[osg-users] position list

2013-01-25 Thread DavidHornung

Hi,

I just saw setPosition() from OSG Billboard,
what is the _positionList for? why define multiple positions for a 
Billboard? For what could you use multiple Positions?


Cheers,
David

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Re: [osg-users] position list

2013-01-25 Thread Sergey Polischuk
Hi

you can add several drawables to billboard with different positions, and 
setPosition is there to change position of previously added drawable.

Cheers.

25.01.2013, 13:30, DavidHornung horn...@googlemail.com:
 Hi,

 I just saw setPosition() from OSG Billboard,
 what is the _positionList for? why define multiple positions for a
 Billboard? For what could you use multiple Positions?

 Cheers,
 David

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[osg-users] ARB_instanced_arrays

2013-01-25 Thread Sebastian Messerschmidt

Hello,

I've just stumbled across the ARB_instanced_array extension 
[http://sol.gfxile.net/instancing.html]

It seems to be the most efficient way to handle instanced drawing.
Can someone help me out to do this in OpenSceneGraph?
As I see, the glVertexAttribDivisor is needed for this, but I'm unsure 
how to add it.


cheers
Sebastian

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[osg-users] Method for Converting FLT files to use DDS Textures

2013-01-25 Thread Cary, Karl A.
This isn't a direct OSG question, but one I was hoping people on this
list might be able to help out with. We have several thousand FLT files
that use rgbs as textures. Unfortunately we can't convert these to ive
or osgb files as they are shared with another application that is not
made in OSG and only supports FLT files. However, both can support FLT
files using DDS textures to allow for texture compression. Through
testing we have shown a large improvement by doing this, so we want to
go that route.

 

The issue is how to convert all of these FLT files over. We can easily
batch convert all of the textures, that is not a problem. The issue is
updating the FLT files themselves to tell them to point to the dds
texture instead of the rgb texture. Having someone manually open up each
file and edit the texture names is VERY time consuming. Does anyone know
of an easy way we could do this through scripting or a custom converter
or something else? The files will stay named the same except for the
.rgb will become .dds.

 

Thanks in advance.

 

Karl Cary

SAIC

Software Developer

301-227-5656

 

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Re: [osg-users] Method for Converting FLT files to use DDS Textures

2013-01-25 Thread Robert Osfield
Hi Karl,

Have you tried using the OSG's write support for OpenFlight, the
process would be opening the original model, convert the textures to
dds, record the new filename then write out to .flt.

Another approach would be cheat ;-)

The trick would be to leave the OpenFlight database as is and on the
fly re-map the .rgb files to the associated pre-generated .dds file
using a osgDB::Registry::ReadFileCallback that intercepts all the
readImage() calls and remaps the name then does the load.

Robert.

On 25 January 2013 12:54, Cary, Karl A. karl.a.c...@saic.com wrote:
 This isn’t a direct OSG question, but one I was hoping people on this list
 might be able to help out with. We have several thousand FLT files that use
 rgbs as textures. Unfortunately we can’t convert these to ive or osgb files
 as they are shared with another application that is not made in OSG and only
 supports FLT files. However, both can support FLT files using DDS textures
 to allow for texture compression. Through testing we have shown a large
 improvement by doing this, so we want to go that route.



 The issue is how to convert all of these FLT files over. We can easily batch
 convert all of the textures, that is not a problem. The issue is updating
 the FLT files themselves to tell them to point to the dds texture instead of
 the rgb texture. Having someone manually open up each file and edit the
 texture names is VERY time consuming. Does anyone know of an easy way we
 could do this through scripting or a custom converter or something else? The
 files will stay named the same except for the .rgb will become .dds.



 Thanks in advance.



 Karl Cary

 SAIC

 Software Developer

 301-227-5656




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[osg-users] Remove node runtime from another thread

2013-01-25 Thread Peter Bako
Hi,

I want to remove and add a child from/to a group runtime, while rendering is 
running, moreover, I am doing this from a different thread. What is the thread 
safe way to do it? Which callback should I use, or how would you do it? 

If I remove the node in the update callback I get crashes. On adding, it works.

Thank you!

Cheers,
Peter

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Re: [osg-users] Remove node runtime from another thread

2013-01-25 Thread Robert Osfield
Hi Peter,

On 25 January 2013 14:24, Peter Bako osgfo...@tevs.eu wrote:
 I want to remove and add a child from/to a group runtime, while rendering is 
 running, moreover, I am doing this from a different thread. What is the 
 thread safe way to do it? Which callback should I use, or how would you do it?

 If I remove the node in the update callback I get crashes. On adding, it 
 works.

You need to do the update of the scene during the update phase and
can't be safely done multi-threaded without mutexing access to the
whole scene graph.  If using an update callback you have to be careful
about invalidating iterators for the thread calling the update
callback.

Robert.
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[osg-users] API changelog for OSG3

2013-01-25 Thread Ehsan Azar
Hi,

I am using OSG2.8.2, and recently am trying to upgrade, I am following the 
cumulative changelogs already but I appreciate if there is any document that 
explains any possible API changes (I have not seen any).

It seems I should be able to start with 3.0 but then I wonder why 2.8 is still 
popular.  Specially I noticed alphapixel kindly provides desktop binaries, that 
also includes the rather old 2.8.5. Is there any major leap that has made 3.0 
dramatically different?


Thank you!

Cheers,
Ehsan

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Re: [osg-users] API changelog for OSG3

2013-01-25 Thread Robert Osfield
Hi Ehsan,

For the most part the common API of 2.8.x and 3.0.x has been
maintained so applications should port from 2.8.x to 3.0.x easily.
Often it will simply be a case of recompiling against the new version,
occasionally you might find a difference, if you do just ping the list
or have a look through the API in question, if there has been a change
that effects you it's very likely it's something like typo fix or
minor revision.

The big differences between 2.8.x and 3.0.x lie in internals of the
OSG, and additional new functionality that sits alongside the old
classes.  The really big change is that the OSG now supports OpenGL
ES, but for an OpenGL/OSG application developer this will just be
latent functionality that you won't use and won't be affected by.

Robert.

On 25 January 2013 15:47, Ehsan Azar dash...@gmail.com wrote:
 Hi,

 I am using OSG2.8.2, and recently am trying to upgrade, I am following the 
 cumulative changelogs already but I appreciate if there is any document that 
 explains any possible API changes (I have not seen any).

 It seems I should be able to start with 3.0 but then I wonder why 2.8 is 
 still popular.  Specially I noticed alphapixel kindly provides desktop 
 binaries, that also includes the rather old 2.8.5. Is there any major leap 
 that has made 3.0 dramatically different?


 Thank you!

 Cheers,
 Ehsan

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Re: [osg-users] VBO as default

2013-01-25 Thread Glenn Waldron
This is a great topic and I am very interested to learn the facts about
this.

In osgEarth using display lists (on my NVIDIA GTX275) yields a sizable
performance boost over VBOs in many scenarios. In some of my tests I've
seen a 50%+ reduction in DRAW and GPU times.

But there are strange artifacts that seem to be related to the use of
display lists with shaders that prevent me from making DL's the default.
Driver bugs perhaps? All I can find is speculation and guessing when it
comes to using shaders wtih DLs.

Same goes for performance comparisons. Some swear you can always get the
same or better performance using a VBO, but it's hard to track down the
best practices for doing so. Some say NVIDIA drivers have a special code
path that speeds up DL's compared to VBOs. Some say it's all about the
number of size of your primitive sets.

Obviously VBOs are the future since DLs are deprecated. So assembling some
best practices for their application is critical!

Glenn Waldron / @glennwaldron


On Thu, Jan 24, 2013 at 1:57 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Terry,

 On 24 January 2013 18:21, Terry Welsh mogu...@gmail.com wrote:
  Mathias's point that display lists are deprecated are probably the
  best reason to try to make the switch.

 I'm of this view as well, and would go further and say now that modern
 graphics developers are working across a wider range of platforms -
 OpenGL ES and OpenGL and targeting shader pipelines with other modern
 features in the mix for the these developers using the same features
 across all the platforms is advantageous, VBO's are very much part of
 this mix of modern feature spread across targets while display lists
 are very much a hang up old systems.

  If OSG isn't close to a major
  release, I suggest trying it and seeing if it causes problems.

 Once I get some time to experiment I will have a play with different
 datasets and see how I get on.  I think we'll need to beef up the
 Optimizer to make sure it handles things better.  Also plugins also
 need updating to create more VBO friendly meshes.  To do the job
 properly we have to take this all into account, I don't feel just
 switching the default is acceptable as it'll lead to some odd
 performance drops.

  As for big vs. small geometries, I used to see differences as well.
  Years ago, my rule of thumb was to make geometries with fewer than 200
  vertices use display lists and bigger ones use VBOs. I just tested
  this again this morning on NVidia and Intel graphics and I see no
  difference anymore. However, I'm using a practical test scenario that
  runs through a scene in my game with geometries ranging in size from
  about 20 to 1000 vertices. I'm not doing a contrived test. My test
  scene is about 10% faster using all VBOs vs. all display lists.

 For modern scene graphs it's likely that VBO's will be strongest, but
 older scene graphs built with triangle strips and small clumps of
 geometry will prefer display lists - think OpenFlight databases for an
 example where display lists will be strongest.

 Robert.
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Re: [osg-users] API changelog for OSG3

2013-01-25 Thread Paul Martz

On 1/25/2013 8:47 AM, Ehsan Azar wrote:

It seems I should be able to start with 3.0 but then I wonder why 2.8 is still 
popular.


In my experience providing OSG consulting and dev services, some of my customers 
are content with the stability of 2.8.5 (June 2011), and have no particular need 
for the features in OSG 3.0.1 (July 2011 -- so 2.8.5 is really not that much 
older per se).


Of my customers who *have* moved to 3.0.1, none are making extensive use of the 
big new features as far as I know. The big features that I recall are:

 - OpenGL ES support
 - OpenGL 3 support
 - New native file format
 - Performance enhancements for DBPager

I know there are many people on the list who are using these features. Whether 
you have a need to move to 3.0.1 or not is entirely up to you and your needs.

   -Paul

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Re: [osg-users] Remove node runtime from another thread

2013-01-25 Thread Peter Bako
Hi robert, thank you for the reply


 If using an update callback you have to be careful
 about invalidating iterators for the thread calling the update
 callback.

Do you have an example, where this is done? what iterators should I check? Yes, 
as I do it now - sometimes it crashes, and the message is : iterator not 
incrementable. The exception comes deep from osg libraries.

... 

Thank you!

Cheers,
Peter

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Re: [osg-users] API changelog for OSG3

2013-01-25 Thread Ehsan Azar
Paul and Robert,

Thank you that is exactly the information I was looking for, and for the 
reference both 2.8.5 and 3.0.1 linked fine and so far I do not see any issues. 
Well, even 2.8.2 was working great, OSG is an excellent software.

I guess I will update to 2.8.5, and then to 3.0.1 later after doing some more 
tests.

Thank you for this great software!

Regards,
Ehsan

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Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2013-01-25 Thread Garrett Cope
Hi Robert,

I checked the svn/trunk last week and as you said the clipping problem seems to 
have been resolved. 

After exploring your new VDSM implementation further, it seems that there is a 
bug with the ReceivesShadowTraversalMask  (or I am missing something). If I 
turn off this mask bit the geometry is culled out entirely. The Casting bit 
seems to work fine as expected.

This is demonstrated in the osgshadow example by setting the mask on one of the 
models. For instance adding:
scene-setNodeMask(scene-getNodeMask()  ~ReceivesShadowTraversalMask);

in Model Three.

I'm attempting to track this down now, but hoped you might have some insight.

Thanks much,
Garrett

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Re: [osg-users] API changelog for OSG3

2013-01-25 Thread Simon Hammett
I'd wait until the next stable release before going with 3. There's several
bugs in the 2.9.x/ 3 releases that have been resolved.
Such as incorrect text rendering, buggy slow path rendering and some sort
of GL resource handling bug that was causing reuse of invalid display lists.

These have all been fixed in the 3.1.x branch.

On 25 January 2013 17:16, Ehsan Azar dash...@gmail.com wrote:

 Paul and Robert,

 Thank you that is exactly the information I was looking for, and for the
 reference both 2.8.5 and 3.0.1 linked fine and so far I do not see any
 issues. Well, even 2.8.2 was working great, OSG is an excellent software.

 I guess I will update to 2.8.5, and then to 3.0.1 later after doing some
 more tests.

 Thank you for this great software!

 Regards,
 Ehsan

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Re: [osg-users] BAK extension

2013-01-25 Thread Gordon Tomlinson
In my experience a .bak file is typically an indication that the file is a
back-up copy of a file. Many programs that run active log files typically
copy the current log file to .bak etc
As to a data, model, texture format  that use a .bak extention I have never
come across one 


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Gordon Tomlinson 


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, January 24, 2013 10:41 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] BAK extension

On 22 January 2013 09:49, chandrasekar gopal chandraseka...@ymail.com
wrote:
 '.BAK' extension refers usually to what kind of file?

.BAK extension has nothing to do with any of the formats that the OSG loads.

Are you not able to use a search engine for your answer?  Or any experience
with an editors or tools that make a backup when modifying a file???

This type of question is really not something one would expect the OSG
community to answer or to need to answer as it has nothing to do with the
OSG, OpenGL or graphics.

Robert.
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