Re: [osg-users] OpenSceneGraph/osgEarth vs VulkanSceneGraph/vsgpagedlod

2021-03-24 Thread Chris Hanson
>
>
> From what I've seen from your performance reporting, vsg is significantly
> faster than osg in most of your tests.  Do you have a feel for how much of
> that is just Vulkan being faster than OpenGL vs some of the other
> improvements you've made in design decisions of VSG vs OSG?  Are there any
> opportunities for porting some of the structures or concepts from VSG back
> to OSG to get some of the performance benefits you've seen in VSG in OSG?
>

(Not answering for Robert, but you've touched on something I have an
interest in.)

My understanding from Robert is that while Vulkan can be faster than
OpenGL, there are also many opportunities taken to make the scene graph
itself faster  (better code design, removal/optionalizing of features that
degrade performance, improving memory layouts eg. Structures of Arrays
instead of Arrays of Structures, etc).

I've mulled over the idea of taking the OSG and refactoring it to make the
same architectural scene graph changes (and feature removals!) Robert
implemented in VSG and making in effect an OSG that is class-compatible
with VSG but still runs on (modern) OpenGL. I think it's a viable concept,
and would make a nice stepping stone towards porting applications to VSG,
but so far, I haven't convinced any funders to support it.

If there was someone wanting to move a big OSG application to VSG and
needed assistance getting there, it might become a reality, but I can't
fund it out of pocket myself.


>
> Jason
>
> On Tue, Mar 23, 2021 at 4:05 PM Robert Osfield 
> wrote:
>
>> Hi Nathan,
>>
>> On Tue, 23 Mar 2021 at 18:26, Nathan Mielcarek 
>> wrote:
>>
>>> Great news! I look forward to using this in the near future either
>>> through OSG directly or osgEarth.
>>>
>>
>> The VSG is intended as the successor to the OSG and would typically be
>> used instead of the OSG. The VSG is significantly faster than the OSG but
>> is still in development so isn't feature complete and is still a moving
>> target.  For now it's something folks who are happy to work on the bleeding
>> edge in order to get best performance.
>>
>> One could integrate OSG/VSG into a single application using OpenGL/Vulkan
>> extensions to exchange data between them. Thomas Hogarth didn;'t some work
>> on this earlier in the VSG project, this work needs updating and porting to
>> work across all platforms.
>>
>>
>>> Was a bit amused by your comment about the accuracy on "finding your
>>> house". I think it's a great feature, especially considering how that data
>>> can be used by autonomous vehicles eventually.
>>>
>>
>> It's impressive how so much verifiably accurate data is publically
>> available, also a bit unnerving.
>>
>> Cheers,
>> Robert,
>>
>>
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[osg-users] OpenSceneGraph now significantly faster on AR/VR/xR/Holographics displays

2021-03-23 Thread Chris Hanson
AlphaPixel Software Development and OpenSceneGraph Professional Services
have released OVR_MultiView2 extension support for OpenSceneGraph to
greatly improve performance of OpenSceneGraph on multi-view applications
(VR/AR, Holographic).

Working together, AlphaPixel and Robert Osfield, project lead of
OpenSceneGraph, have integrated support for the OpenGL extension called
GL_OVR_multiview2 (
https://www.khronos.org/registry/OpenGL/extensions/OVR/OVR_multiview2.txt
). This extension can significantly decrease rendering overhead when
producing 3d content for displays with multiple viewpoints, including
Virtual Reality, Augmented Reality and Holographic systems. AlphaPixel
originally developed this code for a client using the VARJO VR/AR headsets
and then funded Robert and OpenSceneGraph Professional Services to adapt
and integrate the code into mainline OpenSceneGraph to make it available
for all users.

MultiView2 allows an OpenGL program to render a scene once while the GPU
rasterizes it multiple times from slightly different viewpoints, making
production of stereo parallax views substantially faster where the CPU-side
cull and draw operations are expensive. This optimization can reduce the
time penalty of drawing additional related views by up to 90%, which can
nearly double stereo framerate, or make scenes with more than two views
many times faster. This is especially effective on 4-channel displays like
foveated xR headsets such as VARJO (
https://developer.varjo.com/docs/native/foveated-rendering-api ).

Prototype support is also included for plenoptic/holographic/lightfield
displays such as the Leia Inc Lume Pad lightfield Android tablet (
https://www.lume-pad.com/ ), and the architecture is also well-suited for
driving displays such as the Avalon Holographics 29” Holographic Display (
https://www.avalonholographics.com/products ). AlphaPixel is currently
working to produce a demo application including source for the Lume Pad.

These new performance capabilities are available now in the OpenSceneGraph
GitHub repository.

AlphaPixel Software development ( http://alphapixeldev.com/ ), founded in
2004 in Evergreen, Colorado is a consulting and contracting software
developer specializing in 3D, GIS, digital imaging and aerospace for
clients large and small around the world.

OpenSceneGraph Professional Services ( https://www.openscenegraph.com/ ),
founded in 2001 by OpenSceneGraph co-founder and project lead Robert
Osfield, develops and improves the Open Source toolkits OpenSceneGraph and
VulkanSceneGraph.



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[osg-users] New AlphaPixel website and some upcoming news

2021-03-04 Thread Chris Hanson
Hey everyone. After like 6 years of it sitting there and being stale, we
finally revamped the AlphaPixel website to reflect all the things we now do
(we now have several business units that do things other than 3D software
development).

So, there's a new AlphaPixel Development website at
https://alphapixeldev.com/

and the old AlphaPixel.com URL is sort of a directory of our different
business units/divisions/whatevers.

So, if you haven't been by recently, stop by and see what we're about and
what we do.


Also, we've been working with and funding Robert to properly
implement/integrate an OpenGL extension we developed OSG support for last
year for one of our OSG/osgEarth clients. We're gonna announce that in
conjunction with Robert maybe next week. I suspect a significant number of
the users on this list may find it very useful.

Following that in a little while, we hope to have another exciting
announcement of an OSG demo application that uses the extension to do cool
things.

And we have more cool news queued up following that.

If you're into the social media thing, follow our Twitter or Facebook or
LinkedIn pages to stay informed. 2021 is going to be a busy and exciting
year and we look forward to experiencing it with you all.

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[osg-users] Anyone built on Android recently?

2021-02-09 Thread Chris Hanson
Just trying to see what the build process landscape looks like in 2021.

It was a mess last time I did it with ancient NDK versions and cruft.

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[osg-users] Haggis in Space

2021-01-29 Thread Chris Hanson
Presented because we all need something to entertain us on Friday:
https://news.sky.com/story/haggis-launched-to-the-edge-of-space-in-celebration-of-burns-night-12195194



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Re: [osg-users] How to properly transfer texture coordinates in geometric shaders in Shader #130 version?

2020-12-14 Thread Chris Hanson
I just wanted to add that it is a popular opinion among the industry that
Geometry Shaders were ill-conceived architecturally and suffer unsolvable
performance-blocking issues. There are alternatives of various forms which
have their own complexities, but just in case you run into perf problems
with GS, you should be aware of the situation. Here's a discussion (related
to Vulkan, but architecturally the same situation) that a lot of people
seem to cite:

https://www.reddit.com/r/vulkan/comments/91q0qx/do_geometry_shaders_still_suck/

On Sun, Dec 13, 2020 at 4:19 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi,
>
> have a look here MuseOpenIG/Plugin-GPUVegetation at master ·
> CCSI-CSSI/MuseOpenIG · GitHub
>  ...
> This is code for generating forests with geometry shaders. It might give
> you better clue
>
> On Sun, Dec 13, 2020 at 7:08 AM mirr...@gmail.com 
> wrote:
>
>> sorry, the screenshot is wrong. It should be  samplerU.
>> I'm basically not sure how to get texture coordinates into
>> Shader::FRAGMENT  in Geometric shaders.
>>
>>
>> 在2020年12月10日星期四 UTC+8 下午11:13:21 写道:
>>
>>> What error are you getting?
>>> I do see an undefined "samplerY" in there.
>>>
>>> On Wednesday, December 9, 2020 at 9:03:47 PM UTC-5 mirr...@gmail.com
>>> wrote:
>>>
 env is win10 osg3.6.4 GTX1660
 [image: QQ图片20201210095944.jpg]

 osg::ref_ptr createProgram()
 {
 osg::Program *program = new osg::Program();
 program->addShader(new osg::Shader(osg::Shader::VERTEX,vertSource));
 program->addShader(new
 osg::Shader(osg::Shader::GEOMETRY,geomSource));
 program->addShader(new
 osg::Shader(osg::Shader::FRAGMENT,fragSource));
 program->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT, 3);
 program->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES);
 program->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT,  GL_TRIANGLES  );
 return program;
 }

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Re: [osg-users] Clamping models to an osgTerrain

2020-01-09 Thread Chris Hanson
Most of the time, when it gets to adding stuf on top of the terrain, I head
over to osgEarth.

I think it's possible to serialize pre-built terrain models from osgEarth,
but I don't know if it is really feasible to do it to the extent that VPB
does.

On Thu, Jan 9, 2020 at 12:25 PM Brad Colbert  wrote:

> Robert, thank you for the reply.  The community-crickets were a little
> disconcerting.
>
> I don't think it has to be as complicated as you described.  Simply
> finding the height at the location of the object, placing it there, and
> placing a file reference within that tile's hierarchy so that the model
> file is paged in (or not if it's already in the cache).  Do this for every
> tile in the hierarchy and you are done.  That would be a major jump in
> capability, at this point.
>
> Either way, I'm simply looking to do the above and wondering if it appears
> feasible with current capabilities.
>
> Best,
> Brad
>
>
> On Thursday, January 9, 2020 at 1:41:25 AM UTC-8, Robert Osfield wrote:
>>
>> I don't know of any off the open sourced tools that do this for you.  It
>> was always something I had on my wish list for VirtualPlanetBuilder but
>> never had the time/funding to tackle it.
>>
>> The post processing of paged database is something that has been done
>> over the years for various purposes.
>>
>> Combing the TerrainTile height fields with cultral data - trees, roads,
>> houses would require one to positioning of the cultral data to the
>> appropriate height, then meshing the tile's height field taking into
>> account the outlines/points of the cultural data being added if you want an
>> exact match.  The remeshing will be the hardest part of this work, so I'd
>> suggest tackling the positioning first then add the meshing later.
>>
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Re: [osg-users] Fix webmail network solutions within minutes

2020-01-01 Thread Chris Hanson
Robert, could you unsubscribe Camila Hill <41camilah...@gmail.com>
for spamming?
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Re: [osg-users] R: multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Chris Hanson
I believe most computations you could imagine doing could be performed in
the vertex shader during draw rather than by the CPU during cull.

To describe more we'd need a better idea of what those 200 objects are, how
they behave, what they represent, and how auto transform is being used.

On Tue, Oct 8, 2019 at 7:36 AM Gianluca Natale 
wrote:

> As I said, I’d like to use auto-transformations for those 200 objects, so
> I need 200 transformations for sure, and those transformations are updated
> by OSG at rendering time.
>
> So, the transformation has to be computed by OSG out of my vertex shader.
> Am I wrong?
>
>
>
> *Da:* osg-users  *Per conto
> di *Chris Hanson
> *Inviato:* martedì 8 ottobre 2019 14:42
> *A:* OpenSceneGraph Users 
> *Oggetto:* Re: [osg-users] multiple matrix transfromations cause severe
> slowness in performance
>
>
>
> Can you find a way to perform the transform on each object in a vertex
> shader and not have a unique state have to be calculated for each of the
> 200 objects?
>
>
>
> On Tue, Oct 8, 2019 at 6:20 AM Gianluca Natale 
> wrote:
>
> Hi all,
>
> I have a performance issue in my scenegraph that I cannot completely
> understand.
>
> My scenegraph is made by a main matrix transform, with these 2 children:
>
>- One geode that renders a big object on screen (the geometry in the
>drawable can take up to several thousands vertices);
>- One group node that in its turn has 200 children, each made by a
>matrix transform and a geode. The drawable in each of those geodes is very
>simple (no more than 100 vertices)
>
> It seems that this configuration allows me to have at most 50 fps.
>
> I feel that this should be rendered much faster.
>
>
>
> So I made some experiment. If I remove the 200 matrix transform attached
> to the group node I mentioned above,
> and directly apply the transformations to the vertices of the geometries
> in the 200 drawables of the small objects, performance improves a lot, till
> 100 fps.
> I investigatd a bit inside OSG code (I’m using OG ver.3.4.1), and
> apparently the only overhead due to the additional matrix transformations
> is a call to glLoadMatrix (I’m using the old ffp).
> How can you explain such an improvement?
>
> My real problem is that I would like to replace the 200 matrix
> transfromations with 200 auto-transform matrices, since I’d like those
> small objects to keep constant size on screen.
>
> But if I do that, I cannot remove the 200 transformations at all, and I’ll
> end up with a bad performance.
>
> Any idea about what I can try to make rendering of my scenegraph faster?
>
>
>
> Thanks,
>
> Gianluca
>
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Re: [osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Chris Hanson
Can you find a way to perform the transform on each object in a vertex
shader and not have a unique state have to be calculated for each of the
200 objects?

On Tue, Oct 8, 2019 at 6:20 AM Gianluca Natale 
wrote:

> Hi all,
>
> I have a performance issue in my scenegraph that I cannot completely
> understand.
>
> My scenegraph is made by a main matrix transform, with these 2 children:
>
>- One geode that renders a big object on screen (the geometry in the
>drawable can take up to several thousands vertices);
>- One group node that in its turn has 200 children, each made by a
>matrix transform and a geode. The drawable in each of those geodes is very
>simple (no more than 100 vertices)
>
> It seems that this configuration allows me to have at most 50 fps.
>
> I feel that this should be rendered much faster.
>
>
>
> So I made some experiment. If I remove the 200 matrix transform attached
> to the group node I mentioned above,
> and directly apply the transformations to the vertices of the geometries
> in the 200 drawables of the small objects, performance improves a lot, till
> 100 fps.
> I investigatd a bit inside OSG code (I’m using OG ver.3.4.1), and
> apparently the only overhead due to the additional matrix transformations
> is a call to glLoadMatrix (I’m using the old ffp).
> How can you explain such an improvement?
>
> My real problem is that I would like to replace the 200 matrix
> transfromations with 200 auto-transform matrices, since I’d like those
> small objects to keep constant size on screen.
>
> But if I do that, I cannot remove the 200 transformations at all, and I’ll
> end up with a bad performance.
>
> Any idea about what I can try to make rendering of my scenegraph faster?
>
>
>
> Thanks,
>
> Gianluca
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
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3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
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Re: [osg-users] vcpkg gl3+

2019-10-04 Thread Chris Hanson
Try the

vckpg list OpenSceneGraph

and see what features it lists available.

On Fri, Oct 4, 2019 at 1:45 AM Gijsbert dos Santos 
wrote:

> Hi,
>
> Currently I'm using the vcpkg build of openscenegraph + osgEarth, but it
> seems that it defaults all of the build settings, which means that it's
> using mostly openGL2 functions. I'd like to use more modern openGL
> functions, but it's unclear to me how to actually make that happen.
>
> I'd like to use at least openGL 3, preferably the latest (currently 4.6).
>
> Do I need to manually build it from source or is there a way to make vcpkg
> cooperate a little?
>
> Thank you!
>
> Cheers,
> Gijsbert
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76776#76776
>
>
>
>
>
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
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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 •
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Re: [osg-users] How can I embed OSG into imgui as a widget ?

2019-09-30 Thread Chris Hanson
This is usually pretty easy if you can expose an HWND (on Windows) of the
UI region that can be used to create an OpenGL context and passed to OSG's
GraphicsWindowEmbedded.

On Sun, Sep 29, 2019 at 4:32 AM Jishen Li  wrote:

> Hi,
>
> I found people tried to embed ImGui into OSG, not vice verse. I am using
> OSG to render a scene in a separate thread. Since my main GUI is built by
> using ImGui, I want to embed OSG as a widget-like sub-window inside imgui.
>
> How can I do it ?
>
> Thanks!
>
> ...
>
> Thank you!
>
> Cheers,
> Jishen
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76757#76757
>
>
>
>
>
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
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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 •
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Re: [osg-users] Notification

2019-09-30 Thread Chris Hanson
Thanks Robert.

This happened to this list a few years ago and it took me like a week to
hunt it down because it was actually subscribed through a forwarding
address different from the one that was responding.

Doesn't this list send a confirmation email that has to be replied to by a
human being? Seems more than accidental...

On Mon, Sep 30, 2019 at 9:32 AM Robert Osfield 
wrote:

> On Mon, 30 Sep 2019 at 11:54, michael kapelko  wrote:
>
>> Somebody really screwed his mailing list subscriptions.
>>
>
> I looks like someone accidentally/intentionally subscribed the wsp.com
> address.
>
> I have unsubscribed this address so we should be getting this spam anymore.
>
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
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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
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Re: [osg-users] questions about developing drivers for osg/osgEarth

2019-09-26 Thread Chris Hanson
This is probably stuff you would get a better answer for on the osgEarth
forum.
http://forum.osgearth.org/

On Thu, Sep 26, 2019 at 3:41 PM speter...@idealaero.com <
speter...@idealaero.com> wrote:

> So I was able to get a geometry to a layer and do updates to it.  How do
> you add multiple geometry to a layer?
>
>
>
> I see there is a MultiGeometry function I am able to populate it but I
> have no idea how to use it to get its contents displayed on a layer.
>
>
>
> I am guess this is possible correct?
>
>
>
> *From:* osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] *On
> Behalf Of *Chris Hanson
> *Sent:* Thursday, September 26, 2019 11:29 AM
> *To:* OpenSceneGraph Users 
> *Subject:* Re: [osg-users] questions about developing drivers for
> osg/osgEarth
>
>
>
> So, I don't know if Glenn Waldron of Pelican Mapping is reading this forum
> frequently right now. A question about "best practices" is probably best
> put to him. You might want to re-ask this on the osgEarth forum itself.
>
>
>
> On Wed, Sep 25, 2019 at 12:10 PM speter...@idealaero.com <
> speter...@idealaero.com> wrote:
>
> Wanted to let you know I had some success with this following code.
>
>
>
> // Feature Options (references the geometry)
>
> _featureOptions.geometry() = _polygon;
>
>
>
> // Model Options (references the feature options and style)
>
> _geomOptions.featureOptions() = _featureOptions;
>
> _geomOptions.merge(_featureOptions);
>
>
>
> osgEarth::Layer* l = _map->getLayerByName("newlayer" +
> std::to_string(_newlayertimemin));
>
> osgEarth::ModelLayer* ml = dynamic_cast(l);
>
> osgEarth::Features::FeatureModelSource* ms = (osgEarth::Features::
> FeatureModelSource*)ml->getModelSource();
>
> ms->getFeatureSource()->dirty();
>
>
>
> When I was doing this before I was using ms->dirty(); which never caused
> the redraw but found that someone in one of the forms was using a doing it
> one call deeper on the ModelSource insteadof the FeatureModelSource and
> this fixed my update issue within my system thread.  My changes to the
> geometry _polygon are now working and seems to work really nicely.
>
>
>
> Ofc if this is not the optimal way to handle this please let me know. Or
> if my shader idea for doing animations is not optimal please feel free to
> suggest ways to make it better.
>
>
>
> Thanks.
>
>
>
> *From:* osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] *On
> Behalf Of *Chris Hanson
> *Sent:* Wednesday, September 25, 2019 12:08 AM
> *To:* OpenSceneGraph Users 
> *Subject:* Re: [osg-users] questions about developing drivers for
> osg/osgEarth
>
>
>
> I'd like to help you a bit more, but I've been really slammed with another
> osgEarth client this week. If you're patient, I can probably help you more
> in a few days.
>
>
>
> On Mon, Sep 23, 2019 at 2:03 PM speter...@idealaero.com <
> speter...@idealaero.com> wrote:
>
> Got shaders to work on geometry’s now just took me getting totally
> frustrated and taking a walk it seems J
>
>
>
> osgEarth::ModelLayerOptions layerOptions("test polygon", geomOptions);
>
> osgEarth::ModelLayer* test = new osgEarth::ModelLayer(layerOptions);
>
> osg::StateSet* tss = test->getOrCreateStateSet();
>
> VirtualProgram* vp = VirtualProgram::getOrCreate(tss);
>
> vp->setName("imageLayer");
>
> myshaders shaders;
>
> shaders.load(vp, shaders.myimagecc_Vertex);
>
> shaders.load(vp, shaders.myimagecc_Fragment);
>
> _map->addLayer(test);
>
>
>
> Was the code to get it working had to apply it to the ModelLayer not the
> geometry and add some hooks into my shaders to keep the transparent parts
> the same.
>
>
>
>
>
> Now to figure out how to get the data to change for the shaders to act on.
>
>
>
>
>
> *From:* osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] *On
> Behalf Of *Chris Hanson
> *Sent:* Thursday, September 19, 2019 10:29 AM
> *To:* OpenSceneGraph Users 
> *Subject:* Re: [osg-users] questions about developing drivers for
> osg/osgEarth
>
>
>
> Ok. That helps a lot. Thanks.
>
>
>
> So, I theorize that you are loading a 2d vector field as a data layer,
> that represents the 2D wind velocity vector at every data grid point
> covering the area, and then you use some kind of shader to display that as
> a colorfield and displays the moving flow lines? And then you update the 2d
> vector map periodically to represent the current data?
>
>
>
> If that's the case, it sounds like yo

Re: [osg-users] questions about developing drivers for osg/osgEarth

2019-09-26 Thread Chris Hanson
So, I don't know if Glenn Waldron of Pelican Mapping is reading this forum
frequently right now. A question about "best practices" is probably best
put to him. You might want to re-ask this on the osgEarth forum itself.

On Wed, Sep 25, 2019 at 12:10 PM speter...@idealaero.com <
speter...@idealaero.com> wrote:

> Wanted to let you know I had some success with this following code.
>
>
>
> // Feature Options (references the geometry)
>
> _featureOptions.geometry() = _polygon;
>
>
>
> // Model Options (references the feature options and style)
>
> _geomOptions.featureOptions() = _featureOptions;
>
> _geomOptions.merge(_featureOptions);
>
>
>
> osgEarth::Layer* l = _map->getLayerByName("newlayer" +
> std::to_string(_newlayertimemin));
>
> osgEarth::ModelLayer* ml = dynamic_cast(l);
>
> osgEarth::Features::FeatureModelSource* ms = (osgEarth::Features::
> FeatureModelSource*)ml->getModelSource();
>
> ms->getFeatureSource()->dirty();
>
>
>
> When I was doing this before I was using ms->dirty(); which never caused
> the redraw but found that someone in one of the forms was using a doing it
> one call deeper on the ModelSource insteadof the FeatureModelSource and
> this fixed my update issue within my system thread.  My changes to the
> geometry _polygon are now working and seems to work really nicely.
>
>
>
> Ofc if this is not the optimal way to handle this please let me know. Or
> if my shader idea for doing animations is not optimal please feel free to
> suggest ways to make it better.
>
>
>
> Thanks.
>
>
>
> *From:* osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] *On
> Behalf Of *Chris Hanson
> *Sent:* Wednesday, September 25, 2019 12:08 AM
> *To:* OpenSceneGraph Users 
> *Subject:* Re: [osg-users] questions about developing drivers for
> osg/osgEarth
>
>
>
> I'd like to help you a bit more, but I've been really slammed with another
> osgEarth client this week. If you're patient, I can probably help you more
> in a few days.
>
>
>
> On Mon, Sep 23, 2019 at 2:03 PM speter...@idealaero.com <
> speter...@idealaero.com> wrote:
>
> Got shaders to work on geometry’s now just took me getting totally
> frustrated and taking a walk it seems J
>
>
>
> osgEarth::ModelLayerOptions layerOptions("test polygon", geomOptions);
>
> osgEarth::ModelLayer* test = new osgEarth::ModelLayer(layerOptions);
>
> osg::StateSet* tss = test->getOrCreateStateSet();
>
> VirtualProgram* vp = VirtualProgram::getOrCreate(tss);
>
> vp->setName("imageLayer");
>
> myshaders shaders;
>
> shaders.load(vp, shaders.myimagecc_Vertex);
>
> shaders.load(vp, shaders.myimagecc_Fragment);
>
> _map->addLayer(test);
>
>
>
> Was the code to get it working had to apply it to the ModelLayer not the
> geometry and add some hooks into my shaders to keep the transparent parts
> the same.
>
>
>
>
>
> Now to figure out how to get the data to change for the shaders to act on.
>
>
>
>
>
> *From:* osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] *On
> Behalf Of *Chris Hanson
> *Sent:* Thursday, September 19, 2019 10:29 AM
> *To:* OpenSceneGraph Users 
> *Subject:* Re: [osg-users] questions about developing drivers for
> osg/osgEarth
>
>
>
> Ok. That helps a lot. Thanks.
>
>
>
> So, I theorize that you are loading a 2d vector field as a data layer,
> that represents the 2D wind velocity vector at every data grid point
> covering the area, and then you use some kind of shader to display that as
> a colorfield and displays the moving flow lines? And then you update the 2d
> vector map periodically to represent the current data?
>
>
>
> If that's the case, it sounds like you're just needing to load a
> conventional two-channel 2D image and do all the display work in shaders.
> That doesn't sound like how you're doing it though?
>
>
>
>
>
> There's nothing at all that is file-specific about osgEarth, its drivers
> or its data sources. Many of the drivers talk to network-based data sources
> without accessing local files, so those shouldn't be an issue.
>
>
>
> Glenn can probably comment better on how to best make a driver that
> updates itself periodically or on cue, but you ought to be able to just
> poll every 30 seconds or so and see if a data is available and refresh it
> somehow.
>
>
>
>
>
> The information contained in this email and any attachments is intended
> only for the personal and confidential use of the intended recipients. This
> email message may be or may contain p

Re: [osg-users] questions about developing drivers for osg/osgEarth

2019-09-24 Thread Chris Hanson
I'd like to help you a bit more, but I've been really slammed with another
osgEarth client this week. If you're patient, I can probably help you more
in a few days.

On Mon, Sep 23, 2019 at 2:03 PM speter...@idealaero.com <
speter...@idealaero.com> wrote:

> Got shaders to work on geometry’s now just took me getting totally
> frustrated and taking a walk it seems J
>
>
>
> osgEarth::ModelLayerOptions layerOptions("test polygon", geomOptions);
>
> osgEarth::ModelLayer* test = new osgEarth::ModelLayer(layerOptions);
>
> osg::StateSet* tss = test->getOrCreateStateSet();
>
> VirtualProgram* vp = VirtualProgram::getOrCreate(tss);
>
> vp->setName("imageLayer");
>
> myshaders shaders;
>
> shaders.load(vp, shaders.myimagecc_Vertex);
>
> shaders.load(vp, shaders.myimagecc_Fragment);
>
> _map->addLayer(test);
>
>
>
> Was the code to get it working had to apply it to the ModelLayer not the
> geometry and add some hooks into my shaders to keep the transparent parts
> the same.
>
>
>
>
>
> Now to figure out how to get the data to change for the shaders to act on.
>
>
>
>
>
> *From:* osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] *On
> Behalf Of *Chris Hanson
> *Sent:* Thursday, September 19, 2019 10:29 AM
> *To:* OpenSceneGraph Users 
> *Subject:* Re: [osg-users] questions about developing drivers for
> osg/osgEarth
>
>
>
> Ok. That helps a lot. Thanks.
>
>
>
> So, I theorize that you are loading a 2d vector field as a data layer,
> that represents the 2D wind velocity vector at every data grid point
> covering the area, and then you use some kind of shader to display that as
> a colorfield and displays the moving flow lines? And then you update the 2d
> vector map periodically to represent the current data?
>
>
>
> If that's the case, it sounds like you're just needing to load a
> conventional two-channel 2D image and do all the display work in shaders.
> That doesn't sound like how you're doing it though?
>
>
>
>
>
> There's nothing at all that is file-specific about osgEarth, its drivers
> or its data sources. Many of the drivers talk to network-based data sources
> without accessing local files, so those shouldn't be an issue.
>
>
>
> Glenn can probably comment better on how to best make a driver that
> updates itself periodically or on cue, but you ought to be able to just
> poll every 30 seconds or so and see if a data is available and refresh it
> somehow.
>
>
>
>
>
> The information contained in this email and any attachments is intended
> only for the personal and confidential use of the intended recipients. This
> email message may be or may contain privileged and confidential
> communications. If the reader of this e-mail is not an intended recipient,
> you are hereby notified that you have received this communication in error
> and that any retention, review, use, dissemination, distribution or copying
> of this communication or the information contained herein is strictly
> prohibited. If you have received this communication in error, please notify
> the sender immediately and delete the original message and all attachments
> from your system. The recipient should check this email and any attachments
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> email. This communication may also contain data subject to U.S. export
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>


-- 
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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
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Re: [osg-users] questions about developing drivers for osg/osgEarth

2019-09-19 Thread Chris Hanson
Ok. That helps a lot. Thanks.

So, I theorize that you are loading a 2d vector field as a data layer, that
represents the 2D wind velocity vector at every data grid point covering
the area, and then you use some kind of shader to display that as a
colorfield and displays the moving flow lines? And then you update the 2d
vector map periodically to represent the current data?

If that's the case, it sounds like you're just needing to load a
conventional two-channel 2D image and do all the display work in shaders.
That doesn't sound like how you're doing it though?


There's nothing at all that is file-specific about osgEarth, its drivers or
its data sources. Many of the drivers talk to network-based data sources
without accessing local files, so those shouldn't be an issue.

Glenn can probably comment better on how to best make a driver that updates
itself periodically or on cue, but you ought to be able to just poll every
30 seconds or so and see if a data is available and refresh it somehow.
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Re: [osg-users] questions about developing drivers for osg/osgEarth

2019-09-19 Thread Chris Hanson
You're still describing what you're trying to to do solve the problem, but
not what the problem is.


Your solution seems to involve a traveling dynamic piece of geospatial
data. But generally, geospatial data is not traveling or dynamic. So,
you're possibly fighting limitations in the design of the subsystem you are
choosing to use.

Moving markers are typically represented with other osgEarth entities like
symbology, which are suited to being dynamically updated. Can you describe
what the data displayed really represents and how it is supposed to appear
in the final result?

Is this a vehicle position marker? Is it a dynamic sensor feed from a UAV
painted onto the terrain? Knowing what you're actually trying to accomplish
gives us a much better chance of suggesting a successful solution than
trying to guess what you want based upon your description of how you tried
to solve it.

On Thu, Sep 19, 2019 at 7:36 AM speter...@idealaero.com <
speter...@idealaero.com> wrote:

> Hi Chris,
>
>
>
> Well just trying to get something simple to work first so let’s just
> continue with what I was attempting with that code I posted before.
>
>
>
> There will be a periodic chunk of data that comes in.  This data will be
> programmically used to generate a bitmap or bitmap array in memory.  Goal
> is to not use tmp files or files at all.  Take the image generated and
> geospatially place it onto a layer in osgEarth.  There will be a shader
> applied to the image to alter the information to show a type of animation,
> this can be ignored for now as I don’t have an issue doing this.  Every so
> often an update with different data will come in and a new image will be
> created and it will replace the one currently displayed on the layer in
> osgEarth.  This could happen quite a few times but the updates will not
> need to be fast, only ever 15-30 min but I been doing updates in seconds
> for testing.
>
>
>
> That’s the process of what I am doing, in my code I gave I replaced the
> image with just a yellow filled bitmap, and removed the bitmap creation and
> reading completely and just used the color yellow.  To mimic the change of
> new data I ramped the alpha channel data up and attempting to update the
> layer information with the new image with ramped up alpha channel.  Ofc
> this is just for testing the data we will actually be processing will build
> complex figures onto the image with specific colors so the shader can
> process and do it’s work accordingly.  Goal of the shader is to take
> processing out of the osg processing loop to cause simplistic and repeated
> animations.
>
>
>
> Things I have tried before:
>
>
>
> Building a TileSourceDriver this seemed to work except it would leave LOD
> artifacts of old data on some tiles after the image updates and I would
> have to manually pan the earth, zoom in and out until some buffer cleared
> before going back so it would cause a total refresh of all data.  I could
> never find a method that would trigger a GL refresh of every tile at ever
> LOD correctly,  the layer data seemed to be correct but the GL buffer data
> could not be forced for some reason.
>
>
>
> Another method I tried was build a driver based off the VisibleLayer and
> use the OGRFeatureSource to put my image data onto a layer.  I could never
> get my image to show unless I made it a texture which would be fine but
> when I changed the data for the texture I could not find a way to update
> the layer to redraw.  I just can’t wrap my head around what callbacks to
> use or which update calls to use.  I abandoned this idea when I read I
> could apply shaders to my images directly without applying my image as a
> texture.
>
>
>
> And here we are with my code I supplied.  I have gotten the data to update
> shaders to work everything works with this method however cludgy it is, but
> again could only get the update to happen if I removed and added layers
> instead of trying to update the layer via some callback or call I am
> missing.  Ofc this is not working as my code and osg seem to conflict each
> other and I get an error on layer removal or addition, I have tried
> mutex’ing my operation loop but might be using that wrong as well.
>
>
>
> I was going to go back and try my layer removal and adding idea onto the
> OGRFeature work using textures but figured would be waste of time being it
> seems the layer removal and adding is causing the issue.
>
>
>
> I hope this give a good in-depth background of my efforts an what I am
> trying to accomplish and look forward to any suggestions you can provide to
> steer me in the right direction.
>
>
>
> Thanks again in advance.
>
>
>
> Shannon
>
>
>
>
>
> *From:* osg-users [mailto:osg-

Re: [osg-users] questions about developing drivers for osg/osgEarth

2019-09-18 Thread Chris Hanson
Could you explain your actual goal with specifics? It's hard to recommend a
method that will be successful when we don't know what success even looks
like.

If you give is some detailed info we can probably recommend something
specific.

On Wed, Sep 18, 2019 at 3:41 PM speter...@idealaero.com <
speter...@idealaero.com> wrote:

> Hi Chis,
>
>
>
> Any examples on how to do this?  I tried that so many ways and gave up.  I
> could never get anything to update at all.
>
>
>
> I have been having a hard time finding any examples on how to do this, so
> any help would be great.
>
>
>
> Thanks
>
>
>
> *From:* osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] *On
> Behalf Of *Chris Hanson
> *Sent:* Wednesday, September 18, 2019 4:35 PM
> *To:* OpenSceneGraph Users 
> *Subject:* Re: [osg-users] questions about developing drivers for
> osg/osgEarth
>
>
>
> You kind of seem to be going about this a difficult way.
>
>
>
> Is dynamically altering a surface texture layer really the best way to add
> an arrow to the scene?
>
>
>
> It seems like you're trying to use a screwdriver to hammer nails.
>
>
>
> Is it not more effective to use some kind of symbology and render passes
> to overlay it onto the surface without testing or rewriting the Z buffer?
>
>
>
>
>
> On Wed, Sep 18, 2019 at 2:57 PM speter...@idealaero.com <
> speter...@idealaero.com> wrote:
>
> Hello again,
>
>
>
> I have gotten some of the things I want done somewhat working.
>
>
>
> I am now having an issue attempting to get a layer to update within a
> system thread I made.
>
>
>
> First off I built all this using the Simple Ocean plugin code as my base
> line.  I then added a way to get a simple yellow box to show where I wanted
> programically with osgEarth.  I do have shader code working but what I need
> help with now is updating my layer ever so often with new data for my
> shaders to run on.
>
>
>
> Below is my simple function that my thread runs,  layer is a valid layer
> that is displayed named “newlayer”.
>
>
>
> The code runs and ramps up the alpha channel for a while (sometimes few
> seconds, sometimes minutes) and starts the ramp again with almost
> transparent, but eventually I get a read access violation in
> osg/NodeVisitor.cpp line 107.
>
>
>
> Can anyone look and hint to what might be causing this issue?
>
>
>
> It is almost as if my code and osg code are conflicting with some pointer
> somewhere and I am not sure how to mutex my code correctly.  Maybe it is my
> thread?  I am using a std::thread to run this function on.  Am I updating
> my layer wrong completely by removing and adding a new one?
>
>
>
> Thanks in advance.
>
>
>
> void mysimpleocean::mylayer_redraw(osg::ref_ptr
> layer) {
>
> int width = 200;
>
> int height = 200;
>
>
>
> double wlon = -104.00;
>
> double nlat = 49.00;
>
> double elon = -96.00;
>
> double slat = 45.00;
>
>
>
> int target_height = 200;
>
> int target_width = 200;
>
>
>
> double geoTransform[6];
>
> geoTransform[0] = wlon;
>
> geoTransform[1] = (elon - wlon) / width;
>
> geoTransform[2] = 0.00;
>
> geoTransform[3] = nlat;
>
> geoTransform[4] = 0.00;
>
> geoTransform[5] = (slat - nlat) / height;
>
>
>
> GDALAllRegister();
>
> GDALDataset* nmemDS;
>
> osgEarth::SpatialReference* srs = const_cast SpatialReference*>(_map->getProfile()->getSRS());
>
> GDALRasterBand* bandRed;
>
> GDALRasterBand* bandGreen;
>
> GDALRasterBand* bandBlue;
>
> GDALRasterBand* bandAlpha;
>
> osgEarth::Drivers::GDALOptions gdaloptions;
>
> osg::ref_ptr eds;
>
> Threading::Mutex _mutex;
>
> osg::ref_ptr tlayer;
>
>
>
>   int alpha = 143;
>
>   while (true) {
>
> nmemDS = (GDALDataset*)GDALCreate(GDALGetDriverByName("MEM"), "",
> 200, 200, 0, GDT_Byte, nullptr);
>
> GDALSetProjection(nmemDS, srs->getWKT().c_str());
>
> GDALSetGeoTransform(nmemDS, geoTransform);
>
>
>
> nmemDS->AddBand(GDT_Byte, nullptr);
>
> nmemDS->AddBand(GDT_Byte, nullptr);
>
> nmemDS->AddBand(GDT_Byte, nullptr);
>
> nmemDS->AddBand(GDT_Byte, nullptr);
>
>
>
> bandRed = nmemDS->GetRasterBand(1);
>
> bandGreen = nmemDS->GetRasterBand(2);
>
> bandBlue = nmemDS->GetRasterBand(3);
>
> bandAlpha = nmemDS->GetRasterBand(4);
>
>
>
> BYTE* rrowbuff = new BYTE[width];

Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-09-18 Thread Chris Hanson
You're asking for a complicated task with a difficult condition that you
don't seem willing to reconsider or even explain.

Nick is one of the most reasonably-priced guys I know of who are up to the
task. Either engage him, or build OSG yourself or find a way to use one of
the non-TDM builds that are free.

You're asking someone to do probably at least a full day's fairly
complicated work to get it working on an unknown toolchain. The people who
are qualified to do that aren't free, or cheap.



On Wed, Sep 18, 2019 at 5:06 PM Zachary1234  wrote:

> Nick has quoted me a particular amount of money in Euros.
>
> -Is there anyone out there, in the English speaking world,
> who could supply a
>
> C++ TDM GNU Win64 OSG 3.6.4
>
> build of OSG for even less?  Are there even any complementary
> OSG builders out there?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76698#76698
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
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Re: [osg-users] questions about developing drivers for osg/osgEarth

2019-09-18 Thread Chris Hanson
You kind of seem to be going about this a difficult way.

Is dynamically altering a surface texture layer really the best way to add
an arrow to the scene?

It seems like you're trying to use a screwdriver to hammer nails.

Is it not more effective to use some kind of symbology and render passes to
overlay it onto the surface without testing or rewriting the Z buffer?


On Wed, Sep 18, 2019 at 2:57 PM speter...@idealaero.com <
speter...@idealaero.com> wrote:

> Hello again,
>
>
>
> I have gotten some of the things I want done somewhat working.
>
>
>
> I am now having an issue attempting to get a layer to update within a
> system thread I made.
>
>
>
> First off I built all this using the Simple Ocean plugin code as my base
> line.  I then added a way to get a simple yellow box to show where I wanted
> programically with osgEarth.  I do have shader code working but what I need
> help with now is updating my layer ever so often with new data for my
> shaders to run on.
>
>
>
> Below is my simple function that my thread runs,  layer is a valid layer
> that is displayed named “newlayer”.
>
>
>
> The code runs and ramps up the alpha channel for a while (sometimes few
> seconds, sometimes minutes) and starts the ramp again with almost
> transparent, but eventually I get a read access violation in
> osg/NodeVisitor.cpp line 107.
>
>
>
> Can anyone look and hint to what might be causing this issue?
>
>
>
> It is almost as if my code and osg code are conflicting with some pointer
> somewhere and I am not sure how to mutex my code correctly.  Maybe it is my
> thread?  I am using a std::thread to run this function on.  Am I updating
> my layer wrong completely by removing and adding a new one?
>
>
>
> Thanks in advance.
>
>
>
> void mysimpleocean::mylayer_redraw(osg::ref_ptr
> layer) {
>
> int width = 200;
>
> int height = 200;
>
>
>
> double wlon = -104.00;
>
> double nlat = 49.00;
>
> double elon = -96.00;
>
> double slat = 45.00;
>
>
>
> int target_height = 200;
>
> int target_width = 200;
>
>
>
> double geoTransform[6];
>
> geoTransform[0] = wlon;
>
> geoTransform[1] = (elon - wlon) / width;
>
> geoTransform[2] = 0.00;
>
> geoTransform[3] = nlat;
>
> geoTransform[4] = 0.00;
>
> geoTransform[5] = (slat - nlat) / height;
>
>
>
> GDALAllRegister();
>
> GDALDataset* nmemDS;
>
> osgEarth::SpatialReference* srs = const_cast SpatialReference*>(_map->getProfile()->getSRS());
>
> GDALRasterBand* bandRed;
>
> GDALRasterBand* bandGreen;
>
> GDALRasterBand* bandBlue;
>
> GDALRasterBand* bandAlpha;
>
> osgEarth::Drivers::GDALOptions gdaloptions;
>
> osg::ref_ptr eds;
>
> Threading::Mutex _mutex;
>
> osg::ref_ptr tlayer;
>
>
>
>   int alpha = 143;
>
>   while (true) {
>
> nmemDS = (GDALDataset*)GDALCreate(GDALGetDriverByName("MEM"), "",
> 200, 200, 0, GDT_Byte, nullptr);
>
> GDALSetProjection(nmemDS, srs->getWKT().c_str());
>
> GDALSetGeoTransform(nmemDS, geoTransform);
>
>
>
> nmemDS->AddBand(GDT_Byte, nullptr);
>
> nmemDS->AddBand(GDT_Byte, nullptr);
>
> nmemDS->AddBand(GDT_Byte, nullptr);
>
> nmemDS->AddBand(GDT_Byte, nullptr);
>
>
>
> bandRed = nmemDS->GetRasterBand(1);
>
> bandGreen = nmemDS->GetRasterBand(2);
>
> bandBlue = nmemDS->GetRasterBand(3);
>
> bandAlpha = nmemDS->GetRasterBand(4);
>
>
>
> BYTE* rrowbuff = new BYTE[width];
>
> BYTE* growbuff = new BYTE[width];
>
> BYTE* browbuff = new BYTE[width];
>
> BYTE* arowbuff = new BYTE[width];
>
>
>
> for (int y = 0; y < height; y++) {
>
>   for (int x = 0; x < width; x++) {
>
> rrowbuff[x] = (BYTE)255;
>
> growbuff[x] = (BYTE)253;
>
> browbuff[x] = (BYTE)143;
>
> arowbuff[x] = (BYTE)alpha;
>
>
>
>   }
>
>   CPLErr rerr = bandRed->RasterIO(GF_Write, 0, 0, target_width,
> target_height, rrowbuff, target_width * ((elon - wlon) / target_width),
> target_height * abs((slat - nlat) / target_height), GDT_Byte, 4, 0);
>
>   CPLErr gerr = bandGreen->RasterIO(GF_Write, 0, 0, target_width,
> target_height, growbuff, target_width * ((elon - wlon) / target_width),
> target_height * abs((slat - nlat) / target_height), GDT_Byte, 4, 0);
>
>   CPLErr berr = bandBlue->RasterIO(GF_Write, 0, 0, target_width,
> target_height, browbuff, target_width * ((elon - wlon) / target_width),
> target_height * abs((slat - nlat) / target_height), GDT_Byte, 4, 0);
>
>   CPLErr aerr = bandAlpha->RasterIO(GF_Write, 0, 0, target_width,
> target_height, arowbuff, target_width * ((elon - wlon) / target_width),
> target_height * abs((slat - nlat) / target_height), GDT_Byte, 4, 0);
>
> }
>
>
>
> alpha = alpha + 10;
>
> if (alpha > 255)
>
>   alpha = alpha - 255;
>
>
>
> eds = new osgEarth::Drivers::GDALOptions::ExternalDataset(nmemDS, true
> );
>
> gdaloptions.externalDataset() = eds;
>
>
>
> tlayer = dynamic_cast(_map->getLayerByName(
> "newlayer"));
>
>
>
>

Re: [osg-users] How to select OSGB tiles for current zoom?

2019-09-18 Thread Chris Hanson
I'm not sure which field you're really asking about, but you should be
looking at the PagedLOD and LOD classes, and their LOD ranges. There are
some class flags there that indicate how to interpret the LOD ranges.

I wrote some whitepapers on LOD and VPB/PagedLOD. You should probably read
them:

http://alphapixel.com/wp-content/uploads/2015/04/LOD-Level-of-detail-in-OpenSceneGraph-OSG.pdf


http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf






On Wed, Sep 18, 2019 at 1:43 PM  wrote:

> Thank you for the answer.
> Can you point me to appropriate class/field name in osg
>
> *From:* Chris Hanson
> *Sent:* Wednesday, September 18, 2019 22:28
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] How to select OSGB tiles for current zoom?
>
> Those max screen diameter values are using by projecting the diameter of
> the bounding sphere (usually encoded in any Group-derived nodes) through
> the modelview/projection matrix to assess its on-screen extent in pixels.
> If it is above or below the threshold defined by the max screen diameter
> field, that triggers a change in the selection of children.
>
> On Wed, Sep 18, 2019 at 12:55 PM  wrote:
>
>> Hi
>> I wrote my own renderer based on DirectX.
>> Everything goes nice except one issue.
>> How I decide to show the some tile/node or its children regarding to
>> current zoom level?
>> Does each tile/none have some hints? (like 3mx files for example, that
>> have  MaxScreenDiameter field)
>> Thanks in advance
>> Leonid Shikhmatov
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> --
> 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 <https://twitter.com/alphapixel> facebook.com/alphapixel
> (775) 623-PIXL [7495]
>
> --
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


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http://www.alphapixel.com/
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Re: [osg-users] How to select OSGB tiles for current zoom?

2019-09-18 Thread Chris Hanson
Those max screen diameter values are using by projecting the diameter of
the bounding sphere (usually encoded in any Group-derived nodes) through
the modelview/projection matrix to assess its on-screen extent in pixels.
If it is above or below the threshold defined by the max screen diameter
field, that triggers a change in the selection of children.

On Wed, Sep 18, 2019 at 12:55 PM  wrote:

> Hi
> I wrote my own renderer based on DirectX.
> Everything goes nice except one issue.
> How I decide to show the some tile/node or its children regarding to
> current zoom level?
> Does each tile/none have some hints? (like 3mx files for example, that
> have  MaxScreenDiameter field)
> Thanks in advance
> Leonid Shikhmatov
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
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http://www.alphapixel.com/
Training • Consulting • Contracting
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Re: [osg-users] VPB and unusual normals

2019-09-15 Thread Chris Hanson
We're scaling it down to a trivial test case now, because of course nobody
ever uses VPB for trivial test cases. ;)

On Sun, Sep 15, 2019 at 1:40 PM Robert Osfield 
wrote:

> Hi Chris,
>
> I don't recall any issues with normals.
>
> Could you publish the data and osgdem/vsgmaster settings that reproduce
> the issue?
>
> Cheers,
> Robert.
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


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[osg-users] VPB and unusual normals

2019-09-14 Thread Chris Hanson
Are there any circumstances where VPB is known to not produce sensible
vertex normals? Did a build of some terrain with VPB recently, and I
haven't used it a lot because most of my customers rely on osgEarth for any
non-trivial Earth models. The resulting model loaded and ran ok and the
geometry and texture maps seemed fine, but when using the per-vertex
normals to perform shininess rendering of ocean surfaces, the normals
appear peculiar and non-continuous across tile boundaries.

I don't recall needing to do anything special for VPB normals, but
honestly, my memory might not be serving me well.

Any insight from anyone?

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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-09-09 Thread Chris Hanson
I think Nick is proposing to do exactly what you're asking.

On Mon, Sep 9, 2019 at 6:30 PM Zachary1234  wrote:

> Dear Damian Dixon,
>
> This may well be true.  My main issues still remain, though, as follows:
>
> -I am looking for a GNU TDM Win64 build that is TDM/GNU equivalent
> to the Objexx Engineering version which has a byte profile for MSVC++.
>
> -I need a contact point for some company that CAN persue such a task,
> at stipend or as a volunteer.
>
> Can someone reply with content for these two dash questions of mine here,
> please?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76658#76658
>
>
>
>
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-09-03 Thread Chris Hanson
On Tue, Sep 3, 2019 at 5:31 PM Zachary1234  wrote:

> Is there anyone out there wo can refer me to a company who could build
> Win64 TDM .a or .lib static OSG for me, even for a price, kindly? And which
> can quote me for it all in dollars, beforehand?
>

That's why I haven't been able to help you. I can't tell you beforehand
what it will cost. Whether it's even possible, and the amount of work
necessary to achieve it, is an unknown to all of us. We'd have to DO all
the work to see how long it's going to take.

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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-09-03 Thread Chris Hanson
Sorry, I've been swamped with another customer's projects recently.

I got your emails, but I don't have a good way to perform the work you are
asking. We have never used the TDM compiler and are not familiar with it,
so it would be impossible for me to be able to tell you how much it would
cost to build this. I don't know if this is even a target supported by
CMake.

I'm really struggling to understand why, if you are so committed to using
this uncommon development toolchain (TDM), you're not up to the task of
building the library from source yourself.

As far as I know there are no OSG developers using the TDM compiler, so if
you are determined to make the choice to use an unsupported compiler, you
are probably a bit on your own.

I'm sorry I can't help you more, but it's just something that's outside of
our expertise.


On Tue, Sep 3, 2019 at 12:42 AM Zachary1234  wrote:

> I've been trying to get through to them, but am failing.
>
> Because of where I am in the world, relative to them, we are totally
> day/night opposite on every single day.  So my telephoning them
> is not any option.
>
> The contact us section on their website is buggy, and doesn't display
> properly, and might not work properly.
>
> Nonetheless, i have found the following two email addresses for AlphaPixel:
> [url]
> [/url]
>
>
> I have sent emails to both of these addresses, but no one has replied with
> anything to me, based on my enquiries on the OSG build matter.
>
> Is there someone who can suggest how I can send an email to AlphaPixel,
> and perhaps get some more active attention, please?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76636#76636
>
>
>
>
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Re: [osg-users] OSG to OptiX integration from 2012

2019-08-11 Thread Chris Hanson
Interesting! Thanks!

I'm trying to picture how it would all fit together.

On Sat, Aug 10, 2019 at 3:14 PM Uwe Woessner  wrote:

> Hi Chris,
>
> if you are looking for raytracing osg scenes in general and not OptiX
> specifically, you could also have a look at
> https://github.com/szellmann/visionaray
> There is a visionaray plugin for OpenCOVER which is our OpenSceneGraph
> based renderer. You find it here: https://github.com/hlrs-vis/covise
>
> Regards,
>  Uwe
> Am 03.08.2019 um 12:09 schrieb Raymond de Vries:
>
> Hi Chris,
>
> I am looking through old mail and saw your questions. I have seen the code
> and as far as I can remember it was not used for rendering. It was not open
> source.
>
> Send me a PM for more details if you like.
>
> Cheers
> Raymond
>
>
> On 7/12/2019 9:09 AM, Chris Hanson wrote:
>
>
> While looking into using Nvidia RTX ray tracing of an OSG scene, I came
> across this document from 2012:
>
> http://on-demand.gputechconf.com/gtc/2012/presentations/S0319-Advanced-Driver-Assistance-System-Testing-Using-OptiX.pdf
>
>
> It discusses using a plugin to convert an OSG scene to an OptiX scene,
> which is then rendered in OptiX.
>
> Has anyone ever seen or used this code? Was it open source? It may be
> dated, but it would be a starting point for new work.
>
> With AMD getting into the ray tracing game, it would be nice to have a way
> to portably ray trace scenes on either NVidia or AMD (or Intel) GPUs, but I
> don't see anything stepping into that space yet. I saw the beginning of a
> Vulkan ray tracing library:
> https://www.phoronix.com/scan.php?page=news_item=vRt-Vulkan-Ray-Tracing
>
>
>
>
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
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> Training • Consulting • Contracting
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Re: [osg-users] Siggraph2019 OpenScneGraph+VulkanSceneGraph Presentation

2019-07-31 Thread Chris Hanson
Time to go get the popcorn.

Thanks Robert!

On Wed, Jul 31, 2019 at 11:29 AM Robert Osfield 
wrote:

> Hi All,
>
> As I type the Siggraph 2019 OpenSceneGraph Bird Of Feature Sessions is
> going ahead playing the following audio/video of my presentation which is
> now uploaded to youtube:
>
> https://www.youtube.com/watch?time_continue=4=zVGcNAGhXQM
>
> The slides with all the links is also available:
>
> https://www.youtube.com/watch?time_continue=4=zVGcNAGhXQM
>
> Cheers,
> Robert.
>
>
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Re: [osg-users] OpenSceneGraph-3.6.4 released

2019-07-28 Thread Chris Hanson
Nice work, Robert and all.

We need to work on a method to send single malt whiskey via internet.
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[osg-users] OSG to OptiX integration from 2012

2019-07-12 Thread Chris Hanson
While looking into using Nvidia RTX ray tracing of an OSG scene, I came
across this document from 2012:
http://on-demand.gputechconf.com/gtc/2012/presentations/S0319-Advanced-Driver-Assistance-System-Testing-Using-OptiX.pdf


It discusses using a plugin to convert an OSG scene to an OptiX scene,
which is then rendered in OptiX.

Has anyone ever seen or used this code? Was it open source? It may be
dated, but it would be a starting point for new work.

With AMD getting into the ray tracing game, it would be nice to have a way
to portably ray trace scenes on either NVidia or AMD (or Intel) GPUs, but I
don't see anything stepping into that space yet. I saw the beginning of a
Vulkan ray tracing library:
https://www.phoronix.com/scan.php?page=news_item=vRt-Vulkan-Ray-Tracing




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Re: [osg-users] silhouette bitmap into vector

2019-07-05 Thread Chris Hanson
Being more specific would depend on what your bitmap looked like and how
you wanted to segment it before vectorizing.

I assume you would want to do this in a purely OSG/OpenGL/GLSL environment
without going to OpenCL or CUDA. So, this is defined in terms of multiple
OSG-like rendering passes, each with a single simple operation.

>From my imagination:

1. Run a later pass on the RTT rasterizing a fullscreen quad and using the
RTT output texture as an input. Here, you perform any downsampling and
per-pixel computation necessary to process the input values into a pure
binary segmentation of 0 or 1 values. Optimally, at this point you could
also compute the XY screen space bounding box of the 0 and 1 regions to
restrict the regions the later passes run on.

2. Run a second pass on a screen-sized quad which uses the output of the
first pass as an input texture (nearest neighbor sampling mode) and has a
fragment shader which examines the corresponding pixel in the input
texture, comparing it to eight of its neighbors. If the center pixel
differs from any of the eight neighbors, it could be an 'edge' pixel, and
the orientation of a short edge segment at this location should be
determined based on the 8 surrounding pixels, and recorded in a Transform
Feedback output buffer. Each output segment will represent a one-pixel long
fraction of the edge boundary between 1 and 0 regions. You'll probably need
to handle edges that reach the sides of the screen by closing the loop
around the screen edge somehow, depending on whether you need a closed line
loop or an open line segment as the final product.

3. Run a third pass (this might be easier with looping constructs on the
CPU side, but maybe the GPU can do it still) on the single-pixel-long edge
segments to assemble the fragments, in order, to complete a line segment.
This will be output as another Transform Feedback buffer.

4. Optionally, run a 4th pass using the line string from the 3rd pass, to
optimize/simplify the segments based on merging them together using length
and turning radius rules to coalesce small features or long straight
1-pixel segments into one longer, multi-pixel-long segment.

Extract the final line string from the transform feedback buffer into CPU
space for use.

I've been trying to find you an example, but my search terms are colliding
with other synonymous words like "tracing" and "vectorizing" and turning up
the wrong info.


On Fri, Jul 5, 2019 at 4:03 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Thanks Chris!
>
> any links? I am interested
>
> On Fri, Jul 5, 2019 at 2:43 PM Chris Hanson  wrote:
>
>> Sorry, Nick, I missed this query of yours!
>>
>> I could have given you some suggestions. If your OpenCV solution ever is
>> inadequate, you could probably make something really fast in GPU using
>> transform feedback. Could even do simplification in-GPU too.
>>
>> On Fri, Jul 5, 2019 at 2:11 PM Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com> wrote:
>>
>>> Hi Community,
>>>
>>> just if someone else will need this:
>>>
>>> I was able to work it with OpenCV. But if you really want to exercise it
>>> here is a nice link with different algorithms explained in big detail:
>>> https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4813928/
>>>
>>> Cheers,
>>> Nick
>>>
>>> On Tue, Jul 2, 2019 at 1:03 PM Trajce Nikolov NICK <
>>> trajce.nikolov.n...@gmail.com> wrote:
>>>
>>>> Hi Community,
>>>>
>>>> This is a bit more CG question rather then OSG related, but I think
>>>> there are lots of CG folks in this community so I dare to ask
>>>>
>>>> I am after processing of a rendering outline of a scene (which is a
>>>> bitmap as a result of RTT in OSG) and then having this outline as an array
>>>> of 2D coordinates. And preferable close to real time. Anyone with some
>>>> suggestions?
>>>>
>>>> Thanks a bunch as always! Meanwhile I am googling this one
>>>>
>>>> Cheers,
>>>> Nick
>>>>
>>>> --
>>>> trajce nikolov nick
>>>>
>>>
>>>
>>> --
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>>
>>
>> --
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>> http://www.alphapixel.com/
>> Training • Consulting • Contracting
>> 3D • Scene Graphs (Open Scen

Re: [osg-users] silhouette bitmap into vector

2019-07-05 Thread Chris Hanson
Sorry, Nick, I missed this query of yours!

I could have given you some suggestions. If your OpenCV solution ever is
inadequate, you could probably make something really fast in GPU using
transform feedback. Could even do simplification in-GPU too.

On Fri, Jul 5, 2019 at 2:11 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Community,
>
> just if someone else will need this:
>
> I was able to work it with OpenCV. But if you really want to exercise it
> here is a nice link with different algorithms explained in big detail:
> https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4813928/
>
> Cheers,
> Nick
>
> On Tue, Jul 2, 2019 at 1:03 PM Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Community,
>>
>> This is a bit more CG question rather then OSG related, but I think there
>> are lots of CG folks in this community so I dare to ask
>>
>> I am after processing of a rendering outline of a scene (which is a
>> bitmap as a result of RTT in OSG) and then having this outline as an array
>> of 2D coordinates. And preferable close to real time. Anyone with some
>> suggestions?
>>
>> Thanks a bunch as always! Meanwhile I am googling this one
>>
>> Cheers,
>> Nick
>>
>> --
>> trajce nikolov nick
>>
>
>
> --
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Re: [osg-users] osgposter through Task Scheduler

2019-07-05 Thread Chris Hanson
With all due respect, I think OpenGL on headless Windows is a slight
distinction from what Andreas was asking for (OpenGL without a Windows
desktop login session). Most people doing headless OpenGL at least have a
Windows login session.

I was curious about the situation myself. We (myself, Nick and Per at Volvo
Sweden just a few hours from Remograph) and the guys at DLR in Munich have
all been pursuing headless OSG operation and context creation via EGL. The
goal is multifold -- on Linux it would be nice to not have to have XWindows
running. On other devices, it'd be nice to operate headless.

I don't know for sure if the EGL method would work on a Windows machine
that doesn't have a logged-in desktop session.

As far as I recall, the old WinNT OpnGL Tubes (and friends) screen savers
could operate prior to login on the login screen, by using the system
display context, but I'm not sure if that tactic is applicable here, but it
does suggest that somehow an OpenGL context could be created without a
desktop session. Have you tried executing a simple (non-OSG) EGL demo
executable in this situation? That would tell you if pursuing EGL to solve
the problem is worth doing.

I put in a query to some friends who might know the answer firsthand, but
haven't heard anything back. If you want to email me privately, I can try
to keep you in touch. Were your requirements specific to a particular GPU
platform (NVidia, AMD, etc) or does it need to be a vendor-agnostic
solution? Some vendors provide enhancements that others don't have.

On Fri, Jul 5, 2019 at 12:55 PM Andreas Ekstrand <
andreas.ekstr...@remograph.com> wrote:

> Thanks Chris! Guess I haven't googled generally enough - will look around
> for more less-specific solutions.
> /Andreas
>
> On 2019-07-04 01:15, Chris Djali wrote:
>
> Hi,
>
> I don't want to be the guy that says "Go away and Google your problem", but I 
> was curious and searched for OpenGL on headless Windows and saw a few results 
> where people had managed to do it. Even if you don't find something 
> compatible with your situation, you're likely to find more and better answers 
> on a less-specific mailing list.
>
> Sorry I couldn't give an actual answer,
> Chris
>
> --
> Read this topic online 
> here:http://forum.openscenegraph.org/viewtopic.php?p=76366#76366
>
>
>
>
>
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[osg-users] Valve Index

2019-06-28 Thread Chris Hanson
  Is anyone currently working on or developing any support for Valve's
Index controllers within OSG?

  I see a lot of potential in the simulation industry.

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Re: [osg-users] Order Independent Transparency and osg::Viewer

2019-06-25 Thread Chris Hanson
I guess I don't really know what would be different. It's not clear to me
how you are using osgViewer, but you have all the source to
osgTransparencyToolkit, you should be able to debug.

Perhaps run both versions under something like glTrace and compare them?

On Tue, Jun 25, 2019 at 8:21 AM Yu Jie  wrote:

> Dear Chris Hanson,
>
> Thanks for your reply. I have study your libary "OSG Transparency
> Toolkit". it is really very great. it works well when i used
> osgViewer::Viewer to render my scene. But my problem is when I set my scene
> into osgViewer::View which i used in my application, the transparency
> effect is not good.
>
> Is there anything need to be set for osgViewer::View? I think
> osgViewer::Viewer have set something defautly, so it works very well.
>
> Thanks for your help!
>
> ...
>
> Thank you!
>
> Cheers,
> Yu
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76329#76329
>
>
>
>
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Re: [osg-users] 回复: Osing OpenXR in OSG

2019-06-25 Thread Chris Hanson
We've used the osgOpenVRViewer codebase and its friends and cousins.

We could probably adapt it to work with OpenXR if anyone was really
motivated and needed it, but so far nobody has come up with a compelling
enough need to fund such work.

Maybe if it's important enough to someone, they can do the work themselves
and release it, or contract someone else to do so. But so far, nobody has
committed to it.

On Tue, Jun 25, 2019 at 5:25 AM Garfield Pig  wrote:

> Hi David,
>  There is only OpenVR integrated in osg,and It's not maintained anymore.
> [osgOpenVrViewer](https://github.com/ChrisDenham/osgopenvrviewer) And It
> only supports osg single thread mode.
>
>
> -- 原始邮件 --
> *发件人:* "David Glenn";
> *发送时间:* 2019年6月25日(星期二) 上午6:08
> *收件人:* "osg-users";
> *主题:* [osg-users] Osing OpenXR in OSG
>
> Greetings!
>
> I guess that I'm going to gripe on this subject like I did a year ago!
> I know that OpenXR is at least in Open Bata and I was wondering what
> progress anyone has made incorporating it in OSG.
>
> While I was in GDC I did see Khronos make some progress in this area and I
> even got to see someone do a demo of a VR display using HTC Vive. I
> challenged the group that worked on that and never heard from them again.
>
> I think one of the holdbacks was the interactive controls was not set yet,
> but from my perspective, they could have worked at the visual.
>
> I know that if I had the time and resources that I would hack this out,
> but one of the sad drawbacks of having a job is not having the time. It
> must be that most people still see this technology as a flash in the pan,
> but I think it’s taking on traction.
>
>
> ...
>
> Thank you!
>
> David Glenn.
>
> 
> David Glenn
> ---
> D Glenn 3D Computer Graphics Entertainment.
> www.dglenn.com
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76327#76327
>
>
>
>
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Re: [osg-users] How to properly compile osg with EGL support?

2019-06-24 Thread Chris Hanson
Can you just side-load the binary built on the personal machine onto the
administered system and see what happens? The result, even if it's a
failure, might be insightful.

I'm glad the process works. We need to document this build recipe because
the utility of it is potentially very powerful for many users.

Now we just need to figure out binding to a particular GPU in multi-GPU
systems, and it will be a serious breakthrough to be able to access
multiple GPUs on Linux without the overhead of X!

On Fri, Jun 21, 2019 at 2:12 PM Roy Lichtenheldt 
wrote:

> Hi Nick,
>
> Thanks for the hint. After being unsuccessful on our administrated
> systems, I ported a small example to a self-administrated ubuntu machine
> --> few adaptions to the cmakeLists and it runs. I guess everything is
> running fine, as the viewer loop keeps running without showing the viewer
> on the screen (I ran the main.cpp from the repository in this thread).
>
> So my next task will be to figure out what is wrong in the administrated
> system and to try our simulation tool on the ubuntu one in order to see if
> it would also work.
>
> Thanks Again!
>
> Cheers,
> Roy
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76319#76319
>
>
>
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Re: [osg-users] How to properly compile osg with EGL support?

2019-06-19 Thread Chris Hanson
Thanks for sharing this info for everyone else who might need it, Nick!

On Wed, Jun 19, 2019 at 9:28 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Roy,
>
> as promissed. See attached
>
> On Tue, Jun 18, 2019 at 9:58 PM Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Roy,
>>
>> I am not on Linux box at the moment but as I can recall I had to link
>> against the NVIDIA libraries, for OpenGL and for the GLdispatch. No idea
>> how this works on Windows. Tomorrow from work I can send you the whole
>> working project
>>
>> On Tue, Jun 18, 2019 at 6:27 PM Roy Lichtenheldt 
>> wrote:
>>
>>> Hi Nick,
>>>
>>> I got exactly the same stack trace you got on running my example - I
>>> tried linking explicitly to EGL, GLdispatch and OpenGL, but it seems I got
>>> that wrong. Any hints (or possibly an adapted cmakeLists ;-) )?
>>>
>>> Thank you!
>>>
>>> Cheers,
>>> Roy
>>>
>>> --
>>> Read this topic online here:
>>> http://forum.openscenegraph.org/viewtopic.php?p=76300#76300
>>>
>>>
>>>
>>>
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>>
>
>
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Re: [osg-users] Order Independent Transparency and osg::Viewer

2019-06-14 Thread Chris Hanson
I think you might want to try this OSG library we wrote, which adds order
independent transparency options:

http://alphapixel.com/project/osg-transparency-toolkit/



On Fri, Jun 14, 2019 at 9:56 AM Yu Jie  wrote:

> Hi, everyone. In order to make geometrys in my scene to be transparency, I
> have studied osgoit code. and I am sure "order independent transparency"
> will be the right way for me. But problems happened when i develop this
> function in my application.
>
> In my application, i used osgViewer::CompositeViewer to render scene but
> not osg::Viewer that used in osgoit. Everything is well when use
> osg::Viewer, as showed in below picture. But in my application, all
> geometries disappeared when i add them into DepthPeeling transparency scene.
>
>
>
> is there some special settings should be set for  "order independent
> transparency" in osgViewer::CompositeViewer. I have no solution for this
> problem after searched forum many times.
>
> Can anybody give me some suggestions about this situation. Thank you very
> much!
>
>
>
> Thank you!
>
> Cheers,
> Yu[img][/img]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76291#76291
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/geometrydisappeared_102.png
> http://forum.openscenegraph.org//files/well_transparency_206.png
>
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Re: [osg-users] Resolution of .earth vice .osg/.ive Formats?

2019-06-10 Thread Chris Hanson
osgEarth has a VPB driver:
https://github.com/gwaldron/osgearth/blob/master/src/osgEarthDrivers/vpb/ReaderWriterVPB.cpp


I've not used it in as long as I can remember, but I think it could be used
to insert VPB-built .osg/.ive/.osgb files into osgEarth as terrain layers.
It's not placed using a "model" node. It's not exactly recommended:

http://docs.osgearth.org/en/latest/references/drivers/tile/vpb.html





On Mon, Jun 10, 2019 at 7:44 PM Steven Jones  wrote:

> Figured it out...
>
> On a side note, can I point to the osgb terrain database files from within
> an .earth file? I've not see anything that covers that, unless, in this
> case, the osgb file(s) are considered a "model".
>
> The database for the osgb format includes a sub-directory named
> ...\dbtest_root_L0_X0_Y0, and the primary osgb file (dbtest.osgb) is in the
> next level higher sub-directory.
>
> Cheers,
>
> Steven
>
> --
> Read this topic online here:
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>
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Re: [osg-users] Resolution of .earth vice .osg/.ive Formats?

2019-06-05 Thread Chris Hanson
You can, if you want, hook in a pseudoloader that intercepts ALL calls to
load .osgb files and snoops on them to see if they are terrain tiles, and
if they are, you can on the fly add buildings and models and vegetation to
the scene. This way, the accessories page in and out with the terrain.

It's complex, but it's basically what osgEarth was doing for you.

Robert may have other suggestions for architectural designs along those
lines.

On Tue, Jun 4, 2019 at 3:14 PM Steven Jones  wrote:

> Chris,
>
> Osgb it will be... The performance is great, particularly after I limited
> the overall area that the database covered. The tricky part will be the 3D
> models and vegetation placement. This must be done as it is integral to
> what I'm building...
>
> ...
>
> Cheers,
>
> Steven
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76185#76185
>
>
>
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Re: [osg-users] Resolution of .earth vice .osg/.ive Formats?

2019-06-03 Thread Chris Hanson
Is it performing more to your liking using the OSG/IVE format?

For future-proofing you should probably consider using the osgb format as
OSG/IVE are deprecated now.

On Mon, Jun 3, 2019 at 8:27 PM Steven Jones  wrote:

> Thanks Chris - I am relatively certain I can use all the luck I can get...
>
> Cheers,
>
> Steven
>
> --
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Re: [osg-users] osgViewer GraphicsWindowX11 Event Handling

2019-06-03 Thread Chris Hanson
Did you find any solution to this? I have a lot of clients using Qt so I
like to keep abreast of what's being done.

On Thu, Apr 25, 2019 at 7:32 PM Eric Stancliff 
wrote:

> Chris,
>
> I want to move away from using QOpenGLContexts because they limit my
> ability to implement the improved threading models compatible with
> osgViewer::CompositeViewer.  One of my devs has also bumped into issues
> with assumptions made by some low level osgEarth code for gpu techniques
> and draping.
>
> Previously we were converting QEvents to osg events and adding to our
> event queue, which theoretically I could still do with this new approach.
> But it would only be necessary for the X11 window as the events happen
> naturally for windows.  If there's a bug I can find to prevent the need for
> this translation it would be preferred.
>
> Eric
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75901#75901
>
>
>
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Re: [osg-users] Resolution of .earth vice .osg/.ive Formats?

2019-06-03 Thread Chris Hanson
Good luck!
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Re: [osg-users] Resolution of .earth vice .osg/.ive Formats?

2019-06-03 Thread Chris Hanson
It sounds like osgdem's idea of 'levels' may not correspond to CDB's, and
increasing the number os osgdem levels may be the right solution.

I don't think osgdem ever generates "too many" levels -- the "levels"
option simply limits how far it is allowed to go. So, if you really want
ALL detail from your source data shown, you should probably just try giving
it a crazy high levels limit (16?) and let it grind away producing tiles
for as much detail as you've got.

Robert can correct me if I'm wrong here about this.

On Mon, Jun 3, 2019 at 4:35 AM Steven Jones  wrote:

> Update...
>
> With the LOD level set to 8, osgdem generated approx 1,600 .ive files.
>
> With the value set to 99, it's been crunching for over 2 hours, and it's
> up to 38,000+ .ive files and is still crunching.
>
> The latest .ive file to be created is dbtest_L9_X255_Y63_subtile.ive.
>
> The imagery files (4,000+) were originally .jp2 format, and I converted
> them to GeoTiffs using GeoJasper.
>
> Steven
>
> --
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Re: [osg-users] Huge perfomance issues

2019-06-03 Thread Chris Hanson
Well, I hadn't thought it through, but I think you could use a single VBO
to hold, for example, all of the data for the Lines type objects. And
another VBO to hold all the data for the Polylines, etc. So, one Object and
one VBO to hold all the data for all the entities of each TYPE of Object.
Then, you can bulk load the current data into the VBO, update the VBO to
OpenGL, and let OSG draw it.

We're really just giving vague ideas here because we don't REALLY know the
internal architecture of your existing code or what other constraints or
restrictions might be in play that would affect the optimal solution.


If you want more in-depth advice, you'll probably have to explain more
about your application. If you need to do that under NDA or confidentially,
shoot me an email.


On Mon, Jun 3, 2019 at 10:31 AM Achilleas Margaritis 
wrote:

> Can you please elaborate? what do you mean by 'single object' and 'set
> this up to use buffer objects'?
>
> Do you mean that a single OSG object can hold multiple VBOs or arrays of
> vertices?
>
> Or do you mean to have a single vertex buffer and multiple OSG objects
> each one using part of that buffer?
>
>
> Chris Hanson wrote:
> > I think I'd create a single object to represent ALL of the objects of a
> given class, eg Lines, PolygonLines, Rectangles, etc. Set this up to use
> buffer objects and it will refer to the buffer object to fetch the
> vertices, indices, and possibly attributes for the appearance.
> >
> > Then on each frame after you have received ALL the data, bulk assemble
> them together into memory buffers of vertices and appearance attributes,
> then shovel only those buffers to OpenGL once per frame.
> >
> >
> > I assume frustum clipping is probably not your biggest concern, so I'd
> just ignore it for the most part by giving each object an artificially
> large bounding sphere.
> >
> >
> >
> >
> >
> >
> >
> >
> > On Sat, Jun 1, 2019 at 5:29 AM Yu Qi < ()> wrote:
> >
> >
> > > Hi,
> > >   By the way,the default vertex specification of geometry is
> displaylist,if you need to change vertex frequently,use VAO and VBO.
> > >
> > > Thank you!
> > >
> > > Cheers,
> > > Yu
> > >
> > > --
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=76167#76167 (
> http://forum.openscenegraph.org/viewtopic.php?p=76167#76167)
> > >
> > >
> > >
> > >
> > >
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> >
> >
> >
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Re: [osg-users] Huge perfomance issues

2019-06-02 Thread Chris Hanson
I think I'd create a single object to represent ALL of the objects of a
given class, eg Lines, PolygonLines, Rectangles, etc. Set this up to use
buffer objects and it will refer to the buffer object to fetch the
vertices, indices, and possibly attributes for the appearance.

Then on each frame after you have received ALL the data, bulk assemble them
together into memory buffers of vertices and appearance attributes, then
shovel only those buffers to OpenGL once per frame.

I assume frustum clipping is probably not your biggest concern, so I'd just
ignore it for the most part by giving each object an artificially large
bounding sphere.




On Sat, Jun 1, 2019 at 5:29 AM Yu Qi  wrote:

> Hi,
>   By the way,the default vertex specification of geometry is
> displaylist,if you need to change vertex frequently,use VAO and VBO.
>
> Thank you!
>
> Cheers,
> Yu
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=76167#76167
>
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Re: [osg-users] Resolution of .earth vice .osg/.ive Formats?

2019-06-02 Thread Chris Hanson
Are you sure 8 levels

>osgdem --TERRAIN --no-terrain-simplification --npot --BuildOverlays True
--blending-policy ENABLE_BLENDING --PagedLOD --interpolate-imagery
--mip-mapping-imagery -l 8 -d C:\DB\N33\W118\Mosaic\Ele -t
C:\DB\N33\W118\Mosaic\Img -gb -118.025000568 32.8698343849721
-116.974999432 34.1301656150279 -o dbtest.ive

is sufficient?
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Re: [osg-users] How to implement a Laser Simulation?

2019-05-29 Thread Chris Hanson
So, you don't care about the line appearing interacting with the water
column, just with it interacting with the surfaces in the scene?

You could either slap a shader pass on EVERY surface in the scene that the
laser line can fall upon, OR do a second render pass (possibly reading the
Z-buffer) to apply the laser line effect.

Which of these seems more feasible to you based on the preconditions and
restrictions of your existing app and scene graph architecture?

On Wed, May 29, 2019 at 6:22 PM Matheus Santos 
wrote:

> Something like that:
>
> https://www.researchgate.net/profile/Jan_Albiez/publication/283269557/figure/fig6/AS:668780564865037@1536461120832/Screenshot-of-the-simulation-with-an-active-FlatFish-using-the-laser-line-projectors.ppm
> ...
>
> Thank you!
>
> Cheers,
> Matheus
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=76147#76147
>
>
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Re: [osg-users] How to implement a Laser Simulation?

2019-05-27 Thread Chris Hanson
On Mon, May 27, 2019 at 3:05 PM Matheus Santos 
wrote:

> The laser is a fixed line projection, attached to the camera. It's for
> work.
>

Do you have an example of how you'd want it to look?

The classic scanning beam slice from "Aliens" is a little different, but
I'd expect you'd want to see a slightly opaque tapered plane representing
the beam in the water medium, possibly with some interaction patterns from
tubidity particles in the water column, and then a highlight where the beam
hits the scene objects. The highlight could be done as a shader layer, a
post process on the scene Z buffer, or as a second pass with a shader.

What questions are you looking to get answers for? So many of the answers
depend on how your scene is rendered currently.

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Re: [osg-users] How to implement a Laser Simulation?

2019-05-24 Thread Chris Hanson
Is this like a scanning sweep laser beam?

I'd model it as a triangular frustum with a texture on it generated by a
shader with some kind of animated fBm (Fractal Brownian Motion) noise.

Is this a work project or school or what?

On Fri, May 24, 2019 at 7:35 PM Matheus Santos 
wrote:

> Hi, I need to implement a laser inside an underwater simulation. The
> simulation uses the physics from the gazebo and renders the scene with OSG.
> Now I need to project a green laser (vertical or horizontal) from the
> robot, inside the scene. I have no idea how to do something like that (and
> have almost 0 experience with OSG). Can someone help me? Any help is
> welcome (suggestion, links, specific tutorials, GitHub repositories,
> videos, etc...), I tried to find some code but didn't help so much.
>
> So, I'm completely lost :o
>
> ...
>
> Thank you!
>
> Cheers,
> Matheus
>
> --
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Re: [osg-users] Image capture in memory

2019-05-22 Thread Chris Hanson
I think there was some code in this post:
http://forum.openscenegraph.org/viewtopic.php?t=17504

It was failing to resize dynamically, but it doesn't sound like that would
be an issue for you.

On Wed, May 22, 2019 at 10:15 AM Catalin Flower  wrote:

> Hi Chris,
>
> I would be happy to use FBO, but I have no idea how to!
>
> Please give me an example.
>
> Thank you!
>
> Cheers,
> Catalin
>
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Re: [osg-users] Image capture in memory

2019-05-21 Thread Chris Hanson
Additional note: At this time, I think it's recommended to use FBOs (Frame
Buffer Objects) instead of PBuffers.

On Tue, May 21, 2019 at 3:06 PM Catalin Flower  wrote:

> Hi,
>
> For future reference...
>
> OSG (windows at least) supports off screen rendering without any window
> flashing on the screen by using pbuffer.
>
> When you create the Traits object, set traits->pbuffer = true;
>
> See example osgscreencapture, see pbuffer-only parameter.
>
> Start the example with osgscreencapture --pbuffer-only 512 512 cow.osg
>
> Thank you!
>
> Cheers,
> Catalin
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=76126#76126
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Re: [osg-users] Intersection with 2d plane embedded in 3d

2019-05-21 Thread Chris Hanson
I'll chime in and say that if the plane is not moving around in the world
coordinate system, doing the intersection outside of OSG's intersection
code is probably simpler.

On Tue, May 21, 2019 at 1:08 PM Robert Osfield 
wrote:

> Hi Steve.
>
> On Tue, 21 May 2019 at 10:55, Steve Hardy  wrote:
> > Thanks for the reply.  I take it that quad intersection is the right
> approach for this problem.
>
> Well it's a simple approach.
>
> The "right" way would probably be to compute the ray to plane
> intersection separately, though I don't know how it would tie into the
> rest of your application code/usage.
>
> > So follow-up question: what would be a good way to improve efficiency?
> I know exactly which quad to intersect, but don't want intersection to test
> against all the other zillions of geodes in the scene.  It looks like the
> same node mask trick can be used with the intersection visitor, so
> hopefully I can use another node bit for that - although it looks like I
> have to turn off that bit in all except the node path from camera to quad.
>
> The OSG's IntersectionVisitor does tests against the bounding sphere's
> of the nodes in the scene graph to know whether it's worth traversing
> the subgraph or not, this avoids testing much of the scene graph.  If
> this isn't sufficient then you can assign KdTree's to the Geometry
> leaves to accelerate intersection testing.  See the osgkdtree example.
>
> Doing the ray to plane intersection separately from the OSG's
> IntersectionVisitor would be the most efficient solution, might even
> be less work given the above steps.
>
> Robert.
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Re: [osg-users] Convert .earth file to .osg format

2019-05-04 Thread Chris Hanson
WHen I say build a dataset, I mean, run it through osgdem and produce a
.osg or .osgb and test it.

Start simple, then if you get that working, add complexity until you find
the breaking point, then fix whatever you identify as being the problem.

On Sat, May 4, 2019 at 12:16 AM Steven Jones  wrote:

> Chris,
>
> I can definitely do that, since I have the original files (imagery and
> elevation) in segregated in separate sub-directories.
>
> I'd still need to be able to visualize them though as I test the build
> process to ensure that I'm seeing the 3D aspect of the overall terrain.
> With a VRT, I'm not sure how to do that.
>
> ...
>
> Cheers,
>
> Steven
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=75951#75951
>
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Re: [osg-users] Convert .earth file to .osg format

2019-05-03 Thread Chris Hanson
I really feel like you need to step back a couple of steps and get a
working process.

Like, can you build a dataset with JUST elevation data and just ONE simple
GeoTIFF terrain elevation file? When you have a process that works, you can
work forward, adding complexity and watch for where it breaks and you'll
know what the problematic aspect is.

At the moment, the problem could be anywhere.


On Fri, May 3, 2019 at 8:45 PM Steven Jones  wrote:

> Hi Chris "D",
>
> Thanks - I'd done some researching and came to the same basic
> conclusion... For now, I'm going to trust that the values are as they
> should be...
>
> I've created a VRT file using gdalbuildvrt but am not sure how that can be
> used now to ultimately create an osg (or osgb) file to use within my
> application to view it in 3D.
>
> The files used to build the vrt were both elevation and imagery GeoTiffs,
> and I used the -separate option (tried it without and after a little over
> 1,000  files were processed, gdalbuildvrt stopped due to too many errors.
> (The mosaic has 600+ elevation files and 4,000+ imagery files - error was
> likely due to differences related to the number of bands and float versus
> int.)
>
> How best to proceed?
>
> ...
>
> Cheers,
>
> Steven
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=75949#75949
>
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Re: [osg-users] Convert .earth file to .osg format

2019-05-02 Thread Chris Hanson
I would think QGIS would do it. There may be other, simpler tools too.

On Thu, May 2, 2019 at 1:56 AM Steven Jones  wrote:

> Chris,
>
>
> Chris Hanson wrote:
> > It's a single-precision 32-bit floating point TIFF. Values could be
> anywhere from -FLT_MAX to FLT_MAX.
> >
> > I've tried several methods to try to find the FLT_MAX values but so far
> no joy, so I have no idea what it could be set to... Can you recommend a
> method to dig this info out?
> >
> > Steven
> >
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=75930#75930 (
> http://forum.openscenegraph.org/viewtopic.php?p=75930#75930)
> >
> >
> >
> >
> >
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Re: [osg-users] Convert .earth file to .osg format

2019-05-01 Thread Chris Hanson
It's a single-precision 32-bit floating point TIFF. Values could be
anywhere from -FLT_MAX to FLT_MAX.

I'm just making sure it doesn't have weird values like sea level being 0
and Everest being 8.8 (in units of kilometers).

On Wed, May 1, 2019 at 4:20 PM Steven Jones  wrote:

> Chris,
>
> Not sure what value range you are referring to (still learning all I can
> regarding the GeoTiff file structures).
>
> "This seems plausible. Did you check to see what value range this
> elevation TIFF has?"
>
> Steven
>
> --
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>
>
>
>
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Re: [osg-users] How to properly compile osg with EGL support?

2019-04-30 Thread Chris Hanson
Awesome!

On Tue, Apr 30, 2019 at 8:14 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> me again :)
>
> I had to re-read what Omar wrote in this thread. To make it work you
> really need to link explicitly to EGL, GLdispatch and OpenGL. All works now
>
> Thanks Omar and Chris!
>
> On Tue, Apr 30, 2019 at 7:38 AM Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Community,
>>
>> we are back on this issue now days. I have tried the osgEGL project from
>> guthub and I am having the same problem I had before. Crash .. Here is the
>> stack trace. Any clue?
>>
>> 0glGetString0x762ccae9
>> 1osg::State::initializeExtensionProcs()0x76d1e3ed
>> 2osg::GraphicsContext::makeCurrent()0x76c2a4f2
>> 3osg::GraphicsThread::run()0x76c30117
>> 4OpenThreads::ThreadPrivateActions::StartThread(void *)
>> 0x76873375
>> 5start_thread
>> /usr/lib/debug/.build-id/b1/7c21299099640a6d863e423d99265824e7bb16.debug
>> 3330x748d46ba
>> 6clone/usr/lib/debug/lib/x86_64-linux-gnu/libc-2.23.so109
>> 0x7599741d
>>
>>
>>
>>
>> On Fri, Jan 25, 2019 at 9:47 AM Omar Álvarez 
>> wrote:
>>
>>> I have created a small repo with my changes based on your code. I will
>>> try to update the readme today, but compiling it is pretty straightforward.
>>>
>>> https://github.com/omaralvarez/osgEGL
>>>
>>> I still need to clean up the code and see what is going on with the
>>> warnings, but it looks like it is working properly with the OSG master
>>> branch.
>>>
>>> El jue., 24 ene. 2019 a las 23:49, Trajce Nikolov NICK (<
>>> trajce.nikolov.n...@gmail.com>) escribió:
>>>
 Hi,

 here is how far we have got (not too far but I think it is in the right
 direction). Let see if you have some

 On Thu, Jan 24, 2019 at 12:06 AM Omar Álvarez 
 wrote:

> Hi,
>
> Sounds good. Tomorrow morning I will compile it. I will probably also
> make some changes in how GL is used in CMake since to make EGL work you
> need to link to GLVND GL. Thanks for the tips to get OSG to compile.
>
> If you have some code already I will gladly take a look and see if I
> can make it work. I’ll be happy to share my findings with everybody. If
> everything goes ok we should have a working example and maybe a tutorial.
> Do you have a github repo?
>
> Regards,
>
> Omar.
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Re: [osg-users] Convert .earth file to .osg format

2019-04-30 Thread Chris Hanson
>
>
> Band 1 Block=1024x1 Type=Float32, ColorInterp=Gray
>  don't see the measurement value type, but I'm fairly sure they are both
> in meters. (I also confirmed the above data in QGIS.)
>

This seems plausible. Did you check to see what value range this elevation
TIFF has?

I can't see anything obviously wrong.

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Re: [osg-users] Convert .earth file to .osg format

2019-04-29 Thread Chris Hanson
On Mon, Apr 29, 2019 at 9:09 PM Steven Jones  wrote:

> I receive no error messages, and the build completes, but when I use
> osgviewer to inspect the .ive file, it is completely flat - no visible
> change in elevation - terrain resolution is perfect though.


  Is the imagery in place and proper resolution?


> Below is the command line that I've used to build the database - I've
> changed the LOD level to various settings, even up to 8, and tried other
> settings based on osgdem's -h info (such as --PagedLOD), but no joy.
> osgdem --geocentric -t C:\DB\N33\W118\004_Imagery -d
> C:\DB\N33\W118\001_Elevation -l 8 -o db.ive
>

  What elevation units is your elevation data in?

  Can you verify that OSG or osgDEM is able to read it ok otherwise? Do you
have any other known-good sample data to throw at it to see if your
elevation file values just aren't being understood correctly?


> Also, if I create the database as .osg instead of .ive, osgviewer throws
> the following error:  "Problem, no locator found in any of the terrain
> layers."
>

  Is your OSG even built with the deprecated .osg format plugin?

  You can save as the more modern .osgb (binary) and .osgt (text) formats
instead of .osg and .ive. They are preferred now, though I haven't tried
them with VPB/osgdem myself.

  If you can get it into .osg or .osgt format -- or use osgconv to convert
the successful .ive file(s) to .osg/.osgt you might be able to examine the
data values in the created rasters and see if there are all zeros or just
some VERY small values.


> Maybe I'm missing something obvious, but for the life of me I can't get
> past this point... ;-(   (It is very important that the database render the
> elevation in a 3D format.)
> One other item of interest is that neither --interpolate-imagery nor
> --interpolate-terrain work in osgDem... They both throw errors that they
> are unrecognized commands. The version of VPB/osgDem I'm running is 0.9.11
> (I was trying different options to generate the database when I encountered
> this.)
>

  Huh. I can't recall if I ever used them. You'd have to look into the
source to see if they're even there or if they're able to be made to work.

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Re: [osg-users] Convert .earth file to .osg format

2019-04-28 Thread Chris Hanson
Also, to add to that, osgdem relies heavily on GDAL to ingest raster data.
GDAL has several tricks for combining multiple files or directories and
referencing them as one dataset. For example:

https://gdal.org/gdal_vrttut.html

I don't recall ever using that technique with VPB, but in theory it could
be helpful.

On Sun, Apr 28, 2019 at 1:38 PM Robert Osfield 
wrote:

> Hi Steven,
>
> It's probably getting on decade since I last used or did any serious
> worked on VPB so can't recall the specific command line options to use
> off the top of my head.  So will just provide some general notes that
> may help.
>
> It's possible to have osgdem (single process build) and vpbmaster
> (multi-process distributed build) using a directory as input rather
> than individual files.  Run osgdem -h to get the command line options.
> You can generate a single source file from your initial input
> parameters and reuse that source file subsequently - this is what is
> also used in the distributed build.
>
> I'm afraid I can't help beyond this without sitting down at my
> workstation to do some test builds after doing re-learning of the
> command line options.
>
> FYI, in the coming months I'll be doing some work on paging in for the
> VulkanSceneGraph project and will likely do some work with VPB to get
> it to generate native .vsgb rather than .osgb files.  At this point
> I'll need to dive back into VPB and re-lean how to use it properly :-)
>
> Robert.
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Re: [osg-users] Convert .earth file to .osg format

2019-04-26 Thread Chris Hanson
Basically, osgEarth is really good at doing fancy layering of data sources.
VPB is a little trickier, but can do most of the same things (for elevation
and raster data anyway).

I was thinking it might be easier to use osgEarth to turn your multiple
layers of GeoTIFF images into a single elevation layer and a single imagery
layer, and just feed that to VPB.

But, I think really, feeding the original data directly to VPB is better
because it lets VPB use its own intelligence about the different layers'
resolution.

So, do you know how to build a model using VPB with multiple input layers?
Here's some info with a few sample command lines:
http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf






On Fri, Apr 26, 2019 at 3:15 PM Steven Jones  wrote:

> Hi Scott,
>
> Are you referring to a TMS dataset? Or something different? (All of my
> elevation and imagery files are tiled GeoTiffs.)
>
> Thanks!
>
> Steven
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75903#75903
>
>
>
>
>
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Re: [osg-users] Convert .earth file to .osg format

2019-04-25 Thread Chris Hanson
I don't have a ready to consume tutorial, but your first goal is to use
osgEarth to build a dataset by merging all your data together.

The second is to feed that to VPB.

Let me think on the matter a bit.


On Thu, Apr 25, 2019 at 7:09 PM Steven Jones  wrote:

> Chris - Is there a tutorial of some sort that would cover the basic steps
> to begin building a database in VPB using GeoTiff elevation and imagery
> data for the input?
>
> I've downloaded and compiled VPB (MS Windows), but since it's mainly
> command-line driven, it's not all that intuitive. Also, most of what I've
> found online deals with modifying an existing database (that already has an
> .osgb master file).
>
> Any help/tips/tricks would be greatly appreciated!
>
> Cheers,
>
> Steven
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75900#75900
>
>
>
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Re: [osg-users] osgViewer GraphicsWindowX11 Event Handling

2019-04-25 Thread Chris Hanson
My first question would be why you didn't like the existing Qt OSG options.

What were you seeking to improve?

On Thu, Apr 25, 2019, 11:49 AM Eric Stancliff 
wrote:

> Hello!
>
> I'm currently working on embedding an osgViewer into a QWidget (using
> Qt).  We've historically done this using QGLWidget and the
> EmbeddedGraphicsWindow, letting Qt manage the OpenGL contexts.  I'd like to
> move away from using QGLWidget and using contexts managed by OSG.  I've
> accomplished this on windows but am running into issues on Linux.  I'm
> creating the window as follows:
>
> Code:
>
> #include 
>
> #ifdef WIN32
> #include 
> #define OSG_PLATFORM_WINDOW osgViewer::GraphicsWindowWin32
> #define WINDOW_HANDLE HWND
> #else
> #include 
> #define OSG_PLATFORM_WINDOW osgViewer::GraphicsWindowX11
> #define WINDOW_HANDLE Window
> #endif
>
> osg::GraphicsContext::Traits* createWindowTraits(QWidget* OwningWidget)
> {
> auto traits = new osg::GraphicsContext::Traits();
> traits->x = 0;
> traits->y = 0;
> traits->width = 1080;
> traits->height = 720;
> traits->doubleBuffer = true;
> traits->useCursor = true;
> //traits->installEventHandler = true;
> if (OwningWidget)
> {
> OSG_PLATFORM_WINDOW::WindowData* data = new
> OSG_PLATFORM_WINDOW::WindowData((WINDOW_HANDLE)OwningWidget->winId());
> traits->inheritedWindowData = data;
> }
> return traits;
> }
>
>
>
>  and then in my class derived from Viewer with the traits created
> above 
>
> Code:
>
>
> getCamera()->setGraphicsContext(osg::GraphicsContext::createGraphicsContext(traits));
>
>
>
>
> Everything is working as expected on Windows.  The problem I'm having is
> that on Linux (RHEL7), my event handlers never get any mouse/keyboard
> events.  I'm unclear whether QWidget's X11 implementation for the owning
> widget is eating my events, or if the inherited window implementation of
> the GraphicsWindowX11 has a bug.  The resize events I'm passing from
> QWidget's resize and pushing to my viewers event queue are effective so my
> window is successfully embedded in the correct widget and rendering
> properly. Just events aren't working.
>
> Any suggestions?
>
> Thanks!
>
> Eric
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=75893#75893
>
>
>
>
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Re: [osg-users] Convert .earth file to .osg format

2019-04-25 Thread Chris Hanson
You're welcome. It may also be conceivable to use osgearth tools to produce
a composite tilemap set to feed to VPB, giving you some of the best of both
worlds.



On Thu, Apr 25, 2019, 4:50 PM Steven Jones  wrote:

> I'd considered VPB previously, but now it looks like it may be the most
> practical  solution to meet our needs. Wish me luck, and thanks again Chris!
>
> Cheers,
>
> Steven
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=75897#75897
>
>
>
>
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Re: [osg-users] Convert .earth file to .osg format

2019-04-23 Thread Chris Hanson
You may need to play with layering and other things to get the results you
want at the borders.

Alternately, have you considered if your work could be built through
Virtual Planet Builder, which DOES actually just produce "dumb" .osg
(actually, .osgb is recommended) files?

The result might be larger, but simpler/faster depending on how complex
your layering is.

On Tue, Apr 23, 2019 at 3:30 PM Steven Jones  wrote:

> Chris - Thanks for the answer. I do understand the nuts & bolts of the OSG
> architecture, but was looking for a way to further streamline loading of a
> very large quantity of GIS imagery and elevation data that are referenced
> within the .earth file (over 4,000 images and close to 1,000 elev files).
>
> They are all GeoTiffs, and I've already run the compression tools (GDAL)
> to reduce the size of the imagery to increase performance/reduce load time.
>
> Given its size, it's likely that the .earth file is going to be the
> best/simplest option overall.
>
> On a side note, I'm seeing the borders around all of the tiles when I view
> this terrain database in osgearth_viewer, and I'm not sure how to eliminate
> them. They are all very fine black lines, and I'm sure the georeferencing
> for each tile/GEOTiff is correct. Hopefully there's a way to remove them
> through a setting in the .earth file, but I've been unsuccessful so far.
>
> ...
>
> Cheers,
> Steven
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75879#75879
>
>
>
>
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Re: [osg-users] Convert .earth file to .osg format

2019-04-22 Thread Chris Hanson
So, the .earth format is not really a geometry format. It's a descriptor of
a special node data file type used by the osgEarth library, and not
representable in a .osg file.

You can't use a .earth file without the osgEarth library. If you HAVE the
osgEarth library, you can already load .earth and don't need to convert it
to .osg.

So, tell us what you're actually trying to DO, not the method by which
you're trying to accomplish it, and maybe we can help.

On Mon, Apr 22, 2019 at 8:15 PM Steven Jones  wrote:

> Hope someone can help with this:
>
> I need to convert an earth file to the .osg format. I've not found any
> solid info yet as to how this can be done, or if it can be done at all. The
> 3rd party program this is for can load .osg or .ive GIS maps.
>
> I've tried osgconv, and it creates a new file with the .osg extension, but
> it is a zero-byte file (no error messages are generated).
>
> Many thanks in advance!
>
> Cheers,
> Steven
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=75875#75875
>
>
>
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Re: [osg-users] Volume Rendering and Depth Buffer

2019-04-16 Thread Chris Hanson
Yeah, I wouldn't totally expect it would, but you can probably do that
intersection test yourself if needed. I think it'll be faster and more
accurate than the Z-buffer.

I did a tool that relied on the Z-buffer once. It was a bad choice...

On Tue, Apr 16, 2019 at 1:05 PM Anna Osvin  wrote:

> If you mean osgViewer::View::computeIntersections, then we tried it. For
> some reason it does not check intersections with volume model.
>
> Here is raycast intersection check code:
>
> Code:
>
> bool pickPolygonalSceneIntersection( osgViewer::View& view, const
> osg::Vec2& point2d, osg::Vec3& pickedPoint )
> {
> const osg::Camera* camera = view.getCamera();
> if ( camera == nullptr ) {
> Q_ASSERT_X( false, "bool pickPolygonalSceneIntersection( ... )",
> "View has no camera." );
> return false;
> }
>
> osgUtil::LineSegmentIntersector::Intersections intersections;
>
> if ( view.computeIntersections( camera,
> osgUtil::Intersector::CoordinateFrame::WINDOW, point2d.x(), point2d.y(),
> intersections ) )
> {
> for (osgUtil::LineSegmentIntersector::Intersections::iterator hitr
> = intersections.begin();
> hitr != intersections.end();
> ++hitr)
> {
> if (hitr->nodePath.size() > 4)
> {
> pickedPoint = hitr->getWorldIntersectPoint();
>
> return true;
> }
> }
> }
>
> return false;
> }
>
>
>
>
>
> Chris Hanson wrote:
> > Instead of reading Z depth values, can you simply run an intersection of
> the click ray-vector against the model data (polygonal and volumetric) when
> they click to place markdown points?
> >
> > On Mon, Apr 15, 2019 at 2:34 PM Anna Osvin < ()> wrote:
> >
> >
> > > We are working on medical software for Dentists. We need to render
> CBCT and give user possibility to place some markdown points on it, for
> future diagnostics. Also sometimes it's required to render polygonal jaw
> models alongside with CBCT. As I said earlier, we nailed down the rendering
> and even "hit detection", but there is a nasty bag with Z Buffer values of
> the background being incorrect, therefore user can place points onto
> nothing.
> > >
> > > ...
> > >
> > > Thank you!
> > >
> > > Cheers,
> > > Anna
> > >
> > > --
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=75839#75839 (
> http://forum.openscenegraph.org/viewtopic.php?p=75839#75839)
> > >
> > >
> > >
> > >
> > >
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Re: [osg-users] Volume Rendering and Depth Buffer

2019-04-15 Thread Chris Hanson
Instead of reading Z depth values, can you simply run an intersection of
the click ray-vector against the model data (polygonal and volumetric) when
they click to place markdown points?

On Mon, Apr 15, 2019 at 2:34 PM Anna Osvin  wrote:

> We are working on medical software for Dentists. We need to render CBCT
> and give user possibility to place some markdown points on it, for future
> diagnostics. Also sometimes it's required to render polygonal jaw models
> alongside with CBCT. As I said earlier, we nailed down the rendering and
> even "hit detection", but there is a nasty bag with Z Buffer values of the
> background being incorrect, therefore user can place points onto nothing.
>
> ...
>
> Thank you!
>
> Cheers,
> Anna
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75839#75839
>
>
>
>
>
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Re: [osg-users] Volume Rendering and Depth Buffer

2019-04-15 Thread Chris Hanson
Just out of curiousity, what are you volume rendering and what are your
requirements? We did some interesting volume rendering work a few years ago
for Iowa State University's Ames Lab.

On Mon, Apr 15, 2019 at 1:08 PM Anna Osvin  wrote:

> Hi. In a project that I'm working on I have an osgVolume::VolumeScene
> containing one volume model and some polygonal models. I need to do some
> depth buffer checks on that scene, so I've attached depth buffer to viewer
> camera. When I fetch osg::Image representing depth buffer content,
> everything is fine, except background values are not calculated properly
> (they should be 1, but instead it's ~0.15). And when I add osg::Depth(
> osg::Depth::Function::LESS, zNear, zFar ) attribute to the camera,
> background values are calculated correctly, but I lose all of the polygonal
> models data (they are no longer visible, and not presented in depth buffer).
>
> Here is function that does depth buffer checking:
>
> Code:
>
> bool pickZBufferIntersection( osgViewer::View& view, bool
> perspectiveProjection, const osg::Vec2& point2d, osg::Vec3& pickedPoint )
> {
> osg::Camera* camera = view.getCamera();
> if ( camera == nullptr )
> {
> Q_ASSERT_X( false, "bool pickZBufferIntersection( ... )", "View
> has no camera." );
> return false;
> }
>
> const osg::Image* zImage =
> camera->getBufferAttachmentMap()[osg::Camera::BufferComponent::DEPTH_BUFFER]._image;
> if ( zImage == nullptr )
> {
> Q_ASSERT_X( false, "bool pickZBufferIntersection( ... )", "ZBuffer
> is not attached to view camera." );
> return false;
> }
>
> osg::Vec3f cameraPos;
> osg::Vec3f center;
> osg::Vec3f up;
> camera->getViewMatrixAsLookAt( cameraPos, center, up );
>
> osg::Matrixd prInv = osg::Matrixd::inverse(
> camera->getProjectionMatrix() );
> osg::Matrixd viewInv = osg::Matrixd::inverse( camera->getViewMatrix()
> );
>
> const osg::Viewport* viewPort = camera->getViewport();
>
> int x = point2d.x() - viewPort->x();
> int y = point2d.y() - viewPort->y();
>
> osg::Vec3 s(0, 0, -1);
> s[0] = (point2d[0] / viewPort->width()) * 2.0 - 1.0;
> s[1] = (point2d[1] / viewPort->height()) * 2.0 - 1.0;
> s = s * prInv * viewInv;
>
> osg::Vec3d v = s - cameraPos;
>
> double zNear = 1.0f;
> double zFar = 1.0f;
>
> static uint pickNumber = 0;
>
> double zV, z_n, z;
> osg::Vec3f point;
>
> zV = ( (float*)zImage->data( x, y ) )[ 0 ];
>
> if( perspectiveProjection )
> {
> z_n = 2.0*zV - 1.0;
> z = 2.0 * zNear * zFar / ( zFar + zNear - z_n * ( zFar - zNear ) );
>
> point = cameraPos + v*z;
> }
> else
> {
> z = ( zFar - zNear )*zV;
> point = s + ( center - cameraPos )*z;
> }
>
> if( z > zNear + 1e-8 && z < zFar - 1 - 1e-8 )
> {
> pickedPoint = point;
> return true;
> }
> return false;
> }
>
>
>
>
> And here is viewer setup bit:
>
> Code:
>
> QWidget* createViewWidget(osgQt::GraphicsWindowQt* gw,
> osgVolume::VolumeScene& scene)
> {
> osgViewer::View* view = new osgViewer::View;
> /* ... */
> osg::Camera* camera = view->getCamera();
> camera->setGraphicsContext(gw);
>
> camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
>
> const osg::GraphicsContext::Traits* traits = gw->getTraits();
> camera->setClearColor(osgColor( SCENE3D_BACKGROUND_COLOR ));
> camera->setViewport(new osg::Viewport(0, 0, traits->width,
> traits->height));
>
> osg::ref_ptr zImage = new osg::Image();
> zImage->allocateImage(1000, 1000, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
> camera->attach(osg::Camera::DEPTH_BUFFER, zImage);
>
> const int orthoRange = 120;
> const float zNear = 1.0f;
> const float zFar = 1.0f;
> camera->setProjectionMatrixAsOrtho(-orthoRange, orthoRange,
> -orthoRange, orthoRange, zNear, zFar);
> //camera->getOrCreateStateSet()->setAttribute( new osg::Depth(
> osg::Depth::Function::LESS, zNear, zFar ), osg::StateAttribute::ON |
> osg::StateAttribute::OVERRIDE );
>
> /* ... */
>
> view->setSceneData();
> view->addEventHandler(new osgViewer::StatsHandler);
>
> gw->setTouchEventsEnabled(true);
>
> return gw->getGLWidget();
> }
>
>
>
>
> ...
>
> Thank you!
>
> Cheers,
> Annie[/img]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75829#75829
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/depth_buffer_depthrange_185.png
> http://forum.openscenegraph.org//files/depth_buffer_154.png
>
>
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Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread Chris Hanson
On Thu, Apr 11, 2019 at 5:46 PM Rowley, Marlin R 
wrote:

> Sebastian,
>
> I have written the shaders for GL 3.3 so that’s done.  When RenderDoc
> runs, I’m assuming it’s only checking that window context.  I am NOT
> assuming that it can comb through my code and determine that I’ve used a
> fixed-function GL call somewhere and therefore spits out the message.
>

  Well, it's not just the GLSL version, you need to create a context that
either can or can not handle non-core  FFP functions. So, outside of your
shaders, even other pieces of OSG code could be requiring non-core
features. You'd need to build OSG and osgEarth with the proper build
options to completely remove their utilization of any non-core abilities,
and then make sure you (or OSG) create a core-only Context.


> In general, I’d like to have a working GPU debugger.  Right now, we are
> struggling to find out values of local variables in the shaders that aren’t
> uniform.  We would also love to be able to pinpoint bottlenecks in the code
> from the GPU side to optimize performance.
>

Debugging shader local variables in-situ is a pretty weak point of GLSL.

My recommendation is to try to create a toy program that replicates the
critical part of your code, as debugging there will be a lot easier, and
then you can apply the fix to your larger environment. Working within OSG
and osgEarth can be very daunting when things aren't working the way you
expect.



>
>
> 
>
> Marlin Rowley
>
> Software Engineer, Staff
>
> [image: cid:image002.jpg@01D39374.DEC5A2E0]
>
> *Missiles and Fire Control*
>
> 972-603-1931 (office)
>
> 214-926-0622 (mobile)
>
> marlin.r.row...@lmco.com
>
>
>
-- 
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Training • Consulting • Contracting
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Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread Chris Hanson
Core profile has none of the backward compatibility features:
https://www.khronos.org/opengl/wiki/OpenGL_Context#OpenGL_3.2_and_Profiles

I'm guessing you won't have much luck getting your application to work in
that limited situation.
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Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread Chris Hanson
This is correct.

If your application is GL3 context compatible, you can create a GL3 context
and then RenderDoc should be happier.

On Thu, Apr 11, 2019 at 3:08 PM Lionel Lagarde 
wrote:

> Hi,
>
> Win32 is the name for all the Windows windowing systems. It is used on all
> Windows (XP, 7, 10...) and on all targets (32, 64). So the
> function is used.
>
> If I remember correctly, the function is used only for >= GL3 contexts.
>
>
> On 11/04/2019 14:51, Rowley, Marlin R wrote:
>
> We are using Win10-x64.
>
>
>
> We are trying to get RenderDoc to be able to see our application so we can
> do some graphics debugging.  It’s shouting back that the current device
> context wasn’t created using CreateContextAttrib, so I started looking. So
> since we are using Win64, doesn’t look like osg will go the WindowWin32
> route. Hmm…
>
>
>
> How are you debugging the GPU?  It’s incredibly difficult trying to solve
> realtime pipeline problems without the use of a graphics debugger.
>
>
>
> 
>
> Marlin Rowley
>
> Software Engineer, Staff
>
> [image: cid:image002.jpg@01D39374.DEC5A2E0]
>
> *Missiles and Fire Control*
>
> 972-603-1931 (office)
>
> 214-926-0622 (mobile)
>
> marlin.r.row...@lmco.com
>
>
>
> *From:* osg-users 
>  *On Behalf Of *Robert Osfield
> *Sent:* Thursday, April 11, 2019 7:16 AM
> *To:* OpenSceneGraph Users 
> 
> *Subject:* EXTERNAL: Re: [osg-users] Where is CreateContextAttribs()
> being used?
>
>
>
> Hi Marlin,
>
>
>
> A great for CreateContextttribs in the OSG shows:
>
>
>
> $ grep -r CreateContextAttribs .
> Binary file ./lib/libosgViewer.so.3.6.4 matches
> Binary file
> ./src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowX11.cpp.o matches
> ./src/osgViewer/GraphicsWindowX11.cpp:typedef GLXContext
> (*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool,
> const int*);
> ./src/osgViewer/GraphicsWindowX11.cpp:
> glXCreateContextAttribsARBProc glXCreateContextAttribsARB = 0;
> ./src/osgViewer/GraphicsWindowX11.cpp:
> glXCreateContextAttribsARB = (glXCreateContextAttribsARBProc)
> glXGetProcAddress((const GLubyte*)"glXCreateContextAttribsARB");
> ./src/osgViewer/GraphicsWindowX11.cpp:if
> (glXCreateContextAttribsARB)
> ./src/osgViewer/GraphicsWindowX11.cpp:_context =
> glXCreateContextAttribsARB( _display, _fbConfig, sharedContext, True,
> contextAttributes.data() );
> ./src/osgViewer/GraphicsWindowWin32.cpp:extern HGLRC WINAPI
> wglCreateContextAttribsARB (HDC, HGLRC, const int *);
> ./src/osgViewer/GraphicsWindowWin32.cpp:
> PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB =
> ./src/osgViewer/GraphicsWindowWin32.cpp:(
> PFNWGLCREATECONTEXTATTRIBSARBPROC ) wglGetProcAddress(
> "wglCreateContextAttribsARB" );
> ./src/osgViewer/GraphicsWindowWin32.cpp:if(
> wglCreateContextAttribsARB==0 )
> ./src/osgViewer/GraphicsWindowWin32.cpp:
> reportErrorForScreen( "GL3: wglCreateContextAttribsARB not available.",
> ./src/osgViewer/GraphicsWindowWin32.cpp:context =
> wglCreateContextAttribsARB( _hdc, 0, attribs );
> ./src/osgViewer/GraphicsWindowWin32.cpp:
> reportErrorForScreen( "GL3: wglCreateContextAttribsARB returned NULL.",
>
>
>
> So only X11 and Win32.  What platform are you using?
>
>
>
> Robert.
>
>
>
>
>
>
>
> On Thu, 11 Apr 2019 at 00:32, Rowley, Marlin R 
> wrote:
>
> We are trying to run the graphics debugger called ‘RenderDoc’.  It’s
> spitting out an error message after we create a window and it’s device
> context.  I’ve been looking through the osg code to find a function called
> CreateContextAttribs().  I can’t seem to locate it. My idea is to override
> where it’s used or refactor something into the code where we can call the
> function ourselves.
>
>
>
> In the meantime, I’m setting the traits->glContextVersion = “3.3” in our
> graphics application but RenderDoc is still shouting “Context not created
> via CreateContextAttribs.  Capturing disabled.”
>
>
>
> -M
>
>
>
> 
>
> Marlin Rowley
>
> Software Engineer, Staff
>
> [image: cid:image002.jpg@01D39374.DEC5A2E0]
>
> *Missiles and Fire Control*
>
> 972-603-1931 (office)
>
> 214-926-0622 (mobile)
>
> marlin.r.row...@lmco.com
>
>
>
> ___
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>
>
> ___
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> listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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>


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Re: [osg-users] osgSim::DOFTransform pivot point

2019-04-10 Thread Chris Hanson
Honestly, it sounds like a modeling problem.

What format was the aircraft model originally in? Your best bet is probably
to load it into a modeling tool, fix up the origin/pivot points in that
environment and resave the model. It's not really specific to OSG at all.
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Re: [osg-users] [osgPlugins] Problems with dae plugin

2019-04-08 Thread Chris Hanson
That's where my expertise ends.

That COLLADA library is the anti-Christ.

If it doesn't work, consider building Rui Wang's OSG ASSIMP reader/writer (
https://github.com/xarray/osgRecipes/wiki ) which uses a different and
probably better-supported COLLADA/dae library.

On Mon, Apr 8, 2019 at 7:14 PM Nikita Petrov 
wrote:

> Thanks for suggestion, I've checked for DLLs and strangely some were not
> loaded from PATH variable paths.
> I copied the needed ones to OSG bin and now it launches.
>
> But still dae is not loading. It throws an exception on the second "if" of
> D:\OSG\base\sources\collada-dom\dom\src\dae\daeIOPluginCommon.cpp:
>
>
> Code:
>
>   if (parentElement == NULL) {
>   // This is the root element. Check the COLLADA version.
>   daeURI *xmlns = (daeURI*)(element->getMeta()->getMetaAttribute(
> "xmlns" )->getWritableMemory( element ));
>   if ( strcmp( xmlns->getURI(),
> element->getDAE()->getColladaNamespace() ) != 0 ) {
>   // Invalid COLLADA version
>   daeErrorHandler::get()->handleError("Trying to load an
> invalid COLLADA version for this DOM build!");
>   return NULL;
>   }
>   }
>
>
>
> I will also attach screenshot with this exception and a call stack.
>
> I use this string path as an argument to osgviewer.exe:
> D:/OSG/123/test.dae.
>
> I guess that this question is not directly connected with OSG (because
> error occurs in collada-dom library), but maybe someone could confirm this
> error with latest sources or show me what am I doing wrong.
>
>
> Chris Hanson wrote:
> > This usually means the plugin was not found or failed to load.
> >
> > Can you trace with something like SysInternals tools and see if the DLL
> file is found and what other dependency files it might have tried to load?
> >
> >
> > On Mon, Apr 8, 2019 at 5:50 PM Nikita Petrov < ()> wrote:
> >
> >
> > > Hi,
> > >
> > > I am trying to build dae plugin to open dae files with osgviewer.
> > > Everything builds great, but when I try to open dae file (I tried
> several) I get the following error:
> > >
> > >
> > > Code:
> > > Error reading file .test.dae: read error (Could not find plugin to
> read objects from file ".test.dae".)
> > >
> > >
> > > I use stable OSG tags/3.6.3. (http://3.6.3.)
> > > Windows 10 x64.
> > > Visual Studio 2015 Update 3.
> > > Almost all 3rdParty dependencies are built with vcpkg. GDAL, tiff,
> proj.4, geotiff are built from sources.
> > >
> > > For Collada-dom library I tried 2 options:
> > >
> > > - use vcpkg to build collada-dom (built DLL filename:
> collada-dom2.5-dp-vc130-mt.dll).
> > > - build collada-dom from sources (built DLL filename:
> collada-dom2.5-dp-vc100-mt.dll).
> > >
> > > I copied the collada DLL to OSG bin folder.
> > >
> > > Is it possible that dae plugin is broken? What am I doing wrong?
> > >
> > > Thank you!
> > >
> > > Best regards,
> > > Nikita[/list]
> > >
> > > --
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=75795#75795 (
> http://forum.openscenegraph.org/viewtopic.php?p=75795#75795)
> > >
> > >
> > >
> > >
> > >
> > > ___
> > > osg-users mailing list
> > >  ()
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> )
> > >
> >
> >
> >
> > --
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> 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 (https://twitter.com/alphapixel) facebook.com/alphapixel (
> http://facebook.com/alphapixel) (775) 623-PIXL [7495]
> >
> >  --
> > Post generated by Mail2Forum
>
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75797#75797
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/screenshot_2_622.png
&g

Re: [osg-users] [osgPlugins] Problems with dae plugin

2019-04-08 Thread Chris Hanson
This usually means the plugin was not found or failed to load.

Can you trace with something like SysInternals tools and see if the DLL
file is found and what other dependency files it might have tried to load?

On Mon, Apr 8, 2019 at 5:50 PM Nikita Petrov 
wrote:

> Hi,
>
> I am trying to build dae plugin to open dae files with osgviewer.
> Everything builds great, but when I try to open dae file (I tried several)
> I get the following error:
>
>
> Code:
> Error reading file .\test.dae: read error (Could not find plugin to read
> objects from file ".\test.dae".)
>
>
> I use stable OSG tags/3.6.3.
> Windows 10 x64.
> Visual Studio 2015 Update 3.
> Almost all 3rdParty dependencies are built with vcpkg. GDAL, tiff, proj.4,
> geotiff are built from sources.
>
> For Collada-dom library I tried 2 options:
>
> - use vcpkg to build collada-dom (built DLL filename:
> collada-dom2.5-dp-vc130-mt.dll).
> - build collada-dom from sources (built DLL filename:
> collada-dom2.5-dp-vc100-mt.dll).
>
> I copied the collada DLL to OSG bin folder.
>
> Is it possible that dae plugin is broken? What am I doing wrong?
>
> Thank you!
>
> Best regards,
> Nikita[/list]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75795#75795
>
>
>
>
>
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Re: [osg-users] [osgPlugins] Animated Gifs on iOS

2019-04-03 Thread Chris Hanson
>
> One other possible direction you could look at is building the OSG's
> libgif based plugin and explictly use this instead of the imageio
> based on.
>

  This would be my recommendation.



>
> Robert.
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Re: [osg-users] CPU Performance issues with AMD 2700 vs Intel Corei7 4770S

2019-04-03 Thread Chris Hanson
>
>
> In this case I have a AMD CPU with a NVidia graphics card so a bit of
> different set of things that could cause issues.
>
> > Do you know Graham Sellers at AMD? Maybe we could get some advising from
> him.
>
> I don't know Graham, is he on the graphics or CPU side?
>


  He's GPU side. I tech-reviewed for the OpenGL SuperBible that he was one
of the authors of.

  He might still be able to advise us on troubleshooting if we can't pin it
down. He's been very helpful before.

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Re: [osg-users] CPU Performance issues with AMD 2700 vs Intel Corei7 4770S

2019-04-01 Thread Chris Hanson
I don't have any modern Apples to Apples comparisons to cite.

I do know, that if you recall, we ran into threading issues when dealing
with the massive plenoptic display IG back in 2015 or so on AMD cards, and
it needed special assistance from AMD to unclog it.

Do you know Graham Sellers at AMD? Maybe we could get some advising from
him.



On Mon, Apr 1, 2019 at 2:59 PM Robert Osfield 
wrote:

> Hi All,
>
> I have recently got a new dev machine, a AMD2700 + Geforce 2060
> system. I wanted a quiet mulit-core system as well as to get some
> experiment working with AMD chips as I've been using Intel Corei7
> chips for the last 8 years.  The machine uses passive cooling for
> everything except the graphics card so it's soo quiet you hardly know
> it's on :-)
>
> I've begun performance testing and was expecting most improvements
> across the board for single threaded tasks, and big improvement on
> highly threaded tasks like building.   I expected this based on a
> number of online performance comparisons.  For example:
>
>
> https://cpu.userbenchmark.com/Compare/Intel-Core-i7-4770S-vs-AMD-Ryzen-7-2700/m2123vs3957
>
> http://hwbench.com/cpus/amd-ryzen-7-2700-vs-intel-core-i7-4770s
>
> When using the OSG I'm seeing lower framerates for almost all the test
> models I regularly use, in particular the cull traversal can be 20-40%
> slower.
>
> Doing synthetic OSG + VSG scene graph creation, traversal tests shows
> the OSG 32% slower on the AMD (running osggroups from the osg2vsg
> project) while the equivalent VSG test  is ~14% faster on the AMD
> (running vsgvisitor from the vsgExamples project).
>
> Looking at the Linux perf stat utility it looks like the OSG runs for
> AMD run are hitting up against 498 context-switches for the run of
> osggroups, while the Intel just sees 24 context switches.  Branch
> misses are 0.66% on AMD vs 0.37% on Intel.  Instructions per cycle are
> all worse on the AMD too, 0.72 (AMD) vs 0.95 (Intel)
> instrictions/cycle
>
> The same equivalent tests with the VSG shows that the AMD has 56
> context switches vs 2 on the Intel.  Branch misses are also still
> higher on the AMD, but the instructions per cycle are now 2.13 (AMD)
> vs 1.96 (Intel) instructions/cycle.
>
> Another way of presenting this data, this OSG vs VSG tests runs a
> testing of creation 11 deep quad tree, traversing every node in the
> graph 10 times, then destroying the graph:
>
> VSG Intel 0.615 secs  (VSG 6.33 x faster than OSG)
> OSG Intel 3.895 secs
>
> VSG AMD 0.555 secs (VSG 9.36 x faster than OSG)
> OSG AMD 5.196 secs
>
>
> Despite the raw creation, traversals and destruction being quicker on
> the AMD with the VSG, the VSG framerates on scenes are worse on the
> AMD vs Intel though, except where the 2060's better fill rate gives it
> advantage.  Even when I take the VSG's traversals out of the equation
> and just submitted the same command graph to render each frame the
> frame rate is worse on the AMD vs Intel system, suggesting it's not
> just the slower traversals that is at issue - the Vulkan driver and
> hardware look to be struggling as well.
>
> The two systems aren't identical software wise, the Intel system in on
> Kubuntu 18.04 with gcc 7.3.0 vs Kubuntu 18.10 with gcc 8.2.0.  The
> Intel system has NVidia 396.54.09 vs AMD system with NVidia 415.27.
>
> I wouldn't have thought the OS, compile and drivers to make such stark
> differences in performance.  The VSG's lighterweight design does seem
> to help reduce the impact a bit and for some tests gives the AMD an
> advantage, but it's still overall slower on the AMD.  The OSG sees a
> huge hit on complex scenes on the AMD system.
>
> So I'm perplexed what might be going on.  The perf stat report
> suggests that the AMD is running at around 3.9-4GHz vs Intel running
> at 3.8 to 3.GHz.  The perf stat results suggests that certain
> workloads are really messing up the AMD's chip ability to efficiently
> handle the load.
>
> On one upside, the AMD's 8 cores/16 threads vs Intel's 4cores/8
> threads certainly helps when compiling the OSG, but this is small
> comfort as my job is far more focused on optimizing real-time
> rendering performance than just getting code compiled.
>
> I'd really like some feedback from the community as to what might be
> going wrong on my AMD system.  Are others seeing significantly slower
> CPU performance on AMD vs Intel for certain tasks?
>
> Any suggestions as what tests to do next?  What to tweak?
>
> Cheers,
> Robert.
>
> I have
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Re: [osg-users] Large scale point clouds rendering with PagedLOD

2019-03-08 Thread Chris Hanson
>
> (1) I want to convert the EPT format, to the pagedlod format and saved as
> osgb file, is it possible for pagedlod that both parent and it's child are
> both drawn?
>

  Normally, no. OSG's underlying Group system allows only one LOD to be
drawn at a time, though lower LODs are actually retained in memory as
loaded.

  The way most OSG PagedLOD databases are built (the way VPB for example
builds databases) is that LOD 0 will be the low-res version and LOD 1 will
contain four sub-pieces at higher res, each of which is the LOD 0 of
another PagedLOD.

  You could either

1. Write a specialized variant of PagedLOD that displayed the lower LOD
automatically (not recommended)

2. Build your PagedLODs carefully so that PageLOD level 0 contains the
lowest detail point data, and LOD 1 contains that same data PLUS the four
child PagedLODs. I believe if you link things together properly, the two
copies of LOD 0 will only be stored in memory once and drawn once.

(2) The laz file also contains other attributes, such as lables (interger),
> return number (interger), I also want to implement shaders to render color
> by different attribute, is it possible to save these attribute in osgb and
> correctly bind the vertext buffer to the same program location?
>

  Yes. You can store these values as attributes and access them in a shader
to control rendering.


> Thank you!
> Cheers,
> Han
>

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Re: [osg-users] Deep cloning an active root scene node

2019-03-01 Thread Chris Hanson
Hey Rob (Lockyear). You know, Mike Weiblen has already done this stuff
you're doing in OSG. Last year, I put him in touch with Matthew Hamilton
and Russ Baker an email suggesting you guys all mind-meld to see if his
wisdom could save you all some effort. Perhaps they didn't know he was
working with OSG, but it seems like based on the questions you're asking,
you're following paths he's already navigated.

I'd be happy to put you in touch again.
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Re: [osg-users] Cannot pick HUD text

2019-02-28 Thread Chris Hanson
I think it used to work. Strange. I am not where I can test it right now.
Can anyone else confirm?

On Thu, Feb 28, 2019 at 4:34 PM Bruce Clay  wrote:

> Hi,
>
> I used the osgPick example to create a HUD in my app but do not get any
> hits from the text.  I went back to the osgPick example itself and it does
> not get any hits from the text either.  Is there any way to use a HUD to
> select text and use it to control operations?
>
> Thank you!
>
> Cheers,
> Bruce
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=75668#75668
>
>
>
>
>
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Re: [osg-users] Nvidia RTX

2019-02-21 Thread Chris Hanson
On Thu, Feb 21, 2019 at 6:42 PM Robert Osfield 
wrote:

> I haven't looked at GL/Vulkan interoperability yet so can't provide
> any clarity on this, but I can say is that there are NVidia demos show
> this so it should be possible.


  If anyone spots an Nvidia demo that shows some OpenGL / RTX integration,
please point it my way. Imma gonna need some raytraced light in my skull to
make sense of this odd API structure.

  I'm inclined in the short run to just make and osg2optix layer that takes
the important parts of the OSG scene graph and syncs it into OptiX and just
lets it do the work. And then hope to unify it better in the future in the
Vulkan space.

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Re: [osg-users] Nvidia RTX

2019-02-21 Thread Chris Hanson
So, you'd need a shared GL/Vk context in order to Vk load the data and then
GL trace it, if I understand correctly?

We could probably bring VSG into play to load the data. I think there's
enough working code there already to do so. Or, really, we could just us
what VSG has already and compose and execute the RTX commands without OSG,
but copying already-composed scene data over from the OSG side.

On Thu, Feb 21, 2019 at 3:15 PM Lionel Lagarde 
wrote:

> Hi,
>
> It is a GLSL extension, the ray tracing functions use some input data
> (like the acceleration structure) that can only be constructed and uploaded
> using the vk API.
>
>
> On 21/02/2019 13:34, Chris Hanson wrote:
>
> One of my guys pointed out this recent addition:
>
>
> https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GLSL_NV_ray_tracing.txt
>
>
> On Wed, Feb 20, 2019 at 9:47 PM Chris Hanson  wrote:
>
>>
>> Well, I was wondering if there was an OpenGL RTX API anywhere, but it
>> doesn't seem there is.
>>
>> Vulkan would appear to be the way to go for the future, but since that's
>> not ready for the oven yet (don't even have all the mise en place), it
>> might be we just have to make a utility library to shovel OSG data into
>> OptiX and let it do the work for now. There's always going to have to be
>> some kind of bridge from OSG to either Vulkan or something else if no
>> OpenGL support extension ever appears.
>>
>
>
> --
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Re: [osg-users] EXTERNAL: Re: Nvidia RTX

2019-02-21 Thread Chris Hanson
On Wed, Feb 20, 2019 at 10:55 PM Rowley, Marlin R 
wrote:

> I, personally, wouldn't be in such a rush to implement RTX support.  The
> graphics card can only handle 1 ray-tracing feature at acceptable
> framerates.  We are using OSG for terrain generation and I see rendering
> triangles fast enough along with managing high res textures as still being
> a #1 priority for us.  Graphics hardware just isn't fast enough to render
> relatively dense meshes even with the best cards.  I sincerely hope that
> RTX doesn't cause a fork in the road and reduce the need to improve the
> overall bandwidth of the graphics pipeline.
>

I actually, agree.

For general purpose stuff, I think normal rasterization is more practical,
but in your industry I should think you can also imagine simulation
situations where direct computation of ray transport of radiative energy
among surfaces of different reflective properties is interesting.


I'd love to chat with you sometime about how you're using OSG, Marlin.

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Re: [osg-users] Nvidia RTX

2019-02-21 Thread Chris Hanson
One of my guys pointed out this recent addition:

https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GLSL_NV_ray_tracing.txt


On Wed, Feb 20, 2019 at 9:47 PM Chris Hanson  wrote:

>
> Well, I was wondering if there was an OpenGL RTX API anywhere, but it
> doesn't seem there is.
>
> Vulkan would appear to be the way to go for the future, but since that's
> not ready for the oven yet (don't even have all the mise en place), it
> might be we just have to make a utility library to shovel OSG data into
> OptiX and let it do the work for now. There's always going to have to be
> some kind of bridge from OSG to either Vulkan or something else if no
> OpenGL support extension ever appears.
>


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Re: [osg-users] Nvidia RTX

2019-02-20 Thread Chris Hanson
Well, I was wondering if there was an OpenGL RTX API anywhere, but it
doesn't seem there is.

Vulkan would appear to be the way to go for the future, but since that's
not ready for the oven yet (don't even have all the mise en place), it
might be we just have to make a utility library to shovel OSG data into
OptiX and let it do the work for now. There's always going to have to be
some kind of bridge from OSG to either Vulkan or something else if no
OpenGL support extension ever appears.
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[osg-users] Nvidia RTX

2019-02-19 Thread Chris Hanson
Any of my OSG homies do anything with Nvidia RTX yet? I did a simple search
and didn't see any overlap between OSG and RTX.
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Re: [osg-users] Temporarily overriding alpha channel

2019-02-18 Thread Chris Hanson
So, all OSG state (including Uniforms) are managed in a hierarchical
manner, with override rules. So, you can select a section of the graph and
designate all of it to have Uniforms defining transparency and all of the
scene below that Uniform state will have those Uniforms applied and be
transparent.

BUT, you can also apply a State and Uniform(s) to a subset of the graph
WITHIN that transparent graph to override the first set of uniforms and
make it non-transparent. This would achieve the effect you are looking for.


You could do this with either shader-based transparency or just with
simple blending mode states with OpenGL Fixed Function features.


On Mon, Feb 18, 2019 at 1:02 PM Claudio Benghi 
wrote:

> Thanks Chris,
> that's very helpful. I'll have a look at your code.
>
> I've uploaded a video that might give you an idea of what I'm aiming at.
>
> In the video, I have a similar functionality in a open source WPF viewer
> that I've produced.
> The slider on the bottom left of the UI makes all objects transparent to
> allow to see the location of the selected walls through the walls of a
> building.
>
> https://youtu.be/7n3K52c1GtU
>
> Any selected wall, instead, is kept opaque.
>
> I think an uniform could be the solution, but it would need a way to
> exclude some elements of the scene from its application.
>
> Any suggestion is welcome.
>
> All the best,
> Claudio
>
> --
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>
>
>
>
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Re: [osg-users] Temporarily overriding alpha channel

2019-02-15 Thread Chris Hanson
Normally I'd do this with some kind of shader and a Uniform to control the
transparency.

If you haven't seen it already, I'd take a look at this set of code we did
for a client a few years ago:

http://alphapixel.com/project/osg-transparency-toolkit/

It was made for large complex CAD scenes where z-sorting is not always an
option. It has a couple of non-sorted transparency approximations with
various side-effects, plus an Order Independent Transparency implementation
you can easily slap into a scene.


I'm not totally sure what you mean by transparency "channel". Channel
usually refers to an image-based transparency/alpha channel, which isn't
usually necessary in order to make a whole subgraph transparent. You'd just
need to set some blend state and such on a parent node and then remove it
when you didn't want it.

Maybe explain more clearly what you think you need and what difficulty you
are imagining it will have?


On Fri, Feb 15, 2019 at 5:41 PM Claudio Benghi 
wrote:

> Hi,
>
> Is there a way to override the transparency channel of a sub tree in the
> scene?
>
> My application shows buildings and their components and I want to give the
> user a sort of x-ray vision in some circumstances to help locate items
> behind walls.
>
> I know that ideally this would require to z-sort all the elements in the
> view, but I'm not much concerned with the correct sorting at the moment.
>
> These models are sometimes *very* large, so something that uses an
> override value that I can then cheaply remove would be ideal.
>
> Any ideas?
>
> Thanks,
> Claudio
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=75632#75632
>
>
>
>
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Re: [osg-users] [ANN] Air-Traffic Surveillance Display using osg & osgEarth: ATSDB

2019-02-13 Thread Chris Hanson
Groovy stuff! This checks the boxes of lots of things I am interested in --
ADSB and osgEarth!

On Wed, Feb 13, 2019 at 8:06 AM Helmut Puhr  wrote:

> Hello dear OSG-community,
>
> I wanted to give notice about a tool I have been developing over the last
> years, which I recently extended to be able to import/analyse/visualize Air
> Traffic Surveillance data, i.e. from Radars, ADS-B, tracking systems etc.
>
> If you are interested, you can find the project page at:
> github.com/hpuhr/ATSDB
>
> [Image:
> https://raw.githubusercontent.com/hpuhr/ATSDB/master/doc/screenshots/osgview_3d.jpeg
> ]
>
> I also created a few YouTube videos:
>
> Installation, Import & OSGView (https://youtu.be/hptJHQ5D9hs)
> OSGView Display Options (https://youtu.be/vEoT88RGLQo)
> Labeling, Highlighting and Filtering (https://youtu.be/2ewXrWU7KUE)
>
> Thank you guys for an awesome library!.
>
> Best regards,
> Helmut
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75623#75623
>
>
>
>
>
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
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Re: [osg-users] Question about security of shader developments

2019-01-31 Thread Chris Hanson
You could obfuscate and minify your shader:

https://github.com/laurentlb/Shader_Minifier

Or hire a demoscene person to mangle it. ;)

On Thu, Jan 31, 2019 at 11:43 AM Werner Modenbach 
wrote:

> Hi Michael and all other people responding to my request,
>
> first of all thank you very much!
>
> @Michael: What you suggest is something like asking Zuckerberg to
> publish his algorithms.
> And belief me, Chinese don't care at all about patents
> or other rules we usually accept here.
>
> I'm really surprised that there is no real solution for my problem.
> Since OpenGL 4 all developers are advised to create their own shaders.
> And once you get familiar
> with that you quickly discover the potential of it. A good portion of
> your know how gets transferred to shaders.
> This should be a common problem in the commercial field. And no solution
> from NVIDIA etc. ?
>
> @Robert: Thanks for pointing me to SPIR-V. I'll have a look at it.
> Anyway better than pure source code.
> Unfortunately not natively supported by OSG.
>
> Hiding shader source code inside an executable is not that problem
> because all our executables are encrypted.
> And memory spy during runtime is detected already.
> The problem here is the driver api.
>
> @Damian: Do you have any links for detecting OpenGL/GPU debuggers?
>
> Many, many thanks to everybody.
>
> - Werner -
>
> Am 31.01.2019 um 10:29 schrieb michael kapelko:
> > Hi.
> >
> > You may have a look at the problem from a different angle. If someone
> > is stealing from you that means they need it. If you cannot stop it
> > (or it costs much more than simply let them have it), then you should
> > lead it. Instead of hiding your great shaders you can publish them
> > yourself (don't forget to add some notes about your company in the
> > comments)! This would be the marketing way of handling the problem.
> >
> > On Thu, 31 Jan 2019 at 12:17, Damian Dixon 
> wrote:
> >> Hi,
> >>
> >> I don't know what the OSG solution to this would be.
> >>
> >> You could obfuscate the shader code. Though to be honest this would
> only slow someone down not stop them from obtaining the shader source.
> >>
> >> In addition to obfusication put the shader source into the DLL/exe and
> potentially hide the strings by a simple rotation or masking of the data.
> >>
> >> You could add additional logic to detect OpenGL/GPU debuggers and/or
> check the OpenGL shared library is loaded from sensible locations.
> >>
> >> The other options would be to look at the following in OpenGL. I've not
> used either of them so they may not work particularly well.
> >>
> >> https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_gl_spirv.txt
> (OpenGL 4.6)
> >>
> https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glShaderBinary.xhtml
> (OpenGL 4.1)
> >>
> >> You may find that the SPIRV extension is not widely supported yet on
> all GPUs and drivers (mesa support is not yet there) that your customers
> are using. SPIRV modules are an intermediate compiled representation of the
> shaders so someone with a lot of time could reverse engineer.
> >>
> >> The shader binary I believe may be limited to the GPU/driver that it
> was compiled for.
> >>
> >> Also OSG would need to be modified to use SPIRV or shader binaries.
> >>
> >> Most of this is a trade off between cost of implementation, additional
> test and support costs and lost revenue.
> >>
> >> Regards
> >> Damian
> >>
> >>
> >>
> >>
> >> On Wed, 30 Jan 2019 at 17:50, Werner Modenbach 
> wrote:
> >>> Dear Robert, dear community,
> >>>
> >>> I use OSG since many years now with great success. But being honest I
> >>> usually just use the osg api and direct gl calls are very rare in our
> code.
> >>> That's the reason why I ask people with more gl experience here.
> >>> I'm working in a commercial environment. Unfortunately we have very bad
> >>> experience about the security of our developments
> >>> especially with a famous Asian country. Cracking and copying is the
> >>> normal case there.
> >>> During the years we have established a quite secure environment for our
> >>> executables by encrypting the them and by detecting
> >>> debugging and sniffing tools running in parallel.
> >>> There is mainly one really weak part, the shaders we develop.
> >>> We spent years now in very complex and highly optimized shaders and I
> >>> have sleepless nights knowing that the shader code is
> >>> transferred to the driver as plain source code.
> >>> My question: Is there any way solving this problem? Is there any driver
> >>> api for that? I searched all over OSG but didn't find anything.
> >>> Is this feature missing in general or is it just not in the OSG api?
> >>> If all the questions are answered NO can anybody provide a contact to
> >>> NVIDIA for discussing this problem?
> >>>
> >>> Many thanks in advance for any hints and help.
> >>>
> >>> - Werner -
> >>>
> >>>
> >>> ___
> >>> osg-users mailing 

Re: [osg-users] How to properly compile osg with EGL support?

2019-01-24 Thread Chris Hanson
As far as integrating, I'd probably defer to Robert on his views of how it
ought to be tied in. Without X Server, a lot of the Windowing System code
kind of becomes moot.

Do you have any views on this Robert? I'd love to get this technique into
wider utilization.

On Thu, Jan 24, 2019 at 9:56 PM Omar Álvarez  wrote:

> I have managed to compile and run a simple EGL example that Trajce Nikolov
> kindly provided. I am preparing a github repo with the code, if he has no
> issue with this. Here are the caveats that I have found:
>
> - When installing driver we need to reboot in order for the EGL context to
> be available. In Ubuntu 18.04 installing the latest drivers from NVIDIA PPA
> worked out of the box.
> - eglinfo is awesome. NVIDIA device EGL needs to be working to be able to
> run EGL.
> - When using the latest CMake (3.13.x), I think OSG does not properly
> detect libOpenGL.so which is needed for EGL. I will test this further to be
> sure that is the cause.
> - One needs to stablish viewport resolution manually or the following
> error pops up: "Error: cannot draw stage due to undefined viewport"
> - Some warning pops up that I have not been able to fix: "void
> StateSet::setGlobalDefaults() ShaderPipeline disabled."
>
> Any idea why the warning message is popping up?
>
> It would probably be interesting to integrate in OSG the graphics context
> code, so that users don't need to write the custom class. If anyone has any
> suggestions I would love to hear them.
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


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Re: [osg-users] How to properly compile osg with EGL support?

2019-01-23 Thread Chris Hanson
Based on what we've seen, the technique SHOULD work. I'm not in a position
to test and hack on it myself because I don't have an NVidia Linux box
handy.

It'd be good to have a standard example of osgViewerEGLnoX or something,
because there seems to be a growing number of folks who don't want an
XServer gumming up the works.

On Wed, Jan 23, 2019 at 9:59 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Omar,
>
> we are trying to get this running as well. Julien's hints should be enough
> to get it built. I also wrote some code to support EGL based on some
> off-list disucussion we had with Chris. All was great but got some crashes
> in osg and was not able to actually run it. I can share my work with you
> (tomorrow) if you want to give it a try and maybe together we make it work
> and share it with the community?
>
> Cheers,
> Nick
>
>
> <https://www.avast.com/sig-email?utm_medium=email_source=link_campaign=sig-email_content=webmail_term=icon>
>  Virus-free.
> www.avast.com
> <https://www.avast.com/sig-email?utm_medium=email_source=link_campaign=sig-email_content=webmail_term=link>
> <#m_2139364992193776022_DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
>
> On Wed, Jan 23, 2019 at 7:51 PM Chris Hanson  wrote:
>
>> I know of a couple other people trying to do this. Let me know how you
>> get on with the X-less OSG.
>>
>> On Wed, Jan 23, 2019 at 7:31 PM Julien Valentin <
>> julienvalenti...@gmail.com> wrote:
>>
>>> few advices:
>>> check your driver support with eglinfo
>>> try adding -legl to the linker flags
>>> try VERBOSE=1 make
>>> to check used linkerflags
>>> Cheers
>>>
>>>
>>>
>>> Omar Álvarez wrote:
>>> > Hi.
>>> > I am trying to compile OSG with EGL support in order to be able to run
>>> OSG server side without an X display server. I have installed EGL headers
>>> and the latest and the NVIDIA driver. EGL is detected by OSG and I am
>>> requesting GLVND GL:
>>> > > cmake -DOpenGL_GL_PREFERENCE=GLVND .
>>> >
>>> >
>>> > I am getting linking errors:
>>> > > [ 33%] Linking CXX executable ../../bin/osgversion
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glDrawArrays'
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glCallList'
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glPointSize'
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glTexParameteriv'
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glFrontFace'
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glLightModeli'
>>> > > ../../lib/libosg.so.3.6.3: undefined reference to `glGetBooleanv'
>>> > > .
>>> >
>>> >
>>> > Is this the proper way for compiling OSG with EGL support?
>>> > I am using CMake 3.13, Ubuntu 18.04 and gcc 7.3. I think the way in
>>> which the OpenGL library is linked has to change (to support the new CMake
>>> flag OpenGL_GL_PREFERENCE).
>>> >
>>> >  --
>>> > Post generated by Mail2Forum
>>>
>>>
>>> 
>>> Twirling twirling twirling toward freedom
>>>
>>> --
>>> Read this topic online here:
>>> http://forum.openscenegraph.org/viewtopic.php?p=75535#75535
>>>
>>>
>>>
>>>
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>
>>
>> --
>> 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 <https://twitter.com/alphapixel> facebook.com/alphapixel (775)
>> 623-PIXL [7495]
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> --
> trajce nikolov nick
>
>
> <https://www.avast.com/sig-e

Re: [osg-users] How to properly compile osg with EGL support?

2019-01-23 Thread Chris Hanson
I know of a couple other people trying to do this. Let me know how you get
on with the X-less OSG.

On Wed, Jan 23, 2019 at 7:31 PM Julien Valentin 
wrote:

> few advices:
> check your driver support with eglinfo
> try adding -legl to the linker flags
> try VERBOSE=1 make
> to check used linkerflags
> Cheers
>
>
>
> Omar Álvarez wrote:
> > Hi.
> > I am trying to compile OSG with EGL support in order to be able to run
> OSG server side without an X display server. I have installed EGL headers
> and the latest and the NVIDIA driver. EGL is detected by OSG and I am
> requesting GLVND GL:
> > > cmake -DOpenGL_GL_PREFERENCE=GLVND .
> >
> >
> > I am getting linking errors:
> > > [ 33%] Linking CXX executable ../../bin/osgversion
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glDrawArrays'
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glCallList'
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glPointSize'
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glTexParameteriv'
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glFrontFace'
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glLightModeli'
> > > ../../lib/libosg.so.3.6.3: undefined reference to `glGetBooleanv'
> > > .
> >
> >
> > Is this the proper way for compiling OSG with EGL support?
> > I am using CMake 3.13, Ubuntu 18.04 and gcc 7.3. I think the way in
> which the OpenGL library is linked has to change (to support the new CMake
> flag OpenGL_GL_PREFERENCE).
> >
> >  --
> > Post generated by Mail2Forum
>
>
> 
> Twirling twirling twirling toward freedom
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75535#75535
>
>
>
>
>
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>


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Re: [osg-users] Deleting still referenced object

2019-01-22 Thread Chris Hanson
Would it make sense to custom hack a BUNCH of asserts into the suspect code
to validate all possible assumptions at runtime and maybe pinpoint
erroneous conditions prior to hitting the actual crash?

On Tue, Jan 22, 2019 at 9:42 PM Robert Osfield 
wrote:

> Hi Richard,
>
> Sorry to hear your are battling this issue.  I've read through, and
> had a quick look at simgear master but could find the
> loadUsingReaderWriter() implementation in ModelRegistry.cxx that you
> mention.  Are you working on a branch or not checked something in yet?
>
> As a general comment, if you could use the OpenSceneGraph-3.6 branch
> rather than master it should give you a more stable and tested OSG
> base to work from.  I'd also recommend checking the whole model
> loading/processing path to make sure all the methods are taking and
> passing back ref_ptr<> rather than C pointer.  In my quick check I
> spotted a osg::Node* OptimizeModelPolicy::optimize() method that be
> something could be the type of thing to convert across to ref_ptr<>.
>
> Robert.
>
> On Tue, 22 Jan 2019 at 17:58, Richard Harrison  wrote:
> >
> > I've just got another of these problems.
> >
> > This is after changing all of the osgDB::read into osgDB::readRef
> > (simgear commit cb024dd82d4c384df0b599640a98e762fbf66688) and 5days of
> > flight time testing (not all the same run, FG was restarted many
> > times) I've hit what looks like a the same problem as I originally
> > reported; i.e. the expiry appears to be something that has just been
> > loaded and expired at the same time. I'm keeping my debug session open
> > to allow further investigation in case questions.
> >
> > I'm surprised that the fixes didn't work as they looked to me as
> > though they should fix the problem I'm immediately suspecting that
> > maybe there are other things that we're doing that are interfering
> > with the thread safety mechanisms.
> >
> > Having dug into what's happening; the DatabasePager is currently
> > loading Models/Airport/cargoim.xml; which is defined in
> > project3000/Objects/w010n50/w002n52/2925458.stg; and the ObjectCache
> > is expiring Models/Aircraft/Cessna172_red.ac; Looking at the pertinent
> > part of the .stg it is a fair conclusion that the DatabasePager has
> > just loaded two Cessna172_red.ac models
> >
> > OBJECT_SHARED Models/Aircraft/Cessna172_red.ac -1.47630 52.37373 82.02
> > 223.53
> > OBJECT_SHARED Models/Aircraft/Cessna172_red.ac -1.47560 52.37443 81.34
> 345.5
> > OBJECT_SHARED Models/lib/trailer-fedex.ac -1.48893 52.36957 84.13 314.01
> > OBJECT_SHARED Models/Airport/cargoim.xml -1.47436 52.36886 79.91 188.47
> >
> > The actual .ac model load is happening in SGReaderWriteXML.cxx line 341
> >
> >  modelResult = osgDB::readRefNodeFile(modelpath.local8BitStr(),
> > options.get());
> >
> > which will end up in ModelRegistry.cxx line 866
> >
> >  loadUsingReaderWriter(const std::string& fileName,
> >const osgDB::Options* opt)
> >  {
> >  using namespace osgDB;
> >  ReaderWriter* rw =
> >  Registry::instance()
> >  ->getReaderWriterForExtension
> >(osgDB::getFileExtension(fileName));
> >  if (!rw)
> >  return ReaderWriter::ReadResult(); // FILE_NOT_HANDLED
> >  return rw->readNode(fileName, opt);
> >  }
> >
> > I think it is correct in this instance to use the (ac3d) via the
> > registry and readNode.
> >
> > The only other thing that looks a bit odd is the way we are requesting
> > the same .stg file multiple times; maybe that is tripping something up
> > in our code; but I don't think that's the cause of the deleting whilst
> > still in use.
> >
> >[0..162] i:/flightgear/project3000/Objects/w010n50/w002n52/2925458.stg
> >[163..178]
> i:/flightgear/project3000/Objects/w010n50/w002n52/2925458.stg
> >[179..] i:/flightgear/terrasync/Terrain/w010n50/w002n52/2925458.stg
> >
> >
> > ---
> > On 17/01/2019 14:39, Voerman, L. wrote the following questions:
> >
> >  > - did the problematic node come out of the cache, or did it come
> > fresh from disk?
> >
> > It's hard to tell because as far as I can tell the problematic load has
> > finished and the pager has moved onto the next item.
> >
> >  > - Is the parent group (and it's _children vector) still sane?
> >
> > Looking at the node that is being expired it all looks good; the
> > reference count is 3; so there remains the mystery of how this can
> > happen.
> >
> >  oitr (
> >  ("Models/Aircraft/Cessna172_red.ac",
> >  {_ptr=0x0  }),
> >  ({_ptr=0x2441e8bc800 {_children={ size=0x5 } } },
> >  5002.860496898))
> >  first   "Models/Aircraft/Cessna172_red.ac"
> >  second  {_ptr=0x0  }
> >  second  ({_ptr=0x2441e8bc800 {_children={ size=0x5 } } },
> >   5002.860496898)
> >  first   {_ptr=0x2441e8bc800 {_children={ size=0x5 } 

Re: [osg-users] Deleting still referenced object

2019-01-10 Thread Chris Hanson
Ok. Is this a recent issue or do you know when it appeared? That's some
delicate code in there...

On Thu, Jan 10, 2019 at 10:57 PM Richard Harrison  wrote:

>
> Chris Hanson wrote:
> > Due to the domain complexities, this is REALLY something probably the
> FlightGear community knows anything about.enegraph.org[/url]
> >
>
>
> I'm a FlightGear core developer and I can confirm that this is something
> that we know about and I'm trying to fix.
>
> Cheers
> --Richard
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75439#75439
>
>
>
>
>
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