[osg-users] Level of Detail

2007-10-15 Thread Daniel Moos
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
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[osg-users] Performance Windows (Visual Studio) compared to MAC OS/X

2007-10-15 Thread Adrian Egli
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
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Re: [osg-users] OpenThreads doc?

2007-10-15 Thread Alberto Luaces
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
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Re: [osg-users] Level of Detail

2007-10-15 Thread Alberto Luaces
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
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Re: [osg-users] Performance Windows (Visual Studio) compared to MAC OS/X

2007-10-15 Thread Paul Melis
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



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Re: [osg-users] Level of Detail

2007-10-15 Thread wangmiao
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
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Re: [osg-users] Performance Windows (Visual Studio) compared to MAC OS/X

2007-10-15 Thread Adrian Egli
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
 
 
 
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Re: [osg-users] How to view .ive file on Web(use IE)? (xyc508)

2007-10-15 Thread Adrian Egli
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


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[osg-users] Window resize

2007-10-15 Thread Johan Johnsson
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?

-- 
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AutoSim AS, Strandveien 106, 9006 Tromsø
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Re: [osg-users] picking/selecting invisible objects

2007-10-15 Thread Michele Bosi
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
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Re: [osg-users] Window resize

2007-10-15 Thread Adrian Egli
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
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Re: [osg-users] Window resize

2007-10-15 Thread Adrian Egli
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
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 --
 
 Adrian Egli




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Re: [osg-users] How to view .ive file on Web(use IE)? (xyc508)

2007-10-15 Thread 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
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[osg-users] how to find out which CameraMainpulator was used when having multiple views and manipulators

2007-10-15 Thread Tobias Münch
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
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Re: [osg-users] How to view .ive file on Web(use IE)? (xyc508)

2007-10-15 Thread Miao
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






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Re: [osg-users] Window resize

2007-10-15 Thread David Callu
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
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  --
  
  Adrian Egli
 
 
 
 



 --
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 Visit us at http://www.autosim.no
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Re: [osg-users] Window resize

2007-10-15 Thread Johan Johnsson
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
   ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
 
 
 
  --
  
  Adrian Egli
 
 
 
 



 --
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 Visit us at http://www.autosim.no
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-- 
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AutoSim AS, Strandveien 106, 9006 Tromsø
Visit us at http://www.autosim.no
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Re: [osg-users] Window resize

2007-10-15 Thread Stephan Maximilian Huber
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
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[osg-users] Back from a trip, but still just in lurk mode

2007-10-15 Thread Robert Osfield
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.
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Re: [osg-users] isImageTranslucent

2007-10-15 Thread Robert Osfield
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.
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Re: [osg-users] osgPick does not using stereo for HMD or VERTICAL_SPLIT

2007-10-15 Thread Robert Osfield
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

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Re: [osg-users] Slave cameras in a view

2007-10-15 Thread Robert Osfield
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
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Re: [osg-users] New binaries

2007-10-15 Thread Robert Osfield
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.
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[osg-users] Texture Memory Runtime Cleanliness

2007-10-15 Thread Argentieri, John-P63223
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
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Re: [osg-users] New binaries

2007-10-15 Thread E. Wing
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.
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Re: [osg-users] (no subject)

2007-10-15 Thread Paul Melis
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
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[osg-users] gentoo packages

2007-10-15 Thread Cedric Pinson
I added package for release 2.2 for gentoo users here
http://code.google.com/p/mornifle-gentoo-package/

Cedric

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+33 (0) 6 63 20 03 56  Cedric Pinson mailto:[EMAIL PROTECTED] 
http://www.plopbyte.net


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Re: [osg-users] Texture Memory Runtime Cleanliness

2007-10-15 Thread Argentieri, John-P63223
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 

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[osg-users] hello

2007-10-15 Thread 刘石锦
Hello osg-users,

hello,I am learning osg.


Best regards, 
  
2007-10-16
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Re: [osg-users] Did anyone compile osg 2.2 with MINGW?

2007-10-15 Thread Antoine Hue
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
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Re: [osg-users] Did anyone compile osg 2.2 with MINGW?

2007-10-15 Thread Michele Bosi
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
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Re: [osg-users] Performance Windows (Visual Studio) compared to MAC OS/X

2007-10-15 Thread sherman wilcox
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
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Re: [osg-users] Writting to files

2007-10-15 Thread Ulrich Hertlein
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
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[osg-users] osgText - shimmer...wavy

2007-10-15 Thread sherman wilcox
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?
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[osg-users] Linking Error

2007-10-15 Thread care
If there is a Kaspersky in your program,close it and compile again.___
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[osg-users] About some parameters in osgdem.

2007-10-15 Thread 方之
 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 
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