Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Serge Lages
And for a long term solution, what about moving everything to Google Groups
? It can be used as a mailing list or as a sort of forum depending on the
user preferences.


On Wed, Jul 31, 2013 at 5:05 AM, Wang Rui wangra...@gmail.com wrote:

 Hi Robert,

 I'm currently working on the Chinese translation of OpenGL Programming
 Guide 8th Edition, as well as some client projects. It's heavy work for me
 so sorry for not being with the community these days. Fortunately I'm going
 to have a few more time later and will be back for more tests and feature
 addtions :-)

 In 2008, I started a Chinese OSG forum (bbs.osgchina.org), and have been
 managing it until now, which has about 7 housand members and more than 50
 thousand posts. My experience is simply that you can hardly satisfy
 everyone who has questions in the forum. In most cases, askers will only
 put the questions like 'why my scene is black' or 'how to implement 3DGIS
 software', and it is nearly impossible to give a complete answer. I will
 always ignore such topics or just give an one-line answer to save their
 time and my time at that time. :-)

 We had better support forums and even social networks for OSG users,
 especially those young men, to get in touch with each other. This will also
 help OSG itself to grow more quickly and get more attentions when related
 news are coming. Release news will also receive more feedbacks if published
 on forum. In fact, in my opinion, the forum should not be somewhere filled
 with questions and answers, but a place for sharing ideas and achievements,
 making friends, and looking for opportunities. We need not only moderators
 but also active members to publish news, feature suggestions, discussions
 and project galleries in the forum, to attract more people to attend and
 encourage them to share their ideas, too.

 Wang Rui



 2013/7/31 Björn Blissing bjorn.bliss...@vti.se

 Hi Robert et al,

 I would love for the forum to keep working. The forum is usually my goto
 place to find new information about OpenSceneGraph and I actually like the
 format better then the e-mail lists. Although the current state of the
 forum makes me a bit sad for the new users.

 I have been contemplating volunteering to do some basic moderation, ie.
 proof reading the first messages that users post before getting forum
 approval. My main hesitation has been, as I guess for all of you, lack of
 time.

 I also tend to work with OSG related project in irregular time periods. I
 have actually been working with OSG on and off since 2002. (My first
 experience with OSG was at a presentation that Robert held in Stockholm in
 November 2001). I usually work with it for a month or two and then I am
 away from the community for a couple of months doing other projects. The
 forum is perfect for this on-and-off lifestyle since it doesn't clog up
 my e-mail folders when I am inactive as a OSG user. (Registering and
 unregistering from the email lists became rather tedious.)

 So rather then letting the forum die, I would like to volunteer as
 moderator. Although I probably would be a moderator that would be rather
 inactive during some periods. But if there are more moderators our inactive
 periods hopefully shouldn't overlap too much.

 TLDR; I hereby volunteer as a forum moderator.

 Best regards,

 Björn Blissing

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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Serge Lages
Any idea who's the owner of this group ?
For the spam/pishing protection, I think it provides options to moderate
user subscriptions or first posts like the forums, so it'll probably need
some moderators.


On Wed, Jul 31, 2013 at 11:01 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 HI Serge,

 On 31 July 2013 08:34, Serge Lages serge.la...@gmail.com wrote:
  And for a long term solution, what about moving everything to Google
 Groups
  ? It can be used as a mailing list or as a sort of forum depending on the
  user preferences.

 I have wondered if it wouldn't be better to go with such a route -
 just utlize a third party system.  I haven't had much expereince with
 google groups.  Just had a look and of course we have OpenSceneGraph
 Users group already that is mirroring the OSG mailing list ;-)

 The interface to googlegroups like better than the last time I looked
 at it. Perhaps we could simply experiement with getting forums users
 to subscribe to OpenSceneGraph Users google group and see how things
 go, this would be an immediate workaround.  One issue I would see is
 how would posts from the googlegroup get posted to the osg-users
 mailing list as things stand.

 I don't know what the situation will be with catching spam/phishing
 etc and the need for moderators.

 Robert.
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Serge Lages
Yes the main benefit would be to bring everybody at the same place. I think
that currently the problem is that newcomers are using the forums, but most
active users are still using the mailing list, and moderators should be
easier to find from active users than newcomers.
In my case for example, I'm OK to do some minor moderation work, but I
never volunteered for the forums as it's something I'm not using and I'm
not willing to.

Apart from that it seems than migrating from mailman to Google Groups seems
to be quite common, and by googling a bit you can find how to import all
the contacts easily.


On Wed, Jul 31, 2013 at 1:24 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Art,

 On 31 July 2013 11:04, Art arti_t...@yahoo.de wrote:
  If you switch to the google groups you would have to do moderator work
  again. Then, I wonder, what improvement do you get from it. The glue
 between
  the forum and the mailing list works well, however, might not even work
 for
  google groups. I can't see, why google groups would help here.

 googlegroups would replace both osg-users@lists.openscenegraph.org and
 forum.openscenegraph.org, users of the googlegroups can decide how
 they want to use google groups either via email or via the online
 forum style interface.

 We would still need to do moderation work but at least it'd be in one
 place, so we'd avoid the need to the admin side for both the mailing
 list and the forum and a small amount of overlap on the moderations
 side.  On the mailing list side I typically only need to handle a
 couple of moderation items per month handling cases when users post
 attachments that exceed the amount listed, it's not much but
 effectively other moderators could help with this, I could help with
 moderation on the other side when need be - the advantage is pooling
 manpower.

 Robert.
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[osg-users] BSOD on Intel / Windows XP

2011-12-08 Thread Serge Lages
Hi guys,

I am having troubles running an OSG application on an Intel graphic card
with Windows XP (drivers up to date), everything works fine but after a
random time I get a system error with a blue screen and I need to reboot...
I can't manage to reproduce the problem on Windows 7.

Are you aware of something that may cause this issue on this setup ?

Thanks !

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Re: [osg-users] Motion Blur (or What is Post Processing?)

2011-09-20 Thread Serge Lages
Hi Jeremy,

osgPPU is absolutely what you're looking for, just take a look to it's
examples, it's a really powerful toolkit.

Cheers,

On Tue, Sep 20, 2011 at 8:38 AM, Daniel Trstenjak 
daniel.trsten...@science-computing.de wrote:


 Hi Jeremy,

  And as far as performance is concerned: how often is this rendering
  paradigm used in high-fps applications?

 Games like Killzone 2 are using deferred rendering (
 http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf)
 in conjunction with 'Multiple Render Targets' to achieve the desired
 performance.


 Greetings,
 Daniel

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Re: [osg-users] ANN: osgText::TextNode API

2011-07-04 Thread Serge Lages
 this.
 
  ---
 
  I TRULY feel like if we can get this UI stuff under control (which is
  why I started working on osgWidget, osgCairo, osgPango) we can
  absolutely establish OSG as the premiere OpenGL toolkit. Hopefully I can
  make enough strides in this area in my freetime so that one day I can do
  it FULL TIME for a living. :) If anyone is familiar with Scaleform (and
  if you've played any games made in the last 5 years, you can't have
  missed it), something of that visual quality and style is what I
  envision for OSG one day (minus the Flash absurdity)...
 
 
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Re: [osg-users] osgexport for blender?

2011-05-30 Thread Serge Lages
Thank you very much for the updated script, it works great. If I have time
I'll test it on anothers models and let you know.

Cheers,

On Mon, May 30, 2011 at 9:37 AM, Alberto Luaces alua...@udc.es wrote:

 Damyon Wiese writes:

  Hi Amigoface,
 
  Sorry - I think this commit to blender changed one of the import paths.
 
  http://comments.gmane.org/gmane.comp.video.blender.scm/22522
 
  Ie - my blender auto updated and I had to change one of the import paths
 to make the script work - but obviously that broke the script for blender
 versions before the above commit.

 Yes — indeed I had to compile Blender from the latest SVN version in
 order to be able to use it. If you try to use the precompiled Blender
 version offered in the official page, you will have the same error.

 Damyon, do you have some sort of public repository? That way we could
 try the script at our ends, and integrate the changes easily instead of
 having to do all the work by yourself.

 --
 Alberto

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Re: [osg-users] OSG plugin for browsers

2011-04-07 Thread Serge Lages
Hi,

Did you looked at Google Native Client :
http://code.google.com/chrome/nativeclient/

Cheers,

On Thu, Apr 7, 2011 at 11:30 AM, Thibault Genessay tibog...@gmail.comwrote:

 Hi folks,

 I have been looking for quite a long time for a way to integrate
 OpenSceneGraph applications in web browsers. Several plugins seem to
 have emerged in the past years:
 - osg4web (project created on Google code, nothing to download)
 - gvsig3d (
 http://gvsig3d.blogspot.com/2010/02/openscenegraph-plugin-for-firefox.html
 ).
 Very promising, but I can't find any source code, if any is to be
 published some day.
 - The so-called OSG Viewer Firefox Plugin 1.0. I can't find where
 this one originates from, so I didn't install it

 Other people have thought of alternatives to display 3D content:
 - osgjs - which re-implements the OSG in Javascript. Although the API
 is very close to the C++ one, it is not a way to embed an OSG app in a
 browser
 - webGL. If I am not mistaken, this leaves out the OSG entirely, and
 only aims at displaying 3D models. Kind of a new VRML thing.

 I recently stumbled upon FireBreath (www.firebreath.org, licenses: BSD
 or GPL). This very smart software (at least, according to the videos
 on the website) let you build plugins that are compatible with all
 major browsers by relying on either ActiveX (for IE) or the NPAPI
 (other browsers). BUT: it only works on Windows platforms.

 I have also tried to develop my own plugins for Firefox and Safari.
 Both are so huge and so complicated (e.g. lack of accurate
 documentation of Firefox) that I never managed to build something
 convincing. Plus you have to focus on each browser's specifics instead
 of focusing on the OSG/Javascript interaction.


 At this point, and because I somehow need to have users being able to
 view OSG content on the web in a robust and predictable manner, I am
 leaning towards FireBreath. Not having to care about the browsers'
 internals is such a huge benefit that I can accept its Windows-only
 nature. However, if any people on this list have experience on
 developing cross-browser, cross-platform plugins, I'd welcome all
 input, suggestions, trout slaps for being such an MS-ass.

 It is quite evident that the ideal plugin would be:
 - available for all platforms (even smartphones)
 - for all browsers
 - in all languages (UI language: e.g. English, French)
 - in-line with the current OSG development
 - fully open-source, of course
 - built just like a native OSG executable

 I am very willingful to share my work on this plugin, but I feel like
 going alone is not a good option. My needs are quite basic, but my
 experience with browser plugins is small and I certainly miss out
 important features. Plus the task of making it right takes certainly
 more than a decision of a single person. I think the long-term success
 of a browser plugin needs some planification.

 Any comments, suggestions, etc. are very welcome

 Cheers,

 Thibault
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Re: [osg-users] OpenNI(Kinect) and osgAnimation

2011-03-17 Thread Serge Lages
Hi,

We have done some work on Kinect and OSG but I didn't manage to make it work
with osgAnimation (it also made me crazy with all the transformations
between coordinates...), I didn't have enough time to find a solution.

Gook luck !
Cheers,

On Thu, Mar 17, 2011 at 3:39 PM, Aitor Ardanza aitoralt...@terra.es wrote:


 Chris 'Xenon' Hanson wrote:
  On 3/17/2011 4:59 AM, Aitor Ardanza wrote:
  I don't have any suggestions, but I'd love to talk to you about what
 you're doing with
  Kinect. I'm trying to keep all OSG Kinect users in touch with each other.
 

 I'm trying to animate an avatar with osgAnimation and Kinect, nothing
 special, but I do not know how to manipulate matrices...
 I would be happy to share the process here! when I get it!

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Re: [osg-users] How to do a videostreaming

2011-02-18 Thread Serge Lages
Hi,

With Windows you can also use the directshow plugin.

Cheers,

On Fri, Feb 18, 2011 at 2:09 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote:

 Hi Nagore,

 But now, when I do a streaming, I want the remote expert to see the
 rendered model too, i.e., the remote expert sees exactly the same as the
 user can see in the glasses.

 there are several steps to stream
 : have an image sequence, code it, then send as some type of video stream.

 osg has ffmpeg plugin which can code and then stream video ( rtsp, maybe
 rtmp in latest ffmpeg builds ).
 But I did not check for a while if it is in state

 but look this forum page

 http://forum.openscenegraph.org/viewtopic.php?t=1758

 http://forum.openscenegraph.org/viewtopic.php?t=1758Regards
 Sergey



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Re: [osg-users] Generating multitouch events

2011-02-08 Thread Serge Lages
Hi,

Thanks for your replies, it confirms what I was thinking... The iOS way of
sending events seems to be an exception, all the touch technologies I use
(mostly MPX, Windows 7 and TUIO) send them separately, so I think it should
be useful to add to EventQueue a way to track the events to put them
altogether into the GUIEventAdapter, what do you think ?

Cheers,

On Mon, Feb 7, 2011 at 8:45 PM, Stephan Huber ratzf...@digitalmind.dewrote:

 Hi Glenn,

 Am 07.02.11 12:06, schrieb Serge Lages:
  I am currently working on getting multi-touch working on Linux with MPX
  (XInput2), and I would like to use this new system for my events. But
 with
  XInput (or also with Windows 7), I am receiving all the events
 separately,
  so what's the best approach to feed the
  touchesBegan/touchesMoved/touchesEnded methods ? Will I need to store
 each
  input state internally into the GraphicWindow class to set each time all
 the
  touch states ?

 You'll have to store your touch-points and submit them alltogether as
 one event to the eventqueue, here's some pseudo-code:

 osg::ref_ptrosgGA::GUIEventAdapter osg_event(NULL);
 for(int i = 0; i  numTouches; i++)
 {
  // get touch i and corrsponding phase, x and y
  ...
  // feed it to the osg_event
  if (!osg_event) {
osg_event = _win-getEventQueue()-touchBegan(i, phase, x, y);
  } else {
osg_event-addTouchPoint(i, phase, x, y);
  }
 }

 As Paul noticed in one of his recent mails, the design of the current
 implementation is not the easiest and cleanest,  but I was happy to have
 something working on my end. So if you have any improvements to the
 design/code, please share them with us, so we get a robust and clean
 multi-touch implementation working consistent on different platforms.

 cheers,
 Stephan
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Re: [osg-users] Generating multitouch events

2011-02-07 Thread Serge Lages
Hi all,

I am currently working on getting multi-touch working on Linux with MPX
(XInput2), and I would like to use this new system for my events. But with
XInput (or also with Windows 7), I am receiving all the events separately,
so what's the best approach to feed the
touchesBegan/touchesMoved/touchesEnded methods ? Will I need to store each
input state internally into the GraphicWindow class to set each time all the
touch states ?

Cheers,

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Re: [osg-users] Weird text problem

2011-01-27 Thread Serge Lages
Hi Robert,

Thanks for your reply, I tried osgtext and osgtext3D and I figured that the
problem was related to fonts not found. I installed the fonts and now it
works without problem !

But it's still weird because I remember than last time I had this problem
(not having the fonts installed on the system), OSG managed to render the
fonts in a basic mode, and it was still readable, not like this time.

Cheers,

On Thu, Jan 27, 2011 at 3:43 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Serge,

 Most peculiar artifact.  What happens when you run the osgtext and
 osgtext3D examples?  Is freetype-dev installed and the OSG built
 against it?

 Robert.

 On Thu, Jan 27, 2011 at 2:24 PM, Serge Lages serge.la...@gmail.com
 wrote:
  Hi all,
  I just made a fresh Ubuntu 10.10 install, with latest Nvidia drivers from
  their website, a checkout from OSG this morning and a full build (I've
  followed these instructions :
  (
 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Debian-Dependencies
 ),
  and when I open osgviewer with a model, the stats are not readable...
 I've
  attached a screenshot to show the problem.
  Any idea where it comes from ?
  Cheers,
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Re: [osg-users] [ANN] MS Kinect - official drivers available

2011-01-10 Thread Serge Lages
Hi,

Here are our last experiments with Kinect :

http://vimeo.com/18500457

Thanks to osgBullet for the physics !

Cheers,

On Sun, Dec 26, 2010 at 7:13 PM, Christian Richardt 
christian.richa...@gmail.com wrote:

 Current Kinect drivers (libfreenect, SensorKinect) already expose the
 640x480 depth map and the NITE skeleton tracker probably already uses
 this.

 The news about increased resolution is solely related to the data as
 used by Xbox games which are currently limited to 320x240 resolution,
 as far as I know.

 Christian.

 On Thu, Dec 23, 2010 at 6:12 PM, Christian Buchner
 christian.buch...@gmail.com wrote:
  Definitely nice!  But to be really useful, the skeletton should
  include head position and possibly rotation and the angles of hand and
  feet. Then the motion could be realistically mapped onto a 3D avatar.
 
  I heard news that the resolution of Kinect might be increased to
  640x480 by firmware update (some additional compression on the USB
  link). Then this might be feasible.
 
  Christian
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[osg-users] MPX Support on Linux

2011-01-06 Thread Serge Lages
Hi all,

Now that we have a multi-touch support into osgGA, anyone has looked into
supporting X Input Extension 2.0 in GraphicsWindowX11 ? It brings MPX
support allowing to manage multiple mouse or keyboard devices independently.
I've made some research but I'm really not a Linux expert, and I don't see
how to support it without breaking compatibility with X Input 1, any idea ?

Here are some interesting links :
How to configure it :
http://ankurs.com/2010/10/multiple-mouse-keyboard-in-linux/
Example of code : http://who-t.blogspot.com/2009/05/xi2-recipes-part-1.html

Cheers,

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Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-23 Thread Serge Lages
Hi guys,

Here is our first test in our company with Kinect, OSG and OpenNI :

http://www.youtube.com/watch?v=11Dp7ZilvwI

The skeleton is rendered in real 3D, not projected on the screen in 2D.
We have an application in mind to develop, I'll let you know if we manage to
get it working !

Cheers,

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[osg-users] PDF plugin on Windows

2010-12-01 Thread Serge Lages
Hi all,

Anyone has successfully build the pdf plugin on Windows ? Is there any link
to get pre-build dependencies for this plugin ?

Thanks in advance.
Cheers,

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Re: [osg-users] [ANN] osgPango Bevel Effect

2010-11-29 Thread Serge Lages
Hi Jeremy,

This effect seems great ! Thanks !

About the dependencies on Windows, I found it not so hard, even pretty
simple compared to other projects. Will you let the ability to link
dynamicaly and make the static link an option ? Static linking can be even
worse in some case.

Cheers,

On Sat, Nov 27, 2010 at 4:53 PM, Jeremy Moles jer...@emperorlinux.comwrote:

 Hey guys, as a result of some very welcome and appreciated private
 funding on osgPango, it now has the ability to create rasterized (into
 the texture atlas) font bevel effects.

 http://jeremymoles.com/bevel2d.png
 http://jeremymoles.com/bevel3d.png

 Features coming along great! Next stop is to squash the dependency
 nightmare on windows by compiling everything statically using a custom
 CMake build for EVERYTHING. Wish me luck...

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Re: [osg-users] Viewer-frame() Qt - embedding osg scene into Qt app

2010-10-28 Thread Serge Lages
Hi John,

What you're trying to do is really nice, any chance you'll share the code ?
It could make a cool OSG and QT example.

Cheers,

On Thu, Oct 28, 2010 at 10:16 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi John,

 My guess is that the OSG is setting some OpenGL state that is being
 inherited into the Qt GL drawing code.

 Mixing OSG and other GL code is a little tricky as the OSG uses lazy
 state updating to provide efficient use of OpenGL/graphics card, this
 lazy state updating means that the OSG assumes the state is the same
 going into it a new frame as it was when it left it.  The OSG also can
 modify the current OpenGL state and leave it in that state, as it has
 the knowledge of what the state is so can get it back to the state it
 needs on the next frame.  The osg::State object associate with each
 GraphicsContext is what the OSG uses to track and apply the state.

 The use of lazy state updating means that you need to avoid other
 OpenGL code changing the GL state without the osg::State knowing about
 it.  The two ways to achieve this is to use glPushAttrib/glPopAttrib
 around the non OSG GL code, or to use the osg::State::haveApplied*()
 methods to tell the OSG that the non OSG GL code has modified a
 particular part of OpenGL state.   The other issue, and the particular
 one you are most obviously facing is that the OSG is modifying the
 state and the non OSG GL code doesn't know about this so doesn't reset
 it.  Two approaches you could take would be to use the
 glPushAttrib/glPopAtttrib around the OSG calls, or use a StateSet at
 the top of the scene graph - or the master camera's StateSet, to set
 the state into a known state, and make sure that this is applied to
 the osg::State right after the viewer.frame() call.

 Robert.

 On Wed, Oct 27, 2010 at 9:45 PM, John Doves evage...@gmail.com wrote:
  Hello,
  I'm having some problem with rendering osg scene into Qt application. I'm
 setup osgViewer in single thirded and embedding:
 
 
  Code:
  viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded );
  viewer-setUpViewerAsEmbeddedInWindow(0,0, 1024, 768);
 
 
 
 
  and rendering in QGraphicsScene class with:
 
 
  Code:
  painter-beginNativePainting();
 
  glPushMatrix();
  viewer-frame();
  glPopMatrix();
 
  painter-endNativePainting();
 
 
 
 
  With simple models it rendered ok but when i use models with particles
 this rendered with artefacts on Qt widgets. I'm attached two screenshots.
 Maybe i must save states before frame() and restore when done?
 
  Thank you!
 
  Cheers,
  John
 
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Re: [osg-users] OSG seems to have a problem scaling to multiple windows on multiple graphics cards

2010-10-20 Thread Serge Lages
 as
 fast as a single process. All four cores are at near 100% CPU
 utilization
 according to top. So far, so good.

 Now we modify the program to load the model and create multiple
 windows on
 multiple cards. There's one window per card and each uses a different
 core. (3)

 The threading model is CullThreadPerCameraDrawThreadPerContext, the
 default chosen by OSG. The environment variable
 OSG_SERIALIZE_DRAW_DISPATCH
 is not set, so it defaults to ON, which we think means draw in serial.

 If we draw to four windows on four different cards we get about 36
 FPS.
 There are four different cores being used, and each has about 25%
 of the
 CPU. This probably this makes sense as the draws are in serial. 150
 FPS/4
 is about 36 FPS. As expected, we get nearly identical results if we
 create
 four windows on a single card using four different cores.

 If we set OSG_SERIALIZE_DRAW_DISPATCH=OFF we hope to see better
 performance,
 but with four windows on four graphics cards we only get 16 FPS! There
 are
 four different cores bring used, one at about 82%, and the other
 three at
 75%, but what are they doing? Again, we get nearly identical
 results if
 using four windows on a single card.

 So

 How can we get OSG to draw to four windows on four cards in one
 process as
 fast as running four separate processes?

 Any pointers or suggestions are welcome.

 Thanks,

 John


 1 - Our immersive system consists of 3 projectors and a console each
 driven
 by an Nvidia FX5800 graphics card all genlocked for 3D stereo
 display. The four graphics cards are in two QuardoPlex Model D2 units
 connected to the host. The host computer is an 8 core Dell Precision
 T5400 running 64 bit Linux (CentOS 5.5). We are using Nvidia driver
 version 195.36.24

 2 - the program is attached- it uses only OSG. We run our tests with
 _GL_SYNC_TO_VBLANK=0 to get the maximum frame rate.

 3 - one graphics context per window and one camera per window




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Re: [osg-users] osg::Particle problem

2010-08-17 Thread Serge Lages
Thanks for your input, I'll take a look to these posts.

Each time we try to use osgParticle we have new problems, I think we'll
going to look for another solution, we only need simple particles effects.
Anyone has good reading about GPU based particle engines to share ?

On Mon, Aug 16, 2010 at 9:24 PM, Jolley, Thomas P 
thomas.p.jol...@boeing.com wrote:

  Hi Serge,

 You may want to research the following posts and see if they are relevent
 to your particle problems.

 *
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-April/027011.html
 *

 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-May/028435.html

 The above talks about a floating point precision bug that was introduced
 due to a change in 2008.  The bug hasn't been resolved yet.  I suspect it
 will wait until the osgParticle is refactored since not many see the
 problem.  If the above describes your problem you will need to undo the 2008
 change.


 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-October/033416.html




  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Serge Lages
 *Sent:* Monday, August 16, 2010 10:32 AM
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] osg::Particle problem

 Hi all,

 I am currently having some troubles with particles, I am trying to make
 them local to a model (for example, imagine a scene with the earth rotating
 around the sun, and a model moving on the earth, I don't want my particles
 to take into account the earth movement, only the model one). I've made it
 by putting everything related to particles (Emitter, ParticleSystemUpdater,
 the geode with the ParticleSystem...) under my model root instead of the
 whole scene root. But it doesn't work, my particles are still taking into
 account the main movement. It's weird because the same code was working one
 year ago, but I didn't use it again until today, and I don't find any other
 way to make my particles local.

 My particle effect is composed of :
 - a ParticleSystem inside a classic Geode
 - a ModularEmitter
 - a ParticleSystemUpdater
 - a FluidProgram

 Everything is attached into my graph under my model, and I set :
 emitter-setReferenceFrame(osgParticle::ParticleProcessor::RELATIVE_RF);

 particleSystem-setParticleScaleReferenceFrame(osgParticle::ParticleSystem::LOCAL_COORDINATES);

 It works without problem when nothing is moving in my scene, but if I
 enable movements on the model parents, my particles take them into account
 on their own movement.

 Any idea ?

 Cheers,

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Re: [osg-users] osg::Particle problem

2010-08-17 Thread Serge Lages
Is there any roadmap about osgParticle ? Does it need to be completely
rewritten or only improved to take advantage of more modern techniques ?

On Tue, Aug 17, 2010 at 1:55 PM, Wang Rui wangra...@gmail.com wrote:

 Hi Robert, et al,

 My improvement this time is mainly about structure fixes and new
 operators. The bounce and sink (bounce or kill particles in specified
 domain) operators will be introduced to allow more particle features,
 as well as new orbiting points, explosion and damping operators. Other
 changes includes the customized particle shape, sorting by depth,
 visible distance, and a basic shader implementation.

 I myself prefer to use the geometry shader to generate particle
 primitives for rendering, but all other emitting and operating
 processes are still finished on the CPU. I wonder if we could make use
 of SSE or some other functionalities. The shader implementation will
 be set as optional at present.

 Also I'd like to see if Tim Moore's uniform buffer object submission
 can be used here (it is not merged yet, isn't it). All these is hoped
 to be finished during this week. :)

 Cheers,

 Wang Rui


 2010/8/17 Robert Osfield robert.osfi...@gmail.com:
  Hi Serge,
 
  On Tue, Aug 17, 2010 at 10:28 AM, Serge Lages serge.la...@gmail.com
 wrote:
  Thanks for your input, I'll take a look to these posts.
  Each time we try to use osgParticle we have new problems, I think we'll
  going to look for another solution, we only need simple particles
 effects.
  Anyone has good reading about GPU based particle engines to share ?
 
  osgParticle is a bit of an awkward beast, rather long in tooth now -
  save for the PrecipitationEffect it's almost all the work is done the
  CPU.  The best way to do particles systems these days is to use
  shaders - the PrecipitationEffect demonstrates that this approach
  really scales well.
 
  Wang Rui is currently working on new functionality for osgParticle, I
  don't know the details though.
 
  Robert.
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Re: [osg-users] osg::Particle problem

2010-08-17 Thread Serge Lages
OK, I agree with you, the main problems with the current library are
precisions issues and performance, I hope you'll be able to handle them !

On Tue, Aug 17, 2010 at 3:05 PM, Wang Rui wangra...@gmail.com wrote:

 Hi Serge,

 I plan to keep full back-compatibility of previous osgParticle
 library. Its design and structure is still usable and easy-to-extend
 in my opinion.

 Wang Rui


 2010/8/17 Serge Lages serge.la...@gmail.com:
  Is there any roadmap about osgParticle ? Does it need to be completely
  rewritten or only improved to take advantage of more modern techniques ?
 
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Re: [osg-users] osg::Particle problem

2010-08-17 Thread Serge Lages
You may also have a look at :
http://spark.developpez.com/

Looking at the code, it seems well designed.
Cheers,

On Tue, Aug 17, 2010 at 4:25 PM, Wang Rui wangra...@gmail.com wrote:

 Hi Fabien,

 Today's osgParticle already uses GLBeginEndAdapter for rendering
 particles, which is actually glDrawArray() at its low-level
 implementation. I wonder if this is not too inefficient comparing with
 the use of osg::Geometry. Of course, making use of shaders will be
 much better on modern graphics devices.

 To develop new features for osgParticle, I mainly refer to a good
 open-source project by David McAllister
 (http://www.particlesystems.org/). Any other ideas and usable source
 code are welcome and appreciated.

 Cheers,

 Wang Rui


 2010/8/17 Fabien Lavignotte fabien.lavigno...@vegatechnologies.fr:
  A quick mail just to give more opinions on the subject.
  We stopped using osgParticle for performance reasons. osgParticle is a
  little bit overengineered for a real time particle system, the particle
  simulation loop is quite bloated with different layer of abstractions
 that
  are finally not so useful. Moreover, the particle class is quite big,
 with
  lot of informations that are not useful for all particle systems.  It is
  really not suited for high performance particle systems (thousands of
  particles).
  Finally, doing the particle simulation on my own was easier, and give me
  more control. For exemple, the particle system must work with earth-like
  databases. I have several effects (explosion, reactor trail, dust trail),
  they just share the drawing code (convert particles to osg::Geometry) and
  some basic particles management, and it is sufficient...
  
 
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[osg-users] osg::Particle problem

2010-08-16 Thread Serge Lages
Hi all,

I am currently having some troubles with particles, I am trying to make them
local to a model (for example, imagine a scene with the earth rotating
around the sun, and a model moving on the earth, I don't want my particles
to take into account the earth movement, only the model one). I've made it
by putting everything related to particles (Emitter, ParticleSystemUpdater,
the geode with the ParticleSystem...) under my model root instead of the
whole scene root. But it doesn't work, my particles are still taking into
account the main movement. It's weird because the same code was working one
year ago, but I didn't use it again until today, and I don't find any other
way to make my particles local.

My particle effect is composed of :
- a ParticleSystem inside a classic Geode
- a ModularEmitter
- a ParticleSystemUpdater
- a FluidProgram

Everything is attached into my graph under my model, and I set :
emitter-setReferenceFrame(osgParticle::ParticleProcessor::RELATIVE_RF);
particleSystem-setParticleScaleReferenceFrame(osgParticle::ParticleSystem::LOCAL_COORDINATES);

It works without problem when nothing is moving in my scene, but if I enable
movements on the model parents, my particles take them into account on their
own movement.

Any idea ?

Cheers,

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Re: [osg-users] [ANN] osgPango / osgCairo

2010-08-13 Thread Serge Lages
Hi Jeremy,

Thanks you and your donator for this work, we're also planning to mostly use
osgPango instead of osgText in our company, so I'll probably make you some
feedback as soon as I have time to take a look to this new version.

Cheers,

On Thu, Aug 12, 2010 at 7:57 PM, Jeremy Moles jer...@emperorlinux.comwrote:

 Hello everyone! I have recently received funding from what must--for
 various reasons--remain an anonymous source, to further develop and
 refine osgPango. I've made some updates to the site with new screenshots
 and small descriptions, and I wanted to try and solicit some more
 feedback since it's been a while since I've mentioned them here:

 http://osgpango.googlecode.com

 A lot has changed with osgPango (far more mature and flexible API, no
 more fixed-function support, up to 8 combinable textures per font,
 multi-pass rendering) and I'd be interested to see what people think.

 In the very near future I will be providing the equivalent of the famous
 3rd Party archive for osgPango for Windows. In Linux, it is quite
 trivial to compile both osgCairo and osgPango. In Windows, until I can
 create the necessary dependency libs, it's best to use the GTK Win32
 Developers Bundle:

 http://www.gtk.org/download-windows.html

 In fact, my current client is using osgPango exclusively in Windows,
 so don't be too intimidated by the mention of GTK or anything like
 that!

 The current Text object (a derived class from osg::MatrixTransform)
 isn't a drop-in replacement for osgText::Text, but learning how to use
 it properly isn't hard. Plus, if you can position a MatrixTransform in
 your scene, you can position osgPango::Text geometry in your scene. :)
 Or you can create your own Text class and manipulate the Geometry
 however you want...

 I've also made some pretty significant changes to osgCairo that I'd like
 Robert to take a look at. :) A while back he had some interest in Cairo
 and didn't really like the idea of creating and maintaining our own C++
 wrappers. Well, I've come around to that same manner of thinking, so
 osgCairo is really little more than a stripped down wrapper over
 osg::Image, a fancy ReadFile implementation, and a few commonly-used
 utility functions. It's a tad more sophisticated than what is already in
 OSG, but not by much. Perhaps we can revisit this interest that once
 was...

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Re: [osg-users] lights and scale

2010-07-30 Thread Serge Lages
Hi,

make a research on GL_NORMALIZE and you'll find your solution.

Cheers,

On Fri, Jul 30, 2010 at 12:18 PM, Gianni Ambrosio ga...@vi-grade.comwrote:

 Hi,
 I load an obj file with the plug-in and set a scale of 0.001 on the parent
 PositionAttitudeTransform node. The object rendering is not so nice in this
 case. On the contrary, if I don't set the scale factor the object is nicely
 rendered.
 Now, since I need to scale the graphic, what should I do to see the object
 as if it was not scaled?

 Regards
 Gianni

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Re: [osg-users] QInputDialog and OSG

2010-07-29 Thread Serge Lages
Hi,

Try updating to qt 4.6.1, it's a know issue.

Cheers,

On Thu, Jul 29, 2010 at 1:50 PM, Aitor Ardanza aitoralt...@terra.es wrote:

 Hi all!

 I'm working on an interface with qt 4.6 and Open Scene Grapht... If I call

 Code:

 QString text = QInputDialog::getText(NULL, tr(Nombre de la medición),
 tr(Nombre:), QLineEdit::Normal, QString::null, ok);




 With nothing loaded in the 3d scene, no problem. But if I load anything on
 3d scene, when I call to the dialog the qlineEdit dont update. This
 doesn'tupdate until pressing the OK button, and I can't read the writing on
 it.

 Sorry for my English...

 Any help???

 Thansk!!!

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Re: [osg-users] Windows 7 Aero Color Scheme issue

2010-07-08 Thread Serge Lages
Hi,

I have this problem with all my applications, but haven't found time to
investigate, currently our solution is to disable Aero...

Cheers,

On Thu, Jul 8, 2010 at 6:01 AM, Prakhar Jain mindfields@gmail.comwrote:

 I am also having the same problem with osgviewer. However I dont get this
 problem when I run my own osg application.


 Thanks,
 Prakhar


 On Thu, Jul 8, 2010 at 3:14 AM, Guy Volckaert 
 guy.volcka...@meggitt.comwrote:

 I'm having the same problem on my laptop (single screen). When I launch
 the osgViewer application, the screen gets rendered for  1 frame and then
 the entire window becomes black. If I use ALT-TAB to cycle back and forth,
 then the scene gets rendered correctly.

 As you mentioned, it's very irritating.

 I was wondering if anyone looked into this since?

 Cheers,
 Guy

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 mindfields@gmail.com
 voice +919899520167

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Re: [osg-users] osgPPU and osgShadow::MinimalShadowMap

2010-07-07 Thread Serge Lages
Thanks Wojciech,

Currently we're only trying to make it work on NVidia cards (under Windows
7), but you're right that shadows seems to have problems with latest ATI
drivers, I've recently tested one of our application on a ATI and I saw some
strange artifacts.

Cheers,

On Tue, Jul 6, 2010 at 9:38 PM, Wojciech Lewandowski
lewandow...@ai.com.plwrote:

  Hi Serge,

 I am sorry I have no experience with osgPPU. Long ago (2 years ?) we tried
 it  with HDR and it seemed to work with LispSM shadows on our testbed. Have
 not tested since then. I could not help you at the moment, I am on vacations
 and my computer is a netbook. Send me a private email next week if you still
 have a problem, I will try to test it...

 Wojtek Lewandowski.

 PS. Do you by an chance test on ATI ? All techniques stemming from
 StandardShadowMap do not look good on latest Windows Catalyst drivers due to
 ATI VertexShader bugs (I can prove it).


  *From:* Serge Lages serge.la...@gmail.com
 *Sent:* Tuesday, July 06, 2010 7:37 PM
 *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org
 *Subject:* [osg-users] osgPPU and osgShadow::MinimalShadowMap

 Hi all,

 I am currently having troubles trying to make work osgPPU and specially HDR
 with osgShadow::MinimalShadowMap, you can find my test program attached (it
 comes from the list archive, I've made small modifications). Without
 shadows, it works fine, with MinimalShadowMap, I only have a black model (I
 am using cow.osg, with the teapot I have a white screen). Here is my command
 line :
  osgppu_viewer.exe Data\hdr.ppu Data\cow.osg

 Any idea where it comes from ?
 Thanks !

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[osg-users] osgPPU and osgShadow::MinimalShadowMap

2010-07-06 Thread Serge Lages
Hi all,

I am currently having troubles trying to make work osgPPU and specially HDR
with osgShadow::MinimalShadowMap, you can find my test program attached (it
comes from the list archive, I've made small modifications). Without
shadows, it works fine, with MinimalShadowMap, I only have a black model (I
am using cow.osg, with the teapot I have a white screen). Here is my command
line :
osgppu_viewer.exe Data\hdr.ppu Data\cow.osg

Any idea where it comes from ?
Thanks !

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view.cpp
Description: Binary data
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Re: [osg-users] osgGA::GUIEventHandler problem

2010-06-24 Thread Serge Lages
Hi,

We had the same problem here, with an event callback on a camera, the push
event was called two times, and we solved it with the same method as you, we
didn't found time to investigate further.

Cheers,

On Thu, Jun 24, 2010 at 2:45 PM, Ku Krapox kukra...@gmail.com wrote:

 Hi,
 Thanks for the reply!

 I actually managed to solve the problem, although I'm not sure of what
 caused it! :)

 Here's the code for my handler, may it help someone in the same case :


 Code:
 bool CRightPanelEventHandler::handle(const osgGA::GUIEventAdapter ea,
 osgGA::GUIActionAdapter aa, osg::Object* object, osg::NodeVisitor* nv)
 {
   if (nv-getFrameStamp() != NULL  nv-getFrameStamp()-getFrameNumber()
 != _lastFrame)
   {
  _lastFrame = nv-getFrameStamp()-getFrameNumber();

  if (ea.getEventType() == osgGA::GUIEventAdapter::PUSH)
  {
 // Stuff
  }
   }
 }



 Checking and recording the framestamp at each loop avoids processing a same
 frame two times. But I have no idea why my handler processed each frame two
 times...

 Cheers,
 Ku

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Re: [osg-users] Using osgAnimation for material animation?

2010-06-09 Thread Serge Lages
Hi,

Have a look to the nathan.osg example file, one of the animations animates
the material.

Cheers,

On Wed, Jun 9, 2010 at 2:48 PM, Raymond de Vries ree...@xs4all.nl wrote:

 Hi everyone,

 I would like to find a way to animate my material (amb, diff, spec, emiss),
 and more specifically for now: the alpha component. Now that osgAnimation is
 very useful I would like to implement this via osgAnimation. In the examples
 (svn) I don't see an example, or else I am overlooking it maybe.

 Is there such an example? Or else what's the best way to animate the
 material colors?

 Also, does anyone know a way to get an animated opacity from 3dsmax into
 osg?

 thanks a lot
 Raymond

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Re: [osg-users] basic question on OSG smart pointers

2010-06-04 Thread Serge Lages
Hi,

Yes you're right, you can have more info here :

http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html

http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html
Cheers,

On Fri, Jun 4, 2010 at 6:18 PM, Gianni Ambrosio 
gianni.ambro...@vi-grade.com wrote:

 Hi All,
 I have a simple and basic question about how OSG manage smart pointers and
 so on.

 Is it true that if I declare a pointer as follows:

 osg::Group* test = new osg::Group;

 I would have a memory leak since I can not call a delete on test object
 pointer?

 So, this is the reason why I should use a ref_ptr instead as follows?

 osg::ref_ptrosg::Group test = new osg::Group;

 In this case the smart pointer will take care of the object deletion as
 soon as the test variable goes out of scope.

 Regards,
 Gianni


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Re: [osg-users] A Qt Scenegraph...

2010-05-26 Thread Serge Lages
And it talks about OSG in the comments... :)

On Wed, May 26, 2010 at 11:54 AM, Pierre Bourdin (gmail) bour...@imerir.com
 wrote:

 Hi all,

 I just found this:
 http://labs.trolltech.com/blogs/2010/05/18/a-qt-scenegraph/

 an I thought it might interest some of you...

 cheers,
 Pierre.
 
 Pierre BOURDIN
 I.M.E.R.I.R.
 Av. Pascot BP 90443
 66004 PERPIGNAN
 tél: 04 68 56 84 95
 fax: 04 68 55 03 86
 email: bour...@imerir.com
 

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Re: [osg-users] osgPPU osgShadow

2010-05-12 Thread Serge Lages
Hi Art and all,

I am coming back on this subject because I am currently trying to use osgPPU
with osgShadow.

I've followed this thread instructions and it works, but only with the
ShadowMap
technique, and the one I prefer is MinimalShadowMap. With this one, combined
with HDR, it  renders all my scene in white... Any idea on what to do ?

Thanks !

On Wed, Oct 8, 2008 at 12:22 AM, Art Tevs stud_in...@yahoo.de wrote:

 Hi,

  Awesome, thanks for the correction.  I see that my initial
  example forgot to
  actually add the model to the shadowed scene :P  But that
  wasn't the real
  problem.  The real problem was giving osgPPU the same node
  that i was using for
  shadows.
 I do not realy understand what you mean here with giving osgPPU the same
 node as for shadows. osgPPU doesn't now anything about the graph, it does
 only get camera as input, hence use the camera color buffer texture as
 input. Therefor the camera, which is connected to the osgPPU, which can be
 your main camera or some other one, should be able to render your shadowed
 scene.


 Cheers,
 art


  After seeing what you did in your correction I
  rearranged the graph
  like this:
 
  scene-addChild(shadowedScene);
  shadowedScene-addChild(loadedModel);
 
  and everything worked as expected.  Now I just want to
  understand why this
  worked.  It it because osgPPU and osgShadow are no longer
  fighting to control
  the state of the single scene node?
 
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Re: [osg-users] osgPPU osgShadow

2010-05-12 Thread Serge Lages
Hi Martin, thanks for your reply but I am talking about another problem.

The problem with osgShadow + Seven/Vista + fullscreen = black screen is
pretty familiar to me, but I always disable aero on final setups so it's not
a deal.

My current problem is with osgShadow::MinimalShadowMap and osgPPU, my scene
becomes white, but it works with the osgShadow::ShadowMap technique.

Cheers,

On Wed, May 12, 2010 at 6:10 PM, Martin Naylor
martin.nay...@dsl.pipex.comwrote:

 And my email updated and I see you found a solution...
 Oh well its probably just me ;)

 Martin


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art Tevs
 Sent: 07 October 2008 23:22
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgPPU  osgShadow

 Hi,

  Awesome, thanks for the correction.  I see that my initial
  example forgot to
  actually add the model to the shadowed scene :P  But that
  wasn't the real
  problem.  The real problem was giving osgPPU the same node
  that i was using for
  shadows.
 I do not realy understand what you mean here with giving osgPPU the same
 node as for shadows. osgPPU doesn't now anything about the graph, it does
 only get camera as input, hence use the camera color buffer texture as
 input. Therefor the camera, which is connected to the osgPPU, which can be
 your main camera or some other one, should be able to render your shadowed
 scene.


 Cheers,
 art


  After seeing what you did in your correction I
  rearranged the graph
  like this:
 
  scene-addChild(shadowedScene);
  shadowedScene-addChild(loadedModel);
 
  and everything worked as expected.  Now I just want to
  understand why this
  worked.  It it because osgPPU and osgShadow are no longer
  fighting to control
  the state of the single scene node?
 
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Re: [osg-users] [ANN] A Short Introduction to the Basic Principles of the Open Scene Graph

2010-05-10 Thread Serge Lages
Hi,

It's a really good job, let us know when you'll finish the other chapters.

Cheers,

On Mon, May 10, 2010 at 1:14 PM, Leandro Motta Barros lmbar...@gmail.comwrote:

 Hi there,

 After a hiatus of more than four years, I updated my very
 introductory guide to the Open Scene Graph:

  http://www.stackedboxes.org/~lmb/asittbpo-open-scene-graph/

 So far, it has only two of the five or six chapters I think it should
 have, but nevertheless, these two chapters cover the three concepts
 that I consider most important to get started with OSG: nodes,
 drawables and and state sets.

 I hope you enjoy it! Have fun!

 LMB
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Re: [osg-users] [osgPlugins] Collada Animations Support

2010-05-05 Thread Serge Lages
Try the osganimationviewer example instead of osgviewer.

Cheers,

On Wed, May 5, 2010 at 12:14 PM, daniele argiolas arj...@gmail.com wrote:

 Hi,

 I follow the guide for compiling collada, then I install OpenSceneGraph
 from trunk.
 When I try to open astroBoy_walk.dae he's stuck, he doesn't move.

 I paste the output of osgviewer.exe:


 Code:
 processTexture(./file9-sampler)
 processTexture(./file9-sampler)
 processTexture(./file9-sampler)
 processTexture(./file9-sampler)
 Coult not locate UpdateCallback for channel target
 astroBoy_newSkeleton_spine01/blendParent1
 Unsupported stride: 6
 Unsupported stride: 6
 LinkVisitor links 4 for astroBoy_newSkeleton_root
 LinkVisitor links 3 for astroBoy_newSkeleton_spine01
 LinkVisitor links 3 for astroBoy_newSkeleton_spine02
 LinkVisitor links 3 for astroBoy_newSkeleton_neck01
 LinkVisitor links 3 for astroBoy_newSkeleton_head
 LinkVisitor links 0 for astroBoy_newSkeleton_headEnd
 LinkVisitor links 3 for astroBoy_newSkeleton_L_clavicle
 LinkVisitor links 3 for astroBoy_newSkeleton_L_shoulder
 LinkVisitor links 0 for astroBoy_newSkeleton_L_bicep
 LinkVisitor links 3 for astroBoy_newSkeleton_L_elbow
 LinkVisitor links 0 for astroBoy_newSkeleton_L_forearm
 LinkVisitor links 1 for astroBoy_newSkeleton_L_wrist
 LinkVisitor links 0 for astroBoy_newSkeleton_L_pinkyOrient
 LinkVisitor links 0 for astroBoy_newSkeleton_L_pinky_01
 LinkVisitor links 0 for astroBoy_newSkeleton_L_pinky_02
 LinkVisitor links 0 for astroBoy_newSkeleton_L_pinkyEnd
 LinkVisitor links 0 for astroBoy_newSkeleton_L_middleOrient
 LinkVisitor links 0 for astroBoy_newSkeleton_L_middle_01
 LinkVisitor links 0 for astroBoy_newSkeleton_L_middle_02
 LinkVisitor links 0 for astroBoy_newSkeleton_L_middleEnd
 LinkVisitor links 0 for astroBoy_newSkeleton_L_indexOrient
 LinkVisitor links 0 for astroBoy_newSkeleton_L_index_01
 LinkVisitor links 0 for astroBoy_newSkeleton_L_index_02
 LinkVisitor links 0 for astroBoy_newSkeleton_L_indexEnd
 LinkVisitor links 0 for astroBoy_newSkeleton_L_thumbOrient
 LinkVisitor links 0 for astroBoy_newSkeleton_L_thumb_01
 LinkVisitor links 0 for astroBoy_newSkeleton_L_thumb_02
 LinkVisitor links 0 for astroBoy_newSkeleton_L_thumbEnd
 LinkVisitor links 3 for astroBoy_newSkeleton_R_clavicle
 LinkVisitor links 3 for astroBoy_newSkeleton_R_shoulder
 LinkVisitor links 0 for astroBoy_newSkeleton_R_bicep
 LinkVisitor links 3 for astroBoy_newSkeleton_R_elbow
 LinkVisitor links 0 for astroBoy_newSkeleton_R_forearm
 LinkVisitor links 2 for astroBoy_newSkeleton_R_wrist
 LinkVisitor links 0 for astroBoy_newSkeleton_R_pinkyOrient
 LinkVisitor links 0 for astroBoy_newSkeleton_R_pinky_01
 LinkVisitor links 0 for astroBoy_newSkeleton_R_pinky_02
 LinkVisitor links 0 for astroBoy_newSkeleton_R_pinkyEnd
 LinkVisitor links 0 for astroBoy_newSkeleton_R_middleOrient
 LinkVisitor links 0 for astroBoy_newSkeleton_R_middle_01
 LinkVisitor links 0 for astroBoy_newSkeleton_R_middle_02
 LinkVisitor links 0 for astroBoy_newSkeleton_R_middleEnd
 LinkVisitor links 0 for astroBoy_newSkeleton_R_indexOrient
 LinkVisitor links 0 for astroBoy_newSkeleton_R_index_01
 LinkVisitor links 0 for astroBoy_newSkeleton_R_index_02
 LinkVisitor links 0 for astroBoy_newSkeleton_R_indexEnd
 LinkVisitor links 0 for astroBoy_newSkeleton_R_thumbOrient
 LinkVisitor links 0 for astroBoy_newSkeleton_R_thumb_01
 LinkVisitor links 0 for astroBoy_newSkeleton_R_thumb_02
 LinkVisitor links 0 for astroBoy_newSkeleton_R_thumbEnd
 LinkVisitor links 0 for astroBoy_newSkeleton_L_shoulder_parentConstraint2
 LinkVisitor links 3 for astroBoy_newSkeleton_hips
 LinkVisitor links 3 for astroBoy_newSkeleton_L_hip
 LinkVisitor links 1 for astroBoy_newSkeleton_L_knee_01
 LinkVisitor links 1 for astroBoy_newSkeleton_L_knee_02
 LinkVisitor links 3 for astroBoy_newSkeleton_L_ankle
 LinkVisitor links 3 for astroBoy_newSkeleton_L_toeBall
 LinkVisitor links 0 for astroBoy_newSkeleton_L_toeEnd
 LinkVisitor links 3 for astroBoy_newSkeleton_R_hip
 LinkVisitor links 1 for astroBoy_newSkeleton_R_knee_01
 LinkVisitor links 1 for astroBoy_newSkeleton_R_knee_02
 LinkVisitor links 3 for astroBoy_newSkeleton_R_ankle
 LinkVisitor links 3 for astroBoy_newSkeleton_R_toeBall
 LinkVisitor links 0 for astroBoy_newSkeleton_R_toeEnd
 uniq groups 13 for
 uniq groups 2 for
 uniq groups 408 for
 uniq groups 143 for




 What's the error?

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[osg-users] FBX find cmake

2010-04-29 Thread Serge Lages
Hi all,

The latest version of the fbx plugin (from the SVN) builds with the 2011.2
version, but currently in the FindFBX.cmake file, the default location of
the SDK is Autodesk/FBX/FbxSdk/2010.2. Should it be changed
to Autodesk/FBX/FbxSdk/2011.2 ?

Thanks !

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Re: [osg-users] de-interleave with directshow plugin?

2010-04-22 Thread Serge Lages
Hi Raymond,

We made some research on this subject some time ago but haven't found any
solution. Recently I found this blog entry :
http://www.montivision.com/en/support/blog/
http://www.montivision.com/download/updates/Video_Deinterlacer_Denoiser.zip

Talking about a filter for real-time de-interlacing but I haven't tested it
yet.

Good luck !
Cheers,

On Thu, Apr 22, 2010 at 8:51 AM, Raymond de Vries ree...@xs4all.nl wrote:

 Hi,

 I am using the directshow plugin with great fun, and now I encounter a
 firewire based camera that gives me interleaved images. I use the plugin on
 Windows 7 and the camera is found properly (drivers installed
 automatically). The image from the camera produce ugly artifacts when I use
 the stream as texture.

 Does anyone know how/if I can configure or adapt the directshow plugin so
 that I get non-interleaved images? The code contains 'MEDIATYPE_Interleaved'
 but I have no clue how to use that.

 Thanks, best regards
 Raymond
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Re: [osg-users] Multi screen VSync Linux NVidia

2010-04-21 Thread Serge Lages
OK thank you Bruce for the info.

Cheers,

On Wed, Apr 21, 2010 at 8:53 AM, Bruce Wheaton br...@spearmorgan.comwrote:

 Serge, as Robert says, TwinView is what you need.

 Here's the deal. On Nvidia non-Quadro cards on Linux, the only way to
 guarantee no tearing on one screen is:

 UBB flipping enabled,

 full screen OpenGL app, no obstructions,

 Vsync flag with that screen number - there's an environment variable.

 For dual screens, TwinView, with both screens with the *exact* same res and
 rate - same modeline, basically,

 one OpenGL window/context filling both screens.

 The way you're doing, with two contexts, will tear.

 On Quadro cards, almost all conditions are lifted.

 Bruce



 On Apr 20, 2010, at 6:44 AM, Serge Lages wrote:

 Hi all,

 I'm currently having a problem with NVidia hardware on Linux, it's not
 directly OSG related, but I hope someone here can help me.

 Here is my setup :

 Ubuntu 9.10
 195.36.15 NVidia drivers
 2 GTX 285 graphic cards (one DVI, one VGA and one HDMI port)
 4 screens (2 screens on each cards), all independents (no twinview)
 Compiz disabled

 On this setup, I have an OSG application running full-screen on all 4
 screens (a CompositeViewer with 4 views). My app is running at 60fps when
 VSync is on, it's the screens refresh rate.

 When I enable Sync to VBlank in the Nvidia-settings, here is the current
 result :
 - On the first screen of each cards (plugged on the DVI port), the VSync is
 perfect, no tearing.
 - On the second screen of each cards (plugged on the VGA port), tearing is
 noticeable on the upper part of the screens (I have a line about 100 pixel
 far from the top of the screens).
 = Result : 2 screens without tearing, 2 screens with tearing in a specific
 location. It seems VSync is not really performed on the second screen of
 each cards.

 I have also tested on GTX285 cards with 2 DVI ports with the same result.
 Another note : the 4 screens are the same, all plugged in VGA with the same
 resolution (using an adaptor when plugged in the card DVI ports). I've
 tested with other screens with the same result.

 Anyone knows where this problem comes from ? And any idea how to solve it ?
 Is it a bug in recent drivers, maybe I should test olders ?
 Thanks in advance for your help.

 Best regards,

 --
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Re: [osg-users] Unref image after apply

2010-04-21 Thread Serge Lages
OK thank you Robert, I'll unref manually my images.

Cheers,

On Tue, Apr 20, 2010 at 8:16 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Serge,

 Enable the unref image after apply in your case is a bit awkward as,
 as you have found, the mechanism assumes that all contexts will
 require the texture.

 Another way around the issue is to use the texture object pool to keep
 a cap on the memory usage on the driver and GPU side.  Another route
 migt be to make areAllTextureObjectsLoaded() virtue or have a callback
 for it so you can customize the behavior.

 Robert.

 On Tue, Apr 20, 2010 at 6:21 PM, Serge Lages serge.la...@gmail.com
 wrote:
  Hi Robert and all,
  Another question related to multi-screen/multi-context applications (yes,
  still one...). I am currently trying to save some memory on my
 application,
  so I want some of my textures to be uploaded in the graphic card and
 release
  it from the classic RAM, that's why I set setUnRefImageDataAfterApply to
  true.
  But looking at Texture2D.cpp, here is the conditions to unref an image :
  state.getMaxTexturePoolSize()==0 
  _unrefImageDataAfterApply 
  areAllTextureObjectsLoaded() 
  image-getDataVariance()==STATIC
  I am currently having troubles with the areAllTextureObjectsLoaded
  condition, it checks if all the available contexts have uploaded the
  texture. The problem here is that my texture is designed only for one of
 my
  screens, so it's applied for only one context, so this condition is
 always
  false and the image is never released.
  Am I doing something wrong ? And is there any way to force my image to be
  unref ? The only solution is a custom callback setting the image to NULL
  after a first apply ?
  Thanks !
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Re: [osg-users] Unref image after apply

2010-04-21 Thread Serge Lages
Hi Robert,

I was wondering, if I unref manually my images but also activate the texture
pool with OSG_TEXTURE_POOL_SIZE, is there any risk that one of my images
will be unloaded from the graphic card and then it will be impossible to
load it again because it has been unref ?

Thanks !

On Wed, Apr 21, 2010 at 10:06 AM, Serge Lages serge.la...@gmail.com wrote:

 OK thank you Robert, I'll unref manually my images.

 Cheers,


 On Tue, Apr 20, 2010 at 8:16 PM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 Hi Serge,

 Enable the unref image after apply in your case is a bit awkward as,
 as you have found, the mechanism assumes that all contexts will
 require the texture.

 Another way around the issue is to use the texture object pool to keep
 a cap on the memory usage on the driver and GPU side.  Another route
 migt be to make areAllTextureObjectsLoaded() virtue or have a callback
 for it so you can customize the behavior.

 Robert.

 On Tue, Apr 20, 2010 at 6:21 PM, Serge Lages serge.la...@gmail.com
 wrote:
  Hi Robert and all,
  Another question related to multi-screen/multi-context applications
 (yes,
  still one...). I am currently trying to save some memory on my
 application,
  so I want some of my textures to be uploaded in the graphic card and
 release
  it from the classic RAM, that's why I set setUnRefImageDataAfterApply to
  true.
  But looking at Texture2D.cpp, here is the conditions to unref an image :
  state.getMaxTexturePoolSize()==0 
  _unrefImageDataAfterApply 
  areAllTextureObjectsLoaded() 
  image-getDataVariance()==STATIC
  I am currently having troubles with the areAllTextureObjectsLoaded
  condition, it checks if all the available contexts have uploaded the
  texture. The problem here is that my texture is designed only for one of
 my
  screens, so it's applied for only one context, so this condition is
 always
  false and the image is never released.
  Am I doing something wrong ? And is there any way to force my image to
 be
  unref ? The only solution is a custom callback setting the image to NULL
  after a first apply ?
  Thanks !
  --
  Serge Lages
  http://www.tharsis-software.com
 
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[osg-users] Multi screen VSync Linux NVidia

2010-04-20 Thread Serge Lages
Hi all,

I'm currently having a problem with NVidia hardware on Linux, it's not
directly OSG related, but I hope someone here can help me.

Here is my setup :

Ubuntu 9.10
195.36.15 NVidia drivers
2 GTX 285 graphic cards (one DVI, one VGA and one HDMI port)
4 screens (2 screens on each cards), all independents (no twinview)
Compiz disabled

On this setup, I have an OSG application running full-screen on all 4
screens (a CompositeViewer with 4 views). My app is running at 60fps when
VSync is on, it's the screens refresh rate.

When I enable Sync to VBlank in the Nvidia-settings, here is the current
result :
- On the first screen of each cards (plugged on the DVI port), the VSync is
perfect, no tearing.
- On the second screen of each cards (plugged on the VGA port), tearing is
noticeable on the upper part of the screens (I have a line about 100 pixel
far from the top of the screens).
= Result : 2 screens without tearing, 2 screens with tearing in a specific
location. It seems VSync is not really performed on the second screen of
each cards.

I have also tested on GTX285 cards with 2 DVI ports with the same result.
Another note : the 4 screens are the same, all plugged in VGA with the same
resolution (using an adaptor when plugged in the card DVI ports). I've
tested with other screens with the same result.

Anyone knows where this problem comes from ? And any idea how to solve it ?
Is it a bug in recent drivers, maybe I should test olders ?
Thanks in advance for your help.

Best regards,

-- 
Serge Lages
http://www.tharsis-software.com
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Re: [osg-users] Multi screen VSync Linux NVidia

2010-04-20 Thread Serge Lages
Thanks Robert, we'll make these tests and let you know !

Cheers,

On Tue, Apr 20, 2010 at 4:21 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Serge,

 This does sound like a driver issue, and it's been a while since I had
 two NVidia cards plugged into my Linux box, but I don't recall having
 problems with vsync.  I did, however, enable vync via the old env var:

  export __GL_SYNC_TO_VBLANK=1

 There is slim chance that this might work... you never know with
 closed driver what the logic is.

 Another thing you might try is to create two graphics context, one for
 each card and then use twinview to have a single context across both
 screens.  On the OSG side you can create two contexts and just have
 two cameras per context, using different viewports to select the
 appropriate part of the view.   You may even be able to just use a
 single camera across both screens if your displays are abutted
 vertical/horizontal in the form of a powerwall.

 If you can use a single graphics context per card then you'll get
 better performance, and if you can use a single camera per card then
 you'll get the best performance out the system.

 Whether twinview will solve the vblank issue I can't say.  There is
 chance that NVidia reserve this for the Quadro's that have support for
 genlock and swap ready.

 Robert.

 On Tue, Apr 20, 2010 at 2:44 PM, Serge Lages serge.la...@gmail.com
 wrote:
  Hi all,
  I'm currently having a problem with NVidia hardware on Linux, it's not
  directly OSG related, but I hope someone here can help me.
 
  Here is my setup :
 
  Ubuntu 9.10
  195.36.15 NVidia drivers
  2 GTX 285 graphic cards (one DVI, one VGA and one HDMI port)
  4 screens (2 screens on each cards), all independents (no twinview)
  Compiz disabled
  On this setup, I have an OSG application running full-screen on all 4
  screens (a CompositeViewer with 4 views). My app is running at 60fps when
  VSync is on, it's the screens refresh rate.
  When I enable Sync to VBlank in the Nvidia-settings, here is the
 current
  result :
  - On the first screen of each cards (plugged on the DVI port), the VSync
 is
  perfect, no tearing.
  - On the second screen of each cards (plugged on the VGA port), tearing
 is
  noticeable on the upper part of the screens (I have a line about 100
 pixel
  far from the top of the screens).
  = Result : 2 screens without tearing, 2 screens with tearing in a
 specific
  location. It seems VSync is not really performed on the second screen of
  each cards.
  I have also tested on GTX285 cards with 2 DVI ports with the same result.
  Another note : the 4 screens are the same, all plugged in VGA with the
 same
  resolution (using an adaptor when plugged in the card DVI ports). I've
  tested with other screens with the same result.
  Anyone knows where this problem comes from ? And any idea how to solve it
 ?
  Is it a bug in recent drivers, maybe I should test olders ?
  Thanks in advance for your help.
  Best regards,
  --
  Serge Lages
  http://www.tharsis-software.com
 
  ___
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 osg-users mailing list
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[osg-users] Unref image after apply

2010-04-20 Thread Serge Lages
Hi Robert and all,

Another question related to multi-screen/multi-context applications (yes,
still one...). I am currently trying to save some memory on my application,
so I want some of my textures to be uploaded in the graphic card and release
it from the classic RAM, that's why I set setUnRefImageDataAfterApply to
true.

But looking at Texture2D.cpp, here is the conditions to unref an image :

state.getMaxTexturePoolSize()==0 
_unrefImageDataAfterApply 
areAllTextureObjectsLoaded() 
image-getDataVariance()==STATIC

I am currently having troubles with the areAllTextureObjectsLoaded
condition, it checks if all the available contexts have uploaded the
texture. The problem here is that my texture is designed only for one of my
screens, so it's applied for only one context, so this condition is always
false and the image is never released.

Am I doing something wrong ? And is there any way to force my image to be
unref ? The only solution is a custom callback setting the image to NULL
after a first apply ?

Thanks !

-- 
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http://www.tharsis-software.com
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[osg-users] Out of memory problem

2010-04-15 Thread Serge Lages
Hi all,

I am facing a new problem with an application playing a big video (768x5842)
on a setup with 2 graphic cards and 4 screens. After playing this video, we
also need to render some big images (10 images of 5842x5842px, we cut them
in several parts). Everything goes well when testing my app, the video runs
fine, then we can browse the images without problems. But if I let the first
video playing some time (about 10 or 20 minutes), when I try to browse my
images, sometimes I get white squares instead of them and this error :

OpenGL error : out of memory

This error only happens if I let the first video playing a moment. Any idea
what's happening ? Is there any way to flush my cards memory ? And is there
any tool to report back the memory consumption of my graphical card ? (I
have the same error under Windows or Linux)

Thanks !

-- 
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http://www.tharsis-software.com
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Re: [osg-users] Out of memory problem

2010-04-15 Thread Serge Lages
Thanks for the tip Robert, setting OSG_TEXTURE_POOL_SIZE seems to work. I've
also tested gDEBugger and it's very powerful but too expansive ! :/

Cheers,

On Thu, Apr 15, 2010 at 3:23 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Serge, J.P.,

  you could try:
 http://www.vis.uni-stuttgart.de/glsldevil/
 or
 http://www.opengl.org/sdk/tools/BuGLe/

 but I'm not sure if it'll give totals, you might have to break at
 texture allocations. You might also be forced to run singletrheaded.


 On I use gDEBugger, which costs money but which supports multi-threaded and
 multi-context apps fine. It's very useful in many other situations too. It
 supports Windows, Linux and MacOS X.

 Sorry for what might seem like an advertisement, but it's genuinely been
 useful to me so I just thought I'd suggest it.

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

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[osg-users] OSG and XVideo

2010-04-13 Thread Serge Lages
Hi all,

Anyone knows how to use the XVideo extension under Linux :

http://en.wikipedia.org/wiki/X_video_extension

It says it can be used with an OpenGL pbuffer, does it mean we can use it to
accelerate the rendering of a video on a classic texture ?

Thanks in advance for any help on this subject.
Cheers,

-- 
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Re: [osg-users] Playing smoothly a big video

2010-04-12 Thread Serge Lages
Hi Bruce,

We've tested the same code I posted (the Main.cpp) without modifications.
About the cards, we're using 2 NVidia GTX 285, with the latest drivers from
the NVidia website.

Cheers,

On Sat, Apr 10, 2010 at 10:34 PM, Bruce Wheaton br...@spearmorgan.comwrote:

 Thanks for reporting back Serge - glad that's working for you. Sorry I
 didn't have time to test on my Linux rig.

 Was the technique the same as your Main.cpp example, as posted, or did you
 have to do any extra tricks?

 Also, what graphics cards and drivers are you using? That makes a big
 difference in Linux.

 Regards,

 Bruce Wheaton


 On Mar 29, 2010, at 5:17 AM, Serge Lages wrote:

 Hi all,

 Some news on this topic, we've tested on Linux : same hardware (2 GTX285
 and 4 screens), same video, same code, an ubuntu 9.04 configured with 4
 screens, with VSync enabled we've got a solid 60fps... Without VSync it goes
 between 150 and 300fps.

 So we've got our solution, we'll make our setup on Linux. Multi-screen
 support in OpenGL is really crappy on Windows... :/

 Cheers,

 On Thu, Mar 25, 2010 at 2:44 PM, Serge Lages serge.la...@gmail.comwrote:

 Hi JP,

 Thanks for your reply, we've tested to share the contexts but it wasn't
 much better.

 Cheers,


 On Thu, Mar 25, 2010 at 9:24 AM, J.P. Delport jpdelp...@csir.co.zawrote:

 Hi Serge,

 Serge Lages wrote:

 Hi all,

 Still having problems playing my big video. Here is our current state :

 - On a single screen setup (with only one GT 220 GeForce), with a
 composite viewer and 4 windows (450x800 each window), it plays smoothly at
 60 fps with a fluid video, no problem here.
 - On the destination setup : Intel QuadCore + 2 GeForce GTX 285 + 4
 screens in 1360x768 (2 screens per cards), a composite viewer with one view
 per screen, it plays between 10 and 20 fps... We've made our tests on WinXP
 and Win7 with the same result.

 The technique we're currently using is the one from Robert, having a big
 osg::Image updated by ffmpeg, and having 4 images for the textures pointing
 at the correct location on the large one. The video's size is 768x6532.


 Have you tried sharing the context for the two views per card? Also, you
 are now uploading twice the data needed to each GPU, because each one is
 only viewing half the data. I'm sorry I can't help further currently, I
 would love to test on Linux, but don't have time...

 jp


 You can find attached the current code, any idea on what can be better ?
 Or any other idea on how to handle this problem ? And any chance for 
 someone
 to test on Linux ?
 You can also find the test video here :
 http://labs.tharsis-software.com/outv.mp4

 Thanks !

 On Thu, Mar 11, 2010 at 9:53 AM, Serge Lages serge.la...@gmail.commailto:
 serge.la...@gmail.com wrote:

Hi all,

Thanks for your advices. About the current setup, we're using only
one screen with a 9800GT card (and 4 windows) for our tests, but the
final setup will be composed of 2 9800GT cards and 4 screens.

I'll let you know how our tests goes.
Cheers,


On Thu, Mar 11, 2010 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za
 mailto:jpdelp...@csir.co.za wrote:

Hi,


Serge Lages wrote:

Hi JP,

Thanks for your answer, and we don't need sound. By a fast
disk, what do you recommend ?


We have a raid0 setup that can sustain 150MB/s.


Your ffmpeg reader is based on the current OSG plugin or is
it a custom one ?


It's a custom one, but not complicated. It basically pops the
output of ffmpeg decompress into an osg::Image, set's PBO on
that and lets OSG upload it. We are using only monochrome images
though (GL_LUMINANCE).



About our file, with some codecs and adjustments on the
bitrate, we're able to play it with VLC without problems, so
I think the reading part can be handled by the ffmpeg plugin
with only one file, but then we need to dispatch this image
on 4 textures. We're currently trying to do some tests.


I'm still not sure where your problem area is. If it's not
decoding it can only be upload to GPU or final rendering. You
should be able to check this by varying the complexity of the
rendering.

jp


Cheers,


On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport
jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za
 mailto:jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za
 

wrote:

   Hi Serge,




   Serge Lages wrote:

   Hi all,

   We currently need to play a big video (approximately
5500*800)
   on 4 screens within an OSG application (we use a
composite
   viewer), so we've tried :

   - Cut the video in 4 parts, but it seems really hard
 to
   synchronize

Re: [osg-users] Playing smoothly a big video

2010-03-29 Thread Serge Lages
Hi all,

Some news on this topic, we've tested on Linux : same hardware (2 GTX285 and
4 screens), same video, same code, an ubuntu 9.04 configured with 4 screens,
with VSync enabled we've got a solid 60fps... Without VSync it goes between
150 and 300fps.

So we've got our solution, we'll make our setup on Linux. Multi-screen
support in OpenGL is really crappy on Windows... :/

Cheers,

On Thu, Mar 25, 2010 at 2:44 PM, Serge Lages serge.la...@gmail.com wrote:

 Hi JP,

 Thanks for your reply, we've tested to share the contexts but it wasn't
 much better.

 Cheers,


 On Thu, Mar 25, 2010 at 9:24 AM, J.P. Delport jpdelp...@csir.co.zawrote:

 Hi Serge,

 Serge Lages wrote:

 Hi all,

 Still having problems playing my big video. Here is our current state :

 - On a single screen setup (with only one GT 220 GeForce), with a
 composite viewer and 4 windows (450x800 each window), it plays smoothly at
 60 fps with a fluid video, no problem here.
 - On the destination setup : Intel QuadCore + 2 GeForce GTX 285 + 4
 screens in 1360x768 (2 screens per cards), a composite viewer with one view
 per screen, it plays between 10 and 20 fps... We've made our tests on WinXP
 and Win7 with the same result.

 The technique we're currently using is the one from Robert, having a big
 osg::Image updated by ffmpeg, and having 4 images for the textures pointing
 at the correct location on the large one. The video's size is 768x6532.


 Have you tried sharing the context for the two views per card? Also, you
 are now uploading twice the data needed to each GPU, because each one is
 only viewing half the data. I'm sorry I can't help further currently, I
 would love to test on Linux, but don't have time...

 jp


 You can find attached the current code, any idea on what can be better ?
 Or any other idea on how to handle this problem ? And any chance for someone
 to test on Linux ?
 You can also find the test video here :
 http://labs.tharsis-software.com/outv.mp4

 Thanks !

 On Thu, Mar 11, 2010 at 9:53 AM, Serge Lages serge.la...@gmail.commailto:
 serge.la...@gmail.com wrote:

Hi all,

Thanks for your advices. About the current setup, we're using only
one screen with a 9800GT card (and 4 windows) for our tests, but the
final setup will be composed of 2 9800GT cards and 4 screens.

I'll let you know how our tests goes.
Cheers,


On Thu, Mar 11, 2010 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za
mailto:jpdelp...@csir.co.za wrote:

Hi,


Serge Lages wrote:

Hi JP,

Thanks for your answer, and we don't need sound. By a fast
disk, what do you recommend ?


We have a raid0 setup that can sustain 150MB/s.


Your ffmpeg reader is based on the current OSG plugin or is
it a custom one ?


It's a custom one, but not complicated. It basically pops the
output of ffmpeg decompress into an osg::Image, set's PBO on
that and lets OSG upload it. We are using only monochrome images
though (GL_LUMINANCE).



About our file, with some codecs and adjustments on the
bitrate, we're able to play it with VLC without problems, so
I think the reading part can be handled by the ffmpeg plugin
with only one file, but then we need to dispatch this image
on 4 textures. We're currently trying to do some tests.


I'm still not sure where your problem area is. If it's not
decoding it can only be upload to GPU or final rendering. You
should be able to check this by varying the complexity of the
rendering.

jp


Cheers,


On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport
jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za
mailto:jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za

wrote:

   Hi Serge,




   Serge Lages wrote:

   Hi all,

   We currently need to play a big video (approximately
5500*800)
   on 4 screens within an OSG application (we use a
composite
   viewer), so we've tried :

   - Cut the video in 4 parts, but it seems really hard to
   synchronize the 4 streams.
   - Decode directly the big file, resulting with a very
 big
   texture split on 4 quads (with appropriate texture
coords), but
   even with a powerful computer, it's very slow.

   Any idea on what's the best approach for this problem
? We're
   currently making our tests using the ffmpeg plugin,
but maybe
   another plugin would be more appropriate ?
   Thanks in advance for your help.


   some ideas/questions. We do something similar - stitch
four high-res
   camera

Re: [osg-users] Playing smoothly a big video

2010-03-25 Thread Serge Lages
Hi JP,

Thanks for your reply, we've tested to share the contexts but it wasn't much
better.

Cheers,

On Thu, Mar 25, 2010 at 9:24 AM, J.P. Delport jpdelp...@csir.co.za wrote:

 Hi Serge,

 Serge Lages wrote:

 Hi all,

 Still having problems playing my big video. Here is our current state :

 - On a single screen setup (with only one GT 220 GeForce), with a
 composite viewer and 4 windows (450x800 each window), it plays smoothly at
 60 fps with a fluid video, no problem here.
 - On the destination setup : Intel QuadCore + 2 GeForce GTX 285 + 4
 screens in 1360x768 (2 screens per cards), a composite viewer with one view
 per screen, it plays between 10 and 20 fps... We've made our tests on WinXP
 and Win7 with the same result.

 The technique we're currently using is the one from Robert, having a big
 osg::Image updated by ffmpeg, and having 4 images for the textures pointing
 at the correct location on the large one. The video's size is 768x6532.


 Have you tried sharing the context for the two views per card? Also, you
 are now uploading twice the data needed to each GPU, because each one is
 only viewing half the data. I'm sorry I can't help further currently, I
 would love to test on Linux, but don't have time...

 jp


 You can find attached the current code, any idea on what can be better ?
 Or any other idea on how to handle this problem ? And any chance for someone
 to test on Linux ?
 You can also find the test video here :
 http://labs.tharsis-software.com/outv.mp4

 Thanks !

 On Thu, Mar 11, 2010 at 9:53 AM, Serge Lages serge.la...@gmail.commailto:
 serge.la...@gmail.com wrote:

Hi all,

Thanks for your advices. About the current setup, we're using only
one screen with a 9800GT card (and 4 windows) for our tests, but the
final setup will be composed of 2 9800GT cards and 4 screens.

I'll let you know how our tests goes.
Cheers,


On Thu, Mar 11, 2010 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za
mailto:jpdelp...@csir.co.za wrote:

Hi,


Serge Lages wrote:

Hi JP,

Thanks for your answer, and we don't need sound. By a fast
disk, what do you recommend ?


We have a raid0 setup that can sustain 150MB/s.


Your ffmpeg reader is based on the current OSG plugin or is
it a custom one ?


It's a custom one, but not complicated. It basically pops the
output of ffmpeg decompress into an osg::Image, set's PBO on
that and lets OSG upload it. We are using only monochrome images
though (GL_LUMINANCE).



About our file, with some codecs and adjustments on the
bitrate, we're able to play it with VLC without problems, so
I think the reading part can be handled by the ffmpeg plugin
with only one file, but then we need to dispatch this image
on 4 textures. We're currently trying to do some tests.


I'm still not sure where your problem area is. If it's not
decoding it can only be upload to GPU or final rendering. You
should be able to check this by varying the complexity of the
rendering.

jp


Cheers,


On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport
jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za
mailto:jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za

wrote:

   Hi Serge,




   Serge Lages wrote:

   Hi all,

   We currently need to play a big video (approximately
5500*800)
   on 4 screens within an OSG application (we use a
composite
   viewer), so we've tried :

   - Cut the video in 4 parts, but it seems really hard to
   synchronize the 4 streams.
   - Decode directly the big file, resulting with a very
 big
   texture split on 4 quads (with appropriate texture
coords), but
   even with a powerful computer, it's very slow.

   Any idea on what's the best approach for this problem
? We're
   currently making our tests using the ffmpeg plugin,
but maybe
   another plugin would be more appropriate ?
   Thanks in advance for your help.


   some ideas/questions. We do something similar - stitch
four high-res
   camera videos into large texture. We have custom ffmpeg
reader that
   just reads from 4 video files and we step them manually
(and in
   sync) one frame at a time. We use raw video (no
compression) to
   avoid cpu decompress, but now one needs fast disks. We
don't have
   sound, do you need sound? For large sizes one needs to
avoid copying
   around data

Re: [osg-users] Playing smoothly a big video

2010-03-23 Thread Serge Lages
Hi all,

Still having problems playing my big video. Here is our current state :

- On a single screen setup (with only one GT 220 GeForce), with a composite
viewer and 4 windows (450x800 each window), it plays smoothly at 60 fps with
a fluid video, no problem here.
- On the destination setup : Intel QuadCore + 2 GeForce GTX 285 + 4 screens
in 1360x768 (2 screens per cards), a composite viewer with one view per
screen, it plays between 10 and 20 fps... We've made our tests on WinXP and
Win7 with the same result.

The technique we're currently using is the one from Robert, having a big
osg::Image updated by ffmpeg, and having 4 images for the textures pointing
at the correct location on the large one. The video's size is 768x6532.

You can find attached the current code, any idea on what can be better ? Or
any other idea on how to handle this problem ? And any chance for someone to
test on Linux ?
You can also find the test video here :
http://labs.tharsis-software.com/outv.mp4

Thanks !

On Thu, Mar 11, 2010 at 9:53 AM, Serge Lages serge.la...@gmail.com wrote:

 Hi all,

 Thanks for your advices. About the current setup, we're using only one
 screen with a 9800GT card (and 4 windows) for our tests, but the final setup
 will be composed of 2 9800GT cards and 4 screens.

 I'll let you know how our tests goes.
 Cheers,


 On Thu, Mar 11, 2010 at 8:28 AM, J.P. Delport jpdelp...@csir.co.zawrote:

 Hi,


 Serge Lages wrote:

 Hi JP,

 Thanks for your answer, and we don't need sound. By a fast disk, what
 do you recommend ?


 We have a raid0 setup that can sustain 150MB/s.


  Your ffmpeg reader is based on the current OSG plugin or is it a custom
 one ?


 It's a custom one, but not complicated. It basically pops the output of
 ffmpeg decompress into an osg::Image, set's PBO on that and lets OSG upload
 it. We are using only monochrome images though (GL_LUMINANCE).



 About our file, with some codecs and adjustments on the bitrate, we're
 able to play it with VLC without problems, so I think the reading part can
 be handled by the ffmpeg plugin with only one file, but then we need to
 dispatch this image on 4 textures. We're currently trying to do some tests.


 I'm still not sure where your problem area is. If it's not decoding it can
 only be upload to GPU or final rendering. You should be able to check this
 by varying the complexity of the rendering.

 jp


 Cheers,


 On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport jpdelp...@csir.co.zamailto:
 jpdelp...@csir.co.za wrote:

Hi Serge,




Serge Lages wrote:

Hi all,

We currently need to play a big video (approximately 5500*800)
on 4 screens within an OSG application (we use a composite
viewer), so we've tried :

- Cut the video in 4 parts, but it seems really hard to
synchronize the 4 streams.
- Decode directly the big file, resulting with a very big
texture split on 4 quads (with appropriate texture coords), but
even with a powerful computer, it's very slow.

Any idea on what's the best approach for this problem ? We're
currently making our tests using the ffmpeg plugin, but maybe
another plugin would be more appropriate ?
Thanks in advance for your help.


some ideas/questions. We do something similar - stitch four high-res
camera videos into large texture. We have custom ffmpeg reader that
just reads from 4 video files and we step them manually (and in
sync) one frame at a time. We use raw video (no compression) to
avoid cpu decompress, but now one needs fast disks. We don't have
sound, do you need sound? For large sizes one needs to avoid copying
around data in cpu mem as much as possible. There is still one copy
in ffmpeg raw read that I need to get rid of.

rgds
jp


Cheers,

-- Serge Lages
http://www.tharsis-software.com



  

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Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-19 Thread Serge Lages
Hi,

I can confirm that currently getting and building the Collada DOM is really
trivial on Windows, and then having the dae plugin building is also very
simple :

- Download
http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/Collada%20DOM%202.2/collada-dom-2.2.zip/download
- Build the DOM using VS
- then set the CMAKE variables COLLADA_INCLUDE_DIR and
COLLADA_DYNAMIC_LIBRARY (pointing to libcollada14dom21.lib)

Cheers,

On Fri, Mar 19, 2010 at 10:40 AM, Michael Platings mplati...@gmail.comwrote:



 On 18 March 2010 19:50, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com wrote:

 One possible stumbling point is that we already use boost in our software,
 so the Collada plugin would have to be built with the same version, but I
 guess it should work.


 No, you don't need to worry about this. How you use boost elsewhere is
 unimportant, you should build Collada with the boost version it comes with,
 it won't affect anything else.


  with the exception of the one that uses morphing (AKA vertex blending).


 What was the problem there? Are you talking about hardware skinning or
 something else? If we were to use osgAnimation and the Collada plugin to
 feed it data, we'd definitely want to use hardware skinning, but I would
 think that's orthogonal to how the data is read and given to osgAnimation?


 Something else: http://en.wikipedia.org/wiki/Morph_target_animation

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Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-19 Thread Serge Lages
Hi JS,

Collada links statically, you'll don't have to provide Boost dlls, you only
need to provide libxml2.dll with the collada dll.

Cheers,

On Fri, Mar 19, 2010 at 1:39 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Michael,


  No, you don't need to worry about this. How you use boost elsewhere is
 unimportant, you should build Collada with the boost version it comes
 with, it won't affect anything else.


 But then if we distribute our app, we'll have to distribute multiple
 versions of boost won't we? Or does the Collada lib link statically with
 boost and never pass boost pointers across DLL boundaries?


  Something else: http://en.wikipedia.org/wiki/Morph_target_animation


 OK good to know. Thanks.

 J-S
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Re: [osg-users] Playing smoothly a big video

2010-03-11 Thread Serge Lages
Hi all,

Thanks for your advices. About the current setup, we're using only one
screen with a 9800GT card (and 4 windows) for our tests, but the final setup
will be composed of 2 9800GT cards and 4 screens.

I'll let you know how our tests goes.
Cheers,

On Thu, Mar 11, 2010 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za wrote:

 Hi,


 Serge Lages wrote:

 Hi JP,

 Thanks for your answer, and we don't need sound. By a fast disk, what do
 you recommend ?


 We have a raid0 setup that can sustain 150MB/s.


  Your ffmpeg reader is based on the current OSG plugin or is it a custom
 one ?


 It's a custom one, but not complicated. It basically pops the output of
 ffmpeg decompress into an osg::Image, set's PBO on that and lets OSG upload
 it. We are using only monochrome images though (GL_LUMINANCE).



 About our file, with some codecs and adjustments on the bitrate, we're
 able to play it with VLC without problems, so I think the reading part can
 be handled by the ffmpeg plugin with only one file, but then we need to
 dispatch this image on 4 textures. We're currently trying to do some tests.


 I'm still not sure where your problem area is. If it's not decoding it can
 only be upload to GPU or final rendering. You should be able to check this
 by varying the complexity of the rendering.

 jp


 Cheers,


 On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport jpdelp...@csir.co.zamailto:
 jpdelp...@csir.co.za wrote:

Hi Serge,




Serge Lages wrote:

Hi all,

We currently need to play a big video (approximately 5500*800)
on 4 screens within an OSG application (we use a composite
viewer), so we've tried :

- Cut the video in 4 parts, but it seems really hard to
synchronize the 4 streams.
- Decode directly the big file, resulting with a very big
texture split on 4 quads (with appropriate texture coords), but
even with a powerful computer, it's very slow.

Any idea on what's the best approach for this problem ? We're
currently making our tests using the ffmpeg plugin, but maybe
another plugin would be more appropriate ?
Thanks in advance for your help.


some ideas/questions. We do something similar - stitch four high-res
camera videos into large texture. We have custom ffmpeg reader that
just reads from 4 video files and we step them manually (and in
sync) one frame at a time. We use raw video (no compression) to
avoid cpu decompress, but now one needs fast disks. We don't have
sound, do you need sound? For large sizes one needs to avoid copying
around data in cpu mem as much as possible. There is still one copy
in ffmpeg raw read that I need to get rid of.

rgds
jp


Cheers,

-- Serge Lages
http://www.tharsis-software.com



  

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[osg-users] Playing smoothly a big video

2010-03-10 Thread Serge Lages
Hi all,

We currently need to play a big video (approximately 5500*800) on 4 screens
within an OSG application (we use a composite viewer), so we've tried :

- Cut the video in 4 parts, but it seems really hard to synchronize the 4
streams.
- Decode directly the big file, resulting with a very big texture split on 4
quads (with appropriate texture coords), but even with a powerful computer,
it's very slow.

Any idea on what's the best approach for this problem ? We're currently
making our tests using the ffmpeg plugin, but maybe another plugin would be
more appropriate ?
Thanks in advance for your help.

Cheers,

-- 
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http://www.tharsis-software.com
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Re: [osg-users] Playing smoothly a big video

2010-03-10 Thread Serge Lages
Hi JP,

Thanks for your answer, and we don't need sound. By a fast disk, what do
you recommend ? Your ffmpeg reader is based on the current OSG plugin or is
it a custom one ?

About our file, with some codecs and adjustments on the bitrate, we're able
to play it with VLC without problems, so I think the reading part can be
handled by the ffmpeg plugin with only one file, but then we need to
dispatch this image on 4 textures. We're currently trying to do some tests.

Cheers,

On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport jpdelp...@csir.co.za wrote:

 Hi Serge,




 Serge Lages wrote:

 Hi all,

 We currently need to play a big video (approximately 5500*800) on 4
 screens within an OSG application (we use a composite viewer), so we've
 tried :

 - Cut the video in 4 parts, but it seems really hard to synchronize the 4
 streams.
 - Decode directly the big file, resulting with a very big texture split on
 4 quads (with appropriate texture coords), but even with a powerful
 computer, it's very slow.

 Any idea on what's the best approach for this problem ? We're currently
 making our tests using the ffmpeg plugin, but maybe another plugin would be
 more appropriate ?
 Thanks in advance for your help.


 some ideas/questions. We do something similar - stitch four high-res camera
 videos into large texture. We have custom ffmpeg reader that just reads from
 4 video files and we step them manually (and in sync) one frame at a time.
 We use raw video (no compression) to avoid cpu decompress, but now one needs
 fast disks. We don't have sound, do you need sound? For large sizes one
 needs to avoid copying around data in cpu mem as much as possible. There is
 still one copy in ffmpeg raw read that I need to get rid of.

 rgds
 jp


 Cheers,

 --
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 http://www.tharsis-software.com


 

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Re: [osg-users] Playing smoothly a big video

2010-03-10 Thread Serge Lages
Hi Robert,

We've tried with only one texture and the fps drops to 15 approximately with
a modern computer (GeForce card). Maybe the problems comes from having one
texture shared on 4 contexts and only one card, on the final setup we'll
have 2 graphic cards.

On Wed, Mar 10, 2010 at 5:17 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Serge,


 On Wed, Mar 10, 2010 at 4:11 PM, Serge Lages serge.la...@gmail.comwrote:

 About our file, with some codecs and adjustments on the bitrate, we're
 able to play it with VLC without problems, so I think the reading part can
 be handled by the ffmpeg plugin with only one file, but then we need to
 dispatch this image on 4 textures. We're currently trying to do some tests.


 Why do you need four textures?  Modern graphics cards can handle pretty
 large texture sizes.

 Robert.

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Re: [osg-users] Playing smoothly a big video

2010-03-10 Thread Serge Lages
Thanks for your advices Robert, anyone had some success on configuring and
sharing graphic contexts on Windows 7 ? We'll also try the 4 images based on
one big image and let you know how it goes.

Cheers,

On Wed, Mar 10, 2010 at 5:43 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Serge,


 On Wed, Mar 10, 2010 at 4:29 PM, Serge Lages serge.la...@gmail.comwrote:

 We've tried with only one texture and the fps drops to 15 approximately with
 a modern computer (GeForce card). Maybe the problems comes from having one
 texture shared on 4 contexts and only one card, on the final setup we'll
 have 2 graphic cards.


 Do you need 4 contexts?  If you have one card I would typically try to run
 it with a single context across all outputs.  With two graphics cards you
 wouldn't be able to do this, but still I'd opt for two graphics contexts,
 one per card.  This does assume that your OS of choice actually supports
 driving the graphics cards efficiently...

 Perhaps one solution you could go for is to have four textures that each
 have their own osg::Image, but each osg::Image points to a different point
 in the larger osg::Image.  If you place render the video as four images
 down, one wide, rather than four wide and one down then you'd be able to use
 a simple pointer offset into the osg::Image that ffmpeg is writing to.
 Using this approach you could avoid major cache misses, and avoid the need
 for sharing a single big texture.

 Robert.



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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-03-05 Thread Serge Lages
Hi all,

Currently in our company workflow we use SVN to manage our projects, and
we're plugged to OSG head as a SVN external, it's very useful for us to get
updates from OSG in live.

If OSG migrates to something else like Git, is there any way to still have
an automatic SVN mirror ? We'll not move all our source management to
something else than SVN, and multiplying tools to get the sources will be
painful.

Thanks !

On Fri, Mar 5, 2010 at 10:12 AM, Mathieu Marache
mathieu.mara...@gmail.comwrote:

 Hi Cédric,

 I've setup a page on the wiki to describe as much as I could howto use a
 git repo : http://www.openscenegraph.org/projects/osg/wiki/Downloads/GIT

 Maybe you could set up a page to explain Hg processes ?

 Regards,
 Mathieu

 Le 5 mars 10 à 09:42, Cedric Pinson a écrit :



 Hi Robert,

 You can have an example of mercurial tree i use that is accessible on
 the web.

 http://hg.plopbyte.net/osg-trunk

 get a clone to test it
 hg clone http://hg.plopbyte.net/osg-trunk


 Cheers
 Cedric
 --
 Provide OpenGL services around OpenSceneGraph and more
 +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
 http://www.plopbyte.net



 On Thu, 2010-02-25 at 10:19 +, Robert Osfield wrote:

 Hi All,

 And another little thought that we might be able to improve up when
 migrating to a new DVCS, - authors of changes.  Right now I do a From
 FirstName SecondName, details in all submissions, then use
 osgversions -R ChangeLog to parse out the authors, and make any typo
 corrections made to FirstName SecondName that might have been made, as
 well as pick out authors names from a time when I hadn't yet adopted
 the From scheme.  It kinda works but it's hacky.

 It'd be good to have the authors names formally assigned to
 submissions, this is all made a bit more awkward but the fact that a
 maintainer who's not the original author will be doing the formal
 commit to the main repo.  Actually knowing who the original author and
 the maintainer who did the review and merge is useful.  Is this
 possible?

 When importing the subversion history it'd be good to sort out the old
 submissions to have the authors assigned from formally (ideally typo's
 fixed :-).  I don't doubt this is a job that could be partly
 automated, but will still require quite a bit of human review and
 editoring.   The hacks in osgversion to compenstate for the typo's
 might be help here.

 Thoughts?
 Robert.


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Re: [osg-users] Text rendering order

2010-03-03 Thread Serge Lages
Hi Trajce,

Thanks for your help but it doesn't work, I need to enable depth tests to
make it work but it's not possible in my case. I think the only solution
will be to set manually renderbins to my objects to control the order.

Cheers,

On Wed, Mar 3, 2010 at 9:13 AM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

 Hi Serge,

 you can tune this by the Z coordinates of your quad and the text. Make the
 Z of the quad for example -0.1, and for the text -0.2 (or something like
 that, play with it). It should hide the text then

 -Nick


 On Tue, Mar 2, 2010 at 4:49 PM, Serge Lages serge.la...@gmail.com wrote:

 Hi all,

 I am having a problem with text rendering for a simple HUD, here is what I
 am trying to do :

 - Create an HUD camera with a osg::Camera with an ortho 2D projection
 - Write a simple text with osgText
 - Put a quad above the text to hide the text

 So my scene graph looks like that :

 osg::Camera
 |
 --- osg::Geode - osgText::Text
 |
 --- osg::Geode - osg::Geometry

 My camera has GL_DEPTH_TEST to OFF but with this setup the text is
 rendered above my quad. You can find attached a picture showing the problem
 and my code. Am I doing something wrong ? Do I need to set the renderbins of
 my objects manually to get them rendered in the correct order ?

 Thanks in advance for your help.
 Cheers,

 --
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 http://www.tharsis-software.com

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[osg-users] Text rendering order

2010-03-02 Thread Serge Lages
Hi all,

I am having a problem with text rendering for a simple HUD, here is what I
am trying to do :

- Create an HUD camera with a osg::Camera with an ortho 2D projection
- Write a simple text with osgText
- Put a quad above the text to hide the text

So my scene graph looks like that :

osg::Camera
|
--- osg::Geode - osgText::Text
|
--- osg::Geode - osg::Geometry

My camera has GL_DEPTH_TEST to OFF but with this setup the text is rendered
above my quad. You can find attached a picture showing the problem and my
code. Am I doing something wrong ? Do I need to set the renderbins of my
objects manually to get them rendered in the correct order ?

Thanks in advance for your help.
Cheers,

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attachment: Test.jpg

Main.cpp
Description: Binary data
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Re: [osg-users] Transparent window

2010-02-11 Thread Serge Lages
Thank you very much Farshid, I'll try it as soon as I can, but it looks
definitely cool ! :)

On Thu, Feb 11, 2010 at 8:30 AM, Torben Dannhauer 
z...@saguaro-fight-club.de wrote:

 Hi,

 That looks cool!

 Where do I call the DwmEnableBlurBehindWindow function? Is this in OSg or
 just a c++ Windows API call?

 How many bits are requiered to set for alphachannel?

 Thank you!

 Cheers,
 Torben

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[osg-users] Transparent window

2010-02-10 Thread Serge Lages
Hi all,

Anyone knows if it's possible to have a transparent OpenGL application
window ? Let's say I set my main camera's clear color to (1, 1, 1, 0.5), the
idea would be to be able to see my desktop for example behing my application
window. I would like to do it with Windows 7, any idiea if it's possible ?

Thanks !

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Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-05 Thread Serge Lages
Yes everything you can see on our website is OSG based ! ;)

On Fri, Feb 5, 2010 at 5:39 PM, Raymond de Vries ree...@xs4all.nl wrote:

 Hi,

 That's very cool, congrats! Btw are the other presentations also made with
 the osg? Like Mur de médias?

 cheers
 Raymond



 Serge Lages wrote:

 And you can be sure that this plugin works like a charm, we're using it
 with 4 live streams everyday in a live TV show and we never had any problem
 ! ;)

 http://www.tharsis-software.com/1-29972-Realisation.php

 On Thu, Feb 4, 2010 at 6:56 PM, Raymond de Vries ree...@xs4all.nlmailto:
 ree...@xs4all.nl wrote:

Hi guys,

I would like to say a big 'thank you' for this nice plugin. After
quite some time installing SDKs and building I got the plugin
working :-)
For the record: I did this on Windows Vista 32 bit, Visual Studio
2008, Microsoft DirectX SDK (August 2009) and Windows SDK v6.0.


Cheers
Raymond



Serge Lages wrote:

I think it's one of the latest :
Microsoft DirectX SDK (August 2009)

On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries
ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

   Hi,

   Ok, nice to hear. Which version of directx are you using? My
   directshow build on Vista, using directx August 2007,
resulted in
   a missing symbol...

   Cheers
   Raymond


   Serge Lages wrote:

   I am working on Windows 7 and it works like a charm
with the
   Win7 SDK.

   On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries
   ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

  Hi guys,

  First of all, thanks a lot for your quick reply! As it
   turned out,
  I also had a more recent platform sdk on my system
(win vista).
  Out of habit I just installed the older one on each
system I
  develop on... And I had build the baseclasses once (long
   time ago)
  using the makefile...

  Thanks for your advice. I just built the BaseClasses
and now
  building osg svn, including directshow :-) Finders
crossed...

  I will try out the windows 7 sdk on my windows 7 machine
   soon too.

  Jason, ok, I understand it. Indeed I found your
message from a
  while ago. I only saw Cedric's name in the cmake
module, so
   that's
  why I thought you joined efforts. So thanks Cedric!

  One more thing for now: do I have (easy) access to
the 'current
  image' via the plugin?

  I will let you know how it goes...

  Cheers
  Raymond




  Jason Beverage wrote:

  Hi Raymond,

  Just wanted to give credit to Cedric for the osg
DirectShow
  plugin, I
  had sent out an email quite awhile about about
public
   interest
  in an
  open sourced Direct Show plugin but never got
around to
  releasing one.
   Kudos to Cedric for beating me to the punch :)

  Thanks,

  Jason

  On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov
  nikolov.tra...@gmail.com
mailto:nikolov.tra...@gmail.com
   mailto:nikolov.tra...@gmail.com
mailto:nikolov.tra...@gmail.com
   mailto:nikolov.tra...@gmail.com
mailto:nikolov.tra...@gmail.com
   mailto:nikolov.tra...@gmail.com
mailto:nikolov.tra...@gmail.com

  wrote:
the latest windows sdk has the
project files for
   all the
  configuration.
  build against it
  Nick

  http://www.linkedin.com/in/tnick


  On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries
  ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:
  Hi, most likely
Cedric and/or Jason (Beverage),

  I would like to try out your directshow
plugin

[osg-users] ATI EyeFinity technology

2010-02-03 Thread Serge Lages
Hi all,

Anyone had tested the EyeFinity technology from ATI :
http://www.amd.com/us/products/technologies/eyefinity/whatiseyefinity/Pages/what-is-eyefinity.aspx

Does it allow to control 6 screens independently or does it work like the
Matrox Dual/Triple head hardware (on the software side it detects only 1 big
screen) ?
I'll need to set up a computer with 4 screens and I am hesitating between 2
classic cards with 2 outputs or only one ATI EyeFinity card, any
suggestion ?

Cheers,

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Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Serge Lages
Hi Raymond,

You should find a baseclasses.vcproj with the sources, opening it with
VS2008 and building the lib should be enough, I've never needed to use nmake
to build it.

Cheers,

On Wed, Feb 3, 2010 at 5:44 PM, Raymond de Vries ree...@xs4all.nl wrote:

 Hi, most likely Cedric and/or Jason (Beverage),

 I would like to try out your directshow plugin in svn, and now I am in the
 process of building the BaseClasses of the windows platform sdk. Although
 I've searched the net and the platform sdk docs, I cannot see how I can
 produce a release version of the BaseClasses (the debug version is built
 properly, so it seems). Can anymore please give me some advice how to do
 that? Cedric? Jason?

 I am using Microsoft DirectX SDK (August 2007) and Microsoft Platform SDK
 for Windows Server 2003 R2, using Visual Studio 2008. I tried to build the
 strmbase.lib by running nmake in the Visual Studio command prompt but then
 it only builds the debug version. Should I hack the makefile or is there
 another way?

 Thanks a lot already, cheers
 Raymond

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Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Serge Lages
I am working on Windows 7 and it works like a charm with the Win7 SDK.

On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries ree...@xs4all.nl wrote:

 Hi guys,

 First of all, thanks a lot for your quick reply! As it turned out, I also
 had a more recent platform sdk on my system (win vista). Out of habit I just
 installed the older one on each system I develop on... And I had build the
 baseclasses once (long time ago) using the makefile...

 Thanks for your advice. I just built the BaseClasses and now building osg
 svn, including directshow :-) Finders crossed...

 I will try out the windows 7 sdk on my windows 7 machine soon too.

 Jason, ok, I understand it. Indeed I found your message from a while ago. I
 only saw Cedric's name in the cmake module, so that's why I thought you
 joined efforts. So thanks Cedric!

 One more thing for now: do I have (easy) access to the 'current image' via
 the plugin?

 I will let you know how it goes...

 Cheers
 Raymond




 Jason Beverage wrote:

 Hi Raymond,

 Just wanted to give credit to Cedric for the osg DirectShow plugin, I
 had sent out an email quite awhile about about public interest in an
 open sourced Direct Show plugin but never got around to releasing one.
  Kudos to Cedric for beating me to the punch :)

 Thanks,

 Jason

 On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov
 nikolov.tra...@gmail.com wrote:


 the latest windows sdk has the project files for all the configuration.
 build against it
 Nick

 http://www.linkedin.com/in/tnick


 On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries ree...@xs4all.nl
 wrote:


 Hi, most likely Cedric and/or Jason (Beverage),

 I would like to try out your directshow plugin in svn, and now I am in
 the
 process of building the BaseClasses of the windows platform sdk.
 Although
 I've searched the net and the platform sdk docs, I cannot see how I can
 produce a release version of the BaseClasses (the debug version is built
 properly, so it seems). Can anymore please give me some advice how to do
 that? Cedric? Jason?

 I am using Microsoft DirectX SDK (August 2007) and Microsoft Platform
 SDK
 for Windows Server 2003 R2, using Visual Studio 2008. I tried to build
 the
 strmbase.lib by running nmake in the Visual Studio command prompt but
 then
 it only builds the debug version. Should I hack the makefile or is there
 another way?

 Thanks a lot already, cheers
 Raymond

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Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Serge Lages
I think it's one of the latest :
Microsoft DirectX SDK (August 2009)

On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries ree...@xs4all.nl wrote:

 Hi,

 Ok, nice to hear. Which version of directx are you using? My directshow
 build on Vista, using directx August 2007, resulted in a missing symbol...

 Cheers
 Raymond


 Serge Lages wrote:

 I am working on Windows 7 and it works like a charm with the Win7 SDK.

 On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries ree...@xs4all.nlmailto:
 ree...@xs4all.nl wrote:

Hi guys,

First of all, thanks a lot for your quick reply! As it turned out,
I also had a more recent platform sdk on my system (win vista).
Out of habit I just installed the older one on each system I
develop on... And I had build the baseclasses once (long time ago)
using the makefile...

Thanks for your advice. I just built the BaseClasses and now
building osg svn, including directshow :-) Finders crossed...

I will try out the windows 7 sdk on my windows 7 machine soon too.

Jason, ok, I understand it. Indeed I found your message from a
while ago. I only saw Cedric's name in the cmake module, so that's
why I thought you joined efforts. So thanks Cedric!

One more thing for now: do I have (easy) access to the 'current
image' via the plugin?

I will let you know how it goes...

Cheers
Raymond




Jason Beverage wrote:

Hi Raymond,

Just wanted to give credit to Cedric for the osg DirectShow
plugin, I
had sent out an email quite awhile about about public interest
in an
open sourced Direct Show plugin but never got around to
releasing one.
 Kudos to Cedric for beating me to the punch :)

Thanks,

Jason

On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov
nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com

wrote:

the latest windows sdk has the project files for all the
configuration.
build against it
Nick

http://www.linkedin.com/in/tnick


On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries
ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

Hi, most likely Cedric and/or Jason (Beverage),

I would like to try out your directshow plugin in svn,
and now I am in the
process of building the BaseClasses of the windows
platform sdk. Although
I've searched the net and the platform sdk docs, I
cannot see how I can
produce a release version of the BaseClasses (the
debug version is built
properly, so it seems). Can anymore please give me
some advice how to do
that? Cedric? Jason?

I am using Microsoft DirectX SDK (August 2007) and
Microsoft Platform SDK
for Windows Server 2003 R2, using Visual Studio 2008.
I tried to build the
strmbase.lib by running nmake in the Visual Studio
command prompt but then
it only builds the debug version. Should I hack the
makefile or is there
another way?

Thanks a lot already, cheers
Raymond

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Re: [osg-users] quicktime plugin fails to compile on OS X 10.5

2010-02-01 Thread Serge Lages
Hi Guys,

Sorry for this one, I'll try on windows if GetRegionBounds works and
resubmit a patch.

Cheers,

On Mon, Feb 1, 2010 at 9:37 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:

 Hi Stephan,

 On 30/01/10 19:30 , Stephan Huber wrote:
  Am 30.01.10 04:38, schrieb Ulrich Hertlein:
  I'm not too familiar with QT/QD anyhow so I thought I'd flag it here
 instead.
 
  It seems, that the last submission for the quicktime plugin was tested
  only on windows.
 
  can you try to replace the offending line from
 
  Rect bounds = (*GetMovieBoundsRgn(_movie))-rgnBBox;
 
  to
 
  Rect bounds;
  GetRegionBounds(GetMovieBoundsRgn(_movie), bounds);

 I can confirm that that compiles and runs fine.
 Does that need to be #ifdef'd for OS X or should that work cross platform?

 Cheers,
 /ulrich
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Re: [osg-users] quicktime plugin fails to compile on OS X 10.5

2010-02-01 Thread Serge Lages
Hi,

Here is the corrected patch with a #ifdef to compile on all platforms.

Cheers,

On Mon, Feb 1, 2010 at 10:01 AM, Serge Lages serge.la...@gmail.com wrote:

 Hi Guys,

 Sorry for this one, I'll try on windows if GetRegionBounds works and
 resubmit a patch.

 Cheers,

 On Mon, Feb 1, 2010 at 9:37 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:

 Hi Stephan,

 On 30/01/10 19:30 , Stephan Huber wrote:
  Am 30.01.10 04:38, schrieb Ulrich Hertlein:
  I'm not too familiar with QT/QD anyhow so I thought I'd flag it here
 instead.
 
  It seems, that the last submission for the quicktime plugin was tested
  only on windows.
 
  can you try to replace the offending line from
 
  Rect bounds = (*GetMovieBoundsRgn(_movie))-rgnBBox;
 
  to
 
  Rect bounds;
  GetRegionBounds(GetMovieBoundsRgn(_movie), bounds);

 I can confirm that that compiles and runs fine.
 Does that need to be #ifdef'd for OS X or should that work cross platform?

 Cheers,
 /ulrich
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MovieData.cpp
Description: Binary data
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Re: [osg-users] smartphone like viewer control

2010-01-28 Thread Serge Lages
Hi Trajce,

Currently there is no support for multi-touch event in OSG, we're doing it
in our company with custom events. For exemple we can turn a classic
Trackball manipulator multi-touch by emulating the right click event with
multi-touch gesture (zooming with two fingers).

Cheers,

On Wed, Jan 27, 2010 at 11:03 PM, Trajce Nikolov
nikolov.tra...@gmail.comwrote:

 Hi community,

 any idea how to implement the viewer control in smart phone like fashion?
 What I mean is to have two or more inputs for touch screen?

 Nick

 http://www.linkedin.com/in/tnick

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[osg-users] OpenGL errors with latest SVN

2010-01-25 Thread Serge Lages
::draw(..)
Warning: detected OpenGL error 'valeur non valide' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'valeur non valide' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'valeur non valide' at after
RenderBin::draw(..)
Warning: detected OpenGL error number 0x506 at after RenderBin::draw(..)
RenderStage::drawInner(,) FBO status = 0x8cdd
Warning: detected OpenGL error 'valeur non valide' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'valeur non valide' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'valeur non valide' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'valeur non valide' at after
RenderBin::draw(..)
Warning: detected OpenGL error number 0x506 at after RenderBin::draw(..)
RenderStage::drawInner(,) FBO status = 0x8cdd
Warning: detected OpenGL error 'valeur non valide' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'valeur non valide' at after
RenderBin::draw(..)


The rendering is also totally missed (no fonts, everything is flickering). I
don't know when my last rebuild was done, so I can't tell which update has
broken my application. Do you have any idea where it can come from ?

Thanks,

PS : I am on Windows 7, VS9, NVidia card (GeForce GT 220) and Intel Quad
Core, everything was working with the same setup before this update. As a
side note, my application uses RTT.

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[osg-users] FFmpeg and sound

2010-01-13 Thread Serge Lages
Hi all,

I've made some tests with the FFmpeg plugin and sound using the code from
osgmovie (with the SDLAudioSink), it works but with limitations :

- When there are multiple videos it produces random behaviors, sometimes
only one sound from one video works, other times no sound is played.
- When deleting my video objects, I've got a crash, I didn't had time to
investigate where precisely it comes from yet.

I'm under Windows 7 and VS9 Express, is anyone experiencing this kind of
problem, or is having success playing multiple videos with sound ?

I would also like to know if anyone knows how to control the sound volume
with the SDL ? We should also modify the AudioSink class to allow it,
currently there is a setVolume method on the ImageStream class but not on
the AudioStream one.

Thanks !

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Re: [osg-users] Video as background

2010-01-11 Thread Serge Lages
Hi,

On Windows and Mac you can have video with alpha thanks to the Quicktime
plugin, try the PNG codec, it works great !

Cheers,

On Mon, Jan 11, 2010 at 8:09 AM, Trajce Nikolov nikolov.tra...@gmail.comwrote:

 Make a shader Eduardo. DIscard the chroma key fragment and you will get
 that result

 Nick

 http://www.linkedin.com/in/tnick
 Sent from Izmit, 41, Turkey

 On Sun, Jan 10, 2010 at 11:52 PM, Eduardo Pinheiro eduardo.pinheiro.pt@
 gmail.com wrote:

 Hi,

 Does anyone now how to had a video with alpha channel?

 like in the picture in attachment.


 Thank you!

 Cheers,
 Eduardo

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[osg-users] Native multitouch support on OSG

2010-01-06 Thread Serge Lages
Hi Robert,

Just a quick question, are you inclined to see native multi-touch support
for OSG ? We should only need to add an ID information on the
GUIEventAdapter class to be able to make the difference between 2 or more
push from different points. It will be enough to handle basic multi-touch
support (the next step should be to add pressure information like the size
of a point).

Then it will be possible to modify the GraphicsWindow* files to add this
information on the events for systems working with multi-touch (like Windows
7, the latest OSX, Linux or IPhone).

Cheers,

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Re: [osg-users] opengl es 2.0

2009-12-02 Thread Serge Lages
Hi Alok,

I can't help you with your problem, but please tell me that your're doing an
Android port of OSG ! :)

Cheers,

On Wed, Dec 2, 2009 at 7:29 AM, Alok Priyadarshi alo...@gmail.com wrote:

 Hi Robert,

 I am a software engineer at Google. We are evaluating using osg with
 OpenGL ES 2.0 backend in an internal project. Thanks for adding the
 support for ES.

 My first task is to compile and run the examples on ES 2.0 emulator
 (imagination technologies on windows). I have been able to compile all
 core libraries by tweaking cmake options:
 1. OPENGL_egl_LIBRARY: libEGL
 2. OPENGL_gl_LIBRARY: libGLESv2
 3. OPENGL_glu_LIBRARY:
 4. Check OSG_GLES2_AVAILABLE; uncheck everything else
 Is this the recommended way to customize build for ES?

 I am getting link errors in osgViewer because it includes wgl
 functions. Has anyone tried implementing osgViewer using EGL? Is that
 the preferred long-term solution? Is there any short-term trick to
 make it work?

 Thanks in advance,
 -Alok
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[osg-users] How to get events from interactive images

2009-12-01 Thread Serge Lages
Hi Robert and all,

I have a question about plugins and how to handle a specific case. Let's say
that I have a plugin which returns an interactive image (like the pdf or
browser one), I associate the image to an interactive image handler to send
it events. Up to here, everything works as expected, but now, I need my
interactive image to send me information about the navigation. For example
with the browser plugin, let's say I would like my interactive image to tell
me when the user clicks on a link to be able to filter the websites where
the user browses. How can I handle this case without including some code
from the plugin ? In a more generic way, do you think it can be possible to
have a generic path for the interactive images to send back events to the
application ? The InteractiveImageHandler should be the place to put such a
mechanism ?

Thanks in advance for any help on this subject !
Cheers,

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Re: [osg-users] How to get events from interactive images

2009-12-01 Thread Serge Lages
Thanks Robert, I've totally missed the osgWidget part, it is clearly the
place for such mechanism.

The interactive image plugin we're developping is not a browser but is not
so far from it, do you think it can be valuable to have an InteractiveImage
base class for sharing features between browsers and other interactive
images ?

I have another question : to get events from our images, we've implemented
from the osg::Image base class the update method. But what's the better
way to call this update method ? Currently our quick and dirty method is
to put a custom update callback to the geode or the geometry using the image
which call explicitly the update. Is there any other way to have this update
method called ?

On Tue, Dec 1, 2009 at 4:56 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Serge,

 The basic event handling support in osg::Image is to enable browser
 style interactivity but is limited to only putting events into the
 osg::Image subclass - there is no support for getting events out.
 There is a limit to the type of events you could get out too - as
 osg::Image doesn't know anything about the potential sublcasses from
 osg::Image.  The InteractiveImageHandler is also in a similar position
 - it knows nothing about the osg::Image subclasses - just enough about
 osg::Image to pass events into it.

 To get events for the browser subclass from osg::Image one will need
 to know about that specific subclass i..e osgWidget::BrowserImage.
 This as yet isn't geared up for passing any events back or providing a
 callback mechanism for it, but this is for sure the place to put them.
  This way you could do a dynamic cast to BrowserImage and then add the
 extra handling your need.  To do this we'll need to extend
 BrowserImage but this would be perfectly in keeping, BrowserImage
 itself is still in it's infancy, a first pass at what will be required
 for more fully featured browsing.

 Robert.

 On Tue, Dec 1, 2009 at 3:38 PM, Serge Lages serge.la...@gmail.com wrote:
  Hi Robert and all,
 
  I have a question about plugins and how to handle a specific case. Let's
 say
  that I have a plugin which returns an interactive image (like the pdf or
  browser one), I associate the image to an interactive image handler to
 send
  it events. Up to here, everything works as expected, but now, I need my
  interactive image to send me information about the navigation. For
 example
  with the browser plugin, let's say I would like my interactive image to
 tell
  me when the user clicks on a link to be able to filter the websites where
  the user browses. How can I handle this case without including some code
  from the plugin ? In a more generic way, do you think it can be possible
 to
  have a generic path for the interactive images to send back events to the
  application ? The InteractiveImageHandler should be the place to put such
 a
  mechanism ?
 
  Thanks in advance for any help on this subject !
  Cheers,
 
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Re: [osg-users] How to get events from interactive images

2009-12-01 Thread Serge Lages
Hi Jeremy

On Tue, Dec 1, 2009 at 6:06 PM, Jeremy Moles jer...@emperorlinux.comwrote:

 On Tue, 2009-12-01 at 17:37 +0100, Serge Lages wrote:
  Thanks Robert, I've totally missed the osgWidget part, it is clearly
  the place for such mechanism.
 
  The interactive image plugin we're developping is not a browser but is
  not so far from it, do you think it can be valuable to have an
  InteractiveImage base class for sharing features between browsers and
  other interactive images ?
 
  I have another question : to get events from our images, we've
  implemented from the osg::Image base class the update method. But
  what's the better way to call this update method ? Currently our
  quick and dirty method is to put a custom update callback to the
  geode or the geometry using the image which call explicitly the
  update. Is there any other way to have this update method called ?

 I'd be very interested in your opinion on this as well, Robert. I often
 find myself wishing that Image objects had an update() method as well,
 but I don't know if I'm misusing OSG or it makes the most sense for you
 to put logic in the parent Geode instead, like Sergey is doing.


The update method already exists (Image file line 327) :
virtual void update(NodeVisitor* /*nv*/) {}

But I think there is no visitors to call it (but I've probably missed
something too).

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[osg-users] Hardware acceleration for videos

2009-10-21 Thread Serge Lages
Hi all,

Anyone knows if one of the OSG plugins for reading videos takes advantage of
the GPU to read it ? I've seen some documentation that Quicktime support
hardware decompression of H.264 videos, do you know if it's enabled by
default ?

Thanks !

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Re: [osg-users] Quicktime and movie size

2009-09-09 Thread Serge Lages
Hi all,

Do you know if it's possible to deinterlace a movie on the fly with the
QuickTime plugin ? Is there any codec supporting this feature ?

Thanks !

On Wed, Sep 9, 2009 at 7:59 AM, Pierre BOURDIN bour...@imerir.com wrote:

 Hi Stephan,
 I was looking for this kind of explanations...
 I've tried the ffmmeg plugin but was first a little de-concerted by the
 lack of audio support without sdl and then by the latency when you want to
 control a sequence with sound...
 I'll give it a try on Windows.
 Thanks.
 Pierre.

 2009/9/8 Stephan Huber ratzf...@digitalmind.de

 Hi Pieree,

 Pierre Bourdin (gmail) schrieb:
  Hi Serge,
  Le mardi 08 septembre 2009 à 09:27 +0200, Serge Lages a écrit :
  Thank you Stephan, we've confirmed with our customer that it's a codec
  problem and not in our side, so it's OK. As a side note, the QuickTime
  plugin is really working like a charm compared to the other solutions
  like FFmpeg, it's a real pleasure.

  Can you share a little bit more about the QuickTime Plugin ?
  Do you have some recommendation for using it ?

 What do you want to know? It works - when compiled - out of the box, it
 can handle various codecs (you can even play all codec ffmpeg can play
 if you install Perian on Mac OS X)

  What is the *best* codec to use ?

 Depends on your needs. If you want straight-forward playback then I
 would recommend MP4, Sorenson or similar codecs.

 If you want to have accurate frames for fast seeking, or play the movie
 reverse then I would recommend FotoJPEG which is frame-accurate.

 There are even some loss-less-codeecs from apple.

  Does it work well with mpg format (mpgv for vidéo, mpga  for audio) ?

 AFAIK they work well, I don't know on windows, but on Mac, yes. With the
 quicktime plugin you should be able to play every movie, the
 quicktime-player can open and display.
 
  On which plate-form are you using it ?

 I am using it on Mac OS X and Windows.

  I think it is not available on Linux ?

 No, there's no Linux-version.


 HTH,
 Stephan
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Re: [osg-users] Quicktime and movie size

2009-09-08 Thread Serge Lages
Thank you Stephan, we've confirmed with our customer that it's a codec
problem and not in our side, so it's OK. As a side note, the QuickTime
plugin is really working like a charm compared to the other solutions like
FFmpeg, it's a real pleasure.

On Tue, Sep 8, 2009 at 12:15 AM, Stephan Huber ratzf...@digitalmind.dewrote:

 Hi Serge,

 Serge Lages schrieb:
  Thanks for your reply, it seems to be an export problem instead of a
 problem
  on the plugin side. But it's still weird that the size on the QuickTime
  player and in the plugin is different.

 I think it has something to do with the codec. DVCPro is convenient for
 editing movies/ capturing from video-cameras. I'd use Foto JPEG or MP4
 for OSG.

 Safari shows the same error: if you open the movie with it, it will
 display at 1920x1080, so it's not isolated to the quicktime-plugin.

 cheers,
 Stephan
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[osg-users] Quicktime and movie size

2009-09-07 Thread Serge Lages
Hi all,

I am currently facing a problem with the QuickTime plugin. When I play my
movie with the QuickTime player, it says that the size is 768x576, but if I
load it in OSG with the QuickTime plugin, it says1920x1080 as its size. Does
it ring a bell to someone ? I can post the movie if needed.

Looking to the code, I saw that the method to get the movie size is
GetMovieBox, is there any other method to get it ?

Thanks !

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Re: [osg-users] Quicktime and movie size

2009-09-07 Thread Serge Lages
Hi Stephan,

Thanks for your reply, it seems to be an export problem instead of a problem
on the plugin side. But it's still weird that the size on the QuickTime
player and in the plugin is different. Here is the movie :
http://labs.tharsis-software.com/test.mov

On Mon, Sep 7, 2009 at 4:51 PM, Stephan Maximilian Huber 
ratzf...@digitalmind.de wrote:

 Hi Serge,

 Serge Lages schrieb:
  Hi all,
 
  I can post the movie if needed.

 that would be helpful.

 cheers,
 Stephan
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[osg-users] Quictime Plugin on Windows

2009-09-03 Thread Serge Lages
Hi all,

I would like to know if anyone is using with success the Quicktime plugin on
Windows ? Currently when I try to play a video I have this error :
MovieData :: NewMovieFromProperties failed with err -43

It seems that the function NewMovieFromProperties is called with the
parameter _movie to NULL, but if I read this doc :
http://www.monen.nl/DevDoc/documentation/QuickTime/Reference/QTRef_MovieManager/Reference/reference.html#//apple_ref/c/func/NewMovieFromProperties

It seems that the Movie parameter needs to be allocated. Am I missing
something ?
Thanks !

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Re: [osg-users] Quictime Plugin on Windows

2009-09-03 Thread Serge Lages
Hi all,

Thanks for your help, I've made it work, but only if I specify a file with
its absolute path and not its relative path. Any idea what's the problem ?

On Thu, Sep 3, 2009 at 6:29 PM, Stephan Maximilian Huber 
ratzf...@digitalmind.de wrote:

 Hi,


 Stephan Maximilian Huber schrieb:
  I'll try to test the qt-plugin..

 compiled osg 2.8.2, tried osgmovie with a movie, and it worked as expected.

 cheers,
 Stephan
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Re: [osg-users] Quictime Plugin on Windows

2009-09-03 Thread Serge Lages
To be more precise, if I have my video in the same directory as the binary,
calling osgmovie myfile.move works, but if I move my file on ../myfile.mov,
it doesn't work anymore... :/ But with the absolute path it always work.

On Thu, Sep 3, 2009 at 6:44 PM, Serge Lages serge.la...@gmail.com wrote:

 Hi all,

 Thanks for your help, I've made it work, but only if I specify a file with
 its absolute path and not its relative path. Any idea what's the problem ?


 On Thu, Sep 3, 2009 at 6:29 PM, Stephan Maximilian Huber 
 ratzf...@digitalmind.de wrote:

 Hi,


 Stephan Maximilian Huber schrieb:
  I'll try to test the qt-plugin..

 compiled osg 2.8.2, tried osgmovie with a movie, and it worked as
 expected.

 cheers,
 Stephan
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Re: [osg-users] Rethinking 3rd party dependencies?

2009-08-29 Thread Serge Lages
Hi all,

Making a 3rtParty repository like the one made by Mike Weiblen but with all
the dependencies and their CMake scripts is a good idea, I vote for this
solution ! :)

Cheers,

On Sat, Aug 29, 2009 at 5:25 PM, Chris 'Xenon' Hanson
xe...@alphapixel.comwrote:

 Philip Lowman wrote:
  So I cmakeified libpng, zlib, and libjpeg (building on some work
  previously done by Luigi Calori and others) and wrapped them in ZIP
  files called CMakeports.  The three put together take about 5 seconds
  total to build on my 3 year old core2 duo.  They are available at the
  website below.
  http://code.google.com/p/cmakeports/

   I think this is a good idea too.

  These three libraries have been very stable for a long time, with only
 bug/security
 fixes, so they're relatively easy to obtain and build, and things aren't
 likely to be
 changing much (unlike something such as COLLADA).

 --
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 PixelSense Landsat processing now available!
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[osg-users] Problem deploying applications with VS2005

2009-08-21 Thread Serge Lages
Hi all,

Just a quick note about a problem we're currently facing thanks to
Microsoft. If you're working with VS2005 Express or normal edition and
you've activated automatic updates, there is now a new version of the
software breaking the compatibility with previous redistributable
packages... You'll need to distribute new msvc*.dll files or make install
the new package on the target machines :

http://www.microsoft.com/downloads/details.aspx?familyid=766a6af7-ec73-40ff-b072-9112bab119c2displaylang=en

Thanks to this update, we'll also need to rebuild all the 3rdparty libs if
we don't want to mix the versions... Here is another link explaining how to
resolve the problem if you don't want to make the jump :

http://www.microsoft.com/communities/newsgroups/en-us/default.aspx?dg=microsoft.public.dotnet.languages.vctid=57b1a7dd-a4b3-4e12-88be-b8942d842c85cat=en_US_73741da6-4fe1-4b05-96ce-54117b0cf52alang=encr=USsloc=en-usm=1p=1

I hope it can be useful to someone, I lost almost one work day to figure out
why everything build on my machine didn't worked anymore on other
machines...

Cheers,

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[osg-users] Build error on osgPresentation

2009-07-01 Thread Serge Lages
Hi Robert,

There is a build error with osgPresentation on Windows, it seems you forget
to add osgGA as a LINK_INTERNAL into the CMake file.

Cheers,

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Re: [osg-users] Multi-touch in the OSGViewer and camera manipulators

2009-06-26 Thread Serge Lages
Hi,

We also have some multi-touch devices here (a FTIR projection table and a
PQLabs screen). We've made it works with OSG by adding some custom data to
the classic events. For example for a mouse push, we add the mouse ID as an
user data. Our FTIR table use the TUIO protocol and we've made an OSG event
handler based on it, it works without problems.

As the democratization of such devices is on the way, it should be
interesting to add this kind of data (touch ID, touch size...) directly into
the OSG event structure to be able to make MatrixManipulators or
EventHandlers taking advantage of it directly into the Core OSG.

Another solution for you is using for example PQLabs embedded feature to
bind a multi-touch gesture (like rotating) to a key from the keyboard. With
this solution you can easily simulate a multi-touch behavior, but it will
not be very precise.

Cheers,

On Thu, Jun 25, 2009 at 11:27 PM, Stephan Huber ratzf...@digitalmind.dewrote:

 Hi,
 Christian Buchner schrieb:

  My boss was running my 3D engineering app on a 32 inch touch screen
  (no multi-touch yet, I suppose) and he liked how he was able to rotate
  the camera with a fingertip.
 
  That gave me an idea - are there any affordable Multi-touch LCD
  screens (standalone)

 There are some solutions for two-point multitouch, for more tracked
 points there are some solutions on the horizon, but IMHO not available
 yet. Most multitouch solutions use back-projection and capturing the
 field of input with a infrared-camera with the help of infrared-laser,
 -leds.

  and how difficult would it be to add Multitouch
  capabilities to OSG? In particular I was wondering what it would take
  to support Multi-Touch capabilities in the various Camera manipulators
  -  and how to get the special input events from various operating
  systems (Mac, Windows, Linux).

 There's an opensoruce protocol called tuio which sends a stream of
 events via UDP to a host. So you can change tracking solutions without
 changing your source.

  In particular zooming with two fingers would be extremely cool (the
  pinch gesture) , and grabbing an object with two fingers, rotating it
  (or the camera around it) in the 3D view according to how the two
  fingers move.

 There's no infrastructure in osg yet, but you can easily adapt some of
 the matrixmanipulators and add multitouch--support.

 here you'll find some links: http://delicious.com/sth/Multitouch



 Hope that helps,

 Stephan

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Re: [osg-users] osgShadow question

2009-06-25 Thread Serge Lages
Thanks for your advices ! I've tested the uniform one by changing the shadow
technique shader and it works great.

Cheers,

On Thu, Jun 25, 2009 at 4:28 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Serge,

  Anyone knows if there is a way to force an object to not receive the
 shadows ? Even with a dirty method (reseting it's tex coords on the
 drawable or something like that).


 Wojtek is right (of course, having implemented some of the ShadowMap
 techniques in OSG, he would know), ReceivesShadowTraversalMask is typically
 not used in ShadowMap techniques, as it would be a bit hard to implement
 generally.

 What we do is we have a uniform ShadowEnabled which if disabled skips the
 shadow map lookup in the shadow map shader. For this to work you have to
 replace your shadow technique's shader with one that will use whatever
 uniform you set, and you need to set a uniform to false (and make it default
 to true in your root ShadowedScene) instead of using the
 ReceivesShadowTraversalMask.

 So it's a bit inconvenient, you have two different ways of doing things -
 CastsShadowTraversal mask to make something not cast shadows, and a uniform
 to make it not receive shadows. Though it's kind of appropriate if you think
 about it, the former is do I use this object for shadows, and the latter
 is do I use the shadows on this object, so intuitively the former is a
 node mask and the latter is a shader parameter for the output.

 Hope this helps,

 J-S
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[osg-users] osgPresentation doesn't build on the SVN

2009-06-25 Thread Serge Lages
Hi Robert,

On the SVN, osgPresentation doesn't build (lots of linking errors, see the
attached file). I am under Windows Xp.

Cheers,

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1PickEventHandler.obj : warning LNK4217: locally defined symbol 
?selectsl...@slideeventhandler@osgPresentation@@qae_...@z (public: bool 
__thiscall osgPresentation::SlideEventHandler::selectSlide(int,int)) imported 
in function public: void __thiscall 
osgPresentation::PickEventHandler::doOperation(void) 
(?dooperat...@pickeventhandler@osgPresentation@@QAEXXZ)
1PickEventHandler.obj : warning LNK4217: locally defined symbol 
?dispatchev...@slideeventhandler@osgPresentation@@qaexabukeyposit...@2@@Z 
(public: void __thiscall 
osgPresentation::SlideEventHandler::dispatchEvent(struct 
osgPresentation::KeyPosition const )) imported in function public: void 
__thiscall osgPresentation::PickEventHandler::doOperation(void) 
(?dooperat...@pickeventhandler@osgPresentation@@QAEXXZ)
1PickEventHandler.obj : warning LNK4217: locally defined symbol 
?insta...@slideeventhandler@osgPresentation@@sapa...@xz (public: static class 
osgPresentation::SlideEventHandler * __cdecl 
osgPresentation::SlideEventHandler::instance(void)) imported in function 
public: void __thiscall osgPresentation::PickEventHandler::doOperation(void) 
(?dooperat...@pickeventhandler@osgPresentation@@QAEXXZ)
1SlideShowConstructor.obj : warning LNK4217: locally defined symbol 
?requiresblend...@animationmaterial@osgPresentation@@QBE_NXZ (public: bool 
__thiscall osgPresentation::AnimationMaterial::requiresBlending(void)const ) 
imported in function protected: class osg::Node * __thiscall 
osgPresentation::SlideShowConstructor::attachMaterialAnimation(class osg::Node 
*,struct osgPresentation::SlideShowConstructor::PositionData const ) 
(?attachmaterialanimat...@slideshowconstructor@osgPresentation@@iaepavn...@osg@@pa...@abupositiondata@12@@Z)
1SlideShowConstructor.obj : warning LNK4217: locally defined symbol 
?ins...@animationmaterial@osgPresentation@@qaexnpavmater...@osg@@@Z (public: 
void __thiscall osgPresentation::AnimationMaterial::insert(double,class 
osg::Material *)) imported in function protected: class osg::Node * __thiscall 
osgPresentation::SlideShowConstructor::attachMaterialAnimation(class osg::Node 
*,struct osgPresentation::SlideShowConstructor::PositionData const ) 
(?attachmaterialanimat...@slideshowconstructor@osgPresentation@@iaepavn...@osg@@pa...@abupositiondata@12@@Z)
1SlideShowConstructor.obj : warning LNK4217: locally defined symbol 
??0pickeventhand...@osgpresentation@@q...@w4operation@1...@_nhh@Z (public: 
__thiscall osgPresentation::PickEventHandler::PickEventHandler(enum 
osgPresentation::Operation,bool,int,int)) imported in function public: void 
__thiscall osgPresentation::SlideShowConstructor::layerClickToDoOperation(enum 
osgPresentation::Operation,bool,int,int) 
(?layerclicktodooperat...@slideshowconstructor@osgPresentation@@qaexw4operat...@2@_...@z)
1SlideShowConstructor.obj : warning LNK4217: locally defined symbol 
??0pickeventhand...@osgpresentation@@q...@abv?$basic_string@du?$char_tra...@d@std@@v?$alloca...@d@2@@std@@w4operat...@1@_...@z
 (public: __thiscall osgPresentation::PickEventHandler::PickEventHandler(class 
std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar 
 const ,enum osgPresentation::Operation,bool,int,int)) imported in function 
public: void __thiscall 
osgPresentation::SlideShowConstructor::layerClickToDoOperation(class 
std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar 
 const ,enum osgPresentation::Operation,bool,int,int) 
(?layerclicktodooperat...@slideshowconstructor@osgPresentation@@qaexabv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@w4operat...@2@_...@z)
1SlideShowConstructor.obj : warning LNK4217: locally defined symbol 
??0pickeventhand...@osgpresentation@@q...@abukeyposition@1...@_nhh@Z (public: 
__thiscall osgPresentation::PickEventHandler::PickEventHandler(struct 
osgPresentation::KeyPosition const ,bool,int,int)) imported in function 
public: void __thiscall 
osgPresentation::SlideShowConstructor::layerClickEventOperation(struct 
osgPresentation::KeyPosition const ,bool,int,int) 
(?layerclickeventoperat...@slideshowconstructor@osgPresentation@@qaexabukeyposit...@2@_...@z)
1AnimationMaterial.obj : error LNK2019: unresolved external symbol 
__declspec(dllimport) public: double __thiscall 
osgPresentation::AnimationMaterial::getPeriod(void)const  
(__imp_?getper...@animationmaterial@osgPresentation@@QBENXZ) referenced in 
function public: bool __thiscall 
osgPresentation::AnimationMaterial::getMaterial(double,class osg::Material 
)const  
(?getmater...@animationmaterial@osgPresentation@@qbe_nnaavmater...@osg@@@Z)
1AnimationMaterial.obj : error LNK2019: unresolved external symbol 
__declspec(dllimport) public: double __thiscall 
osgPresentation::AnimationMaterial::getFirstTime(void)const  
(__imp_?getfirstt...@animationmaterial@osgPresentation

[osg-users] osgShadow question

2009-06-24 Thread Serge Lages
Hi all,

I am currently using osgShadow with the MinimalShadowMap technique. It works
great but I have a question :

- In my ShadowedScene, I set the children's nodemasks accordingly with the
CastsShadowTraversalMask and ReceivesShadowTraversalMask properties, but it
seems to not work, everything cast shadows on everything. Anyone knows if
there is a way to force an object to not receive the shadows ? Even with a
dirty method (reseting it's tex coords on the drawable or something like
that).

Thanks !
Best regards,

-- 
Serge Lages
http://www.tharsis-software.com
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Re: [osg-users] FFmpeg questions

2009-06-23 Thread Serge Lages
Hi all,

I've made a test with the osgmovie example and I have the same behaviour.
Using the ffmpeg plugin (by adding .ffmpeg to my file path), when it starts,
everything is OK, my movie is played. But if I pause the movie, then wait 5
seconds and play it again (with the key 'p'), the movie is played too fast
during 5 seconds...

Anyone can test the osgmovie example on its OS/configuration (with ffmpeg of
course) and tell me if you have the same behaviour ? Maybe it's a problem
with my version of FFmpeg, or a problem with Windows... I can even send you
my movie if you want (send the request by mail), it's a .flv one, but I have
also made tests with avi files and I have the same problem.

Thanks !

On Fri, Jun 19, 2009 at 10:02 AM, Serge Lages serge.la...@gmail.com wrote:

 Hi Garrett,

 Thanks for your answer. I've made some tests :

 - setCullingActive(false) on my node as no effect, still too fast.
 - I've also tried to let my video always on the screen, but I still start
 to play it after an action, and it's still too fast during the same time
 than I waited to play it...


 On Thu, Jun 18, 2009 at 9:31 PM, Garrett Potts po...@cfl.rr.com wrote:

 Hello Serge:

 Hmm,  sounds like the object is getting culled out and so real time
 updates is delayed until it comes back into the scene?? I have not looked at
 the code but,if you are manually putting the object into the scene then
 try for fun to say setCullingActive(false); just to test this theory out.
 This way if frustum culling is on or some higher level culling then it will
 ignore it for that object.


 Take care

 Garrett Potts

 On Jun 18, 2009, at 3:17 PM, Serge Lages wrote:

 Hi all,

 I have 2 questions about the ffmpeg plugin :

 - In the ReaderWriterFFmpeg.cpp file, line 76 a path variable is
 declared using the osgDB::findDataFile function to get the correct file
 name, but line 83, the old filename variable is used instead of path.
 This way, the dataPathList is not used to get the video file, is it normal ?

 - Currently, I load a video and put it on an object which is outside the
 screen (the video is in pause mode). After an action, this object slide into
 the screen and the video is played, but first the video is played too fast
 (maybe 2x or 4x) and after some seconds it comes back to the correct speed.
 To be more precise, if I wait 5 seconds before making my object slide into
 the screen and play the video, it will be too fast during 5 seconds, if I
 wait 2 seconds, it's too fast 2 seconds... Anyone knows what's the problem
 here ?

 I'am under WinXP, compile with VS8 and I took my version of FFmpeg here :

 http://www.openscenegraph.org/downloads/dependencies/FFmpeg/Windows/ffmpeg-r15261.zip
 My video is a .FLV with an audio stream.

 Thanks for your help !

 --
 Serge Lages
 http://www.tharsis-software.com
 ___
 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




 --
 Serge Lages
 http://www.tharsis-software.com




-- 
Serge Lages
http://www.tharsis-software.com
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Re: [osg-users] FFmpeg questions

2009-06-19 Thread Serge Lages
Hi Garrett,

Thanks for your answer. I've made some tests :

- setCullingActive(false) on my node as no effect, still too fast.
- I've also tried to let my video always on the screen, but I still start to
play it after an action, and it's still too fast during the same time than I
waited to play it...

On Thu, Jun 18, 2009 at 9:31 PM, Garrett Potts po...@cfl.rr.com wrote:

 Hello Serge:

 Hmm,  sounds like the object is getting culled out and so real time updates
 is delayed until it comes back into the scene?? I have not looked at the
 code but,if you are manually putting the object into the scene then try
 for fun to say setCullingActive(false); just to test this theory out.   This
 way if frustum culling is on or some higher level culling then it will
 ignore it for that object.


 Take care

 Garrett Potts

 On Jun 18, 2009, at 3:17 PM, Serge Lages wrote:

 Hi all,

 I have 2 questions about the ffmpeg plugin :

 - In the ReaderWriterFFmpeg.cpp file, line 76 a path variable is declared
 using the osgDB::findDataFile function to get the correct file name, but
 line 83, the old filename variable is used instead of path. This way,
 the dataPathList is not used to get the video file, is it normal ?

 - Currently, I load a video and put it on an object which is outside the
 screen (the video is in pause mode). After an action, this object slide into
 the screen and the video is played, but first the video is played too fast
 (maybe 2x or 4x) and after some seconds it comes back to the correct speed.
 To be more precise, if I wait 5 seconds before making my object slide into
 the screen and play the video, it will be too fast during 5 seconds, if I
 wait 2 seconds, it's too fast 2 seconds... Anyone knows what's the problem
 here ?

 I'am under WinXP, compile with VS8 and I took my version of FFmpeg here :

 http://www.openscenegraph.org/downloads/dependencies/FFmpeg/Windows/ffmpeg-r15261.zip
 My video is a .FLV with an audio stream.

 Thanks for your help !

 --
 Serge Lages
 http://www.tharsis-software.com
 ___
 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




-- 
Serge Lages
http://www.tharsis-software.com
___
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[osg-users] FFmpeg questions

2009-06-18 Thread Serge Lages
Hi all,

I have 2 questions about the ffmpeg plugin :

- In the ReaderWriterFFmpeg.cpp file, line 76 a path variable is declared
using the osgDB::findDataFile function to get the correct file name, but
line 83, the old filename variable is used instead of path. This way,
the dataPathList is not used to get the video file, is it normal ?

- Currently, I load a video and put it on an object which is outside the
screen (the video is in pause mode). After an action, this object slide into
the screen and the video is played, but first the video is played too fast
(maybe 2x or 4x) and after some seconds it comes back to the correct speed.
To be more precise, if I wait 5 seconds before making my object slide into
the screen and play the video, it will be too fast during 5 seconds, if I
wait 2 seconds, it's too fast 2 seconds... Anyone knows what's the problem
here ?

I'am under WinXP, compile with VS8 and I took my version of FFmpeg here :
http://www.openscenegraph.org/downloads/dependencies/FFmpeg/Windows/ffmpeg-r15261.zip
My video is a .FLV with an audio stream.

Thanks for your help !

-- 
Serge Lages
http://www.tharsis-software.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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