Re: [osg-users] osgEarth at FOSS4G in Denver

2011-04-28 Thread Torben Dannhauer
hmm,

it considers my eMail adress (xx.info) not as valid email address...


Cheers,
Torben

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Re: [osg-users] osgDB ifstream / ofstream conflict

2011-04-28 Thread Christiansen, Brad
Hi,

This seems to be the same / related to an issue raised some time ago with 
VS2010.

When I build VirtualPlanetBuilder with VS2010 I get errors complaining about 
duplicate definitions of the stream destructors (cant remember the details of 
hand). The same code works without issue on non-windows platforms and all other 
VS compilers tried.

As I don't have time to look into the issue I simply force the link to complete 
with multiply defined symbols.


A quick search through my local OSG-users archive found the thread + message 
included bellow. Do a search through the archives around this topic and you 
should find all the details.

Cheers,

Brad



Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

Ok, I have localized the problem.

For example, the class osgDB::fstream:

class OSGDB_EXPORT fstream : public std::fstream
{

};

which just inherits from std:.fstream causes the symbols of std::fstream to be 
exposed into osgDB.dll

This effectively means that It might cause problems for people linking against 
osgDB.dll later on.
Same goes for inheriting from std::string, std::ostringstream etc.

This must obviously be a bug, a very serious one in VS2010.
We had a class derived from std::ostringstream, which exposed the symbols in 
the vtable for the class:

namespace ns
{
class Notify : public std::ostringstream
{
};
}

Using depends.exe to analyze the dll-file gives:

const ns::Notify::`vftable'{for `std::basic_ostringstreamchar,struct 
std::char_traitschar,class std::allocatorchar '}

My issue was reported to the msdn forum. Their first take was: Oh you use 
CMake, thats not our product :-)
But in later threads, they tried to reproduce the problem without luck...
So if you manage to reproduce this in a small example, go ahead and post it. We 
must make them aware of this problem.

http://social.msdn.microsoft.com/Forums/en-US/vclanguage/thread/191de00a-53c9-4bd9-9cb6-e844eb224ca2

/Anders




From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vincent 
Bourdier
Sent: Wednesday, 27 April 2011 11:47 PM
To: osg user
Subject: Re: [osg-users] osgDB ifstream / ofstream conflict

Hi,

Sorry to insist but I would appreciate any advices about this issue. Maybe I'm 
the only one who encountered it, but the patch I did is not so... clean to my 
mind...

Thanks.

Regards,
Vincent.

Le 21/04/2011 14:50, Vincent Bourdier a écrit :
Hi all,

I just found a fix after some tests, but it is not a fix I am proud of.
I just added the close() method in osgDB/fstream implementation, so there is no 
conflict because my fstream implementation uses osgDB/fstream and not 
osgDB/fstream AND std::fstream.

I will continue to investigate to be sure to understand why this occurs, but 
any advices or explanations are welcome.
If my fix is accepted this could be a submission for OSG, eventually...

Thanks.

Regards,
Vincent.

Le 20/04/2011 14:54, Vincent Bourdier a écrit :
Hi Mourad

Thanks for your answer but I already checked that. TsLib_MDdNET2010 is a static 
lib but linked with /MD(d), like my application...

Vincent.

Le 20/04/2011 11:50, Mourad Boufarguine a écrit :
Hi Vincent,
On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier 
vincent.bourd...@gmail.commailto:vincent.bourd...@gmail.com wrote:
2TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: public: void __thiscall 
std::basic_ifstreamchar,struct std::char_traitschar ::close(void) 
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined 
in osgDBd.lib(osg65-osgDBd.dll)
2TsLib_MDdNET2010.lib(IwBrepData.obj) : error LNK2005: public: void 
__thiscall std::basic_ifstreamchar,struct std::char_traitschar 
::close(void) (?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) 
already defined in osgDBd.lib(osg65-osgDBd.dll)

It seems like a static/dynamic c++ runtime conflict. Check if osg and 
TsLib_MDdNET2010 are linked against the same type of c++ runtime (both with 
/MTd flag or both with /MDd flag)

Mourad



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Re: [osg-users] Meta-data in core OSG - project started

2011-04-28 Thread Torben Dannhauer
Hi all,

this meta system looks very interesting. I started to implement such a system 
for osgVisual for data management, but it seems that your approach is much more 
sophisticated and finally allows me to plug in my use cases quite easy. 
I'm happy that such a framework is developed for OSG. I have cross-read the V4 
document, but unfortunately I'm currently too much occupied by my doctoral 
thesis to add usefull ideas/components. I'll try to stay up to date and maybe 
can add some comments.

Thanks for your effort, it is great work! 

Best regards from Salzburg,
Torben

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Re: [osg-users] Windows users please test svn/trunk

2011-04-28 Thread Robert Osfield
HI Torben,

On Thu, Apr 28, 2011 at 6:58 AM, Torben Dannhauer tor...@dannhauer.info wrote:
 I will rebuild my OSG today or tomorrow evening.

 What testing procedure should I run? Is just using osgViewer in 
 multithreading sufficient?

If it compiles that is probably good enough.  I think the risk to the
runtime is much lower than the risk to a build error.  Running
standard OSG examples such as osgviewer and trying out the different
threading models is probably sufficient runtime testing.   Testing
your own apps would also be useful, but not critical at this point -
in theory I should fixing potential bugs rather than introducing them
;-)

Robert.
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[osg-users] Indentify whether 3ds model read has color layers or textures?

2011-04-28 Thread Darko Radiceski
Hi all,

I was wondering if anyone can help me out whether it is possible to verify 
whether a 3ds model i have read using:

theNode = osgDB::readNodeFile(filenameUsed, options);

has color layers or has textures? 

The reason i am asking is bacause i would like to treat them differently when 
writing out to IVE.

Thank you!

Cheers,
Dan

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Re: [osg-users] Windows users please test svn/trunk

2011-04-28 Thread Wang Rui
Hi Robert,

It compiles fine on my Windows XP and Visual Studio 8, and seems to
work well, too.

Cheers,

Wang Rui


2011/4/28 Robert Osfield robert.osfi...@gmail.com:
 HI Torben,

 On Thu, Apr 28, 2011 at 6:58 AM, Torben Dannhauer tor...@dannhauer.info 
 wrote:
 I will rebuild my OSG today or tomorrow evening.

 What testing procedure should I run? Is just using osgViewer in 
 multithreading sufficient?

 If it compiles that is probably good enough.  I think the risk to the
 runtime is much lower than the risk to a build error.  Running
 standard OSG examples such as osgviewer and trying out the different
 threading models is probably sufficient runtime testing.   Testing
 your own apps would also be useful, but not critical at this point -
 in theory I should fixing potential bugs rather than introducing them
 ;-)

 Robert.
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Re: [osg-users] osgEarth at FOSS4G in Denver

2011-04-28 Thread Glenn Waldron
How annoying!!
Maybe ask a friend to register and send you the email? It's anonymous
anyway. Thanks. I will see if I can report the problem.

Glenn Waldron / Pelican Mapping / 703.652.4791 / @glennwaldron


On Thu, Apr 28, 2011 at 2:01 AM, Torben Dannhauer tor...@dannhauer.infowrote:

 hmm,

 it considers my eMail adress (xx.info) not as valid email address...


 Cheers,
 Torben

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Re: [osg-users] [vpb] vpb generated .osga model seems disturb shared memory in qt4

2011-04-28 Thread Lv Qing
Hi,

... 
Problem solved!

It is about some qt q_timer not-blocking signal issue,it is indeed nothing 
wrong with  osg or vpb.I dont excatly know why,but I hope it will help others.

Thank you all for your assistances in my most difficult time!

Cheers,
Lv

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Re: [osg-users] osgEarth at FOSS4G in Denver

2011-04-28 Thread Chris 'Xenon' Hanson
  I voted!

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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[osg-users] Supporting multiple frame rates

2011-04-28 Thread Brad Huber
Hello,

 

We currently have an OSG based application which renders at 30-60+ fps on
our development hardware with discrete gpus.  Unfortunately we have to be
able to  deploy on a wide range of hardware including stuff that is
significantly less capable (Intel GPUs, etc).  On some of these slower
platforms we are seeing framerates that are 10-15 fps.  This is actually ok
for us with one exception, live video.

 

We show live video in the scene graph (for now strictly in the HUD).  We
have a requirement to make the video render at native speed (~30 fps).  I am
looking for a way to make the HUD/video render at 30 fps and let the rest of
the scene graph render at a floating rate (whatever the machine can handle).

 

How might this be accomplished?  Since this is a HUD, obviously it must
ultimately render to the same graphics context, however it doesn't really
need to respect the depth buffer, etc of the rest of the scene (it should
always render on top).

 

PS Should I be thinking about render to texture?

 

Related threads I came across:

http://forum.openscenegraph.org/viewtopic.php?t=7858

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-
January/006000.html

http://forum.openscenegraph.org/viewtopic.php?t=7117

 

Thanks

-Brad

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Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Robert Osfield
Hi Brad,

I'm afraid decoupling the rendering of two parts of graphics window so
that they can run at their own frame rate won't be a straight forward
task, and well off the standard viewer path used by the vast majority
of the community.  You are infact the first I recall wanting to do
exactly this combination of video at 30fps and man scene at it's own
frame rate.

Thoughts off the top of my head:

You only need to do something special when 3D scene takes longer
than 30ms and would cause
frame rate to drop below the min 30fps, so the follow suggestions
are for when frame rate would
drop below 30.

Could you render the video to the front buffer and just overlay
the background 3D scene?  This
would enable you to remove the need for a swap buffers call at the
end of the render of teh video texture.

Another approach would be to render the 3D scene into a texture
and then compose each frame
from the 3D scene texture and the video texture and do the swap
buffers at video texture frame rate.

In both cases you the 3D scene is taking too long to render, and
since you are using a single
graphics context there isn't a natural way to split up and
decouple the rendering completely,
so to be able to put out frames at 30fps you'll need to break the
render of the 3D scene into
segments each of which can fit into with the time available when
rendering at 30fps.

Splitting the scene won't be trivial, the easist method would be
something like depth partitioning,
and render different partition in depth and balance the depth
range for each so that the load is
as well balanced as you can get it.

That's my best suggestions so far...  Far from trivial to set up, very
much on the bleeding edge!

Robert.





On Thu, Apr 28, 2011 at 4:39 PM, Brad Huber br...@procerus.com wrote:
 Hello,



 We currently have an OSG based application which renders at 30-60+ fps on
 our development hardware with discrete gpus.  Unfortunately we have to be
 able to  deploy on a wide range of hardware including stuff that is
 significantly less capable (Intel GPUs, etc).  On some of these slower
 platforms we are seeing framerates that are 10-15 fps.  This is actually ok
 for us with one exception, live video.



 We show live video in the scene graph (for now strictly in the HUD).  We
 have a requirement to make the video render at native speed (~30 fps).  I am
 looking for a way to make the HUD/video render at 30 fps and let the rest of
 the scene graph render at a floating rate (whatever the machine can handle).



 How might this be accomplished?  Since this is a HUD, obviously it must
 ultimately render to the same graphics context, however it doesn’t really
 need to respect the depth buffer, etc of the rest of the scene (it should
 always render on top).



 PS Should I be thinking about render to texture?



 Related threads I came across:

 http://forum.openscenegraph.org/viewtopic.php?t=7858

 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-January/006000.html

 http://forum.openscenegraph.org/viewtopic.php?t=7117



 Thanks

 -Brad

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Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Farshid Lashkari
Hi Brad,

I haven't tried this myself, but it might work. Create a separate
context/thread that renders the scene to a texture. Once it finishes
rendering, use the NV_copy_image extension (
http://developer.download.nvidia.com/opengl/specs/GL_NV_copy_image.txt) to
copy the image into the main context containing the HUD. I haven't used the
NV_copy_image extension myself, but from my understanding it allows copying
texture data between different contexts. I'm not sure if ATI has a similar
extension.

Cheers,
Farshid

On Thu, Apr 28, 2011 at 8:39 AM, Brad Huber br...@procerus.com wrote:

 Hello,



 We currently have an OSG based application which renders at 30-60+ fps on
 our development hardware with discrete gpus.  Unfortunately we have to be
 able to  deploy on a wide range of hardware including stuff that is
 significantly less capable (Intel GPUs, etc).  On some of these slower
 platforms we are seeing framerates that are 10-15 fps.  This is actually ok
 for us with one exception, live video.



 We show live video in the scene graph (for now strictly in the HUD).  We
 have a requirement to make the video render at native speed (~30 fps).  I am
 looking for a way to make the HUD/video render at 30 fps and let the rest of
 the scene graph render at a floating rate (whatever the machine can handle).



 How might this be accomplished?  Since this is a HUD, obviously it must
 ultimately render to the same graphics context, however it doesn’t really
 need to respect the depth buffer, etc of the rest of the scene (it should
 always render on top).



 PS Should I be thinking about render to texture?



 Related threads I came across:

 http://forum.openscenegraph.org/viewtopic.php?t=7858


 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-January/006000.html

 http://forum.openscenegraph.org/viewtopic.php?t=7117



 Thanks

 -Brad

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Re: [osg-users] Fine-grained render ordering

2011-04-28 Thread Sergey Polischuk
Hi, CraigIn your example, put camera A as child of B with render order on camera A set to prerender.Cheers, Sergey.27.04.2011, 18:38, "Craig S. Bosma" craig.bo...@gmail.com:Robert,Thanks for pointing out the "TraversalOrderBin", I wasn't aware of that. However, I'm still a little unclear on how that might help for my use. Suppose I have a scene with with a root Group node and two child Camera Nodes, A and B. Suppose both render to a texture via FBO, and that B needs A's texture output. If I put the root node in the "TraversalOrderBin", would that guarantee that camera A is rendered completely before camera B? What if A instead were a child of B?Thanks,Craig   On Tuesday, April 26, 2011 at 5:01 AM, Robert Osfield wrote: Hi Craig,The best way to manage render bin is vis State::setRenderBinDetails(),and in the 2.9.x dev series you can now select a render bin that sortson traversal order of a subgrpah which makes some techniques easier -use the RenderBin string "TraversalOrderBin" to select this bin.If you want to create and chain RenderStages then using an osg::Camerain the scene graph is often one of the best ways to do this, and usethe Camera::setRenderOrder(..) to control the order.  You can also usea custom cull traversal callback to create RenderStage/RenderBin andassign these to the rendering backend, but this does require a greaterknowledge of the internals of the rendering backend.Robert.On Fri, Apr 22, 2011 at 9:52 PM, Craig S. Bosma craig.bo...@gmail.com wrote:Hi,I'm working on a shader-driven graphics pipeline for an OSG-based app, and Iwant to better understand how I can better control the rendering order. Iwant to render my initial scene to several texture targets, with opaque andtransparent objects handled separately. Currently I do this using nodemasks, but from this thread(http://forum.openscenegraph.org/viewtopic.php?t=2374) it seems like itwould be better to use renderbin/renderstages. I have several morepost-processing stages to follow, so I'm convinced that's the way to go forme to have full control over the pipeline.I've dug into the source for SceneView, RenderBin, RenderStage, etc. butit's not obvious to me how to shift objects from one bin to another (asidefrom setRenderBinDetails), or how to add stages that form a dependencychain. If anyone has examples or general advice on where to look, I'd beglad to hear it.Thanks,Craig___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___
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Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Brad Huber
Robert, Farshid,

Thanks for the ideas.

Given what you've said, would it make more sense to pursue using two
contexts?  Perhaps the main scene would render to an invisible off screen
context and then the visible context would copy the frame buffer from the
invisible context and render the video frames on top of that.  I imagine
there would be some difficulty in having additional threading complexity to
deal with.

-Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, April 28, 2011 9:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Supporting multiple frame rates

Hi Brad,

I'm afraid decoupling the rendering of two parts of graphics window so that
they can run at their own frame rate won't be a straight forward task, and
well off the standard viewer path used by the vast majority of the
community.  You are infact the first I recall wanting to do exactly this
combination of video at 30fps and man scene at it's own frame rate.

Thoughts off the top of my head:

You only need to do something special when 3D scene takes longer than
30ms and would cause
frame rate to drop below the min 30fps, so the follow suggestions are
for when frame rate would
drop below 30.

Could you render the video to the front buffer and just overlay the
background 3D scene?  This
would enable you to remove the need for a swap buffers call at the end
of the render of teh video texture.

Another approach would be to render the 3D scene into a texture and then
compose each frame
from the 3D scene texture and the video texture and do the swap buffers
at video texture frame rate.

In both cases you the 3D scene is taking too long to render, and since
you are using a single
graphics context there isn't a natural way to split up and decouple the
rendering completely,
so to be able to put out frames at 30fps you'll need to break the render
of the 3D scene into
segments each of which can fit into with the time available when
rendering at 30fps.

Splitting the scene won't be trivial, the easist method would be
something like depth partitioning,
and render different partition in depth and balance the depth range for
each so that the load is
as well balanced as you can get it.

That's my best suggestions so far...  Far from trivial to set up, very much
on the bleeding edge!

Robert.





On Thu, Apr 28, 2011 at 4:39 PM, Brad Huber br...@procerus.com wrote:
 Hello,



 We currently have an OSG based application which renders at 30-60+ fps 
 on our development hardware with discrete gpus.  Unfortunately we have 
 to be able to  deploy on a wide range of hardware including stuff that 
 is significantly less capable (Intel GPUs, etc).  On some of these 
 slower platforms we are seeing framerates that are 10-15 fps.  This is 
 actually ok for us with one exception, live video.



 We show live video in the scene graph (for now strictly in the HUD).  
 We have a requirement to make the video render at native speed (~30 
 fps).  I am looking for a way to make the HUD/video render at 30 fps 
 and let the rest of the scene graph render at a floating rate (whatever
the machine can handle).



 How might this be accomplished?  Since this is a HUD, obviously it 
 must ultimately render to the same graphics context, however it 
 doesn’t really need to respect the depth buffer, etc of the rest of 
 the scene (it should always render on top).



 PS Should I be thinking about render to texture?



 Related threads I came across:

 http://forum.openscenegraph.org/viewtopic.php?t=7858

 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org
 /2008-January/006000.html

 http://forum.openscenegraph.org/viewtopic.php?t=7117



 Thanks

 -Brad

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Re: [osg-users] Windows users please test svn/trunk

2011-04-28 Thread Chris 'Xenon' Hanson
On 4/27/2011 10:40 AM, Robert Osfield wrote:
 I'm currently reviewing a Converity analysis of the OSG and to address
 some of the issues have had to modify Win32 specific code in
 OpenThreads, I've tried to be careful with these changes but since I
 don't have Windows dev box I can't test these changes I've checked in.
  So... Windows users could you please svn/trunk and let me know if
 there are any issues with what I've checked in.

Windows binary builds here:

VS10/2010

http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS10.0.30319-x64-debug-12326.7z
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS10.0.30319-x64-debug-12326-PDBs.7z
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS10.0.30319-x64-release-12326.7z
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS10.0.30319-x86-debug-12326.7z
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS10.0.30319-x86-debug-12326-PDBs.7z
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS10.0.30319-x86-release-12326.7z


VS9/2008

http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x64-debug-12326.7z
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x64-debug-12326-PDBs.7z
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x64-release-12326.7z
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x86-debug-12326.7z
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x86-debug-12326-PDBs.7z
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x86-release-12326.7z
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x86-release-12326-RefPtrImplConvOff.7z


  Please someone let Robert and I know if you download and test these at all.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
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[osg-users] how to convert float to osgText::String

2011-04-28 Thread Nan WANG
Hi,

I have a simple question
How to convert a float number to osgText::String in order to display with  
osgText::Text::setText function?



... 

Thank you!

Cheers,
Nan

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Re: [osg-users] how to convert float to osgText::String

2011-04-28 Thread Jeremy Moles
On Thu, 2011-04-28 at 19:27 +0200, Nan WANG wrote:
 Hi,
 
 I have a simple question
 How to convert a float number to osgText::String in order to display with  
 osgText::Text::setText function?

Try ::createUTF8EncodedString(), or something like that.

 ... 
 
 Thank you!
 
 Cheers,
 Nan
 
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 http://forum.openscenegraph.org/viewtopic.php?p=38855#38855
 
 
 
 
 
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Re: [osg-users] [osgPlugins] osgAnimation Update

2011-04-28 Thread Garrett Cope
More investigation, still not much clearer. I'm hoping with a more concrete 
example someone can tell me what I'm missing...

My main issue is how to change the coordinate system of a bone within the 
skeleton hierarchy. This could be done previously by just modifying the 
rotation of the bones bind matrix. Now that doesn't seem to work for me.

A specific example using osganimationskinning::

This example currently rotates about the local z-axis of each joint. Let's say 
that I now want to rotate the first joint about the vertical axis instead. This 
could be accomplished by changing the axis of the rotate transform for the bone 
as follows:


Code:
pRight0Update-getStackedTransforms().push_back(new 
osgAnimation::StackedRotateAxisElement(rotate, osg::Vec3(0,1,0), 0));



but how would I do this by changing coordinate system of the bone such that the 
existing rotation would now rotate about the vertical axis? 

I did this previously by adjusting the rotation of the bind matrix, but adding 
any rotation to the bind matrix in this case seems to just distort the mesh.

I'm sure I'm missing something key...

Thanks in advance for any thoughts

--jamie[/code]

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Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Robert Osfield
Hi Brad,

I also thought about the two context route but didn't suggest it as
I'm doubtful that the graphics driver/card will be able to interleave
the rendering on the two threads in way that doesn't have one thread
stalling the other as they contend for resources on the graphics card.
 Using a pbuffer to render the 3d scene and the main graphics window
doing the compositing would be the easier option to implement though,
so I'd suggest trying it out, you'd need to use two viewers to
decouple the frames, at least then you'd know whether it's good enough
a solution or not.

Robert.

On Thu, Apr 28, 2011 at 5:52 PM, Brad Huber br...@procerus.com wrote:
 Robert, Farshid,

 Thanks for the ideas.

 Given what you've said, would it make more sense to pursue using two
 contexts?  Perhaps the main scene would render to an invisible off screen
 context and then the visible context would copy the frame buffer from the
 invisible context and render the video frames on top of that.  I imagine
 there would be some difficulty in having additional threading complexity to
 deal with.

 -Brad

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: Thursday, April 28, 2011 9:59 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Supporting multiple frame rates

 Hi Brad,

 I'm afraid decoupling the rendering of two parts of graphics window so that
 they can run at their own frame rate won't be a straight forward task, and
 well off the standard viewer path used by the vast majority of the
 community.  You are infact the first I recall wanting to do exactly this
 combination of video at 30fps and man scene at it's own frame rate.

 Thoughts off the top of my head:

    You only need to do something special when 3D scene takes longer than
 30ms and would cause
    frame rate to drop below the min 30fps, so the follow suggestions are
 for when frame rate would
    drop below 30.

    Could you render the video to the front buffer and just overlay the
 background 3D scene?  This
    would enable you to remove the need for a swap buffers call at the end
 of the render of teh video texture.

    Another approach would be to render the 3D scene into a texture and then
 compose each frame
    from the 3D scene texture and the video texture and do the swap buffers
 at video texture frame rate.

    In both cases you the 3D scene is taking too long to render, and since
 you are using a single
    graphics context there isn't a natural way to split up and decouple the
 rendering completely,
    so to be able to put out frames at 30fps you'll need to break the render
 of the 3D scene into
    segments each of which can fit into with the time available when
 rendering at 30fps.

    Splitting the scene won't be trivial, the easist method would be
 something like depth partitioning,
    and render different partition in depth and balance the depth range for
 each so that the load is
    as well balanced as you can get it.

 That's my best suggestions so far...  Far from trivial to set up, very much
 on the bleeding edge!

 Robert.





 On Thu, Apr 28, 2011 at 4:39 PM, Brad Huber br...@procerus.com wrote:
 Hello,



 We currently have an OSG based application which renders at 30-60+ fps
 on our development hardware with discrete gpus.  Unfortunately we have
 to be able to  deploy on a wide range of hardware including stuff that
 is significantly less capable (Intel GPUs, etc).  On some of these
 slower platforms we are seeing framerates that are 10-15 fps.  This is
 actually ok for us with one exception, live video.



 We show live video in the scene graph (for now strictly in the HUD).
 We have a requirement to make the video render at native speed (~30
 fps).  I am looking for a way to make the HUD/video render at 30 fps
 and let the rest of the scene graph render at a floating rate (whatever
 the machine can handle).



 How might this be accomplished?  Since this is a HUD, obviously it
 must ultimately render to the same graphics context, however it
 doesn’t really need to respect the depth buffer, etc of the rest of
 the scene (it should always render on top).



 PS Should I be thinking about render to texture?



 Related threads I came across:

 http://forum.openscenegraph.org/viewtopic.php?t=7858

 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org
 /2008-January/006000.html

 http://forum.openscenegraph.org/viewtopic.php?t=7117



 Thanks

 -Brad

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Re: [osg-users] Windows users please test svn/trunk

2011-04-28 Thread Robert Osfield
Hi Chris,

Thanks for the doing the builds ;-)

It's rather more effort than I was thinking of users might go to, all
I required was a thumbs whether svn/trunk was still compiling under
Windows, so I do hope that all these builds are nicely automated and
didn't take too much of your time.

Thanks again,
Robert.

On Thu, Apr 28, 2011 at 6:02 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 On 4/27/2011 10:40 AM, Robert Osfield wrote:
 I'm currently reviewing a Converity analysis of the OSG and to address
 some of the issues have had to modify Win32 specific code in
 OpenThreads, I've tried to be careful with these changes but since I
 don't have Windows dev box I can't test these changes I've checked in.
  So... Windows users could you please svn/trunk and let me know if
 there are any issues with what I've checked in.

 Windows binary builds here:

 VS10/2010

 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS10.0.30319-x64-debug-12326.7z
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS10.0.30319-x64-debug-12326-PDBs.7z
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS10.0.30319-x64-release-12326.7z
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS10.0.30319-x86-debug-12326.7z
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS10.0.30319-x86-debug-12326-PDBs.7z
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS10.0.30319-x86-release-12326.7z


 VS9/2008

 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x64-debug-12326.7z
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x64-debug-12326-PDBs.7z
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x64-release-12326.7z
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x86-debug-12326.7z
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x86-debug-12326-PDBs.7z
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x86-release-12326.7z
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/12326/OpenSceneGraph-trunk-VS9.0.30729-x86-release-12326-RefPtrImplConvOff.7z


  Please someone let Robert and I know if you download and test these at all.

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
 http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
 Contracting.
    There is no Truth. There is only Perception. To Perceive is to Exist. - 
 Xen
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Re: [osg-users] how to convert float to osgText::String

2011-04-28 Thread Robert Osfield
Hi Nan,

The easiest way for converting a float to a string with Standard C++
is to use a stringstream and just direct the output you want to a
stream, then get the std::string from this using stream.str(). Once
you have a std::string you can pass this to osgText::Text.

Robert.

On Thu, Apr 28, 2011 at 6:27 PM, Nan WANG nan.c...@gmail.com wrote:
 Hi,

 I have a simple question
 How to convert a float number to osgText::String in order to display with  
 osgText::Text::setText function?



 ...

 Thank you!

 Cheers,
 Nan

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=38855#38855





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Re: [osg-users] Windows users please test svn/trunk

2011-04-28 Thread Chris 'Xenon' Hanson
On 4/28/2011 12:29 PM, Robert Osfield wrote:
 It's rather more effort than I was thinking of users might go to, all
 I required was a thumbs whether svn/trunk was still compiling under
 Windows, so I do hope that all these builds are nicely automated and
 didn't take too much of your time.

  It's semi-automated.

  It built fine, we mainly made these so people could test if it still WORKED 
too. ;)

 Thanks again,
 Robert.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
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Re: [osg-users] OSG-based excavator simulator

2011-04-28 Thread Jean-Sébastien Guay

Hi Torben,

Sorry I couldn't reply sooner, I was on vacation.


That looks great! What sky framework did you use? It looks a little bit like 
Simul trueSky...


We used a slightly modified osgEphemeris, along with a simple cloud 
plane (a plane with circular blending around the edges, with a good 
cloud texture, is simple but works well enough for most ground-based 
simulators).


J-S
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Re: [osg-users] OSG-based excavator simulator

2011-04-28 Thread Jean-Sébastien Guay

Hi Paul,


Hi J-S -- It looks great. But I do have a couple questions.


No problem, I'll answer as best I can. :-)


How flexible is your art pipeline / rendering process for loading
arbitrary models? Could you replace that excavator with some arbitrary
CAD machinery, such as a tractor, and get the same visual fidelity? Or
is there quite a bit of per-model hands-on modeling time in the art
pipeline to create the necessary specular and normal maps, dirt, scuff
marks, etc?


I'm surprised you're asking me this type of question...

An artist is really needed in order to get any good looking models, 
IMHO. Doing too much procedurally just becomes incredibly complex and 
gives so-so results most of the time, but you end up handling lots of 
corner cases and skirting around visual artifacts.


You also mention CAD models, which are another pet peeve of mine. CAD is 
just not made for real-time use, you get lots of geometry where you need 
very little and vice versa. A human modeler who knows about making 
models for real-time can really make good use of textures when possible 
and put polygons where needed.


In our case, we have an in-house modeler who makes models especially for 
real-time use. When we need a new vehicle for a simulator, he will 
typically start gathering as many reference photos as possible and then 
make the model. He'll then figure out what sections will most benefit 
from having normal and specular maps (where there's not much fine 
detail, they're not needed, and a simpler shader can be used).



Also, how are you doing the transparency (e.g., the excavator cab
windows)? Is that simple RenderBin back-to-front rendering, or are you
using an order-independent technique? If the latter, how are you
implementing it?


Simple render bin technique. The windows are two polygons with opposing 
normals (with backface culling enabled so they don't fight with each 
other, only one will be visible from any angle). All the windows are in 
separate geometry objects so they sort correctly (which is bad for draw 
time, I know, but used sparingly it's ok). And the windows on the inside 
have a different shader than the ones on the outside, so they have a 
double-sided mirror kind of effect (look darker from outside than from 
inside the cab).



Are the trees in the background simple billboards, or truly 3D so that
the viewpoint can be placed inside them?


No, just billboards, and in fact we had to choose our shots carefully to 
make the video so we didn't see any sorting artifacts 'cause I didn't 
want to take the time to separate them all :-)



Is the atmospheric scattering simple OpenGL fog, or something more complex?


It's nothing as sophisticated as atmospheric scattering - we called it 
atmospheric dust. :-) It's just large particle billboards, with a few 
classic smoke rendering techniques:


- depth buffer test to avoid artifacts where a billboard gets clipped by 
opaque scene geometry (lower the alpha where the billboard is close to 
the ground - search the nvidia samples for a paper on that)

- the billboards rotate slowly to make the dust seem like it's billowing
- they also fade in and out for the same reason.

All three things are done in the vertex / fragment shaders.


I didn't notice any screen-space post-rendering effects (such as depth
of field), is that correct? If I'm wrong, what screen-space effects are
you doing, and did you encounter any difficulties with generalizing them
into your rendering system?


We didn't do depth of field, but HDR is a screen-space post-rendering 
effect. It gives a nice light bloom.


We used osgPPU to do it, and osgPPU comes with an HDR example, which we 
modified slightly so that the light adaptation effect was less 
pronounced. In retrospect, the way osgPPU does its post-rendering 
effects limits us in other things we want to do with our pipeline, so 
we'll probably do the HDR ourselves sometime in the near future (or try 
to find ways to work around the limitations). But it was a great way to 
get the effect going quickly.



I'm always looking for more general ways to make stuff like this work,
so I'm just trying to figure out how much of this demo was
general-purpose, and how much was non-general, suitable only for demos.


Because of the time constraints, we did a lot of quick-and-dirty coding. 
In the weeks after the demo was done and shown to the client, we did a 
lot of clean up work, and we still have some left to do (for me, mostly 
the osgPPU limitations I mentioned above).


But since we did the demo, everyone in the company wants to use similar 
effects in their projects (clients always want the best-looking 
simulator they can get, at least when taking the purchasing decision - 
after that it becomes less important) so I'm making sure what we did is 
as general as it can be.


J-S
--
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Re: [osg-users] Nvidia OpenGL driver error message?

2011-04-28 Thread Pavel Perina
Hi,
I discovered same problem in our application which is not build on the OSG 
engine. 
I found this error occurs sometimes when application is running out (or using 
too much) memory or memory is too fragmented or possibly GPU is running near 
its memory). In my case faulty function is glBufferDataARB 
(GL_ARRAY_BUFFER_ARB, bufSize, bufPtr, GL_STATIC_DRAW_ARB) when bufSize is 
around 450MB (more memory means that realloc fails earlier so function is not 
called, less memory causes no problem). This function usually returns error 
GL_OUT_OF_MEMORY, but sometimes driver kills the application instead.
It's possible that more functions are affected (FrameBuffers, RenderBuffers, 
etc.), but this error is hard to reproduce.

I tried to report this behavior to nvidia customer care.

Pavel

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Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Buckley, Bob CTR MDA/DES
Overlay buffer comes to mind given the selection and clearing control.
But, if I remember right, they are limited to color index mode.
Newer hardware of the day may allow RGB mode.

We did this type of multiplexing with Performer years ago, but with different 
windows.
We rendered the scene at a full 60 Hz and alternated HUD insets at 30hz.
Much easier than trying to do it on the same canvas.

Bob Buckley
Principal Software Engineer
Raytheon

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
Sent: Thursday, April 28, 2011 9:40 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Supporting multiple frame rates

Hello,

We currently have an OSG based application which renders at 30-60+ fps on our 
development hardware with discrete gpus.  Unfortunately we have to be able to  
deploy on a wide range of hardware including stuff that is significantly less 
capable (Intel GPUs, etc).  On some of these slower platforms we are seeing 
framerates that are 10-15 fps.  This is actually ok for us with one exception, 
live video.

We show live video in the scene graph (for now strictly in the HUD).  We have a 
requirement to make the video render at native speed (~30 fps).  I am looking 
for a way to make the HUD/video render at 30 fps and let the rest of the scene 
graph render at a floating rate (whatever the machine can handle).

How might this be accomplished?  Since this is a HUD, obviously it must 
ultimately render to the same graphics context, however it doesn't really need 
to respect the depth buffer, etc of the rest of the scene (it should always 
render on top).

PS Should I be thinking about render to texture?

Related threads I came across:
http://forum.openscenegraph.org/viewtopic.php?t=7858
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-January/006000.html
http://forum.openscenegraph.org/viewtopic.php?t=7117

Thanks

-Brad

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Re: [osg-users] how to convert float to osgText::String

2011-04-28 Thread Tomlinson, Gordon
sprintf 
 
 
Gordon Tomlinson 
Product Technology Manager 3d Technology 
System Engineering Consultant
Overwatch® An Operating Unit of Textron Systems 
Office:   703-437-7651  x 2415
Fax:   703-437-0039
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WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
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be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.



From: osg-users-boun...@lists.openscenegraph.org on behalf of Nan WANG
Sent: Thu 4/28/2011 1:27 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] how to convert float to osgText::String



Hi,

I have a simple question
How to convert a float number to osgText::String in order to display with  
osgText::Text::setText function?



...

Thank you!

Cheers,
Nan

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Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Brad Huber
Ok Thanks.  This gives an idea of how to pursue a couple of different
options.  I'll post back with any results.

Thanks
-Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, April 28, 2011 12:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Supporting multiple frame rates

Hi Brad,

I also thought about the two context route but didn't suggest it as I'm
doubtful that the graphics driver/card will be able to interleave the
rendering on the two threads in way that doesn't have one thread stalling
the other as they contend for resources on the graphics card.
 Using a pbuffer to render the 3d scene and the main graphics window doing
the compositing would be the easier option to implement though, so I'd
suggest trying it out, you'd need to use two viewers to decouple the frames,
at least then you'd know whether it's good enough a solution or not.

Robert.

On Thu, Apr 28, 2011 at 5:52 PM, Brad Huber br...@procerus.com wrote:
 Robert, Farshid,

 Thanks for the ideas.

 Given what you've said, would it make more sense to pursue using two 
 contexts?  Perhaps the main scene would render to an invisible off
screen
 context and then the visible context would copy the frame buffer from 
 the invisible context and render the video frames on top of that.  I 
 imagine there would be some difficulty in having additional threading 
 complexity to deal with.

 -Brad

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
 Robert Osfield
 Sent: Thursday, April 28, 2011 9:59 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Supporting multiple frame rates

 Hi Brad,

 I'm afraid decoupling the rendering of two parts of graphics window so 
 that they can run at their own frame rate won't be a straight forward 
 task, and well off the standard viewer path used by the vast majority 
 of the community.  You are infact the first I recall wanting to do 
 exactly this combination of video at 30fps and man scene at it's own frame
rate.

 Thoughts off the top of my head:

    You only need to do something special when 3D scene takes longer 
 than 30ms and would cause
    frame rate to drop below the min 30fps, so the follow suggestions 
 are for when frame rate would
    drop below 30.

    Could you render the video to the front buffer and just overlay the 
 background 3D scene?  This
    would enable you to remove the need for a swap buffers call at the 
 end of the render of teh video texture.

    Another approach would be to render the 3D scene into a texture and 
 then compose each frame
    from the 3D scene texture and the video texture and do the swap 
 buffers at video texture frame rate.

    In both cases you the 3D scene is taking too long to render, and 
 since you are using a single
    graphics context there isn't a natural way to split up and decouple 
 the rendering completely,
    so to be able to put out frames at 30fps you'll need to break the 
 render of the 3D scene into
    segments each of which can fit into with the time available when 
 rendering at 30fps.

    Splitting the scene won't be trivial, the easist method would be 
 something like depth partitioning,
    and render different partition in depth and balance the depth range 
 for each so that the load is
    as well balanced as you can get it.

 That's my best suggestions so far...  Far from trivial to set up, very 
 much on the bleeding edge!

 Robert.





 On Thu, Apr 28, 2011 at 4:39 PM, Brad Huber br...@procerus.com wrote:
 Hello,



 We currently have an OSG based application which renders at 30-60+ 
 fps on our development hardware with discrete gpus.  Unfortunately we 
 have to be able to  deploy on a wide range of hardware including 
 stuff that is significantly less capable (Intel GPUs, etc).  On some 
 of these slower platforms we are seeing framerates that are 10-15 
 fps.  This is actually ok for us with one exception, live video.



 We show live video in the scene graph (for now strictly in the HUD).
 We have a requirement to make the video render at native speed (~30 
 fps).  I am looking for a way to make the HUD/video render at 30 fps 
 and let the rest of the scene graph render at a floating rate 
 (whatever
 the machine can handle).



 How might this be accomplished?  Since this is a HUD, obviously it 
 must ultimately render to the same graphics context, however it 
 doesn’t really need to respect the depth buffer, etc of the rest of 
 the scene (it should always render on top).



 PS Should I be thinking about render to texture?



 Related threads I came across:

 http://forum.openscenegraph.org/viewtopic.php?t=7858

 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.or
 g
 /2008-January/006000.html

 http://forum.openscenegraph.org/viewtopic.php?t=7117



 Thanks

 -Brad

 

Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Chris 'Xenon' Hanson
On 4/28/2011 9:39 AM, Brad Huber wrote:
 We currently have an OSG based application which renders at 30-60+ fps on our 
 development
 hardware with discrete gpus.  Unfortunately we have to be able to  deploy on 
 a wide range
 of hardware including stuff that is significantly less capable (Intel GPUs, 
 etc).  On some
 of these slower platforms we are seeing framerates that are 10-15 fps.  This 
 is actually
 ok for us with one exception, live video.
 We show live video in the scene graph (for now strictly in the HUD).  We have 
 a
 requirement to make the video render at native speed (~30 fps).  I am looking 
 for a way to
 make the HUD/video render at 30 fps and let the rest of the scene graph 
 render at a
 floating rate (whatever the machine can handle).
 How might this be accomplished?  Since this is a HUD, obviously it must 
 ultimately render
 to the same graphics context, however it doesn’t really need to respect the 
 depth buffer,
 etc of the rest of the scene (it should always render on top).
 PS Should I be thinking about render to texture?

  I would.

  This is a long shot, but what if you rendered the 3D scene to a texture using 
double
alternating texture buffers. While the 3D scene is rendering to the buffer, the 
HUD can
render the previous frame with the video on top of it to the actual screen. 
When the next
video frame is ready, if the next 3D scene hasn't finished rendering, just 
re-use the
previous frame's texture. When the 3D scene does finish rendering, set a flag 
to indicate
it should now be used by the HUD, and begin rendering the NEXT 3D frame.

  Share resources (a la wglShareLists) so that there isn't a copy overhead 
transferring
the rendered texture around.

  I've never tried it, but I think it could work, as long as your hardware can 
deal with
rendering a quick HUD in the midst of rendering the complex 3d background scene.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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Re: [osg-users] OSG-based excavator simulator

2011-04-28 Thread Ulrich Hertlein
Hi J-S, hi Paul,

On 29/04/11 5:15 , Jean-Sébastien Guay wrote:
 How flexible is your art pipeline / rendering process for loading
 arbitrary models? Could you replace that excavator with some arbitrary
...
 
 I'm surprised you're asking me this type of question...
 
 An artist is really needed in order to get any good looking models, IMHO. 
 Doing too much
 procedurally just becomes incredibly complex and gives so-so results most of 
 the time, but
 you end up handling lots of corner cases and skirting around visual artifacts.
... 
 
 In our case, we have an in-house modeler who makes models especially for 
 real-time use.
 When we need a new vehicle for a simulator, he will typically start gathering 
 as many
 reference photos as possible and then make the model. He'll then figure out 
 what sections
 will most benefit from having normal and specular maps (where there's not 
 much fine
 detail, they're not needed, and a simpler shader can be used).

Maybe what Paul was asking about (and what I always like to learn from other 
people's
setups) is:
 are the different textures (normals/specular maps) and shader assignments all 
set up when
you get them from your modeller?  Or do you have to do additional tweaking from 
within
your program?

Cheers,
/uli
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Re: [osg-users] OSG-based excavator simulator

2011-04-28 Thread Jean-Sébastien Guay

Hi Ulrich,


Maybe what Paul was asking about (and what I always like to learn from other 
people's
setups) is:
  are the different textures (normals/specular maps) and shader assignments all 
set up when
you get them from your modeller?  Or do you have to do additional tweaking from 
within
your program?


We currently don't use a 3D file format that allows for specifying 
normal maps and other types. Actually it does, but OSG doesn't read it 
so we'd need to do lots of work to extract the information anyways.


So no, we have our artists make models with diffuse textures, and make 
normal and specular maps and whatever else we want to make separately. 
We have config files that make the link between the nodes in the graph 
of the loaded 3D model, additional textures to load (the diffuse texture 
is already loaded as part of the original model) and shaders to apply. 
Most of the time a normal map / specular map is linked to a diffuse map 
(you'll have a diffuse map called stone_wall.jpg and a normal map 
called stone_wall_normal.jpg and both will use the same texture 
coordinates) so we also have a mode to do the association that way 
instead of explicitly by node name - we search through statesets to find 
the diffuse texture and do the association then.


This is very flexible, but unfortunately not artist-friendly, which I'll 
be working on improving soon. Our pipeline currently involves both 
artists and programmers to get those nice advanced effects (only ten 
years old or so in real time use ;-) ).


Given that shader effects are not standardized in OSG I think it would 
be hard to have it another way for now. OSG would really need to have 
its own shaders for all these effects, as well as an official tool or 
plugin to save the data in the right format out of the 3D content 
creation tool. Or specify that if you want these effects you need to use 
formats that support them, which I think for now is Collada and FBX 
only? Valve mdl too? They're not many anyways.


So essentially, if that were the case, OSG would be dictating how you 
use shaders in your app, and what your content creation pipeline is. I 
don't think that's OSG's place - at least not currently. An OSG-based 
engine can do that (which is basically what we're making for our 
simulators), but not OSG itself.


It's good that we get to do these demos as they give us ideas on what to 
improve in our process instead of just doing the same old thing over and 
over...


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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