Re: [osg-users] People currently using the ffmpeg/libavcodec plugin?

2017-11-05 Thread Raymond de Vries

Hi,

I am curious, please keep us updated.

By any chance, are you also working on the audio part of it? It would be 
nice to have the audio as a stream for instance so it can be used as 
spatial audio.


Cheers,
Raymond



On 11/4/2017 3:44 AM, Chris Hanson wrote:
Hmm. Well, we have some forthcoming improvements to the original 
ffmpeg plugins. Just trying to find out if anyone is using it.


On Fri, Nov 3, 2017 at 1:04 PM, Arthur Bogard > wrote:


I work at Digitalis.  We developed that plugin a while ago and dev
against ffmpeg proper.

Our work was to get it working under vdpau for better performance
with high res video.  There were still several issues with high
CPU usage, so we're deving a new plugin from scratch to be able to
use nvenc and nvdec, but I'm not sure what the status is of it at
the moment.  It's probably a ways away from release.  We needed it
to be able to decode 8k x 8k streams.

I don't know why it wasn't merged.  I can't remember what
conversations were had.

Let us know what you think of it ours, and I think you're free to
merge it in if it works for people.

Arthur

On Fri, Nov 3, 2017 at 11:26 AM, Chris Hanson
> wrote:

That's weird.

Why isn't this a part of the main OSG distribution?

On Fri, Nov 3, 2017 at 11:52 AM, Raymond De Vries
> wrote:

Hi Chris,

I remember a few discussions about this subject. Please
search the archives.

One of them is
https://bitbucket.org/digitalis/osg-ffmpeg-plugin
 if I
remember correctly this one can do 4k.. plz keep us updated.

Cheers!
Raymond

On Nov 3, 2017, at 17:07, Chris Hanson
> wrote:


  Just a quick survey -- is anyone using the OSG
FFMPEG plugin (which utilizes the libavcodec) presently,
and if so, would you mind commenting on how you are using
it and how you feel about what it does and does not do at
the moment?

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-05 Thread Raymond de Vries

Hi Julien,

Thanks for sharing. I will look at it this week, hopefully others can 
jump in too.


Cheers,
Raymond



On 11/3/2017 8:08 PM, Julien Valentin wrote:

reedev wrote:

Hi Julien,

Could you let me/us know to which mail you attached your modified
nathan? I can't find it. Can you let me/us know or send it directly?

Cheers
Raymond



On 11/2/2017 7:30 PM, Julien Valentin wrote:


Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that 
should work (and so would replace the current one in osgdata).

I would be glad if Raymond (or other) could validate this model (ideally under 
win32) with the following tests
softwaretest : osganimationviewer nathan2.osg
HWtest:  osganimationhardware --number 1 nathan2.osg
(Don't forget I changed the maxnumbones type from int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in 
the validity of the branch so i can make PRs to master (and to osgdata).

Cheers


robertosfield wrote:


Hi Raymond & Julien,

On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:



I have not seen any issues in our own use of the osgAnimation. We tested in a 
few different setups and all seems ok.

The only thing is that the example did not work for me with Visual Studio 2015, 
while it does work for Julien.



Thanks for the testing.


Julian, if you feel osganimation is now ready could you generate a PR for the 
branch and I'll go ahead and merge it.


Cheers,
Robert.



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Re: [osg-users] People currently using the ffmpeg/libavcodec plugin?

2017-11-05 Thread shayne . tueller
Were using it to stream video and display it on a quad... 

Shayne 


- Original Message -

From: "Chris Hanson"  
To: "OpenSceneGraph Users"  
Sent: Friday, November 3, 2017 8:44:45 PM 
Subject: Re: [osg-users] People currently using the ffmpeg/libavcodec plugin? 

Hmm. Well, we have some forthcoming improvements to the original ffmpeg 
plugins. Just trying to find out if anyone is using it. 

On Fri, Nov 3, 2017 at 1:04 PM, Arthur Bogard < arthur.bog...@gmail.com > 
wrote: 



I work at Digitalis. We developed that plugin a while ago and dev against 
ffmpeg proper. 

Our work was to get it working under vdpau for better performance with high res 
video. There were still several issues with high CPU usage, so we're deving a 
new plugin from scratch to be able to use nvenc and nvdec, but I'm not sure 
what the status is of it at the moment. It's probably a ways away from release. 
We needed it to be able to decode 8k x 8k streams. 

I don't know why it wasn't merged. I can't remember what conversations were 
had. 

Let us know what you think of it ours, and I think you're free to merge it in 
if it works for people. 

Arthur 

On Fri, Nov 3, 2017 at 11:26 AM, Chris Hanson < xe...@alphapixel.com > wrote: 



That's weird. 

Why isn't this a part of the main OSG distribution? 

On Fri, Nov 3, 2017 at 11:52 AM, Raymond De Vries < ree...@xs4all.nl > wrote: 



Hi Chris, 

I remember a few discussions about this subject. Please search the archives. 

One of them is https://bitbucket.org/digitalis/osg-ffmpeg-plugin if I remember 
correctly this one can do 4k.. plz keep us updated. 

Cheers! 
Raymond 

On Nov 3, 2017, at 17:07, Chris Hanson < xe...@alphapixel.com > wrote: 




Just a quick survey -- is anyone using the OSG FFMPEG plugin (which utilizes 
the libavcodec) presently, and if so, would you mind commenting on how you are 
using it and how you feel about what it does and does not do at the moment? 

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/ 
Training • Consulting • Contracting 
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • 
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL 
Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • 
Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • 
Android 
@alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] 






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Training • Consulting • Contracting 
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • 
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL 
Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • 
Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • 
Android 
@alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] 

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Training • Consulting • Contracting 
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Re: [osg-users] Warning: Error in reading to jpg images

2017-11-05 Thread Rômulo Cerqueira
Follows attached my output info when OSG_NOTIFY_LEVEL = DEBUG.

... 

Thank you!

Cheers,
Rômulo

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[osg-users] measuring a frame

2017-11-05 Thread Trajce Nikolov NICK
Hi Community,

I am trying to measure the time needed to process a frame. My first and
somewhat naïve approach is to init the timer at the beginning of the frame
and get the result after the renderingTraversal. But, it seams (and that is
what I believe it is happening) the rendering traversal is containing the
swap buffers which is synced with the refresh rate (please correct me if I
am wrong). Is there something like preswap callback or something like this?

Thanks a bunch as always !

Cheers,
Nick

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Re: [osg-users] "Memory: Colors" game from scratch

2017-11-05 Thread michael kapelko
Hi.

I've published the 4th tutorial of the guide. It talks about
displaying text, animating text, and creating a good look background.
https://bitbucket.org/ogstudio-games/memory-colors/src/tip/readme/04.StartFinish/04.StartFinish.md


On 31 October 2017 at 08:40, tianzjyh  wrote:
> wonderful !
>
>
> --
> Cheers,
> TianZJ
>
>
> At 2017-10-28 19:18:01, "michael kapelko"  wrote:
>>Hi.
>>
>>You may remember that some time earlier this year I've posted about
>>OpenSceneGraph cross-platform guide (
>>https://github.com/OGStudio/openscenegraph-cross-platform-guide ) that
>>describes how to render a simple cube on desktop, mobile, and web.
>>
>>Once that was over, I headed straight to creating the first
>>cross-platform game with OpenSceneGraph. This gave birth to MJIN
>>project ( https://bitbucket.org/ogstudio/mjin ), which builds on
>>OpenSceneGraph.
>>
>>I have successfully built the game based on Memory board game.
>>Here's web version:
>>https://ogstudio.github.io/game-memory-colors/0.3/mjin-player.html
>>Note the famous OpenSceneGraph background :)
>>
>>Once the game was done I decided to describe how to create it from scratch.
>>I've just finished the third article. All articles are in the game's
>>home repository:
>>https://bitbucket.org/ogstudio-games/memory-colors
>>
>>If you wanted to create a simple game for a long time but did not know
>>where to start, now is a good chance.
>>
>>Thanks.
>>___
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>
>
> 【网易自营|30天无忧退货】仅售同款价1/4!MUJI制造商“2017秋冬舒适家居拖鞋系列”限时仅34.9元>>
>
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