Re: [osg-users] receiving network stream using osg and ffmpeg...

2013-09-26 Thread Raymond de Vries

Hi,

From what I remember, the original mail on the list about the ffmpeg 
plugin mentioned such a setup. Maybe you can look that message up? Plz 
keep us posted about your findings.


hth
Raymond




On 9/26/2013 1:56 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:

Has anyone had any luck in receiving streaming video from a network URL
such as rtp://@192.168.178.23:1234 in osgmovie?

What is the correct command line syntax for doing this? I can play
canned files just fine with

osgmovie -e ffmpeg movie.avi

But when I attempt to receive a stream from the network and play it, I
can't get it to work.

Any thoughts, examples, or suggestions would be appreciated...

Thanks,
-Shayne
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Re: [osg-users] Version numbers in dynamic libraries

2013-09-26 Thread Alberto Luaces
Tony Vasile writes:

 Hi, Tried setting the values on the command line and the applications
 that are built still refer to the .so.80 version of the dynamic
 library. Any other suggestions?


You have to rebuild everything —OSG and your program— from scratch.

Nevertheless, I wonder why you would want to do this.  Removing version
information from the libraries only leads to silent and difficult to
debug problems when accidentally several or different versions of the
library are present.

-- 
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Re: [osg-users] osgarchive and PagedLOD

2013-09-26 Thread Sebastian Messerschmidt

Anyone any idea?

The problem is that as soon as PagedLOD nodes get paged in they are in 
the scenegraph.

Thus saving the graph will save the _databasePath.

cheers
Sebastian



Hi folks,

I found some problem which I'm not able to solve easily.
I try to pack a large number of files in to an osga archive. This 
works pretty well, but it will fail if I try to archive nodes which 
contain PagedLODs.
They get loaded by the DatabasePager, which is not what I want, as the 
paged nodes will be added to the archive as well.
First of all this doubles the amount of data in the archive, as all 
PagedLOD get loaded and the resulting graph is being saved to the 
archive.
Secondly this will applications which try to load the archive, as the 
saved paged nodes will contain the source path in the _databasePath 
member.
I didn't check but I guess same is true for images. (my original files 
contain no paths, as they files are all in one directory)
Is there a way to prevent osgDB::readNode from resolving PagedLODs 
without adding a custom NodeLoadCallback?


Also: will loading a file which is referenced inside the archive work 
without additional tricks?


cheers
Sebastian
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[osg-users] SharedStateManager performance issues

2013-09-26 Thread Daniel Schmid
Hi there

I have a tiled DB that is loaded using the DatabasePager. Everything ok and 
fully performant. 

Now I generate some custom drawables and attach them to the tiles sub-scene 
graph. Suddenly I notice a heavy load problem (stutter) in the moment when the 
node is being added to the main scene. 

Actually I figured out that during the call addLoadedDataToSceneGraph of the 
DatabasePager, the SharedStateManager calls its share method on the 
loadedModel. Time measurements brough forth that his is actually where a lot of 
time is spent (40-50ms) which gives me a frame loss.

Now I'm about to debug the SharedStateManager to figure out what kind of Data 
in my Stateset or Textures causes this lengthy opereration.

Does anybody have a clue what generally makes the SharedStateManager use so 
much time?

Thank you!

Cheers,
Daniel

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Re: [osg-users] SharedStateManager performance issues

2013-09-26 Thread Daniel Schmid
@Robert, would it be possible to call 


Code:

 if (osgDB::Registry::instance()-getSharedStateManager())
  
osgDB::Registry::instance()-getSharedStateManager()-share(databaseRequest-_loadedModel.get());




in the db loading thread scope instead of during the scene update? This would 
not resolve the problem of lengthy share operations, but at least would move 
the time consumption into the db thread instead of the scene-update...

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Re: [osg-users] SharedStateManager performance issues

2013-09-26 Thread Robert Osfield
Hi Daniel,

I'm not the author of SharedStateManager so to answer questions I'd need to
dive into the code like yourself to provide answers.  In general moving
operations to background threads make sense, but only if they can be done
in a thread safe way.  In the case of the SharedStateManager::share() I
wouldn't assume they it would be safe, I'd need to look closely at the
implementation.  Rather busy with script work right now so don't have time
or bring capacity to dive in.

The very hight cost of the share() method taking so long is what looks odd
to me, and suggest a problem somewhere, it should never be that high to
look for and remove duplicate state.  I don't have any specific suggestions
as to what might be the cause - I don't have your data to test.  The only
thing I can suggest is make sure you aren't benchmarking with a debug build
as this will totally throw off the performance results.  I don't know
whether you figures are for debug or release, if they are for debug then
retest with a release build.

Robert.


On 26 September 2013 12:10, Daniel Schmid daniel.sch...@swiss-simtec.chwrote:

 @Robert, would it be possible to call


 Code:

  if (osgDB::Registry::instance()-getSharedStateManager())

 osgDB::Registry::instance()-getSharedStateManager()-share(databaseRequest-_loadedModel.get());




 in the db loading thread scope instead of during the scene update? This
 would not resolve the problem of lengthy share operations, but at least
 would move the time consumption into the db thread instead of the
 scene-update...

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Re: [osg-users] OpenSceneGraph Oculus Rift integration

2013-09-26 Thread Björn Blissing

robertosfield wrote:
 Hi Jan,
 
 I just had a quick look over the osgoculusviewer code and first thought is 
 that it should be possible to convert the code across to the new a 
 osgViewer::ViewConfig subclass which could sit alongside the new 
 include/osgViewer/config configurations.  The implementation would use a 
 series of View slave Camera's and would make support available to any OSG 
 viewer application that assigns the OculusRift config.
 
 Robert.
 
 


Hi Robert,

I am trying to convert the code to the osgViewer::ViewConfig concept. I am 
halfway there, but I seem to have reached a small bump in the road. I get the 
screen correctly setup with slave cameras. But I am unsure how to handle the 
orientation changes detected by the Oculus Rift unit. 

In the previous solution we used a subclass of osg::Group that contained a 
traverse method responsible for getting the orientation from the Rift and 
modifying the slave cameras. 
http://github.com/bjornblissing/osgoculusviewer/blob/master/src/hmdcamera.cpp#L43

But this approach seem to fail with the osgViewer::ViewConfig since the 
traverse method only gets called during setup.

Do you have any suggestions how to best implement this? 

Regards
Björn

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Re: [osg-users] OpenSceneGraph Oculus Rift integration

2013-09-26 Thread Robert Osfield
Hi Bjorn,

The orientation of the view would normally come under the
View::getCamera()'s ViewMatrix, usually it's the job of the
CameraManipulators to do this, so you could implement the local offsets
using a custom CameraManipulator written specifically for the OcculusRift.

Alternatively you could you track the view matrix offset and apply this to
the left/right slave camera view offsets, so that it automatically gets
handled regardless of the the CameraManipulator applied to the viewer.

Does this make sense?
Robert.


On 26 September 2013 14:25, Björn Blissing bjorn.bliss...@vti.se wrote:


 robertosfield wrote:
  Hi Jan,
 
  I just had a quick look over the osgoculusviewer code and first thought
 is that it should be possible to convert the code across to the new a
 osgViewer::ViewConfig subclass which could sit alongside the new
 include/osgViewer/config configurations.  The implementation would use a
 series of View slave Camera's and would make support available to any OSG
 viewer application that assigns the OculusRift config.
 
  Robert.
 
 


 Hi Robert,

 I am trying to convert the code to the osgViewer::ViewConfig concept. I am
 halfway there, but I seem to have reached a small bump in the road. I get
 the screen correctly setup with slave cameras. But I am unsure how to
 handle the orientation changes detected by the Oculus Rift unit.

 In the previous solution we used a subclass of osg::Group that contained a
 traverse method responsible for getting the orientation from the Rift and
 modifying the slave cameras.

 http://github.com/bjornblissing/osgoculusviewer/blob/master/src/hmdcamera.cpp#L43

 But this approach seem to fail with the osgViewer::ViewConfig since the
 traverse method only gets called during setup.

 Do you have any suggestions how to best implement this?

 Regards
 Björn

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[osg-users] AMD's Mantle

2013-09-26 Thread Chris Hanson
  I'm just throwing this out there for those who like to keep abreast of
industry developments.

http://www.anandtech.com/show/7371/understanding-amds-mantle-a-lowlevel-graphics-api-for-gcn

  Mantle is basically a VERY thin layer between the graphics core (hence,
mantle) and application. Since it is targeted at the gaming world, it
uses HLSL as its shading language.

  I would actually be somewhat interested in a GLSL version of mantle, just
for research purposes. I'd be curious as to how much different an
application could perform on this minimalist architecture as compared to an
API like OpenGL (2.x or 3-4).

  It would seem like, while messy, a scene graph could be initially ported
to Mantle without too much trouble, but it would be a nightmare to maintain.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography
• Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS •
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Re: [osg-users] OpenSceneGraph Oculus Rift integration

2013-09-26 Thread Björn Blissing

robertosfield wrote:
 Hi Bjorn,
 
 The orientation of the view would normally come under the View::getCamera()'s 
 ViewMatrix, usually it's the job of the CameraManipulators to do this, so you 
 could implement the local offsets using a custom CameraManipulator written 
 specifically for the OcculusRift.
 
 
 Alternatively you could you track the view matrix offset and apply this to 
 the left/right slave camera view offsets, so that it automatically gets 
 handled regardless of the the CameraManipulator applied to the viewer.
 
 
 Does this make sense?
 Robert.
 


Hi Robert,

I was also thinking about a special CameraManipulator for the Rift. The 
drawback with making a special manipulator would be that the simple solution of 
just applying a ViewConfig would be lost. Since you will have to apply a view 
config and then apply a special view manipulator. I kind of like the idea of 
letting the user choose what type of camera manipulator they want and still 
getting the Rift orientations. 

So with this in mind I am thinking about your second suggestion; to track the 
view matrix offset and correspondingly update the slave view offsets. Which was 
pretty much my original idea. 

But this gives rise to some almost philosophical questions, some of the 
standard manipulators would work well with Rift Orientation changes overloaded 
such as DriveManipulator, FlightManipulator. Others are more questionable 
such as OrbitManipulator and TrackBallManipulator. And then there are 
manipulators which would become very weird with Rift Orientation stacked such 
as FirstPersonManipulator. Although this would be up to each developer to try 
what works for them.

So my idea was to follow you second suggestion to track the main camera view 
matrix. But I am not sure how to best do this. Should I connect a callback to 
the main camera inside the configure method in my ViewConfig class? Or are 
there simpler ways to do this?

Regards
Björn

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Re: [osg-users] receiving network stream using osg and ffmpeg...

2013-09-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Raymond,

I scoured the forum to find something and didn't find anything in particular
that addressed my questions. Do you have a link to the discussion you're
referring to?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Raymond de
Vries
Sent: Thursday, September 26, 2013 1:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] receiving network stream using osg and ffmpeg...

Hi,

 From what I remember, the original mail on the list about the ffmpeg plugin
mentioned such a setup. Maybe you can look that message up? Plz keep us
posted about your findings.

hth
Raymond




On 9/26/2013 1:56 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 Has anyone had any luck in receiving streaming video from a network 
 URL such as rtp://@192.168.178.23:1234 in osgmovie?

 What is the correct command line syntax for doing this? I can play 
 canned files just fine with

 osgmovie -e ffmpeg movie.avi

 But when I attempt to receive a stream from the network and play it, I 
 can't get it to work.

 Any thoughts, examples, or suggestions would be appreciated...

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

2013-09-26 Thread Florian Kolbe
Hi,

I am now running against the same issue.
I checked to see that everything is compiled with /MD.
I'm trying to build osg 3.2.0 x64 with VS2012

- 3rd-Party Binaries from: 
www.helleboreconsulting.com/index.php/open-source/openscenegraph
- OSG built by myself
- my project runs into:


Code:
4* CIL library *(* CIL module *) : error LNK2005: public: void __cdecl 
std::basic_ifstreamchar,struct std::char_traitschar ::close(void) 
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QEAAXXZ) already defined 
in osgDBrd.lib(osg100-osgDBrd.dll)
4* CIL library *(* CIL module *) : error LNK2005: public: void __cdecl 
std::basic_ofstreamchar,struct std::char_traitschar ::close(void) 
(?close@?$basic_ofstream@DU?$char_traits@D@std@@@std@@QEAAXXZ) already defined 
in osgDBrd.lib(osg100-osgDBrd.dll)
4..\..\..\setup\bin\sphinx-api3d-lib.dll : fatal error LNK1169: one or more 
multiply defined symbols found



Interestingly - it is again osgDB...

Regards,
Florian

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[osg-users] migration from 32 bit OSG 2.8.1 to OSG current 64 bit release on RHTE 6

2013-09-26 Thread David Glenn
Greetings All!

Well, the hard work is over! I've tossed all remaining remnants of the old SGI 
based code and now my project is now a %100 OSG project!!
Yey!!

What I have resisted until now to do was to migrate to the current version of 
OSG and move to 64bit mode until I finished development. Now a required move to 
a 64bit RHTE 6 OS has made that a necessity and I'm thinking of moving to the 
newest stable release. I'm currently using 2.8.1 so I know there was a change 
in native OSG model formats and about Qt.

My question is what problems should I expect along the way (if any) and what is 
the best version to move to?   
... 

Thank you in advance!

D Glenn


David Glenn
---
D Glenn 3D Computer Graphics Entertainment.
www.dglenn.com

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[osg-users] VPB adding noise to imagery

2013-09-26 Thread Brad Colbert
Hi folks,



We are building a database using an additional texture layer as a height field. 
 I'm finding that the image stored in database is coming across with what 
appears to be 1bit noise.  A constant image of say, 125 / 255 after going 
through VPB is coming out with some values of 124 / 255.  The pattern looks a 
bit like quantization noise but we are setting --disable-error-diffusion just 
in case and the target has compression disabled using -RGBA.



Does anyone in OSG land have an idea where I can look to see what is causing 
this?



I'm attaching captured images where I've applied the same stretching formula.  
One is from the rendering of the database and the other is from Mathcad, where 
I loaded the source image and displayed it with the same stretch.  The database 
image capture shows the speckles where as the source image does not.



[Source.png]



[Subset_VPB_pow10_1000.jpg]





-B



---

Brad Colbert

Renaissance Sciences Corporation

(480) 290-3997


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Re: [osg-users] VPB adding noise to imagery

2013-09-26 Thread Robert Osfield
HI Brad,

My guess is that it's an artefact of using OpenGL/ST3C compression that the
OSG uses by default to keep the tile sizes.  You can disable compression
when doing the VPB build by choosing an RGB output format.  Run osgdem
--help to see all the options.

Robert.


On 26 September 2013 17:39, Brad Colbert bcolb...@rscusa.com wrote:

 Hi folks,

 ** **

 We are building a database using an additional texture layer as a height
 field.  I'm finding that the image stored in database is coming across with
 what appears to be 1bit noise.  A constant image of say, 125 / 255 after
 going through VPB is coming out with some values of 124 / 255.  The pattern
 looks a bit like quantization noise but we are setting
 --disable-error-diffusion just in case and the target has compression
 disabled using -RGBA.

 ** **

 Does anyone in OSG land have an idea where I can look to see what is
 causing this?

 ** **

 I'm attaching captured images where I've applied the same stretching
 formula.  One is from the rendering of the database and the other is from
 Mathcad, where I loaded the source image and displayed it with the same
 stretch.  The database image capture shows the speckles where as the
 source image does not.

 ** **

 [image: Source.png]

 ** **

 [image: Subset_VPB_pow10_1000.jpg]

 ** **

 ** **

 -B

 ** **

 ---

 Brad Colbert

 Renaissance Sciences Corporation

 (480) 290-3997

 ** **

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Re: [osg-users] VPB adding noise to imagery

2013-09-26 Thread Brad Colbert
Hi Robert,

Maybe I'm using the wrong switch?  From my email below the target has 
compression disabled using -RGBA.

Does this need to be specified after each -layer # switch?

-B



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, September 26, 2013 11:27 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB adding noise to imagery

HI Brad,

My guess is that it's an artefact of using OpenGL/ST3C compression that the OSG 
uses by default to keep the tile sizes.  You can disable compression when doing 
the VPB build by choosing an RGB output format.  Run osgdem --help to see all 
the options.

Robert.

On 26 September 2013 17:39, Brad Colbert bcolb...@rscusa.com wrote:
Hi folks,
 
We are building a database using an additional texture layer as a height field. 
 I'm finding that the image stored in database is coming across with what 
appears to be 1bit noise.  A constant image of say, 125 / 255 after going 
through VPB is coming out with some values of 124 / 255.  The pattern looks a 
bit like quantization noise but we are setting --disable-error-diffusion just 
in case and the target has compression disabled using -RGBA.
 
Does anyone in OSG land have an idea where I can look to see what is causing 
this?
 
I'm attaching captured images where I've applied the same stretching formula.  
One is from the rendering of the database and the other is from Mathcad, where 
I loaded the source image and displayed it with the same stretch.  The database 
image capture shows the speckles where as the source image does not.
 

 

 
 
-B
 
---
Brad Colbert
Renaissance Sciences Corporation
(480) 290-3997
 

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Re: [osg-users] VPB adding noise to imagery

2013-09-26 Thread Brad Colbert
Hi folks,

I tried --RGB-16 and I get the same effect.  There is some kind of sampling 
going on and it's hard to tell what it is.  The same pattern is in all color 
channels.

Any ideas?

-B



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Arthur Bogard
Sent: Thursday, September 26, 2013 12:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB adding noise to imagery

I've found that RGB-16 solves my issues, but not RGBA

On Thu, Sep 26, 2013 at 6:39 PM, Brad Colbert bcolb...@rscusa.com wrote:
Hi Robert,

Maybe I'm using the wrong switch?  From my email below the target has 
compression disabled using -RGBA.

Does this need to be specified after each -layer # switch?

-B



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, September 26, 2013 11:27 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB adding noise to imagery

HI Brad,

My guess is that it's an artefact of using OpenGL/ST3C compression that the OSG 
uses by default to keep the tile sizes.  You can disable compression when doing 
the VPB build by choosing an RGB output format.  Run osgdem --help to see all 
the options.

Robert.

On 26 September 2013 17:39, Brad Colbert bcolb...@rscusa.com wrote:
Hi folks,
 
We are building a database using an additional texture layer as a height field. 
 I'm finding that the image stored in database is coming across with what 
appears to be 1bit noise.  A constant image of say, 125 / 255 after going 
through VPB is coming out with some values of 124 / 255.  The pattern looks a 
bit like quantization noise but we are setting --disable-error-diffusion just 
in case and the target has compression disabled using -RGBA.
 
Does anyone in OSG land have an idea where I can look to see what is causing 
this?
 
I'm attaching captured images where I've applied the same stretching formula.  
One is from the rendering of the database and the other is from Mathcad, where 
I loaded the source image and displayed it with the same stretch.  The database 
image capture shows the speckles where as the source image does not.
 

 

 
 
-B
 
---
Brad Colbert
Renaissance Sciences Corporation
(480) 290-3997
 

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Re: [osg-users] VPB adding noise to imagery

2013-09-26 Thread Arthur Bogard
I've found that RGB-16 solves my issues, but not RGBA


On Thu, Sep 26, 2013 at 6:39 PM, Brad Colbert bcolb...@rscusa.com wrote:

 Hi Robert,

 Maybe I'm using the wrong switch?  From my email below the target has
 compression disabled using -RGBA.

 Does this need to be specified after each -layer # switch?

 -B



 From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
 Sent: Thursday, September 26, 2013 11:27 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] VPB adding noise to imagery

 HI Brad,

 My guess is that it's an artefact of using OpenGL/ST3C compression that
 the OSG uses by default to keep the tile sizes.  You can disable
 compression when doing the VPB build by choosing an RGB output format.  Run
 osgdem --help to see all the options.

 Robert.

 On 26 September 2013 17:39, Brad Colbert bcolb...@rscusa.com wrote:
 Hi folks,

 We are building a database using an additional texture layer as a height
 field.  I'm finding that the image stored in database is coming across with
 what appears to be 1bit noise.  A constant image of say, 125 / 255 after
 going through VPB is coming out with some values of 124 / 255.  The pattern
 looks a bit like quantization noise but we are setting
 --disable-error-diffusion just in case and the target has compression
 disabled using -RGBA.

 Does anyone in OSG land have an idea where I can look to see what is
 causing this?

 I'm attaching captured images where I've applied the same stretching
 formula.  One is from the rendering of the database and the other is from
 Mathcad, where I loaded the source image and displayed it with the same
 stretch.  The database image capture shows the speckles where as the
 source image does not.






 -B

 ---
 Brad Colbert
 Renaissance Sciences Corporation
 (480) 290-3997


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

2013-09-26 Thread Sebastian Messerschmidt

Hi Florian,

You can get around the fatal error by adding /FORCE: MULTIPLE to your 
linker options.

This seems to be some odd VS2010 and beyond conformance problem.

Basically I get this error in almost any application linking to osgDB 
and using fstream. It is somehow related to the derived stream class and 
its virtual functions.


cheers
Sebastian

Hi,

I am now running against the same issue.
I checked to see that everything is compiled with /MD.
I'm trying to build osg 3.2.0 x64 with VS2012

- 3rd-Party Binaries from: 
www.helleboreconsulting.com/index.php/open-source/openscenegraph
- OSG built by myself
- my project runs into:


Code:
4* CIL library *(* CIL module *) : error LNK2005: public: void __cdecl 
std::basic_ifstreamchar,struct std::char_traitschar ::close(void) 
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QEAAXXZ) already defined in 
osgDBrd.lib(osg100-osgDBrd.dll)
4* CIL library *(* CIL module *) : error LNK2005: public: void __cdecl 
std::basic_ofstreamchar,struct std::char_traitschar ::close(void) 
(?close@?$basic_ofstream@DU?$char_traits@D@std@@@std@@QEAAXXZ) already defined in 
osgDBrd.lib(osg100-osgDBrd.dll)
4..\..\..\setup\bin\sphinx-api3d-lib.dll : fatal error LNK1169: one or more 
multiply defined symbols found



Interestingly - it is again osgDB...

Regards,
Florian

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

2013-09-26 Thread Braden Edmunds
I had the same problem with VS2010 and there are two ways to get around it.

1. Use /FORCE:multiple 
2. Create a typdef:


Code:

#pragma once

// Compatibility layer for VS2010 bug. The compiler tries to link the same
// multiple symbols in for the OSG fstream classes which inherit from the STL
// classes. The workaround is to use OSG fstream classes in all places rather
// than STL.

#ifdef WIN32

// Replace STL fstream with OSG fstream
#include osgDB/fstream
#define ifstream osgDB::ifstream
#define ofstream osgDB::ofstream

#else

#include fstream
#define ifstream std::ifstream
#define ofstream std::ofstream




Cheers,
Braden

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