Re: [osg-users] osgstereomatch not working on Windows, NVIDIA 8800

2008-09-29 Thread J.P. Delport

Hi,

I will try later with the latest svn.

I have an older version (8504) and your posted command line for 
stereomatch works on Linux here:

The top right is white, but the top left shows the disparity image.

osgmultiplerendertargets without params should display a light yellow 
square.


I also post my warnings, they are similar to yours, you do not need a 
specific enable for sampler2DRect, OSG does this.


It seems something is up with FBO and multiple targets. Can you check if 
osgprerender works properly?


jp

Thrall, Bryan wrote:

I've compiled OSG from svn HEAD (revision 8952)on Windows XP, but
osgstereomatch isn't working. I have an NVIDIA 8800 card; I tried driver
version 169 and 175 with the same results.

I'm using OpenSceneGraph-Data from svn HEAD (revision 8952) as well.

When I run

osgstereomatch --left Images/dog_left_eye.jpg --right
Images/dog_right_eye.jpg --min 0 --max 31 --window 9 --single

I see the two dog images with a flat red rectangle above them on the
left and a flat white rectangle above on the right. Isn't this example
supposed to show the pixel difference between these images?

I tried without '--single' as well, and the only difference is the red
rectangle is blue.

The only sign of something going wrong are warnings are printed from
compiling the shaders with OSG_NOTIFY_LEVEL=DEBUG_FP (see attached log).

Also, there was an additional warning that said sampler2DRect couldn't
be used without adding the following to the shaders:

#extension GL_ARB_texture_rectangle : enable

But adding that didn't resolve the problem.

On a possibly related note, osgstereoimage doesn't display anything, and
osgmultiplerendertargets only displays a blue rectangle (which I'm not
sure is correct).

Is anyone else having similar problems? Any suggestions?

--
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
 





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RegisterWindowingSystemInterfaceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x806cd70	0xb7d1f300
itr='/usr/lib/'
FindFileInPath() : trying /usr/lib/osgPlugins-2.5.3/osgdb_jpeg.so ...
itr='/usr/local/lib/'
FindFileInPath() : trying /usr/local/lib/osgPlugins-2.5.3/osgdb_jpeg.so ...
FindFileInPath() : USING /usr/local/lib/osgPlugins-2.5.3/osgdb_jpeg.so
Opened DynamicLibrary osgPlugins-2.5.3/osgdb_jpeg.so
itr='/home/jpd/OSG_files'
FindFileInPath() : trying /home/jpd/OSG_files/Images/dog_left_eye.jpg ...
itr='/usr/local/share/OpenSceneGraph-Data'
FindFileInPath() : trying /usr/local/share/OpenSceneGraph-Data/Images/dog_left_eye.jpg ...
FindFileInPath() : USING /usr/local/share/OpenSceneGraph-Data/Images/dog_left_eye.jpg
itr='/home/jpd/OSG_files'
FindFileInPath() : trying /home/jpd/OSG_files/Images/dog_right_eye.jpg ...
itr='/usr/local/share/OpenSceneGraph-Data'
FindFileInPath() : trying /usr/local/share/OpenSceneGraph-Data/Images/dog_right_eye.jpg ...
FindFileInPath() : USING /usr/local/share/OpenSceneGraph-Data/Images/dog_right_eye.jpg
CullSettings::readEnvironmentalVariables()
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
itr='/home/jpd/OSG_files'
FindFileInPath() : trying /home/jpd/OSG_files/shaders/stereomatch_stereopass.frag ...
itr='/usr/local/share/OpenSceneGraph-Data'
FindFileInPath() : trying /usr/local/share/OpenSceneGraph-Data/shaders/stereomatch_stereopass.frag ...
FindFileInPath() : USING /usr/local/share/OpenSceneGraph-Data/shaders/stereomatch_stereopass.frag
Loading shader source file /usr/local/share/OpenSceneGraph-Data/shaders/stereomatch_stereopass.frag
CullSettings::readEnvironmentalVariables()
Render::Render() 0x8073578
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
_availableQueue.size()=2
CullSettings::readEnvironmentalVariables()
Render::Render() 0x8075990
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
_availableQueue.size()=2
View::setSceneData() Reusing exisitng scene0x80721a8
Viewer::realize() - No valid contexts found, setting up view across all screens.
GraphicsContext::getWindowingSystemInterface() 0x806cd70	

[osg-users] Web and svn server down?

2008-09-29 Thread Paul Melis

They seem unreachable a.t.m

Paul
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Re: [osg-users] Web and svn server down?

2008-09-29 Thread J.P. Delport

Hi,

I can also confirm svn via https seems down.

jp

Paul Melis wrote:

They seem unreachable a.t.m

Paul
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Re: [osg-users] Textures not displaying properly when you open the OSG window the second t ime arround in a Win32 application

2008-09-29 Thread Juan Sebastian Casanueva
Hi Robert,

I managed to solve the problem, thanks a lot for pointing me in the right
direction!
I am using OSG version 2.6, and did see that in the destructor of the
CompositeViewer, there is a call to GraphicsContext::close() which flushes
the objects... But, as you said, I was removing some parts of the scene
graph before closing the context. 
Thanks again for your help.

Juan




-Mensaje original-
Date: Fri, 26 Sep 2008 09:44:15 +0100
From: Robert Osfield [EMAIL PROTECTED]
Subject: Re: [osg-users] Textures not displaying properly when you
open theOSG window the second t ime arround in a Win32
application
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1

Hi Juan,

This problem has arisen before and is related to the scene graph
reusing the contextID from the previous context in the new context
with the scene graph being flushed of OpenGL objects related to the
original graphics context so the OSG then tries to use these OpenGL
objects in the new context, but of course these objects have really
been deleted so things don't work.

The solution is to flush the GL objects for the context scene graph on
closing of the first context, and the OSG will now do this, so should
just work automatically, but if you detach parts of the scene graph
before closing the context you'll need to flush these parts manually
as the context itself won't know about them unless that are nested
below a Camera that the context has.

This leads to next question, which OSG version are you using?  If it
isn't 2.6 then upgrade to 2.6 as there is good chance you problem will
disappear as it does a better job at cleaning up on context closure.

Robert.

On Fri, Sep 26, 2008 at 9:13 AM, Juan Sebastian Casanueva
[EMAIL PROTECTED] wrote:
 Hi,

 We are implementing a Windows application that opens an OSG viewer on
 a Windows window (lets call it 3d window) and displays some 3d graphics.
 The way we are implementing the application is similar to the MFC example
 (although I am not using MFC, but Win32 API instead), the only difference
is
 that I use a CompositeViewer instead of a Viewer.

 Everything works fine when you open the 3d window for the first time, but
if
 you close the 3d window and open it again (note that you don't close
 the main application, only the 3d window), the textures do not display
 properly anymore. Sometimes some textures are dark, sometimes some are
 white, sometimes they do not show at all, and sometimes some textures are
 swapped between objects. If you close and open again and again, you get a
 combination of those problems. If you exit the main application, start it
 again and open the 3d window, everything is displayed perfectly.
 I don't really know were the problem might be, so if somebody can guide me
 in the right direction as to where the problem might be, I will appreciate
 it .

 Thanks very much
 Juan
 


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Re: [osg-users] Web and svn server down?

2008-09-29 Thread J.P. Delport

and seems up now...

J.P. Delport wrote:

Hi,

I can also confirm svn via https seems down.

jp

Paul Melis wrote:

They seem unreachable a.t.m

Paul
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Re: [osg-users] How can I render to two textures by turns?

2008-09-29 Thread Robert Osfield
HI J.P,

Would you be willing for this example to be merged with the OSG as a
standard example?

Cheers,
Robert.

On Mon, Sep 29, 2008 at 7:56 AM, J.P. Delport [EMAIL PROTECTED] wrote:
 Hi,

 the attached example shows a simple way to do this.

 Also search the list for osgPPU.

 jp

 Lilinx wrote:

 hi,
   how can I do this ?
1;  render to texture A;
2:  textureA  render to textureB;
3.  textureB  render back to textureA


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Re: [osg-users] How can I render to two textures by turns?

2008-09-29 Thread J.P. Delport

Hi Robert,

yes, that was the intention when I first made it. I have just not taken 
time to clean it up and name it properly.


It is basically the game of life implemented in GPU with ping-pong 
textures. It also illustrates only one possible ping-pong method (with 
multiple cameras below switches).


It is quite cool with the land_shallow_topo_2048.jpg as input :)

jp

Robert Osfield wrote:

HI J.P,

Would you be willing for this example to be merged with the OSG as a
standard example?

Cheers,
Robert.

On Mon, Sep 29, 2008 at 7:56 AM, J.P. Delport [EMAIL PROTECTED] wrote:

Hi,

the attached example shows a simple way to do this.

Also search the list for osgPPU.

jp

Lilinx wrote:

hi,
  how can I do this ?
   1;  render to texture A;
   2:  textureA  render to textureB;
   3.  textureB  render back to textureA


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Re: [osg-users] osgstereomatch not working on Windows, NVIDIA 8800

2008-09-29 Thread J.P. Delport

Hi,

just recompiled latest svn (8953) and stereomatch and 
multiplerendertargets work OK. Linux NVidia 7400 Go (177.67).


sorry I can't help on Windows. Anyone else?

jp

J.P. Delport wrote:

Hi,

I will try later with the latest svn.

I have an older version (8504) and your posted command line for 
stereomatch works on Linux here:

The top right is white, but the top left shows the disparity image.

osgmultiplerendertargets without params should display a light yellow 
square.


I also post my warnings, they are similar to yours, you do not need a 
specific enable for sampler2DRect, OSG does this.


It seems something is up with FBO and multiple targets. Can you check if 
osgprerender works properly?


jp

Thrall, Bryan wrote:

I've compiled OSG from svn HEAD (revision 8952)on Windows XP, but
osgstereomatch isn't working. I have an NVIDIA 8800 card; I tried driver
version 169 and 175 with the same results.

I'm using OpenSceneGraph-Data from svn HEAD (revision 8952) as well.

When I run

osgstereomatch --left Images/dog_left_eye.jpg --right
Images/dog_right_eye.jpg --min 0 --max 31 --window 9 --single

I see the two dog images with a flat red rectangle above them on the
left and a flat white rectangle above on the right. Isn't this example
supposed to show the pixel difference between these images?

I tried without '--single' as well, and the only difference is the red
rectangle is blue.

The only sign of something going wrong are warnings are printed from
compiling the shaders with OSG_NOTIFY_LEVEL=DEBUG_FP (see attached log).

Also, there was an additional warning that said sampler2DRect couldn't
be used without adding the following to the shaders:

#extension GL_ARB_texture_rectangle : enable

But adding that didn't resolve the problem.

On a possibly related note, osgstereoimage doesn't display anything, and
osgmultiplerendertargets only displays a blue rectangle (which I'm not
sure is correct).

Is anyone else having similar problems? Any suggestions?

--
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
 





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[osg-users] Pager problem

2008-09-29 Thread Serge Lages
Hi all,

I am currently facing a strange problem with the database pager :

- On an Intel QuadCore CPU with 2 NVidia GPUs (8800 GT), after some time
(several hours), the pager stops to load new nodes. The file request list
size continues to grow but no new nodes are added to the graph. And finally
(after for example one hour not processing new requests), my application
crash.

- On an Intel DualCore CPU with 1 GPU (my dev machine), everyting works
fine, even if it runs several days.

My app uses a CompositeViewer with 2 views (sharing the same scene), under
WinXP and in DrawThreadPerContext mode.

That's why I would like to know if internally OSG setup things differently
for these two setups ? Or anyone has already seen this problem on its
machine ?
Thanks in advance !

-- 
Serge Lages
http://www.tharsis-software.com
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[osg-users] useCursor

2008-09-29 Thread paul1492
I'm attempting to turn off the cursor using 
    osgViewer::Viewer::Windows windows;
   _viewer-getWindows(windows);
   for (osgViewer::Viewer::Windows::iterator itr = windows.begin(); 
    itr != 
windows.end();
   ++itr)
    (*itr)-useCursor(false);

and I seem to be getting this:

Got an X11ErrorHandling call disGpot laany =X11Err0oxr8H270a9n2d8lin g 
ceavlentl=0 dxispbl7a1y3=00200x8270
928 event=0xbfffcc60
Xlib: sequence lost (0x10034  0x35) in reply type 0x0!
Xlib: charsets ISO8859-1:GL and ISO8859-1:GL have the same CT sequence
Xlib: charsets ISO8859-10:GR and ISO8859-10:GR have the same CT sequence
Xlib: charsets ISO8859-15:GR and ISO8859-15:GR have the same CT sequence
Xlib: charsets GB2312.1980-0:GL and GB2312.1980-0:GL have the same CT sequence
Xlib: charsets JISX0212.1990-0:GL and JISX0212.1990-0:GL have the same CT 
sequence
Xlib: charsets KSC5601.1987-0:GR and KSC5601.1987-0:GR have the same CT sequence
Xlib: charsets CNS11643.1986-2:GL and CNS11643.1986-2:GL have the same CT 
sequence
Xlib: charsets CNS11643.1992-3:GR and CNS11643.1992-3:GR have the same CT 
sequence
Xlib: charsets CNS11643.1992-5:GL and CNS11643.1992-5:GL have the same CT 
sequence
Xlib: charsets CNS11643.1992-7:GL and CNS11643.1992-7:GL have the same CT 
sequence
Xlib: charsets BIG5-0:GLGR and BIG5-0:GLGR have the same CT sequence
Xlib: charsets BIG5-E1:GL and BIG5-E1:GL have the same CT sequence
Segmentation fault

I don't seem to have any problems with osgcatch which seems to do the same 
thing, but I am newing an osgViewer.  Any ideas what might be causing this?  
I'm using OSG 2.6.  I do play with processor affinity/shielding, but turning 
this off doesn't seem to help.

Paul P.



  
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Re: [osg-users] cullcallback and visitor ?

2008-09-29 Thread Vincent Bourdier
Hi

I make a little UP because I go now a strange problem :

My Cullcallback seem to engender some other problems in my application. When
I put it, the application can crash or freeze, pretending sometimes not
enough memory (false, I've checked) or some other error messages with no
relation with that. I suppose my cull callback is not good and randomly
engender unstable states in the application...

This is what I do, to check visible elements or not :

Callback :

tileVisibleCallback::tileVisibleCallback(Tile* tile)
 : osg::NodeCallback(){
 _tile = tile;
 };

 void tileVisibleCallback::operator()(osg::Node* node, osg::NodeVisitor*
 nv){

 if(!_tile.valid()){
 osg::notify(osg::WARN)Tile callback error : tile not
 recognized!\n;
 return;
 }

 //This method is called so the tile is visible
 //Its name is added to the visible Tile list.
 _tile-_stack-_cullList.push_back(_tile-getName());


 traverse(node, nv);
 };




and the Set :

osg::ref_ptrtileVisibleCallback tvc = new tileVisibleCallback(this);
 if(_mainChild-getCullCallback())
 _mainChild-getCullCallback()-setNestedCallback(tvc.get());
 else
 _mainChild-setCullCallback(tvc.get());


Do you see something not clear ? unstable ? what can engender problems ?

Thanks a lot.

Regards,
Vincent

2008/9/26 Vincent Bourdier [EMAIL PROTECTED]

 Hi,

 I found an other solution using a vector to store the visible elements and
 clearing this list each render loop. I is the more simple solution I think.

 thanks for your help.
 Regards,
Vincent.

 2008/9/26 Ulrich Hertlein [EMAIL PROTECTED]

 Hi Vincent,


 Vincent Bourdier wrote:
  Vincent Bourdier wrote:
  If if do a nodevisitior, I've the problem that the operator() takes a
  nodevisitor in parameter and so I can't obtain the cull state with
 that.
  (method isCulled() not aviable from a node visitor)
  The way I understood Robert, the fact that your operator() is called
 means
  the node in
  question is *not* culled so you could simple set your _isCulled=true.
  And
  don't forget to call traverse().
 
  Ok, this is a simple and good way to have the result, but not sufficient
 :
  cull = true when operator() is called, but if the operator is not
 called,
  cull still = true and will never be false...

 Yes it will never be reset by the cull traversal so you have to do that
 yourself e.g. just
 before cull or maybe after you've read the cull state from your class.

 Cheers,
 /ulrich

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[osg-users] vpb: Spherical terrains?

2008-09-29 Thread Alejandro Aguilar Sierra
Hello:

As recommended in this forum, I installed both osg and vpb from svn
and I was able to reproduce the example with the Punget terrain.

Now I want to try it with planets, starting with the moon.

I started trying with these parameters --geocentric --spherical
--radius-equator 1735000  but I get this error:

ERROR 1: Unable to compute a transformation between pixel/line
and georeferenced coordinates for moon_heigth.tif.
There is no affine transformation and no GCPs.

I assume I could add that transformation in a world file or creating a
geotiff file, but I am not sure how to do that.

I also assume that the bluemarble options only works at Earth scale,
as in this example:

http://www.andesengineering.com/BlueMarbleViewer/

Sorry if these are faqs, I am a newvbie and there is not much
documentation about this subject.

I will appreciate any advice.

Regards,

-- Alejandro Sierra
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Re: [osg-users] cullcallback and visitor ?

2008-09-29 Thread Robert Osfield
Hi Vincent,

There isn't really any much of clue about what might be wrong from
your email, so you are probably going to have rely on your own skills
to track down what you've done wrong.   The only hint I got from you
email was mention of a out of memory, which could suggest many things
including perhaps that the stack has been filled by a never ending
loop.  This is all your code we are talking about here so you the only
person in a position to debug it.

Robert.

On Mon, Sep 29, 2008 at 2:52 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
 Hi

 I make a little UP because I go now a strange problem :

 My Cullcallback seem to engender some other problems in my application. When
 I put it, the application can crash or freeze, pretending sometimes not
 enough memory (false, I've checked) or some other error messages with no
 relation with that. I suppose my cull callback is not good and randomly
 engender unstable states in the application...

 This is what I do, to check visible elements or not :

 Callback :

 tileVisibleCallback::tileVisibleCallback(Tile* tile)
 : osg::NodeCallback(){
 _tile = tile;
 };

 void tileVisibleCallback::operator()(osg::Node* node, osg::NodeVisitor*
 nv){

 if(!_tile.valid()){
 osg::notify(osg::WARN)Tile callback error : tile not
 recognized!\n;
 return;
 }

 //This method is called so the tile is visible
 //Its name is added to the visible Tile list.
 _tile-_stack-_cullList.push_back(_tile-getName());


 traverse(node, nv);
 };



 and the Set :

 osg::ref_ptrtileVisibleCallback tvc = new tileVisibleCallback(this);
 if(_mainChild-getCullCallback())
 _mainChild-getCullCallback()-setNestedCallback(tvc.get());
 else
 _mainChild-setCullCallback(tvc.get());

 Do you see something not clear ? unstable ? what can engender problems ?

 Thanks a lot.

 Regards,
 Vincent

 2008/9/26 Vincent Bourdier [EMAIL PROTECTED]

 Hi,

 I found an other solution using a vector to store the visible elements and
 clearing this list each render loop. I is the more simple solution I think.

 thanks for your help.
 Regards,
Vincent.

 2008/9/26 Ulrich Hertlein [EMAIL PROTECTED]

 Hi Vincent,

 Vincent Bourdier wrote:
  Vincent Bourdier wrote:
  If if do a nodevisitior, I've the problem that the operator() takes a
  nodevisitor in parameter and so I can't obtain the cull state with
  that.
  (method isCulled() not aviable from a node visitor)
  The way I understood Robert, the fact that your operator() is called
  means
  the node in
  question is *not* culled so you could simple set your _isCulled=true.
   And
  don't forget to call traverse().
 
  Ok, this is a simple and good way to have the result, but not
  sufficient :
  cull = true when operator() is called, but if the operator is not
  called,
  cull still = true and will never be false...

 Yes it will never be reset by the cull traversal so you have to do that
 yourself e.g. just
 before cull or maybe after you've read the cull state from your class.

 Cheers,
 /ulrich

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Re: [osg-users] vpb: Spherical terrains?

2008-09-29 Thread Robert Osfield
Hi Alejandro,

The GDAL error that is produced suggests that you are trying to apply
a transform to the data when the data doesn't have an geocentric
infomation associated with it - which boils down to it can't transform
data when it doesn't know what coordinate system it's starting off in.
 You need to use imagery/dems with coordinates system or apply them
manually.

Robert.

On Mon, Sep 29, 2008 at 3:00 PM, Alejandro Aguilar Sierra
[EMAIL PROTECTED] wrote:
 Hello:

 As recommended in this forum, I installed both osg and vpb from svn
 and I was able to reproduce the example with the Punget terrain.

 Now I want to try it with planets, starting with the moon.

 I started trying with these parameters --geocentric --spherical
 --radius-equator 1735000  but I get this error:

 ERROR 1: Unable to compute a transformation between pixel/line
 and georeferenced coordinates for moon_heigth.tif.
 There is no affine transformation and no GCPs.

 I assume I could add that transformation in a world file or creating a
 geotiff file, but I am not sure how to do that.

 I also assume that the bluemarble options only works at Earth scale,
 as in this example:

 http://www.andesengineering.com/BlueMarbleViewer/

 Sorry if these are faqs, I am a newvbie and there is not much
 documentation about this subject.

 I will appreciate any advice.

 Regards,

 -- Alejandro Sierra
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[osg-users] osgdem --terrain vs polygon count?

2008-09-29 Thread Jean-Sébastien Guay

Hi all,

I admit I don't know what causes osgdem --terrain to take so little time 
to generate the same terrain that would take hours without that option. 
I suspect that's part of the answer to my question. But I'd like to know 
a few of the details if possible.


I was wondering why, when I generate a database with the --terrain 
option, the geometry is a uniform grid (not simplified)? I would suspect 
this would affect the run time speed on large terrain and where the rest 
of the scene (other than the terrain) is complex?


So are we trading a (very large) increase in build speed for a slowdown 
in run time speed on slower video cards? What is the magnitude of that 
slowdown in practice (assuming it actually exists)?


Thanks,

J-S
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Re: [osg-users] osgdem --terrain vs polygon count?

2008-09-29 Thread Robert Osfield
Hi J-S,

The main speed up with using --terrain in the osgdem/vpbmaster build
is that the tile geometry doesn't need to simplified - it can just be
aquired from the source DEM's as grids and then output as grids.

At runtime there will typically many more triangles being rendered
with an --terrain (osgTerrain) scene than one with standard paged
database with osg::Geometry, the delta between the two depends upon
how flat the region is, and the error metric used in the
simplification, and the SampleRatio used in osgTerrain at runtime.

The key thing to remember with --terrain databases is that since the
triangulation is done dynamically on load you do load balancing - you
can set the Terrain::setSampleRatio() according to the hardware that
you have, so low level hardware you can set a very low ratio to cull
lots of geometry, while high end hardware may even be able to handle a
ratio of 1.0.

You can't do this type of geometry complexity load balancing with a
polygonal paged database, the best you can do is change the Camera's
LODScale which affects LOD selection and hence which Nodes, Textures
and Geometry that will be selected.

Robert.

On Mon, Sep 29, 2008 at 3:50 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hi all,

 I admit I don't know what causes osgdem --terrain to take so little time to
 generate the same terrain that would take hours without that option. I
 suspect that's part of the answer to my question. But I'd like to know a few
 of the details if possible.

 I was wondering why, when I generate a database with the --terrain option,
 the geometry is a uniform grid (not simplified)? I would suspect this would
 affect the run time speed on large terrain and where the rest of the scene
 (other than the terrain) is complex?

 So are we trading a (very large) increase in build speed for a slowdown in
 run time speed on slower video cards? What is the magnitude of that slowdown
 in practice (assuming it actually exists)?

 Thanks,

 J-S
 --
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Re: [osg-users] cullcallback and visitor ?

2008-09-29 Thread Vincent Bourdier
Ok,

So I've some question for you :

It is usefull to put a traverse() call in a cullcallback ? are there some
actions we can not put in a cullcallback ?

thanks,

Regards
  Vincent

2008/9/29 Robert Osfield [EMAIL PROTECTED]

 Hi Vincent,

 There isn't really any much of clue about what might be wrong from
 your email, so you are probably going to have rely on your own skills
 to track down what you've done wrong.   The only hint I got from you
 email was mention of a out of memory, which could suggest many things
 including perhaps that the stack has been filled by a never ending
 loop.  This is all your code we are talking about here so you the only
 person in a position to debug it.

 Robert.

 On Mon, Sep 29, 2008 at 2:52 PM, Vincent Bourdier
 [EMAIL PROTECTED] wrote:
  Hi
 
  I make a little UP because I go now a strange problem :
 
  My Cullcallback seem to engender some other problems in my application.
 When
  I put it, the application can crash or freeze, pretending sometimes not
  enough memory (false, I've checked) or some other error messages with no
  relation with that. I suppose my cull callback is not good and randomly
  engender unstable states in the application...
 
  This is what I do, to check visible elements or not :
 
  Callback :
 
  tileVisibleCallback::tileVisibleCallback(Tile* tile)
  : osg::NodeCallback(){
  _tile = tile;
  };
 
  void tileVisibleCallback::operator()(osg::Node* node, osg::NodeVisitor*
  nv){
 
  if(!_tile.valid()){
  osg::notify(osg::WARN)Tile callback error : tile not
  recognized!\n;
  return;
  }
 
  //This method is called so the tile is visible
  //Its name is added to the visible Tile list.
  _tile-_stack-_cullList.push_back(_tile-getName());
 
 
  traverse(node, nv);
  };
 
 
 
  and the Set :
 
  osg::ref_ptrtileVisibleCallback tvc = new tileVisibleCallback(this);
  if(_mainChild-getCullCallback())
  _mainChild-getCullCallback()-setNestedCallback(tvc.get());
  else
  _mainChild-setCullCallback(tvc.get());
 
  Do you see something not clear ? unstable ? what can engender problems ?
 
  Thanks a lot.
 
  Regards,
  Vincent
 
  2008/9/26 Vincent Bourdier [EMAIL PROTECTED]
 
  Hi,
 
  I found an other solution using a vector to store the visible elements
 and
  clearing this list each render loop. I is the more simple solution I
 think.
 
  thanks for your help.
  Regards,
 Vincent.
 
  2008/9/26 Ulrich Hertlein [EMAIL PROTECTED]
 
  Hi Vincent,
 
  Vincent Bourdier wrote:
   Vincent Bourdier wrote:
   If if do a nodevisitior, I've the problem that the operator() takes
 a
   nodevisitor in parameter and so I can't obtain the cull state with
   that.
   (method isCulled() not aviable from a node visitor)
   The way I understood Robert, the fact that your operator() is called
   means
   the node in
   question is *not* culled so you could simple set your
 _isCulled=true.
And
   don't forget to call traverse().
  
   Ok, this is a simple and good way to have the result, but not
   sufficient :
   cull = true when operator() is called, but if the operator is not
   called,
   cull still = true and will never be false...
 
  Yes it will never be reset by the cull traversal so you have to do that
  yourself e.g. just
  before cull or maybe after you've read the cull state from your class.
 
  Cheers,
  /ulrich
 
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Re: [osg-users] osgstereomatch not working on Windows, NVIDIA 8800

2008-09-29 Thread Thrall, Bryan
J.P. Delport wrote on Monday, September 29, 2008 4:17 AM:

 Hi,
 
 just recompiled latest svn (8953) and stereomatch and
 multiplerendertargets work OK. Linux NVidia 7400 Go (177.67).
 
 sorry I can't help on Windows. Anyone else?

Thanks for checking. I'll try the latest NVidia driver release.

osgprerender does work just fine.

 J.P. Delport wrote:
 Hi,
 
 I will try later with the latest svn.
 
 I have an older version (8504) and your posted command line for
 stereomatch works on Linux here:
 The top right is white, but the top left shows the disparity image.
 
 osgmultiplerendertargets without params should display a light yellow
square.
 
 I also post my warnings, they are similar to yours, you do not need a
 specific enable for sampler2DRect, OSG does this.
 
 It seems something is up with FBO and multiple targets. Can you check
if
 osgprerender works properly? 
 
 jp
 
 Thrall, Bryan wrote:
 I've compiled OSG from svn HEAD (revision 8952)on Windows XP, but
 osgstereomatch isn't working. I have an NVIDIA 8800 card; I tried
driver
 version 169 and 175 with the same results.
 
 I'm using OpenSceneGraph-Data from svn HEAD (revision 8952) as well.
 
 When I run
 
 osgstereomatch --left Images/dog_left_eye.jpg --right
 Images/dog_right_eye.jpg --min 0 --max 31 --window 9 --single
 
 I see the two dog images with a flat red rectangle above them on the
 left and a flat white rectangle above on the right. Isn't this
example
 supposed to show the pixel difference between these images?
 
 I tried without '--single' as well, and the only difference is the
red
 rectangle is blue. 
 
 The only sign of something going wrong are warnings are printed from
 compiling the shaders with OSG_NOTIFY_LEVEL=DEBUG_FP (see attached
log).
 
 Also, there was an additional warning that said sampler2DRect
couldn't
 be used without adding the following to the shaders:
 
 #extension GL_ARB_texture_rectangle : enable
 
 But adding that didn't resolve the problem.
 
 On a possibly related note, osgstereoimage doesn't display anything,
and
 osgmultiplerendertargets only displays a blue rectangle (which I'm
not sure
 is correct). 
 
 Is anyone else having similar problems? Any suggestions?
-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
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[osg-users] Example osgtexture1d

2008-09-29 Thread Mathieu MARACHE
Hi,
While playing with the example osgtexture1d, I wasn't able to see the
changes from object linear to eye linear mode. I've run the example both on
linux and windows with latest svn version. I would have expected to see
bands of colours linked to the object in OBJECT_LINEAR and eye linked bands
of colours in EYE_LINEAR mode. But it seems to me that only the
OBJECT_LINEAR mode is working...

Could someone please test it and see if the dumptruck changes it's texture
every other second to eliminate a possible driver issue ?

Thanks in advance

--
Mathieu
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Re: [osg-users] osgdem --terrain vs polygon count?

2008-09-29 Thread Jean-Sébastien Guay

Hi Robert,


The main speed up with using --terrain in the osgdem/vpbmaster build
is that the tile geometry doesn't need to simplified - it can just be
aquired from the source DEM's as grids and then output as grids.


[...]


The key thing to remember with --terrain databases is that since the
triangulation is done dynamically on load you do load balancing - you
can set the Terrain::setSampleRatio() according to the hardware that
you have


Ok, so in order to get --terrain databases to work optimally on all 
machines I would have to expose this setting in my software's config 
files (for example) so that it can be tweaked according to each 
machine's hardware, is that right?


I would suspect that on relatively flat terrain, the terrain database 
using simplified geometry might run fast enough on all machines (or all 
reasonably fast machines) without losing any relevant detail, whereas 
the --terrain database would be too slow on older machines, which would 
require that we lower the sampleRatio, and thus lose some detail? Is 
that possible?


In that case, if we need to support a large number of different hardware 
configurations, we might be willing to accept the longer build times of 
not using --terrain in exchange for not needing to tweak sampleRatio and 
not losing any detail.


Thanks,

J-S
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[osg-users] Converting GeoTiff to UTM - unable to compute output bounds

2008-09-29 Thread Jean-Sébastien Guay

Hi all,

This is probably just a sign of my inexperience in using gdal and 
GeoTiffs... I'm getting this error message when trying to convert a 
GeoTiff to UTM (in meters):



 gdalwarp -t_srs +proj=utm +zone=32 +datum=WGS84 +units=m
  file.wgs84.tif file.utm.tif
ERROR 1: Too many points (441 out of 441) failed to transform,
unable to compute output bounds.


This is the info of the file:


 gdalinfo file.wgs84.tif
Driver: GTiff/GeoTIFF
Files: Gjoa-fledermaus.wgs84.tif
Size is 6190, 7250
Coordinate System is:
GEOGCS[WGS 84,
DATUM[WGS_1984,
SPHEROID[WGS 84,6378137,298.2572235630016,
AUTHORITY[EPSG,7030]],
AUTHORITY[EPSG,6326]],
PRIMEM[Greenwich,0],
UNIT[degree,0.0174532925199433],
AUTHORITY[EPSG,4326]]
Origin = (548676.250,6807000.000)
Pixel Size = (0.955613893376414,-0.956137931034483)
Metadata:
  AREA_OR_POINT=Area
Image Structure Metadata:
  INTERLEAVE=PIXEL
Corner Coordinates:
Upper Left  (  548676.250, 6807000.000)
(548676d15'0.00E,6807000d 0'25769803776.00N)
Lower Left  (  548676.250, 6800068.000)
(548676d15'0.00E,6800068d 0'25769803776.00N)
Upper Right (  554591.500, 6807000.000)
(554591d30'0.00E,6807000d 0'25769803776.00N)
Lower Right (  554591.500, 6800068.000)
(554591d30'0.00E,6800068d 0'25769803776.00N)
Center  (  551633.875, 6803534.000)
(551633d52'30.00E,6803534d 0'25769803776.00N)
Band 1 Block=6190x1 Type=Byte, ColorInterp=Red
  Mask Flags: PER_DATASET ALPHA
Band 2 Block=6190x1 Type=Byte, ColorInterp=Green
  Mask Flags: PER_DATASET ALPHA
Band 3 Block=6190x1 Type=Byte, ColorInterp=Blue
  Mask Flags: PER_DATASET ALPHA
Band 4 Block=6190x1 Type=Byte, ColorInterp=Alpha


The first thing I noticed is that what is in the SPHEROID section 
doesn't seem to match the other coordinates in the file, but I'm not 
sure that's the problem, and even if my hunch is correct, I don't know 
how to fix it.


For reference, the original file (which I got from importing point data 
into some third party software and then exporting a GeoTiff from it) had 
this info:



gdalinfo file.tif
Driver: GTiff/GeoTIFF
Files: Gjoa-fledermaus.tif
Size is 6190, 7250
Coordinate System is:
PROJCS[unnamed,
GEOGCS[unnamed,
DATUM[unknown,
SPHEROID[unretrievable - using WGS84,6378137,298.257223563]],
PRIMEM[Greenwich,0],
UNIT[,0.0174532925199433]],
UNIT[unknown,1]]
Origin = (548676.250,6807000.000)
Pixel Size = (0.955613893376414,-0.956137931034483)
Image Structure Metadata:
  COMPRESSION=LZW
  INTERLEAVE=PIXEL
Corner Coordinates:
Upper Left  (  548676.250, 6807000.000)
Lower Left  (  548676.250, 6800068.000)
Upper Right (  554591.500, 6807000.000)
Lower Right (  554591.500, 6800068.000)
Center  (  551633.875, 6803534.000)
Band 1 Block=6190x1 Type=Byte, ColorInterp=Red
  Mask Flags: PER_DATASET ALPHA
Band 2 Block=6190x1 Type=Byte, ColorInterp=Green
  Mask Flags: PER_DATASET ALPHA
Band 3 Block=6190x1 Type=Byte, ColorInterp=Blue
  Mask Flags: PER_DATASET ALPHA
Band 4 Block=6190x1 Type=Byte, ColorInterp=Alpha


and I got file.wgs84.tif by running


 gdal_translate -a_srs WGS84 file.tif file.wgs84.tif


on it.

Any hints would be appreciated. Thanks in advance,

J-S
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Re: [osg-users] Example osgtexture1d

2008-09-29 Thread David Callu
oups .. forgotten

OSG svn rev 8956


David Callu



2008/9/29 David Callu [EMAIL PROTECTED]

 Hi Mathieu

 Same thing for me.


 Fedora 8, kernel 2.6.26
 gcc 4.1.3
 driver NVidia 173.14.12


 David Callu

 2008/9/29 Mathieu MARACHE [EMAIL PROTECTED]

 Hi,
 While playing with the example osgtexture1d, I wasn't able to see the
 changes from object linear to eye linear mode. I've run the example both on
 linux and windows with latest svn version. I would have expected to see
 bands of colours linked to the object in OBJECT_LINEAR and eye linked bands
 of colours in EYE_LINEAR mode. But it seems to me that only the
 OBJECT_LINEAR mode is working...

 Could someone please test it and see if the dumptruck changes it's texture
 every other second to eliminate a possible driver issue ?

 Thanks in advance

 --
 Mathieu

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Re: [osg-users] Converting GeoTiff to UTM - unable to compute output bounds

2008-09-29 Thread Glenn Waldron
J-S, from the looks of the coords, your original file may have already been
in UTM to begin with. When you ran gdal_translate -a_srs WGS84 file.tif
file.wgs84.tif you assigned a WGS84 projection to what appears to be a UTM
tif file. Can you double-check this?

Glenn

On Mon, Sep 29, 2008 at 11:34 AM, Jean-Sébastien Guay 
[EMAIL PROTECTED] wrote:

 Hi all,

 This is probably just a sign of my inexperience in using gdal and
 GeoTiffs... I'm getting this error message when trying to convert a GeoTiff
 to UTM (in meters):

 
  gdalwarp -t_srs +proj=utm +zone=32 +datum=WGS84 +units=m
  file.wgs84.tif file.utm.tif
 ERROR 1: Too many points (441 out of 441) failed to transform,
 unable to compute output bounds.
 

 This is the info of the file:

 
  gdalinfo file.wgs84.tif
 Driver: GTiff/GeoTIFF
 Files: Gjoa-fledermaus.wgs84.tif
 Size is 6190, 7250
 Coordinate System is:
 GEOGCS[WGS 84,
DATUM[WGS_1984,
SPHEROID[WGS 84,6378137,298.2572235630016,
AUTHORITY[EPSG,7030]],
AUTHORITY[EPSG,6326]],
PRIMEM[Greenwich,0],
UNIT[degree,0.0174532925199433],
AUTHORITY[EPSG,4326]]
 Origin = (548676.250,6807000.000)
 Pixel Size = (0.955613893376414,-0.956137931034483)
 Metadata:
  AREA_OR_POINT=Area
 Image Structure Metadata:
  INTERLEAVE=PIXEL
 Corner Coordinates:
 Upper Left  (  548676.250, 6807000.000)
(548676d15'0.00E,6807000d 0'25769803776.00N)
 Lower Left  (  548676.250, 6800068.000)
(548676d15'0.00E,6800068d 0'25769803776.00N)
 Upper Right (  554591.500, 6807000.000)
(554591d30'0.00E,6807000d 0'25769803776.00N)
 Lower Right (  554591.500, 6800068.000)
(554591d30'0.00E,6800068d 0'25769803776.00N)
 Center  (  551633.875, 6803534.000)
(551633d52'30.00E,6803534d 0'25769803776.00N)
 Band 1 Block=6190x1 Type=Byte, ColorInterp=Red
  Mask Flags: PER_DATASET ALPHA
 Band 2 Block=6190x1 Type=Byte, ColorInterp=Green
  Mask Flags: PER_DATASET ALPHA
 Band 3 Block=6190x1 Type=Byte, ColorInterp=Blue
  Mask Flags: PER_DATASET ALPHA
 Band 4 Block=6190x1 Type=Byte, ColorInterp=Alpha
 

 The first thing I noticed is that what is in the SPHEROID section doesn't
 seem to match the other coordinates in the file, but I'm not sure that's the
 problem, and even if my hunch is correct, I don't know how to fix it.

 For reference, the original file (which I got from importing point data
 into some third party software and then exporting a GeoTiff from it) had
 this info:

 
 gdalinfo file.tif
 Driver: GTiff/GeoTIFF
 Files: Gjoa-fledermaus.tif
 Size is 6190, 7250
 Coordinate System is:
 PROJCS[unnamed,
GEOGCS[unnamed,
DATUM[unknown,
SPHEROID[unretrievable - using WGS84,6378137,298.257223563]],
PRIMEM[Greenwich,0],
UNIT[,0.0174532925199433]],
UNIT[unknown,1]]
 Origin = (548676.250,6807000.000)
 Pixel Size = (0.955613893376414,-0.956137931034483)
 Image Structure Metadata:
  COMPRESSION=LZW
  INTERLEAVE=PIXEL
 Corner Coordinates:
 Upper Left  (  548676.250, 6807000.000)
 Lower Left  (  548676.250, 6800068.000)
 Upper Right (  554591.500, 6807000.000)
 Lower Right (  554591.500, 6800068.000)
 Center  (  551633.875, 6803534.000)
 Band 1 Block=6190x1 Type=Byte, ColorInterp=Red
  Mask Flags: PER_DATASET ALPHA
 Band 2 Block=6190x1 Type=Byte, ColorInterp=Green
  Mask Flags: PER_DATASET ALPHA
 Band 3 Block=6190x1 Type=Byte, ColorInterp=Blue
  Mask Flags: PER_DATASET ALPHA
 Band 4 Block=6190x1 Type=Byte, ColorInterp=Alpha
 

 and I got file.wgs84.tif by running

 
  gdal_translate -a_srs WGS84 file.tif file.wgs84.tif
 

 on it.

 Any hints would be appreciated. Thanks in advance,

 J-S
 --
 __
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   http://www.cm-labs.com/
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Re: [osg-users] Converting GeoTiff to UTM - unable to compute output bounds

2008-09-29 Thread Jean-Sébastien Guay

Hi Glenn,

J-S, from the looks of the coords, your original file may have already 
been in UTM to begin with. When you ran gdal_translate -a_srs WGS84 
file.tif file.wgs84.tif you assigned a WGS84 projection to what appears 
to be a UTM tif file. Can you double-check this?


Hm, interesting, all those unknown, unnamed and unretrievable 
values looked to me like I needed to assign a projection to the file...


You're right, VPB can use the original file no problem. But won't the 
units be lat/long degrees then? I need meters. I'm waiting for the 
results...


Thanks,

J-S
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Re: [osg-users] osgstereomatch not working on Windows, NVIDIA 8800

2008-09-29 Thread Thrall, Bryan
Thrall, Bryan wrote on Monday, September 29, 2008 10:06 AM:

 J.P. Delport wrote on Monday, September 29, 2008 4:17 AM:
 
 Hi,
 
 just recompiled latest svn (8953) and stereomatch and
 multiplerendertargets work OK. Linux NVidia 7400 Go (177.67).
 
 sorry I can't help on Windows. Anyone else?
 
 Thanks for checking. I'll try the latest NVidia driver release.

The 178.13 release breaks everything; can't even run 'osgviewer
cow.osg'. Back to 175...

 osgprerender does work just fine.
 
 J.P. Delport wrote:
 Hi,
 
 I will try later with the latest svn.
 
 I have an older version (8504) and your posted command line for
 stereomatch works on Linux here:
 The top right is white, but the top left shows the disparity image.
 
 osgmultiplerendertargets without params should display a light
yellow
 square. 
 
 I also post my warnings, they are similar to yours, you do not need
a
 specific enable for sampler2DRect, OSG does this.
 
 It seems something is up with FBO and multiple targets. Can you
check if
 osgprerender works properly? 
 
 jp
 
 Thrall, Bryan wrote:
 I've compiled OSG from svn HEAD (revision 8952)on Windows XP, but
 osgstereomatch isn't working. I have an NVIDIA 8800 card; I tried
driver
 version 169 and 175 with the same results.
 
 I'm using OpenSceneGraph-Data from svn HEAD (revision 8952) as
well.
 
 When I run
 
 osgstereomatch --left Images/dog_left_eye.jpg --right
 Images/dog_right_eye.jpg --min 0 --max 31 --window 9 --single
 
 I see the two dog images with a flat red rectangle above them on
the
 left and a flat white rectangle above on the right. Isn't this
example
 supposed to show the pixel difference between these images?
 
 I tried without '--single' as well, and the only difference is the
red
 rectangle is blue. 
 
 The only sign of something going wrong are warnings are printed
from
 compiling the shaders with OSG_NOTIFY_LEVEL=DEBUG_FP (see attached
log).
 
 Also, there was an additional warning that said sampler2DRect
couldn't
 be used without adding the following to the shaders:
 
 #extension GL_ARB_texture_rectangle : enable
 
 But adding that didn't resolve the problem.
 
 On a possibly related note, osgstereoimage doesn't display
anything, and
 osgmultiplerendertargets only displays a blue rectangle (which I'm
not
 sure is correct). 
 
 Is anyone else having similar problems? Any suggestions?



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FlightSafety International
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Re: [osg-users] Getting started with OSG and GLSL

2008-09-29 Thread Mike Weiblen
also see http://mew.cx/osg_glsl_july2005.pdf

cheers
-- mew



On Fri, Sep 19, 2008 at 3:22 AM, Filip R. Andersson
[EMAIL PROTECTED] wrote:
 Hi all,

 I would like to add shading effects to my application, which uses OSG, but
 have never programmed GLSL or Cg before. Can anyone please guide me to
 tutorials or a good source of information about using GLSL with OSG?

 I noticed that OSG comes with one or two shading examples but I would like
 to see how .osg/.ive files can be loaded to the scenegraph and what kind of
 shading information I can embed in the files.

 Any direction to where I can do some reading is appreciated.


 Cheers,
 Filip


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Re: [osg-users] cullcallback and visitor ?

2008-09-29 Thread Robert Osfield
Hi Vincent,

You have to call traverse() in your callback, as node callbacks are in
effect traversal callbacks, if you don't include the traversal of the
subgraph nothing will happen, just make sure you don't traverse the
parent otherwise you'll end up with an infinite loop.

Robert.

On Mon, Sep 29, 2008 at 4:05 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
 Ok,

 So I've some question for you :

 It is usefull to put a traverse() call in a cullcallback ? are there some
 actions we can not put in a cullcallback ?

 thanks,

 Regards
   Vincent

 2008/9/29 Robert Osfield [EMAIL PROTECTED]

 Hi Vincent,

 There isn't really any much of clue about what might be wrong from
 your email, so you are probably going to have rely on your own skills
 to track down what you've done wrong.   The only hint I got from you
 email was mention of a out of memory, which could suggest many things
 including perhaps that the stack has been filled by a never ending
 loop.  This is all your code we are talking about here so you the only
 person in a position to debug it.

 Robert.

 On Mon, Sep 29, 2008 at 2:52 PM, Vincent Bourdier
 [EMAIL PROTECTED] wrote:
  Hi
 
  I make a little UP because I go now a strange problem :
 
  My Cullcallback seem to engender some other problems in my application.
  When
  I put it, the application can crash or freeze, pretending sometimes not
  enough memory (false, I've checked) or some other error messages with
  no
  relation with that. I suppose my cull callback is not good and randomly
  engender unstable states in the application...
 
  This is what I do, to check visible elements or not :
 
  Callback :
 
  tileVisibleCallback::tileVisibleCallback(Tile* tile)
  : osg::NodeCallback(){
  _tile = tile;
  };
 
  void tileVisibleCallback::operator()(osg::Node* node, osg::NodeVisitor*
  nv){
 
  if(!_tile.valid()){
  osg::notify(osg::WARN)Tile callback error : tile not
  recognized!\n;
  return;
  }
 
  //This method is called so the tile is visible
  //Its name is added to the visible Tile list.
  _tile-_stack-_cullList.push_back(_tile-getName());
 
 
  traverse(node, nv);
  };
 
 
 
  and the Set :
 
  osg::ref_ptrtileVisibleCallback tvc = new tileVisibleCallback(this);
  if(_mainChild-getCullCallback())
  _mainChild-getCullCallback()-setNestedCallback(tvc.get());
  else
  _mainChild-setCullCallback(tvc.get());
 
  Do you see something not clear ? unstable ? what can engender problems ?
 
  Thanks a lot.
 
  Regards,
  Vincent
 
  2008/9/26 Vincent Bourdier [EMAIL PROTECTED]
 
  Hi,
 
  I found an other solution using a vector to store the visible elements
  and
  clearing this list each render loop. I is the more simple solution I
  think.
 
  thanks for your help.
  Regards,
 Vincent.
 
  2008/9/26 Ulrich Hertlein [EMAIL PROTECTED]
 
  Hi Vincent,
 
  Vincent Bourdier wrote:
   Vincent Bourdier wrote:
   If if do a nodevisitior, I've the problem that the operator()
   takes a
   nodevisitor in parameter and so I can't obtain the cull state with
   that.
   (method isCulled() not aviable from a node visitor)
   The way I understood Robert, the fact that your operator() is
   called
   means
   the node in
   question is *not* culled so you could simple set your
   _isCulled=true.
And
   don't forget to call traverse().
  
   Ok, this is a simple and good way to have the result, but not
   sufficient :
   cull = true when operator() is called, but if the operator is not
   called,
   cull still = true and will never be false...
 
  Yes it will never be reset by the cull traversal so you have to do
  that
  yourself e.g. just
  before cull or maybe after you've read the cull state from your class.
 
  Cheers,
  /ulrich
 
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Re: [osg-users] osgdem --terrain vs polygon count?

2008-09-29 Thread Robert Osfield
Hi J-S,

You need to decide what you want to do, but personally I'd recommend
using --terrain and then in your app decide how much detail you want,
you can make this user definable, provide reasonable defaults for
different classes of hardware 0 they key is it's under your control
and even after the app is deployed you can still tweak things to
better fit the hardware.

--terrain also provide much greater opportunities for compressing the
tiles on disk.  More work will go into this in the future, so tiles
with --terrain will end up being more compact despite have more
geometry detail available when you need it.

Robert.

On Mon, Sep 29, 2008 at 4:20 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hi Robert,

 The main speed up with using --terrain in the osgdem/vpbmaster build
 is that the tile geometry doesn't need to simplified - it can just be
 aquired from the source DEM's as grids and then output as grids.

 [...]

 The key thing to remember with --terrain databases is that since the
 triangulation is done dynamically on load you do load balancing - you
 can set the Terrain::setSampleRatio() according to the hardware that
 you have

 Ok, so in order to get --terrain databases to work optimally on all machines
 I would have to expose this setting in my software's config files (for
 example) so that it can be tweaked according to each machine's hardware, is
 that right?

 I would suspect that on relatively flat terrain, the terrain database using
 simplified geometry might run fast enough on all machines (or all reasonably
 fast machines) without losing any relevant detail, whereas the --terrain
 database would be too slow on older machines, which would require that we
 lower the sampleRatio, and thus lose some detail? Is that possible?

 In that case, if we need to support a large number of different hardware
 configurations, we might be willing to accept the longer build times of not
 using --terrain in exchange for not needing to tweak sampleRatio and not
 losing any detail.

 Thanks,

 J-S
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Re: [osg-users] Example osgtexture1d

2008-09-29 Thread Robert Osfield
Hi Mathieu,

EYE_LINEAR is only relative to the eye when you use a identiy modelview matrix.

Robert.

On Mon, Sep 29, 2008 at 4:06 PM, Mathieu MARACHE
[EMAIL PROTECTED] wrote:
 Hi,
 While playing with the example osgtexture1d, I wasn't able to see the
 changes from object linear to eye linear mode. I've run the example both on
 linux and windows with latest svn version. I would have expected to see
 bands of colours linked to the object in OBJECT_LINEAR and eye linked bands
 of colours in EYE_LINEAR mode. But it seems to me that only the
 OBJECT_LINEAR mode is working...
 Could someone please test it and see if the dumptruck changes it's texture
 every other second to eliminate a possible driver issue ?
 Thanks in advance
 --
 Mathieu

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Re: [osg-users] 2.6.1 RC1 tag created

2008-09-29 Thread Argentieri, John-P63223
Paul,

Will this release include the FLT Export fix for
PositionAttitudeTransforms AND the FLT ExportOptions texture path
stripping option initialization in the constructor with
ReaderWriterOptions passed in?

Thanks,
John Argentieri 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Friday, September 26, 2008 1:53 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] 2.6.1 RC1 tag created


 Kubuntu 7.10, 64bit, 8800GTS, Quad core Intel.
 gcc --version
 gcc (GCC) 4.1.3 20070929 (prerelease) (Ubuntu 4.1.2-16ubuntu2)
 
 Compiles cleanly and examples run fine ;-)

Excellent, thanks. I've tested in WinXP w/ VS8, and OSX w/ gcc 4.0.1, so
the major platforms are covered. I'll aim for an Oct 1 official release.
   -Paul

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Re: [osg-users] Converting GeoTiff to UTM - unable to compute output bounds

2008-09-29 Thread Glenn Waldron
J-S, if you know it is UTM 32N, you can assign that CS with something like

gdal_translate -a_srs +proj=utm +zone=32 +datum=WGS84 +units=m file.tif
file.utm32.tif

HTH. Glenn

On Mon, Sep 29, 2008 at 12:06 PM, Jean-Sébastien Guay 
[EMAIL PROTECTED] wrote:

 Hi Glenn,

  J-S, from the looks of the coords, your original file may have already
 been in UTM to begin with. When you ran gdal_translate -a_srs WGS84
 file.tif file.wgs84.tif you assigned a WGS84 projection to what appears to
 be a UTM tif file. Can you double-check this?


 Hm, interesting, all those unknown, unnamed and unretrievable values
 looked to me like I needed to assign a projection to the file...

 You're right, VPB can use the original file no problem. But won't the units
 be lat/long degrees then? I need meters. I'm waiting for the results...

 Thanks,


 J-S
 --
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Re: [osg-users] 2.6.1 RC1 tag created

2008-09-29 Thread Paul Martz
 Paul,
 
 Will this release include the FLT Export fix for 
 PositionAttitudeTransforms AND the FLT ExportOptions texture 
 path stripping option initialization in the constructor with 
 ReaderWriterOptions passed in?

Yes, both of those are included.

The other FLT fix we discussed (the BIND_PER_PRIMITIVE fix) will have to
wait for a future release, such as 2.8. I hope to get around to fixing that
sometime in the next couple months.
   -Paul

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Re: [osg-users] Converting GeoTiff to UTM - unable to compute output bounds

2008-09-29 Thread Jean-Sébastien Guay

Hi Glenn,


J-S, if you know it is UTM 32N, you can assign that CS with something like

gdal_translate -a_srs +proj=utm +zone=32 +datum=WGS84 +units=m 
file.tif file.utm32.tif


OK, thanks for the tip. Slowly learning these tools and file formats...

J-S
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Re: [osg-users] 2.6.1 RC1 tag created

2008-09-29 Thread Argentieri, John-P63223
Thanks! to Paul and the rest of the OSG devs for maintaining OSG as a
great package. 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Monday, September 29, 2008 1:49 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] 2.6.1 RC1 tag created

 Paul,
 
 Will this release include the FLT Export fix for 
 PositionAttitudeTransforms AND the FLT ExportOptions texture path 
 stripping option initialization in the constructor with 
 ReaderWriterOptions passed in?

Yes, both of those are included.

The other FLT fix we discussed (the BIND_PER_PRIMITIVE fix) will have to
wait for a future release, such as 2.8. I hope to get around to fixing
that sometime in the next couple months.
   -Paul

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[osg-users] LiSPSM and main camera nearFarRatio?

2008-09-29 Thread Jean-Sébastien Guay

Hi all, Hi Wojtek,

I've been working on deploying the new LiSPSM in our simulators. While 
fixing a totally unrelated problem today (when viewing from inside the 
cockpit, the cockpit geometry was being clipped), I added some 
parameters to control the nearFarRatio on a camera.


I have no idea why, but this seems to have an effect on shadows. More 
specifically, the shadows are being clipped. The default nearFarRatio is 
0.0005, and when I set it just a bit lower, 0.00049, the shadow of the 
boom (arm) of our crane (when viewed from the cockpit) is clipped. The 
more I decrease the nearFarRatio, the more the shadows are clipped.


I have looked a bit into the code, but since it's not my code, I may 
have a hard time finding out what is causing this. Off the top of your 
head, what might cause this? And what would you suggest to fix it 
(meaning, be able to control the nearFarRatio of my main camera and 
maintain correct shadows)?


For reference, I have set minLightMargin to 100, and maxFarPlane to 5000.

Thanks in advance,

J-S
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Re: [osg-users] LiSPSM and main camera nearFarRatio?

2008-09-29 Thread Wojciech Lewandowski
Hi J-S,

I guess its related to my computation of clamped projection matrix. I need
to compute this matrix myself as its not yet computed when I cull shadows.
It is computed at the end of whole traversal. I copied clamping code from
osgSim::OverlayNode. I guess that for this computation I may somehow use
default clamp callback nearFarRatio. Put a breakpoint in line 255 in
MinimalShadowMap.cpp. This is the line where clampProjectionMatrix is called
and check what is the nearFarRation inside this call. Let me know what you
find. I think I did it right, so there is chance the error may be somewhere
else.

Cheers,Wojtek


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
Jean-Sebastien Guay
Sent: Monday, September 29, 2008 9:28 PM
To: OpenSceneGraph Users
Subject: [osg-users] LiSPSM and main camera nearFarRatio?


Hi all, Hi Wojtek,

I've been working on deploying the new LiSPSM in our simulators. While
fixing a totally unrelated problem today (when viewing from inside the
cockpit, the cockpit geometry was being clipped), I added some
parameters to control the nearFarRatio on a camera.

I have no idea why, but this seems to have an effect on shadows. More
specifically, the shadows are being clipped. The default nearFarRatio is
0.0005, and when I set it just a bit lower, 0.00049, the shadow of the
boom (arm) of our crane (when viewed from the cockpit) is clipped. The
more I decrease the nearFarRatio, the more the shadows are clipped.

I have looked a bit into the code, but since it's not my code, I may
have a hard time finding out what is causing this. Off the top of your
head, what might cause this? And what would you suggest to fix it
(meaning, be able to control the nearFarRatio of my main camera and
maintain correct shadows)?

For reference, I have set minLightMargin to 100, and maxFarPlane to 5000.

Thanks in advance,

J-S
--
__
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 http://whitestar02.webhop.org/
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Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM)

2008-09-29 Thread Wojciech Lewandowski
Hi Adrian,

I will check it. Hopefully tomorrow (tuesday) Maybe I will be able to find
what is wrong.

Cheers,
Wojtek


[Wojciech Lewandowski]  -Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli
OpenSceneGraph (3D)
Sent: Saturday, September 27, 2008 6:52 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow
maps(LispSM)


  I don't have any shadow,

  my scene look similar to the osgshadow one. but i have a strange
behaviour.

  pseudo code:
  osg::Group g
  osg::Lightsource s;

  shadowed-addchild(s)
  shadowed-addchild(g)

  viewer.setData(shadowed)

  i don't have light on, need state set to switch on light ()

  s-getOrCreateStateSet()-setAttributeAndModes(m_lightSource_Sun-getL
ight(),osg::StateAttribute::ON);

  and pssm does work, but lispsm not (event with setlight(s-getLight())


  adrian


  2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED]

Hi,

What is wrong ? It does not work ? Method accepts Light ptr. If you have
LightNode simply use getLight() to pass right argument.

Wojtek
  - Original Message -
  From: Adrian Egli OpenSceneGraph (3D)
  To: [EMAIL PROTECTED] ; OpenSceneGraph Users
  Sent: Wednesday, September 24, 2008 10:17 AM
  Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps
(LispSM)


  Thanks,

  it doesn't solve my problem. i will have a look into the code as soon
as i have some time left

  adrian


  2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED]

Thank You, Adrian

Lispsm classes derive all methods from StandardShadowMap 
MinimalShadowMap. StandardShadowMap has setLight method. I believe this is
what you want.

Cheers,
Wojtek

 -Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli
OpenSceneGraph (3D)
Sent: Tuesday, September 23, 2008 10:46 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow
maps (LispSM)


  Sorry, answered to  wrong list
  but here i am right :-)


  Hi all,

  great algorithm. i have just one question. my scene has a lof of
lighs, but only one should cast shadows. so would it be possible to add a
method like in parallel splitted shadow map to tell the algorithm witch
light it should be used for shadow casting.

  please have a short look at :
  _ParallelSplitShadowMap-
  setUserLight(m_sun.get());

  this method allow to tell the sun light. :-) for example

  adrian




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Re: [osg-users] osgPPU and multiple processor

2008-09-29 Thread alexandre amyot murray
Hi Art,

It works fine to switch between multiple processor, with or without
osg::Switch. It was my error too many threads in my application :D

Thanks

Alex


 Hi Alexandre,

 I have never tried to alternate osgppu's processors dynamicly while
rendering. I am not sure if it is a good idea at all (even also for other
kind of osg nodes), since osg provides a mechanism called osg::SwitchNode
which do the trick.

 Could you try to use the SwitchNode as a parent node for the processors.
This will force to render only the active processor hence changing effects
on the fly. I think this wouldn't make troubles, however I am not sure ;)

 If this doesn't help, could you then provide me with a small example code
reproducing the error. This would be helpful to eliminate the issue.

 Cheers,
 art
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[osg-users] When to use AdapterWidget vs QOSGWidget?

2008-09-29 Thread mgb
I'm a little confused about the difference between AdapterWidget and QOSGWidget.

As far as I can see AdapterWidget derives from QGLwidget and so should 
be a drop in replacement in any opengl sample.
But QOSGWidget is a QWidget and so can be used directly in a mainwindow.

Are there any other performance/capability differences between them?
Which should be the starting point for a new application on QT4

Thanks
Martin



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Re: [osg-users] When to use AdapterWidget vs QOSGWidget?

2008-09-29 Thread Robert Osfield
Hi Martin,

AdapterWidget using GraphicsWindowEmbedded to enable osgViewer to
reuse an already create OpenGL context, this route is easy to
implement, but and it's a big but, it doesn't integrate any of the
high level context management that multi-threading or switching
between contexts requires - this means you can only use it in places
where you have a single viewer per window.

For a fully capably viewer you need to use QOSGWidget which uses
osgViewer itself to create and manage the graphics context, but using
QT to create the window.  This route allows the Viewer/CompositeViewer
to handle multiple contexts and multi-threading.

Robert.

On Mon, Sep 29, 2008 at 11:48 PM,  [EMAIL PROTECTED] wrote:
 I'm a little confused about the difference between AdapterWidget and 
 QOSGWidget.

 As far as I can see AdapterWidget derives from QGLwidget and so should
 be a drop in replacement in any opengl sample.
 But QOSGWidget is a QWidget and so can be used directly in a mainwindow.

 Are there any other performance/capability differences between them?
 Which should be the starting point for a new application on QT4

 Thanks
 Martin



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