   
   http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252
   
   Cheers.
   
   Kim.
   
   
   
   2009/11/18 Erik Johnson :
   
   
Hi,

I thought this would have come up before, but does anyone have 
suggestions how to render a boat's wake?  Using osgParticle provides an 
ok solution, but falls apart rapidly if the ocean waves are too large 
(the particles go underwater).

Would be cool to leverage the same texturing effects as the wave crest 
foam stuff - just not sure how.  :)

Thanks for any suggestions,
Erik

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[osg-users] Missing ShapeDrawables in .obj export

2009-11-24 Thread Ben Axelrod
I have a scene that has some primitive shapes in it created with 
ShapeDrawables.  When i save the scene to a .obj file using 
osgDB::writeNodeFile() the ShapeDrawables don't show up in the file, but the 
floor plane i created with simple geometry does.  If i save it to a .osg file 
instead, then everything is in in the file.  I get the same results if i use 
osgconv to convert my .osg file into a .obj.

Note: i am viewing the exported files with osgviewer.  And i am using OSG 
version 2.6.

Any clue on why this is or how to get around it?

Thanks,
-Ben
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Re: [osg-users] [vpb] Error during compiling VirtualPlanetBuilder

2009-11-24 Thread Hartwig Wiesmann
Hi,

how did you solve the problem of the compiler errors? I also still get them!


Thank you!

Cheers,
Hartwig

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