[osg-users] [osgCompute] osgCompute restrictions

2013-04-10 Thread Sajjadul Islam
Hi,

In the osgCompute home page it is mentioned that 

The Driver API is currently not supported by osgCuda

what exactly does it mean? I have the latest nvidia driver installed on gtx 
560m and cuda tool-kit 4.2.

Would someone put more light on to this ?


Thank you!

Cheers,
Sajjadul

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53511#53511





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Reading from a texture in a compute shader

2013-04-10 Thread Michael Bach Jensen
I have digged into this a little further and using glIntercept I learned that 
glDispatchCompute ends up being executed before the flowers texture has been 
bound. 

Adding a second quad to the scene with the flowers texture on texture unit 1 
before the compute node fixes the problem, but is hardly ideal.

Is OSG delaying texture switches until it sees actual geometry somehow? If that 
is the case, then some sort of check for compute shaders might need to be added 
so that texture attributes on the path to a compute program are executed before 
glDispatchCompute.

Can someone perhaps point me in the right direction on how to fix this or maybe 
suggest a better solution?

I am on 3.1.4, btw and it doesn't look like there have been any changes to 
compute shaders since its release.

Cheers,
Michael

P.S.: I would like to use this for a histogram compute pass using Wang Rui's 
excellent EffectCompositor, which I have altered a bit to get compute shader 
support.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53512#53512





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Reading from a texture in a compute shader

2013-04-10 Thread Robert Osfield
HI Michael,

The glDispatchCompute is called from with osg::Program, which is subclassed
from osg::StateAttribute and largely treated as a standard StateAttribute
by osg::State the tracks and applies OpenGL state.

I haven't tried compute shaders as my GL drivers don't yet support them,
but looking at the code in State::apply() that applies StateAttributes, it
looks like non texture StateAttrbitutes are applied first and then texture
attributes.  You could experiment with moving the code blocks for applying
the texture unit assocaites state attributes to before the non texture
state attributes to see if that address the issue.   The code is in
OpenSceneGraph/src/osg/State.cpp's State::apply() and
State::apply(StateAttribute*) methods.

Robert.


On 10 April 2013 14:14, Michael Bach Jensen mich...@ifad.dk wrote:

 I have digged into this a little further and using glIntercept I learned
 that glDispatchCompute ends up being executed before the flowers texture
 has been bound.

 Adding a second quad to the scene with the flowers texture on texture unit
 1 before the compute node fixes the problem, but is hardly ideal.

 Is OSG delaying texture switches until it sees actual geometry somehow? If
 that is the case, then some sort of check for compute shaders might need to
 be added so that texture attributes on the path to a compute program are
 executed before glDispatchCompute.

 Can someone perhaps point me in the right direction on how to fix this or
 maybe suggest a better solution?

 I am on 3.1.4, btw and it doesn't look like there have been any changes to
 compute shaders since its release.

 Cheers,
 Michael

 P.S.: I would like to use this for a histogram compute pass using Wang
 Rui's excellent EffectCompositor, which I have altered a bit to get compute
 shader support.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=53512#53512





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgAndroidExample

2013-04-10 Thread Trajce Nikolov NICK
Hi community,

I have succeeded building and installing the sample GL ES1/2 samples on
android and when I try to run it, it starts, it shows the buttons and
immediately it goes away (close without complaining). I went thru the code
and I am not seeing where the models are loaded (or is it interactive via
menu or such).

Please note I know OSG to some point but new to mobile device development
so please talk to me as to a child on this. Shell I copy the models
somewhere so they are loaded? What is the assets folder for? I am running
Ubuntu 64 with Eclipse and the Android NDK/SDK.

Thanks for any hints that will help

Cheers,

Nick

-- 
trajce nikolov nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAndroidExample

2013-04-10 Thread Jan Ciger
Hello,


On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 I have succeeded building and installing the sample GL ES1/2 samples on
 android and when I try to run it, it starts, it shows the buttons and
 immediately it goes away (close without complaining).


Have a look at the part of the OSG documentation about the Neon instruction
support. If you are running the code on a device with a Tegra 2 chipset
(maybe some others), then it will cause this type of crash because that
instruction set isn't supported on Tegra 2. Either compile for the version
5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction
set according to the instructions in the doc.



 I went thru the code and I am not seeing where the models are loaded (or
 is it interactive via menu or such).


It is interactive, in the menu you have load model, then you type the path
to the model file into a popup window (.ive) there, e.g.
/mnt/sdcard/cube.ive. If everything goes well, the model will load and
display.


 Please note I know OSG to some point but new to mobile device development
 so please talk to me as to a child on this. Shell I copy the models
 somewhere so they are loaded?


For the demos you should likely put the models somewhere on the sdcard
because you will have to enter that path in the file loading dialog.


 What is the assets folder for?


That folder contains additional files (assets), such as models, sounds,
icons, etc. that get packaged into the application APK and installed with
it when you install the application. Then you can access them from the Java
code using handles. Don't put your models there, it isn't possible to
directly load files from C++ code using that folder. Well, strictly
speaking it is possible, but it requires some major hacking to discover
the Linux filesystem path of the folder before you can access files there.

Have a look at the Android SDK documentation, it explains what are these
various folders for and how an Android application works. Starting mobile
app development with OSG as your first project is a really terrible idea
due to the complexity - try some of the SDK examples first, then the
examples from the NDK so that you understand how things fit together.

 Regards,

Jan
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Multipass rendering with shader

2013-04-10 Thread Andrea Martini
Hi,
i'm wondering if is it possible to apply different shaders (vertex and 
fragment) on the same osg::Node (not entire scene as RTT image) in this way : 
The result (ouput) of the first vertex/fragment shader must be used as input of 
the second vertex/fragment shader. In example, i have used a vertex and 
fragment to get refraction effect. But, unless i write the proper 
vertex/fragment code in this refraction shader, i loose lights setting coming 
from osg code. I would like to set lights using a shader (vertex/fragment) on 
the osg::Node already affected by refraction shader.
Is there any example that show how to get it?

Thank you!

Cheers,
Andrea

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53516#53516





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-10 Thread Robert Osfield
Hi Rafa,


On 3 April 2013 09:48, Rafa Gaitan rafa.gai...@gmail.com wrote:

 I'm not sure if the refactor will affect the way that stereo will be
 managed, but currently also exists auto-stereoscopic displays, which means
 that not only find the classical two-view stereo but many views (8 or 9 are
 the most common) and even in mobile devices it's also possible to find
 auto-stereoscopic displays.


What is the layout of the views?  Are they all horizontal, or arranged in a
grid?  Do they form and arc or in a plane?

The reason for my question is I'm currently working on a slave update
callback that computes the projection and view matrix offsets per frame,
and believe that one callback class could be used for both stereo and
multiple views.  For each slave camera we instantiate this callback, each
time with a different horizontal and vertical offset scale to specialize it
specifically for that camera's eye offset.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] build osgmotionblur

2013-04-10 Thread Alfonso Callejo
Hi,

I've been using OSG successfully for a while now. Unlike all other examples
I've tried, example osgmotionblur uses OpenGL functions and I'm not able to
build it. Should I install and include OpenGL library too? Also, I could
replace glClearColor and glClear with OSG's counterparts, but I don't know
how to replace glAccum.

Thanks for the help.

Cheers,
Alfonso
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgCompute] osgTraceDemo

2013-04-10 Thread Sajjadul Islam
Hi forum,

I am getting the following error while trying to run the osgTraceDemo.


Code:

InputStream::readObject(): Unsupported wrapper class osgCuda::Program
 Computation::loadComputation(): cannot find dynamic library 
osgcuda_ptclemitter.
 Computation::loadComputation(): cannot find dynamic library osgcuda_ptcltracer.
[2]+  Done./osgTexDemo






The rest of the examples executed fine.


Any idea ?

Thank you!

Cheers,
Sajjadul

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53520#53520





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org