Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert, At the moment the 23 May version is ready for submission :-). So you can update this version in SVN. cheers adrian 2008/5/27 Robert Osfield [EMAIL PROTECTED]: Hi Adrian, I have run out of day, in my day long merge spree, so I'll need to start up again tomorrow, at which point

Re: [osg-users] Openthreads problem on 64 bit windows system.

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
Hi nelson, i remeber a problem i got long time ago with openthreads and windows, even on a 32 bit system. i located that we go an issue on windows system with the sleep method. (windows native). so can you try following: (1) replace the microsleep with the

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Can T. Oguz
Hi All, I'm not sure if it's commercially fair to talk about but I need to know your personal choices. Which graphics hardware is considered to be flawless and most compatible with OSG? (to be used with Windows XP and Intel architecture) Thanks for the patience, Can

Re: [osg-users] LiSPSM contibution ?

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_project/ *Question: In which directions, we can further improve PSSMs? * *Answer:* PSSM+VSM http://forum.beyond3d.com/showthread.php?p=975976 (variance shadow maps http://www.punkuser.net/vsm/) and PSSM/CSM+LiSPSM (light space perspective shadow maps)

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Can T. Oguz
Should be careful, sorry. 2008/5/28 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]: Depends on your own application, i am working with ATI and NVidia both are rubost running with OSG. The question isn't really what kind of card is most robust with OSG, better question is, which vendor has

Re: [osg-users] threading trouble with slave cameras

2008-05-28 Thread Robert Osfield
Hi Terry, From your email it's not clear the exact camera/graphics window set up. It does kinda sound like all the cameras share the same graphics window, is this right? If so then you'll only ever be able to have one DrawThread. If you have three slave Camera then in theory you should be

Re: [osg-users] Can't post to osg-submissions

2008-05-28 Thread Robert Osfield
Hi Thibault, Are you subscribed to osg-submissions? It'd be worth checking you address that your sending from matches the address subscribed. Robert. On Wed, May 28, 2008 at 7:40 AM, Thibault Genessay [EMAIL PROTECTED] wrote: Hi all Yesterday I've been sending a fix to the osg-submissions

Re: [osg-users] Can't post to osg-submissions

2008-05-28 Thread Paul Melis
Hi, Thibault Genessay wrote: Yesterday I've been sending a fix to the osg-submissions list but the message did not seem to reach its destination. I've had no failure notification but the message is not in the archive - Gmane shows messages that were sent after, but not mine. Is anyone here

Re: [osg-users] Debugging example hangs in Cygwin and need some insight into cygwin_osgdb_osg.dll

2008-05-28 Thread Alberto Luaces
El Martes 27 Mayo 2008ES 21:44:03 Brian Keener escribió: This almost seems as if iot has something to do with the actually writing of the osg file when it writes the data and then something not terminating as it should. I think this could be a non-valid example, because osgDB::DynamicLibrary

Re: [osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Robert Osfield
On Wed, May 28, 2008 at 11:46 AM, Paul Melis [EMAIL PROTECTED] wrote: At present there is no osgParticle support in .ive, and no PrecipitationEffect support in .osg either, but this should be more straight forward to add. Is osgParticle the only nodekit that lacks support or are there more?

Re: [osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Paul Melis
Robert Osfield wrote: On Wed, May 28, 2008 at 11:46 AM, Paul Melis [EMAIL PROTECTED] wrote: At present there is no osgParticle support in .ive, and no PrecipitationEffect support in .osg either, but this should be more straight forward to add. Is osgParticle the only nodekit that

Re: [osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Robert Osfield
Hi Raymond, At present there is no osgParticle support in .ive, and no PrecipitationEffect support in .osg either, but this should be more straight forward to add. Robert. On Wed, May 28, 2008 at 11:31 AM, Raymond de Vries [EMAIL PROTECTED] wrote: Hi, While I was writing the previous message

Re: [osg-users] Can't post to osg-submissions

2008-05-28 Thread Thibault Genessay
Hi Paul, Robert Well, you posted a few responses to osg-submissions regarding my osgviewerWX example tweaks about 2 weeks ago, so you could definitely post at that time. Yes, I can remember that. Plus I have done all necessary checking that I am a registered subscriber of the list. Can't

Re: [osg-users] Creating new Wiki pages

2008-05-28 Thread Forum Dude
hi, i tried again today and i'm still running into the same problems. first, let me answer your questions: You say can't seem to add larger pages and smaller edits [...] work just fine. But did you try to ADD a small page (it's not clear from your message), or does adding not work at all?

Re: [osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Paul Melis
Hi Robert, Robert Osfield wrote: At present there is no osgParticle support in .ive, and no PrecipitationEffect support in .osg either, but this should be more straight forward to add. Is osgParticle the only nodekit that lacks support or are there more? Would this be something the

Re: [osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Raymond de Vries
Hi Robert and Paul, Thanks, it's clear now. Raymond Robert Osfield wrote: Hi Raymond, At present there is no osgParticle support in .ive, and no PrecipitationEffect support in .osg either, but this should be more straight forward to add. Robert. On Wed, May 28, 2008 at 11:31 AM, Raymond

Re: [osg-users] can't remove all PrimitiveSet

2008-05-28 Thread Paul Melis
Hi Alberto, Alberto Luaces wrote: El Martes 27 Mayo 2008ES 16:58:21 Paul Melis escribió: dirtyDisplayList(); dirtyBound(); When using direct access to the list you will have to call these yourself... Well, I think osg users are used to call these functions themselves

Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Raymond de Vries
Hi Robert, Both: osgprecipitation textured_box.osg osgprecipitation non_textured_box.osg Work just fine for me, with SVN version of the OSG. Note, there has been a shader related bug fix to GLObjectVistor that may well have a baring on this issue. Did you change the vbo lines in the

Re: [osg-users] LiSPSM contibution ?

2008-05-28 Thread Wojciech Lewandowski
Hi Adrian, Alors, OSG take same way? who could support me ? Count me in. More difficult question is how much of my time I may devote. Unfortunately I am not sure if I can offer some help in June. Maybe its more probable in July. But certainly I am interested in helping in this effort.

Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Robert Osfield
On Wed, May 28, 2008 at 11:17 AM, Raymond de Vries [EMAIL PROTECTED] wrote: Hi Raymond, Both: osgprecipitation textured_box.osg osgprecipitation non_textured_box.osg Work just fine for me, with SVN version of the OSG. Note, there has been a shader related bug fix to GLObjectVistor that may

[osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Raymond de Vries
Hi, While I was writing the previous message about the precipitation bug or feature, I tried to save the scene graph to an osg or ive file (to report the issue in an easier way) but the precipitation was not written. Can anyone explain how does this works? In the end the precipitation is

Re: [osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Paul Melis
Hi, Raymond de Vries wrote: While I was writing the previous message about the precipitation bug or feature, I tried to save the scene graph to an osg or ive file (to report the issue in an easier way) but the precipitation was not written. Can anyone explain how does this works? In the end

Re: [osg-users] Creating new Wiki pages

2008-05-28 Thread Paul Melis
Forum Dude wrote: That's odd. You know what? I'll send you the markup in a private mail. Maybe you can add it for me and see if it works for you. Re: OSG Wiki. (See mailing list.) Here it is. The page I want to put it on is:

Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Raymond de Vries
Hi Robert, I just tried it with the svn version and the effect is the same as with 2.4.0, so still wrong. In order to do this I changed the lines 481, 488 and into: _quadGeometry-setUseVertexBufferObjects(false); _lineGeometry-setUseVertexBufferObjects(false);

Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Robert Osfield
Hi Raymond, I've just made your suggestion change, and it does break things on my machine as well. But... reviewing the code, we'll the code dynamically adjusts the number of particles so it not meant ever to use display lists, rather it only works with VBO's or vertex arrays. Note the custom

Re: [osg-users] Most compatible OpenGL Driver

2008-05-28 Thread Paul Martz
Try searching the archives for ATI or NVIDIA. Problems with both have been discussed here in the not too distant past. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Can T. Oguz Sent: Wednesday, May 28, 2008 2:06 AM To: OpenSceneGraph Users Subject:

[osg-users] Realistic Explosions needed!

2008-05-28 Thread Neusch, Dominik, SDGE1
Hi, I am just programming a special effects module that uses OpenSceneGraph. What I need is an explosion or explosion effect that looks as good and realistic as possible. First thing I tried was the osgParticle::ExplosionEffect. Its ok, but I need something that looks like the explosion on the

Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Raymond de Vries
Hi Robert, I totally understand what you are saying. In fact, I do not want to turn this off, I was trying out a lot of things since I've got a bug here in a class which is a simplified precip. In this class I did not enable vbos and worked fine until I enabled vbo. So that's why I came up

Re: [osg-users] Workaround for the problems in OSG / XP / multimonitor/ multithreaded / NVidia

2008-05-28 Thread Wojciech Lewandowski
Hi Robert, I use it and have not observed any issues. I would say its rather safe. I reported this bug to NVidia. And it looks like they are doing something to fix the problem. In the meantime they sent me two bit cryptic emails informing they verified and fixed it. Last email was also saying

Re: [osg-users] Community Documentation Initiative [Was: Too muchsupport!!!!!]

2008-05-28 Thread Gordon Tomlinson
Hi For 1) please go a head and update the wiki :) For 3) See Paul an Bobs enhance OSG documentation and books http://www.skew-matrix.com/books.asp -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Vidar Larring Sent: Wednesday, May 28, 2008 10:21 AM

Re: [osg-users] Community Documentation Initiative [Was: Too much support!!!!!]

2008-05-28 Thread Jean-Sébastien Guay
Hello John, I'm a total newbe to OSG and as a newbe I hunger for info. Here's a few things that I am really missing, and I think most of these things can be done by the community rather than Robert: All three of your ideas are really good and pretty easy to do. Some comments: 1) There are

Re: [osg-users] Plugin problems with Visual Studio 2008

2008-05-28 Thread Gordon Tomlinson
Your question is way too vague and contains no information which can let people try to help you See http://www.catb.org/~esr/faqs/smart-questions.html _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of lucas Grijander Sent: Wednesday, May 28, 2008 10:15 AM To:

Re: [osg-users] Plugin problems with Visual Studio 2008

2008-05-28 Thread Paul Melis
lucas Grijander wrote: all the applications run ok. I only get this warning when I use plugins (jpeg in my case). I recompile OSG and my application using VS 2008, but I installed the 3rdParty package from here: https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/ I think

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert, can you might post a screenshot of your terrain running with PSSM? one trick would be to limit the frustum with the option --maxFarDist 250 for 250meter. this will help to win performance, because we just render a smaller scene, and the shadow quality become better. i guess we don't

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
Ok, i will do a review. May there is still a newer version of PSSM on the other developing system. cu adrian 2008/5/28 Robert Osfield [EMAIL PROTECTED]: Hi Adrian, I forgot to mention, on review I spotted that you'd added a: osg::Light* _userLight; Which raises a red flag, as a possible

Re: [osg-users] Rendering the scene multiple timeswith differentshaders.

2008-05-28 Thread Mike Weiblen
From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Viggo Løvli Sent: Monday, May 26, 2008 6:07 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Rendering the scene multiple timeswith differentshaders. ... (I am a bit fresh in the world of OSG and OpenGL (I have

Re: [osg-users] Plugin problems with Visual Studio 2008

2008-05-28 Thread Mike Weiblen
Hi, Yes, one level deeper you'll see the choices are: https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdP arty_win32binaries_vs71/ https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdP arty_win32binaries_vs80sp1/ vs2008 I believe is vs9 so there are not

Re: [osg-users] Plugin problems with Visual Studio 2008

2008-05-28 Thread lucas Grijander
I think it contains enough details. It concerns the plugins, it says it was working with the version 2005, and now it does not work with 2008. It is clearly a compilation issue regarding Visual Studio. Jaime. From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Date: Wed, 28 May

Re: [osg-users] Plugin problems with Visual Studio 2008

2008-05-28 Thread lucas Grijander
exactly, I think I need vs9. Anyway, if I see it's too complex I will reinstall visual studio 2005. Jaime. Date: Wed, 28 May 2008 10:24:01 -0500 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Plugin problems with Visual Studio 2008 Hi, Yes,

Re: [osg-users] threading trouble with slave cameras

2008-05-28 Thread Terry Welsh
Thanks for the reply. It actually sounds like you understand my setup perfectly. One graphics window with 7 cameras. The top camera is the one held by the osgViewer::Viewer. It has 3 child cameras. Each of those has one more child camera. The scene is a child of all 6 slave cameras. So I

Re: [osg-users] Workaround for the problems in OSG / XP / multimonitor/ multithreaded / NVidia

2008-05-28 Thread Robert Osfield
Hi Wojtek, thanks for clarification, I've gone ahead and merged the workaround as it looks perfectly benign. On Wed, May 28, 2008 at 3:54 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi Robert, I use it and have not observed any issues. I would say its rather safe. I reported this bug

[osg-users] Operation progress report from OSG Interactive operations [Was: [osg-submissions] Added Vertical Scale in osgTerrain::Terrain]

2008-05-28 Thread John Vidar Larring
Hi Robert et. al., I've tested the new vertical scale implementation on osgTerrain::Terrain now and it works great, BUT... The typical osgTerrain databases we would operate on are = 8GB in size (i.e. full gtopo30 + bluemarble 500m + selected areas in higher resolution). When altering

Re: [osg-users] threading trouble with slave cameras

2008-05-28 Thread Robert Osfield
Hi Terry, Thanks for the explanation. Now you just need to re-read you email and map this to osgViewer speak, you'll find it co-indices quite nicely. Taking it apart you say you have: 3 views of the same scene from 3 different aircraft Which means... that you should have three

Re: [osg-users] Operation progress report from OSG Interactive operations [Was: [osg-submissions] Added Vertical Scale in osgTerrain::Terrain]

2008-05-28 Thread Robert Osfield
Hi John, Perhaps a Terrain::init() or update() method would be appropriate - one that goes through all the tiles registered with the terrain and calls init() on them. As for 16 seconds, this is looong time. I am only seeing around a second of time update on a database that is getting on

Re: [osg-users] osgViewer::View::getCameraContainingPosition() returns weird results when using slave cameras

2008-05-28 Thread Glenn Waldron
FYI, I have taken the liberty of adding this to the FAQ: http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#HowdoIembedanOSGviewerina.NETcontrol Glenn On Wed, May 28, 2008 at 3:04 PM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Jason, On Wed, May 28, 2008 at 7:02 PM, Jason Beverage

Re: [osg-users] osgViewer::View::getCameraContainingPosition() returns weird results when using slave cameras

2008-05-28 Thread Robert Osfield
Hi Jason, On Wed, May 28, 2008 at 5:48 PM, Jason Beverage [EMAIL PROTECTED] wrote: Did you ever find a fix for this issue? I believe I might be running into the same problem. There is still a problem with the set up of events within CompositeViewer with certainly window/camera combinations,

Re: [osg-users] Openthreads problem on 64 bit windows system.

2008-05-28 Thread Robert Osfield
Hi Guys, This sounds like a problem in the thread scheduler under WindowsXP 64bit, something you'll probably just have work around rather than be able to fix it via mods to OpenThreads side. As an experiment try setting the processor affinity on each of the threads so that they are on different

Re: [osg-users] Please test SVN of OpenSceneGraph and VirtualPlanetBuilder in prep for dev releases

2008-05-28 Thread Robert Osfield
Hi All, I've made a number of merges of submissions and fixes from myself today, but I've run out of day to make a 2.5.1 dev release today, so I'll tag it tomorrow. So... I'd appreciate so more build and execution testing of the svn version of the OSG. Thanks, Robert.

[osg-users] NaN errors appearing in transparency sorting

2008-05-28 Thread Robert Osfield
Hi All, One of the tasks I've been doing over the last few days was investigating a crash in RenderBin::sortBackToFront() - this is called whenever we have a transparent bin in our scenes. The particular crash was happening in a std::sort on a std::vectorRenderLeaf* using a simple functor for

[osg-users] 3D Text looks funky under PSSM?

2008-05-28 Thread Alejandro Segovia
Hi all After much work I've managed to get PSSM working on my application (yay), but I've noticed for some reason 3D text under it looks really strange, as if it had a black background around each letter (af is the transparency was broken). So far the only solution I've found is to add 3D text as

Re: [osg-users] osgViewer::View::getCameraContainingPosition() returns weird results when using slave cameras

2008-05-28 Thread Jason Beverage
Hi Glenn and Robert, Glenn, your code worked great, thanks alot, I really appreciate it. The posts from you and Hesicong over the last few months about using OSG via C++/CLI have made using OSG in a .NET environment much nicer than what we were previously doing. Robert, I'm in no major hurry to

Re: [osg-users] 3D Text looks funky under PSSM?

2008-05-28 Thread Jean-Sébastien Guay
Hi Alejandro, I wanted to ask if this is a known issue and if there happens to be a way to protect a node from receiving shadows other than using the node mask, since PSSM ignores the ReceiveShadowMask. I haven't checked, but perhaps you could try to attach an empty osg::Program to the text