Re: [osg-users] Solving forum.openscenegraph.org problems
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55494#55494 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Solving forum.openscenegraph.org problems
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] BSOD on Intel / Windows XP
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 ! -- 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
Re: [osg-users] Motion Blur (or What is Post Processing?)
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 -- Daniel Trstenjak Tel : +49 (0)7071-9457-264 science + computing ag FAX : +49 (0)7071-9457-511 Hagellocher Weg 73 mailto: daniel.trsten...@science-computing.de D-72070 Tübingen WWW : http://www.science-computing.de/ -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Philippe Miltin Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgText::TextNode API
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)... ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG plugin for browsers
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenNI(Kinect) and osgAnimation
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37689#37689 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to do a videostreaming
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
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, -- 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
Re: [osg-users] Weird text problem
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, -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] MS Kinect - official drivers available
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] MPX Support on Linux
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, -- 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
Re: [osg-users] [ANN] MS Kinect - official drivers available
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, -- 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] PDF plugin on Windows
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, -- 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
Re: [osg-users] [ANN] osgPango Bevel Effect
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... ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewer-frame() Qt - embedding osg scene into Qt app
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33155#33155 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG seems to have a problem scaling to multiple windows on multiple graphics cards
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users 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 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Particle problem
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, -- 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 -- 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
Re: [osg-users] osg::Particle problem
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. ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Particle problem
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 ? ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Particle problem
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... ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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, -- 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
Re: [osg-users] [ANN] osgPango / osgCairo
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... ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] lights and scale
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30424#30424 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] QInputDialog and OSG
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!!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30390#30390 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows 7 Aero Color Scheme issue
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29807#29807 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- - Prakhar Jain, IIT Delhi, New Delhi - 110016 mindfields@gmail.com voice +919899520167 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPPU and osgShadow::MinimalShadowMap
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 ! -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 ! -- Serge Lages http://www.tharsis-software.com view.cpp Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgGA::GUIEventHandler problem
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29360#29360 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using osgAnimation for material animation?
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] basic question on OSG smart pointers
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] A Qt Scenegraph...
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPPU osgShadow
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? ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPPU osgShadow
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? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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
Re: [osg-users] [ANN] A Short Introduction to the Basic Principles of the Open Scene Graph
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Animations Support
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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27555#27555 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FBX find cmake
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 ! -- 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
Re: [osg-users] de-interleave with directshow plugin?
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi screen VSync Linux NVidia
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, -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unref image after apply
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unref image after apply
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multi screen VSync Linux NVidia
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi screen VSync Linux NVidia
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Unref image after apply
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Out of memory problem
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 ! -- 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
Re: [osg-users] Out of memory problem
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/ ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG and XVideo
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, -- 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
Re: [osg-users] Playing smoothly a big video
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
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
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com
Re: [osg-users] osgAnimation and animation mixing/blending
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Playing smoothly a big video
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Playing smoothly a big video
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, -- 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
Re: [osg-users] Playing smoothly a big video
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, -- 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 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Playing smoothly a big video
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. ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Playing smoothly a big video
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. ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
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. ___ 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 Mathieu ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text rendering order
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, -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Text rendering order
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, -- Serge Lages http://www.tharsis-software.com attachment: Test.jpg Main.cpp Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparent window
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23981#23981 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Transparent window
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 ! -- 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
Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?
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
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, -- 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
Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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
Re: [osg-users] quicktime plugin fails to compile on OS X 10.5
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] quicktime plugin fails to compile on OS X 10.5
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 ___ 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 MovieData.cpp Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] smartphone like viewer control
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenGL errors with latest SVN
::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. -- 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] FFmpeg and sound
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 ! -- 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
Re: [osg-users] Video as background
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22349#22349 Attachments: http://forum.openscenegraph.org//files/screen_shot_2010_01_10_at_124655_171.png ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Native multitouch support on OSG
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, -- 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
Re: [osg-users] opengl es 2.0
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to get events from interactive images
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, -- 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
Re: [osg-users] How to get events from interactive images
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, -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to get events from interactive images
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). -- 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] Hardware acceleration for videos
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 ! -- 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
Re: [osg-users] Quicktime and movie size
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quicktime and movie size
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Quicktime and movie size
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 ! -- 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
Re: [osg-users] Quicktime and movie size
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Quictime Plugin on Windows
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 ! -- 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
Re: [osg-users] Quictime Plugin on Windows
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quictime Plugin on Windows
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rethinking 3rd party dependencies?
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). -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem deploying applications with VS2005
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, -- 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] Build error on osgPresentation
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, -- 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
Re: [osg-users] Multi-touch in the OSGViewer and camera manipulators
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow question
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgPresentation doesn't build on the SVN
Hi Robert, On the SVN, osgPresentation doesn't build (lots of linking errors, see the attached file). I am under Windows Xp. Cheers, -- Serge Lages http://www.tharsis-software.com 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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FFmpeg questions
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FFmpeg questions
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FFmpeg questions
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