Re: [osg-users] osg in Visual C++ Express Edition 2008

2008-01-07 Thread Wojciech Lewandowski
Just because the issue was encountered on Vista doesn't mean it's
related to Vista. In this case, trying to run CMake 2.4.x with Visual
Studio 2008 even on XP would have given the same issue, because CMake
2.4 doesn't recognize VS 2008. You need CMake 2.5. Even on XP.

I 100% agree. Its non OS related - basically VS 2008 vs CMake 2.4 (or 
earlier) issue. I did a check on XP and this problem exists as well. Sorry 
for spreading missinformation earlier.

Cheers, Wojtek



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Re: [osg-users] Link errors in latest SVN on Windows

2008-01-07 Thread Robert Osfield
On Jan 6, 2008 7:36 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 I guess EdgeCollector::Point, EdgeCollector::Edge and
 EdgeCollector::Triangle need OSGUTIL_EXPORT as well?

Looks like it, now added and checked in.

Cheers,
Robert.
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Re: [osg-users] RTT and multipass issue

2008-01-07 Thread Robert Osfield
Hi Sergey,

I'm not entirely clearly on your question as there was a lot of text,
before anything that looked like a query.  I think the answer to what
I think your question was... The OSG doesn't currently support reusing
the same texture/FBO between multiple Camera as the rendering backend
build the FBO automatically on demand for each Camera.

There is a possibility that you might be able to achieve FBO sharing
by creating your own FBO an attaching it to the Camera's directly so
the rendering back end simply reuses it.  I have never tried this
though...

Robert.

On Jan 6, 2008 8:04 PM, Sergey Kurdakov [EMAIL PROTECTED] wrote:
 Hello,

 I have the following application –

 1) I have multiple RTT ( for blum shader )  and set them the following way

  Root

+ Camera1: draw scene, RTT to texture1 (PRE_RENDER)

+ Camera2: draw scene with another shader to texture2 ( on a quad
 covering the screen (ortho2D absolute proj
 matrix), textured with texture1, RTT to texture2 (PRE_RENDER)

+ Camera3: draw a quad covering the screen, textured with texture2,

 RTT to texture3 (PRE_RENDER)

.

+ Camera(4): draw a quad covering the screen, textured with
 texture4, no RTT (POST_RENDER)


 camera1  – draws   scene to texture1

 camera2  draws the same scene to texture2 with shader  which makes
 dark parts to be darker

 camera3 blurs texture2 ones to texture3
 camera 4 – combines texture3 with texture1

 this works OK.

 2) now for CameraNode3 I'd like to have multipass to make several pass
 of blur shader. Multipass uses osg Groups and attached states so that
  bin2 uses as input texture from bin1

 in case of such an arrangement
   camera3
|
  
  | |
 Group - new StateSet (bin 1)  Group - new StateSet (bin 2 )
  | |
  ---
   |
  SubGraph to render





 Only one pass is executed



 Now if the arrangement is

 Camera3
|
  ---
  |
 Group - new StateSet (bin 1) 
  ||
Group  - new StateSet (bin 2 ) |
  ||
  
   |
  SubGraph to render


 The result is the same – only one pass is rendered ( depending how I
 will assign numerical values to  bin 1 and bin 2 ).


 What could be fixed here so that I could reuse the output texture from
 one rtt several times ?


 Also as it is related

 I know that Ben Cain developed a code

 On Dec 19, 2007 11:00 PM, Ben Cain

 Wrote


   I've written some classes that implement RTT and post-filtering using OSG



 And this code might help me.


 it looks like he shared his code with some developers but it is still
 not in wiki, or did I miss something ? Could anyone help to get it,
 please ?


 Best regards
 Sergey Kurdakov
 sergey.forum(_AT_)gmail.com
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Re: [osg-users] blend vpb osgGIS models

2008-01-07 Thread Robert Osfield
On Jan 7, 2008 4:12 AM, Glenn Waldron [EMAIL PROTECTED] wrote:
 However, it only works for areas of limited geographic size. Overlaying a
 geocentric model onto a geocentric globe using osgSim::OverlayNode doesn't
 work for projecting models that cover larger areas or the entire earth.
 Robert may be able to shed some light on why this is the case.

The limitation comes down to use of projective texturing - it can't
wrap around the globe.  The view dependent OverlayNode modes can cope
better as they clamp the projected region to what is visible on
screen.

Robert,
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Re: [osg-users] Controlling cameras with different desired frame rates

2008-01-07 Thread Robert Osfield
On Jan 7, 2008 6:17 AM, Roni Rosenzweig [EMAIL PROTECTED] wrote:
 Hi Robert
 Thanks for the reply.
 My application needs cameras at different frame rates, for simulation
 purposes.
 I guess I will have to use multiple Viewers and control them manually (call
 frame() when needed).

 Is there a problem with each viewer having its own GraphicsContext?
 Roni

No, this is fine.  Its the share of a GraphicsContext's between
Viewers that would cause problems as they'd all be assuming control
over it.

Robert.
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Re: [osg-users] RTT and multipass issue

2008-01-07 Thread Art Tevs
Hi Sergey,

what you want to achieve can be with the library I
have posted before, osgPPU. Take a look on
http://projects.tevs.eu/osgppu

There the problem you are speaking about is solved in
another way (take a look into example). I do use only
one camera, which renders the scene into an RTT
texture and afterwards you reuse this texture in
different FBO's (ok not really fbos but ppus with
shaders which do have different fbos).

As I have seen in your post you are using one
perspective camera and 3 camera's just to render a
quad, that is exactly what actually ppus do.
The resulting solution is the same, but you do not
have to handle with multiple cameras to achieve the
same result. 

Cheers,
Art


--- Robert Osfield [EMAIL PROTECTED] schrieb:

 Hi Sergey,
 
 I'm not entirely clearly on your question as there
 was a lot of text,
 before anything that looked like a query.  I think
 the answer to what
 I think your question was... The OSG doesn't
 currently support reusing
 the same texture/FBO between multiple Camera as the
 rendering backend
 build the FBO automatically on demand for each
 Camera.
 
 There is a possibility that you might be able to
 achieve FBO sharing
 by creating your own FBO an attaching it to the
 Camera's directly so
 the rendering back end simply reuses it.  I have
 never tried this
 though...
 
 Robert.
 
 On Jan 6, 2008 8:04 PM, Sergey Kurdakov
 [EMAIL PROTECTED] wrote:
  Hello,
 
  I have the following application –
 
  1) I have multiple RTT ( for blum shader )  and
 set them the following way
 
   Root
 
 + Camera1: draw scene, RTT to texture1
 (PRE_RENDER)
 
 + Camera2: draw scene with another shader to
 texture2 ( on a quad
  covering the screen (ortho2D absolute proj
  matrix), textured with texture1, RTT to texture2
 (PRE_RENDER)
 
 + Camera3: draw a quad covering the screen,
 textured with texture2,
 
  RTT to texture3 (PRE_RENDER)
 
 .
 
 + Camera(4): draw a quad covering the screen,
 textured with
  texture4, no RTT (POST_RENDER)
 
 
  camera1  – draws   scene to texture1
 
  camera2  draws the same scene to texture2 with
 shader  which makes
  dark parts to be darker
 
  camera3 blurs texture2 ones to texture3
  camera 4 – combines texture3 with texture1
 
  this works OK.
 
  2) now for CameraNode3 I'd like to have multipass
 to make several pass
  of blur shader. Multipass uses osg Groups and
 attached states so that
   bin2 uses as input texture from bin1
 
  in case of such an arrangement
camera3
 |
  
 
   |
 |
  Group - new StateSet (bin 1)  Group - new
 StateSet (bin 2 )
   |
 |
  
 ---
|
   SubGraph to render
 
 
 
 
 
  Only one pass is executed
 
 
 
  Now if the arrangement is
 
  Camera3
 |
   ---
   |
  Group - new StateSet (bin 1) 
   |
|
 Group  - new StateSet (bin 2 ) |
   |
|
   
|
   SubGraph to render
 
 
  The result is the same – only one pass is rendered
 ( depending how I
  will assign numerical values to  bin 1 and bin 2
 ).
 
 
  What could be fixed here so that I could reuse the
 output texture from
  one rtt several times ?
 
 
  Also as it is related
 
  I know that Ben Cain developed a code
 
  On Dec 19, 2007 11:00 PM, Ben Cain
 
  Wrote
 
 
I've written some classes that implement RTT
 and post-filtering using OSG
 
 
 
  And this code might help me.
 
 
  it looks like he shared his code with some
 developers but it is still
  not in wiki, or did I miss something ? Could
 anyone help to get it,
  please ?
 
 
  Best regards
  Sergey Kurdakov
  sergey.forum(_AT_)gmail.com
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Re: [osg-users] Creating shapes under mouse cursor

2008-01-07 Thread Renan Mendes
 Hi Renan,

 what I do for this is the following:

 - compute the line behind the mouse cursor perpendicular to the screen.
 You will ned the transformation and view matrices for this

 - intersect this line with a plane parallel to the screen through the
 origin. You can use the line computed before as a normal vector for this
 plane

 The intersection gives a point that is
 a) behind the mouse
 b) as close to the origin as possible

 The choice for the depth might be another, but this one makes sense in
 some way!

 Regards,

 Andreas



Hi, Andreas.

Sorry I took so long to reply. I still haven't tried your method,
but that's because I didn't understand it right away. I'll read a little bit
more of the documentation to see the classes and methods that I need, and
when I do it, I'll let you know.

 Thanks,

  Renan M Z Mendes
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[osg-users] VBO

2008-01-07 Thread forest37
 What does  fastPath mean? Is it related to VBO?
 
 There is a sentence if (_vertexData.indices.valid()) _fastPath = false;
 in the function Geometry::computeFastPathsUsed()
 It seems that i can't use fastPath when i use setVertexIndices();
 
 I just want to use Vertex_Buffer_Object,what should i do?
 thanks!
 
 
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Re: [osg-users] VBO

2008-01-07 Thread Thibault Genessay
Hi all,

I know this is slightly off-topic, but if some of you have 5 minutes
to waste, please read on :)
I just take the occasion to ask a question regarding Robert's latest comment:

 So if you want fast paths absolutely never ever ever used vertex
 indices.   Vertex indices are there in the OSG purely for backwards
 compatibility and are not something I'd recommend usage today.

Acknowledged. Now, what is the preferred way to render triangle
strip-based geometries where all strips are parallel and share an edge
? Should we duplicate all common vertices ? e.g. I have a 1080 * 31
patch, rendered as 30 tri strips (basically, it's a 3D plot). I use
indexed rendering so I have 33480 vertices. Now if I want to switch to
fast-path, does it mean I'm going to need 2*1080*30 = 64800 vertices
?
Given the amount of info for each vertex (color, texcoords, ...) this
seems a pretty big memory impact to me (and if the TL has to be
performed again, it can also be a slowdown, can't it ?). I am no
cutting-edge 3D expert so please forgive my ignorance.

Happy new year to everyone,

Thibault
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Re: [osg-users] VBO

2008-01-07 Thread Robert Osfield
On Jan 7, 2008 10:28 AM, Thibault Genessay [EMAIL PROTECTED] wrote:
  So if you want fast paths absolutely never ever ever used vertex
  indices.   Vertex indices are there in the OSG purely for backwards
  compatibility and are not something I'd recommend usage today.

 Acknowledged. Now, what is the preferred way to render triangle
 strip-based geometries where all strips are parallel and share an edge
 ? Should we duplicate all common vertices ? e.g. I have a 1080 * 31
 patch, rendered as 30 tri strips (basically, it's a 3D plot). I use
 indexed rendering so I have 33480 vertices. Now if I want to switch to
 fast-path, does it mean I'm going to need 2*1080*30 = 64800 vertices
 ?
 Given the amount of info for each vertex (color, texcoords, ...) this
 seems a pretty big memory impact to me (and if the TL has to be
 performed again, it can also be a slowdown, can't it ?). I am no
 cutting-edge 3D expert so please forgive my ignorance.

If all the shared vertices share all other vertex attributes (i.e.
color, normals, tex coords etc) then you should use
osg::DrawElementUShort primitive sets and standard vertex arrays.

If your tex coords, normals etc aren't shared across the common edges
then you have to fallback to duplicating the vertices or use vertex
indices.  Duplicating the vertices to maintain fast paths will usually
be the best way to get performance.  If... performance isn't an issue,
and convenience is then use of vertex indices might be considered,
especially if you are using display lists as a good OpenGL driver can
then make best of bad job when it comes to slow paths.

Robert.
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Re: [osg-users] VBO

2008-01-07 Thread Wojciech Lewandowski
Hi,

I am also very surprised to see that use of index arrays/buffer objects 
impacts performance. Is this a limitation of OSG or OpenGL ? I always 
thought that Hardware Vertex Buffer  + Hardware Index Buffer should be the 
best performing scenario.

I just checked GPU_Programming_Guide on NVidia Developer site and found 
following excerpt in Chapter 3 General GPU Performance Tips:


...
3.3 Vertex Shader

3.3.1 Use Indexed Primitive Calls

Using indexed primitive calls allows the GPU to take advantage of its 
post-transform-and-lighting vertex cache. If it sees a vertex it's already 
transformed, it doesn't transform it a second time-it simply uses a cached 
result.
...


It seems to contradict what Robert said...

Cheers,
Wojtek

- Original Message - 
From: Thibault Genessay [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, January 07, 2008 11:28 AM
Subject: Re: [osg-users] VBO


 Hi all,

 I know this is slightly off-topic, but if some of you have 5 minutes
 to waste, please read on :)
 I just take the occasion to ask a question regarding Robert's latest 
 comment:

 So if you want fast paths absolutely never ever ever used vertex
 indices.   Vertex indices are there in the OSG purely for backwards
 compatibility and are not something I'd recommend usage today.

 Acknowledged. Now, what is the preferred way to render triangle
 strip-based geometries where all strips are parallel and share an edge
 ? Should we duplicate all common vertices ? e.g. I have a 1080 * 31
 patch, rendered as 30 tri strips (basically, it's a 3D plot). I use
 indexed rendering so I have 33480 vertices. Now if I want to switch to
 fast-path, does it mean I'm going to need 2*1080*30 = 64800 vertices
 ?
 Given the amount of info for each vertex (color, texcoords, ...) this
 seems a pretty big memory impact to me (and if the TL has to be
 performed again, it can also be a slowdown, can't it ?). I am no
 cutting-edge 3D expert so please forgive my ignorance.

 Happy new year to everyone,

 Thibault
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Re: [osg-users] VBO

2008-01-07 Thread Robert Osfield
On Jan 7, 2008 10:58 AM, Wojciech Lewandowski [EMAIL PROTECTED] wrote:
 I am also very surprised to see that use of index arrays/buffer objects
 impacts performance. Is this a limitation of OSG or OpenGL ? I always
 thought that Hardware Vertex Buffer  + Hardware Index Buffer should be the
 best performing scenario.

Don't confuse vertex indices supported by osg::Geometry with that of
indices support by osg::DrawElements* (wrapper of glDrawElements(..).

vertex indices lead to the slow path == BAD.

vertex arrays + DrawElelemtsn lead to fast path == GOOD :-)


 I just checked GPU_Programming_Guide on NVidia Developer site and found
 following excerpt in Chapter 3 General GPU Performance Tips:

 
 ...
 3.3 Vertex Shader

 3.3.1 Use Indexed Primitive Calls

 Using indexed primitive calls allows the GPU to take advantage of its
 post-transform-and-lighting vertex cache. If it sees a vertex it's already
 transformed, it doesn't transform it a second time-it simply uses a cached
 result.
 ...
 

 It seems to contradict what Robert said...

No contradication... re-read the various post given and look for the
distinction between vertices indices and primitive indices.

Robert.
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Re: [osg-users] VBO

2008-01-07 Thread Wojciech Lewandowski
 vertex indices lead to the slow path == BAD.

 vertex arrays + DrawElelemtsn lead to fast path == GOOD :-)

Thats a relief. I was afraid I will have to fix all my code ;-)

Cheers,
Wojtek

- Original Message - 
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, January 07, 2008 12:20 PM
Subject: Re: [osg-users] VBO


 On Jan 7, 2008 10:58 AM, Wojciech Lewandowski [EMAIL PROTECTED] 
 wrote:
 I am also very surprised to see that use of index arrays/buffer objects
 impacts performance. Is this a limitation of OSG or OpenGL ? I always
 thought that Hardware Vertex Buffer  + Hardware Index Buffer should be 
 the
 best performing scenario.

 Don't confuse vertex indices supported by osg::Geometry with that of
 indices support by osg::DrawElements* (wrapper of glDrawElements(..).

 vertex indices lead to the slow path == BAD.

 vertex arrays + DrawElelemtsn lead to fast path == GOOD :-)


 I just checked GPU_Programming_Guide on NVidia Developer site and found
 following excerpt in Chapter 3 General GPU Performance Tips:

 
 ...
 3.3 Vertex Shader

 3.3.1 Use Indexed Primitive Calls

 Using indexed primitive calls allows the GPU to take advantage of its
 post-transform-and-lighting vertex cache. If it sees a vertex it's 
 already
 transformed, it doesn't transform it a second time-it simply uses a 
 cached
 result.
 ...
 

 It seems to contradict what Robert said...

 No contradication... re-read the various post given and look for the
 distinction between vertices indices and primitive indices.

 Robert.
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[osg-users] Font silently not loaded

2008-01-07 Thread Michele Bosi
Hello,
I am trying to load a ttf font file (under win xp) using the following:

osgText::Font* font = osgText::readFontFile(verdana.ttf);

but all I get is a NULL pointer. This file is present in the windows
fonts directory and also in the executable directory.
I also get no result using the function:

text-setFont(font); // 'text' is a osgText::Text

Are TTF files not supported by OSG? or should I enable something
somewhere? From the stdout I don't get any message regarding any font
related error.

As a side note I would like to add that I compiled the plugin
mingw_osgdb_freetype.dll using Freetype 2.3.5.

Thanks,
Michele
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[osg-users] Fonts again: ugly default font

2008-01-07 Thread Michele Bosi
As you might have guessed m lately very much involved in font
rendering with OSG...
As you can se from the small image attached I get quite ugly font
rendering using the default font.
The font you see drawn comes from a very simple piece of code, that is:

  osgText::Text* text = new osgText::Text;
  text-setText(Ciao);
  text-setAlignment(osgText::Text::CENTER_BASE_LINE);
  text-setColor(osg::Vec4(1,1,1,1));
  text-setCharacterSize( 20 );
  text-setPosition( ... );
  text-setAutoRotateToScreen(true);
  text-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);

Is there something wrong with the code I produced or are there hidden
options to make the text look nicer?

Playing around with the texture font it looks like the text is
rendered using texture mapping but without bilinear filtering, that
is, font rendering seems to use nearest point sampled texture mapped
quads, but it's just a guess.

Thanks,
Michele
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Re: [osg-users] Fonts again: ugly default font

2008-01-07 Thread Robert Osfield
Hi Michele,

There is little you can do to improve on the DefaultFont's quality,
its just a very simple inbuilt fallback for when no other fonts are
found or are assigned.   You'll need to assign a decent font.  See
osgtext example.

Robert.

On Jan 7, 2008 2:13 PM, Michele Bosi [EMAIL PROTECTED] wrote:
 As you might have guessed m lately very much involved in font
 rendering with OSG...
 As you can se from the small image attached I get quite ugly font
 rendering using the default font.
 The font you see drawn comes from a very simple piece of code, that is:

   osgText::Text* text = new osgText::Text;
   text-setText(Ciao);
   text-setAlignment(osgText::Text::CENTER_BASE_LINE);
   text-setColor(osg::Vec4(1,1,1,1));
   text-setCharacterSize( 20 );
   text-setPosition( ... );
   text-setAutoRotateToScreen(true);
   text-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);

 Is there something wrong with the code I produced or are there hidden
 options to make the text look nicer?

 Playing around with the texture font it looks like the text is
 rendered using texture mapping but without bilinear filtering, that
 is, font rendering seems to use nearest point sampled texture mapped
 quads, but it's just a guess.

 Thanks,
 Michele

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Re: [osg-users] OpenSceneGraph-2.3.1 dev release tagged.

2008-01-07 Thread Jean-Christophe Lombardo
Hi Robert,

A couple of  #include osgUtil/Export and OSGUTIL_EXPORT definition is 
probably missing in osgUtil::ReversePrimitiveFunctor in the 2.3.1 release.

Thanks a lot for your work.

jcl






 
 

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Re: [osg-users] Link errors in latest SVN on Windows

2008-01-07 Thread Jean-Sébastien Guay
Hello again,

 Yep, that did it. OSG (including examples and wrappers) now compiling
 properly.

But I get this related warning:


3C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\include\osgUtil/EdgeCollector(170)  
: warning C4099: 'osgUtil::EdgeCollector::Edgeloop' : type name first  
seen using 'struct' now seen using 'class'
3 
C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\include\osgUtil/EdgeCollector(68) :  
see declaration of 'osgUtil::EdgeCollector::Edgeloop'


I'm also getting some other warnings, especially should I send them your way?

J-S
-- 
__
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 http://whitestar02.webhop.org/


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Re: [osg-users] OpenSceneGraph-2.3.1 dev release tagged.

2008-01-07 Thread Robert Osfield
On Jan 7, 2008 2:42 PM, Jean-Christophe Lombardo
[EMAIL PROTECTED] wrote:
 Hi Robert,

 A couple of  #include osgUtil/Export and OSGUTIL_EXPORT definition is
 probably missing in osgUtil::ReversePrimitiveFunctor in the 2.3.1 release.

These are already added to SVN, so will be in the up coming 2.3.2 release.
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Re: [osg-users] Fonts again: ugly default font

2008-01-07 Thread Michele Bosi
Thank you Robert and Jean,
fortunately could figure out what the problem was using the god
blessed OSG_NOTIFY_LEVEL=DEBUG :)

In fact it seemed that the plugin could be found and used but then OSG
failed to load it. This was because of course the plugin depends on
the freetype DLL library itself which wasn't in the path so I just had
to add it to the path and woila', fonts are loading and text is
beautiful :)

Thanks again,
M.

On Jan 7, 2008 3:34 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hello Michele,

  As you might have guessed m lately very much involved in font
  rendering with OSG...
  As you can se from the small image attached I get quite ugly font
  rendering using the default font.
  The font you see drawn comes from a very simple piece of code, that is:

 If you set OSG_NOTIFY_LEVEL=DEBUG, do you get messages saying that the
 font Arial.ttf could not be loaded? The default font that
 osgText::Text uses should be Arial. If you have the
 OpenSceneGraph-Data distribution, it's in the fonts/ subdirectory, and
 setting OSG_FILE_PATH to the location of the OpenSceneGraph-Data
 distribution on your machine, it should find it.

 If you get an error message that the font cannot be found, check that
 (with the paths). If it's that the file cannot be loaded, it can be
 because your freetype plugin is not compiled properly or something
 else...

 Good luck,

 J-S
 --
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Re: [osg-users] blend vpb osgGIS models

2008-01-07 Thread Glenn Waldron
Thanks Robert, that makes sense. There are still issues when using view
dependent mode though. My initial thought was to grid up the geometry to be
projected and then apply cluster culling to each cell, so that it would only
consider projecting Visible geometry. However the cluster-culling doesn't
seem to operate as I expected in this context, i.e., on the geometry to be
rendered to texture. Does an RTT camera consider cluster culling the same
way a normal camera does? Or am I barking upt he wrong tree? Thanks. -gw

On Jan 7, 2008 4:17 AM, Robert Osfield [EMAIL PROTECTED] wrote:

 On Jan 7, 2008 4:12 AM, Glenn Waldron [EMAIL PROTECTED] wrote:
  However, it only works for areas of limited geographic size. Overlaying
 a
  geocentric model onto a geocentric globe using osgSim::OverlayNode
 doesn't
  work for projecting models that cover larger areas or the entire earth.
  Robert may be able to shed some light on why this is the case.

 The limitation comes down to use of projective texturing - it can't
 wrap around the globe.  The view dependent OverlayNode modes can cope
 better as they clamp the projected region to what is visible on
 screen.

 Robert,
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Re: [osg-users] Link errors in latest SVN on Windows

2008-01-07 Thread Jean-Sébastien Guay
Hello Robert,

 I guess EdgeCollector::Point, EdgeCollector::Edge and
 EdgeCollector::Triangle need OSGUTIL_EXPORT as well?

 Looks like it, now added and checked in.

Yep, that did it. OSG (including examples and wrappers) now compiling  
properly.

Thanks,

J-S
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[osg-users] osg::LineStipple

2008-01-07 Thread Kim C Bale
I'm trying to a line using the following. Now, am I missing something
obvious here? as this code doesn't work.
m_markerLine is a geode that contains a line drawable. 

osg::ref_ptrosg::LineStipple ls = new osg::LineStipple();
ls-setPattern( 0x00FF );
ls-setFactor( 2 );

m_markerLine-getOrCreateStateSet()-setAttribute( ls.get(),
osg::StateAttribute::ON );

Cheers

Kim*
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Re: [osg-users] Link errors in latest SVN on Windows

2008-01-07 Thread Robert Osfield
Hi J-S,

Yes send the warnings in, even better fixes :-)

On Jan 7, 2008 2:44 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hello again,

  Yep, that did it. OSG (including examples and wrappers) now compiling
  properly.

 But I get this related warning:


 3C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\include\osgUtil/EdgeCollector(170)
 : warning C4099: 'osgUtil::EdgeCollector::Edgeloop' : type name first
 seen using 'struct' now seen using 'class'
 3
 C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\include\osgUtil/EdgeCollector(68) :
 see declaration of 'osgUtil::EdgeCollector::Edgeloop'


 I'm also getting some other warnings, especially should I send them your way?


 J-S
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[osg-users] updating particle systems

2008-01-07 Thread Amstutz, Peter
Hello, I'm having trouble with osg::ParticleSystem and was hoping
someone might have some ideas.  I am using OSG 1.2 (as a component of
Delta3D 1.5).
 
First, some background.  In my application the user is able to switch
between multiple views of the map.  In the simplest case one view is a
top-down orthographic camera, the other view is a normal first-person
perspective camera.  Because the orthographic camera presents an
abstracted map, the views are implemented as different cameras looking
out onto different scenes (loaded from different files) and entities are
duplicated on each scene (in many cases different graphics are used,
with 2D icons in the orthographic view and 3D models used in the
perspective view.)
 
I am using particle effects for explosions, smoke and flares.  These
were created using the particle system editor provided in the Delta3D
package, and are saved and loaded from plain osg files.
 
The problem I am having is this: because only one view is active at a
time, when a particle system is created on the inactive view, it is
never updated.  As a result, when user switches views (causing the
formally inactive view to become active), the particle systems on the
inactive view have to catch up -- for example, every pending explosion
happens simultaneously (even if explosion should have happened five
minutes ago) smoke clouds appear out of nowhere when they should already
be thick and billowing, flares that should already be lit light up for
the first time, etc.
 
The fundamental problem that I can discern is that this a result of a
(questionable?) design decision to tie updating the particle system to
the culling pass of the render, instead of part of the application
update pass.  Camera disabled, no cull, no particle system update.
 
I've have yet to find a satisfactory solution to this problem.  So far I
have tried several different approaches:
 
 - Forcing a cull of the inactive views with drawing disabled.  This
does work, but at a terrible cost to framerate (30 fps to 10) since it
is doing a huge amount of unneccessary work culling in addition to the
minor job of updating the particle effects.
 
 - Forcing an update of the particle system (and particle processors)
from application code.  This requires hacking the OSG code to
disentangle the update logic from the culling visitor, and writing an
additional application level pass that goes through the scene looking
for particle systems to update.  Mysteriously, when I do this the
particle systems then don't show up at all (and the drawing function is
never called) so I couldn't actually get this approach to work.  I
presume there is some secret sauce in the culler that determines whether
to draw the particle system or not, and updating it outside the culling
pass confuses that logic.
 
- Fixing the particle system updater to update in small steps when it
catches up, since part of the problem is that individual particles
only have a lifespan of 2-3 seconds, and it is asking the particle
system to update in a single 20 second step .  Taking smaller steps
helps, but ultimately this also doesn't work, for a more subtle reason.
The particle system update phase is actually split across several
objects that are updated independently, but whose effects are
interrelated: the particles system itself which moves the particles and
removes old ones, and the emitter, which adds new particles.  It doesn't
do any good to update the entire timespan of the particles system,
*then* update the entire timespan of the emitter, since the newly
emitted particles are not updated, and the particles are effectively
created at the end of the emitter timespan rather than being evenly
distributed.
 
At this point I am at a loss for what to do.  This shouldn't be so
difficult, yet I've already spent three days banging my head against it.
Help!
 
Peter Amstutz
Software Engineer
General Dynamics Information Technology
508-647-6970 ex 225
[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] 
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[osg-users] updating particle systems (sorry about HTML mail)

2008-01-07 Thread Amstutz, Peter
Resending plain text.  Apologies for the HTML mail (stupid Outlook.)

Hello, I'm having trouble with osg::ParticleSystem and was hoping
someone might have some ideas.  I am using OSG 1.2 (as a component of
Delta3D 1.5).
 
First, some background.  In my application the user is able to switch
between multiple views of the map.  In the simplest case one view is a
top-down orthographic camera, the other view is a normal first-person
perspective camera.  Because the orthographic camera presents an
abstracted map, the views are implemented as different cameras looking
out onto different scenes (loaded from different files) and entities are
duplicated on each scene (in many cases different graphics are used,
with 2D icons in the orthographic view and 3D models used in the
perspective view.)
 
I am using particle effects for explosions, smoke and flares.  These
were created using the particle system editor provided in the Delta3D
package, and are saved and loaded from plain osg files.
 
The problem I am having is this: because only one view is active at a
time, when a particle system is created on the inactive view, it is
never updated.  As a result, when user switches views (causing the
formally inactive view to become active), the particle systems on the
inactive view have to catch up -- for example, every pending explosion
happens simultaneously (even if explosion should have happened five
minutes ago) smoke clouds appear out of nowhere when they should already
be thick and billowing, flares that should already be lit light up for
the first time, etc.
 
The fundamental problem that I can discern is that this a result of a
(questionable?) design decision to tie updating the particle system to
the culling pass of the render, instead of part of the application
update pass.  Camera disabled, no cull, no particle system update.
 
I've have yet to find a satisfactory solution to this problem.  So far I
have tried several different approaches:
 
 - Forcing a cull of the inactive views with drawing disabled.  This
does work, but at a terrible cost to framerate (30 fps to 10) since it
is doing a huge amount of unneccessary work culling in addition to the
minor job of updating the particle effects.
 
 - Forcing an update of the particle system (and particle processors)
from application code.  This requires hacking the OSG code to
disentangle the update logic from the culling visitor, and writing an
additional application level pass that goes through the scene looking
for particle systems to update.  Mysteriously, when I do this the
particle systems then don't show up at all (and the drawing function is
never called) so I couldn't actually get this approach to work.  I
presume there is some secret sauce in the culler that determines whether
to draw the particle system or not, and updating it outside the culling
pass confuses that logic.
 
- Fixing the particle system updater to update in small steps when it
catches up, since part of the problem is that individual particles
only have a lifespan of 2-3 seconds, and it is asking the particle
system to update in a single 20 second step .  Taking smaller steps
helps, but ultimately this also doesn't work, for a more subtle reason.
The particle system update phase is actually split across several
objects that are updated independently, but whose effects are
interrelated: the particles system itself which moves the particles and
removes old ones, and the emitter, which adds new particles.  It doesn't
do any good to update the entire timespan of the particles system,
*then* update the entire timespan of the emitter, since the newly
emitted particles are not updated, and the particles are effectively
created at the end of the emitter timespan rather than being evenly
distributed.
 
At this point I am at a loss for what to do.  This shouldn't be so
difficult, yet I've already spent three days banging my head against it.
Help!
 
Peter Amstutz
Software Engineer
General Dynamics Information Technology
508-647-6970 ex 225
[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] 
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[osg-users] OpenGL version test failed for osgdem

2008-01-07 Thread Omkaranathan

Hi all,

I got the following error while trying to use osgdem(VPB). I am using 
RedHatLinux and ATI X1900 graphics card.
OSG applications are working normally.

Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test 
failed, requires valid graphics context.
Scaling image 'output_L0_X0_Y0.dds' from (256,256) to (0,0)
Segmentation fault


Thanks in advance
Om
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Re: [osg-users] osg::LineStipple

2008-01-07 Thread Paul Martz
 I'm trying to a line using the following. Now, am I missing 
 something obvious here? as this code doesn't work.
 m_markerLine is a geode that contains a line drawable. 

You didn't really say HOW it's failing,m so I'm just guessing here...

 m_markerLine-getOrCreateStateSet()-setAttribute( ls.get(), 
 osg::StateAttribute::ON );

That looks suspicious. Did you mean to call setAttributeAndModes?
   -Paul

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[osg-users] ugly text, Nvidia vs. ATI

2008-01-07 Thread Michael Ebner
Hi all,

i have the following problem: text rendered with osgText on ATI cards 
looks somewhat blurry with ugly edges. I'm also using CEGUI in 
conjunction with OSG and the CEGUI text looks fine on ATI cards but the 
osgText does not. On Nvidia cards everything looks fine.

The freetype plugin is loaded correctly and osgText and CEGUI use the
same freetype lib. The font file is a standard true type font, nothing 
extraordinary.

Has anyone experienced the same problem?

thanks in advance,
Michael.

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[osg-users] Texture loss on context ID reuse

2008-01-07 Thread Mark Sciabica
I've encountered a bug in osg's OpenGL texture object management. The
problem appears to be that osg texture objects aren't being cleaned when
a context ID in which they are used is subsequently reused. I know this
problem has come up on the list before, and various workarounds
suggested, but it appears to me that this is a bug within osg and needs
to be fixed in the library.

 

The sequence of events is as follows:

1. Create context C1 with contextID 0.

2. Render a scene into context C1 using Texture T.

-  T now has allocated an OpenGL texture ID for context ID 0.

3. Remove texture from scene. (Depending on how the scene was rendered,
this step may not be necessary.)

4. Destroy context C1.

5. Create context C2, reusing contextID 0.

6. Render a scene into context C2 using same Texture T.

7. Texture T believes it is still initialized for contextID 0 so does
not reload its image data.

 

Here is sample code to illustrate the problem. Only the first viewer
created correctly displays the red texture.

 

#include osg/Texture2D

#include osg/ShapeDrawable

#include osgViewer/Viewer

 

int main(int, char **)

{

osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;

osg::Image* image = new osg::Image;

static unsigned char bytes[] = { 0xff, 0x00, 0x00, 0xff };

image-setImage(1, 1, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE,
bytes[0], osg::Image::NO_DELETE, 1);

texture-setImage(image);

 

for( int i = 0; i  2; ++i )

{

osgViewer::Viewer viewer;

 

osg::Geode* geode = new osg::Geode();

geode-addDrawable(new osg::ShapeDrawable(new
osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),1)));

 

viewer.setSceneData( geode );

 

osg::StateSet* stateset = new osg::StateSet();

stateset-setMode(GL_LIGHTING, osg::StateAttribute::OFF);

stateset-setTextureAttributeAndModes(0, texture.get(),
osg::StateAttribute::ON);

geode-setStateSet( stateset );

 

viewer.run();

 

// If texture is removed from scene before viewer is destroyed,

// it does not get reinitialized when used in a different scene.

stateset-removeTextureAttribute(0, texture.get());

}

 

 

return 0;

}

 

One work around is simply not to reuse context IDs. This is unacceptable
for programs that don't create a limited number of windows during their
course of execution.

 

Another work around is to keep track of all textures created and
manually call releaseGLObjects when a context is destroyed. This becomes
more difficult when using plugins such as freetype that create their own
textures.

 

I think the best solution is to modify core osg to maintain a list much
like the _textureObjectListMap in TextureObjectManager, but have it
store all TextureObjects initialized, not just those that are no longer
used by an osg texture.

 

I suspect there may be similar problems with management of other OpenGL
resources such as shaders and buffer objects.

 

 

Mark

 

 

 

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Re: [osg-users] ugly text, Nvidia vs. ATI

2008-01-07 Thread Jim Brooks
Indeed, osgText looks horribly jagged on ATI Radeon 9xxx
but nice/smooth on Nvidia 55/76xx.
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Re: [osg-users] Which version of the Collada DOM does OSG use?

2008-01-07 Thread steven_thomas
Ok, I'm still a bit confused about whether the Collada plugin is 
supposed to use the development version of the DOM or the last stable 
release (1.3 from 30 March 2007). It'd be more sensible to use the last 
stable release of the DOM, but looking at the CMakeLists.txt file leads 
me to believe that (at least on Linux) the plugin is using the 
development version of the DOM. My patch fixes the Collada plugin to 
work properly with the development version of the DOM, but then it won't 
work any longer with the last stable release.

This is getting silly. Once I have DOM 2.0 released I'll submit a patch 
that brings OSG's Collada plugin up to date with DOM 2.0. Then the 
situation will be much more clear.

Steve

Robert Osfield wrote:
 Thanks Steven,

 I've spotted the submission in my inbox, it won't have got through to
 osg-submissions as it automatically reject non subscribers.

 It sounds like the DOM2.0 might be ready in time for OSG 2.4, but if
 it isn't then we'll need to stick the last stable release of the DOM
 and hold back your changes for OSG 2.6.

 Robert.

 On Jan 5, 2008 4:02 AM,  [EMAIL PROTECTED] wrote:
   
 I fixed the Linux build of the Collada plugin and submitted the fixed
 files to the osg-submissions list. If that wasn't the right procedure
 for submitting a patch let me know.

 The fix requires the latest development version of the Collada DOM,
 including some code I just submitted today. I haven't looked at the
 Windows build yet. It didn't seem to be configured correctly and likely
 needs some work.

 Steve


 [EMAIL PROTECTED] wrote:
 
 Which version of the OSG are you interested in?

 I'm interested in whatever versions are going to be affected by changes
 I make to the development version of the Collada DOM. What I'm concerned
 about is that I'll make a breaking change in the DOM and then the
 Collada plugin for OSG will no longer compile. If OSG's Collada plugin
 were synced to a specific version of the DOM then it'll be shielded from
 changes in the latest development version of the DOM.

 In the next month or so I'll be releasing a DOM 2.0, and then changes
 are basically going to stop, except to include support for new versions
 of the Collada schema as they're released (the schema is currently at
 1.4.1 with 1.5 expected this year). I guess for now the OSG plugin
 should continue to use the latest development version of the DOM, then
 switch to DOM 2.0 once it's released. Then people who build the OSG
 Collada plugin should be instructed to use DOM 2.0 and *not* the latest
 development version.

 In the meantime I'll see about getting OSG's Collada plugin building
 with the latest version of the DOM on all platforms again.

 Steve

 Robert Osfield wrote:

   
 Hi Steven,

 The SVN version of the OSG compiles just fine with 1.4.1, I'm afraid I
 can't recall the situation with the other versions of the OSG.   Which
 version of the OSG are you interested in?

 Robert.

 On Jan 4, 2008 1:50 AM,  [EMAIL PROTECTED] wrote:


 
 I'm trying to reply to an issue raised by someone regarding Collada
 support in OSG:
 http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263

 I made some changes to the Collada DOM that may require a few tweaks in
 client applications such as OSG's Collada plugin. Dilian reported that
 the changes broke the plugin. This raises the question of exactly what
 version of the DOM you're supposed to build OSG's Collada plugin
 against. Is it expected that the plugin will use the last official
 release of the DOM (which is version 1.3 from March 2007), or does the
 plugin require the latest development version of the DOM?

 When I went looking through the OSG sources to figure things out, I
 found something odd: the CMakeLists.txt file for the Collada plugin
 seems to have the Windows build using DOM 1.3 (there's a reference to
 collada_STLDatabase, which no longer exists in the latest version) and
 the non-Windows build seems to use the latest development version of the
 DOM (there's a reference to libpcre, which is only required by the
 latest development version of the DOM). I'm confused about what I should
 do to fix things in the Collada plugin.

 Steve

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[osg-users] geometry shader support submitted.

2008-01-07 Thread Mike Weiblen
Hi all,

I've just posted an initial implementation of OSG geometry shaders to
the osg-submissions list.

Included is a simple example osgshaders2: the app sends 8 points at
corners of a cube, the geom shader generates animated line segment
crosshairs at those corners.

Things yet to be done (I cannot commit to these, so pls contribute):
- fully implement the non-square matrices in osg::Uniform
- implement the adjacency types in DrawPrimitives
- .osg file read/write support
- .ive file read/write support
- longer term: OSG could probably do some really smart/cool stuff, above
and beyond basic GL wrapping, in somehow associating geom shaders with
the corresponding DrawPrimitive.

Cheers
-- mew

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[osg-users] decompose and osg::Quat

2008-01-07 Thread Renan Mendes
Hi, everyone.

 I've got a simple question that I'm sure everyone will be able to
answer. When I have a matrix and use it in matrix.decompose (osg::Vec3
translation, osg::Quat rotation, osg::Vec3 scale, osg::Quat so), my
second argument will be filled with numbers that are supposed to represent
the rotation. But what exactly these four numbers relate to the rotation
matrix? More specifically, how do they relate to the arguments of the
constructor osg::Quat(angle1, axis1, angle2, axis2, angle3, axis3).

 Thanks,

 Renan M Z Mendes
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Re: [osg-users] osgdot - a tool to generate a picture of ascenegraph's structure

2008-01-07 Thread Thrall, Bryan
Robert Osfield wrote on Thursday, November 15, 2007 9:37 AM:
 On Nov 15, 2007 2:46 PM, Jean-Sébastien Guay
 [EMAIL PROTECTED] wrote:
 Hello Paul,
 
 Well, I'm not sure this is a good OSG coding example :)
 
 The point I think is that once it's in SVN we can improve it more
 easily. Getting the first version of something is the hard part, then
 it can be incrementally improved very easily.
 
 Thanks in any case, it's a useful tool.
 
 May I add my warm welcome to such a cool feature.  Added an OSG
 example that does graph building would be very nice.  I've tagged
 Paul's original post, but alas don't have time to play yet.  If others
 have time I'd to create an osg style example ready for inclusion with
 SVN then this would be much appreciated as I could check it in without
 any major reworking to fit with use of CMake etc.

I've converted osgdot to use osg::NodeVisitor; see

http://sourceforge.net/tracker/index.php?func=detailaid=1866010group_id=139833atid=744686

It's still not up to the standard of other examples (hardcoded output file, for 
example), but it should be a step in the right direction :)

-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
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Re: [osg-users] geometry shader support submitted.

2008-01-07 Thread Gordon Tomlinson
Very Cool  Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Sent: Monday, January 07, 2008 3:47 PM
To: OpenSceneGraph Users
Subject: [osg-users] geometry shader support submitted.

Hi all,

I've just posted an initial implementation of OSG geometry shaders to the
osg-submissions list.

Included is a simple example osgshaders2: the app sends 8 points at
corners of a cube, the geom shader generates animated line segment
crosshairs at those corners.

Things yet to be done (I cannot commit to these, so pls contribute):
- fully implement the non-square matrices in osg::Uniform
- implement the adjacency types in DrawPrimitives
- .osg file read/write support
- .ive file read/write support
- longer term: OSG could probably do some really smart/cool stuff, above and
beyond basic GL wrapping, in somehow associating geom shaders with the
corresponding DrawPrimitive.

Cheers
-- mew

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Re: [osg-users] geometry shader support submitted.

2008-01-07 Thread Emre Koc
Thanks Mike,

Now we need some time to develop some tessalators :)

/emre

On Jan 7, 2008 10:47 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
 Hi all,

 I've just posted an initial implementation of OSG geometry shaders to
 the osg-submissions list.

 Included is a simple example osgshaders2: the app sends 8 points at
 corners of a cube, the geom shader generates animated line segment
 crosshairs at those corners.

 Things yet to be done (I cannot commit to these, so pls contribute):
 - fully implement the non-square matrices in osg::Uniform
 - implement the adjacency types in DrawPrimitives
 - .osg file read/write support
 - .ive file read/write support
 - longer term: OSG could probably do some really smart/cool stuff, above
 and beyond basic GL wrapping, in somehow associating geom shaders with
 the corresponding DrawPrimitive.

 Cheers
 -- mew

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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Emre Koc
Sabanci University
Faculty of Engineering and Natural Sciences
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[osg-users] fate error using QOSGWidget in develop release 2.3.0

2008-01-07 Thread Shuxing Xiao
Last time, Robert recommend me to use the new QOSGWidget in development
release 2.3.0, I've tried for a long time with anything I can do, but I
still can't get the example working, and I don't know why.

My programming environment is windows 2003 server, visual studio 2005,
GeForce FX 5200.

 

I run it under the command window with the following command:

 

E:\osg\OpenSceneGraph\binosgviewerQTd.exe --QOSGWidget
e:/osg/OpenSceneGraph-Data/cow.osg

 

The output is:

 

Using QOSGWidget - QWidget + osgViewer creating the graphics context.

Windows Error #2000: [Screen #0] GraphicsWindowWin32::setWindow() - Unable
to create OpenGL rendering context. Reason: The pixel format is invalid.

 

And then the following fate error pops up:

 

The instruction at 0x014c7ef1 referenced memory at 0x00a4, The
memory could not be read.

Click on Ok to terminate the program

Click on CANCEL to debug the program

 

However, it's absolutely fine to use the old QAdapterWidget, the window is
ok, the rendering is great.

E:\osg\OpenSceneGraph\binosgviewerQTd.exe --QAdapterWidget
e:/osg/OpenSceneGraph-Data/cow.osg

Using AdapterWidget - QGLWidget subclassed to integrate with osgViewer using
its embedded graphics window support.

 

Is there anybody who has successfully run the example with QOSGWidget which
is derived directly from QWidget? Or it's just me who can't run this.

Can anybody give me any clue? Thanks very much in advance.

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[osg-users] transparent problem

2008-01-07 Thread 赵明伟
Hi, EveryOne!

In my Application, I use shader just like the shader in the example
osgforest to render many trees, and there is a transparent fence. Then the
color of the fence will turn to other unexpected color sometimes. while,
when I don't use the shader, the wrong phenomenon disappeared. The problem
seems to be related with the render sequence. I have no idea to solve this
problem. Any one can help one?

Thanks.
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