Re: [osg-users] [osg-submissions] AC3D Texture clamping

2008-10-23 Thread Mathias Fröhlich

Ok,

I did not get any answer from John.
I will now submit a change to revert the behaviour to be unconditional ac3d 
conformant.

Greetings

Mathias

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Re: [osg-users] Simplifier algorithm

2008-10-23 Thread Paul Melis

Paul Martz wrote:
My investigation into this shows that the Simplifier is great at what 
it does -- collapsing edges and preserving exact boundaries -- and 
can't (easily) be made to simplify models such as sbad.osg in my prior 
posting. I think we should leave the Simplifier unchanged, as it 
provides excellent support for VPB.
 
I think OSG could benefit from implementing possibly multiple 
simplification algorithms, in particular, some kind of polygon 
decimation algorithm that removes vertices from nearly planar surfaces 
and identified boundary edges, based on an error tolerance. I see vtk 
employs such an algorithm, but I'll investigate further to see what 
else might be suitable and more modern.
Be sure to take a look at CGAL (http://www.cgal.org). It has got many 
algorithms to work on 2D and 3D geometry, including mesh simplification 
(see the Geometry Processing chapter in the manual). I haven't used it 
myself, but it looks very interesting.


Paul
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Re: [osg-users] Having trouble grasping OSG concepts

2008-10-23 Thread Frank van Meurs

Jean-Sébastien Guay wrote:

Hello Frank,

I think that it's probably due to the fact that I'm fairly new at this 
whole game. 

[SNIP long, very helpful text]


Hope this helps,


Yes, a great deal. Thanks a lot! I think I'll be paying a visit to some 
bookshops very soon. :)


Frank

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Re: [osg-users] choppiness on 2nd graphics card with 4 monitors

2008-10-23 Thread Robert Osfield
Hi Joe,

This sounds like a driver issue.  Could you please try enabling vsync,
as then you will get a better picture of the load balancing in a usage
model that end users should be using.

Robert.

On Wed, Oct 22, 2008 at 5:39 PM, Joe Lyga [EMAIL PROTECTED] wrote:
 I'm having an issue with a program that I'm working on that uses OSG.  I
 have a machine running windows vista that has two Geforce 8800 GTX graphics
 cards.  I'm running these cards with SLI disabled so I can hook up 4
 monitors, with 2 on each graphics card.  In display properties, I have
 monitor 1 (hooked up to the first graphics card) set as the primary monitor,
 and the windows desktop extended onto the other 3.

 Anyway, when I'm running this program in windowed mode on the first or
 second monitors (which are hooked up to the first graphics card), I'm
 getting a good framerate (around 600 fps) with smooth motion.   If I simply
 drag the window to the third or fourth monitors (which are hooked up to the
 second graphics card), the framerate drops to around 100 fps and the motion
 becomes choppy.  I took some screenshots of the stats on both.  The first
 image is with the program running on monitors connected to the first
 graphics card, and the second is on monitors connected to the second
 graphics card.

 One thing I tried was disabling the two monitors hooked up to the first
 graphics card (by setting the windows desktop to not extend onto these two
 monitors).  As a result, trying to run the program running in a window on
 monitors 3 or 4 (hooked up to the second graphics card) gave a good
 framerate without any choppiness.

 I've been trying to figure out what's been causing the choppiness with
 running the program on monitors connected to the second graphics card.  Does
 anyone have any experience with running multiple monitors on multiple
 graphics cards?
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Re: [osg-users] Optimization

2008-10-23 Thread Can T. Oguz
Please note that PositionAttitudeTransform nodes are multiple, and the rest
is single (Geode - Geometry ...)

2008/10/23 Can T. Oguz [EMAIL PROTECTED]

 Hi Robert,

 I've attached a model description and a screen capture to make it clear.
 What I understand is that :

 Model 1, with high number of faces (some unnecessary)
 Model 2, with low number of faces (only visible)

 Model 1 is much more efficient (almost doubles the frame count) And the
 reason is Model 2 brings more CPU time because of lacking gl display lists?
 If I get it right, what I need to do is minimize the number of Geometry
 nodes. Right?

 In addition to this, I've observed that the frame rate loss happens with
 far camera positions (as expected)  So I tried to use overlay nodes but
 couldn't get much use of that. So I've decided to create a hand made texture
 during object regeneration and use it in the far LOD node.

 Thank you very much for your guidance,

 Can

 2008/10/22 Robert Osfield [EMAIL PROTECTED]

 HI Can,

 The bottleneck is very unlikely to be fill rate so optimizing of faces
 won't be an advantage, and if you increase the CPU, bandwidth or
 vertex processing overhead with this change you will see a net loss.

 As for optimizing, the best way would be create the boxes yourself and
 place them into a set of osg::Geometry where each Geometry contains a
 say a 5 by 5 cube of your boxes, then position these (or perhaps even
 this) geometry around your scene using transforms.

 Robert.

 On Wed, Oct 22, 2008 at 4:00 PM, Can T. Oguz [EMAIL PROTECTED] wrote:
  Hi,
 
  I have a seen with about 10,000~100,000 textured boxes. They were mostly
  aligned on top of each other so instead of using osg::Box, I've prepared
 the
  equivalent with only visible faces (textured quads) But I've got lower
 frame
  rates with this optimized scene. So I want to ask what kind of
 optimizatin
  does OSG run (except display lists)?
 
  Thanks for reading,
 
  Can
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Re: [osg-users] Playing movie on OSG for novice

2008-10-23 Thread Ümit Uzun
Hi Stephan,

Firstly thanks so much for your reply. I think anyone has no idea about
problem of qt_plugin except you.

I have tried your suggestion and the result is same. It opens the video's
first frame on the viewer but video's sound frame is going on. I can't find
where is my omission.

Movie frame going on in console as below;

movietime: 10.4294 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.4505 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.4705 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.4952 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.5152 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.5362 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.5562 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.5822 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.6033 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.6253 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.6453 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.6703 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.6904 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.7114 rate: 1 state 0 playing: 1 done 0  1/1
movietime: 10.7324 rate: 1 state 0 playing: 1 done 0  1/1
...

Is it possible that I am using wrong include and library files and folders
from quicktime sdk while giving these paths to cmake. My configuration for
cmake is;

QUICKTIME_INCLUDE_DIR : C:/Program Files/QuickTime SDK/CIncludes
QUICKTIME_LIBRARY : C:/Program Files/QuickTime SDK/Libraries/QTMLClient.lib

Thanks and Regards.

Umit Uzun

2008/10/22 Stephan Maximilian Huber [EMAIL PROTECTED]

 Hi,

 Ümit Uzun schrieb:


 C:\Documents and Settings\umitu*osgmovie C:\Documents and
 Settings\umitu\Deskto
 p\hancock-tsr2_h320.mov*
 Warning: Could not find plugin to read objects from file C:\Documents and
 Settings\umitu\Desktop\hancock-tsr2_h320.mov.
 Unable to read file C:\Documents and
 Settings\umitu\Desktop\hancock-tsr2_h320.mov

 But when I open the C:\Program Files\OpenSceneGraph\bin\osgPlugins-2.6.1,
 osgdb_qt.dll plugin is exist. But after I changed the osgdb_qt.dll name to
 osgdb_mov.dll the video can open but it shows first frame of video while
 the
 video sound continue normal frame rate.

 Don't rename the plugin, load it via command-line-flag. The
 quicktime-plugin can handle various movie-formats so the hardwiring of
 file-extension and plugin does not help here.

 try osgmovie -e qt yourmoviefile.mov

 It works for me with osg 2.4, I'll try to rebuild osg to test against
 current SVn.

 Can you increase the verbositiy of osg::notify, perhaps you'll get some
 informative debug-output, why the movie isn't updating.

 cheers,

 Stephan

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Re: [osg-users] Sequence and Problems with the osgsequence Example

2008-10-23 Thread Robert Osfield
Hi Alan,

osgsequence is working for me.  Could you explain your exact steps in
recreating the problem in osgsequence so that others can reproduce the
problem.   If we can get others to reproduce the problem then
hopefully we'll be able to see a pattern emerge that can help use home
in on what the problem is.

W.r.t state needing to be dirtied, this isn't relevant to
osg::Sequence as it doesn't have an state, it's just a self contain
node, that only affects traversal of the scene graph, not any OpenGL
state.

Robert.

On Wed, Oct 22, 2008 at 6:04 PM, Alan Ott [EMAIL PROTECTED] wrote:
 Hello,

 First, I'd like to say Thank You to Robert, Simba, and Chris Denham for
 helping me with my last problem with the DatabasePager. Chris's suggestion
 worked great.

 I just recently upgraded from OSG 2.4 to 2.6 because I needed multisample
 support for my FrameBuffer Objects. When I did this, everything worked fine
 execpt for two things which may be related. The first was with osgEphemeris,
 and I found someone in an archive who was able to fix that problem by making
 sure that the computed sky texture was marked dirty() when changed. Robert
 said on the list that it [had] been relying upon an inefficiency in the
 osg::Texture2D::setImage() method that has now been fixed, so only really
 worked previously by fluke. This leads me to believe that maybe more
 efficiency changes were made between OSG 2.4 and 2.6 which could be causing
 my next problem.

 The second problem I have is that none of my Sequences seem to work right. I
 tried a lot of things outside OSG to make it work, and eventually did a diff
 on the OSG 2.4 version of osg/Sequence.cpp and the OSG 2.6 version to find
 out that they are identical.

 The problem goes like this. When I load a model with an Sequence in it, the
 sequence runs one time. I cannot restart it ever. If I load the model, then
 find the sequence node and stop it before it's drawn, I can never start the
 sequence. This worked great in OSG 2.4.

 So I built the osgsequence example in 2.4 and 2.6, and as I suspected, the
 2.4 version of osgsequence works great, but the 2.6 version does not.

 I'm not sure what the problem is, since like I said, Sequence.cpp hasn't
 changed at all. My suspicion is that, like the osgEphemeris problem
 described above, something in 2.6 has been fixed so that it requires
 notification of a change of state in the Sequence (something like a dirty()
 being called?). Of course this is only suspicion, and I have not been able
 to debug it very well. I'm hoping someone who knows the code better than I
 do will be able to find the problem quickly.

 So I guess that's it. I think that if the osgsequence example could be made
 to work, that my sequence problems would be fixed.

 Thanks for all your help, and again, thank you for Open Scene Graph,

 Alan.

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Re: [osg-users] Simplifier algorithm

2008-10-23 Thread Robert Osfield
Hi Paul,

On Wed, Oct 22, 2008 at 10:58 PM, Paul Martz [EMAIL PROTECTED] wrote:
 My investigation into this shows that the Simplifier is great at what it
 does -- collapsing edges and preserving exact boundaries -- and can't
 (easily) be made to simplify models such as sbad.osg in my prior posting. I
 think we should leave the Simplifier unchanged, as it provides excellent
 support for VPB.

VPB has actually moved on from using Simplifier exclusively :-)

VPB now works best when generating osgTerrain::TerrainTile based paged
databases that just store height fields.  Although osgTerrain itself
might soon have an option use the Simplifier...

As a general note, I would have thought that one could adapt
Simplifier to collapse boundary edges, it might not be straight
forward but it might still be quicker than writing a new one in
parallel.  Any new algorithm will need to be maintained, so the more
code that comes with it will generally mean more work long term.

 I might have funding for this, depending on how much work it'll be. Robert,
 do you recall how many engineering hours (not calendar time) you spent
 implementing the Simplifier?

I'm afraid I didn't log the hours specifically for the Simplifier (it
was done as part of a much large project), given the number of lines
of code I would guess that the code took between two and four weeks to
write.   There has also been a couple of weeks worth of
maintenance/enhancements on it since it's inception over four years
ago.

Robert.
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Re: [osg-users] Optimization

2008-10-23 Thread Can T. Oguz
And the results are :

Event .05
Update .01

Cull *15.26*
Draw 7.21
GPU 7.05

That's just what you saw. Now I'll get rid of PATs and position each box
with its 'center' parameter. I'll keep you posted with the results.

Thanks again,

Can

2008/10/23 Robert Osfield [EMAIL PROTECTED]

 Hi Can,

 Your bottleneck is almost certainly CPU, in both your model cases.
 Using display lists is important.  As for faces, if you are concerned
 about fill then enable OpenGL back face culling, and don't both with
 any scene graph representations of it.

 Please use the StatsHandler to profile what the update, event, cull,
 draw dispatch and draw GPU time are.  This will tell you a huge amount
 about where the bottlnecks are.  When doing optimization work always
 examine the costs of the different phases of the frame
 (update,event,cull, draw dispatch, draw GPU), and then look to address
 the largest of these first.

 In your case the use of many thousands of PostionAttitudeTransforms is
 likely to make the cull traversal slow, the draw dispatch traversal
 will also be relatively high.  You want to avoid all these transforms.
  You could just build all the data in a single osg::Geometry, which
 would almost entirely elliminate the CPU costs for cull and draw
 dispatch.  Modern graphics cards can deal with lots of geometry and
 fill so you'll be surprised how much performance you'd get once you
 remove the bottlenecks.

 Robert.

 On Thu, Oct 23, 2008 at 8:56 AM, Can T. Oguz [EMAIL PROTECTED] wrote:
  Hi Robert,
 
  I've attached a model description and a screen capture to make it clear.
  What I understand is that :
 
  Model 1, with high number of faces (some unnecessary)
  Model 2, with low number of faces (only visible)
 
  Model 1 is much more efficient (almost doubles the frame count) And the
  reason is Model 2 brings more CPU time because of lacking gl display
 lists?
  If I get it right, what I need to do is minimize the number of Geometry
  nodes. Right?
 
  In addition to this, I've observed that the frame rate loss happens with
 far
  camera positions (as expected)  So I tried to use overlay nodes but
 couldn't
  get much use of that. So I've decided to create a hand made texture
 during
  object regeneration and use it in the far LOD node.
 
  Thank you very much for your guidance,
 
  Can
 
  2008/10/22 Robert Osfield [EMAIL PROTECTED]
 
  HI Can,
 
  The bottleneck is very unlikely to be fill rate so optimizing of faces
  won't be an advantage, and if you increase the CPU, bandwidth or
  vertex processing overhead with this change you will see a net loss.
 
  As for optimizing, the best way would be create the boxes yourself and
  place them into a set of osg::Geometry where each Geometry contains a
  say a 5 by 5 cube of your boxes, then position these (or perhaps even
  this) geometry around your scene using transforms.
 
  Robert.
 
  On Wed, Oct 22, 2008 at 4:00 PM, Can T. Oguz [EMAIL PROTECTED] wrote:
   Hi,
  
   I have a seen with about 10,000~100,000 textured boxes. They were
 mostly
   aligned on top of each other so instead of using osg::Box, I've
 prepared
   the
   equivalent with only visible faces (textured quads) But I've got lower
   frame
   rates with this optimized scene. So I want to ask what kind of
   optimizatin
   does OSG run (except display lists)?
  
   Thanks for reading,
  
   Can
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Re: [osg-users] Playing movie on OSG for novice

2008-10-23 Thread Stephan Maximilian Huber

Hi,

Ümit Uzun schrieb:

Hi Stephan,

Firstly thanks so much for your reply. I think anyone has no idea about
problem of qt_plugin except you.

I have tried your suggestion and the result is same. It opens the video's
first frame on the viewer but video's sound frame is going on. I can't find
where is my omission.

  

Hmm, I tried the current svn, and it plays quicktime-videos just fine.

What graphics-card are you using? Perhaps it's a driver related problem, 
the movie playback utilizes PixelBufferObjects. Does the 
osgimagesequence-example work on your computer?


And: can you play your movie with the Quicktime-Player? What version of 
quicktime is installed? Have you tried another movie?


HTH,
Stephan

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[osg-users] The best way to make some object in a scene render after and infront everything else.

2008-10-23 Thread Chris Denham
I am trying to acheive an effect whereby some geometry in a scene is 
rendered after and in front of everything else.
What I want to be able to do is show an osgManipulator::Dragger node 
attached to an object in a scene, but show it infront of everything, I guess 
a bit like a HUD, but where only the Dragger is rendered on the HUD.
For anyone that has used Maya, the effect I want is similar to the 
translation/rotation/scaling manipulators, i.e. where they can be used and 
seen regardless of what objects that would normally be obscuring them.

What's the best way to implement that?
The most obvious way seemed to me to create a HUD style postrender camera to 
render the manipulator on top of the normally rendered scene. But I'm not 
100% sure how to get it to only render the manipulator in the scene. Do I 
need to use nodemasks, or do I need to move the manipulator into an empty 
HUD scene along with its local to world transform?
Neither method seemed very elegant to me, so just wondering if anyone's got 
a better idea.
Chris D. 


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[osg-users] Examples for OSG+OpenGL+HLSL

2008-10-23 Thread dmu_rhx
Hi! Robert.Thank you. Osgteapot example is a pure opengl code. Can you tell me 
other examples for OSG+OpenGL+HLSL. Thanks.  
rhx?HI rhx?

20008/10/22 dmu_rhx dmu_rhx at 163.com:
 Hi!
 I have developed a program with opengl+cg. Now I want to use this program in
 OSG, and I know that OSG supports glsl. Does OSG support Opengl+Cg?

The OSG itself does not support Cg, GLSL is the route to the full
programmable pipeline.

Marco Jez released an osgNV NodeKit that did provide Cg support ontop
of the OSG, but hasn't updated this project and no longer support it.

If you already have your own implementation then potentially you could
implement a custom Drawable and wrap up all your OpenGL code and Cg
calls, but you'd have to be very careful about state leaking in and
out of your drawable.  osgteapot provides a very simple example of
this approach.

Robert.
 
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Re: [osg-users] Examples for OSG+OpenGL+HLSL

2008-10-23 Thread Rosario Leonardi
ehm... HLSL is the high level shading language for direct X, I don't 
know any porting of openscenegraph for directX.
If you want to use some HLSL shader you can convert them to GLSL with 
the hlsl2glsl tool. http://sourceforge.net/projects/hlsl2glsl


dmu_rhx ha scritto:

Hi! Robert.
Thank you. 
Osgteapot example is a pure opengl code. Can you tell me other examples for OSG+OpenGL+HLSL. 
Thanks.

  rhx
 
HI rhx?


20008/10/22 dmu_rhx dmu_rhx at 163.com 
http://lists.openscenegraph.org/listinfocgi/osg-users-openscenegraph.org:
/ Hi!
// I have developed a program with opengl+cg. Now I want to use this program in
// OSG, and I know that OSG supports glsl. Does OSG support Opengl+Cg?
/
The OSG itself does not support Cg, GLSL is the route to the full
programmable pipeline.

Marco Jez released an osgNV NodeKit that did provide Cg support ontop
of the OSG, but hasn't updated this project and no longer support it.

If you already have your own implementation then potentially you could
implement a custom Drawable and wrap up all your OpenGL code and Cg
calls, but you'd have to be very careful about state leaking in and
out of your drawable.  osgteapot provides a very simple example of
this approach.

Robert.
  




[] ??- 
http://popme.163.com/link/003985_1010_7027.html



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Re: [osg-users] Examples for OSG+OpenGL+HLSL

2008-10-23 Thread Wang Rui
Hi, dmu_rhx

HLSL is for Microsoft Direct3D only. I don't think it can work with OpenGL
or OSG.
osgteapot is a good example for realize how OSG and OpenGL work together.
And there are many other examples, such like the Navy OSG tutorials, tell
you how to use GLSL in OSG.

Wang Rui
2008/10/23 dmu_rhx [EMAIL PROTECTED]

 Hi! Robert.

 Thank you.

 Osgteapot example is a pure opengl code. Can you tell me other examples for 
 OSG+OpenGL+HLSL.

 Thanks.

   rhx




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Re: [osg-users] The best way to make some object in a scene render after and infront everything else.

2008-10-23 Thread Robert Osfield
Hi Chris,

You can achieve this affect several ways but the simplicist would
probably be to state the RenderBin number of the subgraph that you
want o overlay to a high figures, something like 11 or more to draw
after the default transparent bin, then disable the depth test so the
all fragments of the dragger are drawn.

Robert.

On Thu, Oct 23, 2008 at 10:39 AM, Chris Denham [EMAIL PROTECTED] wrote:
 I am trying to acheive an effect whereby some geometry in a scene is
 rendered after and in front of everything else.
 What I want to be able to do is show an osgManipulator::Dragger node
 attached to an object in a scene, but show it infront of everything, I guess
 a bit like a HUD, but where only the Dragger is rendered on the HUD.
 For anyone that has used Maya, the effect I want is similar to the
 translation/rotation/scaling manipulators, i.e. where they can be used and
 seen regardless of what objects that would normally be obscuring them.
 What's the best way to implement that?
 The most obvious way seemed to me to create a HUD style postrender camera to
 render the manipulator on top of the normally rendered scene. But I'm not
 100% sure how to get it to only render the manipulator in the scene. Do I
 need to use nodemasks, or do I need to move the manipulator into an empty
 HUD scene along with its local to world transform?
 Neither method seemed very elegant to me, so just wondering if anyone's got
 a better idea.
 Chris D.
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Re: [osg-users] Playing movie on OSG for novice

2008-10-23 Thread Ümit Uzun
Gi Stephan,

Hmm, I tried the current svn, and it plays quicktime-videos just fine.

 What graphics-card are you using? Perhaps it's a driver related problem,
 the movie playback utilizes PixelBufferObjects.


I am using ATI Mobility Radeon HD 2300 on 2GB Memory and Core2 Duo CPU and
XP OS and OSG 2.6.1

Does the osgimagesequence-example work on your computer?


 Yes' osgimagesequence sample working good on my system.

And: can you play your movie with the Quicktime-Player?


Yes, I can play the same movie with Quicktime-Player which osgmovie can't
open easly.

What version of quicktime is installed?


QuickTime 7.3 and QuickTime Player 7.3

Have you tried another movie?


Yes, I have tried different movie and different format video but the result
is same always.

Thanks so much.

Umit Uzun



 HTH,

 Stephan

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[osg-users] Localization problem

2008-10-23 Thread Roman Grigoriev
Hi guys!

I try to translate my osg text to my local language have wrong symbols

I've done it using this way.

Please help me if someone did it.

Thanx in advance

Bye



 std::string timesFont(arial.ttf);

 

osg::StateSet* stateset = geode-getOrCreateStateSet();

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

 

osg::Vec3 position(20.0f,300.0f,0.0f);

osg::Vec3 delta(0.0f,-20.0f,0.0f);

 

{

osgText::Text* text = new  osgText::Text;

geode-addDrawable( text );

 

text-setFont(timesFont);

text-setPosition(position);

text-setText(Азимут);

 

position += delta;

}

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Re: [osg-users] The best way to make some object in a scene render after and infront everything else.

2008-10-23 Thread David Spilling
Chris,


You can achieve this affect several ways...


(aside : http://www.netpoets.com/classic/poems/008003.htm )

Another way is to use osg::Depth to force the z value of your overlaid stuff
to zero, hence ensuring it is always there.

David
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Re: [osg-users] Localization problem

2008-10-23 Thread Robert Osfield
HI Roman,

The osgText library has an osgText::String class for handling full
range of sybmol types so you use this to set the Text's value rather
than the std::string based setText(..) method you are using right now.

Robert.

2008/10/23 Roman Grigoriev [EMAIL PROTECTED]:
 Hi guys!

 I try to translate my osg text to my local language have wrong symbols

 I've done it using this way.

 Please help me if someone did it.

 Thanx in advance

 Bye



  std::string timesFont(arial.ttf);



 osg::StateSet* stateset = geode-getOrCreateStateSet();

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



 osg::Vec3 position(20.0f,300.0f,0.0f);

 osg::Vec3 delta(0.0f,-20.0f,0.0f);



 {

 osgText::Text* text = new  osgText::Text;

 geode-addDrawable( text );



 text-setFont(timesFont);

 text-setPosition(position);

 text-setText(Азимут);



 position += delta;

 }

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Re: [osg-users] Advice on interacting with osgShadow

2008-10-23 Thread David Spilling
Hi J-S, Wojciech,

Thanks for the help. I've got shadow maps working (I'm on 2.6.1) and when I
get round to it, I'll migrate up to the 2.7 ViewDependant stuff and see if I
can get the other techniques working as well.


 Now, an add-on library could be written that would help unify the art
 pipeline. Things like models, textures, mapping of textures to texture
 units, shader management, shader generation from chunks of shader code,
 effect management, etc. could be made much simpler and more user-friendly.
 But as I said, I don't think it's OSG's job to do this. OSG provides a
 framework, and this is a bit too domain-specific IMHO.


Regarding shader management, I think that it *would *be appropriate for OSG
to provide something here. ( Obviously I realise that this is a large amount
of code - I'm arguing about the appropriateness, not actually demanding that
someone provide it ! )

The reason is basically that as fixed function falls away, shaders become
more important, and the relationship between the scenegraph and the shader
becomes much more like the relationship between the scenegraph and the
state.

For example, the 2.7 shadow library does a fantastic out-of-the-box job of
providing a sort of uber-shader that tries to handle a variety of effects
(various sorts of lights, multiple lights, diffuse texture etc.). However,
throw that at a model that already has shaders on it, and you end up having
to copy-and-paste the shadow shader into the models' shader. This gets more
complicated if the various shadowed objects have different shaders, and this
is the situation I have. I fear that bugfixes and so on to the complex
shaders in osgShadow will end up with my object shaders being out-of-step,
and therefore producing hard to pin-down errors in the result. (shader
debugging is awful).

Thinking aloud, I wonder if some sort of text-based accumulation of
functions that are passed down the scenegraph, with assembly and binding at
the level they are actually required, would be appropriate. For example, the
shadow shader could just be a stub e.g. a  float CalculateShadow()
function that objects that are shadowed need to call if they want.

A couple of specific things:

1) I admit I haven't looked properly at the 2.7 osgShadow, but does it
handle LOD nodes within objects?

2) Although not relevant to me right now, in case the depth-only vertex
shader gets implemented (at the moment it appears from the comments that
fixed function has been found to be faster) it might be useful to be able to
override osgShadow's depth-only vertex shader, - the object might in some
cases be being dynamically transformed during shadowing (e.g. character
animation).

Anyway, just my 2p. Thanks (all involved) for all the work on the shadow
libraries.

David
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Re: [osg-users] Localization problem

2008-10-23 Thread Roman Grigoriev
Hi Robert!
Could you please give me example how to use your method
Thanx in advance
Bye


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, October 23, 2008 3:51 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Localization problem

HI Roman,

The osgText library has an osgText::String class for handling full
range of sybmol types so you use this to set the Text's value rather
than the std::string based setText(..) method you are using right now.

Robert.

2008/10/23 Roman Grigoriev [EMAIL PROTECTED]:
 Hi guys!

 I try to translate my osg text to my local language have wrong symbols

 I've done it using this way.

 Please help me if someone did it.

 Thanx in advance

 Bye



  std::string timesFont(arial.ttf);



 osg::StateSet* stateset = geode-getOrCreateStateSet();

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



 osg::Vec3 position(20.0f,300.0f,0.0f);

 osg::Vec3 delta(0.0f,-20.0f,0.0f);



 {

 osgText::Text* text = new  osgText::Text;

 geode-addDrawable( text );



 text-setFont(timesFont);

 text-setPosition(position);

 text-setText(Азимут);



 position += delta;

 }

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Re: [osg-users] Optimization

2008-10-23 Thread Can T. Oguz
Same model after removal of PATs :

 Event .06
Update .01

Cull 5.36
Draw 8.15
GPU 4.95

FPS = ~60

Thank you very much Robert,

Can
2008/10/23 Can T. Oguz [EMAIL PROTECTED]

 And the results are :

 Event .05
 Update .01

 Cull *15.26*
 Draw 7.21
 GPU 7.05

 That's just what you saw. Now I'll get rid of PATs and position each box
 with its 'center' parameter. I'll keep you posted with the results.

 Thanks again,

 Can

 2008/10/23 Robert Osfield [EMAIL PROTECTED]

 Hi Can,

 Your bottleneck is almost certainly CPU, in both your model cases.
 Using display lists is important.  As for faces, if you are concerned
 about fill then enable OpenGL back face culling, and don't both with
 any scene graph representations of it.

 Please use the StatsHandler to profile what the update, event, cull,
 draw dispatch and draw GPU time are.  This will tell you a huge amount
 about where the bottlnecks are.  When doing optimization work always
 examine the costs of the different phases of the frame
 (update,event,cull, draw dispatch, draw GPU), and then look to address
 the largest of these first.

 In your case the use of many thousands of PostionAttitudeTransforms is
 likely to make the cull traversal slow, the draw dispatch traversal
 will also be relatively high.  You want to avoid all these transforms.
  You could just build all the data in a single osg::Geometry, which
 would almost entirely elliminate the CPU costs for cull and draw
 dispatch.  Modern graphics cards can deal with lots of geometry and
 fill so you'll be surprised how much performance you'd get once you
 remove the bottlenecks.

 Robert.

 On Thu, Oct 23, 2008 at 8:56 AM, Can T. Oguz [EMAIL PROTECTED] wrote:
  Hi Robert,
 
  I've attached a model description and a screen capture to make it clear.
  What I understand is that :
 
  Model 1, with high number of faces (some unnecessary)
  Model 2, with low number of faces (only visible)
 
  Model 1 is much more efficient (almost doubles the frame count) And the
  reason is Model 2 brings more CPU time because of lacking gl display
 lists?
  If I get it right, what I need to do is minimize the number of Geometry
  nodes. Right?
 
  In addition to this, I've observed that the frame rate loss happens with
 far
  camera positions (as expected)  So I tried to use overlay nodes but
 couldn't
  get much use of that. So I've decided to create a hand made texture
 during
  object regeneration and use it in the far LOD node.
 
  Thank you very much for your guidance,
 
  Can
 
  2008/10/22 Robert Osfield [EMAIL PROTECTED]
 
  HI Can,
 
  The bottleneck is very unlikely to be fill rate so optimizing of faces
  won't be an advantage, and if you increase the CPU, bandwidth or
  vertex processing overhead with this change you will see a net loss.
 
  As for optimizing, the best way would be create the boxes yourself and
  place them into a set of osg::Geometry where each Geometry contains a
  say a 5 by 5 cube of your boxes, then position these (or perhaps even
  this) geometry around your scene using transforms.
 
  Robert.
 
  On Wed, Oct 22, 2008 at 4:00 PM, Can T. Oguz [EMAIL PROTECTED] wrote:
   Hi,
  
   I have a seen with about 10,000~100,000 textured boxes. They were
 mostly
   aligned on top of each other so instead of using osg::Box, I've
 prepared
   the
   equivalent with only visible faces (textured quads) But I've got
 lower
   frame
   rates with this optimized scene. So I want to ask what kind of
   optimizatin
   does OSG run (except display lists)?
  
   Thanks for reading,
  
   Can
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Re: [osg-users] Localization problem

2008-10-23 Thread Roman Grigoriev
I tried this way but it doest work 

osgText::String textstr;
textstr.set(азимут);
text-setText(textstr);
Thanx in advance
Bye
Roman

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roman
Grigoriev
Sent: Thursday, October 23, 2008 4:06 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Localization problem

Hi Robert!
Could you please give me example how to use your method
Thanx in advance
Bye


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, October 23, 2008 3:51 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Localization problem

HI Roman,

The osgText library has an osgText::String class for handling full
range of sybmol types so you use this to set the Text's value rather
than the std::string based setText(..) method you are using right now.

Robert.

2008/10/23 Roman Grigoriev [EMAIL PROTECTED]:
 Hi guys!

 I try to translate my osg text to my local language have wrong symbols

 I've done it using this way.

 Please help me if someone did it.

 Thanx in advance

 Bye



  std::string timesFont(arial.ttf);



 osg::StateSet* stateset = geode-getOrCreateStateSet();

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



 osg::Vec3 position(20.0f,300.0f,0.0f);

 osg::Vec3 delta(0.0f,-20.0f,0.0f);



 {

 osgText::Text* text = new  osgText::Text;

 geode-addDrawable( text );



 text-setFont(timesFont);

 text-setPosition(position);

 text-setText(Азимут);



 position += delta;

 }

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Re: [osg-users] Examples for OSG+OpenGL+HLSL

2008-10-23 Thread Gordon Tomlinson
HLSL is  not supported  by OpenGL  and thus not supported by OSG

 

If you want to use shaders then you will have to use GLSL

 

 

HLSL is DirectX only

 

__
Gordon Tomlinson 

 mailto:[EMAIL PROTECTED] [EMAIL PROTECTED]
IM:  mailto:[EMAIL PROTECTED] [EMAIL PROTECTED]
 http://www.vis-sim.com/ www.vis-sim.com
http://www.gordontomlinson.com/ www.gordontomlinson.com 

__

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of dmu_rhx
Sent: Thursday, October 23, 2008 5:42 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Examples for OSG+OpenGL+HLSL

 

Hi! Robert.
Thank you. 
Osgteapot example is a pure opengl code. Can you tell me other examples for
OSG+OpenGL+HLSL. 
Thanks.
  rhx
 
HI rhx?
 
20008/10/22 dmu_rhx dmu_rhx at 163.com
http://lists.openscenegraph.org/listinfocgi/osg-users-openscenegraph.org
:
 Hi!
 I have developed a program with opengl+cg. Now I want to use this program
in
 OSG, and I know that OSG supports glsl. Does OSG support Opengl+Cg?
 
The OSG itself does not support Cg, GLSL is the route to the full
programmable pipeline.
 
Marco Jez released an osgNV NodeKit that did provide Cg support ontop
of the OSG, but hasn't updated this project and no longer support it.
 
If you already have your own implementation then potentially you could
implement a custom Drawable and wrap up all your OpenGL code and Cg
calls, but you'd have to be very careful about state leaking in and
out of your drawable.  osgteapot provides a very simple example of
this approach.
 
Robert.

 

 

 

  _  

[广告] 金秋最 http://popme.163.com/link/003985_1010_7027.html 关注楼盘-房
不胜房

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Re: [osg-users] [Flightgear-devel] OT, real life: my first turboprop

2008-10-23 Thread Csaba Halász
On Thu, Oct 23, 2008 at 12:25 PM, Torsten Dreyer [EMAIL PROTECTED] wrote:

 Sorry for the long posting

Apology accepted :)
Nice report, thanks for sharing.

Have you figured out what was wrong with the autopilot?

-- 
Csaba/Jester
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Re: [osg-users] Localization problem

2008-10-23 Thread Robert Osfield
Hi Roman,

Have you actually looked at the available options in
osg::Text::String?  Go have a look at the header and you'll see:

/**
 * Types of string encodings supported
 */
enum Encoding
{
ENCODING_UNDEFINED, /// not using Unicode
ENCODING_ASCII = ENCODING_UNDEFINED,/// unsigned char ASCII
ENCODING_UTF8,  /// 8-bit unicode
transformation format
ENCODING_UTF16, /// 16-bit signature
ENCODING_UTF16_BE,  /// 16-bit big-endian
ENCODING_UTF16_LE,  /// 16-bit little-endian
ENCODING_UTF32, /// 32-bit signature
ENCODING_UTF32_BE,  /// 32-bit big-endian
ENCODING_UTF32_LE,  /// 32-bit little-endian
ENCODING_SIGNATURE  /// detect encoding
from signature
};


String() {}
String(const String str);
String(const std::string str) { set(str); }
String(const wchar_t* text) { set(text); }
String(const std::string text,Encoding encoding) {
set(text,encoding); }

String operator = (const String str);

void set(const std::string str);

/** Set the text using a wchar_t string,
  * which is converted to an internal TextString.*/
void set(const wchar_t* text);

/** Set the text using a Unicode encoded std::string, which is
converted to an internal TextString.
  * The encoding parameter specifies which Unicode encoding is
used in the std::string. */
void set(const std::string text,Encoding encoding);

Your own example of usage below will be using the standard
String::set(std::string)  which doesn't have any encoding beyond
standard ascii.  Instead you'll want to use wchar* or specify the
encoding.

Robert.

On Thu, Oct 23, 2008 at 1:37 PM, Roman Grigoriev [EMAIL PROTECTED] wrote:
 I tried this way but it doest work

 osgText::String textstr;
 textstr.set(азимут);
 text-setText(textstr);
 Thanx in advance
 Bye
 Roman

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Roman
 Grigoriev
 Sent: Thursday, October 23, 2008 4:06 PM
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Localization problem

 Hi Robert!
 Could you please give me example how to use your method
 Thanx in advance
 Bye


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert
 Osfield
 Sent: Thursday, October 23, 2008 3:51 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Localization problem

 HI Roman,

 The osgText library has an osgText::String class for handling full
 range of sybmol types so you use this to set the Text's value rather
 than the std::string based setText(..) method you are using right now.

 Robert.

 2008/10/23 Roman Grigoriev [EMAIL PROTECTED]:
 Hi guys!

 I try to translate my osg text to my local language have wrong symbols

 I've done it using this way.

 Please help me if someone did it.

 Thanx in advance

 Bye



  std::string timesFont(arial.ttf);



 osg::StateSet* stateset = geode-getOrCreateStateSet();

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



 osg::Vec3 position(20.0f,300.0f,0.0f);

 osg::Vec3 delta(0.0f,-20.0f,0.0f);



 {

 osgText::Text* text = new  osgText::Text;

 geode-addDrawable( text );



 text-setFont(timesFont);

 text-setPosition(position);

 text-setText(Азимут);



 position += delta;

 }

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Re: [osg-users] Having trouble grasping OSG concepts

2008-10-23 Thread Jean-Sébastien Guay

Hello Frank,


[SNIP long, very helpful text]


Heh, speed-read that as SNIP very long, helpful text :-)  Yes, I can 
be long-winded sometimes. :-)


J-S
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Re: [osg-users] Localization problem

2008-10-23 Thread Roman Grigoriev
Thanx Robert!
Problem solved by using wchar

wchar_t str[]=LПривет мир!!!;
text-setText(str);

All works. Thanx again

P.S.but this statement doesn't work
osgText::String textstr;
textstr.set(азимут,osgText::String::ENCODING_UTF8);
text-setText(str); 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, October 23, 2008 4:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Localization problem

Hi Roman,

Have you actually looked at the available options in
osg::Text::String?  Go have a look at the header and you'll see:

/**
 * Types of string encodings supported
 */
enum Encoding
{
ENCODING_UNDEFINED, /// not using Unicode
ENCODING_ASCII = ENCODING_UNDEFINED,/// unsigned char ASCII
ENCODING_UTF8,  /// 8-bit unicode
transformation format
ENCODING_UTF16, /// 16-bit signature
ENCODING_UTF16_BE,  /// 16-bit big-endian
ENCODING_UTF16_LE,  /// 16-bit little-endian
ENCODING_UTF32, /// 32-bit signature
ENCODING_UTF32_BE,  /// 32-bit big-endian
ENCODING_UTF32_LE,  /// 32-bit little-endian
ENCODING_SIGNATURE  /// detect encoding
from signature
};


String() {}
String(const String str);
String(const std::string str) { set(str); }
String(const wchar_t* text) { set(text); }
String(const std::string text,Encoding encoding) {
set(text,encoding); }

String operator = (const String str);

void set(const std::string str);

/** Set the text using a wchar_t string,
  * which is converted to an internal TextString.*/
void set(const wchar_t* text);

/** Set the text using a Unicode encoded std::string, which is
converted to an internal TextString.
  * The encoding parameter specifies which Unicode encoding is
used in the std::string. */
void set(const std::string text,Encoding encoding);

Your own example of usage below will be using the standard
String::set(std::string)  which doesn't have any encoding beyond
standard ascii.  Instead you'll want to use wchar* or specify the
encoding.

Robert.

On Thu, Oct 23, 2008 at 1:37 PM, Roman Grigoriev [EMAIL PROTECTED]
wrote:
 I tried this way but it doest work

 osgText::String textstr;
 textstr.set(азимут);
 text-setText(textstr);
 Thanx in advance
 Bye
 Roman

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Roman
 Grigoriev
 Sent: Thursday, October 23, 2008 4:06 PM
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Localization problem

 Hi Robert!
 Could you please give me example how to use your method
 Thanx in advance
 Bye


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert
 Osfield
 Sent: Thursday, October 23, 2008 3:51 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Localization problem

 HI Roman,

 The osgText library has an osgText::String class for handling full
 range of sybmol types so you use this to set the Text's value rather
 than the std::string based setText(..) method you are using right now.

 Robert.

 2008/10/23 Roman Grigoriev [EMAIL PROTECTED]:
 Hi guys!

 I try to translate my osg text to my local language have wrong symbols

 I've done it using this way.

 Please help me if someone did it.

 Thanx in advance

 Bye



  std::string timesFont(arial.ttf);



 osg::StateSet* stateset = geode-getOrCreateStateSet();

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



 osg::Vec3 position(20.0f,300.0f,0.0f);

 osg::Vec3 delta(0.0f,-20.0f,0.0f);



 {

 osgText::Text* text = new  osgText::Text;

 geode-addDrawable( text );



 text-setFont(timesFont);

 text-setPosition(position);

 text-setText(Азимут);



 position += delta;

 }

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Re: [osg-users] The best way to make some object in a scene render after and infront everything else.

2008-10-23 Thread Chris Denham

Hi Robert,
Excellent! That was too easy ;-) so I have a secondary question.
Is there a way to get it clear the depth buffer between renderbins so I can 
render with depth test on? The manipulator geometry does not render 
correctly over itself with the depth test switched off.

Cheers.
Chris.


Date: Thu, 23 Oct 2008 11:24:07 +0100
From: Robert Osfield [EMAIL PROTECTED]
Subject: Re: [osg-users] The best way to make some object in a scene
render after and infront everything else.
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1

Hi Chris,

You can achieve this affect several ways but the simplicist would
probably be to state the RenderBin number of the subgraph that you
want o overlay to a high figures, something like 11 or more to draw
after the default transparent bin, then disable the depth test so the
all fragments of the dragger are drawn.

Robert.

On Thu, Oct 23, 2008 at 10:39 AM, Chris Denham [EMAIL PROTECTED] 
wrote:

I am trying to acheive an effect whereby some geometry in a scene is
rendered after and in front of everything else.
What I want to be able to do is show an osgManipulator::Dragger node
attached to an object in a scene, but show it infront of everything, I 
guess

a bit like a HUD, but where only the Dragger is rendered on the HUD.
For anyone that has used Maya, the effect I want is similar to the
translation/rotation/scaling manipulators, i.e. where they can be used 
and

seen regardless of what objects that would normally be obscuring them.
What's the best way to implement that?
The most obvious way seemed to me to create a HUD style postrender camera 
to

render the manipulator on top of the normally rendered scene. But I'm not
100% sure how to get it to only render the manipulator in the scene. Do I
need to use nodemasks, or do I need to move the manipulator into an empty
HUD scene along with its local to world transform?
Neither method seemed very elegant to me, so just wondering if anyone's 
got

a better idea.
Chris D.
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Re: [osg-users] Advice on interacting with osgShadow

2008-10-23 Thread Jean-Sébastien Guay

Hi David,

Good to know you've got some progress.

Regarding shader management, I think that it *would *be appropriate for 
OSG to provide something here. ( Obviously I realise that this is a 
large amount of code - I'm arguing about the appropriateness, not 
actually demanding that someone provide it ! )


The reason is basically that as fixed function falls away, shaders 
become more important, and the relationship between the scenegraph and 
the shader becomes much more like the relationship between the 
scenegraph and the state.


Yes, of course, someday only OpenGL 3 will be supported in the graphic 
card drivers, in which case the fixed pipeline will be deprecated. So 
OSG will have to provide some high-level mechanism for managing shaders. 
Whether that is a fully fleshed out shader system or something close to 
what we already have (with a little more functionality) remains to be seen.


Thinking aloud, I wonder if some sort of text-based accumulation of 
functions that are passed down the scenegraph, with assembly and binding 
at the level they are actually required, would be appropriate. For 
example, the shadow shader could just be a stub e.g. a  float 
CalculateShadow() function that objects that are shadowed need to call 
if they want.


Well, that is the crux of the problem really. There are a few ways to 
manage shaders in a scene:


* One uber-shader at the root, with uniforms at nodes to control their 
appearance, a bit like what ViewDependentShadow does now and what I do 
in our framework here. (easy to maintain but on older cards you pay a 
penalty for conditionals and loops).
* N different shaders for N different combinations of effects, and you 
choose the right shader on the node depending on its appearance 
(difficult to manage but you have more control and it can scale to 
older/newer cards)
* Shader fragments on nodes which are linked together to make a complete 
shader (reduces the number of shaders to write manually, but need to 
make sure all combinations are linked at program load time or else 
dynamically linking a program at runtime will introduce a frame rate hit)


There are possibly other strategies out there, but these are the main 
points.


I've been researching this topic a lot, and there is still no clear 
winner out of these three options. It's a tradeoff and depends on your 
application and target market (for example: do you need to support old 
cards or do you have control over your hardware?). I haven't yet done 
any experimentation though, this is just from reading the literature.


(also see Deferred Shading which might render all this obsolete - if the 
issue with transparency can be solved in an elegant way)


So unless OSG intends on supporting all three and allowing the user to 
select which strategy to use, I think it's really up to the library user 
to select a strategy and adapt it to his own use, and then implement it. 
OSG should only supply the tools to make implementing these strategies 
possible (and it already does).


As I said, that's just the way I feel about it, and you may disagree. 
We'll see what the future holds. I'm sure that if someone submits a 
system that implements one (or all) of these strategies, it will not be 
rejected, but it won't be a silver bullet solution so it will only be 
used by part of the applications using OSG.


1) I admit I haven't looked properly at the 2.7 osgShadow, but does it 
handle LOD nodes within objects?


Yes. Specifically, the LOD used in shadow computation will be the same 
as seen from the camera's viewpoint, so the shadow will look like the 
geometry.


On our side, we're looking into forcing the lowest-resolution (furthest) 
LOD for shadows, to lower the shadow RTT time in the cull traversal on 
large models. But this is not supported in the basic shadow technique(s).


2) Although not relevant to me right now, in case the depth-only vertex 
shader gets implemented (at the moment it appears from the comments that 
fixed function has been found to be faster) it might be useful to be 
able to override osgShadow's depth-only vertex shader, - the object 
might in some cases be being dynamically transformed during shadowing 
(e.g. character animation).


Yes, of course you would need that in that case, and it's something that 
can be supported by subclassing the shadow technique once again.


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Optimization

2008-10-23 Thread Mike Greene
What happens if you need to periodically update size, position, 
orientation of objects? Without using a PAT and putting everything in a 
single geometry is this possible?


Mike Greene
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Re: [osg-users] Sequence and Problems with the osgsequence Example

2008-10-23 Thread Alan Ott

Robert,

To reproduce the problem, I simply ran the osgsequence example from OSG 
2.6.0 in Linux. The sequence example just sticks at the first frame on 
both sequences. The 2.4.0 version of this example executes the sequences 
as would be expected.


I'll try the 2.6.1 version today and let you know.

Alan.


Robert Osfield wrote:


Hi Alan,

osgsequence is working for me.  Could you explain your exact steps in
recreating the problem in osgsequence so that others can reproduce the
problem.   If we can get others to reproduce the problem then
hopefully we'll be able to see a pattern emerge that can help use home
in on what the problem is.

W.r.t state needing to be dirtied, this isn't relevant to
osg::Sequence as it doesn't have an state, it's just a self contain
node, that only affects traversal of the scene graph, not any OpenGL
state.

Robert.

On Wed, Oct 22, 2008 at 6:04 PM, Alan Ott [EMAIL PROTECTED] wrote:
 


Hello,

First, I'd like to say Thank You to Robert, Simba, and Chris Denham for
helping me with my last problem with the DatabasePager. Chris's suggestion
worked great.

I just recently upgraded from OSG 2.4 to 2.6 because I needed multisample
support for my FrameBuffer Objects. When I did this, everything worked fine
execpt for two things which may be related. The first was with osgEphemeris,
and I found someone in an archive who was able to fix that problem by making
sure that the computed sky texture was marked dirty() when changed. Robert
said on the list that it [had] been relying upon an inefficiency in the
osg::Texture2D::setImage() method that has now been fixed, so only really
worked previously by fluke. This leads me to believe that maybe more
efficiency changes were made between OSG 2.4 and 2.6 which could be causing
my next problem.

The second problem I have is that none of my Sequences seem to work right. I
tried a lot of things outside OSG to make it work, and eventually did a diff
on the OSG 2.4 version of osg/Sequence.cpp and the OSG 2.6 version to find
out that they are identical.

The problem goes like this. When I load a model with an Sequence in it, the
sequence runs one time. I cannot restart it ever. If I load the model, then
find the sequence node and stop it before it's drawn, I can never start the
sequence. This worked great in OSG 2.4.

So I built the osgsequence example in 2.4 and 2.6, and as I suspected, the
2.4 version of osgsequence works great, but the 2.6 version does not.

I'm not sure what the problem is, since like I said, Sequence.cpp hasn't
changed at all. My suspicion is that, like the osgEphemeris problem
described above, something in 2.6 has been fixed so that it requires
notification of a change of state in the Sequence (something like a dirty()
being called?). Of course this is only suspicion, and I have not been able
to debug it very well. I'm hoping someone who knows the code better than I
do will be able to find the problem quickly.

So I guess that's it. I think that if the osgsequence example could be made
to work, that my sequence problems would be fixed.

Thanks for all your help, and again, thank you for Open Scene Graph,

Alan.

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Re: [osg-users] The best way to make some object in a scene render after and infront everything else.

2008-10-23 Thread Chris Denham

Hi David,
Thanks for the suggestion... and the poetry!
However, I think forcing the z-depth will suffer from the same rendering 
problems as switching off the depth test.
i.e. the stuff in the overlay will not render correctly without depth value 
tests.
With Roberts suggestion, if I can also work out a way to clear the depth 
buffer between renderbin passes, I might be in business!

Chris.



Date: Thu, 23 Oct 2008 12:39:10 +0100
From: David Spilling [EMAIL PROTECTED]
Subject: Re: [osg-users] The best way to make some object in a scene
render after and infront everything else.
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=iso-8859-1

Chris,


You can achieve this affect several ways...




(aside : http://www.netpoets.com/classic/poems/008003.htm )

Another way is to use osg::Depth to force the z value of your overlaid 
stuff

to zero, hence ensuring it is always there.

David


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Re: [osg-users] Optimization

2008-10-23 Thread Can T. Oguz
For my case, once a box is piled, there's no need to move the object, I can
even regenerate the whole entity if a change is necessary (this is a CAD
app. not a game). But I'm sure if someone needs both optimization and
manipulation, there will be a little bit pain, he/she'll have to traverse to
the point list and change the values.

By the way, I've been experiencing a strange situation here. Now I have two
versions, both optimized and PAT free. The one with the Box shapes has twice
as long Cull  Draw  GPU cycles; so I prefer the visible faces only
version for now. But, if I don't run the osgUtil::Optimizer after
regeneration, the visible only version has changing texture colors from pale
to bright every now and then (that's the kind of behaviour when you don't
set the 1,1,1,1 color for a textured face)

Any ideas ?


2008/10/23 Mike Greene [EMAIL PROTECTED]

 What happens if you need to periodically update size, position, orientation
 of objects? Without using a PAT and putting everything in a single geometry
 is this possible?

 Mike Greene

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Re: [osg-users] The best way to make some object in a scene render after and infront everything else.

2008-10-23 Thread Robert Osfield
Hi Chris,

If you want to clear the depth buffer then you need to use a separate
RenderStage rather than just a RenderBin.  A RenderStage is a special
RenderBin that adds the frame buffer clear prior to its traversal, and
any copy to image/texture operations after traversal.   By default the
OSG has one RenderStage per Camera.   So your case you'll want an
extra Camera above the subgraph you want the clear.  You may place
this Camera in the scene graph or in the viewer.  See the osghud
example.

Robert.

On Thu, Oct 23, 2008 at 2:30 PM, Chris Denham [EMAIL PROTECTED] wrote:
 Hi Robert,
 Excellent! That was too easy ;-) so I have a secondary question.
 Is there a way to get it clear the depth buffer between renderbins so I can
 render with depth test on? The manipulator geometry does not render
 correctly over itself with the depth test switched off.
 Cheers.
 Chris.

 Date: Thu, 23 Oct 2008 11:24:07 +0100
 From: Robert Osfield [EMAIL PROTECTED]
 Subject: Re: [osg-users] The best way to make some object in a scene
 render after and infront everything else.
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Message-ID:
 [EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Chris,

 You can achieve this affect several ways but the simplicist would
 probably be to state the RenderBin number of the subgraph that you
 want o overlay to a high figures, something like 11 or more to draw
 after the default transparent bin, then disable the depth test so the
 all fragments of the dragger are drawn.

 Robert.

 On Thu, Oct 23, 2008 at 10:39 AM, Chris Denham [EMAIL PROTECTED]
 wrote:

 I am trying to acheive an effect whereby some geometry in a scene is
 rendered after and in front of everything else.
 What I want to be able to do is show an osgManipulator::Dragger node
 attached to an object in a scene, but show it infront of everything, I
 guess
 a bit like a HUD, but where only the Dragger is rendered on the HUD.
 For anyone that has used Maya, the effect I want is similar to the
 translation/rotation/scaling manipulators, i.e. where they can be used
 and
 seen regardless of what objects that would normally be obscuring them.
 What's the best way to implement that?
 The most obvious way seemed to me to create a HUD style postrender camera
 to
 render the manipulator on top of the normally rendered scene. But I'm not
 100% sure how to get it to only render the manipulator in the scene. Do I
 need to use nodemasks, or do I need to move the manipulator into an empty
 HUD scene along with its local to world transform?
 Neither method seemed very elegant to me, so just wondering if anyone's
 got
 a better idea.
 Chris D.
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Re: [osg-users] Optimization

2008-10-23 Thread Robert Osfield
HI Can,

If you can live with a fixed geometry, then recreate a new one when
required, then I'd recommend creating your own geometry for the boxes
and placing them into small number of large geometries.

Given a static datasets you could even potentially just create the
outside walls of the boxes and use repeating texturing to make it look
like you have many boxes.

W.r.t use of osg::Box + ShapeDrawable for rendering, this path is not
at all efficient, the only thing going for it is that its convenient.
ShapeDrawable is written purely for convinience, for performance
rendering your should roll your own geometry and place it in an
osg::Geometry.

Robert.

On Thu, Oct 23, 2008 at 3:12 PM, Can T. Oguz [EMAIL PROTECTED] wrote:
 For my case, once a box is piled, there's no need to move the object, I can
 even regenerate the whole entity if a change is necessary (this is a CAD
 app. not a game). But I'm sure if someone needs both optimization and
 manipulation, there will be a little bit pain, he/she'll have to traverse to
 the point list and change the values.

 By the way, I've been experiencing a strange situation here. Now I have two
 versions, both optimized and PAT free. The one with the Box shapes has twice
 as long Cull  Draw  GPU cycles; so I prefer the visible faces only
 version for now. But, if I don't run the osgUtil::Optimizer after
 regeneration, the visible only version has changing texture colors from pale
 to bright every now and then (that's the kind of behaviour when you don't
 set the 1,1,1,1 color for a textured face)

 Any ideas ?


 2008/10/23 Mike Greene [EMAIL PROTECTED]

 What happens if you need to periodically update size, position,
 orientation of objects? Without using a PAT and putting everything in a
 single geometry is this possible?

 Mike Greene
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Re: [osg-users] Optimization

2008-10-23 Thread Can T. Oguz
Yes that's what I call visible only faces; the outside walls. The only
difference is that I have one geometry object for each face now. But it
meets the requirements now.

Once again, thanks for the amazingly fast and helpful messages today,

Can

2008/10/23 Robert Osfield [EMAIL PROTECTED]

 HI Can,

 If you can live with a fixed geometry, then recreate a new one when
 required, then I'd recommend creating your own geometry for the boxes
 and placing them into small number of large geometries.

 Given a static datasets you could even potentially just create the
 outside walls of the boxes and use repeating texturing to make it look
 like you have many boxes.

 W.r.t use of osg::Box + ShapeDrawable for rendering, this path is not
 at all efficient, the only thing going for it is that its convenient.
 ShapeDrawable is written purely for convinience, for performance
 rendering your should roll your own geometry and place it in an
 osg::Geometry.

 Robert.

 On Thu, Oct 23, 2008 at 3:12 PM, Can T. Oguz [EMAIL PROTECTED] wrote:
  For my case, once a box is piled, there's no need to move the object, I
 can
  even regenerate the whole entity if a change is necessary (this is a CAD
  app. not a game). But I'm sure if someone needs both optimization and
  manipulation, there will be a little bit pain, he/she'll have to traverse
 to
  the point list and change the values.
 
  By the way, I've been experiencing a strange situation here. Now I have
 two
  versions, both optimized and PAT free. The one with the Box shapes has
 twice
  as long Cull  Draw  GPU cycles; so I prefer the visible faces only
  version for now. But, if I don't run the osgUtil::Optimizer after
  regeneration, the visible only version has changing texture colors from
 pale
  to bright every now and then (that's the kind of behaviour when you don't
  set the 1,1,1,1 color for a textured face)
 
  Any ideas ?
 
 
  2008/10/23 Mike Greene [EMAIL PROTECTED]
 
  What happens if you need to periodically update size, position,
  orientation of objects? Without using a PAT and putting everything in a
  single geometry is this possible?
 
  Mike Greene
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Re: [osg-users] Examples for OSG+OpenGL+HLSL

2008-10-23 Thread Thrall, Bryan
Gordon Tomlinson wrote on Thursday, October 23, 2008 7:39 AM:
 If you want to use shaders then you will have to use GLSL

Or the ARB shader assembly language (see osg::VertexProgram and
osg::FragmentProgram), if you aren't interested in a high level shader
language :)
-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
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Re: [osg-users] The best way to make some object in a scene render after and infront everything else.

2008-10-23 Thread Chris Denham

Hi Robert,
Hmmm, now I seem to have come full circle back to the start of this thread. 
lol.
If I use a hud camera, don't I then have the messy problem of making it only 
render the Dragger in the scene?
Or perhaps there is a way to get main camera to render renderbins 0-10 and 
the other camera to render renderbin 11?

I'm new to this render bin wizardry.
Chris.

- Original Message - 
From: Robert Osfield [EMAIL PROTECTED]
To: Chris Denham [EMAIL PROTECTED]; OpenSceneGraph Users 
osg-users@lists.openscenegraph.org

Sent: Thursday, October 23, 2008 2:42 PM
Subject: Re: [osg-users] The best way to make some object in a scene render 
after and infront everything else.




Hi Chris,

If you want to clear the depth buffer then you need to use a separate
RenderStage rather than just a RenderBin.  A RenderStage is a special
RenderBin that adds the frame buffer clear prior to its traversal, and
any copy to image/texture operations after traversal.   By default the
OSG has one RenderStage per Camera.   So your case you'll want an
extra Camera above the subgraph you want the clear.  You may place
this Camera in the scene graph or in the viewer.  See the osghud
example.

Robert.

On Thu, Oct 23, 2008 at 2:30 PM, Chris Denham [EMAIL PROTECTED] 
wrote:

Hi Robert,
Excellent! That was too easy ;-) so I have a secondary question.
Is there a way to get it clear the depth buffer between renderbins so I 
can

render with depth test on? The manipulator geometry does not render
correctly over itself with the depth test switched off.
Cheers.
Chris.


Date: Thu, 23 Oct 2008 11:24:07 +0100
From: Robert Osfield [EMAIL PROTECTED]
Subject: Re: [osg-users] The best way to make some object in a scene
render after and infront everything else.
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1

Hi Chris,

You can achieve this affect several ways but the simplicist would
probably be to state the RenderBin number of the subgraph that you
want o overlay to a high figures, something like 11 or more to draw
after the default transparent bin, then disable the depth test so the
all fragments of the dragger are drawn.

Robert.

On Thu, Oct 23, 2008 at 10:39 AM, Chris Denham [EMAIL PROTECTED]
wrote:


I am trying to acheive an effect whereby some geometry in a scene is
rendered after and in front of everything else.
What I want to be able to do is show an osgManipulator::Dragger node
attached to an object in a scene, but show it infront of everything, I
guess
a bit like a HUD, but where only the Dragger is rendered on the HUD.
For anyone that has used Maya, the effect I want is similar to the
translation/rotation/scaling manipulators, i.e. where they can be used
and
seen regardless of what objects that would normally be obscuring them.
What's the best way to implement that?
The most obvious way seemed to me to create a HUD style postrender 
camera

to
render the manipulator on top of the normally rendered scene. But I'm 
not
100% sure how to get it to only render the manipulator in the scene. Do 
I
need to use nodemasks, or do I need to move the manipulator into an 
empty

HUD scene along with its local to world transform?
Neither method seemed very elegant to me, so just wondering if anyone's
got
a better idea.
Chris D.
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[osg-users] Osg Motion Blur

2008-10-23 Thread Claudio Arduino
Hi !
I need to realize a real time motion blur for high speed moving objects,
i need to set what Node must be included in motion blur and what node do not
be included.
OSG  has some technology in this regard?

thanks!!
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Re: [osg-users] The best way to make some object in a scene render after and infront everything else.

2008-10-23 Thread Alberto Luaces
Hi Chris,

If you are using several cameras to create the HUD, you don't need the 
renderbins anymore for this case. Every camera will only render the scene it 
has attached (addChild). You can control the ordering as seen in the osghud 
example, with osg::Camera::setRenderOrder().

Alberto

El Jueves 23 Octubre 2008ES 16:40:53 Chris Denham escribió:
 Hi Robert,
 Hmmm, now I seem to have come full circle back to the start of this thread.
 lol.
 If I use a hud camera, don't I then have the messy problem of making it
 only render the Dragger in the scene?
 Or perhaps there is a way to get main camera to render renderbins 0-10 and
 the other camera to render renderbin 11?
 I'm new to this render bin wizardry.
 Chris.

 - Original Message -
 From: Robert Osfield [EMAIL PROTECTED]
 To: Chris Denham [EMAIL PROTECTED]; OpenSceneGraph Users
 osg-users@lists.openscenegraph.org
 Sent: Thursday, October 23, 2008 2:42 PM
 Subject: Re: [osg-users] The best way to make some object in a scene render
 after and infront everything else.

  Hi Chris,
 
  If you want to clear the depth buffer then you need to use a separate
  RenderStage rather than just a RenderBin.  A RenderStage is a special
  RenderBin that adds the frame buffer clear prior to its traversal, and
  any copy to image/texture operations after traversal.   By default the
  OSG has one RenderStage per Camera.   So your case you'll want an
  extra Camera above the subgraph you want the clear.  You may place
  this Camera in the scene graph or in the viewer.  See the osghud
  example.
 
  Robert.
 
  On Thu, Oct 23, 2008 at 2:30 PM, Chris Denham [EMAIL PROTECTED]
 
  wrote:
  Hi Robert,
  Excellent! That was too easy ;-) so I have a secondary question.
  Is there a way to get it clear the depth buffer between renderbins so I
  can
  render with depth test on? The manipulator geometry does not render
  correctly over itself with the depth test switched off.
  Cheers.
  Chris.
 
  Date: Thu, 23 Oct 2008 11:24:07 +0100
  From: Robert Osfield [EMAIL PROTECTED]
  Subject: Re: [osg-users] The best way to make some object in a scene
  render after and infront everything else.
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Message-ID:
  [EMAIL PROTECTED]
  Content-Type: text/plain; charset=ISO-8859-1
 
  Hi Chris,
 
  You can achieve this affect several ways but the simplicist would
  probably be to state the RenderBin number of the subgraph that you
  want o overlay to a high figures, something like 11 or more to draw
  after the default transparent bin, then disable the depth test so the
  all fragments of the dragger are drawn.
 
  Robert.
 
  On Thu, Oct 23, 2008 at 10:39 AM, Chris Denham [EMAIL PROTECTED]
 
  wrote:
  I am trying to acheive an effect whereby some geometry in a scene is
  rendered after and in front of everything else.
  What I want to be able to do is show an osgManipulator::Dragger node
  attached to an object in a scene, but show it infront of everything, I
  guess
  a bit like a HUD, but where only the Dragger is rendered on the HUD.
  For anyone that has used Maya, the effect I want is similar to the
  translation/rotation/scaling manipulators, i.e. where they can be used
  and
  seen regardless of what objects that would normally be obscuring them.
  What's the best way to implement that?
  The most obvious way seemed to me to create a HUD style postrender
  camera
  to
  render the manipulator on top of the normally rendered scene. But I'm
  not
  100% sure how to get it to only render the manipulator in the scene.
  Do I
  need to use nodemasks, or do I need to move the manipulator into an
  empty
  HUD scene along with its local to world transform?
  Neither method seemed very elegant to me, so just wondering if
  anyone's got
  a better idea.
  Chris D.
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Re: [osg-users] osgmultitexturecontrol example data base?

2008-10-23 Thread Robert Osfield
HI Alejandro,

On Thu, Oct 23, 2008 at 4:10 PM, Alejandro Aguilar Sierra
[EMAIL PROTECTED] wrote:
 Where can I find a osgmultitexturecontrol ready example data base to
 run the example?

You'll need to build your own I'm afraid, this particular example has
been written primarily to test OSG functionality that in development
(osgTerrain coupled with VPB), rather than as pure example.   VPB can
be used to generate multiple layer databases.

I am planning to create and upload a paged database to the server
quite soon, I'll include one with multiple layers so that the
osgmultitexturecontrol.  I'll post the message to osg-users when it's
ready to test.

Robert.
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[osg-users] osgmultitexturecontrol example data base?

2008-10-23 Thread Alejandro Aguilar Sierra
Hi,

Where can I find a osgmultitexturecontrol ready example data base to
run the example?

Thanks in advance.

-- A.
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Re: [osg-users] Advice on interacting with osgShadow

2008-10-23 Thread Wojciech Lewandowski
David,

All classes belonging to ViewDependentShadow group derive shaders from 
StandardShadowMap. If you look at these shaders you will notice that they are 
split into main vertex and fragment shader and shadow vertex and fragment 
shader. Main shaders do nothing extraordinary they simply emulate fixed 
pipeline. Specific shadow  tasks are performed in DynamicShadow functions 
defined in shadow.vert and shadow.frag shaders. So the code is prepared for 
such scenario where you simply substitute main shaders with yours and link your 
main shaders with default shadow technique shadow shaders.

As to  more general problem of shaders in OSG classes conflicting with user 
shaders I think we should start another thread devoted only to discussing this 
problem.  I agree Its important topic but I really think its not only related 
to shadows.

LODs should be properly handled by ViewDependentshadows. Shadow camera uses the 
same viewpoint as main camera.  Shadow Camera ref frame is set to 
ABSOLUTE_RF_INHERIT_VIEWPOINT.

The depth map rendering optimizations were the topic we discussed recently with 
J-S. For now we have decided we don't change this code. If neccessary - one 
should be able to everride proper shadow class and their internal ViewData 
class and adjust this fuctionality where needed.

Cheers,
Wojtek

- Original Message - 
  From: David Spilling 
  To: OpenSceneGraph Users 
  Sent: Thursday, October 23, 2008 2:04 PM
  Subject: Re: [osg-users] Advice on interacting with osgShadow


  Hi J-S, Wojciech,

  Thanks for the help. I've got shadow maps working (I'm on 2.6.1) and when I 
get round to it, I'll migrate up to the 2.7 ViewDependant stuff and see if I 
can get the other techniques working as well.



Now, an add-on library could be written that would help unify the art 
pipeline. Things like models, textures, mapping of textures to texture units, 
shader management, shader generation from chunks of shader code, effect 
management, etc. could be made much simpler and more user-friendly. But as I 
said, I don't think it's OSG's job to do this. OSG provides a framework, and 
this is a bit too domain-specific IMHO.



  Regarding shader management, I think that it would be appropriate for OSG to 
provide something here. ( Obviously I realise that this is a large amount of 
code - I'm arguing about the appropriateness, not actually demanding that 
someone provide it ! )

  The reason is basically that as fixed function falls away, shaders become 
more important, and the relationship between the scenegraph and the shader 
becomes much more like the relationship between the scenegraph and the state. 

  For example, the 2.7 shadow library does a fantastic out-of-the-box job of 
providing a sort of uber-shader that tries to handle a variety of effects 
(various sorts of lights, multiple lights, diffuse texture etc.). However, 
throw that at a model that already has shaders on it, and you end up having to 
copy-and-paste the shadow shader into the models' shader. This gets more 
complicated if the various shadowed objects have different shaders, and this is 
the situation I have. I fear that bugfixes and so on to the complex shaders in 
osgShadow will end up with my object shaders being out-of-step, and therefore 
producing hard to pin-down errors in the result. (shader debugging is awful).

  Thinking aloud, I wonder if some sort of text-based accumulation of functions 
that are passed down the scenegraph, with assembly and binding at the level 
they are actually required, would be appropriate. For example, the shadow 
shader could just be a stub e.g. a  float CalculateShadow() function that 
objects that are shadowed need to call if they want.

  A couple of specific things:

  1) I admit I haven't looked properly at the 2.7 osgShadow, but does it handle 
LOD nodes within objects?

  2) Although not relevant to me right now, in case the depth-only vertex 
shader gets implemented (at the moment it appears from the comments that fixed 
function has been found to be faster) it might be useful to be able to override 
osgShadow's depth-only vertex shader, - the object might in some cases be being 
dynamically transformed during shadowing (e.g. character animation). 

  Anyway, just my 2p. Thanks (all involved) for all the work on the shadow 
libraries.

  David



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[osg-users] Problem with simultaneous use of DepthPartitonNode, AutoTransform, and Multiple Views

2008-10-23 Thread Chris Glasnapp
Hello,



I have a single scene that is being rendered multiple times on the same
screen. The entire scene is contained within a DepthPartitionNode. I am
rendering a velocity vector arrow originating from my object using an
AutoTransform node so the arrows maintain their size regardless of their
distance to the camera. I have two cameras. One camera is very close to the
object, the other camera is very far from the object. The problem I am
experiencing is that the clipping that occurs on the arrow in camera two is
dependant on the distance to the object in camera one. I believe the
following sequence of events is occurring:



1. Camera one starts to render the scene.

2. The cull visitor hits the DepthParitionNode.

3. A distance accumulator is created and sent through the scene.

4. The distances for the depth partitions are calculated for the scene using
the current bounds of the arrow.

5. The cull visitor is passed to each depth partition.

6. The cull visitor hits the AutoTransform node.

7. The AutoTransform node calculates its new scale by using the information
from the cull visitor. This dirties the bound of the node.

8. Rendering for camera one finishes.



9. Camera two starts to render the scene.

10. The cull visitor hits the DepthParitionNode.

11. A distance accumulator is created and sent through the scene. When the
accumulator hits the AutoTransform, it calculates the bounds of the node
since it was dirtied in step 7. Unfortunately, the size of the node has been
scaled according to the information of the cull visitor used to render the
view in camera one.

12. The distances for the depth partition are calculated for the scene using
the incorrect bounds of the arrow.

13. The cull visitor is passed to each depth partition.

14. The cull visitor hits the AutoTransform node.

15. The AutoTransform node calculates its new scale by using the information
from the cull visitor. This scale was needed prior to step 11 to calculate
the proper distances!

16. Rendering for camera two finishes.



Because the distances calculated by the distance accumulator in step 11 were
incorrect, the wrong clipping planes are used when rendering the view for
camera two. This causes some of the arrows to not be rendered entirely.



Any suggestions on how to fix this?
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[osg-users] Shaders and Switches

2008-10-23 Thread Brian R Hill
Folks,

I'm trying to setup my scene so that every thing can be rendered using
fixed function, simple shaders, complex shaders. I've created a switch with
3 children (fixed, simple, complex) and each child has the thing as it's
child.

switch
   fixed group without shaders
  thing
   simple group with simple shader
  thing
   complex group with complex shader
  thing

I create statesets for each child and add the appropriate program/shaders
to the simple and complex statesets.

I set the switch initial state to use the fixed child so that the things
ive file can be viewed in osgviewer.

It works fine in my app, but when I bring it up in osgviewer it's black.
When I remove the shaders from simple/complex, and resave the ive file it
looks fine.

Why does the presence of the shaders on the switch's other children change
how osgviewer works?

Brian

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Re: [osg-users] The best way to make some object in a scene render after and infront everything else.

2008-10-23 Thread Chris Denham

Robert,
Just read you message again realizing that you were suggesting putting the 
extra camera in the scene immediately above the Dragger node? Yes? I will 
try it. thanks again.

Chris.

- Original Message - 
From: Chris Denham [EMAIL PROTECTED]
To: Robert Osfield [EMAIL PROTECTED]; OpenSceneGraph Users 
osg-users@lists.openscenegraph.org

Sent: Thursday, October 23, 2008 3:40 PM
Subject: Re: [osg-users] The best way to make some object in a scene render 
after and infront everything else.




Hi Robert,
Hmmm, now I seem to have come full circle back to the start of this 
thread. lol.
If I use a hud camera, don't I then have the messy problem of making it 
only render the Dragger in the scene?
Or perhaps there is a way to get main camera to render renderbins 0-10 and 
the other camera to render renderbin 11?

I'm new to this render bin wizardry.
Chris.

- Original Message - 
From: Robert Osfield [EMAIL PROTECTED]
To: Chris Denham [EMAIL PROTECTED]; OpenSceneGraph Users 
osg-users@lists.openscenegraph.org

Sent: Thursday, October 23, 2008 2:42 PM
Subject: Re: [osg-users] The best way to make some object in a scene 
render after and infront everything else.




Hi Chris,

If you want to clear the depth buffer then you need to use a separate
RenderStage rather than just a RenderBin.  A RenderStage is a special
RenderBin that adds the frame buffer clear prior to its traversal, and
any copy to image/texture operations after traversal.   By default the
OSG has one RenderStage per Camera.   So your case you'll want an
extra Camera above the subgraph you want the clear.  You may place
this Camera in the scene graph or in the viewer.  See the osghud
example.

Robert.

On Thu, Oct 23, 2008 at 2:30 PM, Chris Denham [EMAIL PROTECTED] 
wrote:

Hi Robert,
Excellent! That was too easy ;-) so I have a secondary question.
Is there a way to get it clear the depth buffer between renderbins so I 
can

render with depth test on? The manipulator geometry does not render
correctly over itself with the depth test switched off.
Cheers.
Chris.


Date: Thu, 23 Oct 2008 11:24:07 +0100
From: Robert Osfield [EMAIL PROTECTED]
Subject: Re: [osg-users] The best way to make some object in a scene
render after and infront everything else.
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO-8859-1

Hi Chris,

You can achieve this affect several ways but the simplicist would
probably be to state the RenderBin number of the subgraph that you
want o overlay to a high figures, something like 11 or more to draw
after the default transparent bin, then disable the depth test so the
all fragments of the dragger are drawn.

Robert.

On Thu, Oct 23, 2008 at 10:39 AM, Chris Denham [EMAIL PROTECTED]
wrote:


I am trying to acheive an effect whereby some geometry in a scene is
rendered after and in front of everything else.
What I want to be able to do is show an osgManipulator::Dragger node
attached to an object in a scene, but show it infront of everything, I
guess
a bit like a HUD, but where only the Dragger is rendered on the HUD.
For anyone that has used Maya, the effect I want is similar to the
translation/rotation/scaling manipulators, i.e. where they can be used
and
seen regardless of what objects that would normally be obscuring them.
What's the best way to implement that?
The most obvious way seemed to me to create a HUD style postrender 
camera

to
render the manipulator on top of the normally rendered scene. But I'm 
not
100% sure how to get it to only render the manipulator in the scene. 
Do I
need to use nodemasks, or do I need to move the manipulator into an 
empty

HUD scene along with its local to world transform?
Neither method seemed very elegant to me, so just wondering if 
anyone's

got
a better idea.
Chris D.
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[osg-users] osg::ApplicationUsage::setDescription() causes exception 0xC0000005 on Vista

2008-10-23 Thread Matt McPheeters
Greetings,

 

Hopefully someone else has already experienced this and has a fix:

 

We have a command-line viewer program that runs perfectly fine on XP but
crashes almost immediately in main() on a Vista build.

 

Here is the offending code:

 

int main( int argc, char **argv )

{

   osg::setNotifyLevel( osg::WARN );

 

   osg::ArgumentParser arguments( argc, argv );

 

   arguments-setApplicationName( arguments.getApplicationName() );

   arguments-getApplicationUsage()-setDescription(
arguments.getApplication() +  is the standard... );// This is the
line that causes the exception.

 }

 

 

This program is using OSG version 1.2.  All of the OSG examples run
fine.

 

In the autos window of Visual Studio 2005 (has already been updated with
Vista-related Service Packs) the local variable arguments contains
good data.  If

I declare an instance of osg::ApplicationUsage * and set it equal to
arguments.getApplicationUsage() instead of using it inline it also
points to valid

data, except that its _description member variable is equal to the empty
string because this is where the program crashes.

 

Also, when the crash occurs, the call stack is in ntdll.dll but there is
a message that reads [Frames below may be incorrect and/or missing, no
symbols

loaded for ntdll.dll].

 

None of this may be relevant, but when you don't know what you are
missing every clue might help.  The answer may be as simple as a
preprocessor directive

but I have searched to no avail.

 

Thanks.

-Matt

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[osg-users] Optimization and lots of objects

2008-10-23 Thread Mike Greene
I guess I need to be a little more detailed in my project:  I am 
simulating a vehicle driving down a test range with a sensor looking for 
targets. As a target is found, I add a geode-shapeDrawable(sphere) for 
each discovered target. As more hits are made by the sensor, the 
orientation, position, and scale of each of these spheres can change 
dynamically.


So I have a PAT as the parent of each geode to facilitate the transforms 
for each target. The problem is frame rate drops significantly as I add 
more and more targets (I may need up to 1 of them!). I tried using 
the detailRatio on the sphere to reduce the number of polygons which 
helped a little, but not significantly. I have also tried using just a 
six-sided box as representative instead of the sphere, but still saw 
drastic frame rate drops. The osgStats show that most of the time is 
spent in the CULL process.


My question - is there a better way of handling a large number of 
objects that must each be individually manipulated dynamically for the 
duration of the program (i.e., not static)?


Im using a fairly


Mike Greene
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[osg-users] animtk release 0.0.9

2008-10-23 Thread Cedric Pinson

Hi all,

I am happy to release a new version of animtk,  Animtk is an animation 
toolkit for OpenSceneGraph. Have a look it could interest some of you. 
Thanks a lot to Jeremy (author of osgPango and osgWidget) who contribe 
often on this project.


The 0.0.9 release drastically simplifies usage for users familiar with 
OpenSceneGraph http://www.openscenegraph.org by consolidating all of 
the existing code into a single, standalone NodeKit. Furthermore, all 
AnimTK-specific data is stored alongside traditional OSG data within a 
standard OpenSceneGraph http://www.openscenegraph.orgfile (.osg), 
although support for writing to IVE is not yet complete. The exporter 
has also been significantly overhauled to fully support this integration 
of AnimTK and OSG, and is sophisticated enough to replace the old 
Blender http://blender.org osgexport24.py script, with which many 
users (particularly Linux users) are accustomed.


With time, the Animtk developers are confident that it will morph into a 
very strong, native OpenSceneGraph http://www.openscenegraph.org 
Animation Toolkit, filling a space that has long existed in OSG.



  List of improvements:

  * new osg Blender http://blender.org exporter (export animation,
light, mesh, rigmesh, empty, animation)
  * new EaseMotion http://www.robertpenner.com/easing/easing_demo.html
  * improve code to read .osg file with animation inside


  Animtk EaseMotion
  http://www.robertpenner.com/easing/easing_demo.html in action
  with osgPango:

  * http://animtk.plopbyte.net/osgPango-animtk.wmv


  Files:

  * http://download.gna.org/animtk/animtk-0.0.9.tar.gz
  * http://download.gna.org/animtk/animtk-data-0.0.9.tar.gz


The latest version is hosted on a mercurial repository 
http://hg.plopbyte.net/animtk


see more on http://www.plopbyte.net

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Re: [osg-users] Sequence and Problems with the osgsequence Example

2008-10-23 Thread Alan Ott


I don't have access to the configuration I was using last week, so I 
tried to reproduce the problem on a different computer (running the same 
OS) but to no avail. I tried the Debug, Release, and even the 
configurtion in between (where you don't specify either, and get no 
debug symbols and no optimization), and in every case, it works fine.


Last week I was using packages I got from arakhne.org, and in what I did 
today I compiled from source. I did not try to use the packages today at 
all. Since it's the last variable, I'm going to blame the packages at 
this point. Maybe I'll get some time to try them tomorrow to make sure.


Thanks for your help,

Alan.


Alan Ott wrote:


Robert,

To reproduce the problem, I simply ran the osgsequence example from 
OSG 2.6.0 in Linux. The sequence example just sticks at the first 
frame on both sequences. The 2.4.0 version of this example executes 
the sequences as would be expected.


I'll try the 2.6.1 version today and let you know.

Alan.


Robert Osfield wrote:


Hi Alan,

osgsequence is working for me.  Could you explain your exact steps in
recreating the problem in osgsequence so that others can reproduce the
problem.   If we can get others to reproduce the problem then
hopefully we'll be able to see a pattern emerge that can help use home
in on what the problem is.

W.r.t state needing to be dirtied, this isn't relevant to
osg::Sequence as it doesn't have an state, it's just a self contain
node, that only affects traversal of the scene graph, not any OpenGL
state.

Robert.

On Wed, Oct 22, 2008 at 6:04 PM, Alan Ott [EMAIL PROTECTED] wrote:
 


Hello,

First, I'd like to say Thank You to Robert, Simba, and Chris Denham for
helping me with my last problem with the DatabasePager. Chris's suggestion
worked great.

I just recently upgraded from OSG 2.4 to 2.6 because I needed multisample
support for my FrameBuffer Objects. When I did this, everything worked fine
execpt for two things which may be related. The first was with osgEphemeris,
and I found someone in an archive who was able to fix that problem by making
sure that the computed sky texture was marked dirty() when changed. Robert
said on the list that it [had] been relying upon an inefficiency in the
osg::Texture2D::setImage() method that has now been fixed, so only really
worked previously by fluke. This leads me to believe that maybe more
efficiency changes were made between OSG 2.4 and 2.6 which could be causing
my next problem.

The second problem I have is that none of my Sequences seem to work right. I
tried a lot of things outside OSG to make it work, and eventually did a diff
on the OSG 2.4 version of osg/Sequence.cpp and the OSG 2.6 version to find
out that they are identical.

The problem goes like this. When I load a model with an Sequence in it, the
sequence runs one time. I cannot restart it ever. If I load the model, then
find the sequence node and stop it before it's drawn, I can never start the
sequence. This worked great in OSG 2.4.

So I built the osgsequence example in 2.4 and 2.6, and as I suspected, the
2.4 version of osgsequence works great, but the 2.6 version does not.

I'm not sure what the problem is, since like I said, Sequence.cpp hasn't
changed at all. My suspicion is that, like the osgEphemeris problem
described above, something in 2.6 has been fixed so that it requires
notification of a change of state in the Sequence (something like a dirty()
being called?). Of course this is only suspicion, and I have not been able
to debug it very well. I'm hoping someone who knows the code better than I
do will be able to find the problem quickly.

So I guess that's it. I think that if the osgsequence example could be made
to work, that my sequence problems would be fixed.

Thanks for all your help, and again, thank you for Open Scene Graph,

Alan.

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[osg-users] osgText crash - latest nVidia FX drivers

2008-10-23 Thread sherman wilcox
Hello everyone - I'm experiencing a crash using the latest nVidia
driver when I bring up the stats window and am wondering if anyone
else is experiencing the same problem. My hardware is a Dell
Workstation using a nVidia FX4600 card. I'm convinced the issue is
related to the driver upgrade. I was running version 169.96 (June 2008
release) for the FX series without issue. I immediatly started to
experience the problem when I upgraded to the latest - 178.26 October
15 2008 release. I have tested this issue on three different
development boxes:

* two Dell workstation PCs running Vista x64 Visual Studio 2005 SP1 - FX4600
* one Dell workstation XP 64 - FX4600

In all cases the crash begun as soon as I upgraded the driver. The
crash itself is very reliable. I simply bring up stats and poof -
crash. I've attached the callstack from one of the development PCs.
The last time I had a problem with osgText and a crash like this it
turned out to be a nVidia issue there as well. Had to do with
subloading of zero sized textures, which is valid but the nVidia
driver didn't care for that too much.

The crash seems to occur down in Text::renderOnlyForegroundText(...)
in the glDrawArrays call. I added some debug statements like so:

printf(enter glDrawArrays (%d)..., transformedCoords.size());
glDrawArrays(GL_QUADS,0,transformedCoords.size());
printf(exit\n);


and the output (once stats are enabled) is:

enter glDrawArrays (20)...exit
enter glDrawArrays (48)...exit
(few seconds pass with a repeat of the previous output)
enter glDrawArrays (20)...exit
enter glDrawArrays (48)...crash


Other data points:
* the crash doesn't seem to occur in debug builds
* running osgViewer in single-threaded mode


My questions are:
* anyone else experiencing this?
* can anyone else reproduce?

I'm not sure what else is broken - so far I'm only getting this one
crash. Also not clear as to the exact trigger. The count argument
passed to glDrawArrays always seems to be valid.

Any help would be appreciated.
03b22911()  
nvogl32.dll!697d8331()  
[Frames below may be incorrect and/or missing, no symbols loaded for 
nvogl32.dll]   
nvogl32.dll!697d841e()  
nvogl32.dll!697dc0fe()  
nvogl32.dll!6970f32c()  
nvogl32.dll!69843126()  
nvogl32.dll!697ddac1()  
nvogl32.dll!69830881()  
nvogl32.dll!697dce81()  
nvogl32.dll!69831041()  
nvogl32.dll!6984e460()  
   osg44-osgText.dll!osgText::Text::renderOnlyForegroundText(osg::State  
 state={...}, const osg::Vec4f  colorMultiplier={...})  Line 1754 + 0x13 
 bytes   C++
osg44-osgText.dll!osgText::Text::drawImplementation(osg::State  
state={...}, const osg::Vec4f  colorMultiplier={...})  Line 1369  C++
osg44-osgText.dll!osgText::Text::drawImplementation(osg::RenderInfo  
renderInfo={...})  Line 1253  C++
osg44-osg.dll!osg::Drawable::draw(osg::RenderInfo  renderInfo={...})  
Line 895 + 0xa bytes C++

osg44-osgUtil.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x04c45858)  Line 420 C++

osg44-osgUtil.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x04c45858)  Line 469 + 0x29 
bytesC++

osg44-osgUtil.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x04c45858)  Line 1235  C++
osg44-osgUtil.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x04c45858, bool  
doCopyTexture=false)  Line 832C++
osg44-osgUtil.dll!osgUtil::RenderStage::draw(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x04c45858)  Line 1092   
 C++
osg44-osgUtil.dll!osgUtil::SceneView::draw()  Line 1513 C++
ntdll.dll!7d61cc60()
kernel32.dll!7d4db3dc() 
osg44-osg.dll!osg::Timer::tick()  Line 61 + 0xa bytes   C++
osg44-osgViewer.dll!osgViewer::Renderer::cull_draw()  Line 536  C++
osg44-osg.dll!osg::GraphicsContext::runOperations()  Line 683   C++
osg44-osgViewer.dll!osgViewer::ViewerBase::renderingTraversals()  Line 
694 + 0x14 bytes C++
osg44-osgViewer.dll!osgViewer::ViewerBase::frame(double 
simulationTime=1.7976931348623157e+308)  Line 592 + 0x9 bytes   C++
testviewer.exe!main(int argc=2, char * * argv=0x009e5ee8)  Line 248 
C++
testviewer.exe!__tmainCRTStartup()  Line 597 + 0x17 bytes   C
kernel32.dll!7d4e7d2a() 
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