[osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Fred Smith
Hi,

In a drawable cull callback, I have found that State::getModelViewMatrix() and 
State::getProjectionMatrix() are different from the matrices returned by 
Camera::getViewMatrix() and Camera::getProjectionMatrix().

I actually can't perform world to screen space coordinate conversion using 
matrices provided by the State, at least not using this kind of formula: 
screenSpacePoint = worldSpacePoint * view * proj * viewPortComputedWindowMatrix.

The same calculation works with camera matrices.

Am I missing something?

Cheers,
Fred

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Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Frederic Bouvier
Hi Fred,

- Fred Smith a écrit :

 Hi,
 
 In a drawable cull callback, I have found that
 State::getModelViewMatrix() and State::getProjectionMatrix() are
 different from the matrices returned by Camera::getViewMatrix() and
 Camera::getProjectionMatrix().
 
 I actually can't perform world to screen space coordinate conversion
 using matrices provided by the State, at least not using this kind of
 formula: screenSpacePoint = worldSpacePoint * view * proj *
 viewPortComputedWindowMatrix.
 
 The same calculation works with camera matrices.
 
 Am I missing something?

This is a wild guess but I think ModelViewMatrix != ViewMatrix so
State::getModelViewMatrix() shouldn't be the same than Camera::getViewMatrix()

Regards,
-Fred
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Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Tim Moore
On Thu, Dec 2, 2010 at 9:18 AM, Fred Smith osgfo...@tevs.eu wrote:

 Hi,

 In a drawable cull callback, I have found that State::getModelViewMatrix()
 and State::getProjectionMatrix() are different from the matrices returned by
 Camera::getViewMatrix() and Camera::getProjectionMatrix().

 Very few, if any, things in the State object are valid during the cull
traversal. They could be changed asynchronously by the draw traversal in
another thread, for example. You want the CullVisitor (actually, CullStack)
methods getModelViewMatrix() and getProjectionMatrix(), which give you the
concatenated matrices at that point in the scene graph.

Also, as Fred said, the View matrix is not the same as the ModelView matrix.

Tim

 I actually can't perform world to screen space coordinate conversion using
 matrices provided by the State, at least not using this kind of formula:
 screenSpacePoint = worldSpacePoint * view * proj *
 viewPortComputedWindowMatrix.

 The same calculation works with camera matrices.

 Am I missing something?

 Cheers,
 Fred

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Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Torben Dannhauer
Hi,

*harrumph* emmm, what is the difference? :)


Thank you!

Cheers,
Torben

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Re: [osg-users] second-order equation

2010-12-02 Thread Robert Osfield
Hi Kurt,

On Thu, Dec 2, 2010 at 6:09 AM, Cracj Kurt couple...@mail.ru wrote:
 Surface , for example z= sin(x)sin(y).

 I see only one solution. Calculate the value of a formula written into the 
 matrix and show the shape. But  may exist complete class or method...

There are many solutions, but the one you suggest I can't make any sense from.

Down on the gpu you can use sin functions, and the osgparametric
example is a good example of this so have a look at it.  The
osgparametric example creates a large flat mesh with z value of 0,
then it uses a vertex shader to take the x and y quantities to compute
the z value, along with a uniform that provide a time varying quantity
that animates the resulting mesh.

Robert.
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Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Robert Osfield
Hi Fred,

On Thu, Dec 2, 2010 at 8:18 AM, Fred Smith osgfo...@tevs.eu wrote:
 In a drawable cull callback, I have found that State::getModelViewMatrix() 
 and State::getProjectionMatrix() are different from the matrices returned by 
 Camera::getViewMatrix() and Camera::getProjectionMatrix().

 I actually can't perform world to screen space coordinate conversion using 
 matrices provided by the State, at least not using this kind of formula: 
 screenSpacePoint = worldSpacePoint * view * proj * 
 viewPortComputedWindowMatrix.

 The same calculation works with camera matrices.

 Am I missing something?

As mentioned Tim mentioned the osg::State object tracks the current
OpenGL state that the OSG is managing during the draw traversal, it's
values change dynamically as the OSG dispatches data to OpenGL.  The
OSG also allows the update and cull to overlap with the draw traversal
when the viewer is running in DrawThreadPerContext or
CullThreadPerCameraDrawThreadPexContext threading models.   This all
means when and where you check the values will be critical - it's only
really valid during a draw callback.

Another factor is that the cull traversal by default updates the near
and far planes of the projection matrix to fit the extents of the
scene graph being rendered.

The big question for me is what are you trying to do, where are you
doing it, and how. You almost certainly are trying to solve a problem
in an inappropriate way, what way you should be tackling it is
something that we can't answer based on what information you've
provided.

Robert.
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Re: [osg-users] Hidden Viewer

2010-12-02 Thread Oliver Neumann
Hello Jean-Sébastien,

Thanks for your reply, 


Skylark wrote:
 Hello Oliver,
 Hmmm, seems you are tripping over something else on your hardware... I 
 just remembered you had mentioned in another post that setting the 
 threading model to SingleThreaded didn't work for you either, but in my 
 case it did... So that indicates something else is going on for you.
 


The code works for me as well if I set the threading model to SingleThreaded! I 
think it is the osg lib, as I have used the official build libs and no custom 
builds. I will update the nVidia driver but I think the difference between our 
two systems is the osg version. I will try to get the current osg trunk to 
work. In the mean time, could you test out your altered pbuffertest.cpp with 
the offical 2.8.3 libs (VS2005) to verify if this is the problem? You can find 
them here: 
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8.3/binaries/Windows/VisualStudio8/.

@ Robert:
If I get the dev build to work, I will check the two solutions you mentioned.

Greetings,
Oliver

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Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Fred Smith

Tim Moore wrote:
 On Thu, Dec 2, 2010 at 9:18 AM, Fred Smith  () wrote:
 
   Hi,
  
  In a drawable cull callback, I have found that State::getModelViewMatrix() 
  and State::getProjectionMatrix() are different from the matrices returned 
  by Camera::getViewMatrix() and Camera::getProjectionMatrix().
  
  
 Very few, if any, things in the State object are valid during the cull 
 traversal. They could be changed asynchronously by the draw traversal in 
 another thread, for example. You want the CullVisitor (actually, CullStack) 
 methods getModelViewMatrix() and getProjectionMatrix(), which give you the 
 concatenated matrices at that point in the scene graph.
 
 
 Also, as Fred said, the View matrix is not the same as the ModelView matrix.

Thanks for your replies.
ModelView is a bit misleading, but if you mean the difference between the 
drawable's model-space matrix and the view-space matrix, I follow you.

Maybe I should put the question this way: in my cull callback, how can I access 
the View matrix, i.e. the view space - world space matrix?

Anyway, I understand from your messages that one simple way to do it is the 
following:

- cast NodeVisitor to CullVisitor (this was the bit I wasn't looking at. I am 
now assuming this is OK to do this, eg. this will always remain valid in future 
OSG versions)
- call CullVisitor::getCurrentCamera()
- use usual Camera methods.

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Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Robert Osfield
Hi Frad,

On Thu, Dec 2, 2010 at 9:18 AM, Fred Smith osgfo...@tevs.eu wrote:
 Anyway, I understand from your messages that one simple way to do it is the 
 following:

 - cast NodeVisitor to CullVisitor (this was the bit I wasn't looking at. I am 
 now assuming this is OK to do this, eg. this will always remain valid in 
 future OSG versions)
 - call CullVisitor::getCurrentCamera()
 - use usual Camera methods.

CullVisitor has a osg::RefMatrix* getModelViewMatrix() and
getProjectionMatrix() methods that it inherits from osg::CullStack
that can be used to get the current modelview and projection matrices.

There multiple ways to modify the modelview and projection matrices
outwith osg::Camera, and even Camera's can be nested so I wouldn't
recommend hard-wiring code to code to any particular camera.

Robert.
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Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Ulrich Hertlein
On 2/12/10 15:13 , Mike Wozniewski wrote:
 On 2/12/10 12:49 , Mike Wozniewski wrote:
 $ du -hs *.a
 328KlibOpenThreads.a
 240Mlibosg.a
   51MlibosgAnimation.a
 116MlibosgDB.a
   34MlibosgFX.a
   75MlibosgGA.a
   67MlibosgManipulator.a
   75MlibosgParticle.a
   25MlibosgPresentation.a
   69MlibosgShadow.a
   56MlibosgSim.a
   24MlibosgTerrain.a
   32MlibosgText.a
 227MlibosgUtils.a
 547MlibosgViewer.a
   31MlibosgVolume.a
   92MlibosgWidget.a
 What sort of a build is this?  Debug or release?  Device or simulator?
 The numbers I'm getting from a release/simulator build (Xcode 3.2.3) are far 
 lower:

 5.5Mlibosg.a
 1.2MlibosgAnimation.a
 1.7MlibosgDB.a
 408KlibosgFX.a
 1.2MlibosgGA.a
 692KlibosgManipulator.a
 848KlibosgParticle.a
 484KlibosgPresentation.a
 952KlibosgShadow.a
 1020KlibosgSim.a
 384KlibosgTerrain.a
 616KlibosgText.a
 3.1MlibosgUtil.a
 1.2MlibosgViewer.a
 448KlibosgVolume.a
 744KlibosgWidget.a

 This is a release/device build (Xcode 3.2.4), but oddly, the debug build is 
 pretty
 similar... just slightly larger (eg, 244M for libosg.a rather than 240M).

Remember that this is a *simulator* build, hence i386 architecture.
The armv6/v7 might explain a certain increase (CISC vs RISC; maybe x2?) but 
nothing this
massive.  Maybe another x2 for a universal build but this is still nowhere near 
what
you're seeing...

/ulrich
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Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Stephan Huber
Hi,

Am 02.12.10 03:54, schrieb Chris 'Xenon' Hanson:

 I don't know if you can static link on iOS, or how you would go about doing 
 it.

For now static linking is the only way on IOS. So the lib sizes do not
matter, as only needed code get linked into the app. And: most of the
time I am only using OpenThreads, osg, osgDB, osgGA, osgUtil and
osgViewer, you don't have to include all libs.

One of my osg based iphone apps is about 20 MB which utilize some of the
osg libs, and some of my own libs.

cheers,

Stephan
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Re: [osg-users] Hidden Viewer

2010-12-02 Thread Robert Osfield
Hi All,

I have now checked in the removal of the makeCurrentImplememtation()
from the PixelBufferWin32.cpp's realizeImplementation() method, rather
the go for the earlier suggestion of adding a releaseContext().

I asked J-S to test this out the removal of the
makeCurrentImplementation(), using both osgscreencapture and
osgprerender --pbuffer yesterday and he reported that it worked fine
so I have checked the change in.

Could members of the community do an svn update and do the tests again
to see how things fair.

Cheers,
Robert.
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[osg-users] testing osgtexture1d..

2010-12-02 Thread Martin Naylor
Hi,
I am not 100% sure what this example does and how it should perform!
I am noticing a lot of flickering of the 1d texture applied?
Will send some screen shots if no else can reproduce?

Regards

Martin Naylor.


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Re: [osg-users] testing osgtexture1d..

2010-12-02 Thread Ulrich Hertlein
On 2/12/10 21:03 , Martin Naylor wrote:
 I am not 100% sure what this example does and how it should perform!
 I am noticing a lot of flickering of the 1d texture applied?
 Will send some screen shots if no else can reproduce?

The example is cycling between OBJECT_LINEAR and EYE_LINEAR texgen modes, so 
you should
see the truck with one texture that's fixed to the object (OBJECT_LINEAR, 
doesn't change
when rotating) and one where the texture changes when the object is rotated 
(EYE_LINEAR).

Just tested on OS X and it looks fine.

/ulrich
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Re: [osg-users] testing osgtexture1d..

2010-12-02 Thread Martin Naylor
Hi Ulrich,
Cheers that makes sense...

Regards

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich
Hertlein
Sent: 02 December 2010 10:17
To: OpenSceneGraph Users
Subject: Re: [osg-users] testing osgtexture1d..

On 2/12/10 21:03 , Martin Naylor wrote:
 I am not 100% sure what this example does and how it should perform!
 I am noticing a lot of flickering of the 1d texture applied?
 Will send some screen shots if no else can reproduce?

The example is cycling between OBJECT_LINEAR and EYE_LINEAR texgen modes, so
you should
see the truck with one texture that's fixed to the object (OBJECT_LINEAR,
doesn't change
when rotating) and one where the texture changes when the object is rotated
(EYE_LINEAR).

Just tested on OS X and it looks fine.

/ulrich
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[osg-users] SEPERATE_WINDOW is that correct?

2010-12-02 Thread Martin Großer
Hello,

a little question or hint about the expression SEPERATE_WINDOW in the 
osg::Camera. It is not so important, but I guess SEPARATE_WINDOW would be 
correct. I have noticed that and I thought I post it here.

Cheers

Martin 
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Re: [osg-users] SEPERATE_WINDOW is that correct?

2010-12-02 Thread Robert Osfield
Hi Martin,

2010/12/2 Martin Großer grosser.mar...@gmx.de:
 a little question or hint about the expression SEPERATE_WINDOW in the 
 osg::Camera. It is not so important, but I guess SEPARATE_WINDOW would be 
 correct. I have noticed that and I thought I post it here.

I can't work out what your question is...

SEPARATE_WINDOW is useful for debugging render to texture techniques,
instead of using an FBO or a pbuffer it hints to the OSG to create a
separate GraphicsWindow that is rendered to and then a copy is done to
the attach texture/image.

Robert.
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Re: [osg-users] SEPERATE_WINDOW is that correct?

2010-12-02 Thread Martin Großer
Hello Robert,

no no I don't have a question. SEPARATE_WINDOW is misspelt in osg::Camera. I 
had use that and the compiler said something like SEPARATE_WINDOW is not 
found because in osg it is misspelt -- SEPERATE_WINDOW. Maybe it is not so 
important, but I want to let you know that. That's all.
Additional I'm using osg-2.8.3.

Cheers

Martin


 Original-Nachricht 
 Datum: Thu, 2 Dec 2010 11:58:39 +
 Von: Robert Osfield robert.osfi...@gmail.com
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] SEPERATE_WINDOW is that correct?

 Hi Martin,
 
 2010/12/2 Martin Großer grosser.mar...@gmx.de:
  a little question or hint about the expression SEPERATE_WINDOW in the
 osg::Camera. It is not so important, but I guess SEPARATE_WINDOW would be
 correct. I have noticed that and I thought I post it here.
 
 I can't work out what your question is...
 
 SEPARATE_WINDOW is useful for debugging render to texture techniques,
 instead of using an FBO or a pbuffer it hints to the OSG to create a
 separate GraphicsWindow that is rendered to and then a copy is done to
 the attach texture/image.
 
 Robert.
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Re: [osg-users] osgscreencapture sample doesn't work

2010-12-02 Thread Igor Galochkin
Thanks a lot, guys!
Yesterday i though i'd go mad, it was like hitting the head against a wall.. 
 But yes, i checked out the current subversion tomorrow morning and managed to 
write an image successfully under Windows with osgscreencapture.
Now it should be (hopefully) trivial to use it in my project.

Thanks for help and for the fix!

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Re: [osg-users] How to render the OSG scene to an image file?

2010-12-02 Thread Igor Galochkin
OK, the problem was with the bug in the Windows implementation of the 
PixelBuffer implementation. 
Checked out the latest version from SVN trunk (development one) and got 
osgscreencapture working under Windows.
Will use it now in my project.

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[osg-users] Trackball Manipulator and RTT

2010-12-02 Thread Thomas Klemmer
Hi,

I'm rendering a scene to texture and display it later on on an orthoquad with 
an orthocam.., now I want to manipulate the rtt cam (obviously not the 
orthocam) with a trackball manipulator.

Could anybody point me to a tutorial or give me some addvise on where to start 
here!?
 

Thank you!

Cheers,
Thomas

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[osg-users] crash in destructor of RegisterReaderWriterProxy

2010-12-02 Thread Werner Modenbach
Hi all,

I'm using osg 2.8.3 and I experience a program crash when closing the program.
It happens after I used 3ds export function which dynamically loads the 
corresponding library.
The crash is in the destructor of RegisterReaderWriterProxy  when calling

Registry::instance()-removeReaderWriter(_rw.get());


The crash happens on Linux and Windows.

Is there anything known about that?


- Werner -
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Re: [osg-users] Application crash

2010-12-02 Thread Werner Modenbach
Hi Tim and Robert,

I just want to give you a feedback. I AM VERY, VERY LUCKY 
You took me on the right path.

Thanks for your great support.

- Werner -

Am Mittwoch, 24. November 2010, 17:13:09 schrieb Robert Osfield:
 Hi Werner,
 
 On Wed, Nov 24, 2010 at 3:02 PM, Werner Modenbach
 
 werner.modenb...@texion.eu wrote:
  I was told using indexes is leaving fast path rendering. Isn't that the
  case? I would be very, very lucky!!!
 
 Use vertex/colour/normal/etc index arrays in osg::Geometry will force
 the OSG to dispatch data to OpenGL using OpenGL slow paths, as OpenGL
 does not support independent index arrays for vertex data.  So avoid
 using osg::Geometry::setVertexIndices(..), setNormalIndex(..),
 setColorIndices(..).  These *Indices() methods are deprecated and only
 currently kept around for backwards compatibility.
 
 However, using DrawElementUShort primitive sets (a wrapper around
 glDrawElements) to pass in indexed primitive data is directly
 supported by OpenGL  and is the generally the best way to pass
 primitive data as you can share vertex data, reducing the amount of
 vertex data you need and enables efficient use of the vertex cache
 down on the GPU.
 
 For you case you should look at trying to minimize both the number of
 vertices you have by sharing as much as possible, and reducing the
 amount of data per vertex.  As Tim suggested you don't need to pass
 normal, binormal and tangent vectors as you can compute the third
 vector very easily and quickly down on the GPU.  You may even be able
 to compute the surface orientation data down on the GPU if you start
 using deferred rendering techniques.
 
 Robert.
 
 Robert.
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Re: [osg-users] Trackball Manipulator and RTT

2010-12-02 Thread Robert Osfield
HI Thomas,

The osgdistortion example sets up a render to texture slave camera
that renders the scene along with inheriting the view matrix from the
master Camera or the view, it uses a relative reference frame to
achieve this.  A second slave camera is used to a that has an absolure
reference frame so ignores the views master camera.  The camera
manipulator (the trackball in your case) controls the viewer's master
camera's view matrix.

Robert.

On Thu, Dec 2, 2010 at 12:36 PM, Thomas Klemmer klem...@uni-weimar.de wrote:
 Hi,

 I'm rendering a scene to texture and display it later on on an orthoquad with 
 an orthocam.., now I want to manipulate the rtt cam (obviously not the 
 orthocam) with a trackball manipulator.

 Could anybody point me to a tutorial or give me some addvise on where to 
 start here!?


 Thank you!

 Cheers,
 Thomas

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Re: [osg-users] Window content stretching when resized after updating from 2.6.1 to 2.8.3

2010-12-02 Thread Robert Osfield
Hi Jasper,

There is chance that the issue comes from a fix to a bug rather than
introduction of a bug, with your original code working around the bug.
 Removing the workaround could well just fix things.  The reason why I
suggest that is that I recall merging fixes to the way the projection
matrices are updated, I don't recall the dates though, but I'm sure
it's since 2.6.x.

Try just removing your code that attempts to update the projection
matrix when you the window is resized.

Robert.

On Thu, Dec 2, 2010 at 12:46 PM, Jesper D. Thomsen j...@anybodytech.com wrote:
 Hi all, I had hoped I would figure this out myself, but no luck so far.



 I just upgraded my OSG usage from 2.6.1 to 2.8.3, and without changing
 anything about how my windows are set up, I’m now getting a behavior where
 the viewed contents of a window stays the same when the window is rescaled,
 whereas in 2.6.1 I would have a constant pixel-size for the contents of the
 window when resized. Please see the attached images if I’m not making myself
 clear enough (please note that the HUD-text is supposed to be stretched to
 the window size in both versions).



 I’m using a release OSG 2.8.3, compiled on Visual Studio 2005 sp1, on Vista
 64 (Nvidia Quadro graphics card).



 The camera and graphics context are created like this (done once):



 RECT rect;

 mViewer = new osgViewer::Viewer();

 mViewer-setThreadingModel(osgViewer::Viewer::SingleThreaded);

 ::GetWindowRect(m_hWnd, rect);

 osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits;

 osg::ref_ptrosg::Referenced windata = new
 osgViewer::GraphicsWindowWin32::WindowData(m_hWnd);

 traits-x = 0;

 traits-y = 0;

 traits-width = rect.right - rect.left;

 traits-height = rect.bottom - rect.top;

 traits-windowDecoration = false;

 traits-doubleBuffer = true;

 traits-sharedContext = 0;

 traits-setInheritedWindowPixelFormat = true;

 traits-supportsResize = true;

 traits-inheritedWindowData = windata;

 m_gc = osg::GraphicsContext::createGraphicsContext(traits.get());

 camera = mViewer-getCamera();

 camera-setGraphicsContext(m_gc.get());

 camera-setViewport(new osg::Viewport(traits-x, traits-y, traits-width,
 traits-height));

 mViewer-addSlave(camera.get());



 And for each frame I’m drawing I’m setting the camera like this:



 mOSG-getViewer()-getCamera()-getGraphicsContext()-resized(x, y, w, h);

 mOSG-getViewer()-getCamera()-setViewport(x,y,w,h);

 double n = (double)m_OSGView.near_dist;

 double f = (double)(m_OSGView.far_dist + m_OSGView.eye_dist_add_ortho);

 double t = (double)(m_OSGView.focal_height/2.0f);

 double r = (double)m_OSGView.aspect_ratio*t;

 mOSG-getViewer()-getCamera()-setProjectionMatrixAsOrtho(-r,r,-t,t,n,f*50);




 The eyepoint is set via setViewMatrix elsewhere.



 This worked just fine in OSG 2.6.1, but the behavior has changed in 2.8.3,
 and I know that’s it’s probably something I’m either doing wrong or
 forgetting to do, but I would like to keep the pixel-aspect the same when
 resize the view, and any help/hints would be most welcome. I’m just about to
 create a new graphicscontext with new traits for each window resize, but I
 just know that that can’t be the proper way to solve this.



 Regards, and thanks in advance.





 Jesper D. Thomsen

 AnyBody Technology A/S



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Re: [osg-users] Application crash

2010-12-02 Thread Torben Dannhauer
Hi Werner,

additionally to the solutions to your rendering purpose, you can pimp up 32bit 
windows to support 3GB Adressspace per process ( in reality it is alittle bit 
less) via the /3GB switch in the boot.ini: 
http://msdn.microsoft.com/en-us/library/bb613473%28VS.85%29.aspx

Cheers,
Torben

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Re: [osg-users] [osgPPU] MRT with trunk version

2010-12-02 Thread Vincent Honnet
Hi,

ok, I found the trick. I must set the output depth to the number of output 
textures: setOutputDepth(3);

Vince

... 


Thank you!

Cheers,
Vincent

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Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-02 Thread Robert Osfield
Hi Thomas,

On Wed, Dec 1, 2010 at 11:10 PM, Thomas Hogarth
thomas.hoga...@gmail.com wrote:
 I did want to raise one issue with the Texture objects being released from
 my NPOT subloadcallback, this is also effecting osgArt so I know others will
 be looking for a fix. If you check out this post
 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg44349.html
 I found the problem, around line 157 of texture2d.cpp but need the
 subloadcallback to be able to override the release if the texture and image
 are different sizes. i.e. I don't want them to match sizes, my image is
 always smaller then the texture space. You added the generateTextureObject
 function to the subloadcallback so perhaps a shouldReleaseTextureObject
 could be added also?

This sounds rather too hacky workaround to what should probably be
amendments elsewhere.

Could you modify one of the existing OSG examples or put together a
small test program that illustrates the problem so that I and others
can try it out.

Cheers,
Robert.
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Re: [osg-users] Window content stretching when resized after updating from 2.6.1 to 2.8.3

2010-12-02 Thread Jesper D. Thomsen
Hi Robert, thank you very much for your answer. It led me to implement at 
rather hacky (in my mind at least solution).

Instead of :
double r = (double)m_OSGView.aspect_ratio*t;

I now use:

double r = (double)m_OSGView.aspect_ratio*(double)m_OSGView.aspect_ratio*t / 
mOSG-getOriginalAspect(); //where mOSG-getOriginalAspect() is the aspect 
ratio from the creation time of the graphicscontext.

This gives me exactly the same view as in my 2.6.1 version when resizing the 
window, even though it feels very hacky.

Thank you very much for your help.

Jesper D. Thomsen
AnyBody Technology A/S



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: 2. december 2010 14:40
To: OpenSceneGraph Users
Subject: Re: [osg-users] Window content stretching when resized after updating 
from 2.6.1 to 2.8.3

Hi Jasper,

There is chance that the issue comes from a fix to a bug rather than 
introduction of a bug, with your original code working around the bug.
 Removing the workaround could well just fix things.  The reason why I suggest 
that is that I recall merging fixes to the way the projection matrices are 
updated, I don't recall the dates though, but I'm sure it's since 2.6.x.

Try just removing your code that attempts to update the projection matrix when 
you the window is resized.

Robert.

On Thu, Dec 2, 2010 at 12:46 PM, Jesper D. Thomsen j...@anybodytech.com wrote:
 Hi all, I had hoped I would figure this out myself, but no luck so far.



 I just upgraded my OSG usage from 2.6.1 to 2.8.3, and without changing 
 anything about how my windows are set up, I'm now getting a behavior 
 where the viewed contents of a window stays the same when the window 
 is rescaled, whereas in 2.6.1 I would have a constant pixel-size for 
 the contents of the window when resized. Please see the attached 
 images if I'm not making myself clear enough (please note that the 
 HUD-text is supposed to be stretched to the window size in both versions).



 I'm using a release OSG 2.8.3, compiled on Visual Studio 2005 sp1, on 
 Vista
 64 (Nvidia Quadro graphics card).



 The camera and graphics context are created like this (done once):



 RECT rect;

 mViewer = new osgViewer::Viewer();

 mViewer-setThreadingModel(osgViewer::Viewer::SingleThreaded);

 ::GetWindowRect(m_hWnd, rect);

 osg::ref_ptrosg::GraphicsContext::Traits traits = new 
 osg::GraphicsContext::Traits;

 osg::ref_ptrosg::Referenced windata = new 
 osgViewer::GraphicsWindowWin32::WindowData(m_hWnd);

 traits-x = 0;

 traits-y = 0;

 traits-width = rect.right - rect.left;

 traits-height = rect.bottom - rect.top;

 traits-windowDecoration = false;

 traits-doubleBuffer = true;

 traits-sharedContext = 0;

 traits-setInheritedWindowPixelFormat = true;

 traits-supportsResize = true;

 traits-inheritedWindowData = windata;

 m_gc = osg::GraphicsContext::createGraphicsContext(traits.get());

 camera = mViewer-getCamera();

 camera-setGraphicsContext(m_gc.get());

 camera-setViewport(new osg::Viewport(traits-x, traits-y, 
 camera-traits-width,
 traits-height));

 mViewer-addSlave(camera.get());



 And for each frame I'm drawing I'm setting the camera like this:



 mOSG-getViewer()-getCamera()-getGraphicsContext()-resized(x, y, w, 
 mOSG-h);

 mOSG-getViewer()-getCamera()-setViewport(x,y,w,h);

 double n = (double)m_OSGView.near_dist;

 double f = (double)(m_OSGView.far_dist + 
 m_OSGView.eye_dist_add_ortho);

 double t = (double)(m_OSGView.focal_height/2.0f);

 double r = (double)m_OSGView.aspect_ratio*t;

 mOSG-getViewer()-getCamera()-setProjectionMatrixAsOrtho(-r,r,-t,t,n
 mOSG-,f*50);




 The eyepoint is set via setViewMatrix elsewhere.



 This worked just fine in OSG 2.6.1, but the behavior has changed in 
 2.8.3, and I know that's it's probably something I'm either doing 
 wrong or forgetting to do, but I would like to keep the pixel-aspect 
 the same when resize the view, and any help/hints would be most 
 welcome. I'm just about to create a new graphicscontext with new 
 traits for each window resize, but I just know that that can't be the proper 
 way to solve this.



 Regards, and thanks in advance.





 Jesper D. Thomsen

 AnyBody Technology A/S



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 osg-users@lists.openscenegraph.org
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 org


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[osg-users] Length unit

2010-12-02 Thread Axel Spirtaat
Hi,
i've an issue with my application. How kind of unit is used by osg for length? 
Can i configure it?
Moreover, between lighting techniques supported by osg, is there also a global 
one?

Thank you!

Cheers,
Axel

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Re: [osg-users] Length unit

2010-12-02 Thread Torben Dannhauer
Hi Axel,

As far as I know is OSG as well as OpenGL unit less. You can render your model 
in cm as well as in km.


Cheers,
Torben

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Re: [osg-users] Window content stretching when resized after updating from 2.6.1 to 2.8.3

2010-12-02 Thread Robert Osfield
Hi Jasper,

I don't understand the details of what you are attempting to do, but
the OSG directly supports resizing the projection matrix to keep the
aspect ratio of the scene the same even when you resize the window.
There are also controls in osg::Camera for controlling this.  You
shouldn't need to do anything special to handle window resize and
projection matrix setting, instead you should be able to just set it
at setup time and then not have to do anything there after.  To me it
feels like you are trying to do something overly complicated and
likely unnecessary.

Robert.

On Thu, Dec 2, 2010 at 2:35 PM, Jesper D. Thomsen j...@anybodytech.com wrote:
 Hi Robert, thank you very much for your answer. It led me to implement at 
 rather hacky (in my mind at least solution).

 Instead of :
 double r = (double)m_OSGView.aspect_ratio*t;

 I now use:

 double r = (double)m_OSGView.aspect_ratio*(double)m_OSGView.aspect_ratio*t / 
 mOSG-getOriginalAspect(); //where mOSG-getOriginalAspect() is the aspect 
 ratio from the creation time of the graphicscontext.

 This gives me exactly the same view as in my 2.6.1 version when resizing the 
 window, even though it feels very hacky.

 Thank you very much for your help.

 Jesper D. Thomsen
 AnyBody Technology A/S



 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
 Osfield
 Sent: 2. december 2010 14:40
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Window content stretching when resized after 
 updating from 2.6.1 to 2.8.3

 Hi Jasper,

 There is chance that the issue comes from a fix to a bug rather than 
 introduction of a bug, with your original code working around the bug.
  Removing the workaround could well just fix things.  The reason why I 
 suggest that is that I recall merging fixes to the way the projection 
 matrices are updated, I don't recall the dates though, but I'm sure it's 
 since 2.6.x.

 Try just removing your code that attempts to update the projection matrix 
 when you the window is resized.

 Robert.

 On Thu, Dec 2, 2010 at 12:46 PM, Jesper D. Thomsen j...@anybodytech.com 
 wrote:
 Hi all, I had hoped I would figure this out myself, but no luck so far.



 I just upgraded my OSG usage from 2.6.1 to 2.8.3, and without changing
 anything about how my windows are set up, I'm now getting a behavior
 where the viewed contents of a window stays the same when the window
 is rescaled, whereas in 2.6.1 I would have a constant pixel-size for
 the contents of the window when resized. Please see the attached
 images if I'm not making myself clear enough (please note that the
 HUD-text is supposed to be stretched to the window size in both versions).



 I'm using a release OSG 2.8.3, compiled on Visual Studio 2005 sp1, on
 Vista
 64 (Nvidia Quadro graphics card).



 The camera and graphics context are created like this (done once):



 RECT rect;

 mViewer = new osgViewer::Viewer();

 mViewer-setThreadingModel(osgViewer::Viewer::SingleThreaded);

 ::GetWindowRect(m_hWnd, rect);

 osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits;

 osg::ref_ptrosg::Referenced windata = new
 osgViewer::GraphicsWindowWin32::WindowData(m_hWnd);

 traits-x = 0;

 traits-y = 0;

 traits-width = rect.right - rect.left;

 traits-height = rect.bottom - rect.top;

 traits-windowDecoration = false;

 traits-doubleBuffer = true;

 traits-sharedContext = 0;

 traits-setInheritedWindowPixelFormat = true;

 traits-supportsResize = true;

 traits-inheritedWindowData = windata;

 m_gc = osg::GraphicsContext::createGraphicsContext(traits.get());

 camera = mViewer-getCamera();

 camera-setGraphicsContext(m_gc.get());

 camera-setViewport(new osg::Viewport(traits-x, traits-y,
 camera-traits-width,
 traits-height));

 mViewer-addSlave(camera.get());



 And for each frame I'm drawing I'm setting the camera like this:



 mOSG-getViewer()-getCamera()-getGraphicsContext()-resized(x, y, w,
 mOSG-h);

 mOSG-getViewer()-getCamera()-setViewport(x,y,w,h);

 double n = (double)m_OSGView.near_dist;

 double f = (double)(m_OSGView.far_dist +
 m_OSGView.eye_dist_add_ortho);

 double t = (double)(m_OSGView.focal_height/2.0f);

 double r = (double)m_OSGView.aspect_ratio*t;

 mOSG-getViewer()-getCamera()-setProjectionMatrixAsOrtho(-r,r,-t,t,n
 mOSG-,f*50);




 The eyepoint is set via setViewMatrix elsewhere.



 This worked just fine in OSG 2.6.1, but the behavior has changed in
 2.8.3, and I know that's it's probably something I'm either doing
 wrong or forgetting to do, but I would like to keep the pixel-aspect
 the same when resize the view, and any help/hints would be most
 welcome. I'm just about to create a new graphicscontext with new
 traits for each window resize, but I just know that that can't be the proper 
 way to solve this.



 Regards, and thanks in advance.





 Jesper D. Thomsen

 AnyBody Technology A/S



 

Re: [osg-users] Length unit

2010-12-02 Thread Axel Spirtaat
Hi Torben,
thanks for your answer. I imagined it, but when i loaded the cow model in my 
scene, the model was bigger than my room (that is, 8x5x3), so I've had this 
doubt :-)

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Re: [osg-users] Length unit

2010-12-02 Thread Frederic Bouvier
Hi Axel,

- Axel Spirtaat a écrit :

 Hi Torben,
 thanks for your answer. I imagined it, but when i loaded the cow model
 in my scene, the model was bigger than my room (that is, 8x5x3), so
 I've had this doubt :-)


So the right question is : In what unit is the cow ? and the room ?

-Fred
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Re: [osg-users] Window content stretching when resized after updating from 2.6.1 to 2.8.3

2010-12-02 Thread Jesper D. Thomsen
Hi again, you are naturally quite right. I did a search for osg camera aspect 
ratio, and it turned out that there was a change in 2.8.0 regarding ABSOLUTE_RF 
for slave cameras. Setting this for my slave camera which is displaying the 
view fixed the problem completely (as far as I can tell). It might be 
absolutely correct that I'm still jumping through a couple of hoops regarding 
how the projectionmatrix is being set when resizing.

Thanks for your patience :)

Jesper D. Thomsen
AnyBody Technology A/S


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: 2. december 2010 16:05
To: OpenSceneGraph Users
Subject: Re: [osg-users] Window content stretching when resized after updating 
from 2.6.1 to 2.8.3

Hi Jasper,

I don't understand the details of what you are attempting to do, but the OSG 
directly supports resizing the projection matrix to keep the aspect ratio of 
the scene the same even when you resize the window.
There are also controls in osg::Camera for controlling this.  You shouldn't 
need to do anything special to handle window resize and projection matrix 
setting, instead you should be able to just set it at setup time and then not 
have to do anything there after.  To me it feels like you are trying to do 
something overly complicated and likely unnecessary.

Robert.

On Thu, Dec 2, 2010 at 2:35 PM, Jesper D. Thomsen j...@anybodytech.com wrote:
 Hi Robert, thank you very much for your answer. It led me to implement at 
 rather hacky (in my mind at least solution).

 Instead of :
 double r = (double)m_OSGView.aspect_ratio*t;

 I now use:

 double r = (double)m_OSGView.aspect_ratio*(double)m_OSGView.aspect_ratio*t / 
 mOSG-getOriginalAspect(); //where mOSG-getOriginalAspect() is the aspect 
 ratio from the creation time of the graphicscontext.

 This gives me exactly the same view as in my 2.6.1 version when resizing the 
 window, even though it feels very hacky.

 Thank you very much for your help.

 Jesper D. Thomsen
 AnyBody Technology A/S



 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
 Robert Osfield
 Sent: 2. december 2010 14:40
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Window content stretching when resized after 
 updating from 2.6.1 to 2.8.3

 Hi Jasper,

 There is chance that the issue comes from a fix to a bug rather than 
 introduction of a bug, with your original code working around the bug.
  Removing the workaround could well just fix things.  The reason why I 
 suggest that is that I recall merging fixes to the way the projection 
 matrices are updated, I don't recall the dates though, but I'm sure it's 
 since 2.6.x.

 Try just removing your code that attempts to update the projection matrix 
 when you the window is resized.

 Robert.

 On Thu, Dec 2, 2010 at 12:46 PM, Jesper D. Thomsen j...@anybodytech.com 
 wrote:
 Hi all, I had hoped I would figure this out myself, but no luck so far.



 I just upgraded my OSG usage from 2.6.1 to 2.8.3, and without 
 changing anything about how my windows are set up, I'm now getting a 
 behavior where the viewed contents of a window stays the same when 
 the window is rescaled, whereas in 2.6.1 I would have a constant 
 pixel-size for the contents of the window when resized. Please see 
 the attached images if I'm not making myself clear enough (please 
 note that the HUD-text is supposed to be stretched to the window size in 
 both versions).



 I'm using a release OSG 2.8.3, compiled on Visual Studio 2005 sp1, on 
 Vista
 64 (Nvidia Quadro graphics card).



 The camera and graphics context are created like this (done once):



 RECT rect;

 mViewer = new osgViewer::Viewer();

 mViewer-setThreadingModel(osgViewer::Viewer::SingleThreaded);

 ::GetWindowRect(m_hWnd, rect);

 osg::ref_ptrosg::GraphicsContext::Traits traits = new 
 osg::GraphicsContext::Traits;

 osg::ref_ptrosg::Referenced windata = new 
 osgViewer::GraphicsWindowWin32::WindowData(m_hWnd);

 traits-x = 0;

 traits-y = 0;

 traits-width = rect.right - rect.left;

 traits-height = rect.bottom - rect.top;

 traits-windowDecoration = false;

 traits-doubleBuffer = true;

 traits-sharedContext = 0;

 traits-setInheritedWindowPixelFormat = true;

 traits-supportsResize = true;

 traits-inheritedWindowData = windata;

 m_gc = osg::GraphicsContext::createGraphicsContext(traits.get());

 camera = mViewer-getCamera();

 camera-setGraphicsContext(m_gc.get());

 camera-setViewport(new osg::Viewport(traits-x, traits-y,
 camera-traits-width,
 traits-height));

 mViewer-addSlave(camera.get());



 And for each frame I'm drawing I'm setting the camera like this:



 mOSG-getViewer()-getCamera()-getGraphicsContext()-resized(x, y, 
 mOSG-w, h);

 mOSG-getViewer()-getCamera()-setViewport(x,y,w,h);

 double n = (double)m_OSGView.near_dist;

 double f = 

Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Mike Wozniewski

On 10-12-02 4:53 AM, Ulrich Hertlein wrote:

On 2/12/10 15:13 , Mike Wozniewski wrote:

On 2/12/10 12:49 , Mike Wozniewski wrote:

$ du -hs *.a
328KlibOpenThreads.a
240Mlibosg.a
   51MlibosgAnimation.a
116MlibosgDB.a
   34MlibosgFX.a
   75MlibosgGA.a
   67MlibosgManipulator.a
   75MlibosgParticle.a
   25MlibosgPresentation.a
   69MlibosgShadow.a
   56MlibosgSim.a
   24MlibosgTerrain.a
   32MlibosgText.a
227MlibosgUtils.a
547MlibosgViewer.a
   31MlibosgVolume.a
   92MlibosgWidget.a

What sort of a build is this?  Debug or release?  Device or simulator?
The numbers I'm getting from a release/simulator build (Xcode 3.2.3) are far 
lower:

5.5Mlibosg.a
1.2MlibosgAnimation.a
1.7MlibosgDB.a
408KlibosgFX.a
1.2MlibosgGA.a
692KlibosgManipulator.a
848KlibosgParticle.a
484KlibosgPresentation.a
952KlibosgShadow.a
1020KlibosgSim.a
384KlibosgTerrain.a
616KlibosgText.a
3.1MlibosgUtil.a
1.2MlibosgViewer.a
448KlibosgVolume.a
744KlibosgWidget.a


This is a release/device build (Xcode 3.2.4), but oddly, the debug build is 
pretty
similar... just slightly larger (eg, 244M for libosg.a rather than 240M).

Remember that this is a *simulator* build, hence i386 architecture.
The armv6/v7 might explain a certain increase (CISC vs RISC; maybe x2?) but 
nothing this
massive.  Maybe another x2 for a universal build but this is still nowhere near 
what
you're seeing...

/ulrich


Hmm. Indeed, optimizing for arm6/7 cut the size in half, but I get a 
libosg.a of 133MB. So, I'm definitely confused. I'm building using 
Xcode. Are you using cmake instead?


I'm a bit at a loss here. I've tried playing with various optimization 
settings in Xcode, but the result is usually insignificant. It takes a 
long time to compile and verify too, so I'm curious if there's a way to 
compare settings somehow?


I'm not so great with Xcode, but a sample compilation call for me looks 
like this:


CompileC 
build/OSGIPhone.build/Debug-iphoneos/osg.build/Objects-normal/armv6/Node.o 
../src/osg/Node.cpp normal armv6 c++ com.apple.compilers.gcc.4_2

cd /Users/mikewoz/src/osg-iphone/IPhone_Project
setenv LANG en_US.US-ASCII
setenv PATH 
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -x c++ 
-arch armv6 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -O0 
-Wreturn-type -Wunused-variable -isysroot 
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk 
-mfix-and-continue -gdwarf-2 -mno-thumb -miphoneos-version-min=3.2 
-iquote 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-generated-files.hmap 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-own-target-headers.hmap 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-all-target-headers.hmap 
-iquote 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-project-headers.hmap 
-F/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug-iphoneos 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug-iphoneos/include 
-I../include -I../../OpenThreads/include -Iconfig 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/DerivedSources/armv6 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/DerivedSources 
-c /Users/mikewoz/src/osg-iphone/IPhone_Project/../src/osg/Node.cpp -o 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/Objects-normal/armv6/Node.o


and linking looks like this:

Libtool build/Debug-iphoneos/libosg.a normal armv6
cd /Users/mikewoz/src/osg-iphone/IPhone_Project
setenv IPHONEOS_DEPLOYMENT_TARGET 3.2
setenv PATH 
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/libtool -static 
-arch_only armv6 -syslibroot 
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk 
-L/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug-iphoneos 
-filelist 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/Objects-normal/armv6/osg.LinkFileList 
-o 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug-iphoneos/libosg.a


Would it be possible for someone to post theirs, so I can compare? ... 
it's the only idea I have right now.


Thanks,
Mike Wozniewski
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Re: [osg-users] Length unit

2010-12-02 Thread Torben Dannhauer
Hi Axel,

for each Model/Obejct in the scene you have to use the same unit, otherwise the 
models/obejts won't fit together as expected.

If this is not the case, you could use a transform node (scene-transform-cow) 
and use its scale function to scale the object fitting in your screen.

Cheers,
Torben

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Re: [osg-users] Hidden Viewer

2010-12-02 Thread Jean-Sébastien Guay

Hello Oliver,


but I think the difference between our two systems is the osg version. I will 
try to get the current osg trunk to work. In the mean time, could you test out 
your altered pbuffertest.cpp with the offical 2.8.3 libs (VS2005) to verify if 
this is the problem? You can find them here: 
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8.3/binaries/Windows/VisualStudio8/.


The fix has been checked in to SVN so if you can try with the SVN trunk 
it would help eliminate another possibility.


But the viewer.stopThreading(), gc-releaseContext(), 
viewer.startThreading() workaround I posted yesterday worked for me on 
OSG 2.8.3 (our own applications use that version so I was able to test 
pbuffertest with it easily). That's why I say there must be something 
else going on with your hardware.


Getting OSG built is not too hard, and you'll be able to build release 
and debug, so once you have SVN trunk built and verified if the fix 
works for you, you'll also be able to debug into the OSG source (put 
breakpoints and trace through the execution) as I described in my 
previous post.


Hope this helps,

J-S
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Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Garrett Potts
Hello Mike:

I have not tried to build the iphone OS port but it appears in your cut and 
paste you have the Active configuration as Debug as seen with the link path 
.Debug-iphoneos/osg.build/osg-generated-files.hmap.  What are the Active 
configuration targets available and if a Release target is available try to 
select that.  There should be a drop down box  labeled Active Build 
Configuration or an equivalent.  There just appears to be some level of debug 
symbols still in your binary distribution.


Take care

Garrett

On Dec 2, 2010, at 10:27 AM, Mike Wozniewski wrote:

 On 10-12-02 4:53 AM, Ulrich Hertlein wrote:
 On 2/12/10 15:13 , Mike Wozniewski wrote:
 On 2/12/10 12:49 , Mike Wozniewski wrote:
 $ du -hs *.a
 328KlibOpenThreads.a
 240Mlibosg.a
   51MlibosgAnimation.a
 116MlibosgDB.a
   34MlibosgFX.a
   75MlibosgGA.a
   67MlibosgManipulator.a
   75MlibosgParticle.a
   25MlibosgPresentation.a
   69MlibosgShadow.a
   56MlibosgSim.a
   24MlibosgTerrain.a
   32MlibosgText.a
 227MlibosgUtils.a
 547MlibosgViewer.a
   31MlibosgVolume.a
   92MlibosgWidget.a
 What sort of a build is this?  Debug or release?  Device or simulator?
 The numbers I'm getting from a release/simulator build (Xcode 3.2.3) are 
 far lower:
 
 5.5Mlibosg.a
 1.2MlibosgAnimation.a
 1.7MlibosgDB.a
 408KlibosgFX.a
 1.2MlibosgGA.a
 692KlibosgManipulator.a
 848KlibosgParticle.a
 484KlibosgPresentation.a
 952KlibosgShadow.a
 1020KlibosgSim.a
 384KlibosgTerrain.a
 616KlibosgText.a
 3.1MlibosgUtil.a
 1.2MlibosgViewer.a
 448KlibosgVolume.a
 744KlibosgWidget.a
 
 This is a release/device build (Xcode 3.2.4), but oddly, the debug build is 
 pretty
 similar... just slightly larger (eg, 244M for libosg.a rather than 240M).
 Remember that this is a *simulator* build, hence i386 architecture.
 The armv6/v7 might explain a certain increase (CISC vs RISC; maybe x2?) but 
 nothing this
 massive.  Maybe another x2 for a universal build but this is still nowhere 
 near what
 you're seeing...
 
 /ulrich
 
 Hmm. Indeed, optimizing for arm6/7 cut the size in half, but I get a libosg.a 
 of 133MB. So, I'm definitely confused. I'm building using Xcode. Are you 
 using cmake instead?
 
 I'm a bit at a loss here. I've tried playing with various optimization 
 settings in Xcode, but the result is usually insignificant. It takes a long 
 time to compile and verify too, so I'm curious if there's a way to compare 
 settings somehow?
 
 I'm not so great with Xcode, but a sample compilation call for me looks like 
 this:
 
 CompileC 
 build/OSGIPhone.build/Debug-iphoneos/osg.build/Objects-normal/armv6/Node.o 
 ../src/osg/Node.cpp normal armv6 c++ com.apple.compilers.gcc.4_2
 cd /Users/mikewoz/src/osg-iphone/IPhone_Project
 setenv LANG en_US.US-ASCII
 setenv PATH 
 /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin
 /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -x c++ -arch 
 armv6 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -O0 
 -Wreturn-type -Wunused-variable -isysroot 
 /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk 
 -mfix-and-continue -gdwarf-2 -mno-thumb -miphoneos-version-min=3.2 -iquote 
 /Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-generated-files.hmap
  
 -I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-own-target-headers.hmap
  
 -I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-all-target-headers.hmap
  -iquote 
 /Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-project-headers.hmap
  -F/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug-iphoneos 
 -I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug-iphoneos/include 
 -I../include -I../../OpenT
 hreads/include -Iconfig 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/DerivedSources/armv6
 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/DerivedSources
 -c /Users/mikewoz/src/osg-iphone/IPhone_Project/../src/osg/Node.cpp -o 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/Objects-normal/armv6/Node.o
 
 and linking looks like this:
 
 Libtool build/Debug-iphoneos/libosg.a normal armv6
 cd /Users/mikewoz/src/osg-iphone/IPhone_Project
 setenv IPHONEOS_DEPLOYMENT_TARGET 3.2
 setenv PATH 
 /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin
 /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/libtool -static 
 -arch_only armv6 -syslibroot 
 /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk 
 

Re: [osg-users] Hidden Viewer

2010-12-02 Thread Oliver Neumann
Hi,

I have successfully build the current svn trunk version:
-Just before Robert checked in the Bugfix:
As before with 2.8.3 I get

Code:

PixelBufferWin32::makeCurrentImplementation, wglMakeCurrent error: Die angeforde
rte Ressource wird bereits verwendet.

Frame : 0
Test completed!!!



Now I think I understand that J-S meant with pbuffertest example works that 
the application is not crashing and terminates successfully. Sorry I think I 
misunderstood you, seeing the initial error was enough for my bug senses to cry 
out ;)

After updating to the latest version (including the bug fix), the error message 
has vanished! I removed J-S bug fix in pbuffertest itself and lo and behold: 
The errors are gone too!

For the time being I will build 2.8.3 with the single change to be compatible 
with the rest of my application and work with that. 

So thanks to you all for your great help, I really appreciate it!

On small last thing (not related to the bugs but to the hidden viewer approach):

With the pbuffer active, my WindowCaptureCallback is not called anymore. I used 
osgscreencapture to create an image grabber derived from WindowCaptureCallback 
but it looks like I have to use another approach with pbuffer (as done in the 
example code). I was curious if I could activate the WindowCaptureCallback even 
though using a pbuffer so that I use only one code for both cases?

Greetings,
Oliver



Cheers,
Oliver

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Re: [osg-users] Hidden Viewer

2010-12-02 Thread Jean-Sébastien Guay

Hello Oliver,


With the pbuffer active, my WindowCaptureCallback is not called anymore. I used 
osgscreencapture to create an image grabber derived from WindowCaptureCallback 
but it looks like I have to use another approach with pbuffer (as done in the 
example code). I was curious if I could activate the WindowCaptureCallback even 
though using a pbuffer so that I use only one code for both cases?


The ScreenCaptureHandler in OSG 2.8.3 only looped through 
GraphicsWindow-derived contexts, which means contexts that are in a 
window. A pbuffer is derived from GraphicsContext, i.e. a context that 
might have a window but not necessarily (and indeed a pbuffer is meant 
not to spawn a window).


I submitted a change to this (in November 2009, so before the 
OpenSceneGraph-2.9.6 tag... geez it's been a while since the last trunk 
release ;-) ) so in the SVN version your callback should be called even 
for pbuffers. If you want this to work for pbuffers in 2.8.3, you can 
copy the code from SVN. It's in include/osgViewer/ViewerEventHandlers 
and src/osgViewer/ScreenCaptureHandler.cpp, the relevant method is 
called findAppropriateCameraForCallback(..).


I have made a few other similar submissions over the past year or so, 
since we've been using pbuffers for some things too. For example in the 
SVN version the StatsHandler will be displayed even in a pbuffer if 
there's no GraphicsWindow at all.


Hope this helps,

J-S
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Re: [osg-users] debugging slow path

2010-12-02 Thread Keith Parkins
Once again, thanks to everyone who has offered help. I ended up setting 
breakpoints on the five glBegin calls in Geometry.cpp, yet my code doesn't 
seem to hit any of them.


This is running on WindowsXP/NVidia gtx260 (drivers 6.14.12.5721) if that 
makes a difference. I know when I run stuff on my linux box at home, I 
have to use fluxbox instead of gnome because gnome kills my frame rate in 
the same way I am seeing on the WindowsXP box. In gnome, I can run the 
scene and I'll get horrible ~10fps while in fluxbox it gets ~400fps. 
Because of hardware requirements, I have to run this on XP.


I can't seem to find any other glBegin entry points. Does anyone have any 
suggestions? I checked to make sure that I wasn't explicitely dirtying the 
display lists.


Thanks again! -K

On Wed, 1 Dec 2010, Keith Parkins wrote:


Hi,

My app is currently rendering via the slow path. I've checked for 
DrawArrayLengths and BIND_PER_PRIMITVES, but don't seem to have either. 
Dose anyone know of other things I should be looking for? I am walking 
through the rendering stage to see if I can figure out what is getting set 
that is putting me on the slow track, but I don't have endless amounts of 
time to do this. If anyone has any understanding of this, I would be most 
appreciative if you could point me in the right direction.


If you need more information, check my post FBO problem?

Thanks!
Keith

PS: Thanks a lot for the help, Jason.

On Tue, 30 Nov 2010, Jason Daly wrote:


On 11/30/2010 08:09 PM, Keith Parkins wrote:

I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL);
and I did see a model with NormalBinding PER_VERTEX. Should I be 
setting

these to BIND_OFF or is it just BIND_PER_PRIMITIVE?


No, BIND_PER_PRIMITIVE is the bad binding.  All of the others are 
fine. If you are avoiding BIND_PER_PRIMITIVE and the attribute indexes, 
I'm not sure why you'd be falling off the fast path.  There may be other 
reasons for it, but I can't think of them...


--J

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Re: [osg-users] OSG and QT

2010-12-02 Thread Cracj Kurt
http://www.easy-share.com/1913167873/qtgui_170.zip

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Re: [osg-users] debugging slow path

2010-12-02 Thread Robert Osfield
Hi Keith,

I don't know if this is relevant, but for all performance testing you
should use an optimized build, debug builds, especially using VS
totally destroy performance.

Robert.

On Thu, Dec 2, 2010 at 4:30 PM, Keith Parkins kpark...@cs.rochester.edu wrote:
 Once again, thanks to everyone who has offered help. I ended up setting
 breakpoints on the five glBegin calls in Geometry.cpp, yet my code doesn't
 seem to hit any of them.

 This is running on WindowsXP/NVidia gtx260 (drivers 6.14.12.5721) if that
 makes a difference. I know when I run stuff on my linux box at home, I have
 to use fluxbox instead of gnome because gnome kills my frame rate in the
 same way I am seeing on the WindowsXP box. In gnome, I can run the scene and
 I'll get horrible ~10fps while in fluxbox it gets ~400fps. Because of
 hardware requirements, I have to run this on XP.

 I can't seem to find any other glBegin entry points. Does anyone have any
 suggestions? I checked to make sure that I wasn't explicitely dirtying the
 display lists.

 Thanks again! -K

 On Wed, 1 Dec 2010, Keith Parkins wrote:

 Hi,

 My app is currently rendering via the slow path. I've checked for
 DrawArrayLengths and BIND_PER_PRIMITVES, but don't seem to have either. Dose
 anyone know of other things I should be looking for? I am walking through
 the rendering stage to see if I can figure out what is getting set that is
 putting me on the slow track, but I don't have endless amounts of time to do
 this. If anyone has any understanding of this, I would be most appreciative
 if you could point me in the right direction.

 If you need more information, check my post FBO problem?

 Thanks!
 Keith

 PS: Thanks a lot for the help, Jason.

 On Tue, 30 Nov 2010, Jason Daly wrote:

 On 11/30/2010 08:09 PM, Keith Parkins wrote:

 I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL);
 and I did see a model with NormalBinding PER_VERTEX. Should I be setting
 these to BIND_OFF or is it just BIND_PER_PRIMITIVE?

 No, BIND_PER_PRIMITIVE is the bad binding.  All of the others are fine.
 If you are avoiding BIND_PER_PRIMITIVE and the attribute indexes, I'm not
 sure why you'd be falling off the fast path.  There may be other reasons for
 it, but I can't think of them...

 --J

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Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay

Hi Robert,


I don't know if this is relevant, but for all performance testing you
should use an optimized build, debug builds, especially using VS
totally destroy performance.


He could still be using an optimized build and setting breakpoints, as 
debug information settings are separate from optimization settings, and 
as long as you're in a Release build, you won't be using the debug STL 
(which is what destroys OSG's performance in Debug builds - since OSG 
uses the STL heavily in its traversals and VC++ does extensive/expensive 
checking of STL usage at runtime in Debug builds - don't argue that it's 
a bad thing to do, I agree, but I'm not Microsoft...)


We sometimes include debug info in Release builds to be able to debug 
some problems that happen only in optimized builds. Sometimes the stack 
traces it gives then is bogus because of the optimization, but it's 
still useful if you know what to do with it.


J-S
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Re: [osg-users] Hidden Viewer

2010-12-02 Thread Oliver Neumann
Hi J-S,

Great! You solved my problems before they appeared ;), I will try to get it to 
work in 2.8.3. Thank you!

Cheers,
Oliver

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Re: [osg-users] Hidden Viewer

2010-12-02 Thread Jean-Sébastien Guay

Hi Oliver,


Great! You solved my problems before they appeared ;), I will try to get it to 
work in 2.8.3. Thank you!


Hah, I'm just happy because it proves that what I wanted to do is not so 
weird as it appeared to be when I did it :-)


Glad I could help,

J-S
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Re: [osg-users] debugging slow path

2010-12-02 Thread Keith Parkins

Hi J-S and Robert,

I was using a debug build. I'm trying out a release build, but I am 
swamped and trying to do a bunch of things. I'll get back sometime in the 
next day with my results. I'm hoping this is it because the one 
difference between osgviewer and my app is that I am using debug libs.



of STL usage at runtime in Debug builds - don't argue that it's a bad
thing to do, I agree, but I'm not Microsoft...)


Trust me, I'm not going to get into any design arguments. People in glass 
houses and all . . . . Unless you want to get into some text editor 
argument (all hail ed!!). Those seem productive. ;-)


-K

On Thu, 2 Dec 2010, Jean-Sébastien Guay wrote:


Hi Robert,


I don't know if this is relevant, but for all performance testing you
should use an optimized build, debug builds, especially using VS
totally destroy performance.


He could still be using an optimized build and setting breakpoints, as 
debug information settings are separate from optimization settings, and as 
long as you're in a Release build, you won't be using the debug STL (which 
is what destroys OSG's performance in Debug builds - since OSG uses the 
STL heavily in its traversals and VC++ does extensive/expensive checking 
of STL usage at runtime in Debug builds - don't argue that it's a bad 
thing to do, I agree, but I'm not Microsoft...)


We sometimes include debug info in Release builds to be able to debug some 
problems that happen only in optimized builds. Sometimes the stack traces 
it gives then is bogus because of the optimization, but it's still useful 
if you know what to do with it.


J-S
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Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Mike Wozniewski

On 10-12-02 10:43 AM, Garrett Potts wrote:

Hello Mike:

I have not tried to build the iphone OS port but it appears in your cut and 
paste you have the Active configuration as Debug as seen with the link path 
.Debug-iphoneos/osg.build/osg-generated-files.hmap.

Hi Garrett,

Yeah, sorry; that was a Debug build... but a Release build is still 
125MB (for libosg.a). Below is sample Xcode output for the Release 
configuration (you can see that it even uses the -Os option to optimize 
for space). I don't get it.


CompileC 
build/OSGIPhone.build/Release-iphoneos/osg.build/Objects-normal/armv6/Node.o 
../src/osg/Node.cpp normal armv6 c++ com.apple.compilers.gcc.4_2

cd /Users/mikewoz/src/osg-iphone/IPhone_Project
setenv LANG en_US.US-ASCII
setenv PATH 
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -x c++ 
-arch armv6 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -Os 
-Wreturn-type -Wunused-variable -isysroot 
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk 
-gdwarf-2 -mno-thumb -miphoneos-version-min=3.2 -iquote 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-generated-files.hmap 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-own-target-headers.hmap 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-all-target-headers.hmap 
-iquote 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-project-headers.hmap 
-F/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Release-iphoneos 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Release-iphoneos/include 
-I../include -I../../OpenThreads/include -Iconfig 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/DerivedSources/armv6 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/DerivedSources 
-c /Users/mikewoz/src/osg-iphone/IPhone_Project/../src/osg/Node.cpp -o 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/Objects-normal/armv6/Node.o



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Re: [osg-users] debugging slow path

2010-12-02 Thread Tim Moore
On Thu, Dec 2, 2010 at 5:30 PM, Keith Parkins kpark...@cs.rochester.eduwrote:

 Once again, thanks to everyone who has offered help. I ended up setting
 breakpoints on the five glBegin calls in Geometry.cpp, yet my code doesn't
 seem to hit any of them.

 Actually, I meant setting a breakpoint in the actual glBegin function. You
won't have the source code to it, of course, but it should still be possible
to break at that function.

Tim

 This is running on WindowsXP/NVidia gtx260 (drivers 6.14.12.5721) if that
 makes a difference. I know when I run stuff on my linux box at home, I have
 to use fluxbox instead of gnome because gnome kills my frame rate in the
 same way I am seeing on the WindowsXP box. In gnome, I can run the scene and
 I'll get horrible ~10fps while in fluxbox it gets ~400fps. Because of
 hardware requirements, I have to run this on XP.

 I can't seem to find any other glBegin entry points. Does anyone have any
 suggestions? I checked to make sure that I wasn't explicitely dirtying the
 display lists.

 Thanks again! -K


 On Wed, 1 Dec 2010, Keith Parkins wrote:

  Hi,

 My app is currently rendering via the slow path. I've checked for
 DrawArrayLengths and BIND_PER_PRIMITVES, but don't seem to have either. Dose
 anyone know of other things I should be looking for? I am walking through
 the rendering stage to see if I can figure out what is getting set that is
 putting me on the slow track, but I don't have endless amounts of time to do
 this. If anyone has any understanding of this, I would be most appreciative
 if you could point me in the right direction.

 If you need more information, check my post FBO problem?

 Thanks!
 Keith

 PS: Thanks a lot for the help, Jason.

 On Tue, 30 Nov 2010, Jason Daly wrote:

  On 11/30/2010 08:09 PM, Keith Parkins wrote:

 I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL);
 and I did see a model with NormalBinding PER_VERTEX. Should I be setting
 these to BIND_OFF or is it just BIND_PER_PRIMITIVE?


 No, BIND_PER_PRIMITIVE is the bad binding.  All of the others are fine.
 If you are avoiding BIND_PER_PRIMITIVE and the attribute indexes, I'm not
 sure why you'd be falling off the fast path.  There may be other reasons for
 it, but I can't think of them...

 --J

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Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay

Hi Keith,


I was using a debug build. I'm trying out a release build, but I am
swamped and trying to do a bunch of things. I'll get back sometime in
the next day with my results. I'm hoping this is it because the one
difference between osgviewer and my app is that I am using debug libs.


Ah, so my apologies to Robert, he was right to mention it. I thought 
that had been mentioned at the beginning of the thread, but it must have 
been another thread.


As both Robert and I said, doing any kind of performance measurement in 
VC++ in Debug builds will lead to bad results (unrepresentative of the 
real performance). I've seen cases where the performance from one run to 
the next was totally different, with no changes to source code, with 
Debug builds. So try to find out what's slowing down the program in that 
case... :-)


But using a Release build (optimization turned on, Release C++ runtime, 
Release STL) with debugging symbols turned on (/Z* compiler options and 
/DEBUG linker option) is fine, performance will be a bit slower but 
still representative.


And another part of the equation is running in the debugger or not. 
Pressing F5 attaches the debugger, whether in Debug or Release builds. 
That slows things down a bit too (because the debugger can show you what 
DLLs have been loaded while it's happening, things like that). Pressing 
Ctrl-F5 does not attach the debugger, whether in Debug or Release 
builds. You always have the option to attach it later (when a crash 
happens, or when you get to the point in your app that you want to 
trace), by using the Debug - Attach to Process menu option.


If doing performance testing, I will use a Release build, no debugging 
symbols, and press Ctrl-F5 to get accurate results (the same as an 
end-user would get on my machine).


I've seen especially large slowdowns when running in the debugger versus 
not running in the debugger (even with Release builds) when using 
boost::persistence, but that's just one example. So in that case I might 
start with Ctrl-F5, load our data files (which is done with 
boost::persistence), and then attach the debugger once 
boost::persistence has finished doing its thing.


Hope this helps,

J-S
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[osg-users] [build] [Linux] Could not open shared object file: No such file or directory

2010-12-02 Thread Patrick Steffens
Hi,

I have written a Plugin for Firefox. The Plugin realizes a osgViewer within a 
QApplication.

Now when I start Firefox and open about#058;plugins, firefox fails loading the 
plugin with the message (translated in English):

Code:

Shared to initialize shared library . [libosgViewer.so.55: could not open 
shared object file: File not found]




When I change the order of the libraries in the .pro file, the message changes 
accordingly.

I followed the build steps from the osg page and everything went fine (no 
errors etc.).

The .so files are located in /usr/local/lib . 

The code of my program worked fin a while ago, but after having changed the 
system. So the problem must somewhere else.

Do you have any ideas?

Greetz
Patrick

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Re: [osg-users] debugging slow path

2010-12-02 Thread Keith Parkins

J-S and Robert, You rule!

That was it. Don't link to debug libraries on Windows -K

On Thu, 2 Dec 2010, Jean-Sébastien Guay wrote:


Hi Keith,


I was using a debug build. I'm trying out a release build, but I am
swamped and trying to do a bunch of things. I'll get back sometime in
the next day with my results. I'm hoping this is it because the one
difference between osgviewer and my app is that I am using debug libs.


Ah, so my apologies to Robert, he was right to mention it. I thought that 
had been mentioned at the beginning of the thread, but it must have been 
another thread.


As both Robert and I said, doing any kind of performance measurement in 
VC++ in Debug builds will lead to bad results (unrepresentative of the 
real performance). I've seen cases where the performance from one run to 
the next was totally different, with no changes to source code, with Debug 
builds. So try to find out what's slowing down the program in that case... 
:-)


But using a Release build (optimization turned on, Release C++ runtime, 
Release STL) with debugging symbols turned on (/Z* compiler options and 
/DEBUG linker option) is fine, performance will be a bit slower but still 
representative.


And another part of the equation is running in the debugger or not. 
Pressing F5 attaches the debugger, whether in Debug or Release builds. 
That slows things down a bit too (because the debugger can show you what 
DLLs have been loaded while it's happening, things like that). Pressing 
Ctrl-F5 does not attach the debugger, whether in Debug or Release builds. 
You always have the option to attach it later (when a crash happens, or 
when you get to the point in your app that you want to trace), by using 
the Debug - Attach to Process menu option.


If doing performance testing, I will use a Release build, no debugging 
symbols, and press Ctrl-F5 to get accurate results (the same as an 
end-user would get on my machine).


I've seen especially large slowdowns when running in the debugger versus 
not running in the debugger (even with Release builds) when using 
boost::persistence, but that's just one example. So in that case I might 
start with Ctrl-F5, load our data files (which is done with 
boost::persistence), and then attach the debugger once boost::persistence 
has finished doing its thing.


Hope this helps,

J-S
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Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay

Hello Keith,


That was it. Don't link to debug libraries on Windows -K


Well, not when testing performance, of course. When you want to do 
actual debugging, you kind of have to (apart from in some specific cases).


Generalities like the above are most often wrong because so many 
exceptions exist... It always depends on the situation. You're the 
developer, you make your decisions with hopefully as much information as 
required to make the right ones.


J-S
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Re: [osg-users] Hidden Viewer [solved]

2010-12-02 Thread Oliver Neumann
Hi Jean-Sebastien,

I included the changes in my 2.8.3 build and it is now working as I had 
originally intended. I removed the mentioned one line in 
osgViewer::PixelBufferWin32 and changed the code of my own ScreenCaptureHandler 
derivative just like you did (use context and not windows).

So thanks again to all of you, I changed the title to [solved].

Cheers,
Oliver

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Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-02 Thread Robert Osfield
Hi All,

Thanks for the testing so far.  I've merged a few build and bug fixes
through today so anymore testing you can do would be greatly
appreciated.  I'm heading offline now for the day, will catch with you
all tomorrow morning and if things still look good will tag in 2.9.10.

Cheers,
Robert.
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Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-02 Thread Jean-Sébastien Guay

Hello Robert,


Thanks for the testing so far.  I've merged a few build and bug fixes
through today so anymore testing you can do would be greatly
appreciated.  I'm heading offline now for the day, will catch with you
all tomorrow morning and if things still look good will tag in 2.9.10.


I'm in the process of building our simulator with OSG SVN trunk. I don't 
expect any trouble. I'll let you know in the next few hours how it goes.


J-S
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Re: [osg-users] [build] [Linux] Could not open shared object file: No such file or directory

2010-12-02 Thread Magnus Kessler
On Wednesday 01 December 2010 15:23:04 Patrick Steffens wrote:
 Hi,
 
 I have written a Plugin for Firefox. The Plugin realizes a osgViewer within
 a QApplication.
 
 Now when I start Firefox and open about#058;plugins, firefox fails loading
 the plugin with the message (translated in English):
 
 Code:
 
 Shared to initialize shared library . [libosgViewer.so.55: could not
 open shared object file: File not found]
 
 
 
 
 When I change the order of the libraries in the .pro file, the message
 changes accordingly.
 
 I followed the build steps from the osg page and everything went fine (no
 errors etc.).
 
 The .so files are located in /usr/local/lib .
 
 The code of my program worked fin a while ago, but after having changed the
 system. So the problem must somewhere else.
 
 Do you have any ideas?

Hi Patrick,

please make sure that the runtime linker is configured to look in 
/usr/local/lib. Typically the plugins will be found in a osgPlugins* 
subdirectory in the lib directory.

As you probably know, you can temporarily instruct the runtime linker to add 
to the known paths by setting the LD_LIBRARY_PATH environment variable. In 
addition to this, OSG also supports the OSG_LIBRARY_PATH environment variable, 
which helps with locating the shared objects for plugins.

Hope this helps,

Magnus

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Re: [osg-users] rain/snow accumulation on the screen

2010-12-02 Thread Steven Powers
I'd use a pixel shader for the effects. Pass in the texture that represents the 
snow overlay and have the shader scale the alpha up and down as it accumulates.

Rain would be handled the same way but you'd have to come up with a way to make 
the water droplets move around on the screen. That should be possible in the 
shader as well.


Thank you!

Cheers,
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Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-02 Thread Jean-Sébastien Guay

Hi again Robert,


I'm in the process of building our simulator with OSG SVN trunk. I don't
expect any trouble. I'll let you know in the next few hours how it goes.


Just finished building, and ran a few scenarios to test, and everything 
seems fine. I ran some pretty heavy scenarios and things were stable.


This also tests that osgOcean and osgEphemeris build and run fine with 
OSG SVN trunk, since we use both.


Hope this helps,

J-S
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Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Mike Wozniewski
Okay... so the libraries need to have all of that (ie, all symbols), but 
when the .app is created and dead code stripping is enabled, any 
unneeded symbols are stripped away. This leaves me with an .app size of 
around 15-20MB.


Thanks for everyone's help,
Mike

On 10-12-02 12:10 PM, Mike Wozniewski wrote:

On 10-12-02 10:43 AM, Garrett Potts wrote:

Hello Mike:

I have not tried to build the iphone OS port but it appears in your 
cut and paste you have the Active configuration as Debug as seen with 
the link path .Debug-iphoneos/osg.build/osg-generated-files.hmap.

Hi Garrett,

Yeah, sorry; that was a Debug build... but a Release build is still 
125MB (for libosg.a). Below is sample Xcode output for the Release 
configuration (you can see that it even uses the -Os option to 
optimize for space). I don't get it.


CompileC 
build/OSGIPhone.build/Release-iphoneos/osg.build/Objects-normal/armv6/Node.o 
../src/osg/Node.cpp normal armv6 c++ com.apple.compilers.gcc.4_2

cd /Users/mikewoz/src/osg-iphone/IPhone_Project
setenv LANG en_US.US-ASCII
setenv PATH 
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -x 
c++ -arch armv6 -fmessage-length=0 -pipe -Wno-trigraphs 
-fpascal-strings -Os -Wreturn-type -Wunused-variable -isysroot 
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk 
-gdwarf-2 -mno-thumb -miphoneos-version-min=3.2 -iquote 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-generated-files.hmap 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-own-target-headers.hmap 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-all-target-headers.hmap 
-iquote 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-project-headers.hmap 
-F/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Release-iphoneos 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Release-iphoneos/include 
-I../include -I../../OpenThreads/include -Iconfig 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/DerivedSources/armv6 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/DerivedSources 
-c /Users/mikewoz/src/osg-iphone/IPhone_Project/../src/osg/Node.cpp -o 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/Objects-normal/armv6/Node.o



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Re: [osg-users] Need help about Night Vision Effect

2010-12-02 Thread Steven Powers
The easy/cheating way is to calculate the luminance of each pixel, amplify it, 
(color it green to fit the stereotype) then add electric noise.

This is easiest to do on a fragment shader.

Cheers,
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[osg-users] Old really nasty OpenThreads bug?

2010-12-02 Thread Anders Backman
Hi all.

Im using OpenSceneGraph 2.8.3 under windows. Visual studio 2008.
However, this problem has been around for at least 2 years, so it existed in
previous versions too.

I have finally after two years? isolated the bug I reported quite a while
back:
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2008-May/011360.html

I took a deep breath, and after quite a few hours I managed to isolate the
problem into one .dll file and one .exe file.

The problem:

Assume I have an application, it creates a thread.
For various reason, I want to register this thread to a function for later
destruction (in our lib we give the pointer of the thread to a singleton
which later destroys the thread). In this example, its just registers a
function in atexit() which will delete the thread.
Notice that this call to atexit() is done within ANOTHER DLL (otbugdll.cpp).

When the app exits, the atexit() is called and the thread is destroyed. But
the problem is that it hangs at the call to m_block.release() in the
destructor.

If I instead call atexit() from the main app, everything works just fine.
This means, that the call to delete for the thread is the same, its just
initiated from an atexit() call done from main().


What this does, is that we need to have a call:

ThreadPool::instance()-shutdown();

that HAVE to be called BEFORE the end of the scope of main. Really
irritating.

We cant use atexit() from within the library (because it is done from a
separate lib/dll, which regenerates the problem).


To build this, you need to set the OSG_DIR path to your OpenSceneGraph
install, run cmake on it, and build the project.

If SHOULD_HANG is defined it will...hang.

http://www8.cs.umu.se/~andersb/otbug.zip


I have done just about everything I can come up with to try to resolve this
problem, but nothing works.
I have tried to use a DllMain() function, which catches the events for
attaching and detaching the dll, and doing the delete of the thread there. I
have tried every combination of singletons, static variables etc, but it all
fails.

So the above example is not really exactly my original problem, but it
reproduces the problem quite nicely. I cannot really see what the problem
is.
The flow of code is exactly the same no matter if SHOULD_HANG is defined or
not.

It might be a bug in how OpenThreads use the win32 threading API.
OR it might be a limitation of the Win32 threading API.

Thankful for any help on this matter.
It has been on my mind now for more two years.

/Anders
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[osg-users] Graphic Context + Texture Memory

2010-12-02 Thread Guy Volckaert
I have a newby question to ask... so please be gentil

Let's say I have 2 cameras running in different draw threads. Each camera is 
also associated with a different graphic context. If I load a 2D texture then 
each context will have its own opengl texture object (created in the 
Texture2D::Apply() function).  So far so good... 

My question is: will the opengl driver have 2 instance of the texture object in 
memory and therefore occuping twice the amount necessary? Or is the driver 
smart enough to somehow share the same memory space for both instances?

I guess the answer is that each texture is represented in each graphic context 
by a different opengl texture object, and thus will occupy N times the required 
memory space, where N is the number of graphic context. Am I understanding this 
right?

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[osg-users] osgExp: problems with user properties?

2010-12-02 Thread Luca Vezzadini
Hi,
I'm using the latest osgExp version and I see a problem in user properties. Try 
the following:
- create a sphere
- add some user properties to it
- export it with default settings: everything should be fine
- export it tagging the Flatten Static Transform on: the properties don't 
show up.

I guess this is due to the fact that the flatter optimization removes some of 
the transforms. I think this is a problem because that option is heavily used 
to optimize exports and I would say the exporter should be able to maintain the 
user properties in some way, at least when - like in this case - there is not a 
complex hierarchy.
Do you see any chance in solving that?

Also, I have no idea if Max supports that, but is there a way to have user 
properties on materials rather than on geom and transform nodes? That would 
allow to set useful info about the shaders to build for each stateset.

Thanks,

Luca

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Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-02 Thread Wang Rui
Hi Robert,

Build and work well with mingw 5.1.6. Now I'm looking forward to the
2.9.10 release.

Cheers,

Wang Rui


2010/12/3 Robert Osfield robert.osfi...@gmail.com:
 Hi All,

 Thanks for the testing so far.  I've merged a few build and bug fixes
 through today so anymore testing you can do would be greatly
 appreciated.  I'm heading offline now for the day, will catch with you
 all tomorrow morning and if things still look good will tag in 2.9.10.

 Cheers,
 Robert.
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[osg-users] Question about setting speed/acceleration with AnimationPath

2010-12-02 Thread Nguyen Tien Dat
Dear all,
I need to move an object along a line with the speed of 1m/s. The
object starts from stationary (0m/s). I use AnimationPath like this:

osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath-setLoopMode(osg::AnimationPath::NO_LOOPING);

osg::Vec3 startPoint(startMat(3,0), startMat(3,1),
startMat(3,2));
animationPath-insert(0.0,osg::AnimationPath::ControlPoint(startPoint
, rotation));

osg::Vec3 endPoint(endMat(3,0), endMat(3,1), endMat(3,2));

float speed = 1.0; // (m/s)
float timeOfAnimation = distanceFromStartPointToEndPoint/speed;


animationPath-insert(timeOfAnimation,osg::AnimationPath::ControlPoint(endPoint
, rotation));

matTransNode.setUpdateCallback(new 
osg::AnimationPathCallback(animationPath));

The animation works, but it seems to me that the speed instantly
becomes 1m/s and there's no acceleration. So my question is: is there
a way I can specify that, say, in the first second the acceleration is
+1 m/s^2, and the next few seconds the acceleration is 0 m/s^2 (so
that the speed is constant), and then in the last second the
acceleration is -1 m/s^2?

Thank you very much for your help.
Best,
Dat
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[osg-users] OSG + QT and QTabWidget: Disappearing scene graph

2010-12-02 Thread Angus Lau
Hi,

I am trying to build a Qt application with multiple independent OSG scene 
graphs, each of which in it's own tab in a QTabWidget. I am using the 
osgViewer::Viewer (not osgViewer::CompositeViewer) version of the adapter 
widget from the osgviewerQT example. Each tab has an instance of the adapter 
widget managing it's scene graph. 

When the application has more than one tabs and when I try to close one of 
them, sometimes the scene graph in the other tab may disappear, but I can still 
pick a node in the scene graph.

 Some people fixed a similar situation by sharing/not sharing the graphics 
context among the widgets, but none of the solutions that people suggested for 
the situations fix my problem.

I wonder if I should use a different approach for the OSG + QT integration or 
if I need to do something particular to the graphics context. I appreciate all 
of your suggestions.

Thank you!

Cheers,
Angus Lau

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Re: [osg-users] rain/snow accumulation on the screen

2010-12-02 Thread Trajce (Nick) Nikolov
Thanks Steven .. good hint!

-Nick


On Thu, Dec 2, 2010 at 11:56 PM, Steven Powers stevenapow...@gmail.comwrote:

 I'd use a pixel shader for the effects. Pass in the texture that represents
 the snow overlay and have the shader scale the alpha up and down as it
 accumulates.

 Rain would be handled the same way but you'd have to come up with a way to
 make the water droplets move around on the screen. That should be possible
 in the shader as well.


 Thank you!

 Cheers,
 Steven

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Re: [osg-users] debugging slow path

2010-12-02 Thread Jason Daly

On 12/02/2010 01:39 PM, Jean-Sébastien Guay wrote:


Generalities like the above are most often wrong because so many
exceptions exist... It always depends on the situation. You're the
developer, you make your decisions with hopefully as much information as
required to make the right ones.


One of my favorite axioms:

All generalizations are false.

;-)

--J

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Re: [osg-users] Graphic Context + Texture Memory

2010-12-02 Thread Jason Daly

On 12/02/2010 05:18 PM, Guy Volckaert wrote:

I have a newby question to ask... so please be gentil

Let's say I have 2 cameras running in different draw threads. Each camera is 
also associated with a different graphic context. If I load a 2D texture then 
each context will have its own opengl texture object (created in the 
Texture2D::Apply() function).  So far so good...

My question is: will the opengl driver have 2 instance of the texture object in 
memory and therefore occuping twice the amount necessary? Or is the driver 
smart enough to somehow share the same memory space for both instances?


The driver won't implicitly share GL objects like textures, but you can 
configure it to do so explicitly.  The GraphicsContext::Traits object 
has a field where you can specify a shared context.  I've never used it 
personally, so I don't know exactly how it works, but I know it's there.


--J

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Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay

Hi Jason,


One of my favorite axioms:

All generalizations are false.


That's a good one, I'll have to remember it. :-)

J-S
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