Re: [osg-users] Multiple view in a Qt4 interface
Hi Julien, I did not encounter any problems running the compositeViewer with Qt4 example, did you modify the example? Regards, CG -Original Message- From: [EMAIL PROTECTED] on behalf of Julien Achard Sent: Wed 3/26/2008 6:38 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Multiple view in a Qt4 interface Okay thank you for your help, When i try to run the exemple of composite viewer with Qt4, i get an error in console, saying : Using QOSGWidget - QWidget + osgViewer creating the graphics context. Windows Error #2000: [Screen #0] GraphicsWindowWin32::setWindow() - Unable to cr eate OpenGL rendering context. Reason: Le format pixel n'est pas valide. Appuyez sur une touche pour continuer... this line seems to be the problem : traits-inheritedWindowData = new WindowData(winId()); when commenting it, it is run but i do not think it is the correct way to run this application. Compilation is Ok, juste some warnings. 2008/3/26, Robert Osfield [EMAIL PROTECTED]: Hi Julian, The type of usage you want is a case of having two Views onto a single Scene. This mode of operation is supported by the osgViewer::CompositeViewer. You will be able to use CompositeViewer with QGLWidget in much the same way, but you'll have two View, each with a master Camera to which you attach the QGLWidget. Robert. On Wed, Mar 26, 2008 at 10:02 AM, Julien Achard [EMAIL PROTECTED] wrote: Hi, I am new on OpenSceneGraph, and i have a project of osg integration with Qt4. Actually i have a QGLWidget who inherits of osgViewer::Viewer, and i can render a scene on my Qt interface. Now i have a problem, because i want to have two differents Widgets in my Qt interface, showing the same scene data, but with differents point of views. I do not want to split a view in the same Widget, i really want two disctinct Widgets. Can i keep the scene data somewhere and have my two Widgets using the same scene data ? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Extending OSG with layout algorithms
Hi there, Given a graph in osg, is it possible to extend osg with layout algorithms so that the graph can be given another structure, such as the tree like structure or cyclic or hyperbolic or clustering of nodes. I know there are algorithms that can do that, but can they be used to extend osg? If it is possible, how can it be done? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPPU-0.1 developer release
Hi Morne, I have similar problem when I am behind proxy, the svn protocol is being blocked. When subversion is available through http I do not have any problems. Art, would it be a problem to change the protocol from svn to http(s). It would solve access problems for corporate users which are usually behind proxy. Regards, Maciej 2008/3/27, Morné Pistorius [EMAIL PROTECTED]: Hi Art, Could you provide a downloadable zip file or something? When I try to check out the SVN version, I get this error: Error: Can't connect to host 'projects.tevs.eu': No connection could be made because the target machine actively refused it. Cheers, Morne On Thu, Mar 27, 2008 at 1:56 PM, Art Tevs [EMAIL PROTECTED] wrote: Hi folks, I finally found some time and now there is a first developer release of osgPPU Nodekit (ok not directly a node kit, because not derived from a node, but this will follow ;-). Here is the homepage of the project: http://projects.tevs.eu/osgppu/wiki There are couple of example applications showing it in action. I will be very appreciated if somebody of you would contribute to this project with new ideas/critics/bug-huntings/features/... Best regards, Art Lesen Sie Ihre E-Mails jetzt einfach von unterwegs. www.yahoo.de/go ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple view in a Qt4 interface
Hi, i have not modify the exemple, i get a pixel format error when i try to do this : traits-inheritedWindowData = *new* WindowData(winId()); Are you running this exemple on a windows operating system? i will try to run the exemple on linux. I have resolved my problem by using a QGLWidget with a compositeViewer, instead of a QWiget. The is no graphic context to set up, and the embedded graphic windows used in is more simple : *osg*::ref_ptrosgViewer::GraphicsWindowEmbedded _gw; instead of : *osg*::ref_ptrosgViewer::GraphicsWindow _gw; Thanks for your reply. 2008/3/28, #POH CHENG GUAN# [EMAIL PROTECTED]: Hi Julien, I did not encounter any problems running the compositeViewer with Qt4 example, did you modify the example? Regards, CG -Original Message- From: [EMAIL PROTECTED] on behalf of Julien Achard Sent: Wed 3/26/2008 6:38 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Multiple view in a Qt4 interface Okay thank you for your help, When i try to run the exemple of composite viewer with Qt4, i get an error in console, saying : Using QOSGWidget - QWidget + osgViewer creating the graphics context. Windows Error #2000: [Screen #0] GraphicsWindowWin32::setWindow() - Unable to cr eate OpenGL rendering context. Reason: Le format pixel n'est pas valide. Appuyez sur une touche pour continuer... this line seems to be the problem : traits-inheritedWindowData = new WindowData(winId()); when commenting it, it is run but i do not think it is the correct way to run this application. Compilation is Ok, juste some warnings. 2008/3/26, Robert Osfield [EMAIL PROTECTED]: Hi Julian, The type of usage you want is a case of having two Views onto a single Scene. This mode of operation is supported by the osgViewer::CompositeViewer. You will be able to use CompositeViewer with QGLWidget in much the same way, but you'll have two View, each with a master Camera to which you attach the QGLWidget. Robert. On Wed, Mar 26, 2008 at 10:02 AM, Julien Achard [EMAIL PROTECTED] wrote: Hi, I am new on OpenSceneGraph, and i have a project of osg integration with Qt4. Actually i have a QGLWidget who inherits of osgViewer::Viewer, and i can render a scene on my Qt interface. Now i have a problem, because i want to have two differents Widgets in my Qt interface, showing the same scene data, but with differents point of views. I do not want to split a view in the same Widget, i really want two disctinct Widgets. Can i keep the scene data somewhere and have my two Widgets using the same scene data ? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extending OSG with layout algorithms
Hi Felix, The OSG itself is basic a tree data structure. You can't have any cycles in it without introducing special traversal counts to break recursion beyond a particular level - this isn't something the OSG supports out the box, but you could write a callback to do it. But.. if you are just talking about spatial layout rather than data structures then yes you can lay it out any how you want. If you want different parts of the scene graph to geometrically relate to each other then its down to the developer to add this, but this is very much app developers task rather something core to the scene graph. Robert. On Fri, Mar 28, 2008 at 6:24 AM, Felix Bwire [EMAIL PROTECTED] wrote: Hi there, Given a graph in osg, is it possible to extend osg with layout algorithms so that the graph can be given another structure, such as the tree like structure or cyclic or hyperbolic or clustering of nodes. I know there are algorithms that can do that, but can they be used to extend osg? If it is possible, how can it be done? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Get Parent as Transform in Absolute ?
Its ok, I've made some test and I understand how it works now... thanks for the help. I've another question, a similar one but I think I can ask it here : If my node is a PAT i do quat = pat-getAttitude(); if my node is a MatrixTransform i do quat = mt-getMatrix().getRotate(); But in the second case, it looks doing nothing... Where is the difference ? Thanks. Regards, Vincent 2008/3/27, Alberto Luaces [EMAIL PROTECTED]: Sorry if I don't understand you again, but my program is giving you the absolute position of the node (the fourth column of the matrix, (10,20,-5)) and its world orientation ( the first 3x3 block, equal to identity since the two transforms were translation ones). Try changing m1 and m2 to see the changes in the global position and orientation. El Jueves 27 Marzo 2008ES 17:31:51 Vincent Bourdier escribió: In your example you are using getWorldMatrices. I know this function, thanks... I and Robert were talking about it. But what I simply need is : with a node, I need its position (absolute/world coordinates), and its orientation (in the world system coordinates). How can I do it ? (Sorry, I'm not very understandable...) Thanks, Regard. Vincent. 2008/3/27, Alberto Luaces [EMAIL PROTECTED]: Sorry, I don't get what you exactly are looking for. Would this example help? It calculates the position of a node in world coordinates: #include osg/Node #include osg/Group #include osg/Matrix #include osg/MatrixTransform #include iostream int main() { osg::Group *root; osg::Node *n; osg::MatrixTransform *m1, *m2; root = new osg::Group; n = new osg::Node; m1 = new osg::MatrixTransform( osg::Matrix::translate(osg::Vec3 (0.0,10.0,0.0))); m2 = new osg::MatrixTransform( osg::Matrix::translate(osg::Vec3 (10.0,10.0,-5.0))); // root-m1-m2-n root-addChild(m1); m1-addChild(m2); m2-addChild(n); osg::MatrixList ml = n-getWorldMatrices(); for(int i=0; i4; i++) { for(int j=0; j4; j++) { std::cout ml[0](j,i) \t; } std::cout \n; } return 0; } El Jueves 27 Marzo 2008ES 16:24:47 Vincent Bourdier escribió: Hi Alberto Thanks for help, I understand the instance problem... If all is good in my situation I would not have many instances of the same node... so I think it will be more simple... Because my problem is more recent, I ask a second question : To get this node's position (absolute ), if I understand well I must use something like http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraC on trolFindingWorldCoordinates There is no other way ? Thanks, Regards. vincent. 2008/3/27, Alberto Luaces [EMAIL PROTECTED]: El Jueves 27 Marzo 2008ES 15:24:48 Vincent Bourdier escribió: but if I want to get the world Matrix, the one which represent the node's position and translation in absolute system, how can I do ? Which matrix I have to get ? If you have several wold matrices, it means that you have instantiated a node several times. Only you know in what instance you are interested. Think about the four wheels of a car, there are 4 instances of the same node, the wheel mesh. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPPU-0.1 developer release
Hi Maciej, Hi Morne, I have similar problem when I am behind proxy, the svn protocol is being blocked. When subversion is available through http I do not have any problems. Ah, I understand. Art, would it be a problem to change the protocol from svn to http(s). It would solve access problems for corporate users which are usually behind proxy. It wouldn't be a big problem, I have just to find out how to setup apache so that it do pass the svn communication through the http protocol. I'll check it. In the mean time, I have provided a downloadable version on the homepage. Cheers, Art Regards, Maciej 2008/3/27, Morné Pistorius [EMAIL PROTECTED]: Hi Art, Could you provide a downloadable zip file or something? When I try to check out the SVN version, I get this error: Error: Can't connect to host 'projects.tevs.eu': No connection could be made because the target machine actively refused it. Cheers, Morne On Thu, Mar 27, 2008 at 1:56 PM, Art Tevs [EMAIL PROTECTED] wrote: Hi folks, I finally found some time and now there is a first developer release of osgPPU Nodekit (ok not directly a node kit, because not derived from a node, but this will follow ;-). Here is the homepage of the project: http://projects.tevs.eu/osgppu/wiki There are couple of example applications showing it in action. I will be very appreciated if somebody of you would contribute to this project with new ideas/critics/bug-huntings/features/... Best regards, Art Lesen Sie Ihre E-Mails jetzt einfach von unterwegs. www.yahoo.de/go ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Lesen Sie Ihre E-Mails jetzt einfach von unterwegs. www.yahoo.de/go ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPPU-0.1 developer release
Hi jean, Ah, I understand. Perhaps then you could put it in a section only for the static link projects, something like IF (!DYNAMIC_OSGPPU) LINK_EXTERNAL(${TARGET_TARGETNAME} pthread) ENDIF(!DYNAMIC_OSGPPU) instead of removing the line completely... (not sure if ! is right in CMake syntax, or if it's NOT or whatever, but you get the point...) Thanks for the idea. I have corrected it now. J-S -- __ Jean-Sébastien Guay [EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Lesen Sie Ihre E-Mails jetzt einfach von unterwegs. www.yahoo.de/go ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE FLT export submission imminent (Paul Martz)
Hi Neil and Michael, It may be possible to back port the new changes to the OpenFlight plugin to 1.2 as most of the core scene graph is similar, but it requires work to do the initial port then there is the issue about ongoing maintenance. I am not about to go volunteer to administer such a awkward maintenance job as have more than enough work on my plate, but as it's all be open source does make it possible for you to maintain a branch. However, perhaps the best workaround would be to export your models to 1.2 .ive and then use a 2.x version of osgconv to do the conversion from 1.2 .ive to .flt. All the 2.x libs and plugins are versioned so it should be possible to mix. It's certainly not an idea solution but it might give you something to trial without the need for branch the 2.x code base. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: FLT export
HI All, I've have now merged Paul's changes, ported them to Linux and checked them all in to SVN. The code base isn't complete yet so be on the look out for issues. I presume Paul would be happy for them to be posted in via osg-users. Many thanks to Paul Martz and his generous sponsor for this work. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extending OSG with layout algorithms
Hi Robert, Thanks very much for that. Actually all I needed was about the spatial layout of a graph. My other question is, does one have to code this on their own or is it possible to extend osg with an algorithm so as to achieve this. How can osg be extended with an algorithm that gives a graph the desired spatial layout? Thanx, Felix On Fri, Mar 28, 2008 at 12:38 PM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Felix, The OSG itself is basic a tree data structure. You can't have any cycles in it without introducing special traversal counts to break recursion beyond a particular level - this isn't something the OSG supports out the box, but you could write a callback to do it. But.. if you are just talking about spatial layout rather than data structures then yes you can lay it out any how you want. If you want different parts of the scene graph to geometrically relate to each other then its down to the developer to add this, but this is very much app developers task rather something core to the scene graph. Robert. On Fri, Mar 28, 2008 at 6:24 AM, Felix Bwire [EMAIL PROTECTED] wrote: Hi there, Given a graph in osg, is it possible to extend osg with layout algorithms so that the graph can be given another structure, such as the tree like structure or cyclic or hyperbolic or clustering of nodes. I know there are algorithms that can do that, but can they be used to extend osg? If it is possible, how can it be done? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE FLT export submission imminent (Paul Martz)
hi all, robert is clearly best focused on moving osg forward at the trunk, and does great work there. but paul and i realize others may need support for older versions, and provide that through our support plans. so if you really really want this feature in 1.2, please consider one of the support plans paul and i offer. it's precisely through these support plans, training, and custom development work, that paul and i are able to do things that contribute back to osg. at any rate, we offer support plans which provide maintained branches of osg for 1.2, 2.2, or whatever you require. please see my site for details: http://blue-newt.com/products/ bob bob kuehne founder and ceo - blue newt software www.blue-newt.com734/834-2696 On Mar 28, 2008, at 7:05 AM, Robert Osfield wrote: Hi Neil and Michael, It may be possible to back port the new changes to the OpenFlight plugin to 1.2 as most of the core scene graph is similar, but it requires work to do the initial port then there is the issue about ongoing maintenance. I am not about to go volunteer to administer such a awkward maintenance job as have more than enough work on my plate, but as it's all be open source does make it possible for you to maintain a branch. However, perhaps the best workaround would be to export your models to 1.2 .ive and then use a 2.x version of osgconv to do the conversion from 1.2 .ive to .flt. All the 2.x libs and plugins are versioned so it should be possible to mix. It's certainly not an idea solution but it might give you something to trial without the need for branch the 2.x code base. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: FLT export
Hello Paul, Hi All -- I recently posted a change to osg-submissions that adds FLT export capability to OSG. Assuming it doesn't break the build, I expect Robert will have this available on current SVN soon. Great work, it's an excellent feature to add (in addition to the added features in the OpenFlight reader too). As a quick test, I tried converting one of our models (which I can't send unfortunately) from FLT to OSG, then back. The OSG file was good (and I had done that before to debug model that wouldn't load correctly), but on the reverse trip osgconv crashed. Setting OSG_NOTIFY_LEVEL=DEBUG gives the following (sorry if it's long, but I don't want to leave out something that might be useful). osgconv KVM32.osg KVM32-new.flt GraphicsContext::setWindowingSystemInterface() 015A8508 1018B218 itr='C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin' FindFileInPath() : trying C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin\osgPlugin s-2.3.6\osgdb_osg.dll ... FindFileInPath() : USING C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin\osgPlugins -2.3.6\osgdb_osg.dll CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Opened DynamicLibrary osgPlugins-2.3.6/osgdb_osg.dll FindFileInPath(KVM32.osg): returning KVM32.osg itr='C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin' FindFileInPath() : trying C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin\osgPlugin s-2.3.6\osgdb_rgb.dll ... FindFileInPath() : USING C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin\osgPlugins -2.3.6\osgdb_rgb.dll Opened DynamicLibrary osgPlugins-2.3.6/osgdb_rgb.dll FindFileInPath(./pump_chassis_LAYOUT.rgb): returning ./pump_chassis_LAYOUT.rgb raw-sizeX = 1024 raw-sizeY = 1024 raw-sizeZ = 4 raw-bpc = 1 image read ok 1024 1024 FindFileInPath(./mirror.rgb): returning ./mirror.rgb raw-sizeX = 256 raw-sizeY = 512 raw-sizeZ = 4 raw-bpc = 1 image read ok 256 512 FindFileInPath(./bar.rgb): returning ./bar.rgb raw-sizeX = 128 raw-sizeY = 256 raw-sizeZ = 4 raw-bpc = 1 image read ok 128 256 FindFileInPath(./mirror front.rgb): returning ./mirror front.rgb raw-sizeX = 256 raw-sizeY = 512 raw-sizeZ = 4 raw-bpc = 1 image read ok 256 512 FindFileInPath(./front bottom.rgb): returning ./front bottom.rgb raw-sizeX = 512 raw-sizeY = 128 raw-sizeZ = 3 raw-bpc = 1 image read ok 512 128 FindFileInPath(./pump_boom_LAYOUT.rgb): returning ./pump_boom_LAYOUT.rgb raw-sizeX = 1024 raw-sizeY = 1024 raw-sizeZ = 3 raw-bpc = 1 image read ok 1024 1024 itr='C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin' FindFileInPath() : trying C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin\osgSim.dl l ... itr='C:\Windows\system32' FindFileInPath() : trying C:\Windows\System32\osgSim.dll ... itr='C:\Windows\System' FindFileInPath() : trying C:\Windows\system\osgSim.dll ... itr='C:\Windows' FindFileInPath() : trying C:\Windows\osgSim.dll ... itr='.' FindFileInPath() : trying C:\Dev\Work\cranesim\vortex\cranesim\resource\vehicle\ schwing32XL\osgSim.dll ... itr='C:\PROGRA~1\COMMON~1\GTK\2.0\bin' FindFileInPath() : trying C:\Program Files\Common Files\GTK\2.0\bin\osgSim.dll . .. itr='C:\Tools\Perl\site\bin' FindFileInPath() : trying C:\Tools\Perl\site\bin\osgSim.dll ... itr='C:\Tools\Perl\bin' FindFileInPath() : trying C:\Tools\Perl\bin\osgSim.dll ... itr='C:\Tools\MiKTeX\miktex\bin' FindFileInPath() : trying C:\Tools\MiKTeX\miktex\bin\osgSim.dll ... itr='C:\Tools\dxsdk\Utilities\Bin\x86' FindFileInPath() : trying C:\Dev\Work\cranesim\vortex\cranesim\resource\vehicle\ schwing32XL\C:\Tools\dxsdk\Utilities\Bin\x86\osgSim.dll ... itr='C:\Program Files\CMake 2.4\bin' FindFileInPath() : trying C:\Program Files\CMake 2.4\bin\osgSim.dll ... itr='C:\Windows\system32' FindFileInPath() : trying C:\Windows\System32\osgSim.dll ... itr='C:\Windows' FindFileInPath() : trying C:\Windows\osgSim.dll ... itr='C:\Windows\System32\Wbem' FindFileInPath() : trying C:\Windows\System32\wbem\osgSim.dll ... itr='C:\Program Files\Intel\DMIX' FindFileInPath() : trying C:\Program Files\Intel\DMIX\osgSim.dll ... itr='C:\Program Files\Common Files\Roxio Shared\DLLShared\' FindFileInPath() : trying C:\Program Files\Common Files\Roxio Shared\DLLShared\o sgSim.dll ... itr='C:\Program Files\Common Files\Roxio Shared\DLLShared\' FindFileInPath() : trying C:\Program Files\Common Files\Roxio Shared\DLLShared\o sgSim.dll ... itr='C:\Program Files\Common Files\Roxio Shared\9.0\DLLShared\' FindFileInPath() : trying C:\Program Files\Common Files\Roxio Shared\9.0\DLLShar ed\osgSim.dll ... itr='c:\Program Files\Microsoft SQL Server\90\Tools\binn\' FindFileInPath() : trying C:\Program Files\Microsoft SQL Server\90\Tools\binn\os gSim.dll ... itr='C:\Program Files\doxygen\bin' FindFileInPath() : trying C:\Program Files\doxygen\bin\osgSim.dll ... itr='C:\Program Files\Graphviz2.16\Bin' FindFileInPath() : trying C:\Dev\Work\cranesim\vortex\cranesim\resource\vehicle\ schwing32XL\C:\Program Files\Graphviz2.16\Bin\osgSim.dll ... itr='C:\Program Files\jEdit' FindFileInPath() : trying C:\Program
[osg-users] Issues with minimizing osgviewer
Hi All Were getting issues when minimizing our OSG applications, including just plain old osgviewer.exe Error: Error: [Screen #1] GraphicsWindowWin32::swapBuffersImplementation() - Unable to swap display buffers[Screen #0] GraphicsWindowWin32::swapBuffersImplementation() - Unable to swap display buffers Error: [Screen #0] GraphicsWindowWin32::swapBuffersImplementation() - Unable to swap display buffers The console is flooded with these messages, not something we have seen in 1.2, anyone know why this is happening, how to fix or seeing a similar thing ? we are a couple of week behind the current head Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM: Gordon3dBrit MSN IM : Gordon3dBrit @ 3dSceneGraph.com __ Telephone (Cell): (+1) 571-265-2612 Telephone (Work): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Single Windowed OsgViewer on multiheaded
Hi Folks Running some tests with osgviewer I noticed it always comes up full screen, any way on the command line to make it come up windowed ? did not see an option with --help Also when we come out of full screen with osgViewer we get multiple windows, we all work with multi-headed PC's, any way to make it single windowed as the multi-windowed version annoying for us ;), its not critical as I only use the viewer for some comparison tests Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM: Gordon3dBrit MSN IM : Gordon3dBrit @ 3dSceneGraph.com __ Telephone (Cell): (+1) 571-265-2612 Telephone (Work): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extending OSG with layout algorithms
Hi Felix, There isn't any support for managing spatial layouts in the OSG. This is rather an open ended and application specific topic that would be very difficult for the OSG to support in any general way, so it doesn't try. Robert. On Fri, Mar 28, 2008 at 12:56 PM, Felix Bwire [EMAIL PROTECTED] wrote: Hi Robert, Thanks very much for that. Actually all I needed was about the spatial layout of a graph. My other question is, does one have to code this on their own or is it possible to extend osg with an algorithm so as to achieve this. How can osg be extended with an algorithm that gives a graph the desired spatial layout? Thanx, Felix On Fri, Mar 28, 2008 at 12:38 PM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Felix, The OSG itself is basic a tree data structure. You can't have any cycles in it without introducing special traversal counts to break recursion beyond a particular level - this isn't something the OSG supports out the box, but you could write a callback to do it. But.. if you are just talking about spatial layout rather than data structures then yes you can lay it out any how you want. If you want different parts of the scene graph to geometrically relate to each other then its down to the developer to add this, but this is very much app developers task rather something core to the scene graph. Robert. On Fri, Mar 28, 2008 at 6:24 AM, Felix Bwire [EMAIL PROTECTED] wrote: Hi there, Given a graph in osg, is it possible to extend osg with layout algorithms so that the graph can be given another structure, such as the tree like structure or cyclic or hyperbolic or clustering of nodes. I know there are algorithms that can do that, but can they be used to extend osg? If it is possible, how can it be done? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Performance drop higher RAM usage after switching from OSG 1.2 to latest SVN
Hi everybody, long time no see! I'm in the process of upgrading my development environment to new tools and libraries. All my OSG-based applications still use OSG 1.2, so I'm now switching them to the latest version of OSG in SVN. Some of them use my own viewer library (which in turn uses SceneView) instead of Producer, so I've decided to start porting them first, as to avoid the Producer - osgViewer transition. Initially I had some troubles building OSG because of errors in CMake files, but they were easily fixed. More on this on a separate post. The good news: little changes were needed to make my apps compile with OSG 2.3. The bad news: the same apps now consume much more RAM, and they also run slower. In brief, here are the results for one of my largest applications (with lots of compressed DDS textures): Compiler: Visual C++ 7.1 OSG+OpenThreads: 1.2 Total RAM usage: 380 MB Frame rate (reference view): 30 FPS Compiler: Visual C++ 9.0 OSG+OpenThreads: 1.2 Total RAM usage: 380 MB Frame rate (reference view): 27 FPS Compiler: Visual C++ 9.0 OSG+OpenThreads: latest SVN (2.3.6) Total RAM usage: 760 MB Frame rate (reference view): 23 FPS The OS is Windows XP Professional SP2. In all tests, VSync was ON, and the refresh rate was 75 Hz. The test scene doesn't contain any paged LODs. This is only a quick report, more details to come. Before I try to understand what's going on, is there anything that I might have overlooked, as for example any optimizations whose default values have changed since OSG 1.2? Cheers, Marco ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: FLT export
Thanks J-S -- If no one posted any bugs, I wouldn't think it was being used. Not enough info to figure out what's going on. Last thing that happens is you processed some texture palette entries, and as far as the output goes, that looks like it was successful. Can you provide a stack trace? Thanks, -Paul Hello Paul, Hi All -- I recently posted a change to osg-submissions that adds FLT export capability to OSG. Assuming it doesn't break the build, I expect Robert will have this available on current SVN soon. Great work, it's an excellent feature to add (in addition to the added features in the OpenFlight reader too). As a quick test, I tried converting one of our models (which I can't send unfortunately) from FLT to OSG, then back. The OSG file was good (and I had done that before to debug model that wouldn't load correctly), but on the reverse trip osgconv crashed. Setting OSG_NOTIFY_LEVEL=DEBUG gives the following (sorry if it's long, but I don't want to leave out something that might be useful). osgconv KVM32.osg KVM32-new.flt GraphicsContext::setWindowingSystemInterface() 015A8508 1018B218 itr='C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin' FindFileInPath() : trying C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin\osgPlugin s-2.3.6\osgdb_osg.dll ... FindFileInPath() : USING C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin\osgPlugins -2.3.6\osgdb_osg.dll CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Opened DynamicLibrary osgPlugins-2.3.6/osgdb_osg.dll FindFileInPath(KVM32.osg): returning KVM32.osg itr='C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin' FindFileInPath() : trying C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin\osgPlugin s-2.3.6\osgdb_rgb.dll ... FindFileInPath() : USING C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin\osgPlugins -2.3.6\osgdb_rgb.dll Opened DynamicLibrary osgPlugins-2.3.6/osgdb_rgb.dll FindFileInPath(./pump_chassis_LAYOUT.rgb): returning ./pump_chassis_LAYOUT.rgb raw-sizeX = 1024 raw-sizeY = 1024 raw-sizeZ = 4 raw-bpc = 1 image read ok 1024 1024 FindFileInPath(./mirror.rgb): returning ./mirror.rgb raw-sizeX = 256 raw-sizeY = 512 raw-sizeZ = 4 raw-bpc = 1 image read ok 256 512 FindFileInPath(./bar.rgb): returning ./bar.rgb raw-sizeX = 128 raw-sizeY = 256 raw-sizeZ = 4 raw-bpc = 1 image read ok 128 256 FindFileInPath(./mirror front.rgb): returning ./mirror front.rgb raw-sizeX = 256 raw-sizeY = 512 raw-sizeZ = 4 raw-bpc = 1 image read ok 256 512 FindFileInPath(./front bottom.rgb): returning ./front bottom.rgb raw-sizeX = 512 raw-sizeY = 128 raw-sizeZ = 3 raw-bpc = 1 image read ok 512 128 FindFileInPath(./pump_boom_LAYOUT.rgb): returning ./pump_boom_LAYOUT.rgb raw-sizeX = 1024 raw-sizeY = 1024 raw-sizeZ = 3 raw-bpc = 1 image read ok 1024 1024 itr='C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin' FindFileInPath() : trying C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\bin\osgSim.dl l ... itr='C:\Windows\system32' FindFileInPath() : trying C:\Windows\System32\osgSim.dll ... itr='C:\Windows\System' FindFileInPath() : trying C:\Windows\system\osgSim.dll ... itr='C:\Windows' FindFileInPath() : trying C:\Windows\osgSim.dll ... itr='.' FindFileInPath() : trying C:\Dev\Work\cranesim\vortex\cranesim\resource\vehicle\ schwing32XL\osgSim.dll ... itr='C:\PROGRA~1\COMMON~1\GTK\2.0\bin' FindFileInPath() : trying C:\Program Files\Common Files\GTK\2.0\bin\osgSim.dll . .. itr='C:\Tools\Perl\site\bin' FindFileInPath() : trying C:\Tools\Perl\site\bin\osgSim.dll ... itr='C:\Tools\Perl\bin' FindFileInPath() : trying C:\Tools\Perl\bin\osgSim.dll ... itr='C:\Tools\MiKTeX\miktex\bin' FindFileInPath() : trying C:\Tools\MiKTeX\miktex\bin\osgSim.dll ... itr='C:\Tools\dxsdk\Utilities\Bin\x86' FindFileInPath() : trying C:\Dev\Work\cranesim\vortex\cranesim\resource\vehicle\ schwing32XL\C:\Tools\dxsdk\Utilities\Bin\x86\osgSim.dll ... itr='C:\Program Files\CMake 2.4\bin' FindFileInPath() : trying C:\Program Files\CMake 2.4\bin\osgSim.dll ... itr='C:\Windows\system32' FindFileInPath() : trying C:\Windows\System32\osgSim.dll ... itr='C:\Windows' FindFileInPath() : trying C:\Windows\osgSim.dll ... itr='C:\Windows\System32\Wbem' FindFileInPath() : trying C:\Windows\System32\wbem\osgSim.dll ... itr='C:\Program Files\Intel\DMIX' FindFileInPath() : trying C:\Program Files\Intel\DMIX\osgSim.dll ... itr='C:\Program Files\Common Files\Roxio Shared\DLLShared\' FindFileInPath() : trying C:\Program Files\Common Files\Roxio Shared\DLLShared\o sgSim.dll ... itr='C:\Program Files\Common Files\Roxio Shared\DLLShared\' FindFileInPath() : trying C:\Program Files\Common Files\Roxio Shared\DLLShared\o sgSim.dll ... itr='C:\Program Files\Common Files\Roxio Shared\9.0\DLLShared\' FindFileInPath() : trying C:\Program Files\Common Files\Roxio Shared\9.0\DLLShar ed\osgSim.dll ... itr='c:\Program Files\Microsoft SQL Server\90\Tools\binn\'
[osg-users] Uniforms and state sorting
My first try didn't seem to go through so I'm sending it again. My apologies if this turns out to be a double post. I'm having a problem where I want to pass a particular Uniform to a fragment shader for all the point lights in my model. Basically I read the model using the .flt loader, find all the LightPointNodes using a visitor, and then: (for each light point node lpn) lpn-setPointSprite(); // Because GL_POINT_SMOOTH w/shaders freaks out on ATI // Do some stuff to set up the point sprite texture osg::StateSet* NewSS = new osg::StateSet; NewSS-setName(LightPoint state set); NewSS-getOrCreateUniform(Texture2DEnabled, NewSS-osg::Uniform::BOOL)-set(true); lpn-setStateSet(NewSS); I'm not running any optimizers after doing this. I know I eventually should to get rid of all the redundant state sets but I'm trying to debug it right now... But the uniform value that shows up in my shader is inconsistent. Sometimes it'll be applied as true, sometimes as false, and it's dependent on what other things are in the scene. Looks like a lazy state error basically. Anything jump out that I might be doing wrong? Do uniforms have some override feature similar to other state attributes that I'm not accounting for? I am using an old version -- OSG 1.2. We're planning to upgrade soon but it's a big app so we have to be cautious about that sort of thing :( Thanks, Nathan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to correctly use osgFX::BumpMapping ?
Hello, I am trying to use osgFX::BumpMapping. For some reason, my diffuse map looks dark. I can only see the normal map. If I simply apply the diffuse map on my node without bumpmapping, it looks fine. Here is my code: osg::Group *root = new osg::Group; osg::Image* normalMapImage = osgDB::readImageFile(bricknormal.tga); osg::Image* diffuseMapImage = osgDB::readImageFile(brick.tga); osg::Texture2D* normalMap = new osg::Texture2D(normalMapImage); osg::Texture2D* diffuseMap = new osg::Texture2D(diffuseMapImage); // create the BumpMapping group osgFX::BumpMapping *pBump = new osgFX::BumpMapping; pBump-setLightNumber(0); // add our node as a child pBump-addChild(loadedModel.get()); pBump-setEnabled(true); pBump-setOverrideNormalMapTexture(normalMap); pBump-setOverrideDiffuseTexture(diffuseMap); pBump-prepareChildren(); root-addChild(pBump); osg::Light* myLight2 = new osg::Light; myLight2-setLightNum(0); myLight2-setAmbient(osg::Vec4(1.0f,0.0f,0.0f,0.0f)); myLight2-setDiffuse(osg::Vec4(1.0f,0.0f,0.0f,1.0f)); myLight2-setPosition(osg::Vec4(1, 0, 1, 0)); osg::LightSource* lightS2 = new osg::LightSource; lightS2-setLight(myLight2); lightS2-setLocalStateSetModes(osg::StateAttribute::ON); root-addChild(lightS2); viewerWindow-setSceneData(root); If no light is present this is the same problem, can anybody help please? Thanks in advance, Regards, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Single Windowed OsgViewer on multiheaded
Hi Gordon, If you do a osgviewer --help-env you will get a complete list of environmental variables. Next both env vars could be what you are searching: OSG_THREADING value Set the threading model using by Viewer, value can be SingleThreaded, CullDrawThreadPerContext, DrawThreadPerContext or CullThreadPerCameraDrawThre- adPerContext. OSG_WINDOW x y width height Set the default window dimensions that windows should open up on. Rafa. On Fri, Mar 28, 2008 at 2:54 PM, Gordon Tomlinson [EMAIL PROTECTED] wrote: Hi Folks Running some tests with osgviewer I noticed it always comes up full screen, any way on the command line to make it come up windowed ? did not see an option with --help Also when we come out of full screen with osgViewer we get multiple windows, we all work with multi-headed PC's, any way to make it single windowed as the multi-windowed version annoying for us ;), its not critical as I only use the viewer for some comparison tests *Best Regards * ** *Gordon* __ *Gordon Tomlinson **Email * : gordon.tomlinson @ overwatch.com* YIM/AIM*: Gordon3dBrit *MSN IM *: Gordon3dBrit @ 3dSceneGraph.com __ *Telephone (Cell): (+1) 571-265-2612 Telephone (Work)**: (+1) 703-437-7651* Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - *Master Tambo Tetsura* ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rafael Gaitán Linares Instituto de Automática e Informática Industrial http://www.ai2.upv.es Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Single Windowed OsgViewer on multiheaded
On Fri, 28 Mar 2008, Gordon Tomlinson wrote: Hi Folks Running some tests with osgviewer I noticed it always comes up full screen, any way on the command line to make it come up windowed ? did not see an option with --help setenv OSG_WINDOW '0 0 1280 1024' (or equivalant) Also when we come out of full screen with osgViewer we get multiple windows, hmmm. Not sure about this. Are you on Linux/Win/OSX? I use linux with xinerama on a fx4500x2 with all four display lit up. Haven't seen your symptom. -bob we all work with multi-headed PC's, any way to make it single windowed as the multi-windowed version annoying for us ;), its not critical as I only use the viewer for some comparison tests Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM: Gordon3dBrit MSN IM : Gordon3dBrit @ 3dSceneGraph.com __ Telephone (Cell): (+1) 571-265-2612 Telephone (Work): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE FLT export submission imminent
Hi Paul, Bob Robert, Once again many thanks for the work you guys are doing. Robert, thanks for the advice. I'd thought of this route myself, and have consequently been trying to get the latest SVN, but for some reason it keeps hanging. Probably my company network causing grief ;-( Bob Paul, I take your point, and I would love to be in a position to take you up on a support contract, however, if I can prove the conversion route, I'll invest some time and get a colleague to migrate our work from 1.2 to the latest stable release with patches. Looking to include the shadow work that's been done as well, so this is likely to be the most productive route for ourselves. Once again, thanks for your help. Kind regards Neil. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Colors and Lighting
Hi, I'm new at OSG and computer graphics in general, so I'd like to ask a few very simple questions: 1) When I use an osg::Vec4 for setting the clear color, I have, of course, 4 parameters. The first three are the proportion of red, green and blue. But what does the last one do? 2) This question is linked to the last one, I think: how do I change the intensity of the light in my scene? Thank you, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FLT export regression testing
FYI -- I've now made our exporter regression test suite available by FTP. See the KnowledgeBase wiki page for information on obtaining it: http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenFl ight (Scroll down to the bottom.) Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: FLT export
The code base isn't complete yet so be on the look out for issues. I presume Paul would be happy for them to be posted in via osg-users. Yes, please. If you encounter any issues, be sure to set OSG_NOTIFY_LEVEL=INFO and fgrep the output for fltexp to look for messages from the exporter. It might be helpful in tracking down any problems. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Uniforms and state sorting
I'm having a problem where I want to pass a particular Uniform to a fragment shader for all the point lights in my model. Basically I read the model using the .flt loader, find all the LightPointNodes using a visitor, and then: (for each light point node lpn) lpn-setPointSprite(); // Because GL_POINT_SMOOTH w/shaders freaks out on ATI // Do some stuff to set up the point sprite texture osg::StateSet* NewSS = new osg::StateSet; NewSS-setName(LightPoint state set); NewSS-getOrCreateUniform(Texture2DEnabled, osg::Uniform::BOOL)-set(true); lpn-setStateSet(NewSS); I'm not running any optimizers after doing this. I know I eventually should to get rid of all the redundant state sets but I'm trying to debug it right now... But the uniform value that shows up in my shader is inconsistent. Sometimes it'll be applied as true, sometimes as false, and it's dependent on what other things are in the scene. Looks like a lazy state error basically. Anything jump out that I might be doing wrong? Do uniforms have some override feature similar to other state attributes that I'm not accounting for? I am using an old version -- OSG 1.2. We're planning to upgrade soon but it's a big app so we have to be cautious about that sort of thing :( ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Single Windowed OsgViewer on multiheaded
Hi Gordon, Using env vars: set OSG_SCREEN=1 osgviewer cow.osg Will open it up on screen 1. Using command line: osgviewer cow.osg --screen 1 In windowed mode: set OSG_WINDOW=100 100 500 500 osgviewer cow.osg osgviewer cow.osg --window 100 100 500 500 Or just use a osgViewer .view config file osgviewer cow.osg -c OpenSceneGaph-Data/Configuration/SmallWindow.view Or using a Producer .cfg (with 2.4.x) osgviewer cow.osg -c myconfig.cfg Or using env var: export OSG_CONFIG_FILE=OpenSceneGaph-Data/Configuration/SmallWindow.view osgviewer cow.osg So...got enough options :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rewrite of DatabasePager::removeExpiredSubgraphs(double)
Hi All, Testing that I've been carrying out on some new big terrain databases has shown some real weaknesses in the DatabasePager ability to load balance - with memory footprint growing significantly when the camera moves fast over wide areas of high res data. Memory usage was growing to over 4GB and blowing our test computers, hardly something that is desired for a database paging system that is supposed to maintain a modest memory footprint. After much investigation the cause of the rather unconstrained memory usage has been traced to the slow speed that the DatabasePager was expiring (removing) no longer visible subgraphs - subgraphs were correctly ear marked for removal but idsyncrosies in the threading and original DatabasePager::removeExpiredSubgraphs(..) method meant that it would take many frames to finally let go expired subgraphs. It in fact was taking long enough that new data was coming in at a far faster rate than it was been removed at hence the dramatic growth in memory footprint. The solution has been to rewrite theDatabasePager::removeExpiredSubgraphs(..) method that is responsible for expiring subgraph and setting them aside for deletion. I've now got this new implementation working and sees a memory footprint halved which not affecting the visual quality on screen. Performance is now much more stable and crashes due to excessive memory consumption are gone on my test machine. With this rewrite a couple member variables and their associated set/getters are no longer required, and rather leave them around for potential confusion I've removed them completely so an svn update if you get an compile error just remove the below methods and recompile. -/** Set the maximum number of PagedLOD child to remove per frame */ -void setMaximumNumOfRemovedChildPagedLODs(unsigned int number) { _maximumNumOfRemovedChildPagedLODs = number; } - -/** Get the maximum number of PagedLOD child to remove per frame */ -unsigned int getMaximumNumOfRemovedChildPagedLODs() const { return _maximumNumOfRemovedChildPagedLODs; } - -/** Set the minimum number of inactive PagedLOD child to keep */ -void setMinimumNumOfInactivePagedLODs(unsigned int number) { _minimumNumOfInactivePagedLODs = number; } - -/** Get the minimum number of inactive PagedLOD child to keep */ -unsigned int getMinimumNumOfInactivePagedLODs() const { return _minimumNumOfInactivePagedLODs; } I would like to improve this method further still as I've already come up with a better load balancing algorithm to implement in this method, however, it'll take a while longer to implement, so rather than wait for this polished implementation I'm checking in what is working effectively, albeit not perfect it is far better than what was there before. There are other aspects of the DatabasePager that need attention too, such as the high cost of DatabasePager::requestNodeFile() method during cull traversal when many file requested are queued up. This is something that has been raised on the list before by others, so it's a bit of common theme when we really start to push the size of paged databases we are dealing with. I will be spending more time on this code over the coming month, so feel free to chip in with your own experiences. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] test
Posting time: Fri Mar 28 15:56:42 UTC 2008 Dreamhost seems sluggish today. First noticed this ~15 hours ago. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Single Windowed OsgViewer on multiheaded
You can set OSG_WINDOW=x y w h in your environment. Programmatically, osgViewer::Viewer support various convenience routines for forcing display only on a single screen, or in a window. setUpViewOnSingleScreen( 0 ) or something o that effect. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gordon Tomlinson Sent: Friday, March 28, 2008 7:55 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Single Windowed OsgViewer on multiheaded Hi Folks Running some tests with osgviewer I noticed it always comes up full screen, any way on the command line to make it come up windowed ? did not see an option with --help Also when we come out of full screen with osgViewer we get multiple windows, we all work with multi-headed PC's, any way to make it single windowed as the multi-windowed version annoying for us ;), its not critical as I only use the viewer for some comparison tests Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM: Gordon3dBrit MSN IM : Gordon3dBrit @ 3dSceneGraph.com __ Telephone (Cell): (+1) 571-265-2612 Telephone (Work): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] MatrixTransform and PAT rotation difference.
Hi, I make a new topic I think it is more clear I'm looking on getting absolute rotation from a osg::Transform If my node is a PAT i do quat = pat-getAttitude(); if my node is a MatrixTransform i do quat = mt-getMatrix().getRotate(); But in the second case, it looks doing nothing... Where is the difference ? Thanks. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Single Windowed OsgViewer on multiheaded
Hi, setenv OSG_WINDOW '0 0 1280 1024' (or equivalant) or: osgviewer --window 0 0 1280 1024 cow.osg Cheers, Marco ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: FLT export
Paul Martz wrote: Hi All -- I recently posted a change to osg-submissions that adds FLT export capability to OSG. Assuming it doesn't break the build, I expect Robert will have this available on current SVN soon. Hi, Paul, Great work! I tested with a fairly complex .ive. Originally this was an OpenFlight database. During export, I got a lot of these errors: fltexp: GL_POINTS not supported in FLT export. I'm not worried about actually exporting the points, as they weren't important anyway. I'm just mentioning them in case it's relevant for the real problem. This happened when I went to view the exported .flt file in osgviewer. During load, I got several groups of these two warnings: Warning: data error detected in VertexCNT::readRecord uv=nan nan Warning: data error detected in LocalVertexPool::readRecord uv=nan nan The file does eventually finish loading, and it looks fine for the most part. However, there are several objects in the scene that are missing large groups of faces. In each case, the bulk of the object is there, but there are large holes in it. Many of these objects used to be external references that were duplicated multiple times, and each copy looks the same. I really wish I could send you the file, but alas, I cannot. I'm sure this isn't enough information for you to go on. Let me know what else I can do to help. -- --J I'm a castaway stranded in a desolate land, I can see the footprints in the virtual sand. --Neil Peart ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Single Windowed OsgViewer on multiheaded
osgviewer --help-env gives you that the environment variable OSG_WINDOW x y width height will make osgviewer start in a window Best regards Jakob Ruhe 2008/3/28, Gordon Tomlinson [EMAIL PROTECTED]: Hi Folks Running some tests with osgviewer I noticed it always comes up full screen, any way on the command line to make it come up windowed ? did not see an option with --help Also when we come out of full screen with osgViewer we get multiple windows, we all work with multi-headed PC's, any way to make it single windowed as the multi-windowed version annoying for us ;), its not critical as I only use the viewer for some comparison tests Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM: Gordon3dBrit MSN IM : Gordon3dBrit @ 3dSceneGraph.com __ Telephone (Cell): (+1) 571-265-2612 Telephone (Work): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Single Windowed OsgViewer on multiheaded
Thanks Robert -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, March 28, 2008 3:15 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Single Windowed OsgViewer on multiheaded Hi Gordon, Using env vars: set OSG_SCREEN=1 osgviewer cow.osg Will open it up on screen 1. Using command line: osgviewer cow.osg --screen 1 In windowed mode: set OSG_WINDOW=100 100 500 500 osgviewer cow.osg osgviewer cow.osg --window 100 100 500 500 Or just use a osgViewer .view config file osgviewer cow.osg -c OpenSceneGaph-Data/Configuration/SmallWindow.view Or using a Producer .cfg (with 2.4.x) osgviewer cow.osg -c myconfig.cfg Or using env var: export OSG_CONFIG_FILE=OpenSceneGaph-Data/Configuration/SmallWindow.view osgviewer cow.osg So...got enough options :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance drop higher RAM usage after switching from OSG 1.2 to latest SVN
Hi Marco, On Fri, Mar 28, 2008 at 5:52 PM, Marco Jez [EMAIL PROTECTED] wrote: Hi everybody, long time no see! Welcome back ;-) The good news: little changes were needed to make my apps compile with OSG 2.3. The bad news: the same apps now consume much more RAM, and they also run slower. In brief, here are the results for one of my largest applications (with lots of compressed DDS textures): Compiler: Visual C++ 7.1 OSG+OpenThreads: 1.2 Total RAM usage: 380 MB Frame rate (reference view): 30 FPS Compiler: Visual C++ 9.0 OSG+OpenThreads: 1.2 Total RAM usage: 380 MB Frame rate (reference view): 27 FPS Compiler: Visual C++ 9.0 OSG+OpenThreads: latest SVN (2.3.6) Total RAM usage: 760 MB Frame rate (reference view): 23 FPS The OS is Windows XP Professional SP2. In all tests, VSync was ON, and the refresh rate was 75 Hz. The test scene doesn't contain any paged LODs. This is only a quick report, more details to come. Before I try to understand what's going on, is there anything that I might have overlooked, as for example any optimizations whose default values have changed since OSG 1.2? Check the CMake build options for release vs debug. The other possibility is the default enabling of theadsafe ref/unref for the majority of scene graph objects. I certainly don't see big differences under Linux with enabled - just a couple of percent in cull traversal for big scenes, but you never know the Windows OpenThreads::Mutex might be dog slow compared to Pthreads. You can enable threadsafe ref/unref in 1.2 and find out, its more awkward to disable under 2.x though as a number of objects explicitly set the thread safe ref/unref. The wider use of thread safe ref/unref is what you have to pay for greater stability when multi-threading, and with 2.x threading is much more prevalent once you start using osgViewer. The new threading models should mean you should get better performance once you start utilising them. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Testing of OSG and VPB SVN in prep for nex dev releases and 2.4 stable release
Hi All, There has been a number of changes and new introduction this week so I'd very much appreciate another round of build and run tests across various platforms. if all goes well I'll make a OSG-2.3.7 and VPB-0.9.8 dev releases on Monday. Feature wise OSG is now ready for 2.4, so its just build and run testing now. If things looks really good OSG wise then perhaps we could even think about tagging 2.4 in the second half of next week. If not next week then we'll need to wait till mid April as I have on-site training booked in for the 2nd week of April. It'd be kinda nice to have 2.4 done and dusted before I go, but not great sweat if it doesn't happen. VPB-1.0 won't be till the end of April though as I still have a couple more items to complete first, OSG-2.4 also needs to be out first as VPB-1.0 won't compile with OSG-2.2. Thanks in advance for you efforts, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reset 2D Orthographic - Perspective
The problems recently mentioned with funky clipping in an orthographic projection may be related to something I found. I've been working on and off porting a legacy application to use OSG. In this application we are able to toggle between perspective and orthographic projections. The distance from the eye to the viewing origin in an orthographic projection, but in OSG it does. I have an off-list exchange about this recently with Paul Martz where he proposes a fix. Hopefully, this will be of some help. Hey Paul, I've hacked your example to display a wireframe of an orthographic projection when isPerspective is set to false. I didn't get around to hooking the boolean to the keyboard. I'm not sure if this would work as is switching on the fly. This will actually exhibit some of the problems I've seen with orthographic views. A Mouse-3 action will go for a while and after a few secs. there's a major flake out - jittering and blinking graphics, etc. Possibly the matrix math becomes unstable. -Don P: In the TrackballManipulator, the right mouse button ...moves the camera forward or backward without changing the field of view. I'd expect right mouse to have no effect in an orthographic view -- eye distance is irrelevant in orthographic projections; parallel lines always render parallel. ... Hm. I tried your code, and ran it while displaying the cow. I used the right mouse to move my eye forward and let it run. What I noticed was the sphere mapping on the cow collapses as the eye distance shrinks. Eventually, the view volume starts to move forward, as if it is trying to stay ahead of where it thinks the eye is located. The cow is eventually in front of the near plane and the window renders blue. D: If I push with Right-Mouse everything is stable for a little while (a second or so). The wireframe frustum then starts to jitter around. This becomes increasingly more violent and the Right-Mouse translation increases. While this is going on the orthographic view of the cow is appearently randomly clipped as the near/far planes jump around. P: I'm not sure what you're trying to accomplish by changing the eye distance in an orthographic view. D: Well, our app calculates 4x4 transforms and doesn't touch TrackballManipulator. We support toggling between perspective and orthographic views and want the consistant look-at-from eye and point-of-interest coordinates in both projections. The point is that I'm surprized that eye distance has any effect in the orthographic projection. I have an effective work around so it's no longer a problem. I suspect ortho doesn't get much exercise. ... I found this to be a decent work around for our app, where _near is the bounding box min Z of our world... // For orthographic, translate so nothing goes behind the eye. osg::Matrix eye; eye.makeTranslate( 0., 0., _isPerspective ? 0. : -_near ); this-getCamera()-setViewMatrix( eye ); P: Ah! Well, the ModelView matrix transforms object space to eye space, where the eye is at the origin. If the ModelView matrix contains a translation, which it must do to support eye distance in a perspective projection, then this distance must go in the ModelView matrix. However, the MatrixManipulators are ignorant of the current projection, and therefore don't know to leave this translation out of the matrix they compute. Perhaps the right thing to do in OSG is to add a setOrtho(bool) method to the MatrixManipulator, and when true, the manipulator would know to remove eye distance from its view matrix computation. As you suspect, I imagine this hasn't been done because ortho receives little usage. Things only get done in OSG if users have a need for it. -Paul Don =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0= Donald Leich Mailto:[EMAIL PROTECTED] Senior Software Developer Voice: 201-460-4700 ext: 215 Intelligent Light FAX: 201-460-0221 301 Route 17 North, 7th Floor Rutherford, NJ 07070-2575 Visit our web site at http://www.ilight.com =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0= Subject: [osg-users] Reset 2D Orthographic - Perspective From: Jeremy Moles [EMAIL PROTECTED] Date: Tue, 25 Mar 2008 15:13:57 -0400 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Hello folks! Last night I started working on adding a few debugging tools to osgWidget (both for myself, and for people to use in the future) and what I'm currently trying to do is provide a hotkey that will allow a user to switch their HUD view from the standard 2D view and zoom out to a fully perspective 3D view. The main reason I want to do this is so that people can actively view how all of their Windows/Widgets are layered in three dimensions, which will really help me as I finish up this stratum stuff. :) (Don't you love the word stratum?)
[osg-users] (VPB) osgdem not providing terrain heights with --tile-terrain-size --tile-image-size options
Robert, So then, is there a way to control the terrain tile size? For instance, how would I set the coarsest terrain tile to be a single tile per geocell (20 meters on a side), an then have it sub-divide from there? With the default settings and the dataset that I am using, osgdem creates 11 levels and creates ~40m triangles at the finest resolution. I am building a DB for an application that does not require this type of resolution/fidelity. I'd like to generate an OSG DB that targets a 400m traingle at the finest resolution. HI Scott, The max tile sizes is in number of pixels/height field cells, neither are in meters. Robert. Scott S. Hulet * mailto:[EMAIL PROTECTED] Simulation Training and Support They never forget who they're dying for... We can never forget who we're working for... Lockheed Martin Corp - STS Akron 1210 Massillon Road Mailpoint C2E, AB-33 Akron, OH 44315-0001 * Phone Numbers: 330.796.6616 (Desk) 330.796.1059 (Lab) 330.242.2385 (Cell) 6 Fax: 330.796.4050 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reset 2D Orthographic - Perspective
Of course, I meant to say... The distance from the eye to the viewing origin in an orthographic projection shouldn't affect anything, but in OSG it does. Here's the modified osgthirdpersonview example. -Don /* OpenSceneGraph example, osgthirdpersonview. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the Software), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ // This code is originally Copyright (c) 2008 Skew Matrix Software LLC, // but you may use the code under the terms of the OSGPL as described above. // This example demonstrates how CompositeViewer can be used to // provide a third person view of another view, including eyepoint and // view frustum. // // The code creates a CompositeViewer with two Views. Each of the two // Views has its own window. One View is the typical scene view, // showing the loaded model(s). // // The second View is a third person view showing not just the loaded // model(s), but also a wireframe representation of the first View's // frustum. Interactions with the first View are reflect5ed in the // second View's displayed frustum. // // Command line arguments are taken to be models for display. If you // specify no command line arguments, the code attempts to load cow.osg. #include osg/Geometry #include osg/DisplaySettings #include osg/MatrixTransform #include osg/LineWidth #include osgDB/ReadFile #include osgViewer/CompositeViewer #include osgGA/TrackballManipulator const double _fov = 30.; const double _aspectRatio = 640. / 480.; const double _oHeight = 1./_aspectRatio; const double _near = 1.; const double _far = 10.; const double _scl = 4.; // Given a Camera, create a wireframe representation of its // view frustum. Create a default representation if camera==NULL. osg::Node* makeFrustumFromCamera( osg::Camera* camera, bool isPerspective ) { // Projection and ModelView matrices osg::Matrixd proj; osg::Matrixd mv; if (camera) { proj = camera-getProjectionMatrix(); mv = camera-getViewMatrix(); } else { // Create some kind of reasonable default Projection matrix. if (isPerspective) proj.makePerspective( _fov, _aspectRatio, _near, _far ); else proj.makeOrtho( _scl*-1., _scl*1., _scl*-_oHeight, _scl*_oHeight, _near, _far ); // leave mv as identity } // Get near and far from the Projection matrix. double near = proj(3,2) / (proj(2,2)-1.0); double far = proj(3,2) / (1.0+proj(2,2)); // Get the sides of the near plane. double nLeft = near * (proj(2,0)-1.0) / proj(0,0); double nRight = near * (1.0+proj(2,0)) / proj(0,0); double nTop = near * (1.0+proj(2,1)) / proj(1,1); double nBottom = near * (proj(2,1)-1.0) / proj(1,1); // Get the sides of the far plane. double fLeft = far * (proj(2,0)-1.0) / proj(0,0); double fRight = far * (1.0+proj(2,0)) / proj(0,0); double fTop = far * (1.0+proj(2,1)) / proj(1,1); double fBottom = far * (proj(2,1)-1.0) / proj(1,1); // Clobber if orthographic if (! isPerspective) { proj.getOrtho(nLeft, nRight, nBottom, nTop, near, far); proj.getOrtho(fLeft, fRight, fBottom, fTop, near, far); } // Our vertex array needs only 9 vertices: The origin, and the // eight corners of the near and far planes. osg::Vec3Array* v = new osg::Vec3Array; v-resize( 9 ); (*v)[0].set( 0., 0., 0. ); (*v)[1].set( nLeft, nBottom, -near ); (*v)[2].set( nRight, nBottom, -near ); (*v)[3].set( nRight, nTop, -near ); (*v)[4].set( nLeft, nTop, -near ); (*v)[5].set( fLeft, fBottom, -far ); (*v)[6].set( fRight, fBottom, -far ); (*v)[7].set( fRight, fTop, -far ); (*v)[8].set( fLeft, fTop, -far ); osg::Geometry* geom = new osg::Geometry; geom-setUseDisplayList( false ); geom-setVertexArray( v ); osg::Vec4Array* c = new osg::Vec4Array; c-push_back( osg::Vec4( 1., 1., 1., 1. ) ); geom-setColorArray( c ); geom-setColorBinding( osg::Geometry::BIND_OVERALL ); GLushort idxLines[8] = { 0, 5, 0, 6, 0, 7, 0, 8 }; GLushort idxLinesOrtho[8] = { 1, 5, 2, 6, 3, 7, 4, 8 };
[osg-users] [VPB] Overriding source reprojection requirement in vpbmaster
Robert, I've noticed that vpbmaster refuses to continue if it detects that all sources are not in the same coordinate system. I can certainly understand why. That said, is there a way to override this decision and tell vpbmaster to trust me that all sources are in a common projection? Case in point: GDAL's ECW (ER Mapper compressed wavelet raster) plugin is sometimes not able to correctly parse the coordinate system information in the file. (This is a known issue -- http://www.gdal.org/frmt_ecw.html). So vpbmaster won't run since it thinks the ECW is in a different projection than other input layers. I tried using the --cs option to manually specify the CS; also --ReprojectSources False; no luck in either case. I'm running on Win32 with the latest SVN head of OSG and VPB. Glenn -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Single Windowed OsgViewer on multiheaded
Hi Gordon, Running some tests with osgviewer I noticed it always comes up full screen, any way on the command line to make it come up windowed ? did not see an option with --help Others have suggested OSG_WINDOW, but you can also pass --window x y w h on the command line. Most of the time when testing I will add -- window 50 50 1024 768 so I get a nice window instead of fullscreen. Also when we come out of full screen with osgViewer we get multiple windows, we all work with multi-headed PC's, any way to make it single windowed as the multi-windowed version annoying for us ;), its not critical as I only use the viewer for some comparison tests You can use OSG_SCREEN x for a single fullscreen viewer on screen x, or if you're using osgViewer::Viewer you can call setUpViewOnSingleScreen(x) to get the same effect, as Paul said. Note that currently, on Vista, when using that method (or OSG_SCREEN), you will get the fullscreen view on screen x, and your other screen(s) will be black. This is a bug resulting from the new Vista driver model, which should be fixed. I'm just waiting to get a bit of time from our tight deadlines to help fix it. On XP it works properly (there is a fullscreen viewer on screen x and nothing on the other screen(s), i.e. you see your other windows and the screen(s) don't turn black). So to summarize: osgviewer with no command line arguments and no env variables is the same as osgViewer::View::setUpViewAcrossAllScreens(). osgviewer with either OSG_WINDOW x y w h in the environment or --window x y w h on the command line is the same as osgViewer::View::setUpViewInWindow(screen, x, y, w, h) where screen will be 0 by default or OSG_SCREEN if set. osgviewer with OSG_SCREEN x in the environment (there should probably be a command line argument for this too) is the same as osgViewer::View::setUpViewOnSingleScreen(x). So if you ever want to do custom window setups for your app, looking at the source of the above methods is a great help. Also note that if you're using osgViewer::CompositeViewer, when you create a new osgViewer::View to add to it you can still call these methods as quick shortcuts to get some standard window setup. It's a good design! A little plug for Paul's book: while typing this up, I was looking up the env vars in the OSG Reference Manual v2.2 :-) Hope this helps, J-S -- __ Jean-Sébastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: FLT export
Hi Paul, Thanks J-S -- If no one posted any bugs, I wouldn't think it was being used. Not using it actively yet, but I was curious. You know me, I'm the OSG early adopter! :-) Not enough info to figure out what's going on. Last thing that happens is you processed some texture palette entries, and as far as the output goes, that looks like it was successful. Can you provide a stack trace? I'll do that when I get back to work on Monday. I was actually running it from the command line just to try it out, so I'll run in from VS and see where it's getting hung up. I'll get back to you on Monday. J-S -- __ Jean-Sébastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Single Windowed OsgViewer on multiheaded
Just correcting something I said without really checking: osgviewer with OSG_SCREEN x in the environment (there should probably be a command line argument for this too) is the same as osgViewer::View::setUpViewOnSingleScreen(x). There is a command line argument, as Robert pointed out: --screen (duh) J-S -- __ Jean-Sébastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org