[osg-users] Line curve

2008-06-02 Thread Johan Johnsson
Which is the easiest way to draw line curves i osgviewer.

Im developing a function that draw a function from startPos to endPos
(vec3) both. With a math function.

Any hints? ..  about functions available?

 

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Re: [osg-users] Line curve

2008-06-02 Thread Thibault Genessay
Hi Johan

On Mon, Jun 2, 2008 at 7:59 AM, Johan Johnsson [EMAIL PROTECTED] wrote:
 Which is the easiest way to draw line curves i osgviewer.

 Im developing a function that draw a function from startPos to endPos (vec3)
 both. With a math function.

 Any hints? ..  about functions available?

Drawing mathematical curves in OpenGL is generally done using line
strips, i.e. you sample your function at regular intervals, this
produces a list of vertex and you connect them with lines. If you
choose an appropriate sample rate, your curve will look smooth.

sample code for the OSG:

float your_math_func(float x) { .. }

int numSteps = 100; // More vertices-smoother curve, slower display
float xstart = startPos.x();
float xstep = (endPos.x() - startPos().x) / (float)(numSteps-1);
osg::Vec3Array* vertices = new osg::Vec3Array;
float x = xstart;
for (int i=0;inumSamples;++i) {
vertices-push_back(osg::Vec3(x,your_math_func(x),0.0f));
x += xstep; }
osg::Geometry* geom = new osg::Geometry;
geom-setVertexArray(vertices);
geom-addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP, 0, vertices-size()));

Thibault
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Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2008-06-02 Thread Serge Lages
On Sat, May 31, 2008 at 9:20 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 On Fri, May 30, 2008 at 10:55 PM, Jean-Sébastien Guay
 [EMAIL PROTECTED] wrote:
  Hello Steve,
 
  If you don't want to be bored by the details, it basically says that VC8
 
  VC9 have a bug when Iterator Debugging is turned off with regards to
  iterator copying, and that Microsoft doesn't intend to address it until
  VC10.  In my specific case, that bug causes an assertion at the return
  statement of getFileExtension().
 
  Strange, we are using OSG 2.2 and 2.4 with iterator debugging turned off
 in
  our apps, and I have never seen this. I'll investigate a bit more on
 Monday,
  this is intriguing...

 I wonder if this might be the reason why the new DatabasePager was
 crashing in debug build under Windows...


Hi Robert,

My debug build has iterator debugging turned on, so I don't think it's
related.
But I'll try to look if there is any VC bug that can cause this problem.

-- 
Serge Lages
http://www.tharsis-software.com
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Re: [osg-users] I get errors when trying to render to a luminance buffer...

2008-06-02 Thread J.P. Delport

Hi,

Viggo Løvli wrote:

Ok, that make sense.
It happens every time I render with a floating point texture.

The fall in framerate does not happen when I run the OSG multi render 
target example using HDR. My code does however use additive blending 
toward the floating point texture so I bet that is what cause it to fall 
into a software rendering mode.


We have also experienced this slowdown when blending was enabled with 
float textures. Testing on newer cards is pending as we cannot figure 
out from docs on the internet if this is actually supported in current 
hardware at all. Seems like DX10.1 mandates float blending, but we will 
test to make sure. Please let me know if you know if it is supported in 
hardware.




Do you know about any texture surface bit format that is more than 8 
bits (unsigned integer) ?


I don't know of any. I've only seen a paper once where people were using 
three channels to simulate one large channel. The RGB channels were 
partially overlapped to create a higher dynamic range channel.


jp



Viggo


  Date: Fri, 30 May 2008 16:29:05 +0100
  From: [EMAIL PROTECTED]
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] I get errors when trying to render to a 
luminance buffer...

 
  Hi Viggo,
 
  When performance drops like this it's because you've dropped onto a
  software fallback path in the OpenGL driver. Exactly what formats are
  software vs hardware depends upon the hardware and OpenGL drivers.
  You'll need to check with your hardware vendors specs to see what will
  be hardware accelerated.
 
  Robert.
 
  On Fri, May 30, 2008 at 2:16 PM, Viggo Løvli [EMAIL PROTECTED] wrote:
   Hi Robert,
  
   I modified my code as you suggested.
   The warning is gone :-)
  
   The framerate is now 10 seconds per frame instead of 30 frames per 
second.

   It does something.
   The texture I render to remains black (cleared to black).
  
   If I change the setInternalFormat to GL_RGBA then the framerate is 
up again,
   and the texture gets colors. This works, but then I only have 8 bit 
in the
   red channel. What I need is as many bits as possible in the red 
channel,

   preferably 32. And I do not need GBA channels.
   Do you have a suggestion for me on this one?
  
   Viggo
  
   Date: Fri, 30 May 2008 13:25:24 +0100
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] I get errors when trying to render to a 
luminance

   buffer...
  
   Hi Viggo,
  
   The warning is exactly right, pbuffers don't suport multiple render
   targets, only FrameBufferObjects do.
  
   Perhaps what you intend it not to use multiple render targets, in
   which case you should set the Camera attachment to COLOR_BUFFER rather
   than COLOR_BUFFER0, that later tells the OSG that you want MRT and
   will be using glFragColor[] in your shaders.
  
   Also the Camera::setDrawBuffer(GL_COLOR_ATTACHMENT0_EXT) is
   inappropriate for pbuffers.
  
   Robert.
  
   On Fri, May 30, 2008 at 1:18 PM, Viggo Løvli [EMAIL PROTECTED] 
wrote:

Hi,
   
I want to render to a floating point buffer, and I set things up 
like

this:
   
tex-setInternalFormat( GL_LUMINANCE16F_ARB );
tex-setSourceFormat( GL_RED );
tex-setSourceType( GL_FLOAT );
   
camera-setRenderTargetImplementation( 
osg::Camera::FRAME_BUFFER_OBJECT

);
camera-attach( osg::Camera::BufferComponent( 
osg::Camera::COLOR_BUFFER0

),
tex );
camera-setDrawBuffer( GL_COLOR_ATTACHMENT0_EXT );
   
My fragment-shader that write to the surface output the value 
this way:

gl_FragData[0].r = 1.0;
   
Another fragment-shader reads the surface this way:
value = texture2DRect( id, gl_FragCoord.xy ).r;
   
I get the following output when I try to run my app:
Warning: RenderStage::runCameraSetUp(state) Pbuffer does not 
support

multiple color outputs.
   
My app runs, but nothing is written to the texture.
   
Is it possible to set up a surface that holds one channel 
(GL_RED) which

is
an unsigned int of 32 bit resolution? I'd rather use that than a 
float

:-)
   
Viggo
   

Få Hotmail du også. Windows Live Hotmail nå med 5000 MB gratis
lagringsplass.
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Re: [osg-users] OpenSceneGraph 2.4.1 stable release?? If/when/when/who

2008-06-02 Thread Robert Osfield
Hi J-S,

On Sun, Jun 1, 2008 at 9:37 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 So I think in addition to all you said in the previous message (and with
 which I agree), making a few point releases between stable releases would
 help people keep up to date more easily.

This easy part is deciding that 2.stable.patch releases are valuable.
The harder part is having the manpower to build and maintain them - I
am way overstretched as is, taking on more work is not viable for me
personally.  If we can find volunteers to take on 2.stable.patch
release maintenance then it'll make this possible, and should make the
project run more smoothly once we are all settled in the new roles.

If we are to make these new 2.stable.patch releases with the
assistance of volunteers then we'll need to make this role as easy as
possible. For instance Documentation of the steps that we take to make
a release,  sharing scripts that make releases (build them in to CMake
even?).  Other items like build farms that test the build of the
various branches would be useful would make it easier - something that
a maintainer can leverage (rather than maintain).  We needn't go the
whole hog right away, but take baby steps in this direction.

My thought that the maintainer should each stable series should be
something that could alternate, so one engineer takes on 2.4.x,
another takes on 2.6.x when it comes out etc, but I guess if could be
tackled by one person that takes on several stable releases if the
load is low.  In general I'd expect the load to be relatively light
compared to the work required maintaining trunk and converging to the
initial stable release.

The existence of stable.patch releases does also involve the community
in testing, and maintainers of the binaries for different platforms,
so perhaps one should just be a team, with a different member taking
the lead as the overall
maintainer of a stable releases, or perhaps the stable release
maintainer is an outside who provides the base for the platform
maintainers.

I'd like feedback from the community on how we can make this all
happen.  The initial stab at doing this will require coordination from
me and the first volunteer/group of volunteers, so please ask your
questions about what the role would involve - we can put up a page on
the wiki for this.  To this end I've created two new pages on the
wiki, under the Community/Tasks section :

http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/StableReleases

and

http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/DeveloperReleases

I've filled in a little of the StableReleases.

Robert.



Robert.



Robert.
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Re: [osg-users] correct manual shutdown of osg libraries

2008-06-02 Thread Robert Osfield
Hi Timo,

Could you explain what you've done in more fine grained steps so that
others will be able to understand what approach you've taken so that
when they try the same thing they don't need to go through the same
learning curve.

Thanks,
Robert.

On Mon, Jun 2, 2008 at 6:44 AM, Timo Penndorf
[EMAIL PROTECTED] wrote:
 Hi Paul,
 Hi Robert,

 thank you for your answers. I solved my problem. dlopen provides
 the RTLD_NODELETE flag and for windows I found a related article
 (http://msmvps.com/blogs/vandooren/archive/2006/10/09/Preventing-a-DLL-from-being-unloaded-by-the-app-that-uses-it.aspx)
 which finally results in incrementing the reference counter of
 the plugin-dll twice. As it is implemented in the plugin its author
 could decide whether it is necessary or not.

 So my application works fine on both intended platforms now.

 Timo




 Am Sonntag, den 01.06.2008, 16:00 +0100 schrieb Robert Osfield:
 Hi Paul,

 Destructing the Viewer should be enough to get the rendering backend
 (RenderStage/StageGraph etc) to clear, there shouldn't be any need to
 let the viewer keep rendering for a couple of frames.  Unless of
 course you still needed the viewer after the, if so perhaps a clear
 method would be appropriate...

 In Timo's case I would guess that destructing the Viewer would be part
 of the work of uloading all the OSG libs.

 Robert.

 On Sun, Jun 1, 2008 at 3:36 PM, Paul Martz [EMAIL PROTECTED] wrote:
  I posted to this list about a similar issue not too long ago.
 
  I have a MS Windows application that creates a subgraph in a DLL. After
  rendering the subgraph for a while, due to some user interaction the
  subgraph is removed. The application was then immediately unloading the DLL
  that created the subgraph, thinking it should certainly be safe to do so.
 
  However, we encountered the following behavior: OSG's rendering backend
  (RenderLeafs, etc) still had some ref_ptrs into the removed subgraph, and
  didn't relinquish those ref_ptrs until a couple of frames later.
  Unfortunately, unloading the DLL also deleted the heap that was used to
  allocate the subgraph, so when those ref_ptrs finally decremented the
  reference count, the memory was already deleted -- crash. (This was on
  Windows; shared lib and heap behavior might be different on other OSes.)
 
  The final workaround was to allow the app the render a few frames (with the
  subgraph removed) and wait until the app was quiescent before unloading the
  DLL. So, I wonder if it might help you to unload your entire scene graph,
  then render a few empty frames before unloading your shared library.
 
  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  +1 303 859 9466
 
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf
  Of Robert Osfield
  Sent: Sunday, June 01, 2008 4:28 AM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] correct manual shutdown of osg libraries
 
  Hi Timo,
 
  I have never tried this first hand so can't comment with
  great wisdom, best I can do is guess.  Destructing the
  osgDB::Registry in the way you have should close all the
  OSG plugins that have been loaded.  In your instance a
  destrucutor of a core OSG node is crashing, which suggest to
  me that something like the core osg library has been unloaded
  before osgDB::Registry::instance() has been destroyed.  Might
  this be the case?
 
  The best I can suggest is that you shut down all OSG released
  threads, then unload the plugins, then the viewer then
  NodeKits then core osg libries such osgDB then osgUtil then osg.
 
  Robert.
 
  On Sat, May 31, 2008 at 1:41 PM, Timo Penndorf
  [EMAIL PROTECTED] wrote:
   Hello,
  
   for my application I have written an osg plugin which is loaded
   dynamically via dl_open. This plugin is linked against the osg
   libraries and adds visualisation capabilities to my application.
  
   At application shutdown I remove all loaded plugins by dl_close.
   As the osg plugin is the only one linked against the osg libraries
   they are removed from address space ass well after removing the
   plugin.
  
   So my application runs into trouble at __cxa_finalize(). There are
   still some osg::ref_ptr objects in adress space but the
  code for the
   destructors is removed already. I suppose the osg::ref_ptr objects
   which are alive at __cxa_finalize are static objects (for instance)
   from singletons.
  
   I tried to clean up then osgDB::Registry manually by invoking
   osgDB::Registry::instance(true) but there are still some
  cases where
   the application runs into core dumps.
  
   Is there a chance to remove static objects to prevent my
  application
   from producing segmentation faults?
  
   Timo
  
  
   The  gdb output:
  
   #0  0x in ?? ()
   (gdb) up
   #1  0x003ba6d3 in osg::Referenced::unref (this=0x8bb3c28)
  at /usr/include/osg/Referenced:142
   142 OpenThreads::ScopedLockOpenThreads::Mutex
   lock(*_refMutex);

Re: [osg-users] I get errors when trying to render to a luminance buffer...

2008-06-02 Thread Viggo Løvli

Hi again :-)
 
I abandoned the idea of using a floating point buffer.
I went into the thinking box and came to the same conclusion as you wrote about 
in the end of your comment.
 
I needed a quite high resolution so I decided to use all 4 channels (RGBA). The 
numbers I want to accumulate is seldom large, so I needed most resolution in 
the lower scale.
I thus decided to use RGBA where R is most significant and A is least 
significant.
Bit usage is:
   R = 6 bits
   G = 5 bits
   B = 4 bits
   A = 3 bits
All non used bits will overlap with next channel.
 
I am using this to generate a pixel weight when rendering many volumetric 
clouds on top of each other on screen. Naturally most overlapping clouds will 
be further away from camera, so I needed as high a number of overlap bits on 
the lest significant buffers that I could get. My usage accepts in worst case 
32 overlapping pixels with maximum weight (in the distance). I think that is 
something I can live with :-)
 
Anyhow, I got a range (18 bit) that was good enough for my usage and it gives a 
decent cloud sorting for clouds seen up to 40 kilometers away.
 
I must stress one point: 
- If you ever try using the alpha channel for this then remember to turn off 
alpha-clipping (set alpha-func to always). 
 
Viggo
 Date: Mon, 2 Jun 2008 10:05:24 +0200 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] I get errors 
 when trying to render to a luminance buffer...  Hi,  Viggo Løvli wrote: 
  Ok, that make sense.  It happens every time I render with a floating 
 point texture.The fall in framerate does not happen when I run the 
 OSG multi render   target example using HDR. My code does however use 
 additive blending   toward the floating point texture so I bet that is what 
 cause it to fall   into a software rendering mode.  We have also 
 experienced this slowdown when blending was enabled with  float textures. 
 Testing on newer cards is pending as we cannot figure  out from docs on the 
 internet if this is actually supported in current  hardware at all. Seems 
 like DX10.1 mandates float blending, but we will  test to make sure. Please 
 let me know if you know if it is supported in  hardware. Do you 
 know about any texture surface bit format that is more than 8   bits 
 (unsigned integer) ?  I don't know of any. I've only seen a paper once 
 where people were using  three channels to simulate one large channel. The 
 RGB channels were  partially overlapped to create a higher dynamic range 
 channel.  jp Viggo   Date: Fri, 30 May 2008 16:29:05 
 +0100   From: [EMAIL PROTECTED]   To: 
 osg-users@lists.openscenegraph.org   Subject: Re: [osg-users] I get errors 
 when trying to render to a   luminance buffer... Hi Viggo,   
   When performance drops like this it's because you've dropped onto a   
 software fallback path in the OpenGL driver. Exactly what formats are   
 software vs hardware depends upon the hardware and OpenGL drivers.   
 You'll need to check with your hardware vendors specs to see what will   
 be hardware accelerated. Robert. On Fri, May 30, 2008 at 
 2:16 PM, Viggo Løvli [EMAIL PROTECTED] wrote:Hi Robert,  
  I modified my code as you suggested.The warning is gone :-)
The framerate is now 10 seconds per frame instead of 30 frames per   
 second.It does something.The texture I render to remains 
 black (cleared to black).   If I change the setInternalFormat to 
 GL_RGBA then the framerate is   up again,and the texture gets 
 colors. This works, but then I only have 8 bit   in thered channel. 
 What I need is as many bits as possible in the red   channel,
 preferably 32. And I do not need GBA channels.Do you have a 
 suggestion for me on this one?   Viggo   Date: Fri, 
 30 May 2008 13:25:24 +0100From: [EMAIL PROTECTED]To: 
 osg-users@lists.openscenegraph.orgSubject: Re: [osg-users] I get 
 errors when trying to render to a   luminancebuffer... 
   Hi Viggo,   The warning is exactly right, pbuffers don't 
 suport multiple rendertargets, only FrameBufferObjects do.
Perhaps what you intend it not to use multiple render targets, in   
  which case you should set the Camera attachment to COLOR_BUFFER rather  
   than COLOR_BUFFER0, that later tells the OSG that you want MRT and   
  will be using glFragColor[] in your shaders.   Also the 
 Camera::setDrawBuffer(GL_COLOR_ATTACHMENT0_EXT) isinappropriate for 
 pbuffers.   Robert.   On Fri, May 30, 2008 at 
 1:18 PM, Viggo Løvli [EMAIL PROTECTED]   wrote: Hi, 
 I want to render to a floating point buffer, and I set things up   
 like this: tex-setInternalFormat( 
 GL_LUMINANCE16F_ARB ); tex-setSourceFormat( GL_RED ); 
 tex-setSourceType( GL_FLOAT ); 
 camera-setRenderTargetImplementation(   osg::Camera::FRAME_BUFFER_OBJECT 
 ); camera-attach( osg::Camera::BufferComponent( 

Re: [osg-users] object shaking

2008-06-02 Thread Robert Osfield
Hi Peter,

One step that might be useful to you would be to break the main loop
out into its constuent parts i.e.

   viewer.run();

becomes:

  viewer.setCameraManipulator(new osgGA::TrackballManipulator);

  viewer.realize();

  while(!viewer.done())
  {
  viewer.advance();
  viewer.eventTraversals();
  viewer.updateTraversals(); /// update will set the camera's view
matrix from the CameraManipulator
  // do your update stuff here
  viewer.renderingTraversals();
   }

This way you'll know that the camera is the same position that it'll
be rendered with, as this might well be the source of your jitter.

Robert.

On Mon, Jun 2, 2008 at 10:05 AM, Peter Wraae Marino [EMAIL PROTECTED] wrote:
 Hi,

 Ok.. I tried to make the example simple.. but perhaps I made it more
 confusing. I'll try to explain what my end
 result shoud have been.

 I'm trying to create a grid that is always visible from the viewer. The grid
 needs to scale at certain points when the
 user zooms in/out.

 The basic idea was to use an updatecallback on the PositionAttitudeTransform
 so I can position and scale it accordinaly. The grid is currently being
 tested on a plane XY and Z=0

 To calculate the correct scaling of the grid to the current view, I need the
 camera.

 To calculate where the grid should be located I used the
 osgManipulator::PlaneProjector to project a  point from the center of the
 view to our plane. This gives a position in the world where I can place the
 grid (of course I will need to align the grid to an interval).

 This is what I want to end up with.

 So the first step was to position the grid and already something went wrong
 there.. to me it looks like the camera
 update and my updatecall back are out of sync.

 Does this help?
 Peter

 On Mon, Jun 2, 2008 at 10:53 AM, Robert Osfield [EMAIL PROTECTED]
 wrote:

 Hi Peter,

 You callback is pretty odd, while I don't exactly know what you are
 trying to do and why, whatever it is the callback you've written is
 almost certainly not the way to do.

 Could you take half a dozen steps back and then explain from a high
 level what you are trying to do in your app then perhaps others can
 spot the right way for you to do this.

 Robert.

 On Mon, Jun 2, 2008 at 9:47 AM, Peter Wraae Marino [EMAIL PROTECTED]
 wrote:
  Hi users,
 
  I have a problem with my scene shaking. I have simplied the problem to
  the
  code below. A short description- the code find the position in the scene
  where the center of screen is projected onto a plane. This position is
  given
  to a PositionAttitudeTransform so the box is transformed to that
  position.
 
  You will notice when the application starts it shakes. (why?)
  You will also notice when panning the camera the scene shakes (why?)
 
  anyone?,
  Peter Wraae Marino
 
 
  #include osgViewer/Viewer
  #include osg/ShapeDrawable
  #include osgManipulator/Projector
 
  class CMyCallback : public osg::NodeCallback
  {
  public:
   void operator()( osg::Node* node, osg::NodeVisitor* nv )
   {
osg::Camera* pCam = 0;
osg::Node* p = node;
while ( p )
{
 pCam = dynamic_castosg::Camera*(p);
 if ( pCam )
 {
  osg::PositionAttitudeTransform* pPat =
  dynamic_castosg::PositionAttitudeTransform*(node);
  osg::Plane plane( osg::Vec3(0,0,1), osg::Vec3(0,0,0) );
  osg::ref_ptrosgManipulator::PlaneProjector rPlaneProj = new
  osgManipulator::PlaneProjector;
  rPlaneProj-setPlane( plane );
  osg::Vec3 v;
  osgManipulator::PointerInfo pi;
 
  pi.reset();
  pi.setCamera( pCam );
  pi.setMousePosition( 256, 256 ); // center of 512x512 window
  rPlaneProj-project( pi, v );
  pPat-setPosition( v );
  break;
 }
 p = p-getParent( 0 );
}
NodeCallback::traverse(node,nv);
   }
  };
 
  osg::Node* CreateScene()
  {
   osg::PositionAttitudeTransform* pPat = new
  osg::PositionAttitudeTransform;
   osg::Geode* pGeode = new osg::Geode();
   pGeode-addDrawable( new osg::ShapeDrawable( new
  osg::Box(osg::Vec3(0.0f,0.0f,0.0f),2.0f) ) );
   pPat-addChild( pGeode );
   pPat-setUpdateCallback( new CMyCallback );
   return pPat;
  }
 
  int _tmain(int argc, _TCHAR* argv[])
  {
  // construct the viewer
  osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
  // make the viewer create a 512x512 window and position it at 32, 32
  viewer-setUpViewInWindow( 32, 32, 512, 512 );
  // set the scene-graph data the viewer will render
  viewer-setSceneData( CreateScene() );
  // execute main loop
  return viewer-run();
  }
 
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Re: [osg-users] Operation progress report from OSG Interactive operations

2008-06-02 Thread Robert Osfield
On Mon, Jun 2, 2008 at 11:46 AM, John Vidar Larring
[EMAIL PROTECTED] wrote:
 Hi Robert,

 Could it be that I have compiled the OSG uses a release build and
 you've compiled debug, or not enabled the release build.

 Due to debugging etc. I went blind to the fact that I was doing the timing
 of the test application in debug mode. In release build the updated after
 vertical scaling took approx 4-6 secs. which is significantly less than 16
 secs., however, a 1 second delay as you report would definitely be
 preferable.

Differences in the models and hardware could make up the delta between
what we've seen.

Ideally we see real-time rates of update, i.e. change the vertical
scale and see the result in the next
frame without any frame drops - this is possible when using shaders,
but this obvious requires lots
of code changes.  Making the existing code update the vertices and
normals in response to vertical
scale changes would be the next most efficient way to do it.

However, I don't have either of these more advanced approaches in my
schedule, so for the time being we'll just have to put with less than
stellar performance when interactively updating the scale.  Most apps
won't ever touch the vertical scale so it's rather a niche
requirement.

Robert.
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Re: [osg-users] object shaking

2008-06-02 Thread Peter Wraae Marino
Hi,

Ok.. I tried to make the example simple.. but perhaps I made it more
confusing. I'll try to explain what my end
result shoud have been.

I'm trying to create a grid that is always visible from the viewer. The grid
needs to scale at certain points when the
user zooms in/out.

The basic idea was to use an updatecallback on the PositionAttitudeTransform
so I can position and scale it accordinaly. The grid is currently being
tested on a plane XY and Z=0

To calculate the correct scaling of the grid to the current view, I need the
camera.

To calculate where the grid should be located I used the
osgManipulator::PlaneProjector to project a  point from the center of the
view to our plane. This gives a position in the world where I can place the
grid (of course I will need to align the grid to an interval).

This is what I want to end up with.

So the first step was to position the grid and already something went wrong
there.. to me it looks like the camera
update and my updatecall back are out of sync.

Does this help?
Peter

On Mon, Jun 2, 2008 at 10:53 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Peter,

 You callback is pretty odd, while I don't exactly know what you are
 trying to do and why, whatever it is the callback you've written is
 almost certainly not the way to do.

 Could you take half a dozen steps back and then explain from a high
 level what you are trying to do in your app then perhaps others can
 spot the right way for you to do this.

 Robert.

 On Mon, Jun 2, 2008 at 9:47 AM, Peter Wraae Marino [EMAIL PROTECTED]
 wrote:
  Hi users,
 
  I have a problem with my scene shaking. I have simplied the problem to
 the
  code below. A short description- the code find the position in the scene
  where the center of screen is projected onto a plane. This position is
 given
  to a PositionAttitudeTransform so the box is transformed to that
 position.
 
  You will notice when the application starts it shakes. (why?)
  You will also notice when panning the camera the scene shakes (why?)
 
  anyone?,
  Peter Wraae Marino
 
 
  #include osgViewer/Viewer
  #include osg/ShapeDrawable
  #include osgManipulator/Projector
 
  class CMyCallback : public osg::NodeCallback
  {
  public:
   void operator()( osg::Node* node, osg::NodeVisitor* nv )
   {
osg::Camera* pCam = 0;
osg::Node* p = node;
while ( p )
{
 pCam = dynamic_castosg::Camera*(p);
 if ( pCam )
 {
  osg::PositionAttitudeTransform* pPat =
  dynamic_castosg::PositionAttitudeTransform*(node);
  osg::Plane plane( osg::Vec3(0,0,1), osg::Vec3(0,0,0) );
  osg::ref_ptrosgManipulator::PlaneProjector rPlaneProj = new
  osgManipulator::PlaneProjector;
  rPlaneProj-setPlane( plane );
  osg::Vec3 v;
  osgManipulator::PointerInfo pi;
 
  pi.reset();
  pi.setCamera( pCam );
  pi.setMousePosition( 256, 256 ); // center of 512x512 window
  rPlaneProj-project( pi, v );
  pPat-setPosition( v );
  break;
 }
 p = p-getParent( 0 );
}
NodeCallback::traverse(node,nv);
   }
  };
 
  osg::Node* CreateScene()
  {
   osg::PositionAttitudeTransform* pPat = new
 osg::PositionAttitudeTransform;
   osg::Geode* pGeode = new osg::Geode();
   pGeode-addDrawable( new osg::ShapeDrawable( new
  osg::Box(osg::Vec3(0.0f,0.0f,0.0f),2.0f) ) );
   pPat-addChild( pGeode );
   pPat-setUpdateCallback( new CMyCallback );
   return pPat;
  }
 
  int _tmain(int argc, _TCHAR* argv[])
  {
  // construct the viewer
  osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
  // make the viewer create a 512x512 window and position it at 32, 32
  viewer-setUpViewInWindow( 32, 32, 512, 512 );
  // set the scene-graph data the viewer will render
  viewer-setSceneData( CreateScene() );
  // execute main loop
  return viewer-run();
  }
 
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Re: [osg-users] object shaking

2008-06-02 Thread Peter Wraae Marino
Hi Robert,

Thanks for all your advice, really do appreciate it.

As you mentioned the camera needs to finish it's update traversal, so I
decided to try
the cull-callback which should be called after all updates have been
done but the scene
still shakes when using the cull-callback and this kinda baffles me.

any suggestions why?

regards,
Peter

On Mon, Jun 2, 2008 at 12:40 PM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Peter,

 On Mon, Jun 2, 2008 at 10:52 AM, Peter Wraae Marino [EMAIL PROTECTED]
 wrote:
  Also I understand why this works, but don't really approve of it because
 it
  makes my code more hardcoded because I need to implement a direct
 update
  call after viewer-updateTraversal() which is kinda breaking the whole
  framework that osg is built for. For example if at a later point you
 decide
  to add another traversal then I will have to manually add it here myself.
  Also anyone using my code will have to break their main loop to handle
 the
  grid example.

 Adding your own custom update code into the frame loop is perfectly
 normal OSG usage, it's not breaking anything w.r.t the OSG framework -
 the frame loop is constructed this way deliberately so that unusual
 usage requirements can be met easily.


  Isn't there a method to make sure my updatecallback is called after the
  camera has done it's stuff?

 There is no option for configuring when the camera update is done,
 it's implemented to work the way most users will require it, but...
 osgViewer::ViewBase has virtual functions for updateTraversals() etc
 so you can customize it to do what you required, or just roll your own
 frame loop.  Which route you take is up to you - either is perfectly
 reasonable and intended usage of the OSG.

 Robert.
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Re: [osg-users] object shaking

2008-06-02 Thread Robert Osfield
Hi Peter,

You callback is pretty odd, while I don't exactly know what you are
trying to do and why, whatever it is the callback you've written is
almost certainly not the way to do.

Could you take half a dozen steps back and then explain from a high
level what you are trying to do in your app then perhaps others can
spot the right way for you to do this.

Robert.

On Mon, Jun 2, 2008 at 9:47 AM, Peter Wraae Marino [EMAIL PROTECTED] wrote:
 Hi users,

 I have a problem with my scene shaking. I have simplied the problem to the
 code below. A short description- the code find the position in the scene
 where the center of screen is projected onto a plane. This position is given
 to a PositionAttitudeTransform so the box is transformed to that position.

 You will notice when the application starts it shakes. (why?)
 You will also notice when panning the camera the scene shakes (why?)

 anyone?,
 Peter Wraae Marino


 #include osgViewer/Viewer
 #include osg/ShapeDrawable
 #include osgManipulator/Projector

 class CMyCallback : public osg::NodeCallback
 {
 public:
  void operator()( osg::Node* node, osg::NodeVisitor* nv )
  {
   osg::Camera* pCam = 0;
   osg::Node* p = node;
   while ( p )
   {
pCam = dynamic_castosg::Camera*(p);
if ( pCam )
{
 osg::PositionAttitudeTransform* pPat =
 dynamic_castosg::PositionAttitudeTransform*(node);
 osg::Plane plane( osg::Vec3(0,0,1), osg::Vec3(0,0,0) );
 osg::ref_ptrosgManipulator::PlaneProjector rPlaneProj = new
 osgManipulator::PlaneProjector;
 rPlaneProj-setPlane( plane );
 osg::Vec3 v;
 osgManipulator::PointerInfo pi;

 pi.reset();
 pi.setCamera( pCam );
 pi.setMousePosition( 256, 256 ); // center of 512x512 window
 rPlaneProj-project( pi, v );
 pPat-setPosition( v );
 break;
}
p = p-getParent( 0 );
   }
   NodeCallback::traverse(node,nv);
  }
 };

 osg::Node* CreateScene()
 {
  osg::PositionAttitudeTransform* pPat = new osg::PositionAttitudeTransform;
  osg::Geode* pGeode = new osg::Geode();
  pGeode-addDrawable( new osg::ShapeDrawable( new
 osg::Box(osg::Vec3(0.0f,0.0f,0.0f),2.0f) ) );
  pPat-addChild( pGeode );
  pPat-setUpdateCallback( new CMyCallback );
  return pPat;
 }

 int _tmain(int argc, _TCHAR* argv[])
 {
 // construct the viewer
 osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
 // make the viewer create a 512x512 window and position it at 32, 32
 viewer-setUpViewInWindow( 32, 32, 512, 512 );
 // set the scene-graph data the viewer will render
 viewer-setSceneData( CreateScene() );
 // execute main loop
 return viewer-run();
 }

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Re: [osg-users] object shaking

2008-06-02 Thread Robert Osfield
Hi Peter,

On Mon, Jun 2, 2008 at 10:52 AM, Peter Wraae Marino [EMAIL PROTECTED] wrote:
 Also I understand why this works, but don't really approve of it because it
 makes my code more hardcoded because I need to implement a direct update
 call after viewer-updateTraversal() which is kinda breaking the whole
 framework that osg is built for. For example if at a later point you decide
 to add another traversal then I will have to manually add it here myself.
 Also anyone using my code will have to break their main loop to handle the
 grid example.

Adding your own custom update code into the frame loop is perfectly
normal OSG usage, it's not breaking anything w.r.t the OSG framework -
the frame loop is constructed this way deliberately so that unusual
usage requirements can be met easily.


 Isn't there a method to make sure my updatecallback is called after the
 camera has done it's stuff?

There is no option for configuring when the camera update is done,
it's implemented to work the way most users will require it, but...
osgViewer::ViewBase has virtual functions for updateTraversals() etc
so you can customize it to do what you required, or just roll your own
frame loop.  Which route you take is up to you - either is perfectly
reasonable and intended usage of the OSG.

Robert.
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Re: [osg-users] object shaking

2008-06-02 Thread Robert Osfield
On Mon, Jun 2, 2008 at 12:42 PM, Peter Wraae Marino [EMAIL PROTECTED] wrote:
 Hi Robert,

 Thanks for all your advice, really do appreciate it.

 As you mentioned the camera needs to finish it's update traversal, so I
 decided to try
 the cull-callback which should be called after all updates have been
 done but the scene
 still shakes when using the cull-callback and this kinda baffles me.

The cull traversal is not a good place to modify the scene graph as
the OSG's threading model is set up to allow multi-thread cull and
draw, so modifying the scene graph during is only permitted when your
run single threaded.

You have a solution, why not just stick with it.

Robert.
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Re: [osg-users] Operation progress report from OSG Interactive operations

2008-06-02 Thread John Vidar Larring

Hi Robert,

 Could it be that I have compiled the OSG uses a release build and
 you've compiled debug, or not enabled the release build.

Due to debugging etc. I went blind to the fact that I was doing the 
timing of the test application in debug mode. In release build the 
updated after vertical scaling took approx 4-6 secs. which is 
significantly less than 16 secs., however, a 1 second delay as you 
report would definitely be preferable.


Best regards,
John

Robert Osfield wrote:

Hi John,

On Fri, May 30, 2008 at 10:24 AM, John Vidar Larring
[EMAIL PROTECTED] wrote:

Please excuse my ignorance, but osgdem produces pagedLOD databases per
default, doesn't it? At least, the top node of my terrain database start out
like this:


Yes by default VPB creates paged databases.  You're ascii except
confirms that you have a paged database too, so... we need next to
look at why


1 sec. vs. 16 sec. makes a big difference! OK, I am running my tests on a
laptop, but it has the following specs: Intel Duo T7300, GeForce 8600m GT
512MB, 2GB Memory, running CentOS 4.6 (a.k.a RHEL 4). So unless you've spent
a fortune on hardware, I don't think hardware differences alone can explain
the difference.

What could potentially contribute to this difference in update time. Any
ideas?


I have a Intel quad core 2.4GHz machine with 4GB of memory and a
7800GT.  The update is done single threaded in this case so the extra
cores should make no difference.

Could it be that I have compiled the OSG uses a release build and
you've compiled debug, or not enabled the release build.  If you run
ccmake . or cmake . for the first time instead of ./configure it'll
not enable the release build, so perhaps this has caught you out.
Unfortunately I haven't spotted a way of forcing cmake to default to
release build, so I wrote the ./configure script to enable the release
build.  Have a look at the script it's just a one liner.



FYI, the thing that will be taking all the time in the generation will
be the display lists/texture object update.  Making osgTerrain a bit
more intelligent about it's updates it would be possible to just
update the existing vertices and normals when changing the scale,
something that would be much cheaper.  The dirty/update mechinism
would have to be alot more sophisticated though.  Long term this is
where osgTerrain is heading, right now its very much in its infancy.

Thanks, this is very useful information. I'll see what I might figure out
when, and if, I get the time. But I'll certainly keep a watchful eye on any
VPB svn updates;)


The suggested changes to osgTerrain are unrelated to changes to VPB,
so it's osgTerrain itself you'll want to keep a watchful eye on in
addition to VPB which itself will have its own development path.

Robert.
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--
Best regards,
John
WeatherOne


--
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dangerous content by MailScanner, and is
believed to be clean.

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[osg-users] object shaking

2008-06-02 Thread Peter Wraae Marino
Hi users,

I have a problem with my scene shaking. I have simplied the problem to the
code below. A short description- the code find the position in the scene
where the center of screen is projected onto a plane. This position is given
to a PositionAttitudeTransform so the box is transformed to that position.

You will notice when the application starts it shakes. (why?)
You will also notice when panning the camera the scene shakes (why?)

anyone?,
Peter Wraae Marino


#include osgViewer/Viewer
#include osg/ShapeDrawable
#include osgManipulator/Projector

class CMyCallback : public osg::NodeCallback
{
public:
 void operator()( osg::Node* node, osg::NodeVisitor* nv )
 {
  osg::Camera* pCam = 0;
  osg::Node* p = node;
  while ( p )
  {
   pCam = dynamic_castosg::Camera*(p);
   if ( pCam )
   {
osg::PositionAttitudeTransform* pPat =
dynamic_castosg::PositionAttitudeTransform*(node);
osg::Plane plane( osg::Vec3(0,0,1), osg::Vec3(0,0,0) );
osg::ref_ptrosgManipulator::PlaneProjector rPlaneProj = new
osgManipulator::PlaneProjector;
rPlaneProj-setPlane( plane );
osg::Vec3 v;
osgManipulator::PointerInfo pi;

pi.reset();
pi.setCamera( pCam );
pi.setMousePosition( 256, 256 ); // center of 512x512 window
rPlaneProj-project( pi, v );
pPat-setPosition( v );
break;
   }
   p = p-getParent( 0 );
  }
  NodeCallback::traverse(node,nv);
 }
};

osg::Node* CreateScene()
{
 osg::PositionAttitudeTransform* pPat = new osg::PositionAttitudeTransform;
 osg::Geode* pGeode = new osg::Geode();
 pGeode-addDrawable( new osg::ShapeDrawable( new
osg::Box(osg::Vec3(0.0f,0.0f,0.0f),2.0f) ) );
 pPat-addChild( pGeode );
 pPat-setUpdateCallback( new CMyCallback );
 return pPat;
}

int _tmain(int argc, _TCHAR* argv[])
{
// construct the viewer
osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
// make the viewer create a 512x512 window and position it at 32, 32
viewer-setUpViewInWindow( 32, 32, 512, 512 );
// set the scene-graph data the viewer will render
viewer-setSceneData( CreateScene() );
// execute main loop
return viewer-run();
}
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Re: [osg-users] object shaking

2008-06-02 Thread Peter Wraae Marino
Hi Robert,

I tried your suggestion and yes it does work, the panning of the camera
doesn't shake the scene anymore. .. but the startup position of the camera
is shaking?

Also I understand why this works, but don't really approve of it because it
makes my code more hardcoded because I need to implement a direct update
call after viewer-updateTraversal() which is kinda breaking the whole
framework that osg is built for. For example if at a later point you decide
to add another traversal then I will have to manually add it here myself.
Also anyone using my code will have to break their main loop to handle the
grid example.

Isn't there a method to make sure my updatecallback is called after the
camera has done it's stuff?

regards,
Peter

On Mon, Jun 2, 2008 at 11:22 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Peter,

 One step that might be useful to you would be to break the main loop
 out into its constuent parts i.e.

   viewer.run();

 becomes:

  viewer.setCameraManipulator(new osgGA::TrackballManipulator);

  viewer.realize();

  while(!viewer.done())
  {
  viewer.advance();
  viewer.eventTraversals();
  viewer.updateTraversals(); /// update will set the camera's view
 matrix from the CameraManipulator
  // do your update stuff here
  viewer.renderingTraversals();
   }

 This way you'll know that the camera is the same position that it'll
 be rendered with, as this might well be the source of your jitter.

 Robert.

 On Mon, Jun 2, 2008 at 10:05 AM, Peter Wraae Marino [EMAIL PROTECTED]
 wrote:
  Hi,
 
  Ok.. I tried to make the example simple.. but perhaps I made it more
  confusing. I'll try to explain what my end
  result shoud have been.
 
  I'm trying to create a grid that is always visible from the viewer. The
 grid
  needs to scale at certain points when the
  user zooms in/out.
 
  The basic idea was to use an updatecallback on the
 PositionAttitudeTransform
  so I can position and scale it accordinaly. The grid is currently being
  tested on a plane XY and Z=0
 
  To calculate the correct scaling of the grid to the current view, I need
 the
  camera.
 
  To calculate where the grid should be located I used the
  osgManipulator::PlaneProjector to project a  point from the center of the
  view to our plane. This gives a position in the world where I can place
 the
  grid (of course I will need to align the grid to an interval).
 
  This is what I want to end up with.
 
  So the first step was to position the grid and already something went
 wrong
  there.. to me it looks like the camera
  update and my updatecall back are out of sync.
 
  Does this help?
  Peter
 
  On Mon, Jun 2, 2008 at 10:53 AM, Robert Osfield 
 [EMAIL PROTECTED]
  wrote:
 
  Hi Peter,
 
  You callback is pretty odd, while I don't exactly know what you are
  trying to do and why, whatever it is the callback you've written is
  almost certainly not the way to do.
 
  Could you take half a dozen steps back and then explain from a high
  level what you are trying to do in your app then perhaps others can
  spot the right way for you to do this.
 
  Robert.
 
  On Mon, Jun 2, 2008 at 9:47 AM, Peter Wraae Marino [EMAIL PROTECTED]
  wrote:
   Hi users,
  
   I have a problem with my scene shaking. I have simplied the problem to
   the
   code below. A short description- the code find the position in the
 scene
   where the center of screen is projected onto a plane. This position is
   given
   to a PositionAttitudeTransform so the box is transformed to that
   position.
  
   You will notice when the application starts it shakes. (why?)
   You will also notice when panning the camera the scene shakes (why?)
  
   anyone?,
   Peter Wraae Marino
  
  
   #include osgViewer/Viewer
   #include osg/ShapeDrawable
   #include osgManipulator/Projector
  
   class CMyCallback : public osg::NodeCallback
   {
   public:
void operator()( osg::Node* node, osg::NodeVisitor* nv )
{
 osg::Camera* pCam = 0;
 osg::Node* p = node;
 while ( p )
 {
  pCam = dynamic_castosg::Camera*(p);
  if ( pCam )
  {
   osg::PositionAttitudeTransform* pPat =
   dynamic_castosg::PositionAttitudeTransform*(node);
   osg::Plane plane( osg::Vec3(0,0,1), osg::Vec3(0,0,0) );
   osg::ref_ptrosgManipulator::PlaneProjector rPlaneProj = new
   osgManipulator::PlaneProjector;
   rPlaneProj-setPlane( plane );
   osg::Vec3 v;
   osgManipulator::PointerInfo pi;
  
   pi.reset();
   pi.setCamera( pCam );
   pi.setMousePosition( 256, 256 ); // center of 512x512 window
   rPlaneProj-project( pi, v );
   pPat-setPosition( v );
   break;
  }
  p = p-getParent( 0 );
 }
 NodeCallback::traverse(node,nv);
}
   };
  
   osg::Node* CreateScene()
   {
osg::PositionAttitudeTransform* pPat = new
   osg::PositionAttitudeTransform;
osg::Geode* pGeode = new osg::Geode();
pGeode-addDrawable( new osg::ShapeDrawable( new
   

Re: [osg-users] I get errors when trying to render to a luminance buffer...

2008-06-02 Thread Guy
Hello,

 

Category: FBO, blending, H/W

 

 I don't understand exactly what do you mean but H/W blending with float is not 
supported.

I know for sure that we render particle effect with transparency to float 
(16bit) FBO, and get the correct results. We also get that with a decent frame 
rate (100-200Hz depending on the number of particles).

 

So I've the feeling that I didn't understand what you mean be blend.

 

Our H/W is nVIDIA 8800 driver 6.14.11.6921 osg2.0 I think :-)

 

I'd appreciate if you clarify your problem.

Thanks,

Guy.

 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Viggo L?vli
Sent: Monday, June 02, 2008 11:29 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] I get errors when trying to render to a luminance 
buffer...

 

Hi again :-)
 
I abandoned the idea of using a floating point buffer.
I went into the thinking box and came to the same conclusion as you wrote about 
in the end of your comment.
 
I needed a quite high resolution so I decided to use all 4 channels (RGBA). The 
numbers I want to accumulate is seldom large, so I needed most resolution in 
the lower scale.
I thus decided to use RGBA where R is most significant and A is least 
significant.
Bit usage is:
   R = 6 bits
   G = 5 bits
   B = 4 bits
   A = 3 bits
All non used bits will overlap with next channel.
 
I am using this to generate a pixel weight when rendering many volumetric 
clouds on top of each other on screen. Naturally most overlapping clouds will 
be further away from camera, so I needed as high a number of overlap bits on 
the lest significant buffers that I could get. My usage accepts in worst case 
32 overlapping pixels with maximum weight (in the distance). I think that is 
something I can live with :-)
 
Anyhow, I got a range (18 bit) that was good enough for my usage and it gives a 
decent cloud sorting for clouds seen up to 40 kilometers away.
 
I must stress one point: 
- If you ever try using the alpha channel for this then remember to turn off 
alpha-clipping (set alpha-func to always). 
 
Viggo


 Date: Mon, 2 Jun 2008 10:05:24 +0200
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] I get errors when trying to render to a luminance 
 buffer...
 
 Hi,
 
 Viggo Løvli wrote:
  Ok, that make sense.
  It happens every time I render with a floating point texture.
  
  The fall in framerate does not happen when I run the OSG multi render 
  target example using HDR. My code does however use additive blending 
  toward the floating point texture so I bet that is what cause it to fall 
  into a software rendering mode.
 
 We have also experienced this slowdown when blending was enabled with 
 float textures. Testing on newer cards is pending as we cannot figure 
 out from docs on the internet if this is actually supported in current 
 hardware at all. Seems like DX10.1 mandates float blending, but we will 
 test to make sure. Please let me know if you know if it is supported in 
 hardware.
 
  
  Do you know about any texture surface bit format that is more than 8 
  bits (unsigned integer) ?
 
 I don't know of any. I've only seen a paper once where people were using 
 three channels to simulate one large channel. The RGB channels were 
 partially overlapped to create a higher dynamic range channel.
 
 jp
 
  
  Viggo
  
  
   Date: Fri, 30 May 2008 16:29:05 +0100
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] I get errors when trying to render to a 
  luminance buffer...
  
   Hi Viggo,
  
   When performance drops like this it's because you've dropped onto a
   software fallback path in the OpenGL driver. Exactly what formats are
   software vs hardware depends upon the hardware and OpenGL drivers.
   You'll need to check with your hardware vendors specs to see what will
   be hardware accelerated.
  
   Robert.
  
   On Fri, May 30, 2008 at 2:16 PM, Viggo Løvli [EMAIL PROTECTED] wrote:
Hi Robert,
   
I modified my code as you suggested.
The warning is gone :-)
   
The framerate is now 10 seconds per frame instead of 30 frames per 
  second.
It does something.
The texture I render to remains black (cleared to black).
   
If I change the setInternalFormat to GL_RGBA then the framerate is 
  up again,
and the texture gets colors. This works, but then I only have 8 bit 
  in the
red channel. What I need is as many bits as possible in the red 
  channel,
preferably 32. And I do not need GBA channels.
Do you have a suggestion for me on this one?
   
Viggo
   
Date: Fri, 30 May 2008 13:25:24 +0100
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] I get errors when trying to render to a 
  luminance
buffer...
   
Hi Viggo,
   
The warning is exactly right, pbuffers don't suport multiple render
targets, only FrameBufferObjects do.
   
Perhaps 

Re: [osg-users] I get errors when trying to render to a luminance buffer...

2008-06-02 Thread J.P. Delport

Hi,

(I'm not the guy with the original problem, just interested...)

Guy wrote:

Hello,

 


Category: FBO, blending, H/W

 

 I don't understand exactly what do you mean but H/W blending with float 
is not supported.


I know for sure that we render particle effect with transparency to 
float (16bit) FBO, and get the correct results. We also get that with a 
decent frame rate (100-200Hz depending on the number of particles).


I'm interested in transparency with 32bit floats (alpha blending). Have 
you tested that? I would like to know if it is supported in hardware.




 


So I've the feeling that I didn't understand what you mean be blend.

 


Our H/W is nVIDIA 8800 driver 6.14.11.6921 osg2.0 I think J

 


I'd appreciate if you clarify your problem.

Thanks,

Guy.


jp



 




*From:* [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] *On Behalf Of *Viggo 
L?vli

*Sent:* Monday, June 02, 2008 11:29 AM
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] I get errors when trying to render to a 
luminance buffer...


 


Hi again :-)
 
I abandoned the idea of using a floating point buffer.
I went into the thinking box and came to the same conclusion as you 
wrote about in the end of your comment.
 
I needed a quite high resolution so I decided to use all 4 channels 
(RGBA). The numbers I want to accumulate is seldom large, so I needed 
most resolution in the lower scale.
I thus decided to use RGBA where R is most significant and A is least 
significant.

Bit usage is:
   R = 6 bits
   G = 5 bits
   B = 4 bits
   A = 3 bits
All non used bits will overlap with next channel.
 
I am using this to generate a pixel weight when rendering many 
volumetric clouds on top of each other on screen. Naturally most 
overlapping clouds will be further away from camera, so I needed as high 
a number of overlap bits on the lest significant buffers that I could 
get. My usage accepts in worst case 32 overlapping pixels with maximum 
weight (in the distance). I think that is something I can live with :-)
 
Anyhow, I got a range (18 bit) that was good enough for my usage and it 
gives a decent cloud sorting for clouds seen up to 40 kilometers away.
 
I must stress one point:
- If you ever try using the alpha channel for this then remember to turn 
off alpha-clipping (set alpha-func to always).
 
Viggo




 Date: Mon, 2 Jun 2008 10:05:24 +0200
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] I get errors when trying to render to a 

luminance buffer...


 Hi,

 Viggo Løvli wrote:
  Ok, that make sense.
  It happens every time I render with a floating point texture.
 
  The fall in framerate does not happen when I run the OSG multi render
  target example using HDR. My code does however use additive blending
  toward the floating point texture so I bet that is what cause it to 

fall

  into a software rendering mode.

 We have also experienced this slowdown when blending was enabled with
 float textures. Testing on newer cards is pending as we cannot figure
 out from docs on the internet if this is actually supported in current
 hardware at all. Seems like DX10.1 mandates float blending, but we will
 test to make sure. Please let me know if you know if it is supported in
 hardware.

 
  Do you know about any texture surface bit format that is more than 8
  bits (unsigned integer) ?

 I don't know of any. I've only seen a paper once where people were using
 three channels to simulate one large channel. The RGB channels were
 partially overlapped to create a higher dynamic range channel.

 jp

 
  Viggo
 
 
   Date: Fri, 30 May 2008 16:29:05 +0100
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] I get errors when trying to render to a
  luminance buffer...
  
   Hi Viggo,
  
   When performance drops like this it's because you've dropped onto a
   software fallback path in the OpenGL driver. Exactly what formats are
   software vs hardware depends upon the hardware and OpenGL drivers.
   You'll need to check with your hardware vendors specs to see what will
   be hardware accelerated.
  
   Robert.
  
   On Fri, May 30, 2008 at 2:16 PM, Viggo Løvli [EMAIL PROTECTED] 

wrote:

Hi Robert,
   
I modified my code as you suggested.
The warning is gone :-)
   
The framerate is now 10 seconds per frame instead of 30 frames per
  second.
It does something.
The texture I render to remains black (cleared to black).
   
If I change the setInternalFormat to GL_RGBA then the framerate is
  up again,
and the texture gets colors. This works, but then I only have 8 bit
  in the
red channel. What I need is as many bits as possible in the red
  channel,
preferably 32. And I do not need GBA channels.
Do you have a suggestion for me on this one?
   
Viggo
   
Date: Fri, 30 May 2008 13:25:24 +0100
From: [EMAIL PROTECTED]
To: 

Re: [osg-users] OpenSceneGraph 2.4.1 stable release?? If/when/when/who

2008-06-02 Thread Paul Melis

Jean-Sébastien Guay wrote:


Hi Robert,


Another aspect to the OpenSceneGraph development cycle is that while
quite a few users do track SVN and developer releases not everyone
does - many users wait till stable releases come out.



Yes, and that coupled with the fact that 2.0 and 2.2 have not had any 
point releases (x.y.1,2,3...) means that people are generally a bit 
further behind the SVN curve than they could be. In 2.x that hasn't 
mattered that much because the API hasn't changed much apart from new 
features being added (compared to the 1.2 - 2.0 switch), but it means 
that people will often have local fixes to the OSG code base that 
they've been using on top of whichever stable release they were using, 
while waiting for the next stable release. This makes it a bit harder 
to make the switch when the stable release eventually comes out...


So I think in addition to all you said in the previous message (and 
with which I agree), making a few point releases between stable 
releases would help people keep up to date more easily.


Doing a diff between the 2.4 and current SVN headers it seems the API 
changes that break things are minimal:


* osg::Camera::setIntialDrawCallback - setInitialDrawCallback
* osg::NodeVisitor::requestNodeFile gained an argument databaseRequest
* osg::Texture2DArray::applyTexImage2DArray_subload, some arguments are 
no longer passed by reference
* osgDB::DatabasePager no longer derives from OpenThreads::Thread and 
some methods have changes to parameters. This class seems to have the 
largest amount of changes.

* osgShadow::ParallelSplitShadowMap, forceFrontCullFace() removed
* Small changes to osgTerrain::TerrainTile and friends
* osgUtil::LineSegmentIntersector::setEnd() - getEnd()

So porting from 2.4 to 2.6 (when it comes out) should be fairly easy, 
unless you do deep stuff with database/terrain paging.


What would be the exact premise for a 2.4 series? Keep the API stable, 
while only providing bug fixes now and then? What about additions, like 
new examples (e.g. osgscreencapture), CMake 2.6 support, threaded HTTP 
fetching of models? Browsing a bit through the SVN log I think the 
number of fixes to backport at this point is relatively minor. But 
backporting for example support for CMake 2.6 might be a bit too much, 
though (haven't looked at it in detail). The amount of maintenance is 
therefore directly linked to what you expect a stable branch to contain 
compared to the development code...


Paul
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Re: [osg-users] OpenSceneGraph 2.4.1 stable release?? If/when/when/who

2008-06-02 Thread Robert Osfield
Hi Paul,

On Mon, Jun 2, 2008 at 1:23 PM, Paul Melis [EMAIL PROTECTED] wrote:
 Doing a diff between the 2.4 and current SVN headers it seems the API
 changes that break things are minimal:
...
 So porting from 2.4 to 2.6 (when it comes out) should be fairly easy, unless
 you do deep stuff with database/terrain paging.

Indeed, even these API changes are unlikely to affect the majority of
users. In fact
the 2.0 to 2.2 to 2.4 to the eventual 2.6 are all likely to be
relatively painless ports.

 What would be the exact premise for a 2.4 series? Keep the API stable, while
 only providing bug fixes now and then?

This would be the rough plan - to keep a stable API, and if possible
binary compatible
too where possible, and just make stable releases when particular
fixes are really needed, it might be that the maintainer will just
declare some fixes as ones that will be dealt with by the next major
point stable release.

New features I would not expect to be something to roll into stable
release series, it might be occasional that a bug fix comes with a new
feature or change in a feature in which case the maintainer will just
have to show some discretion.

The aim should be to help users that require stable releases, wishing
to avoid the need for open ended porting to new versions - at most an
upgrade to a stable minor point release should be a recompile of the
OSG and their app, this is something that needs to be done
consistently so users needn't worry about extra porting work coming
about due to these extra releases.

 What about additions, like new
 examples (e.g. osgscreencapture), CMake 2.6 support, threaded HTTP fetching
 of models? Browsing a bit through the SVN log I think the number of fixes to
 backport at this point is relatively minor. But backporting for example
 support for CMake 2.6 might be a bit too much, though (haven't looked at it
 in detail). The amount of maintenance is therefore directly linked to what
 you expect a stable branch to contain compared to the development code...

It's support for CMake 2.6 which is one of the motivations for make a
2.4.1, as well as the bug fixes.

In terms of making a 2.4.1, we could either use SVN trunk as the
source and not bother back porting, or do the job by back porting to
2.4.  Just taking SVN would be quicker and less initial work, but it'd
introduce new features into the bag that haven't been tested
thoroughly yet, but then there is always 2.4.2 to fix all the problems
in 2.4.1 ;-)

If I were to tag a 2.4.1 right now I'd just use SVN as I don't have
the time to review all the different changes and back porting them to
2.4.

Robert.
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[osg-users] Getting a list of all textures (including the ones used by particle systems) in a scenegraph

2008-06-02 Thread Harash Sharma
Hi all,
   I have a requirement to build a list of all textures used in a scene graph. 
For this purpose, I have used a NodeVisitor derived class with the apply 
function given below. 
Problem:  I am not able to get the details of textures used by the attached 
Particle systems. I would be very grateful if someone can help with some hints 
/ pointers.
Regards 
Harash 
Apply Function:
void
{ 
    osg::Node* Ptr = searchNode; 
osg::StateSet* state = Ptr-getStateSet(); 
FindTextureVisitor::apply(osg::Node searchNode) // get the state set for the 
node    osg::StateSet::TextureAttributeList Attr; //         Attr = 
state-getTextureAttributeList();     if(state != NULL) {        intSz = 
Attr.size();        // for all the attributes, find the ones related to 
texture            osg::ref_ptrosg::Texture texture = 
                                                                
(j,osg::StateAttribute::TEXTURE));        // if a texture is found            
{            if(texture.valid())                // This is a valuable node 
containing texture                foundNodeList.push_back(searchNode);         
       // also store the Texture object related to this node so we              
   // don't have to repeat the call to get Texture attribute List               
 foundTextureList.push_back(texture);                // Now search if the 
texture has already been used by an earlier node                // get the 
image related to the texture                osg::ref_ptrosg::Image texImage = 
texture-getImage(0);                // check if it is already in the list      
  
         std::string filename = texImage-getFileName();                
intTexSz = foundImageList.size(); // TextureList.size();                        
flag = 
                    }
                }                boolflag = true;                for(intk = 0; 
k  TexSz; k++) {                    if(foundImageList[k]-getFileName() == 
filename) {false;                        break;                if(flag) {       
             // No it is not on the List                    
foundImageList.push_back(texImage);
                }
            }
        }
    }
    traverse(searchNode); 
}                 // add it to the node list        for(intj = 0; j Sz; j++) 
{dynamic_castosg::Texture*(state-getTextureAttribute    


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Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2008-06-02 Thread Posch, Stephan
Well, I can't seem to reproduce it for simple cases today (though I thought I 
had last week), so that tells me that I probably have a separate dependency 
that was compiled with iterator debugging opposite of how I have my code.  

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Saturday, May 31, 2008 2:20 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL,Slow 
Performance, and getFileExtension bug

On Fri, May 30, 2008 at 10:55 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hello Steve,

 If you don't want to be bored by the details, it basically says that VC8 
 VC9 have a bug when Iterator Debugging is turned off with regards to
 iterator copying, and that Microsoft doesn't intend to address it until
 VC10.  In my specific case, that bug causes an assertion at the return
 statement of getFileExtension().

 Strange, we are using OSG 2.2 and 2.4 with iterator debugging turned off in
 our apps, and I have never seen this. I'll investigate a bit more on Monday,
 this is intriguing...

I wonder if this might be the reason why the new DatabasePager was
crashing in debug build under Windows...

Robert.
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Re: [osg-users] OpenSceneGraph 2.4.1 stable release?? If/when/when/who

2008-06-02 Thread Paul Melis

Robert Osfield wrote:


Hi Paul,

On Mon, Jun 2, 2008 at 1:23 PM, Paul Melis [EMAIL PROTECTED] wrote:
 


Doing a diff between the 2.4 and current SVN headers it seems the API
changes that break things are minimal:
...
So porting from 2.4 to 2.6 (when it comes out) should be fairly easy, unless
you do deep stuff with database/terrain paging.
   



Indeed, even these API changes are unlikely to affect the majority of
users. In fact
the 2.0 to 2.2 to 2.4 to the eventual 2.6 are all likely to be
relatively painless ports.

 


What would be the exact premise for a 2.4 series? Keep the API stable, while
only providing bug fixes now and then?
   



This would be the rough plan - to keep a stable API, and if possible
binary compatible
too where possible, and just make stable releases when particular
fixes are really needed, it might be that the maintainer will just
declare some fixes as ones that will be dealt with by the next major
point stable release.

New features I would not expect to be something to roll into stable
release series, it might be occasional that a bug fix comes with a new
feature or change in a feature in which case the maintainer will just
have to show some discretion.

The aim should be to help users that require stable releases, wishing
to avoid the need for open ended porting to new versions - at most an
upgrade to a stable minor point release should be a recompile of the
OSG and their app, this is something that needs to be done
consistently so users needn't worry about extra porting work coming
about due to these extra releases.
 

Would there be a single stable branch and one development one? I.e. when 
2.6 would come out it would supersede 2.4?



What about additions, like new
examples (e.g. osgscreencapture), CMake 2.6 support, threaded HTTP fetching
of models? Browsing a bit through the SVN log I think the number of fixes to
backport at this point is relatively minor. But backporting for example
support for CMake 2.6 might be a bit too much, though (haven't looked at it
in detail). The amount of maintenance is therefore directly linked to what
you expect a stable branch to contain compared to the development code...
   



It's support for CMake 2.6 which is one of the motivations for make a
2.4.1, as well as the bug fixes.

In terms of making a 2.4.1, we could either use SVN trunk as the
source and not bother back porting, or do the job by back porting to
2.4.  Just taking SVN would be quicker and less initial work, but it'd
introduce new features into the bag that haven't been tested
thoroughly yet, but then there is always 2.4.2 to fix all the problems
in 2.4.1 ;-)
 

Hmmm, that kind of defeats the purpose of making a 2.4.1 release, if 
it's actually just 2.5.1 with a different number, as that _would_ 
include (minor) API changes.



If I were to tag a 2.4.1 right now I'd just use SVN as I don't have
the time to review all the different changes and back porting them to
2.4.
 

But that doesn't really solve this on the long term, does it. To be able 
to have easily manageable stable branches would mean branching the trunk 
just before a new minor stable release and then backporting fixes and 
small additions from the trunk to work up to each new point release on 
the stable branch.


Paul
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Re: [osg-users] I get errors when trying to render to a luminance buffer...

2008-06-02 Thread Guy
Category: FBO, blending, H/W

Well, I run a different setting from the previous one I mentioned.
I use osg 1.2 (yeah yeah, I promise to upgrade soon). I haven't integrated 
particle system to my application but I use 1 big billboard with transparency.
Until now my FBO cameras used GL_RGBA16F_ARB textures, and also the texture for 
the billboard was GL_RGBA16F_ARB.
I just changed all of them to GL_RGBA32F_ARB and the scene renders correctly. 
(with transparency).
I haven't tried to save the frames to files and check the precision so I've no 
way to know if the driver didn't fall back to half-float, but I don't believe 
it would do that anyhow. I'd excpect that if there were troubles they would be 
the same as yours. But I get solid frame rate of 80+ Hz.
(just as before I added the billboard with the blending mode to the scene).
Again, I work with nVIDIA 8800 GT, driver 6.14.11.6921, on windows XP.

Do you want to send me .osg scenes, or code that I'll test on my machine?
Maybe you ment GL_LUMINANCE_ALPHA32F_ARB format? If so tell me how to set it up 
instead of the RGBA format and I'll try it.

Guy. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport
Sent: Monday, June 02, 2008 2:22 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] I get errors when trying to render to a luminance 
buffer...

Hi,

(I'm not the guy with the original problem, just interested...)

Guy wrote:
 Hello,
 
  
 
 Category: FBO, blending, H/W
 
  
 
  I don't understand exactly what do you mean but H/W blending with float 
 is not supported.
 
 I know for sure that we render particle effect with transparency to 
 float (16bit) FBO, and get the correct results. We also get that with a 
 decent frame rate (100-200Hz depending on the number of particles).

I'm interested in transparency with 32bit floats (alpha blending). Have 
you tested that? I would like to know if it is supported in hardware.

 
  
 
 So I've the feeling that I didn't understand what you mean be blend.
 
  
 
 Our H/W is nVIDIA 8800 driver 6.14.11.6921 osg2.0 I think J
 
  
 
 I'd appreciate if you clarify your problem.
 
 Thanks,
 
 Guy.

jp

 
  
 
 
 
 *From:* [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] *On Behalf Of *Viggo 
 L?vli
 *Sent:* Monday, June 02, 2008 11:29 AM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] I get errors when trying to render to a 
 luminance buffer...
 
  
 
 Hi again :-)
  
 I abandoned the idea of using a floating point buffer.
 I went into the thinking box and came to the same conclusion as you 
 wrote about in the end of your comment.
  
 I needed a quite high resolution so I decided to use all 4 channels 
 (RGBA). The numbers I want to accumulate is seldom large, so I needed 
 most resolution in the lower scale.
 I thus decided to use RGBA where R is most significant and A is least 
 significant.
 Bit usage is:
R = 6 bits
G = 5 bits
B = 4 bits
A = 3 bits
 All non used bits will overlap with next channel.
  
 I am using this to generate a pixel weight when rendering many 
 volumetric clouds on top of each other on screen. Naturally most 
 overlapping clouds will be further away from camera, so I needed as high 
 a number of overlap bits on the lest significant buffers that I could 
 get. My usage accepts in worst case 32 overlapping pixels with maximum 
 weight (in the distance). I think that is something I can live with :-)
  
 Anyhow, I got a range (18 bit) that was good enough for my usage and it 
 gives a decent cloud sorting for clouds seen up to 40 kilometers away.
  
 I must stress one point:
 - If you ever try using the alpha channel for this then remember to turn 
 off alpha-clipping (set alpha-func to always).
  
 Viggo
 
 
  Date: Mon, 2 Jun 2008 10:05:24 +0200
  From: [EMAIL PROTECTED]
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] I get errors when trying to render to a 
 luminance buffer...

  Hi,

  Viggo Løvli wrote:
   Ok, that make sense.
   It happens every time I render with a floating point texture.
  
   The fall in framerate does not happen when I run the OSG multi render
   target example using HDR. My code does however use additive blending
   toward the floating point texture so I bet that is what cause it to 
 fall
   into a software rendering mode.

  We have also experienced this slowdown when blending was enabled with
  float textures. Testing on newer cards is pending as we cannot figure
  out from docs on the internet if this is actually supported in current
  hardware at all. Seems like DX10.1 mandates float blending, but we will
  test to make sure. Please let me know if you know if it is supported in
  hardware.

  
   Do you know about any texture surface bit format that is more than 8
   bits (unsigned integer) ?

  I don't know of any. I've only seen a paper once where people were using
  three channels to simulate one 

Re: [osg-users] OpenSceneGraph 2.4.1 stable release?? If/when/when/who

2008-06-02 Thread Robert Osfield
On Mon, Jun 2, 2008 at 2:34 PM, Paul Melis [EMAIL PROTECTED] wrote:
 Would there be a single stable branch and one development one? I.e. when 2.6
 would come out it would supersede 2.4?

Each stable series would be independent.  A new stable release such as
2.6.0 would become the main stable branch and it's own series but it
wouldn't replace 2.4.0 and it's own series.

I'd imagine that users might still want to fixes applied to a previous
stable release if that's the version that their app is shipping
against, so a 2.4.1 could come out, then 2.6.0, then another patch to
2.4 would bring it to 2.4.2, then later patch to 2.6.0 would bring its
own series to 2.6.1.

 If I were to tag a 2.4.1 right now I'd just use SVN as I don't have
 the time to review all the different changes and back porting them to
 2.4.


 But that doesn't really solve this on the long term, does it.

This discussion is looking to what we might need to do to solve the long term
maintenance of stable releases, as well as the immediate case of what to do
about 2.4.1.   Right now we have no formal system for maintaining stable
releases, as long as we start moving towards some system then I'm happy,
but we have to start moving in this direction even if we just take baby steps.


 To be able to
 have easily manageable stable branches would mean branching the trunk just
 before a new minor stable release and then backporting fixes and small
 additions from the trunk to work up to each new point release on the stable
 branch.

I'd suggest that a 2.6.x series starts with 2.6.0 and branches this to
make the base for 2.6.1, then this branch gets patches applied to it
from trunk or perhaps separate patches that trunk won't have.  It
might be that trunk then takes fixes from
these branches.

For the 2.4.x series we either use the 2.4.0 branch as a base, or
2.5.1 or trunk.  The horse has bolted a bit already on the 2.4 series
as we are already into the 2.5.x developer series so it's a bit of
unusual situation - the proposed system of stable developer series
maintenance is rather late coming.   I don't mind if the 2.4.x gets
off to a bit of ad-hoc start, its better that it gets off to start
than to just die a death as just another nice idea that no-one had
time to make happen.

Robert.
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Re: [osg-users] avoid Esc key on keyboard

2008-06-02 Thread Serge Lages
Hi Eric,

As the compiler said, the
osgProducer::KeyboardMouseCallback::setEscapeSetDone(bool) method is not
static, so just call it from your osgProducer viewer object
(viewer-setEscapeSetDone(false)) and it should work.

Cheers,

On Mon, Jun 2, 2008 at 4:57 PM, Eric Pouliquen [EMAIL PROTECTED]
wrote:

 Hi,

   i'm using OSG 1.2 on an old project,  and  i want to switch off the
 default Esc key behavior (exiting my application).
   This project uses a osgProducer::viewer, and i created a class herited of
 GUIeventHandler to manage mouse and keyboard events. I can manage all keys
 except the 'Esc' key...
   Someone said to look at the
 osgProducer::KeyboardMouseCallback::setEscapeSetDone(bool), i see in it in
 the corresponding code, but how can i use it (a simple call causes an error
 due to non static style of the function) in my app ?

   I tried to manage the Esc key in the handle function, returning true,
 and pushing front the handler in the eventHandlerList, but it doesn't work.

 Help :)

 Robert Osfield a écrit :

 Hi Paul,

 On Mon, Jun 2, 2008 at 1:23 PM, Paul Melis [EMAIL PROTECTED] wrote:


 Doing a diff between the 2.4 and current SVN headers it seems the API
 changes that break things are minimal:
 ...
 So porting from 2.4 to 2.6 (when it comes out) should be fairly easy,
 unless
 you do deep stuff with database/terrain paging.



 Indeed, even these API changes are unlikely to affect the majority of
 users. In fact
 the 2.0 to 2.2 to 2.4 to the eventual 2.6 are all likely to be
 relatively painless ports.



 What would be the exact premise for a 2.4 series? Keep the API stable,
 while
 only providing bug fixes now and then?



 This would be the rough plan - to keep a stable API, and if possible
 binary compatible
 too where possible, and just make stable releases when particular
 fixes are really needed, it might be that the maintainer will just
 declare some fixes as ones that will be dealt with by the next major
 point stable release.

 New features I would not expect to be something to roll into stable
 release series, it might be occasional that a bug fix comes with a new
 feature or change in a feature in which case the maintainer will just
 have to show some discretion.

 The aim should be to help users that require stable releases, wishing
 to avoid the need for open ended porting to new versions - at most an
 upgrade to a stable minor point release should be a recompile of the
 OSG and their app, this is something that needs to be done
 consistently so users needn't worry about extra porting work coming
 about due to these extra releases.



 What about additions, like new
 examples (e.g. osgscreencapture), CMake 2.6 support, threaded HTTP
 fetching
 of models? Browsing a bit through the SVN log I think the number of fixes
 to
 backport at this point is relatively minor. But backporting for example
 support for CMake 2.6 might be a bit too much, though (haven't looked at
 it
 in detail). The amount of maintenance is therefore directly linked to
 what
 you expect a stable branch to contain compared to the development code...



 It's support for CMake 2.6 which is one of the motivations for make a
 2.4.1, as well as the bug fixes.

 In terms of making a 2.4.1, we could either use SVN trunk as the
 source and not bother back porting, or do the job by back porting to
 2.4.  Just taking SVN would be quicker and less initial work, but it'd
 introduce new features into the bag that haven't been tested
 thoroughly yet, but then there is always 2.4.2 to fix all the problems
 in 2.4.1 ;-)

 If I were to tag a 2.4.1 right now I'd just use SVN as I don't have
 the time to review all the different changes and back porting them to
 2.4.

 Robert.
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http://www.tharsis-software.com
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Re: [osg-users] OpenSceneGraph 2.4.1 stable release?? If/when/when/who

2008-06-02 Thread Paul Melis

Hi Robert,

Robert Osfield wrote:


On Mon, Jun 2, 2008 at 2:34 PM, Paul Melis [EMAIL PROTECTED] wrote:
 


Would there be a single stable branch and one development one? I.e. when 2.6
would come out it would supersede 2.4?
   



Each stable series would be independent.  A new stable release such as
2.6.0 would become the main stable branch and it's own series but it
wouldn't replace 2.4.0 and it's own series.

I'd imagine that users might still want to fixes applied to a previous
stable release if that's the version that their app is shipping
against, so a 2.4.1 could come out, then 2.6.0, then another patch to
2.4 would bring it to 2.4.2, then later patch to 2.6.0 would bring its
own series to 2.6.1.
 


Ok


If I were to tag a 2.4.1 right now I'd just use SVN as I don't have
the time to review all the different changes and back porting them to
2.4.

 


But that doesn't really solve this on the long term, does it.
   



This discussion is looking to what we might need to do to solve the long term
maintenance of stable releases, as well as the immediate case of what to do
about 2.4.1.   Right now we have no formal system for maintaining stable
releases, as long as we start moving towards some system then I'm happy,
but we have to start moving in this direction even if we just take baby steps.


 


To be able to
have easily manageable stable branches would mean branching the trunk just
before a new minor stable release and then backporting fixes and small
additions from the trunk to work up to each new point release on the stable
branch.
   



I'd suggest that a 2.6.x series starts with 2.6.0 and branches this to
make the base for 2.6.1, then this branch gets patches applied to it
from trunk or perhaps separate patches that trunk won't have.  

Why not branch to _create_ the 2.6.x series, instead of branching 
_after_ 2.6.0? The former is far more commonplace.



It might be that trunk then takes fixes from these branches.
 

Possibly, but the other way around (merge from trunk - branch) is the 
usual way of doing it. The assumption is that the majority of 
development happens on the trunk, and therefore the majority of 
interesting stuff to backport is there also. Although it's perfectly 
possible to merge back and forth, of course.



For the 2.4.x series we either use the 2.4.0 branch as a base, or 2.5.1 or 
trunk.  The horse has bolted a bit already on the 2.4 series
 


as we are already into the 2.5.x developer series so it's a bit of
unusual situation - the proposed system of stable developer series
maintenance is rather late coming. 

As the differences between 2.4 and SVN are still small now is the time 
to start the process...
I'm willing to help to backport fixes and other things from trunk to the 
2.4 branch. I can't tell you at this moment if this would be a long-term 
commitment, though.


Paul

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[osg-users] avoid Esc key on keyboard

2008-06-02 Thread Eric Pouliquen

Hi,

   i'm using OSG 1.2 on an old project,  and  i want to switch off the 
default Esc key behavior (exiting my application).
   This project uses a osgProducer::viewer, and i created a class 
herited of GUIeventHandler to manage mouse and keyboard events. I can 
manage all keys except the 'Esc' key...
   Someone said to look at the 
osgProducer::KeyboardMouseCallback::setEscapeSetDone(bool), i see in it 
in the corresponding code, but how can i use it (a simple call causes an 
error due to non static style of the function) in my app ?


   I tried to manage the Esc key in the handle function, returning 
true, and pushing front the handler in the eventHandlerList, but it 
doesn't work.


Help :)

Robert Osfield a écrit :

Hi Paul,

On Mon, Jun 2, 2008 at 1:23 PM, Paul Melis [EMAIL PROTECTED] wrote:
  

Doing a diff between the 2.4 and current SVN headers it seems the API
changes that break things are minimal:
...
So porting from 2.4 to 2.6 (when it comes out) should be fairly easy, unless
you do deep stuff with database/terrain paging.



Indeed, even these API changes are unlikely to affect the majority of
users. In fact
the 2.0 to 2.2 to 2.4 to the eventual 2.6 are all likely to be
relatively painless ports.

  

What would be the exact premise for a 2.4 series? Keep the API stable, while
only providing bug fixes now and then?



This would be the rough plan - to keep a stable API, and if possible
binary compatible
too where possible, and just make stable releases when particular
fixes are really needed, it might be that the maintainer will just
declare some fixes as ones that will be dealt with by the next major
point stable release.

New features I would not expect to be something to roll into stable
release series, it might be occasional that a bug fix comes with a new
feature or change in a feature in which case the maintainer will just
have to show some discretion.

The aim should be to help users that require stable releases, wishing
to avoid the need for open ended porting to new versions - at most an
upgrade to a stable minor point release should be a recompile of the
OSG and their app, this is something that needs to be done
consistently so users needn't worry about extra porting work coming
about due to these extra releases.

  

What about additions, like new
examples (e.g. osgscreencapture), CMake 2.6 support, threaded HTTP fetching
of models? Browsing a bit through the SVN log I think the number of fixes to
backport at this point is relatively minor. But backporting for example
support for CMake 2.6 might be a bit too much, though (haven't looked at it
in detail). The amount of maintenance is therefore directly linked to what
you expect a stable branch to contain compared to the development code...



It's support for CMake 2.6 which is one of the motivations for make a
2.4.1, as well as the bug fixes.

In terms of making a 2.4.1, we could either use SVN trunk as the
source and not bother back porting, or do the job by back porting to
2.4.  Just taking SVN would be quicker and less initial work, but it'd
introduce new features into the bag that haven't been tested
thoroughly yet, but then there is always 2.4.2 to fix all the problems
in 2.4.1 ;-)

If I were to tag a 2.4.1 right now I'd just use SVN as I don't have
the time to review all the different changes and back porting them to
2.4.

Robert.
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Re: [osg-users] OpenSceneGraph 2.4.1 stable release?? If/when/when/who

2008-06-02 Thread Robert Osfield
Hi Paul,

On Mon, Jun 2, 2008 at 4:03 PM, Paul Melis [EMAIL PROTECTED] wrote:
 Why not branch to _create_ the 2.6.x series, instead of branching _after_
 2.6.0? The former is far more commonplace.

The system since the 1.9.x dev series has been that we tag when ready
to officially make a release, with the 1.9.x series converging towards
a point when 2.0.0, using the last few dev releases as release
candidates, and finally the trunk was in good enough state to have
2.0.0 tagged from SVN trunk.

The other approach, which you suggest, is rather than use the dev
releases as release candidates, branch a stable release when we get to
a feature freeze period and then make release candidates based on this
branch.  The final official release would then bee a branch + a
revision number than holds the particular release in a point in time.

When moving to having maintainence releases of a stable series using
dev series as pre releases doesn't work, as the dev series already
heads off in towards then next major stable point release.  So... now
we a proposing the stable maintaince releases then we need to move to
a new system - branch first then stabilising this code base in
readiness for a 2.4.1, 2.4.2 seems like the way to go from here on
out.

For 2.6.0, it'd suggest we use SVN trunk/later 2.5.x dev series as pre
releases of 2.6.0 get things tested enough to know we are roughly in
the right ball park functionality/quality wise, then copy trunk across
to a 2.6.0 branch and then use this as the base of release candidate
series before the final 2.6.0.   Once the 2.6.0 branch happens the
stable release maintainer would then become actively involved in
shepherding the code base to its eventual official release.

 As the differences between 2.4 and SVN are still small now is the time to
 start the process...
 I'm willing to help to backport fixes and other things from trunk to the 2.4
 branch. I can't tell you at this moment if this would be a long-term
 commitment, though.

I think it'd be hard for anyone to sign up long term to something,
taking short term responsibility won't be a problem as long as we all
follow a set of systems that are published and adhered too/use the
same scripts/tools - so others can easily drop in to help out when
others move on/are away on holiday.

Right now we don't have all the systems published/scripts etc, so it'd
be a case of documenting as we go along.  First step is to find a set
of volunteers who are willing to going along this journey, get them
write access to making branches of the OSG.  It might even be worth
having a scratch pad set of branches that we can new maintainers can
experiment with.

I'm open to suggestions.

Robert.
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Re: [osg-users] correct manual shutdown of osg libraries

2008-06-02 Thread Timo Penndorf
 Could you explain what you've done in more fine grained steps so that
 others will be able to understand what approach you've taken so that
 when they try the same thing they don't need to go through the same
 learning curve.
 

Ok, I think the problem is not osg specific. I think it is related to
all designs dealing with reference pointers, singletons and plugins.
Singletons are often implemented with some kind of static variables as 
the getInstance methods should only create the instance at the first 
call.

The problem is, that static instances are destructed after the main
section of a c program. (In my concrete example at __cxa_finalize()).

So lets construct an example. There a singleton data manager which
holds reference pointers to external instances. The implementation of
these external instances is divided into an plugin system. The
base type of all plugins is defined and implemented in a library.
The data manager only knows the base type an holds the instances maybe
as std::vectorref_pointerBaseClass .

If you now write a plugin where the class DerivedClass:public BaseClass
is implemented your plugin loader will do the following steps.
1) Load the plugin with (dlopen, LoadLibrary, ...)
2) Find an extern C method which creates an instance of DerivedClass
   (dlsym, GetProcAddress, ...)
3) Call this method and register the instance of DerivedClass at the
   data manager

This works, so lets go to application shutdown (ore a reconfiguration
process). There one might want to close all loaded plugins (dlclose,
FreeLibrary). If these methods are called (often enough, depending,
how often the plugins where loaded) the plugin code is removed
from the address space. 
If the destructor of the data manager is called after removing the
plugins then it will fail. Let's assume that then reference pointers
to our instances are the last ones. So after decrementing the
reference counters the destructors of the derived classes are called
but they are no longer in the address space as we unloaded the plugins.

So one solution could be tho handle the plugin unloading procedure in
the destructor of the data manager. Then the described problem is
solved. But if there are other singletons (whose code is in a plugin)
there is now assumption in which order their static variables will
be destructed. If the data manager is destructed before some other
singleton then the issue occures when whose instance is destructed.

And the problems can be more complex. If one uses several frameworks
whith different singleton and reference pointer implementations
(as in my case) then one has to deal with more than one base class,
data manager and so on.

So my solution is to use the RTLD_NODELETE flag when loading my plugins.
So dlclose just removes some memory allocated by dlopen and does not
unload the code of my derived classes. In windows there is no 
comparabled flag, so I implemented the workaround described at the
link I gave in the email before.

I hope this was a useful explanation and one remembers If similar
issues occure. I am also interested in a more general solution.
Is it possible to put a code sequence after the destruction of
static variables?

Timo



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Re: [osg-users] CMake issue on RHEL 5

2008-06-02 Thread Jason Daly

Robert Osfield wrote:

On Sat, May 31, 2008 at 7:20 AM, Philip Lowman [EMAIL PROTECTED] wrote:
  

The posted workaround of checking the version number will work fine,
alternatively one could replace

FIND_PACKAGE(PkgConfig)
with
INCLUDE(FindPkgConfig OPTIONAL)

Which eliminates the error message (and I have verified this on CMake 2.4.6
=) )



Ahh this is much cleaner than my version hack.  Now checked into SVN.
  


Works for me.

--J

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Re: [osg-users] osgDEM usage...

2008-06-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

The files were originally PNG files that I converted per the instructions on
the wiki to the .tif format. Whether or not that makes them GeoTiffs I don't
know. How can I convert the files to GeoTiffs?

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, May 30, 2008 2:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgDEM usage...

Hi Shayne,

The wiki instructions was written in the very early days of the
development of osgdem, and is awaiting a rewrite.  Today I wouldn't
recommend using --xx definition of the coordinate system, you are
better off using geospatial imagery/dems.  Are you files GeoTiff's?
If so then dispense with the --xx command lines and just use:

osgdem -t n39_texture.tif -d n39_height_.tif -l 4 -o myterrain/myterrain.ive

The coordinates will sourced entirely from the .tif files, there will
also be no need to tangle with the -v vertical scaling command line
parameter.  The VPB version of osgdem also will created nested
directories for you hence the myterrain/ directory above.  Also
temporarily archive support has been removed.

Robert.


On Thu, May 29, 2008 at 11:46 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 All,



 I've made an attempt in generating a database using my own height field
and
 texture per the instructions located at
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.



 So far, I have not had any luck in getting the height field to display
 correctly. The texture is present just fine but the terrain is either
 completely flat or is uncorrelated with the texture. This is the command
I'm
 issuing to generate the terrain.



 osgdem --xx 90 --yy 90 -t n39_texture.tif --xx 90 --yy 90 -d
n39_height_.tif
 -l 4 -v 0.1 -o myterrain.ive -a myterrain.osga

 The height field tif file comes from a 1 degree by 1 degree of DTED that
is
 3 arc second level 1, hence the reason for my spacing of 90 meters. If I
 increase the -v option scaling factor from 0.1 to 50, the terrain height
 shows up but it is totally uncorrelated with the texture.



 If anyone has any input on what I'm doing wrong or missing, it would be
most
 appreciated if you could point it out.



 -Shayne

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Re: [osg-users] osgViewer::View::getCameraContainingPosition() returns weird results when using slave cameras

2008-06-02 Thread Jason Beverage
Hi Glenn and Robert,

I added a call setting up the projection matrix to the FAQ for embedding a
viewer in a .NET control.  I was having an issue that the perspective on my
camera was squished when I started with a tall and skilly control.  Setting
the initial projection matrix with the following line of code caused
everything to work correctly.

 viewer-getCamera()-setProjectionMatrixAsPerspective(30.0f,
static_castdouble(traits-width)/static_castdouble(traits-height),
1.0f, 1.0f);

Thanks!

Jason

On Wed, May 28, 2008 at 4:00 PM, Jason Beverage [EMAIL PROTECTED]
wrote:

 Hi Glenn and Robert,

 Glenn, your code worked great, thanks alot, I really appreciate it.  The
 posts from you and Hesicong over the last few months about using OSG via
 C++/CLI have made using OSG in a .NET environment much nicer than what we
 were previously doing.

 Robert, I'm in no major hurry to get that issues fixed since I'm just using
 osgViewer::Viewer and things seem to be working as expected correctly now.

 Thanks for all your help!

 Jason


 On Wed, May 28, 2008 at 3:12 PM, Robert Osfield [EMAIL PROTECTED]
 wrote:

 Hi Jason,

 On Wed, May 28, 2008 at 5:48 PM, Jason Beverage [EMAIL PROTECTED]
 wrote:
  Did you ever find a fix for this issue?  I believe I might be running
 into
  the same problem.

 There is still a problem with the set up of events within
 CompositeViewer with certainly window/camera combinations, it almost
 works, but not quite precisely as it should.   One can see an artefact
 in when running:

   osgcompositeviewer cow.osg

 Try using the trackball manipulator in the lower right cow view.  The
 mouse interactive doesn't quite behave as it should suggesting that
 the x,y projected into the local view aren't correct.   I haven't
 looked at this issue recently, but the last time I looked I couldn't
 spot the cause.  I really need to just spend a day going through the
 code with a fine tooth comb to spot what is happening to the mouse
 events as they are processed.  Events needs to be processed by the
 CompositeViewer as it has to decide event focus to the correct view,
 then handle slave cameras etc, to projected the mouse coords into a
 consistent coordinate frame for a single view - it's a lot more
 complex that one would at first expect, the internal complexity comes
 from hiding the actual complexity of the setup.

 I can't tackle this bug hunt right away as I've already spent most of
 this week on submissions/bug fixing and need to get on with other
 work...   I'll try to make time to resolve this next week.  Ping me
 next week if I haven't started work on it.

 Robert.
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Re: [osg-users] osgDEM usage...

2008-06-02 Thread Robert Osfield
Hi Shayne,

On Mon, Jun 2, 2008 at 5:20 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 The files were originally PNG files that I converted per the instructions on
 the wiki to the .tif format. Whether or not that makes them GeoTiffs I don't
 know. How can I convert the files to GeoTiffs?

If you want to do any geospatial work then you really need to
familiarise yourself with tools like gdal, they have plenty of docs an
links on their project website.  VirtualPlanetBuilder uses GDAL
internally, so what you learn about gdal also will help you understand
about what VPB can handle.

Robert.
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[osg-users] osgdb-png plugin crash (release only)

2008-06-02 Thread Jean-Sébastien Guay

Hello all,

I am getting a crash while reading a PNG file (on the 
osgDB::readImageFile() line) in release mode only. This is on Windows 
Vista, VC++2005, OSG from SVN (recompiled this morning).


In debug mode, I get no crash, and the image is read correctly. Also, 
both the debug and release versions of osgviewer (compiled against the 
same OSG libs, and using the same libpng13.dll as far as I can tell) 
both load up the image and don't crash. So I'm baffled...


I tried recompiling my app cleanly, no change. I also tried renaming the 
PNG DLLs (libpng13.dll and libpng13d.dll) adding .bk to see if those 
were really the libs it was picking up, and it seems so.


The stack trace I get (although a bit limited, since it's in release) is:

libpng13.dll!675af092() 
 	[Frames below may be incorrect and/or missing, no symbols loaded 
for libpng13.dll]	

osgdb_png.dll!013f1b99()
	msvcp80.dll!std::basic_filebufchar,std::char_traitschar 
::open(const char * _Filename=0x, int _Mode=1243480, int 
_Prot=20914645)  Line 185 + 0x5 bytes	C++

osgdb_png.dll!013f2f4b()
osg37-osgDB.dll!00294227()  
osg37-osgDB.dll!0028d0b4()  
osg37-osgDB.dll!0029b33b()  
ntdll.dll!77c92447()
ntdll.dll!77c9214c()
 	msvcp80.dll!std::_Allocatechar(unsigned int _Count=35, char * 
__formal=0x)  Line 44 + 0x6 bytes	C++


msvcp80.dll!std::basic_stringchar,std::char_traitschar,std::allocatorchar 
::_Copy(unsigned int _Newsize=30, unsigned int _Oldlen=31)  Line 2036	C++

msvcr80.dll!malloc(unsigned int size=1243388)  Line 163 + 0x63 bytes
C
osg37-osgDB.dll!0029bcb3()  
osg37-osg.dll!1008ef44()
 	msvcr80.dll!memcpy_s(void * dst=0x03a95808, unsigned int 
sizeInBytes=47, const void * src=0x0023, unsigned int count=47) 
Line 67 + 0xc bytes	C
 	msvcp80.dll!std::char_traitschar::_Copy_s(char * 
_First1=0x61702f73, unsigned int _Size_in_bytes=1667855474, const char * 
_First2=0x6554656c, unsigned int _Count=1920300152)  Line 576	C++

65637275()  

Not very useful... I know...

Can anyone suggest some avenues for investigation I might have overlooked?

Thanks in advance,

J-S
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Re: [osg-users] I get errors when trying to render to a luminance buffer...

2008-06-02 Thread Viggo Løvli

Hi,

When one float mode did not work then I tried all modes I could see in the gl.h 
file. The result on my end was the same every time: 10SPF (seconds per frame) 
instead of 30 FPS which I had when testing with GL_RGBA. The first I tried was 
GL_LUMINANCE16F_ARB. I figured that I'd start with a simple one (not 32 bit). 
My blend function settings are source = ONE, destination = ONE.  

The solution I have now where I use 18 bit with 14 overlapping bits in an 
unsigned byte RGBA (GL_RGBA mode with additive blend), works, but it would work 
much better if I had 32 bits to play with. So, I will have to research this 
further in the future. I have to move on now though, the research code done so 
far has proven that the technology I am researching works.

 Viggo



 Date: Mon, 2 Jun 2008 16:53:24 +0200
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] I get errors when trying to render to a  
 luminance   buffer...
 
 Category: FBO, blending, H/W
 
 Well, I run a different setting from the previous one I mentioned.
 I use osg 1.2 (yeah yeah, I promise to upgrade soon). I haven't integrated 
 particle system to my application but I use 1 big billboard with transparency.
 Until now my FBO cameras used GL_RGBA16F_ARB textures, and also the texture 
 for the billboard was GL_RGBA16F_ARB.
 I just changed all of them to GL_RGBA32F_ARB and the scene renders correctly. 
 (with transparency).
 I haven't tried to save the frames to files and check the precision so I've 
 no way to know if the driver didn't fall back to half-float, but I don't 
 believe it would do that anyhow. I'd excpect that if there were troubles they 
 would be the same as yours. But I get solid frame rate of 80+ Hz.
 (just as before I added the billboard with the blending mode to the scene).
 Again, I work with nVIDIA 8800 GT, driver 6.14.11.6921, on windows XP.
 
 Do you want to send me .osg scenes, or code that I'll test on my machine?
 Maybe you ment GL_LUMINANCE_ALPHA32F_ARB format? If so tell me how to set it 
 up instead of the RGBA format and I'll try it.
 
 Guy. 
 
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport
 Sent: Monday, June 02, 2008 2:22 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] I get errors when trying to render to a luminance 
 buffer...
 
 Hi,
 
 (I'm not the guy with the original problem, just interested...)
 
 Guy wrote:
  Hello,
  
   
  
  Category: FBO, blending, H/W
  
   
  
   I don't understand exactly what do you mean but H/W blending with float 
  is not supported.
  
  I know for sure that we render particle effect with transparency to 
  float (16bit) FBO, and get the correct results. We also get that with a 
  decent frame rate (100-200Hz depending on the number of particles).
 
 I'm interested in transparency with 32bit floats (alpha blending). Have 
 you tested that? I would like to know if it is supported in hardware.
 
  
   
  
  So I've the feeling that I didn't understand what you mean be blend.
  
   
  
  Our H/W is nVIDIA 8800 driver 6.14.11.6921 osg2.0 I think J
  
   
  
  I'd appreciate if you clarify your problem.
  
  Thanks,
  
  Guy.
 
 jp
 
  
   
  
  
  
  *From:* [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED] *On Behalf Of *Viggo 
  L?vli
  *Sent:* Monday, June 02, 2008 11:29 AM
  *To:* OpenSceneGraph Users
  *Subject:* Re: [osg-users] I get errors when trying to render to a 
  luminance buffer...
  
   
  
  Hi again :-)
   
  I abandoned the idea of using a floating point buffer.
  I went into the thinking box and came to the same conclusion as you 
  wrote about in the end of your comment.
   
  I needed a quite high resolution so I decided to use all 4 channels 
  (RGBA). The numbers I want to accumulate is seldom large, so I needed 
  most resolution in the lower scale.
  I thus decided to use RGBA where R is most significant and A is least 
  significant.
  Bit usage is:
 R = 6 bits
 G = 5 bits
 B = 4 bits
 A = 3 bits
  All non used bits will overlap with next channel.
   
  I am using this to generate a pixel weight when rendering many 
  volumetric clouds on top of each other on screen. Naturally most 
  overlapping clouds will be further away from camera, so I needed as high 
  a number of overlap bits on the lest significant buffers that I could 
  get. My usage accepts in worst case 32 overlapping pixels with maximum 
  weight (in the distance). I think that is something I can live with :-)
   
  Anyhow, I got a range (18 bit) that was good enough for my usage and it 
  gives a decent cloud sorting for clouds seen up to 40 kilometers away.
   
  I must stress one point:
  - If you ever try using the alpha channel for this then remember to turn 
  off alpha-clipping (set alpha-func to always).
   
  Viggo
  
  
   Date: Mon, 2 Jun 2008 10:05:24 +0200
   From: [EMAIL PROTECTED]
  

Re: [osg-users] osgdb-png plugin crash (release only)

2008-06-02 Thread Jean-Sébastien Guay

Hi again,

Of course, the minute after I pressed the send button, I found the 
source of the problem, and this was the assertion that was false:


I also tried renaming the 
PNG DLLs (libpng13.dll and libpng13d.dll) adding .bk to see if those 
were really the libs it was picking up, and it seems so.


The stock osgviewer was getting the libpng13.dll in its own bin 
directory, but my application was getting one that ships with GTK for 
Windows, and which is probably a slightly different version. This of 
course is caused by the fact that the Windows puts the directory from 
which an executable runs first in the search order for DLLs.


Sorry for the noise.

J-S
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Re: [osg-users] osgDEM usage...

2008-06-02 Thread ümit uzun

Hi Shayne;

I think You should use image which has a georeferenced data. So if you download 
images from osgdem wiki instroductions, it is normally getting wrong results. I 
will fix the osgdem wiki page in a few days. The instructions belongs for 
previous version of osgdem.

If you want to create terrain database with hight relief, first of all you 
should an image which has a georeferenced data ( for example you can download 
geospatial images from http://seamless.usgs.gov/ and dem files from 
http://geoengine.nga.mil/geospatial/SW_TOOLS/NIMAMUSE/webinter/rast_roam.html ) 
or you have to learn using gdal ( http://www.gdal.org/ ), especially gdal_vrt ( 
http://www.gdal.org/gdal_vrttut.html ) to make add georeference data to any 
image. 

For example you downloaded x.tif and its releated y.dem data from given web 
pages. Then you can use this command;

osgdem -t x.tif -d y.dem -v 5.0 -so builde.source -o database/sample_terrain.ive
osgdem -s build.source -l 4

Then you should have an terrain with height relief. This can be a bit complex 
but you should search about osgdem from mail-list ( 
http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user/ ) and always try 
to use georeferenced images.

Good Luck;


ÜMİT UZUN


 Date: Mon, 2 Jun 2008 19:54:25 +0100
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] osgDEM usage...
 
 Hi Shayne,
 
 On Mon, Jun 2, 2008 at 5:20 PM, Tueller,  Shayne R Civ USAF AFMC 519
 SMXS/MXDEC  wrote:
 The files were originally PNG files that I converted per the instructions on
 the wiki to the .tif format. Whether or not that makes them GeoTiffs I don't
 know. How can I convert the files to GeoTiffs?
 
 If you want to do any geospatial work then you really need to
 familiarise yourself with tools like gdal, they have plenty of docs an
 links on their project website.  VirtualPlanetBuilder uses GDAL
 internally, so what you learn about gdal also will help you understand
 about what VPB can handle.
 
 Robert.
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Re: [osg-users] osgDEM usage...

2008-06-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks to all who have replied to my inquiries thus far regarding osgdem
usage. Your input is much appreciated. 

I will take what's been suggested and make some more progress. I'm sure I'll
have more questions...

Regards,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ümit uzun
Sent: Monday, June 02, 2008 2:18 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgDEM usage...


Hi Shayne;

I think You should use image which has a georeferenced data. So if you
download images from osgdem wiki instroductions, it is normally getting
wrong results. I will fix the osgdem wiki page in a few days. The
instructions belongs for previous version of osgdem.

If you want to create terrain database with hight relief, first of all you
should an image which has a georeferenced data ( for example you can
download geospatial images from http://seamless.usgs.gov/ and dem files from
http://geoengine.nga.mil/geospatial/SW_TOOLS/NIMAMUSE/webinter/rast_roam.htm
l ) or you have to learn using gdal ( http://www.gdal.org/ ), especially
gdal_vrt ( http://www.gdal.org/gdal_vrttut.html ) to make add georeference
data to any image. 

For example you downloaded x.tif and its releated y.dem data from given web
pages. Then you can use this command;

osgdem -t x.tif -d y.dem -v 5.0 -so builde.source -o
database/sample_terrain.ive
osgdem -s build.source -l 4

Then you should have an terrain with height relief. This can be a bit
complex but you should search about osgdem from mail-list (
http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user/ ) and always
try to use georeferenced images.

Good Luck;


ÜMİT UZUN


 Date: Mon, 2 Jun 2008 19:54:25 +0100
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] osgDEM usage...
 
 Hi Shayne,
 
 On Mon, Jun 2, 2008 at 5:20 PM, Tueller,  Shayne R Civ USAF AFMC 519
 SMXS/MXDEC  wrote:
 The files were originally PNG files that I converted per the instructions
on
 the wiki to the .tif format. Whether or not that makes them GeoTiffs I
don't
 know. How can I convert the files to GeoTiffs?
 
 If you want to do any geospatial work then you really need to
 familiarise yourself with tools like gdal, they have plenty of docs an
 links on their project website.  VirtualPlanetBuilder uses GDAL
 internally, so what you learn about gdal also will help you understand
 about what VPB can handle.
 
 Robert.
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] OpenSceneGraph 2.4.1 stable release?? If/when/when/who

2008-06-02 Thread Eric Sokolowsky
I'm willing to help port bug fixes back to stable branches. I have an 
ulterior motive though; I made a particular change in the Inventor 
plugin that is now in SVN that I would like to see in a stable release. 
I think that only bug fixes should be ported back; API changes would 
have to wait for a developer release or a new stable release. This would 
prevent SO version conflicts between release and developer versions.


-Eric


Robert Osfield wrote:

Hi Paul,

On Mon, Jun 2, 2008 at 4:03 PM, Paul Melis [EMAIL PROTECTED] wrote:

Why not branch to _create_ the 2.6.x series, instead of branching _after_
2.6.0? The former is far more commonplace.


The system since the 1.9.x dev series has been that we tag when ready
to officially make a release, with the 1.9.x series converging towards
a point when 2.0.0, using the last few dev releases as release
candidates, and finally the trunk was in good enough state to have
2.0.0 tagged from SVN trunk.

The other approach, which you suggest, is rather than use the dev
releases as release candidates, branch a stable release when we get to
a feature freeze period and then make release candidates based on this
branch.  The final official release would then bee a branch + a
revision number than holds the particular release in a point in time.

When moving to having maintainence releases of a stable series using
dev series as pre releases doesn't work, as the dev series already
heads off in towards then next major stable point release.  So... now
we a proposing the stable maintaince releases then we need to move to
a new system - branch first then stabilising this code base in
readiness for a 2.4.1, 2.4.2 seems like the way to go from here on
out.

For 2.6.0, it'd suggest we use SVN trunk/later 2.5.x dev series as pre
releases of 2.6.0 get things tested enough to know we are roughly in
the right ball park functionality/quality wise, then copy trunk across
to a 2.6.0 branch and then use this as the base of release candidate
series before the final 2.6.0.   Once the 2.6.0 branch happens the
stable release maintainer would then become actively involved in
shepherding the code base to its eventual official release.


As the differences between 2.4 and SVN are still small now is the time to
start the process...
I'm willing to help to backport fixes and other things from trunk to the 2.4
branch. I can't tell you at this moment if this would be a long-term
commitment, though.


I think it'd be hard for anyone to sign up long term to something,
taking short term responsibility won't be a problem as long as we all
follow a set of systems that are published and adhered too/use the
same scripts/tools - so others can easily drop in to help out when
others move on/are away on holiday.

Right now we don't have all the systems published/scripts etc, so it'd
be a case of documenting as we go along.  First step is to find a set
of volunteers who are willing to going along this journey, get them
write access to making branches of the OSG.  It might even be worth
having a scratch pad set of branches that we can new maintainers can
experiment with.

I'm open to suggestions.

Robert.
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Re: [osg-users] osgDEM usage...

2008-06-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert (or anyone else),

Can you enlighten me on the --TERRAIN, --LOD, and --PagedLOD options in
osgdem?

What are the benefits or drawbacks for using these? Which is the best
combination to use for performance, quality, etc.?

Thanks,
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, June 02, 2008 12:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgDEM usage...

Hi Shayne,

On Mon, Jun 2, 2008 at 5:20 PM, Tueller,  Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
 The files were originally PNG files that I converted per the instructions
on
 the wiki to the .tif format. Whether or not that makes them GeoTiffs I
don't
 know. How can I convert the files to GeoTiffs?

If you want to do any geospatial work then you really need to
familiarise yourself with tools like gdal, they have plenty of docs an
links on their project website.  VirtualPlanetBuilder uses GDAL
internally, so what you learn about gdal also will help you understand
about what VPB can handle.

Robert.
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Re: [osg-users] avoid Esc key on keyboard

2008-06-02 Thread Guy
OSG1.2

 

Hello Eric.

You can also try changing the setup parameters of the viewer to something like 
this:

 

viewer-setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS  
~osgProducer::Viewer::ESCAPE_SETS_DONE );

 

Good luck,

 Guy.



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Serge Lages
Sent: Monday, June 02, 2008 5:08 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] avoid Esc key on keyboard

 

Hi Eric,

As the compiler said, the 
osgProducer::KeyboardMouseCallback::setEscapeSetDone(bool) method is not 
static, so just call it from your osgProducer viewer object 
(viewer-setEscapeSetDone(false)) and it should work.

Cheers,

On Mon, Jun 2, 2008 at 4:57 PM, Eric Pouliquen [EMAIL PROTECTED] wrote:

Hi,

  i'm using OSG 1.2 on an old project,  and  i want to switch off the default 
Esc key behavior (exiting my application).
  This project uses a osgProducer::viewer, and i created a class herited of 
GUIeventHandler to manage mouse and keyboard events. I can manage all keys 
except the 'Esc' key...
  Someone said to look at the 
osgProducer::KeyboardMouseCallback::setEscapeSetDone(bool), i see in it in the 
corresponding code, but how can i use it (a simple call causes an error due to 
non static style of the function) in my app ?

  I tried to manage the Esc key in the handle function, returning true, and 
pushing front the handler in the eventHandlerList, but it doesn't work.

Help :)

Robert Osfield a écrit :

Hi Paul,

On Mon, Jun 2, 2008 at 1:23 PM, Paul Melis [EMAIL PROTECTED] wrote:
 

Doing a diff between the 2.4 and current SVN headers it seems the API
changes that break things are minimal:
...
So porting from 2.4 to 2.6 (when it comes out) should be fairly easy, unless
you do deep stuff with database/terrain paging.
   


Indeed, even these API changes are unlikely to affect the majority of
users. In fact
the 2.0 to 2.2 to 2.4 to the eventual 2.6 are all likely to be
relatively painless ports.

 

What would be the exact premise for a 2.4 series? Keep the API stable, while
only providing bug fixes now and then?
   


This would be the rough plan - to keep a stable API, and if possible
binary compatible
too where possible, and just make stable releases when particular
fixes are really needed, it might be that the maintainer will just
declare some fixes as ones that will be dealt with by the next major
point stable release.

New features I would not expect to be something to roll into stable
release series, it might be occasional that a bug fix comes with a new
feature or change in a feature in which case the maintainer will just
have to show some discretion.

The aim should be to help users that require stable releases, wishing
to avoid the need for open ended porting to new versions - at most an
upgrade to a stable minor point release should be a recompile of the
OSG and their app, this is something that needs to be done
consistently so users needn't worry about extra porting work coming
about due to these extra releases.

 

What about additions, like new
examples (e.g. osgscreencapture), CMake 2.6 support, threaded HTTP fetching
of models? Browsing a bit through the SVN log I think the number of fixes to
backport at this point is relatively minor. But backporting for example
support for CMake 2.6 might be a bit too much, though (haven't looked at it
in detail). The amount of maintenance is therefore directly linked to what
you expect a stable branch to contain compared to the development code...
   


It's support for CMake 2.6 which is one of the motivations for make a
2.4.1, as well as the bug fixes.

In terms of making a 2.4.1, we could either use SVN trunk as the
source and not bother back porting, or do the job by back porting to
2.4.  Just taking SVN would be quicker and less initial work, but it'd
introduce new features into the bag that haven't been tested
thoroughly yet, but then there is always 2.4.2 to fix all the problems
in 2.4.1 ;-)

If I were to tag a 2.4.1 right now I'd just use SVN as I don't have
the time to review all the different changes and back porting them to
2.4.

Robert.
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