D

----- Original Message -----
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To: [email protected] <[email protected]>
Sent: Sat Jul 04 15:03:11 2009
Subject: osg-users Digest, Vol 25, Issue 7

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Today's Topics:

   1. Re: Background image (Jason Coposky)
   2. Re: osgManipulator refactored (Robert Osfield)
   3. osgVolume now supports use of osgManipulator draggers
      (Robert Osfield)
   4. Off on a weeks holiday! (Robert Osfield)
   5. Re: Off on a weeks holiday! (Cyril Brulebois)
   6. Re: Off on a weeks holiday! (Maxim Gammer)
   7. Re: Off on a weeks holiday! (FlySky)
   8. Re: rendering many instances of big Geometries (Simon Loic)
   9. Re: Off on a weeks holiday! (Simon Loic)


----------------------------------------------------------------------

Message: 1
Date: Fri, 3 Jul 2009 12:05:34 -0700 (PDT)
From: Jason Coposky <[email protected]>
Subject: Re: [osg-users] Background image
To: OpenSceneGraph Users <[email protected]>
Message-ID: <[email protected]>
Content-Type: text/plain; charset="us-ascii"

turn off depth testing something like this:

camera_->setViewport( 0, 0, image_->s(), image_->t() );
camera_->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );

// *** this is also pretty key ** 
camera_->setRenderOrder( osg::Camera::PRE_RENDER, 1 );

camera_->attach( osg::Camera::COLOR_BUFFER, texture_.get() );

camera_->setClearMask( GL_COLOR_BUFFER_BIT ); // do not want to clear bg image
camera_->setReferenceFrame( osg::Transform::ABSOLUTE_RF );
camera_->setViewMatrix( osg::Matrix::identity() );

// *** make sure depth is off ***
camera_->getOrCreateStateSet()->setMode( GL_DEPTH_TEST, 
osg::StateAttribute::OFF );




________________________________
From: Carlos Sanches <[email protected]>
To: OpenSceneGraph Users <[email protected]>
Sent: Friday, July 3, 2009 2:22:27 PM
Subject: Re: [osg-users] Background image

no, I m using hud   but my 3d objects are behind the hud.
I want  my 3d objets in front of hud .



      
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Message: 2
Date: Fri, 3 Jul 2009 20:14:45 +0100
From: Robert Osfield <[email protected]>
Subject: Re: [osg-users] osgManipulator refactored
To: OpenSceneGraph Users <[email protected]>
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

Hi Guys,

I've just checked in the addition of the following methods to Dragger
that enable one to control when the draggers can be activated by
clicking on them :

        void setActivationModKeyMask(unsigned int mask) {
_activationModKeyMask = mask; }
        unsigned int getActivationModKeyMask() const { return
_activationModKeyMask; }

        void setActivationKeyEvent(int key) { _activationKeyEvent = key; }
        int getActivationKeyEvent() const { return _activationKeyEvent; }

Usage looks like (from the new rev of the osgmanipulator example):

    // if we don't set an activation key or mod mask then any mouse click on
    // the dragger will activate it, however if do define either of
ActivationModKeyMask or
    // and ActivationKeyEvent then you'll have to press either than
mod key or the specified key to
    // be able to activate the dragger when you mouse click on it.
Please note the follow allows
    // activation if either the ctrl key or the 'a' key is pressed and
held down.
    dragger->setActivationModKeyMask(osgGA::GUIEventAdapter::MODKEY_CTRL);
    dragger->setActivationKeyEvent('a');

I've added these extra controls so that we can have manipulators on
screen at the same time as being able to have the standard camera
manipulators active (i.e. the camera trackball).  Previously the
example had an event handle change modes via presses to the tab key,
but this was rather awkward to use.  One can still implement this
approach if you wish just by toggling the
Dragger::setHandleEvents(bool) for you own event handler.

Robert.


------------------------------

Message: 3
Date: Fri, 3 Jul 2009 20:31:53 +0100
From: Robert Osfield <[email protected]>
Subject: [osg-users] osgVolume now supports use of osgManipulator
        draggers
To: OpenSceneGraph Users <[email protected]>
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

Hi All,

I have just checked in an option -m to osgvolume that attaches a
dragger to the volume tile, this allows you to change the portion of
the volume that it renders, enabling you to interactively cull away
parts you aren't interested in.  For now I've enabled the
TabBoxDragger, but the technique works just fine with all the draggers
- even the TrackballDragger which means it's possible to rotate the
volume tile as well as resize.

As part of this work I've refactored the ray tracing GLSL shaders and
C++ code to enable the VolumeTile Locator to be decoupled from the
ImageLayer Locator, as well as have the inernal TexGen and Transform
nodes automatically track changes to the Locator values.  This means
you can change the values in yourself without the need to rebuilding
the VolumeTile's internal scene graph that it uses to do the rendering
of the volume.  This means the cost of changing the dimensions of the
volume which your rendering is now very lightweight and can happily be
done at a solid 60Hz (if you card is able to hit that when doing
volume rendering ;-).

The changes are now checked into OpenSceneGraph svn/trunk and
OpenSceneGraph-Data svn/trunk (as the in source and in example data
shaders have been updated.)

Currently there is a custom DraggerCallback defined in the osgvolume
example (called DraggerVolumeTileCallback), but it's my plan to move
this directly into osgVolume NodeKit once this dragger functionality
has been tested more and it's design settled down.  On my plan of
action is to try out having multiple draggers attached to single
volume tile, and allow the user to interactively switch between then,
this may well require some further mods to osgManipulator library.
When this functionality is all ready to go I'll roll it into Present3D
to allow you to interactively adjust volume rendering live in your 3D
stereo presentations ;-)

Cheers,
Robert.


------------------------------

Message: 4
Date: Fri, 3 Jul 2009 20:35:54 +0100
From: Robert Osfield <[email protected]>
Subject: [osg-users] Off on a weeks holiday!
To: OpenSceneGraph Users <[email protected]>
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

Hi All,

I'm just heading offline to complete my packing for a week family
holiday on the beautiful Isle of Skye (part of the west coast of
Scoltand.)

I hope you all have fun in my absence ;-)
Robert.


------------------------------

Message: 5
Date: Fri, 3 Jul 2009 21:55:25 +0200
From: Cyril Brulebois <[email protected]>
Subject: Re: [osg-users] Off on a weeks holiday!
To: [email protected]
Message-ID: <[email protected]>
Content-Type: text/plain; charset="us-ascii"

Robert Osfield <[email protected]> (03/07/2009):
> I'm just heading offline to complete my packing for a week family
> holiday on the beautiful Isle of Skye (part of the west coast of
> Scoltand.)

Talisker's home! Enjoy. :)

Cheers,
-- 
Cyril Brulebois
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Message: 6
Date: Sat, 4 Jul 2009 02:14:24 +0600
From: Maxim Gammer <[email protected]>
Subject: Re: [osg-users] Off on a weeks holiday!
To: OpenSceneGraph Users <[email protected]>
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

Enjoy. )

2009/7/4 Cyril Brulebois <[email protected]>:
> Robert Osfield <[email protected]> (03/07/2009):
>> I'm just heading offline to complete my packing for a week family
>> holiday on the beautiful Isle of Skye (part of the west coast of
>> Scoltand.)
>
> Talisker's home! Enjoy. :)
>
> Cheers,
> --
> Cyril Brulebois
>
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>



-- 
Maxim Gammer


------------------------------

Message: 7
Date: Sat, 4 Jul 2009 05:19:18 +0800 (CST)
From: FlySky <[email protected]>
Subject: Re: [osg-users] Off on a weeks holiday!
To: "OpenSceneGraph Users" <[email protected]>
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset="gbk"

 
Enjoy:)




?2009-07-04?"Robert Osfield" <[email protected]> ???
>Hi All,
>
>I'm just heading offline to complete my packing for a week family
>holiday on the beautiful Isle of Skye (part of the west coast of
>Scoltand.)
>
>I hope you all have fun in my absence ;-)
>Robert.
>_______________________________________________
>osg-users mailing list
>[email protected]
>http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Message: 8
Date: Sat, 4 Jul 2009 13:20:19 +0200
From: Simon Loic <[email protected]>
Subject: Re: [osg-users] rendering many instances of big Geometries
To: OpenSceneGraph Users <[email protected]>
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset="iso-8859-1"

Thanks for your suggestions Robert.

I'm afraid we don't all have to time to write treaties on the topics
> of performance optimization - it's a huge topic.
>

Don't worry, I'm aware of that. Still I could give it a try and see if some
knowledgeable folks could find time. Yet I guess the conclusion is clearly :
they don't ;-).

OK, so traversals shouldn't be too slow then, so you shouldn't need to
> batch more coasely.  It might be that you might want to divide your
> scene graph up more for better culling performance, and a existing
> modest number of scene graph nodes will give you scope to do this.
>
> The data being shared and static makes things pretty easy.  100,000
> vertices will comfortable sit on the graphics card, and VBO's would be
> able to handle it.  The modest number of instances of this geometry
> would mean that the cost overhead of traversal and dispatch to OpenGL
> will be low so there is no need to resort to instances, it simply
> won't be required.
>

Ok, I'll try it


>
> The only thing you might want to look at is breaking up your
> geometries spatially to keep the vertex count a bit more modest and
> the geometry chunks smaller to aid view frustum culling.


In my case most of the geometries will be seen entirely. So I guess this
won't help a lot.


> If you
> expect to see a big percentage of your geometries on screen at one
> time and this breaks frame then you should consider using LOD's to
> manage scene complexity.
>

Yes LODs should be a solution. Though I'm working on a research project in
another field than graphics and I was looking forward something easier to
settle. Actually I tried at some point to simplify the geometries (using
osg::Simplifier) and used the results as low level LOD but it was destroying
the visual aspect of the geometries. Then I gave up this track.


>
> The other thing to look at is make your geometry efficient by using
> DrawElementsUShort/DrawElementUInt where possible, remove duplicate
> vertices's, tri-strip the geometry etc.
>

I'll see if I can do that.
Thanks a lot Robert.

Lo?c
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Message: 9
Date: Sat, 4 Jul 2009 13:21:22 +0200
From: Simon Loic <[email protected]>
Subject: Re: [osg-users] Off on a weeks holiday!
To: OpenSceneGraph Users <[email protected]>
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset="utf-8"

Have fun!
Lo?c


2009/7/3 FlySky <[email protected]>

>
> Enjoy:)
>
>
> ?2009-07-04?"Robert Osfield" <[email protected]> ???
> >Hi All,
> >
> >I'm just heading offline to complete my packing for a week family
> >holiday on the beautiful Isle of Skye (part of the west coast of
> >Scoltand.)
> >
> >I hope you all have fun in my absence ;-)
> >Robert.
> >_______________________________________________
> >osg-users mailing list
> >[email protected]
>
> >http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
> ------------------------------
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> _______________________________________________
> osg-users mailing list
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>
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