Re: [osg-users] Problems with VPB and DTED data.

2009-02-25 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
 what OS are you using? What version of GDAL? On Linux I've not had a
 problem reading .dt? files.

OpenSuSE Linux 11.0, VPB rev 953, OSG 2.8.0 and GDAL 1.6.0.  I'm not
sure how it's working for you if you're using the version of VPB that
checks extensions.  Did you modify GDAL to report the .dt? file
extensions?

Ken


 Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW wrote:
  It seems that VPB (SVN revision 953) won't accept DTED data.
Looking
 at
  the VPB code, VPB gets a list of GDAL supported extensions (and adds
 a
  few that GDAL doesn't report).  Looking at GDAL, it fails to report
 the
  DTED extensions (.dt0, .dt1, .dt2) via the
  GetMetadataItem(DMD_EXTENSIONS) method.  The result is VPB reports
 that
  DTED files are not supported.  I don't know if the fix belongs in
 GDAL
  or VPB, but as a quick work-around add the following lines to the
end
 of
  the VPB System constructor (src/vpb/System.cpp):
 
  addSupportedExtension(dt0, Source::IMAGE | Source::HEIGHT_FIELD,
 DTED
  Level 0);
  addSupportedExtension(dt1, Source::IMAGE | Source::HEIGHT_FIELD,
 DTED
  Level 1);
  addSupportedExtension(dt2, Source::IMAGE | Source::HEIGHT_FIELD,
 DTED
  Level 2);
 
  Ken.
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[osg-users] Problems with VPB and DTED data.

2009-02-23 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
It seems that VPB (SVN revision 953) won't accept DTED data.  Looking at
the VPB code, VPB gets a list of GDAL supported extensions (and adds a
few that GDAL doesn't report).  Looking at GDAL, it fails to report the
DTED extensions (.dt0, .dt1, .dt2) via the
GetMetadataItem(DMD_EXTENSIONS) method.  The result is VPB reports that
DTED files are not supported.  I don't know if the fix belongs in GDAL
or VPB, but as a quick work-around add the following lines to the end of
the VPB System constructor (src/vpb/System.cpp):

addSupportedExtension(dt0, Source::IMAGE | Source::HEIGHT_FIELD, DTED
Level 0);
addSupportedExtension(dt1, Source::IMAGE | Source::HEIGHT_FIELD, DTED
Level 1);
addSupportedExtension(dt2, Source::IMAGE | Source::HEIGHT_FIELD, DTED
Level 2);

Ken.
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[osg-users] VPB and imagery without filename extensions.

2009-02-23 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
A lot of the imagery data we use is in ENVI's native format. GDAL does
support it and it has worked in previous versions of Virtual Planet
Builder. It now fails with the current SVN head (953) because the data
doesn't use a filename extension.  Typically the ENVI format is composed
of two files (sample.hdr and sample, for example).  One file has the
projection and image info, the other is just the raw data.  All the gdal
commands want the file without the extension as the argument.
Previously, this was not an issue with VPB, but the new method of
checking filename extensions on input files is causing problems.  Since
there is no extension to add to VPB's list, may I suggest a flag for VPB
to tell it not to do the filename extensions checking?

Ken.


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Re: [osg-users] Multiple GPU

2009-02-04 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
Just to offer an alternative setup... We have OSG running a system of 6
screens representing a single view.  The solution we chose was to use a
single 8800 GTX and two of the matrox triple-head-to-go devices.
Nvidia's twinview lets us treat it as one big screen of resolution
3840x2048, which makes for a very simple setup in OSG.  By adding
another card you could easily get the number of screens you require.

- Ken.

   I have to do a simulation project which needs 8 screens. This
 system likes a dome.
 
   so i want to ask few questions about this:
 
   1) i want to use multiple gpu's. So is there a limit on number
of
 gpu's on a pc? i saw 4 gpu's on a pc and every gpu has 2 outputs. can
i
 render 8 screen with viewer?
 
   2) how can i set which gpu render which screen. is there an auto
 management system in viewer? if i have screens which have resolutions
 like 8x1280x1024 or 4x2560x1024 or any other combination of this,
 should i do an extra thing for this?
 
   3) do you think i will have a critical frame rate problem if i
 render 8 screens.
 
 
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[osg-users] OT: Access to OSG website.

2009-01-30 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
Over the past couple weeks, accessing the OSG website/SVN has become
near impossible for me from home (connection timeouts).  While at work,
the website is quite fast and responsive.  I've taken the issue up with
my ISP, but at least one co-worker on a different ISP has the same
issue.  My ISP's 'tier 2' networking people are blaming it on the OSG
server; they claim they can access it in the morning but not the rest of
the day.   Since I have no problems accessing it from work, I have to
believe that it's either my ISP (or one of their providers) or the OSG
website tracks my work habits and shuts down when I go home in the
evening.  So far I've seen the trouble going across both (ATT and Time
Warner networks in Ohio, USA).  Has any other OSG users had a similar
experience recently?  Has the server had any issues in the past week or
two?  Any information I can use to get my ISP to fix this would help.
Thanks.

Ken.
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Re: [osg-users] OT: Access to OSG website.

2009-01-30 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
Thanks for the answer Robert.  The last message I found in the archives
regarding the server was from a few months ago, since I hadn't seen
anything lately, I assumed the server was back on its feet.  I still
have my doubts regarding my ISP, but I guess I can't lay all the blame
on them now :) 

Ken


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
 boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
 Sent: Friday, January 30, 2009 10:20 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OT: Access to OSG website.
 
 Hi Ken,
 
 We've had lots of problems with the present server over the last few
 months, Jose's made a few changes to try and keep things more stable,
 but in the end the server software needs an complete update to fix the
 problems.  To this end Jose is helping get us migrated to a virtual
 server which will give us much more control over our server and the
 ability to update the various components of the server to make it
 handle the throughput better.  Fingers crossed we'll have this new
 server up and running next week.
 
 So.. my guess at your end the stability at home vs work is just a
 coincides with when the server is most likely to be overloaded and to
 grind to a halt.
 
 Robert.
 
 On Fri, Jan 30, 2009 at 3:09 PM, Sewell, Kenneth R Civ USAF AFMC
 AFRL/RYZW kenneth.sew...@wpafb.af.mil wrote:
  Over the past couple weeks, accessing the OSG website/SVN has become
  near impossible for me from home (connection timeouts).  While at
 work,
  the website is quite fast and responsive.  I've taken the issue up
 with
  my ISP, but at least one co-worker on a different ISP has the same
  issue.  My ISP's 'tier 2' networking people are blaming it on the
OSG
  server; they claim they can access it in the morning but not the
rest
 of
  the day.   Since I have no problems accessing it from work, I have
to
  believe that it's either my ISP (or one of their providers) or the
 OSG
  website tracks my work habits and shuts down when I go home in the
  evening.  So far I've seen the trouble going across both (ATT and
 Time
  Warner networks in Ohio, USA).  Has any other OSG users had a
similar
  experience recently?  Has the server had any issues in the past week
 or
  two?  Any information I can use to get my ISP to fix this would
help.
  Thanks.
 
  Ken.
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Re: [osg-users] Vertex list indexing into another vertex list?

2009-01-15 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
This would be a simplified (although not useful) example of the data:

Primary_vertex[0] = { 1.0, 1.0, 1.0 };

Secondary_vertex[0] = 0; // Index into primary_vertex list
Secondary_vertex[1] = 0; // Index into primary_vertex list
TexCoord[0] = { 0.0, 0.0 }; // Texture coord for Secondary_vertex[0]
TexCoord[1] = { 1.0, 1.0 }; // Texture coord for Secondary_vertex[1]

If I understand your suggestion, then the draw elements list would just
be {0, 0}, in which case the geometry would work, but it would also
apply TexCoord[0] to both vertices, which is not what was intended.  

- Ken

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
 boun...@lists.openscenegraph.org] On Behalf Of Vincent Bourdier
 Sent: Thursday, January 15, 2009 5:14 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Vertex list indexing into another vertex
list?
 
 Hi,
 
 Maybe just use setVertexArray with the primary vertex list, and you
use
 the second list in a osg::DrawElementsUInt (or similar).
 In the DrawElementsUInt, you push your vertices indexes. So when the
 vertices data are modified, if they keep the same position in the list
 the geometry will update. (do not forget setUserData(DYNAMIC) )
 
 There is a setVertexIndice() method but it is now deprecated... maybe
 something can replace it.
 
 Same thing for the texture (if I understand well)
 
 Hope this help.
 
 PS : have a look on documentation

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs
 /a01369.html#4596d0e18fb5217a1306c324a2eaba72
 
 Regards,
Vincent.
 
 
 
 2009/1/14 Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
 kenneth.sew...@wpafb.af.mil
 
 
   Is it possible to specify a vertex list by indexing into a
 different
   vertex list?  Sorry if that's confusing, I'll try to explain a
 bit more.
 
   I've got some data that is organized in the following way:
 
   - A primary vertex list that is the regular xyz values you'd
 expect.
 
   - A secondary vertex list that is composed by indexing into the
 primary
   vertex list.
 
   - A texture coordinate list that has a value for each 'vertex'
in
 the
   secondary list.
 
   - Lastly, a list of indices into the secondary vertex list to
 define
   some primitives.
 
   It looks like the data was set up this way so a vertex that
 exists in
   multiple primitives can have a unique texture coordinate per
 primitive,
   yet still only be transformed once.
 
   My initial approach was just to construct the secondary list by
   replacing the index with a copy of the vertex it was
referencing.
 This
   works except for one thing, the primary vertex list is not
 static.  By
   that, I mean the values of the vertices themselves, the list
size
 itself
   will not change.  So, the only approach I see is to basically
   reconstruct the secondary vertex list every time the primary is
 updated.
   This could be kind of rough, since I could potentially have many
   secondary lists.  From what I've seen looking through OSG
headers
 and
   mailing list postings it doesn't seem possible to do this
'vertex
 list
   by indexing another', but I thought I'd ask just in case.
   Thanks.
 
   - Ken.
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[osg-users] Vertex list indexing into another vertex list?

2009-01-14 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
Is it possible to specify a vertex list by indexing into a different
vertex list?  Sorry if that's confusing, I'll try to explain a bit more.

I've got some data that is organized in the following way:

- A primary vertex list that is the regular xyz values you'd expect.

- A secondary vertex list that is composed by indexing into the primary
vertex list.

- A texture coordinate list that has a value for each 'vertex' in the
secondary list.

- Lastly, a list of indices into the secondary vertex list to define
some primitives.

It looks like the data was set up this way so a vertex that exists in
multiple primitives can have a unique texture coordinate per primitive,
yet still only be transformed once.

My initial approach was just to construct the secondary list by
replacing the index with a copy of the vertex it was referencing.  This
works except for one thing, the primary vertex list is not static.  By
that, I mean the values of the vertices themselves, the list size itself
will not change.  So, the only approach I see is to basically
reconstruct the secondary vertex list every time the primary is updated.
This could be kind of rough, since I could potentially have many
secondary lists.  From what I've seen looking through OSG headers and
mailing list postings it doesn't seem possible to do this 'vertex list
by indexing another', but I thought I'd ask just in case.
Thanks.

- Ken.
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[osg-users] Interleaved vertex data and VBOs.

2009-01-08 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
I'm porting some OpenGL code that has the vertex position, normal, tex
coord, ... interleaved in one large array.

In OpenGL I could use one buffer:
glBindBuffer( GL_ARRAY_BUFFER, bufferObject );
glVertexPointer( 3, GL_FLOAT, sizeOfVertex, 0 );
glNormalPointer( GL_FLOAT, sizeOfVertex, offsetToNormal );

I'm struggling to figure out how to do it in OSG.  The only OSG examples
I can find have the position data in one array, the normal data in
another, ...  I've been looking through the source code, but I'm not
having much luck.  Any pointers?  Thanks.

Ken.
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Re: [osg-users] Slightly of Topic: Access OSG SVN thru Autoproxy.

2008-08-18 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
Have you tried adding the following lines to your svn servers file?

http-proxy-host = your.proxy.server.here
http-proxy-port = yourproxyportnumber

If your proxy requires name/password you also set the lines:

http-proxy-username = defaultusername
http-proxy-password = defaultpassword

-Ken.

Tomlinson, Gordon wrote:
 We have recently been moved in to the corporate network and thus 
 thrown behind a gaggle of walls/issues etc including an Autoproxy and 
 I cannot seem to figure out how to get to the OSG SVN repositories 
 thru this autoproxy
  
 The errors we are getting are  ( all was fine before the moved to the 
 corporate net)
  
 Error: OPTIONS of 
 'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk': Could
 Error: not resolve hostname `http://autoproxy.textron.com': The 
 requested name is
 Error: valid and was found in the database, but it does not have the 
 correct
 Error: associated data being resolved for.
 Error:  (http://www.openscenegraph.org
http://www.openscenegraph.org/)
  
  
 If we don't use the http:// the error becomes
  
 Error: The path was not part of a repository 
 Error: '/' path not found 
 Any one come across this and found a way to get this SVN to work thru 
 a autoproxy, is there something that need to be changed on the proxy ?

 ( which will be fun trying to get to happen)
  
 I'm at a loss as I'm no SVN guy, I can use TortoiseSVN and cmdline to 
 grab data that's it etc. I have tried most of the SVN clients and they

 all exhibit the same issues
I don't know much about the use of proxies, but can you at least access 
the repository in a web browser using the repo URL?

Paul
  
 TIA for any hints or pointers
  
  

 /Gordon/

 __
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 //Email / : gtomlinson @ overwatch.textron.com/
 /

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Re: [osg-users] osgdem performance...

2008-08-15 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
One last question, your client that got a solid 60Hz, what kind of CPU
usage did they see?

-Ken.

I can't really add much as I've explained about the osgTerrain
database sampling already - you just need to try it.

As for the hardware, yep this should be able to cope, the client I
worked with in the VPB work is using similar hardware and OS and
getting solid 60Hz so I would expect you to be able to achieve
similar.   W.r.t checking for VBO issue, go read the recent thread on
this Intel VBO crash.

Robert.

On Fri, Aug 15, 2008 at 3:25 PM, Sewell, Kenneth R Civ USAF AFMC
AFRL/RYZW [EMAIL PROTECTED] wrote:
 Hi Robert,

 I can't speak for the hardware on the windows machine, but the linux
box
 I tested with was a Quad core 2.6Ghz machine with 4GB memory and a
 GeForce 8800 GTX 768MB with the latest Nvidia drivers(with Sync to
 VBlank set).  I'm pretty sure the hardware specs are not the problem,
so
 what's to best way to check for VBO issues?  I've never had to down
 sample any of the OSG databases before, so I was surprised when I
tried
 the --terrain option.  I'm not sure I understand all the benefits of
 --terrain over the default.  The --terrain option doesn't do any
 simplification of the terrain during build time, it just produces a
 regular triangulated grid and expects you to use it or sample it in
some
 way at runtime, correct?  But the default does do terrain
 simplification, so you get longer build times but much less polygons
at
 runtime.  Assuming I'm not way off base there, --terrain would only
seem
 to be recommended if you plan on doing some custom sampling or other
 manipulation at runtime.  I apologize if this has been addressed
before,
 but I haven't had much luck finding a clear explanation on the wiki or
 mailing list archives.
To put my results in context, the database I'm testing with is
a
 whole earth model with SRTM and DTED(12) elevation, and 2 texture
 layers consisting of Bluemarble NG, Landsat7, Quickbird and CADRG
 imagery.

 - Ken.

 Hi Ken et. al,

 On Thu, Aug 14, 2008 at 7:01 PM, Sewell, Kenneth R Civ USAF AFMC
 AFRL/RYZW [EMAIL PROTECTED] wrote:
 We had similar issues with terrain recently.  On windows it was
single
 digit
 framerates and the same database on Linux was 30 fps but %100 on 2
 cores.
 Rebuilding our terrain without the -terrain flag solved the issue.
 Framerates on windows jumped up to 30 fps, Linux to 60 fps with %30
on
 1
 core.  We tried this with several databases and the ones without
 -terrain
 always performed better.

 Performance problems when using --terrain (i.e. an
 osgTerrain::TerrainTile based database) suggests either problems with
 VBO's or that your graphics hardware simply isn't up to the amount of
 geometry being pushed to the graphics hardware. The osgTerrain based
 databases deliberately use high resolution (64x64 by default) tiles,
 and the default GeometryTechnique used doesn't do any  simplification
 in its default settings.  What you get is very high fidelity databases
 but... lots and lots of polygons.

 The solution is very simple - as osgTerrain tessellates the
 TerrainTile on loading its able to down sample the tiles to a user
 defined level, so on hardware that is less capable you can use a lower
 sample ration, and better hardware use a sample ration of 1.0.  To
 control this you simply decorate your paged database with an
 osgTerrain::Terrain and set the SampleRatio here.  The
 osgmultitexturecontrol example provides code to do this, as well as an
 event handle to vary the sample density.

 The osgmultitexturecontrol example has an -r sampleratio command
 line option so try:

  osgmultitexturecontrol -r 0.25 mydatabase.ive

 Robert.

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Re: [osg-users] osgdem performance...

2008-08-14 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
We had similar issues with terrain recently.  On windows it was single
digit framerates and the same database on Linux was 30 fps but %100 on 2
cores.  Rebuilding our terrain without the -terrain flag solved the
issue.  Framerates on windows jumped up to 30 fps, Linux to 60 fps with
%30 on 1 core.  We tried this with several databases and the ones
without -terrain always performed better.

 

Ken

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Thursday, August 14, 2008 1:07 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgdem performance...

 

I would like to get some feedback from users that might be rendering OSG
terrain built with osgdem on Windows XP. Based on previous discussions,
I understand that the terrain rendering on Windows does not have as good
of performance as on Linux, however, I'm seeing abysmal frame rates when
I'm rendering terrain on Windows. The paging performance is horrible.
Perhaps it's the way I'm constructing my terrain or the setup in my OSG
app...I'm not sure.

 

While I don't understand the algorithm that is being used for OSG
terrain, I would expect it to perform as good or somewhat close to other
Windows based earth viewers such as NASA's WorldWind which seems to run
just fine on Windows with large databases.

 

For the record, here's the osgdem command I'm using to build the
terrain...

 

osgdem -TERRAIN -PagedLOD -geocentric -t dted -d texture -l  10 -o
terrain/wasatch_utm.ive

 

Any input on the matter would be appreciated...

-Shayne

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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-04 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
OSG 2.6.0-3c2 compiles and runs on 32-bit openSUSE 11.0.

I did stumble upon one small issue with Virtual Planet Builder though.
GCC 4.3.1 requires cstring to be included to support the calls made to
memcmp and strchr in the file src/vpb/PropertyFile.cpp.  After adding
that include, VPB compiled and ran fine with 2.6.0-rc2.

Ken
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[osg-users] vpb/osgdem textures in different layers blending.

2008-05-19 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW

When using vpb or osgdem and using the --layer options, I expected the
layers to be assigned to different texture units.  However when I
generate the terrain the layers seem to be blended 50/50 and stored as
one texture.  Is this a bug or am I not understanding what osgdem is
referring to as a layer?  I'm using OSG 2.4 and VPB svn rev 911.

A simple test case using the OSG-Data:

osgdem --geocentric -o testLayer.ive -l 5 --layer 0 --whole-globe
land_shallow_topo_2048.jpg --layer 1 --whole-globe
whitemetal_diffuse.jpg


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Re: [osg-users] vpb/osgdem textures in different layers blending.

2008-05-19 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
Oops.  My shader wasn't being loaded properly, fixed that and now the
layers are behaving as expected.

Ken.

-Original Message-

When using vpb or osgdem and using the --layer options, I expected the
layers to be assigned to different texture units.  However when I
generate the terrain the layers seem to be blended 50/50 and stored as
one texture.  Is this a bug or am I not understanding what osgdem is
referring to as a layer?  I'm using OSG 2.4 and VPB svn rev 911.

A simple test case using the OSG-Data:

osgdem --geocentric -o testLayer.ive -l 5 --layer 0 --whole-globe
land_shallow_topo_2048.jpg --layer 1 --whole-globe
whitemetal_diffuse.jpg


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[osg-users] osgdem/vpb ignore alpha channel

2008-05-15 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW

I have several hundred images I'm using in my terrain generation. Each
image contains 4 bands of data, 3 are the standard RGB, but the 4th is
another visual band.  Osgdem/VPB is using the 4th band as an alpha
channel, which is causing some visual artifacts.  Is there an
undocumented command line option or other work-around to tell osgdem to
ignore the alpha channel for an image or do I need to strip the 4th band
from all my images?  Thanks.

Ken.


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