Re: [osg-users] osgdem issue

2008-02-25 Thread Robert Osfield
HI Michael, You'll kick yourself, parse the command line and you find no space between las_shallow_topo_east.tif and --geocentric. Robert. On Sun, Feb 24, 2008 at 8:35 PM, Michael W. Hall [EMAIL PROTECTED] wrote: I have the following files land_shallow_topo_east.tif and

Re: [osg-users] How to save the rendering scene as a .avi file ?

2008-02-25 Thread Paul Melis
loy_1987 wrote: I am not familiar with this problem.I hope someone could give me a hint. For Linux you might want to try Bugle (http://www.opengl.org/sdk/tools/BuGLe/). I've succesfully used it to capture OpenGL sessions to an .avi file. It can also help debugging OpenGL programs in

Re: [osg-users] Multiple viewers and one scene

2008-02-25 Thread nicolas peña
Thanks a lot for your answer, now I understand a bit of what is going on... I will write the example for better understanding of what I am trying to do and look at the code you suggested. I'll derive it from the code in osgwindows (setting one camera for each window in an independent viewer) and

Re: [osg-users] Texture2D format problem

2008-02-25 Thread Vincent Bourdier
Hello, I will make my own answer : I used osg::Image to obtain the unsigned char* data array, and i use it to melt the two pictures in one. data[n] = osg::maximum(Edata[n], (unsigned char)Cdata[i]); This is not a the solution of the problem, but it can solve it, when no other solution

Re: [osg-users] osgvolume.exe

2008-02-25 Thread Robert Osfield
Hi Paul, On Mon, Feb 25, 2008 at 1:32 AM, Paul Mlyniec [EMAIL PROTECTED] wrote: We have been developing an application framework over OSG for several years (previously over Performer). We've built several apps, including an immersive CAD system and an immersive Command and Control system.

Re: [osg-users] How to save the rendering scene as a .avi file ?

2008-02-25 Thread Sebastian Messerschmidt
Hi, there has been a similar request some weeks ago .. If you just want to capture the rendering result you can use an external tool such as fraps for win32. There was some tool for linux also but I cannot recall ... HTH Sebastian loy_1987 schrieb: I am not familiar with this problem.I hope

Re: [osg-users] Texture2D format problem

2008-02-25 Thread Robert Osfield
HI Vincent, Perhaps everybody else like me is a bit confused by what you are actually after. The OSG supports multi-texturing, and shaders, the plugins are all orthogonal to final readering - all in all is most likely what you are trying to do is very straightforward. I can't really glean

Re: [osg-users] Multiple viewers and one scene

2008-02-25 Thread Robert Osfield
On Mon, Feb 25, 2008 at 8:49 AM, nicolas peña [EMAIL PROTECTED] wrote: Just in case you are curious about my case of use, I will try to explain a bit my intentions, if you consider that my approximation is not right please correct me. I am building a simulation framework aimed at multi-robot

[osg-users] SSAO : Screen Space Ambient Occlusion

2008-02-25 Thread Adrian Egli OpenSceneGraph (3D)
Hi all did someone still implemented this SSAO in OSG, any demo? http://rgba.scenesp.org/iq/computer/articles/ssao/ssao.htm -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Texture2D format problem

2008-02-25 Thread Vincent Bourdier
Hi Robert. Perhaps i'm not very clear in what i intend to do : I want to create a sphere to simulate the earth. for texturing it, i use 2 textures : one of the sea and lands, one of the clouds. the second one can be with opacity (to keep only clouds). I would just put the 2 textures on the earth,

Re: [osg-users] Texture2D format problem

2008-02-25 Thread Robert Osfield
HI Vincent, Have a look at the osgplanets example is has code paths that do multi-texturing on spheres. Robert. On Mon, Feb 25, 2008 at 9:01 AM, Vincent Bourdier [EMAIL PROTECTED] wrote: Hi Robert. Perhaps i'm not very clear in what i intend to do : I want to create a sphere to simulate the

Re: [osg-users] Multiple viewers and one scene

2008-02-25 Thread Robert Osfield
On Mon, Feb 25, 2008 at 9:22 AM, nicolas peña [EMAIL PROTECTED] wrote: Yes, I think I'll be OK with that. Sorry for my lack of knowledge but, can you tell me how can I deactivate/activate the cameras ?. I don't find the proper method. camera-setNodeMask(0x0);

Re: [osg-users] Texture2D format problem

2008-02-25 Thread Vincent Bourdier
Thanks, I think i have understood that TexEnvCombine is necessary. I'll try this as soon as possible. Thank you for your explanations. 2008/2/25, Robert Osfield [EMAIL PROTECTED]: HI Vincent, Have a look at the osgplanets example is has code paths that do multi-texturing on spheres.

Re: [osg-users] Multiple viewers and one scene

2008-02-25 Thread nicolas peña
I'll work with this. Thanks a lot. Nicolas. 2008/2/25, Robert Osfield [EMAIL PROTECTED]: On Mon, Feb 25, 2008 at 9:22 AM, nicolas peña [EMAIL PROTECTED] wrote: Yes, I think I'll be OK with that. Sorry for my lack of knowledge but, can you tell me how can I deactivate/activate the

Re: [osg-users] GLSL Preprocessor

2008-02-25 Thread Sebastian Messerschmidt
Thanks Stephane, it's a pitty that this can't be done directly. Would this be of use for anyone but me? I could imagine to introduce some mechnism to set such defines per shader. Might involve pre-parsing the shader-source ... mmh I just asking myself if this would somehow break other things.

[osg-users] GLSL Preprocessor

2008-02-25 Thread Sebastian Messerschmidt
Hello, I was wondering if the preprocessor language in GLSL is somehow useable for osg. Imagine I had a shader with .. #ifdef SIMPLE vec4 Color = vec4(1.0); #else if NOT_SO_SIMPLE vec4 Color = unimaginableComplicatedColorFunction(...) #endif Can I pass those defines to osg::Shader? I didn't

Re: [osg-users] GLSL Preprocessor

2008-02-25 Thread Stephane Lamoliatte
Hi, No you can't do that directly. But you could load your shader file into a string and add your preprocessor definitions at the begining of it and then send it as source to the osg::Shader constructor: std::string source = loadShaderFile(filename); source = #define SIMPLE \n + source;

Re: [osg-users] GLSL Preprocessor

2008-02-25 Thread Sebastian Messerschmidt
Joachim E. Vollrath schrieb: Hi Sebastian, certainly would be a nice feature, although maybe shader synthetization should perhaps be done in a library of its own.. I agree that high level modifications shouldn't be part of the osg::Shader / Program. But I consider the preprocessor macros

Re: [osg-users] GLSL Preprocessor

2008-02-25 Thread Joachim E. Vollrath
Hi Sebastian, certainly would be a nice feature, although maybe shader synthetization should perhaps be done in a library of its own... What do the others think? To this end, I have added an #include directive for my GLSL shaders which was trivially implemented by hand at the application

Re: [osg-users] bug in osgManipulator example

2008-02-25 Thread Robert Osfield
Hi Brian, I've looked at line line question, the addIntersection method that it uses, and your email but still can't work out what you think is going amiss - there is simply too little info to know what the problems is. Could you please obtain and stack trace from the crash and report this to

[osg-users] osgUtil::cullvisitor

2008-02-25 Thread guher b
Hi, I am using a standard graphics card for todays, and rendering a 100 mb (s3tc textured) terrain database. The cull traversal time increases too much when I add animated models (osg model with update callback) (each having 1400-1500 polygons) to the scene, so that the frame rate drops too

Re: [osg-users] osgvolume.exe

2008-02-25 Thread hesicong2006
Hi, I'm also developping a volume renderring for MRI, current at very early stage. Some pictures and videos are posted at my blog, you can see them at the following URL: (Sorry right now it is written in Chinese, but you can see the video instead) MRI 3D reconstruction, transform function

[osg-users] Updating node position in event handler.

2008-02-25 Thread Kim C Bale
I have written a small set of user ortho 2d interface classes one of which includes a slider bar control. I detect the intersection with the slider's geometry to check the mouse has a hold of it and then update it's position based on the coordinates I get from the event handlers 'drag' event.

Re: [osg-users] SSAO : Screen Space Ambient Occlusion

2008-02-25 Thread Adrian Egli OpenSceneGraph (3D)
Hi Andreas, may you would be able to implement an opensource nodekit for openscenegraph, like osgShadow. This would be greate to get, implementing twice similar things are not so funny. if you would be able to add Inigo algorithm this would be really greate. /adrian 2008/2/25, Andreas Lindmark

[osg-users] Updating node position in event handler.

2008-02-25 Thread Kim C Bale
I have written a small set of user ortho 2d interface classes one of which includes a slider bar control. I detect the intersection with the slider's geometry to check the mouse has a hold of it and then update it's position based on the coordinates I get from the event handlers 'drag' event.

Re: [osg-users] osgUtil::cullvisitor

2008-02-25 Thread Gordon Tomlinson
5ms for a 1500 polys is a lot, are there a lot of different textures, colours, materials on the models ?, large textures sizes ? Are there degenerate polygons etc. do you see the same hit is you run osgview with one of the problematic cases ? Could you post an example of the model the

Re: [osg-users] SSAO : Screen Space Ambient Occlusion

2008-02-25 Thread Art Tevs
Hi Adrian, I do not think that a nodekit just for this purpose is usefull or needed. This kind of screen space algorithms can be perfectly described by the osgPPU. I really like this kind of effects and it seems that it is very straight forward to implement. I will try to create a .ppu file

[osg-users] Finding Normals at all pixel positions

2008-02-25 Thread Harash Sharma
Hi All, In my OSG application, I want to find the normal vector corresponding to each pixel position. It means that after rendering if an image pixel (i,j) comes from an object plane P, I need to find the Normal vector to P. One of the ways would be to use LineSegmentIntersector to find

Re: [osg-users] Updating node position in event handler.

2008-02-25 Thread Kim C Bale
Ah ok, bit of a follow up to that, the crash doesn't occur when updating the position of the slider, but when it updates an osgText::Text object using -setText(string); It will do it a few times and seems to crash intermittently if I change it too often. Any thoughts?

Re: [osg-users] osgUtil::cullvisitor

2008-02-25 Thread guher b
Hi, I did not want to say that OSG had any problem nor I have the power to reimplement it :), sorry if my sayings were misunderstood I only wanted to ask for advice in solving my performance problem due to my models' (an animated person model in osg) complexity. Since this problem is observed

Re: [osg-users] X11 keyboard bug (+ fix)

2008-02-25 Thread Robert Osfield
HI Franz, On Thu, Feb 7, 2008 at 5:18 PM, Melchior FRANZ [EMAIL PROTECTED] wrote: * Melchior FRANZ -- Thursday 07 February 2008: And it works here with my patch, while first tests have shown that FocusOut, LeaveNotify, and KeymapNotify weren't triggered at all (which is suspicious).

Re: [osg-users] Finding Normals at all pixel positions

2008-02-25 Thread Robert Osfield
Hi Harash, Render you scene to a depth texture and then compute the normals from this in a second pass in the shader. Robert. On Mon, Feb 25, 2008 at 3:20 PM, Harash Sharma [EMAIL PROTECTED] wrote: Hi All, In my OSG application, I want to find the normal vector corresponding to each

Re: [osg-users] Updating node position in event handler.

2008-02-25 Thread Robert Osfield
Hi Kim, Try changing your viewer to run single threaded, or try setting the DataVariance on the Text to DYNAMIC to tell the draw traversal that its an dynamic objects and to hold back the next frame till this has been rendered. Robert. On Mon, Feb 25, 2008 at 3:29 PM, Kim C Bale [EMAIL

Re: [osg-users] Updating node position in event handler.

2008-02-25 Thread Vican, Justin E.
I have also noticed problems with updating osgText::Text objects in the wrong stage of traversal. I think this has something to do with threading. Are you crashing in the osgText::Text::computePositions()? I dealt with this issue about 3 months ago, and I was able to resolve it by moving the

Re: [osg-users] Updating node position in event handler.

2008-02-25 Thread Kim C Bale
Thanks, that worked a treat! Regards, Kim. From: [EMAIL PROTECTED] on behalf of Robert Osfield Sent: Mon 25/02/2008 15:34 To: OpenSceneGraph Users Subject: Re: [osg-users] Updating node position in event handler. Hi Kim, Try changing your viewer to run

Re: [osg-users] X11 keyboard bug (+ fix)

2008-02-25 Thread Melchior FRANZ
* Robert Osfield -- Monday 25 February 2008: Do you have a new set of changes pending? Are the ones from 21st Feb the latest and definitive set to review? BTW, for future submissions could you send whole files rather a diff, as per the instructions on: I sent the whole files to

[osg-users] DistanceAccumulator scale

2008-02-25 Thread Virginia Holmstrom
Good morning all- We are using the depth partition node approach and we are noticing issues where our scaled objects are being clipped by what looks like the near and far clipping planes. At times, we will only see the ‘’middle slice” of an object, perhaps the middle slice is as wide as the

Re: [osg-users] Updating node position in event handler.

2008-02-25 Thread Kim C Bale
Hi justin, Cheers for the heads up but changing the data variance seems to have solved it. It's odd though because it was working fine as it was, but just recently started crashing.. K. From: [EMAIL PROTECTED] on behalf of Vican, Justin E. Sent: Mon

Re: [osg-users] osgUtil::cullvisitor

2008-02-25 Thread Brian R Hill
OSG already culls the models based on heirarchical bounding volumes. The complexity of the models is the most likely problem. You need to understand the model structure and how it impacts performance. The applies to every stage - update, cull, draw. Try running without your terrain or skydome

[osg-users] osgViewer::View::setUpViewAcrossAllScreens and screen arrangement

2008-02-25 Thread Jean-Sébastien Guay
Hi Robert, Quick question about screen arrangement. As I understand it, WindowingSystemInterface currently has no way of reporting the arrangement of the screens (physically), so there is no real way to support, for example, a single view spread over 4 screens arranged in a 2x2 square. Is

Re: [osg-users] osgViewer/X11: fix for stuck-keys bug

2008-02-25 Thread Melchior FRANZ
* Robert Osfield -- Monday 25 February 2008: although caps lock is currently getting out of sync. My keyboard doesn't have a caps lock key. But I'll plug another in and check. One other item that needs resolving is the warning:

Re: [osg-users] X11 keyboard bug (+ fix)

2008-02-25 Thread Robert Osfield
Hi Franz, On Mon, Feb 25, 2008 at 3:41 PM, Melchior FRANZ [EMAIL PROTECTED] wrote: BTW, for future submissions could you send whole files rather a diff, as per the instructions on: I sent the whole files to osg-submissions, as the instructions say. This here was only for people to test

Re: [osg-users] osgViewer/X11: fix for stuck-keys bug

2008-02-25 Thread Melchior FRANZ
* Melchior FRANZ -- Friday 22 February 2008: Here's a new version with the following changes made: - be a bit more pedantic about modifier settings for artificially pressed/released keys - fix a compiler warning - simplification minor improvements attached:

Re: [osg-users] osgViewer/X11: fix for stuck-keys bug

2008-02-25 Thread Robert Osfield
On Mon, Feb 25, 2008 at 4:20 PM, Melchior FRANZ [EMAIL PROTECTED] wrote: * Melchior FRANZ -- Friday 22 February 2008: Here's a new version with the following changes made: - be a bit more pedantic about modifier settings for artificially pressed/released keys - fix a compiler

Re: [osg-users] osgUtil::cullvisitor

2008-02-25 Thread guher b
Hi, I thought that geodes received primitive culling but I could not find it to close it(now know that there is no primitive culling, it is left to graphic card), therefore solution seems to be flattening the model, Thanks a heaps --- Brian R Hill [EMAIL PROTECTED] wrote: OSG already culls

Re: [osg-users] osgViewer/X11: fix for stuck-keys bug

2008-02-25 Thread Melchior FRANZ
* Robert Osfield -- Monday 25 February 2008: /home/robert/OpenSceneGraph/src/osgViewer/GraphicsWindowX11.cpp:1310: warning: converting to 'Time' from 'double' Which relates to: event.time = time; This can simple be changed to event.time = 0; We only fill an XKeyboardEvent here

Re: [osg-users] osgUtil::cullvisitor

2008-02-25 Thread Paul Martz
The transforms might slow down the CullVisitor. Please post the model as a .osg file. Are you running the osgUtil::Optimizer in your app on the loaded model? Please take osgviewer timings again, but first disable the Optimizer with OSG_OPTIMIZER=OFF. It would be interesting to see if this allows

Re: [osg-users] Updating node position in event handler.

2008-02-25 Thread Robert Osfield
Hi Justin, I've written a lot about threading models over the past six months, and the how DataVariance is used to avoid crash overlapping overlaps. So it'd be worthing doing a search back through the archives. I believe Paul might have mentioned it in the the Quick Start Guide. Robert. On

Re: [osg-users] osgViewer::View::setUpViewAcrossAllScreens and screen arrangement

2008-02-25 Thread Robert Osfield
Hi J-S, The defaults settings in osgViewer can't cope with novel display arrangements, and this is well beyond the scope of WindowSystemInterface as once you start going beyond nx1 displays things can very rapidly get very complicated. The right way to handle complex screen arrangements is to

Re: [osg-users] osgUtil::cullvisitor

2008-02-25 Thread Robert Osfield
Hi, The cull and draw times you have are appalling slow. Its clear that your model is really badly conditioned. The number of transforms and geodes etc isn't that high, and shouldn't cause things to be that slow. Hows about some details of the OS, hardware you have. Also are you compiling in

Re: [osg-users] osgViewer/X11: fix for stuck-keys bug

2008-02-25 Thread Melchior FRANZ
* Robert Osfield -- Monday 25 February 2008: I was wondering about just setting time to 0, the X11 headers mention that 0 represents the current time. The XKeyEvent is only filled out for XLookupString, which in turn only looks at the display, keycode and the modifier mask for translating the

Re: [osg-users] osgViewer/X11: fix for stuck-keys bug

2008-02-25 Thread Robert Osfield
On Mon, Feb 25, 2008 at 4:19 PM, Melchior FRANZ [EMAIL PROTECTED] wrote: One other item that needs resolving is the warning: /home/robert/OpenSceneGraph/src/osgViewer/GraphicsWindowX11.cpp:1310: warning: converting to 'Time' from 'double' Err ... I told you to take the files from

Re: [osg-users] osgViewer/X11: fix for stuck-keys bug

2008-02-25 Thread Robert Osfield
On Mon, Feb 25, 2008 at 4:27 PM, Melchior FRANZ [EMAIL PROTECTED] wrote: /home/robert/OpenSceneGraph/src/osgViewer/GraphicsWindowX11.cpp:1310: warning: converting to 'Time' from 'double' Which relates to: event.time = time; This can simple be changed to event.time =

Re: [osg-users] osgViewer/X11: fix for stuck-keys bug

2008-02-25 Thread Melchior FRANZ
* Melchior FRANZ -- Monday 25 February 2008: Err ... I told you to take the files from the followup message in that thread, not the one from the first message. Ah, sorry. You did that. :-/ I'll check the code again. m. ___ osg-users mailing list

Re: [osg-users] Render to large float textures

2008-02-25 Thread Poirier, Guillaume
FYI I googled it up quickly and did not find anything. I tried however to use GL_RGB16F_ARB instead of GL_RGB32F_ARB and it worked. I don't need the extra precision so that solves my problem... -bill -Original Message- From: [EMAIL PROTECTED] on behalf of Robert Osfield Sent: Sat

Re: [osg-users] Updating node position in event handler.

2008-02-25 Thread Vican, Justin E.
Hi Robert, Thanks for the tip. I'll parse through the user group mail and see what I can find out. For now, I seem to have solved my problem, but I wouldn't doubt it if I just covered it up again. Would hate to re-discover it right before a big release. Thanks Again, Justin -Original

[osg-users] shader leakage (WAS traversal question w/latest developerrelease-blacknodes)

2008-02-25 Thread Mike Weiblen
Hi Sherman, Finally had a chance to look at your repro, and I agree it is an OSG bug. It's a consequence of the unique handling of glProgram state within OpenGL; I thought we'd fixed this before, but you seem to have uncovered a different failure vector. In the repro example you gave me, since

Re: [osg-users] osgViewer::View::setUpViewAcrossAllScreens and screen arrangement

2008-02-25 Thread Jean-Sébastien Guay
Hi Robert, The defaults settings in osgViewer can't cope with novel display arrangements, and this is well beyond the scope of WindowSystemInterface as once you start going beyond nx1 displays things can very rapidly get very complicated. Nothing novel in this case, just trying to get

Re: [osg-users] GLSL Preprocessor

2008-02-25 Thread Mike Weiblen
Hi, I don't know of a way to pass #define values, other than composing a shader of multiple strings: (enableSimple ? #define SIMPLE\n : #undef SIMPLE\n), #ifdef SIMPLE\n vec4 Color = vec4(1.0);\n #else if NOT_SO_SIMPLE\n vec4 Color = unimaginableComplicatedColorFunction(...)\n #endif\n OpenGL

Re: [osg-users] Texture2DArray shows up black

2008-02-25 Thread Sean Carmody
Hi Art, Thanks for the idea. I do have a Geforce 8800, and the extensions are reported as being supported. I've attached a very simple program (shaders inlined in the code) which shows my setup, if anyone is interested. Thanks. -Sean Date: Mon, 25 Feb 2008 13:27:55 +0100 From: [EMAIL

Re: [osg-users] Texture2DArray shows up black

2008-02-25 Thread Art Tevs
Hi Sean, as far as I see you have an error in your setup. This line: ref_ptrUniform texturesUniform = new Uniform(Uniform::FLOAT, textures, 1); must be replaced with something like this: ref_ptrUniform texturesUniform = new Uniform(Uniform::SAMPLER_2D_ARRAY, textures, 0); Try this out.

Re: [osg-users] Texture2DArray shows up black

2008-02-25 Thread Sean Carmody
Art, Thanks a lot, I've made the change you suggested. Also, as it turns out, I had a number of other things preventing my sample program from working. I needed to add textureArray-setFilter(osg::Texture2DArray::MIN_FILTER, osg::Texture2DArray::NEAREST);

Re: [osg-users] osgViewer::View::setUpViewAcrossAllScreens and screen arrangement

2008-02-25 Thread Robert Osfield
On Mon, Feb 25, 2008 at 6:06 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: The defaults settings in osgViewer can't cope with novel display arrangements, and this is well beyond the scope of WindowSystemInterface as once you start going beyond nx1 displays things can very rapidly

Re: [osg-users] osgViewer::View::setUpViewAcrossAllScreens and screen arrangement

2008-02-25 Thread Jean-Sébastien Guay
Hi Robert, Trust in configuration files, they are very powerful for this type of stuff. For instance you can have it work on one screen of your four using one file, then another configuration file can set up all four. etc. etc. Well we already have config files for the views (similar to

Re: [osg-users] shader leakage (WAS traversal question w/latest developerrelease-blacknodes)

2008-02-25 Thread sherman wilcox
Thanks Mike - glad to hear the problem manifested for you as well. If I can be of any additional assistance let me know. On Mon, Feb 25, 2008 at 12:03 PM, Mike Weiblen [EMAIL PROTECTED] wrote: Hi Sherman, Finally had a chance to look at your repro, and I agree it is an OSG bug. It's a

Re: [osg-users] osgUtil::cullvisitor

2008-02-25 Thread guher b
Hi, I am running the application on windows XP and my graphic card is NVidia Geforce 6600. I was compiling in debug mode, now I would change the configuration to release mode. Thanks in advance --- Robert Osfield [EMAIL PROTECTED] wrote: Hi, The cull and draw times you have are