[osg-users] Level of Detail
Hello Everybody. This User-Group is great... Thanks to all! I have a question about LOD (Level of Detail). I have a complex model to load. The performance isn't good enough with such a complex model. I want an LOD-Node in my program to display this complex model. Give it a way to simplify a model in OpenSceneGraph? It will be nice to generate a simpler model from a given model. Can OpenSceneGraph generate such a simpler model? Thanks to all! Daniel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Performance Windows (Visual Studio) compared to MAC OS/X
Hi all, same code, allways default project settings, release, same CPU/RAM/... windows native and os/x native dual boot what you think about this results are equal, but computing time MAC OS/X XCode Ray Trace Time = 2.97638s Rays = 787307 (264K Rays/s) Nodes Checks= 24939199 Bounding Checks= 49512447 Triangles Checks= 16703960 Visual Studio 2003 Ray Trace Time = 3.77131s Rays= 786152 (208K/s) Nodes Checks= 24806690 Bounding Checks = 49252143 Triangles Checks= 16609007 Visual Studio 2005 Ray Trace Time = 4.62109s Rays= 786152 (170K/s) Nodes Checks= 24806705 Bounding Checks = 49252212 Triangles Checks= 16608961 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenThreads doc?
Ben, you can easily get the doxygen docs going to the OpenThread's docs directory and running doxygen doxyfile I can also email the result to you, if you are having trouble. Alberto El Monday 15 October 2007 03:33:34 Ben Discoe escribió: I posted this message 6 weeks ago, no response... does anybody yet know where there is any documentation for OpenThreads at all? -Ben -Original Message- From: Ben Discoe Sent: Sunday, September 02, 2007 11:17 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OpenThreads doc? does OpenThreads have any documentation, at all? I have looked all over the web and the wiki, and not found a bit, not even minimal doxygen docs. There is only the doxygen docs I'm afraid. OK - where are the doxygen docs for OpenThreads? [...] -Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Level of Detail
El Monday 15 October 2007 09:00:13 Daniel Moos escribió: Hello Everybody. This User-Group is great... Thanks to all! I have a question about LOD (Level of Detail). I have a complex model to load. The performance isn't good enough with such a complex model. I want an LOD-Node in my program to display this complex model. Give it a way to simplify a model in OpenSceneGraph? It will be nice to generate a simpler model from a given model. Can OpenSceneGraph generate such a simpler model? Thanks to all! Daniel Hi, you can look at the osgUtil::Simplifier class, http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01497.html and its example, osgsimplifier. It, however, seems to loose texture coordinates when simplifying the model. Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance Windows (Visual Studio) compared to MAC OS/X
Adrian Egli wrote: Hi all, same code, allways default project settings, release, same CPU/RAM/... windows native and os/x native dual boot what you think about this results are equal, but computing time With results I assume you mean the image output? As the number of tree nodes checked and triangles intersected is obviously not equal. Which should explain at least some of the differences. Are the Kd-trees equal among the different platforms? Paul MAC OS/X XCode Ray Trace Time = 2.97638s Rays = 787307 (264K Rays/s) Nodes Checks= 24939199 Bounding Checks= 49512447 Triangles Checks= 16703960 Visual Studio 2003 Ray Trace Time = 3.77131s Rays= 786152 (208K/s) Nodes Checks= 24806690 Bounding Checks = 49252143 Triangles Checks= 16609007 Visual Studio 2005 Ray Trace Time = 4.62109s Rays= 786152 (170K/s) Nodes Checks= 24806705 Bounding Checks = 49252212 Triangles Checks= 16608961 -- Adrian Egli ___ 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
Re: [osg-users] Level of Detail
The Lod node is used to manage a series of model node, you can attech models to it.But it will not simplify models for you. You need osgUtil::Simplifier to do it.Here is a simple example. osgUtil::Simplifier sm; sm.setDoTriStrip(false); sm.setMaximumError(FLT_MAX); sm.setMaximumLength(FLT_MAX); sm.setSampleRatio(ratio); sm.simplify(*newgeometry); newgeode-addDrawable(newgeometry.get()); - Original Message - From: Daniel Moos [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, October 15, 2007 3:00 PM Subject: [osg-users] Level of Detail Hello Everybody. This User-Group is great... Thanks to all! I have a question about LOD (Level of Detail). I have a complex model to load. The performance isn't good enough with such a complex model. I want an LOD-Node in my program to display this complex model. Give it a way to simplify a model in OpenSceneGraph? It will be nice to generate a simpler model from a given model. Can OpenSceneGraph generate such a simpler model? Thanks to all! Daniel ___ 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
Re: [osg-users] Performance Windows (Visual Studio) compared to MAC OS/X
Yes, Paul: equals is the image output. ... and the kd-tree should be equal, i summed up for each node the depth and also for the leaves. everything is equal. /but the perf not ... i working with float for all values. i don't understand why it's not at all equal the nbr of tests. but the performance difference isn't not only that, because the difference of the nbr of test done and the performance difference are not similar. * Visual Studio 2003 * KD-Tree...[23348:20] KD-Tree Build Time = 0.248399s + ObjList= 23348 + Nodes = 14139 + depth sum = 13724 + Leaves = 8049 + depth sum = 7657 Intersection Time = 0.000254502s Rays= 1 Nodes Checks= 79 Bounding Checks = 122 Triangles Checks= 49 Linehits= 6 Intersection Time osg = 0.0215715s Linehits= 6 SpeedUp = 84.7596 Ray Trace Time = 3.94728s Rays= 786152 (199K/s) Nodes Checks= 24806690 Bounding Checks = 49252143 Triangles Checks= 16609007 Viewer... Scaling image from (600,800) to (512,1024) * Visual Studio 2005 * KD-Tree...[23348:20] KD-Tree Build Time = 0.256906s + ObjList= 23348 + Nodes = 14139 + depth sum = 13724 + Leaves = 8049 + depth sum = 7657 Intersection Time = 0.000297803s Rays= 1 Nodes Checks= 79 Bounding Checks = 122 Triangles Checks= 49 Linehits= 6 Intersection Time osg = 0.0203945s Linehits= 6 SpeedUp = 68.4831 Ray Trace Time = 4.59982s Rays= 786152 (170K/s) Nodes Checks= 24806705 Bounding Checks = 49252212 Triangles Checks= 16608961 Viewer... Scaling image from (600,800) to (512,1024) 2007/10/15, Paul Melis [EMAIL PROTECTED]: Adrian Egli wrote: Hi all, same code, allways default project settings, release, same CPU/RAM/... windows native and os/x native dual boot what you think about this results are equal, but computing time With results I assume you mean the image output? As the number of tree nodes checked and triangles intersected is obviously not equal. Which should explain at least some of the differences. Are the Kd-trees equal among the different platforms? yes i still check out the issue, and i don't understand why the kd-trees may is Paul MAC OS/X XCode Ray Trace Time = 2.97638s Rays = 787307 (264K Rays/s) Nodes Checks= 24939199 Bounding Checks= 49512447 Triangles Checks= 16703960 Visual Studio 2003 Ray Trace Time = 3.77131s Rays= 786152 (208K/s) Nodes Checks= 24806690 Bounding Checks = 49252143 Triangles Checks= 16609007 Visual Studio 2005 Ray Trace Time = 4.62109s Rays= 786152 (170K/s) Nodes Checks= 24806705 Bounding Checks = 49252212 Triangles Checks= 16608961 -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] How to view .ive file on Web(use IE)? (xyc508)
Sorry, the plugin produce a reboot on my machine, i guess there is a problem on multithreaded env. /adegli 2007/10/15, Miao [EMAIL PROTECTED]: hello, MichaelGronagerhttp://www.openscenegraph.org/osgwiki/pmwiki.php/People/MichaelGronager make a ActiveX wrapper control . http://osgax.vr-c.dk/ Gook luck. - Original Message - *From:* FreeSouth [EMAIL PROTECTED] *To:* osg-users@lists.openscenegraph.org *Sent:* Monday, October 15, 2007 12:40 PM *Subject:* Re: [osg-users] How to view .ive file on Web(use IE)? (xyc508) How to view .ive file on Web(use IE)? (xyc508) Hello,all Could someone tell me,How to view .ive file on Web(use IE)? Thanks Maybe you can try some components like ActiveX~~ FreeSouth -- [image: LOGO] 把爱心注入牛奶,共同凝聚这份力量http://popme.163.com/link/003515_0929_938.html 快来参加蒙牛免费赠奶爱心行动 http://popme163.com/link/003515_0929_938.html -- ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Window resize
When the process runs in windowed mode, it is not possible to modify the size of the window. It should be possible to resize the window by standard MS Windows conventions. why does this occur and how can i fix this irritating problem? has it something to do with the traits struct? -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] picking/selecting invisible objects
Ciao Alessandro, I did something very similar to what you are saying activating backface culling for both front and back faces this way the overhead on the graphic card should be minimal, even less than activating the alpha blending to zero: osg::CullFace* cull= new osg::CullFace(osg::CullFace::FRONT_AND_BACK); osg::Group* group = new osg::Group; group -getOrCreateStateSet()-setAttribute(cull, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); group -getOrCreateStateSet()-setMode( GL_CULL_FACE, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON ); This works fine for me using the standard osgViewer::Viewer::computeIntersections(...) Ciao, Michele ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Window resize
UNIX/OSX/LINUX export OSG_WINDOW=50 50 200 50 Windows set OSG_WINDOW=100 100 512 512 2007/10/15, Johan Johnsson [EMAIL PROTECTED]: When the process runs in windowed mode, it is not possible to modify the size of the window. It should be possible to resize the window by standard MS Windows conventions. why does this occur and how can i fix this irritating problem? has it something to do with the traits struct? -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Window resize
Look into the source code, who it's done there. 2007/10/15, Adrian Egli [EMAIL PROTECTED]: UNIX/OSX/LINUX export OSG_WINDOW=50 50 200 50 Windows set OSG_WINDOW=100 100 512 512 2007/10/15, Johan Johnsson [EMAIL PROTECTED] : When the process runs in windowed mode, it is not possible to modify the size of the window. It should be possible to resize the window by standard MS Windows conventions. why does this occur and how can i fix this irritating problem? has it something to do with the traits struct? -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to view .ive file on Web(use IE)? (xyc508)
Hhello, The current osgax support osg 0.9.6 only, is there the osgax support osg 2.0? 在2007-10-15,Adrian Egli [EMAIL PROTECTED] 写道: Sorry, the plugin produce a reboot on my machine, i guess there is a problem on multithreaded env. /adegli 2007/10/15, Miao [EMAIL PROTECTED] :hello,MichaelGronager make a ActiveX wrapper control .http://osgax.vr-c.dk/Gook luck.- Original Message -From:FreeSouthTo:[EMAIL PROTECTED]: Monday, October 15, 2007 12:40 PMSubject: Re: [osg-users] How to view .ive file on Web(use IE)? (xyc508) How to view .ive file on Web(use IE)? (xyc508) Hello,all Could someone tell me,How to view .ive file on Web(use IE)? Thanks Maybe you can try some components like ActiveX~~ FreeSouth 把爱心注入牛奶,共同凝聚这份力量 快来参加蒙牛免费赠奶爱心行动 ___ 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 -- Adrian Egli___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to find out which CameraMainpulator was used when having multiple views and manipulators
Hello to all osg-users I have an application with several parallel views on one scene. Each view has it's own CameraManipulator (UfoManipulator). When one view is changed through user interaction by the manipulator, it should also have an effect on the other views. For realizing this, I need a feedback on each frame, which of the installed CameraManipulators in the several views was used for interaction. (Mostly the one manipulator is active on whose view the mouse cursor is placed.) Afterwards I can get the matrix of this one CameraManipulator and can calculate the influence on the other inactive views and manipulators. Is there allready a solution for this problem? regards, Tobias ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to view .ive file on Web(use IE)? (xyc508)
hello, osgax project looks frozon. Maybe you have to port it by yourself. - Original Message - From: xyc508 To: OpenSceneGraph Users Sent: Monday, October 15, 2007 6:48 PM Subject: Re: [osg-users] How to view .ive file on Web(use IE)? (xyc508) Hhello, The current osgax support osg 0.9.6 only, is there the osgax support osg 2.0? 在2007-10-15,Adrian Egli [EMAIL PROTECTED] 写道: Sorry, the plugin produce a reboot on my machine, i guess there is a problem on multithreaded env. /adegli 2007/10/15, Miao [EMAIL PROTECTED] : hello, MichaelGronager make a ActiveX wrapper control . http://osgax.vr-c.dk/ Gook luck. - Original Message - From: FreeSouth To: osg-users@lists.openscenegraph.org Sent: Monday, October 15, 2007 12:40 PM Subject: Re: [osg-users] How to view .ive file on Web(use IE)? (xyc508) How to view .ive file on Web(use IE)? (xyc508) Hello,all Could someone tell me,How to view .ive file on Web(use IE)? Thanks Maybe you can try some components like ActiveX~~ FreeSouth 把爱心注入牛奶,共同凝聚这份力量 快来参加蒙牛免费赠奶爱心行动 ___ 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 -- Adrian Egli -- 把爱心注入牛奶,共同凝聚这份力量 快来参加蒙牛免费赠奶爱心行动 -- ___ 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
Re: [osg-users] Window resize
Hi Johan, HI Adrian Can you give more info on your platform? Can you develop why now the dimension is locked? Which method did you use ? David 2007/10/15, Johan Johnsson [EMAIL PROTECTED]: On Mon, 15 Oct 2007 11:40:53 +0200, Adrian Egli [EMAIL PROTECTED] wrote: think you got me wrong , i dont want to change the dimensions that the window initializes to, i want to make the window to be resizeable during the exekvation, because now the dimension is locked, i cant rezise it. Look into the source code, who it's done there. 2007/10/15, Adrian Egli [EMAIL PROTECTED] : UNIX/OSX/LINUX export OSG_WINDOW=50 50 200 50 Windows set OSG_WINDOW=100 100 512 512 2007/10/15, Johan Johnsson [EMAIL PROTECTED] : When the process runs in windowed mode, it is not possible to modify the size of the window. It should be possible to resize the window by standard MS Windows conventions. why does this occur and how can i fix this irritating problem? has it something to do with the traits struct? -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ 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
Re: [osg-users] Window resize
Platform: Mindows OS // Fill the traits structure and get the GraphicsContext for the MAIN window osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-screenNum = 0; traits-doubleBuffer = true; traits-sharedContext = 0; traits-windowDecoration = true; traits-width = vd-process.scrnRes.x; traits-height = vd-process.scrnRes.y; traits-x = 0; traits-y = windowHeight - vd-process.scrnRes.y; traits-vsync = true; I must have locked it somehow, i dont know where though :/ On Mon, 15 Oct 2007 13:30:21 +0200, David Callu [EMAIL PROTECTED] wrote: Hi Johan, HI Adrian Can you give more info on your platform? Can you develop why now the dimension is locked? Which method did you use ? David 2007/10/15, Johan Johnsson [EMAIL PROTECTED]: On Mon, 15 Oct 2007 11:40:53 +0200, Adrian Egli [EMAIL PROTECTED] wrote: think you got me wrong , i dont want to change the dimensions that the window initializes to, i want to make the window to be resizeable during the exekvation, because now the dimension is locked, i cant rezise it. Look into the source code, who it's done there. 2007/10/15, Adrian Egli [EMAIL PROTECTED] : UNIX/OSX/LINUX export OSG_WINDOW=50 50 200 50 Windows set OSG_WINDOW=100 100 512 512 2007/10/15, Johan Johnsson [EMAIL PROTECTED] : When the process runs in windowed mode, it is not possible to modify the size of the window. It should be possible to resize the window by standard MS Windows conventions. why does this occur and how can i fix this irritating problem? has it something to do with the traits struct? -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Window resize
Johan Johnsson schrieb: Platform: Mindows OS // Fill the traits structure and get the GraphicsContext for the MAIN window osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-screenNum = 0; traits-doubleBuffer = true; traits-sharedContext = 0; traits-windowDecoration = true; traits-width = vd-process.scrnRes.x; traits-height = vd-process.scrnRes.y; traits-x = 0; traits-y = windowHeight - vd-process.scrnRes.y; traits-vsync = true; add a traits-supportsResize = true; and the window should be resizeable, cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Back from a trip, but still just in lurk mode
Hi All, I'm just back from a week away with little internet access. I remain busy on dev work so I'll largely stay in the shadows this week, I'll pop occasionally and slowly try and catch up with email backlog but will in general continue to keep my head low and get on with work here. Thanks to all those who've pitched in an helped with supporting other members of the community. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] isImageTranslucent
On 10/8/07, DC Fennell [EMAIL PROTECTED] wrote: Is there anything planned on making Image::isImageTranslucent work for compressed textures? Nothing planned at present. Feel free to chip in an implementation. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPick does not using stereo for HMD or VERTICAL_SPLIT
Hi Panagiotis, This is a problem with the stereo being done a such a low level inside SceneView, something that the picking code is totally unware of. I guess one might be able to autodetect this a provide a work around. The best solution will come when all stereo is implementated at a high level - directly in osgViewer via use of slave cameras one for each eye. A feature for 2.4 perhaps ;-) Robert. On 10/14/07, Panagiotis Papadakos [EMAIL PROTECTED] wrote: Picking does not work correctly, when enabling any stereo modes that split initial view window to 2 views. It works as if were not using stereo. Panagiotis Papadakos ___ 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
Re: [osg-users] Slave cameras in a view
Hi Karl, Have a look at the osgwindows example, or the View::setUpViewAcrossScreens() source code in src/osgViewer/Viewer.cpp. On 10/10/07, Karl Heijdenberg [EMAIL PROTECTED] wrote: Hi, I'm trying to add two cameras to one View in compositeViewer. The first camera is added as a master camera and the second as a slave camera. Frustums for the cameras: master={-50, 0, -40, 40} slave={0, 50, -40, 40} For the first camera I set the projectionMatrix with setProjectionMatrixAsFrustum. How do I calculate the projectionOffset for the slave camera? The offset is needed in call to addSlave(osg::Camera* camera,const osg::Matrix projectionOffset, const osg::Matrix viewOffset, bool useMastersSceneData=true); I've also tried to set the reference frame to ABSOLUTE_RF_INHERIT_VIEWPOINT and then call the setProjectionMatrixAsFrustum for both cameras. This test ended up in a black scene for the second camera. Am I missing something? Thanks, Karl ___ 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
Re: [osg-users] New binaries
On 10/10/07, Mike Weiblen [EMAIL PROTECTED] wrote: Yes, I've tried unsuccessfully to edit the downloads page, but it has a separate password for security. Hopefully someone cool enough can add links to the available binaries. Jose should be able to provide you with a password. Once I catch up with things I'll update the pages if they haven't been done by the time I get to it. Cheers. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Texture Memory Runtime Cleanliness
Folks, I really need to resolve this issue. I am using multiple windows, created not by realize(), but by our application, similar to if I were to use GraphicsWindowEmbedded. Each window has a context that shares with a dummy context. These contexts are managed by a class I wrote that makes OpenGL calls. They are also each using a SceneView object and sharing a common scene graph. I am creating and destroying textured polygons dynamically during runtime and the memory continually grows, despite the fact that I have relatively the same amount of textured polygons in the scene graph at all times. I can only assume that the textures are not being unloaded properly. I've read around on this group, and my hunch is that I might need to use osg::GraphicsContext to resolve this issue. Is that true? If it is true, then when I load textures, which context should be active? The shared context? All I am trying to do is to ensure that when I unref my ref_pointer to osg::Texture2D that the memory gets cleaned up from osg AND OpenGL. Please, some advice? Thankful osg-user, John Argentieri ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New binaries
I uploaded the OS X binary last week, but I have been unable to change the downloads page to reflect it. Even with the password Jose setup for me, I am not given the edit button for the downloads page. The binary is located here: http://www.openscenegraph.org/files/OpenSceneGraph-2.2.0/OpenSceneGraph-2.2.0.dmg The description is Mac OS X 10.4 Universal Binaries (10.4u SDK) Thanks, Eric On 10/15/07, Robert Osfield [EMAIL PROTECTED] wrote: On 10/10/07, Mike Weiblen [EMAIL PROTECTED] wrote: Yes, I've tried unsuccessfully to edit the downloads page, but it has a separate password for security. Hopefully someone cool enough can add links to the available binaries. Jose should be able to provide you with a password. Once I catch up with things I'll update the pages if they haven't been done by the time I get to it. Cheers. 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
Re: [osg-users] (no subject)
Silvère Besse wrote: in the daily builds : OpenSG\Source\System\FieldContainer\OSGFieldDescription.cpp is missing, no way to compile :( Looks like you posted to the mailing list of the wrong scene graph ;-) Try the one at www.opensg.org Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] gentoo packages
I added package for release 2.2 for gentoo users here http://code.google.com/p/mornifle-gentoo-package/ Cedric -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture Memory Runtime Cleanliness
Looks like the object whose stateset has the texture as an attribute must be destroyed in order to release the texture? Maybe creating a new stateset and setting it on the object will have the same effect. Regardless, it looks like my issue has been resolved. You guys make a great product. John From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Argentieri, John-P63223 Sent: Monday, October 15, 2007 9:44 AM To: OpenSceneGraph Users Subject: [osg-users] Texture Memory Runtime Cleanliness Folks, I really need to resolve this issue. I am using multiple windows, created not by realize(), but by our application, similar to if I were to use GraphicsWindowEmbedded. Each window has a context that shares with a dummy context. These contexts are managed by a class I wrote that makes OpenGL calls. They are also each using a SceneView object and sharing a common scene graph. I am creating and destroying textured polygons dynamically during runtime and the memory continually grows, despite the fact that I have relatively the same amount of textured polygons in the scene graph at all times. I can only assume that the textures are not being unloaded properly. I've read around on this group, and my hunch is that I might need to use osg::GraphicsContext to resolve this issue. Is that true? If it is true, then when I load textures, which context should be active? The shared context? All I am trying to do is to ensure that when I unref my ref_pointer to osg::Texture2D that the memory gets cleaned up from osg AND OpenGL. Please, some advice? Thankful osg-user, John Argentieri ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] hello
Hello osg-users, hello,I am learning osg. Best regards, 2007-10-16 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Did anyone compile osg 2.2 with MINGW?
Robert Osfield wrote: Hi Antoine, On 10/13/07, Antoine Hue [EMAIL PROTECTED] wrote: Under 2.2, I get a compiling error of the TXP plugin. Compiler is not able to find includes because: - 1- local includes are written as #include and not #include -2- compiler does not like -I/src/osgPlugins/txp/. = fixed removing the trailing /. within generated makefiles :-( Otherwise, it works really fine for me. Could you try the attached src/osgPlugins/txp/CMakeLists.txt to see if it fixes the Mingw build error on the txp plugin. It replaces: INCLUDE_DIRECTORIES(.) With the more long winded: INCLUDE_DIRECTORIES(${OpenSceneGraph_SOURCE_DIR}/src/osgPlugins/txp) A make VERBOSE=1 Confirms that its using right directory and without the troublesome /. Hi Robert, I will try as soon as I go back to Windows (no that often). Thanks for the help, Antoine ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Did anyone compile osg 2.2 with MINGW?
Just to add my 2 cents: apparently I didn't have any problems to compile the txp plugin with osg 2.2 under mingw (Current). I am using the DOS shell to compile it and not MSYS (even though it would be nice but cmake is unable to generate makefiles for msys, or I didn't configure something properly... who can say...) Cheers, Michele ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance Windows (Visual Studio) compared to MAC OS/X
Ummmthis looks suspicious. Same hardware yet different times on the Windows platform? What about checked iterators under 2005? Are you disabling those? Checked iterators: http://msdn2.microsoft.com/en-us/library/aa985965(VS.80).aspx With checked iterators, you'd need to disable them for the OSG libs as well. Do you have access to a Intel compiler for Windows? I'd encourage you to try that as well. On 10/15/07, Adrian Egli [EMAIL PROTECTED] wrote: Hi all, same code, allways default project settings, release, same CPU/RAM/... windows native and os/x native dual boot what you think about this results are equal, but computing time MAC OS/X XCode Ray Trace Time = 2.97638s Rays = 787307 (264K Rays/s) Nodes Checks= 24939199 Bounding Checks= 49512447 Triangles Checks= 16703960 Visual Studio 2003 Ray Trace Time = 3.77131s Rays= 786152 (208K/s) Nodes Checks= 24806690 Bounding Checks = 49252143 Triangles Checks= 16609007 Visual Studio 2005 Ray Trace Time = 4.62109s Rays= 786152 (170K/s) Nodes Checks= 24806705 Bounding Checks = 49252212 Triangles Checks= 16608961 -- Adrian Egli ___ 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
Re: [osg-users] Writting to files
Quoting James Dickson [EMAIL PROTECTED]: I have been trying to write to various file formats, and whilst I am able to read from different formats, writing doesn't seem to be possible for some formats. Only a few file formats actually support writing at all. These include: ac dae ive obj osg pfb I just wondered if anybody knew if any of the plugins that supported a file type that could be viewed in 3dsmax had the writing part implemented. .obj files should be readable by 3dsmax. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgText - shimmer...wavy
I'm using osgText with the character size mode of OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT. The text is position on an ellipsoid model with ECEF coordinates. When the text is smaller than the maximum font height I notice that the text is somewhat wavy when I zoom in and out. Sort of shimmers. Once the text has realized it's maximum size the effect is much less noticable, sometimes completely gone. Could this be a floating point precision issue down in the bowels of osgText? BTW, I'm using an osg::MatrixTransform node to position the text. Any ideas? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Linking Error
If there is a Kaspersky in your program,close it and compile again.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] About some parameters in osgdem.
Hello all : What's the meaning about parameters -v in osgdem? like this -l 8 -v 0.1 -o puget.ive -a pegout.osga thank you ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org