Re: [osg-users] OSG Ellipsoid to Sphere Conversion

2016-09-26 Thread Wojciech Lewandowski
Hi, Not sure if this helps but I believe you may define own Ellipsoid with EllipsoidModel. Just define it with both Radii the same and voila you have the sphere ... Cheers, Wojtek Lewandowski 2016-09-26 23:54 GMT+02:00 Sebastian Messerschmidt < sebastian.messerschm...@gmx.de>: > Hi Inna, > >

Re: [osg-users] OSG Ellipsoid to Sphere Conversion

2016-09-26 Thread Sebastian Messerschmidt
Hi Inna, It still doesn't make a lot of sense, The ellipsoid model is to abstract geographic coordinates to geocentric coords. Lat, long however is spherical coordinates and can be mapped to an ellipsoid... So please try to rephrase your question: What is it what you want to do, or present

Re: [osg-users] OSG Ellipsoid to Sphere Conversion

2016-09-26 Thread Inna Reddy
Hi Mr. Robert, Thanks for the reply. Sorry , Seems I explained very badly . Well , my issue is that I want to make sphere and text on it. I was able to do with the EllipsoidModel and using log , lat and height. I want to do the same with same Sphere. But I dont have idea how to do with

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Robert Osfield
HI Temia, On 26 September 2016 at 19:41, Temia Eszteri wrote: > Just let it drop! Drop what? The project leadership? Doing support for free? Investigating issues and getting to the bottom of them? If you've actually followed this thread and read what's been written

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Robert Osfield
When reviewing doing a code review of the affinity code in OpenThreads today I noticed that OpenThreads doesn't fully expose all the functionality available for setting or resetting the thread affinity, as OpenThrreads just allowed you to specify a single cpu number for a thread to have affinity

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Temia Eszteri
Hey Robert, Just let it drop! Love, Temia On Mon, 26 Sep 2016 16:38:19 +0100 Robert Osfield wrote: > HI Christian, > > When it comes to perspectives of what is right or wrong for the OSG it > absolutely has everything to do with my experience. I more than > anyone

Re: [osg-users] OSG Ellipsoid to Sphere Conversion

2016-09-26 Thread Robert Osfield
Hi Inna, You don't say what you've tried, only that you tried something relating changing from EllipsoidModel to Sphere, you don't say what you changed the code to, what the result you got. Without knowing what you are specifically having a problem with we can't start helping you achieve what

Re: [osg-users] OSG Running with modern OpenGL

2016-09-26 Thread Gedalia Pasternak
Thanks Chris, OSG earth does have some fixes for materials and lighting, but it would be cleaner if it was part of OSG core. I'm pursing those as well, just seems like the core libraries should function out of the box, without spending a week applying patches or workarounds. We've been pursing

Re: [osg-users] different materials for a geometry and highlight

2016-09-26 Thread Trajce Nikolov NICK
Gianni, you should call geometry->dirtyDisplayList(); at the end of your move function ... Not sure about the rest of the logic of your code now though Maybe better idea then these email iterations is to write us what is your goal with this code since I see no smart logic in there (sorry

[osg-users] OSG Ellipsoid to Sphere Conversion

2016-09-26 Thread Inna Reddy
Hi all, I am a new bie here. I was playing with some examples. From the FadeText Example http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/examples/osgfadetext/osgfadetext.cpp . In this example, I have the ellipsoid model from the lat, long and height. It's clear,

Re: [osg-users] OSG and Qt

2016-09-26 Thread Inna Reddy
Hi, Thanks for your reply and that'S super. Hopefully, It will be good start for me. ... Thank you! Cheers, Inna -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68769#68769 ___ osg-users mailing

Re: [osg-users] OSG Running with modern OpenGL

2016-09-26 Thread Chris Hanson
Well, probably a good facsimile would be the situation for OpenGL ES, which lacks all of those same features. We did a bunch of work involving this, writing custom FFP to shader generators, as well as doing the grunt work of making osgEarth work on mobile devices (Android and iOS) through OpenGL

Re: [osg-users] Running OSG in a trhead on Mac OSX

2016-09-26 Thread Kevin Gucwa
Hi Robert, Thank you for the reply. I had been coming to that conclusion myself but wanted confirmation from someone who knew more than I did. I will look into catching all events from the main thread and passing them along. I am not sure that it is even possible in my use case, but it is a

Re: [osg-users] Problematic call of flushDeletedGLObjects

2016-09-26 Thread Robert Osfield
Hi Valerian, On 26 September 2016 at 16:27, Valerian Merkling wrote: > I didn't managed to get a running example, but working on it made me find a > solution. > > It seems that I need to use the releaseGLObjects functions on nodes that I > totally remove from the scene

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Robert Osfield
HI Christian, On 26 September 2016 at 15:49, Christoph Weiss wrote: > Robert, I'm not quite sure what prompts you to bring in personal attributes > here. Nor do I see any hyperbole to begin with. I stated that I strongly > disagree. You can in turn disagree. I never was my

Re: [osg-users] Problematic call of flushDeletedGLObjects

2016-09-26 Thread Valerian Merkling
I didn't managed to get a running example, but working on it made me find a solution. It seems that I need to use the releaseGLObjects functions on nodes that I totally remove from the scene graph. With that call, my shaders are flagged for destruction AND destroyed when closing the view =>

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Christoph Weiss
Hi Robert, On 09/26/2016 04:35 PM, Robert Osfield wrote: HI Christoph, On 26 September 2016 at 14:20, Christoph Weiss wrote: I strongly disagree with the last sentence. It is the most general use case possible: using standard C++ features. Please quite the hyperbole.

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Robert Osfield
HI Christoph, On 26 September 2016 at 14:20, Christoph Weiss wrote: > I strongly disagree with the last sentence. It is the most general use case > possible: using standard C++ features. Please quite the hyperbole. It does you no favours. I am been writing C++ programs

[osg-users] OSG Running with modern OpenGL

2016-09-26 Thread Gedalia Pasternak
Hello, I'm working on a OSG based rendering engine and we're trying to switch OSG to run without OSG_GL_FIXED_FUNCTION_AVAILABLE and all the other deprecated pipeline functions disabled. I'm wondering if there's a road map for getting OSG to support all the various bits of functionality that

Re: [osg-users] Creating a flame of rocket

2016-09-26 Thread Suraj Paul
Hi Jannik, Here's my code i am using the create the particle system and emitter. I am creating two particle systems--one for each exhaust of the rocket.:-- int main() { osg::ref_ptr mt = new osg::MatrixTransform; osg::ref_ptr mt_2 = new osg::MatrixTransform; osg::ref_ptr trans= new

Re: [osg-users] Creating a glowing sun in scene

2016-09-26 Thread David Heitbrink
I think looking at the osgblenddrawbuffers or osgmultiplerendertargets might be a good start. Neither of these are really doing what you are aiming for, but shows you how to add the color buffers and shaders. You might also look at the OSGPPU project. It I think it has some more relevant

Re: [osg-users] different materials for a geometry and highlight

2016-09-26 Thread Sebastian Messerschmidt
Hi Gianni, A very simplistic solution using a outline triangle: #include #include #include #include #include #include #include #include #include #include //#include #include const osg::Vec4 selectedColor(1.0f, 1.0f, 1.0f, 0.5f); const osg::Vec4 color1(1.0f, 0.0f, 0.0f, 1.0f);

Re: [osg-users] different materials for a geometry and highlight

2016-09-26 Thread Sebastian Messerschmidt
Hi Gianni, One question, why should I use a "vertex" shader/attribute when I need to colour a triangle uniformly? Long story short: There is no such thing as per-primitive colors. Long story long: In order to color your primitives you need to assign a color to each vertex. That is how modern

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Christoph Weiss
Hi Robert, If you are using OpenThreads for your threads then you have no problem at all anyway, you can create them before or after viewer.realizer() without any problem. It's only if you create your threads afterwards using another threading library that doesn't set the affinity mask in any

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Robert Osfield
Hi Sebastian, On 26 September 2016 at 12:15, Sebastian Messerschmidt wrote: > Would a small function to enable/disable the affinity in SingleThreaded mode > be a big breaking change? Defaulting to using the affinity mask, making it > up to the advanced user to

Re: [osg-users] different materials for a geometry and highlight

2016-09-26 Thread Gianni Ambrosio
One question, why should I use a "vertex" shader/attribute when I need to colour a triangle uniformly? Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68753#68753 ___ osg-users

Re: [osg-users] different materials for a geometry and highlight

2016-09-26 Thread Gianni Ambrosio
Well, Nick, I have to say I didn't understand what Sebastian suggested since I'm not familiar with shaders. As far as I understood a shader can not be debugged and I don't know if they are testable. Moreover the code is in a place different from the usual code, so something that has effect in

Re: [osg-users] different materials for a geometry and highlight

2016-09-26 Thread Trajce Nikolov NICK
Hi Gianni, I have stopped looking at the issue since Sebastian's suggestion is really better (more modern approach and really easier to implement and maintain once you get a handle of it). If you still want to continue your way I will have a look later today if I can spot anything .. Will ping

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Sebastian Messerschmidt
Hi Robert, I Hi All, I have taken Christoph's test problem and reproduced the affinity issue on my Kubuntu 16.04, so this is useful first step. I've also reviewed the OpenThreads code, so have a better idea of the code in question. Please note that I'm not the author of OpenThreads, the

Re: [osg-users] Running OSG in a trhead on Mac OSX

2016-09-26 Thread Robert Osfield
Hi Kevin, This issue with OSX is one we can't workaround, it's very much tied into how OSX passes events from the OS onto applications. We hit against this issue when implementing osgViewer and trying to get the multi-thread, mulit-context side work. There isn't anyway to tell OSX to give

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Robert Osfield
Hi All, I have taken Christoph's test problem and reproduced the affinity issue on my Kubuntu 16.04, so this is useful first step. I've also reviewed the OpenThreads code, so have a better idea of the code in question. Please note that I'm not the author of OpenThreads, the project just fell on

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Robert Osfield
Hi Christoph, On 26 September 2016 at 11:01, Christoph Weiss wrote: > This sounds a bit as if this was a rare thing to do, or at least a design > choice that can or should be avoided. I think on the contrary, explicit > thread handling is something that is slowly going to die

Re: [osg-users] OSG and Qt

2016-09-26 Thread Gianni Ambrosio
Hi Inna, I use OSG in Qt applications for years and I've never had specific problems with event handling. Currently I'm on Qt 5.6 and OSG 3.4.0. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68744#68744

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Christoph Weiss
Dear Robert, On 09/26/2016 09:39 AM, Robert Osfield wrote: The only "difficulty" is when using a certain usage model when threading, it's not a general issue. The issue looks to be isolated to the case where users set up threads after the viewer has been realized. This sounds a bit as if

Re: [osg-users] different materials for a geometry and highlight

2016-09-26 Thread Gianni Ambrosio
Dear Nick, I'm not sure to use the solution suggested by Sebastian (I've never worked with shaders so it is quite difficult to understand). So I would like to know if you foud a reason of the problem in my example? Regards, Gianni -- Read this topic online here:

Re: [osg-users] Creating a flame of rocket

2016-09-26 Thread Robert Osfield
Hi Suraj, For flames I wouldn't use osgParticle these days. Personal I'd implement it using shaders and perlin noise. In include/osgUtil/PerlinNoise you'll find a helper class from creating the image that you can assign to a texture. Also look online for tutorials on how to use Perlin noise,

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Robert Osfield
HI Fabien, On 25 September 2016 at 22:52, Fabian Wiesel wrote: > Yes, both cause the threads being distributed across the cores. That is > probably also why initialising TBB early in main helps, as it creates a pool > of worker threads. For my app, you can consider it