Re: [osg-users] Calculating the volume of a model through OSG
Dusten: You might find these two helpful: accurate: http://tetgen.berlios.de/ approximate simple: http://www.gamedev.net/reference/articles/article2247.asp The second one could be easily added to osg I guess. Janusz Dnia Wed, 26 Nov 2008 23:47:57 -0600, Dusten Sobotta napisał(a): Hello, Manually modifying various attributes of models is quite tedious, and tends to set back the development of games. To work around this issue, I'd like to implement a feature to calculate the volume of an in-game model, so that given a surface attribute such as 'wood' or 'metal', (which have pre-defined density values), the mass of an object can be computed and later exported. Might anyone have an example for finding the approximate volume of an object through OSG? Thanks in advance, Dusten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Calculating the volume of a model through OSG
Hi, in addition to Janusz pointers, if you need also the rest of the mass properties, you could take a look at this famous paper: http://www.cs.berkeley.edu/~jfc/mirtich/massProps.html Alberto El Jueves 27 Noviembre 2008ES 09:09:34 [EMAIL PROTECTED] escribió: Dusten: You might find these two helpful: accurate: http://tetgen.berlios.de/ approximate simple: http://www.gamedev.net/reference/articles/article2247.asp The second one could be easily added to osg I guess. Janusz Dnia Wed, 26 Nov 2008 23:47:57 -0600, Dusten Sobotta napisał(a): Hello, Manually modifying various attributes of models is quite tedious, and tends to set back the development of games. To work around this issue, I'd like to implement a feature to calculate the volume of an in-game model, so that given a surface attribute such as 'wood' or 'metal', (which have pre-defined density values), the mass of an object can be computed and later exported. Might anyone have an example for finding the approximate volume of an object through OSG? Thanks in advance, Dusten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linux Dev. Env. Poll
Hi, Mathieu MARACHE wrote: Hi Ubuntu 8.10 x86 and x86_64 I edit mostly with vim and use eclipse ganymede CDT, codeblocks or KDevelop as IDEs (thanks to CMake) I diff graphically with meld ( http://meld.sourceforge.net for screenshots, try it and forget xxdiff :-) ) I checkout with git-svn P.S. thanks JP for the cscope hint, you learn every day :-) cscope integrates nicely with emacs ;) Do you know if meld can integrate nicely with svn? E.g. I can do svn diff svn merge on command line and then it brings up xxdiff. Can meld do this (be an diff app for svn)? If it can I will definitely try. jp -- Mathieu 2008/11/26 Bob Huebert [EMAIL PROTECTED]: Fedora Core 7 x86_64 with gcc 4.1.2 Sun box with AMD Opteron P250, 4GB nVidia QuadroFX 3000 (agp 8x) with 256MB -bob Can T. Oguz wrote: Dear OSG Users, May I Ask which linux distribution and development environment you chose to work on ? Thank you for your time, Can ___ osg-users mailing list osg-users@lists.openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging granularity + platform specific scripts
Hi J-S, On Thu, Nov 27, 2008 at 3:01 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: I agree, the biggest challenge for Windows is the number of different toolsets available. What we call the build matrix is just too large to be doable. There's MSVC7.1, MSVC8, MSVC9, cygwin, mingw. Then there's debug, release, relWithDebugInfo, ... Then there's static, dynamic, dynamic but with statically linked dependencies... There isn't any way we can cover all the different combinations, the best we can do is try and come up with a scheme where the dependencies, and the OSG components can be built as seamlessly as possible by end users. Another step would then provide a community mechanism for uploading the resulting binary/headers/source packages that others can leverage. Using the svn repository has been discussed as possible location for this. On Linux, what's the strategy? Do we aim to offer binaries for all distros, some distros, the most popular, those which are used by the packagers? I think our strategy for distros on Linux could be transposed to be our strategy for toolsets on Windows. Dependencies are much easier to deal with thanks to package managers and great repositories. The part that needs wrapping up under Linux is making it easier for the distro's maintainers to pick up the OSG sources and then generate the required binaries that they wish to distribute. The later is similar to needs of Windows. We could possible manage the packages ourselves and let the distro's grab these, or just provide the scripts for them to use. What I'm not currently happy about with the present status quo under Linux is that there is little or no coordinate upstream from the distro's to OSG development or granularity/versioning/naming of packing. What we should have is scheme that works well for the distro's but is consistent across them so end users know that can grab dependencies from a rpm or deb repository without any worries about them contain different components/dependencies. As you've said, in the past only the dependencies and binaries for VC8 SP1 were available. That was the most popular, and that was what Mike had / was willing to take the time out of his schedule to provide. That touches on the issue of volunteering time. As you said, people surely have built the VC7.1 and VC9 dependencies, but they just haven't put them up somewhere public. If that's the case, in all this time since 2.4 (when we had the last refresh of Mike's dependencies package), then I wonder if we'll be able to find someone willing to volunteer the time to do it officially. This is reflection of our over dependence on the time and skills of too small a group of engineers (i.,e Mike) , and lack of a process for getting binaries made available in straight forward way. Automating the process of creating dependency packages or more to the point de-skilling the process would make it possible for more users to get involved. Automating the dependency build isn't trivial though... That's one place where the Linux package management systems are a real boon, they totally remove this issue - you can just build an OSG package that depends on a given version of libjpeg-dev, freetype-dev, etc. and you're done, the package system will pull down the right version of the dependency automatically. I really wish there was something like that on Windows, at least for open source applications/libraries. That and a system-default place to install libraries like on Linux too... Could we come up with a scheme that mirrors these packaging systems a little? I don't mean a full blown implementation of packaging system. Would it be possible to write a Cmake or Python script that manages a directory tree of dependencies? On the the dependency from I do wonder if providing CMakeLists.txt files for the various dependencies and then a high level CMakeLists.txt or other script that would pull together the components. Would we need to branch the source codes of the various dependences for this? Could we push support for such a coordinate build scheme back upstream to the projects themselves? Then there's the issue of installers. I'm not sure an installer is the best way to package OSG for Windows. OSG itself is not an application, it's a set of developer libraries and example programs. I think making an installer would make people think that the examples can be run with a double-click, which in most cases is not true (most of the examples require command line arguments to run). I think a zip containing binaries and headers (what's needed to build a project linking to OSG) would be good enough. Sure, some libraries use installers (Wx, Qt come to mind) but I think it adds extra complexity and goes into parts of the system (the registry) which are not necessary. Plus, since there's no easy way to update software that's installed with installers (unistall + reinstall is the norm), just unzipping the new version is
Re: [osg-users] Linux Dev. Env. Poll
Hi, Paul Melis wrote: J.P. Delport wrote: Hi, Mathieu MARACHE wrote: Do you know if meld can integrate nicely with svn? E.g. I can do svn diff svn merge on command line and then it brings up xxdiff. Can meld do this (be an diff app for svn)? If it can I will definitely try. There does seem to be the environment variable SVN_MERGE that subversion looks at, but I'm not sure if that one has only been introduced in a very recent subversion release. I usually set diff-cmd and diff3-cmd in ~/.subversion/config to xx-diff-proxy. I was wondering if meld had something similar? jp Regards, Paul -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Nvidia bug report [Fwd: Unable to create many (300) FBOs under Linux]
Hi all, I have some progress to report on this, yay :) I did not get a reply after I sent the email to [EMAIL PROTECTED], so yesterday I posted the same info to the nvnews forum. http://www.nvnews.net/vbulletin/showthread.php?p=1856407 I received a reply within 24 hours, see below: 8 jamesjones NVIDIA Corporation FBO's are a limited resource. Do you really need hundreds of FBO's or do you just need to render to 100's of textures/renderbuffers? If the latter, change your FBO's textures rather than creating so many FBO's. There is a slight performance penalty for changing FBO bindings, but it shouldn't be too bad. If you really need an unbounded number of FBO's, that's not gonna work. We can modify the limit, but you'd have to give us a good reason to. The X errors, however, are a bug. That should be fixed in r180. The only side effect of creating too many FBO's should be a GL_OUT_OF_MEMORY error and bad framebuffer status. 8 I believe the first point is quite valid and one can try to limit the number of FBOs created. Doing the rebinding might be a bit challenging using current OSG, but maybe we can streamline the process. I can look at this, but any help and ideas are welcome. Does anyone know if OSGPPU supports the rebinding in an easy to use way? Art? I understand that an unbounded number might not be possible, but I'd like an app that works on Windows to also work on Linux, so I'd like the limit to at least be the same. Anyone have any other reasons I can put forward? I'm going to try r180 asap and will report any changes. regards jp J.P. Delport wrote: Hi all, I've sent a bug report regarding the FBO problems under Linux to [EMAIL PROTECTED] Will report back if I hear anything. I am not yet registered with NVidia so could not use the web form, but I hope the email will get somewhere. jp Original Message Subject: Unable to create many (300) FBOs under Linux Date: Tue, 18 Nov 2008 15:43:11 +0200 From: J.P. Delport [EMAIL PROTECTED] To: [EMAIL PROTECTED] Good day, we are trying to implement an image processing application using OpenGL and OpenSceneGraph. Recenly one of our algorithms that require many FBOs failed to run under Linux. The same code works fine under Windows. I have attached a simple example that recreates the same errors on both a Laptop with a GeForce Go 7400 and a desktop machine with a GTX280. See the fbo_test.tgz file. The readme explains how to compile and run the test application. The errors from the two machines are in fbo_test_Go7400.txt and fbo_test_GTX280.txt. The nvidia-bug-report from the two machines are also attached. The application was modified from a same problem report on the forums, see here: http://www.nvnews.net/vbulletin/showthread.php?t=88178 The issue has also been discussed on the OpenSceneGraph mailing list in the following threads: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/35229/ http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/35411/ The osgmemorytest example was run by quite a few people and displayed similar problems on a variety of Linux/NVidia machines. The osgmemorytest example also manages to kill the X server on occasion. A typical error report from osgmemorytest: osgmemorytest --window --fbo 512 512 -g 300 iteration 0 Got an X11ErrorHandling call display=0x80c3418 event=0xbfe574d0 BadAlloc (insufficient resources for operation) Major opcode: 143 Minor opcode: 27 Error code: 11 Request serial: 2848 Current serial: 2849 ResourceID: 48234499 Got an X11ErrorHandling call display=0x80c3418 event=0xbfe57530 BadDrawable (invalid Pixmap or Window parameter) Major opcode: 145 Minor opcode: 4 Error code: 9 Request serial: 2849 Current serial: 2849 ResourceID: 48234499 Warning: detected OpenGL error 'out of memory' after applying attribute FrameBufferObject 0x80aa470 Any information regarding this problem would be welcomed. Also please contact me if further information is required. regards J.P. Delport ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Nvidia bug report [Fwd: Unable to create many (300) FBOs under Linux]
Hi J.P. Thanks for pursuing this. Gotta say I'm a bit unimpressed by the response from the Nvidia engineer, kinda sounds like he hasn't properly read your post or the thread and has placed it under the ignore it's a user problem category. Rebinding textures with different FBO's is something we could look at but it'll complicate the code significantly - we'd need to maintain a pool of FBO's, and bind them dynamically. While this might be a worthy thing to do if we really want to be throwing tens of thousands of FBO's into the system, but given we already know that Windows and OSX drivers can manage a 1000 FBO's, the need for doing the rebinding is rather moot - this is a driver issue. Robert. On Thu, Nov 27, 2008 at 11:25 AM, J.P. Delport [EMAIL PROTECTED] wrote: Hi all, I have some progress to report on this, yay :) I did not get a reply after I sent the email to [EMAIL PROTECTED], so yesterday I posted the same info to the nvnews forum. http://www.nvnews.net/vbulletin/showthread.php?p=1856407 I received a reply within 24 hours, see below: 8 jamesjones NVIDIA Corporation FBO's are a limited resource. Do you really need hundreds of FBO's or do you just need to render to 100's of textures/renderbuffers? If the latter, change your FBO's textures rather than creating so many FBO's. There is a slight performance penalty for changing FBO bindings, but it shouldn't be too bad. If you really need an unbounded number of FBO's, that's not gonna work. We can modify the limit, but you'd have to give us a good reason to. The X errors, however, are a bug. That should be fixed in r180. The only side effect of creating too many FBO's should be a GL_OUT_OF_MEMORY error and bad framebuffer status. 8 I believe the first point is quite valid and one can try to limit the number of FBOs created. Doing the rebinding might be a bit challenging using current OSG, but maybe we can streamline the process. I can look at this, but any help and ideas are welcome. Does anyone know if OSGPPU supports the rebinding in an easy to use way? Art? I understand that an unbounded number might not be possible, but I'd like an app that works on Windows to also work on Linux, so I'd like the limit to at least be the same. Anyone have any other reasons I can put forward? I'm going to try r180 asap and will report any changes. regards jp J.P. Delport wrote: Hi all, I've sent a bug report regarding the FBO problems under Linux to [EMAIL PROTECTED] Will report back if I hear anything. I am not yet registered with NVidia so could not use the web form, but I hope the email will get somewhere. jp Original Message Subject: Unable to create many (300) FBOs under Linux Date: Tue, 18 Nov 2008 15:43:11 +0200 From: J.P. Delport [EMAIL PROTECTED] To: [EMAIL PROTECTED] Good day, we are trying to implement an image processing application using OpenGL and OpenSceneGraph. Recenly one of our algorithms that require many FBOs failed to run under Linux. The same code works fine under Windows. I have attached a simple example that recreates the same errors on both a Laptop with a GeForce Go 7400 and a desktop machine with a GTX280. See the fbo_test.tgz file. The readme explains how to compile and run the test application. The errors from the two machines are in fbo_test_Go7400.txt and fbo_test_GTX280.txt. The nvidia-bug-report from the two machines are also attached. The application was modified from a same problem report on the forums, see here: http://www.nvnews.net/vbulletin/showthread.php?t=88178 The issue has also been discussed on the OpenSceneGraph mailing list in the following threads: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/35229/ http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/35411/ The osgmemorytest example was run by quite a few people and displayed similar problems on a variety of Linux/NVidia machines. The osgmemorytest example also manages to kill the X server on occasion. A typical error report from osgmemorytest: osgmemorytest --window --fbo 512 512 -g 300 iteration 0 Got an X11ErrorHandling call display=0x80c3418 event=0xbfe574d0 BadAlloc (insufficient resources for operation) Major opcode: 143 Minor opcode: 27 Error code: 11 Request serial: 2848 Current serial: 2849 ResourceID: 48234499 Got an X11ErrorHandling call display=0x80c3418 event=0xbfe57530 BadDrawable (invalid Pixmap or Window parameter) Major opcode: 145 Minor opcode: 4 Error code: 9 Request serial: 2849 Current serial: 2849 ResourceID: 48234499 Warning: detected OpenGL error 'out of memory' after applying attribute FrameBufferObject 0x80aa470 Any information regarding this problem would be welcomed. Also please contact me if further information is required. regards J.P. Delport
Re: [osg-users] Linux Dev. Env. Poll
Ubuntu Hardy, g++/python , Visual Slickedit (commercial, but a really powerful and fast IDE) On Wed, Nov 26, 2008 at 1:36 PM, Can T. Oguz [EMAIL PROTECTED] wrote: Dear OSG Users, May I Ask which linux distribution and development environment you chose to work on ? Thank you for your time, Can ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] lights not seem to be updated after load an object
Hi, i use the collada plugin from osg to load a *.dae file and display the 3d object in the osgProducer::Viewer. If i load a scene with 1 light the first time everything is ok. now i load a scene with 8 lights and after that i reload the scene with 1 light. the scene is really bright now. it seems as if all lights are still on. I google a lot but i don't found a solution. has anyone a tip for me? thanks steffen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Nvidia bug report [Fwd: Unable to create many (300) FBOs under Linux]
Hi Robert, Robert Osfield wrote: Hi J.P. Thanks for pursuing this. Gotta say I'm a bit unimpressed by the response from the Nvidia engineer, kinda sounds like he hasn't properly read your post or the thread and has placed it under the ignore it's a user problem category. Well, I'm glad I at least got some reply. I'll keep pushing. The problem was actually reported earlier (albeit a bit cryptically) on the forums as well, but there were no responses. Rebinding textures with different FBO's is something we could look at but it'll complicate the code significantly - we'd need to maintain a pool of FBO's, and bind them dynamically. I agree that this would be the most general and complicated solution. It would take care of everything without user intervention, but I'm trying to think if there could be some explicit way for a user to set this up in a graph like manner. E.g. I know that I want X render passes and I want to generate Y textures, but I might only need a limited number of cameras (X and Y) and hence FBOs. I would somehow like to reuse cameras. I'm not sure if this kind of reuse is used in other parts of OSG. If not, then I should stop promising myself to look at osgPPU and actually look at it, maybe it is the best place to cater for this type of use. While this might be a worthy thing to do if we really want to be throwing tens of thousands of FBO's into the system, but given we already know that Windows and OSX drivers can manage a 1000 FBO's, the need for doing the rebinding is rather moot - this is a driver issue. Couldn't agree more. I can accept that there is a limit, but given the same hardware, the OS and drivers should not influence this limit. I'll aim to get the driver fixed before wondering about workarounds any further. jp Robert. On Thu, Nov 27, 2008 at 11:25 AM, J.P. Delport [EMAIL PROTECTED] wrote: Hi all, I have some progress to report on this, yay :) I did not get a reply after I sent the email to [EMAIL PROTECTED], so yesterday I posted the same info to the nvnews forum. http://www.nvnews.net/vbulletin/showthread.php?p=1856407 I received a reply within 24 hours, see below: 8 jamesjones NVIDIA Corporation FBO's are a limited resource. Do you really need hundreds of FBO's or do you just need to render to 100's of textures/renderbuffers? If the latter, change your FBO's textures rather than creating so many FBO's. There is a slight performance penalty for changing FBO bindings, but it shouldn't be too bad. If you really need an unbounded number of FBO's, that's not gonna work. We can modify the limit, but you'd have to give us a good reason to. The X errors, however, are a bug. That should be fixed in r180. The only side effect of creating too many FBO's should be a GL_OUT_OF_MEMORY error and bad framebuffer status. 8 I believe the first point is quite valid and one can try to limit the number of FBOs created. Doing the rebinding might be a bit challenging using current OSG, but maybe we can streamline the process. I can look at this, but any help and ideas are welcome. Does anyone know if OSGPPU supports the rebinding in an easy to use way? Art? I understand that an unbounded number might not be possible, but I'd like an app that works on Windows to also work on Linux, so I'd like the limit to at least be the same. Anyone have any other reasons I can put forward? I'm going to try r180 asap and will report any changes. regards jp J.P. Delport wrote: Hi all, I've sent a bug report regarding the FBO problems under Linux to [EMAIL PROTECTED] Will report back if I hear anything. I am not yet registered with NVidia so could not use the web form, but I hope the email will get somewhere. jp Original Message Subject: Unable to create many (300) FBOs under Linux Date: Tue, 18 Nov 2008 15:43:11 +0200 From: J.P. Delport [EMAIL PROTECTED] To: [EMAIL PROTECTED] Good day, we are trying to implement an image processing application using OpenGL and OpenSceneGraph. Recenly one of our algorithms that require many FBOs failed to run under Linux. The same code works fine under Windows. I have attached a simple example that recreates the same errors on both a Laptop with a GeForce Go 7400 and a desktop machine with a GTX280. See the fbo_test.tgz file. The readme explains how to compile and run the test application. The errors from the two machines are in fbo_test_Go7400.txt and fbo_test_GTX280.txt. The nvidia-bug-report from the two machines are also attached. The application was modified from a same problem report on the forums, see here: http://www.nvnews.net/vbulletin/showthread.php?t=88178 The issue has also been discussed on the OpenSceneGraph mailing list in the following threads: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/35229/ http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/35411/ The osgmemorytest example was run by quite a few people and displayed similar
Re: [osg-users] Nvidia bug report [Fwd: Unable to create many (300) FBOs under Linux]
Robert, btw, thanks for posting to the forum. After my previous email I was about to reply on the forum but saw you beat me to it :) jp Robert Osfield wrote: Hi J.P. Thanks for pursuing this. Gotta say I'm a bit unimpressed by the response from the Nvidia engineer, kinda sounds like he hasn't properly read your post or the thread and has placed it under the ignore it's a user problem category. Rebinding textures with different FBO's is something we could look at but it'll complicate the code significantly - we'd need to maintain a pool of FBO's, and bind them dynamically. While this might be a worthy thing to do if we really want to be throwing tens of thousands of FBO's into the system, but given we already know that Windows and OSX drivers can manage a 1000 FBO's, the need for doing the rebinding is rather moot - this is a driver issue. Robert. On Thu, Nov 27, 2008 at 11:25 AM, J.P. Delport [EMAIL PROTECTED] wrote: Hi all, I have some progress to report on this, yay :) I did not get a reply after I sent the email to [EMAIL PROTECTED], so yesterday I posted the same info to the nvnews forum. http://www.nvnews.net/vbulletin/showthread.php?p=1856407 I received a reply within 24 hours, see below: 8 jamesjones NVIDIA Corporation FBO's are a limited resource. Do you really need hundreds of FBO's or do you just need to render to 100's of textures/renderbuffers? If the latter, change your FBO's textures rather than creating so many FBO's. There is a slight performance penalty for changing FBO bindings, but it shouldn't be too bad. If you really need an unbounded number of FBO's, that's not gonna work. We can modify the limit, but you'd have to give us a good reason to. The X errors, however, are a bug. That should be fixed in r180. The only side effect of creating too many FBO's should be a GL_OUT_OF_MEMORY error and bad framebuffer status. 8 I believe the first point is quite valid and one can try to limit the number of FBOs created. Doing the rebinding might be a bit challenging using current OSG, but maybe we can streamline the process. I can look at this, but any help and ideas are welcome. Does anyone know if OSGPPU supports the rebinding in an easy to use way? Art? I understand that an unbounded number might not be possible, but I'd like an app that works on Windows to also work on Linux, so I'd like the limit to at least be the same. Anyone have any other reasons I can put forward? I'm going to try r180 asap and will report any changes. regards jp J.P. Delport wrote: Hi all, I've sent a bug report regarding the FBO problems under Linux to [EMAIL PROTECTED] Will report back if I hear anything. I am not yet registered with NVidia so could not use the web form, but I hope the email will get somewhere. jp Original Message Subject: Unable to create many (300) FBOs under Linux Date: Tue, 18 Nov 2008 15:43:11 +0200 From: J.P. Delport [EMAIL PROTECTED] To: [EMAIL PROTECTED] Good day, we are trying to implement an image processing application using OpenGL and OpenSceneGraph. Recenly one of our algorithms that require many FBOs failed to run under Linux. The same code works fine under Windows. I have attached a simple example that recreates the same errors on both a Laptop with a GeForce Go 7400 and a desktop machine with a GTX280. See the fbo_test.tgz file. The readme explains how to compile and run the test application. The errors from the two machines are in fbo_test_Go7400.txt and fbo_test_GTX280.txt. The nvidia-bug-report from the two machines are also attached. The application was modified from a same problem report on the forums, see here: http://www.nvnews.net/vbulletin/showthread.php?t=88178 The issue has also been discussed on the OpenSceneGraph mailing list in the following threads: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/35229/ http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/35411/ The osgmemorytest example was run by quite a few people and displayed similar problems on a variety of Linux/NVidia machines. The osgmemorytest example also manages to kill the X server on occasion. A typical error report from osgmemorytest: osgmemorytest --window --fbo 512 512 -g 300 iteration 0 Got an X11ErrorHandling call display=0x80c3418 event=0xbfe574d0 BadAlloc (insufficient resources for operation) Major opcode: 143 Minor opcode: 27 Error code: 11 Request serial: 2848 Current serial: 2849 ResourceID: 48234499 Got an X11ErrorHandling call display=0x80c3418 event=0xbfe57530 BadDrawable (invalid Pixmap or Window parameter) Major opcode: 145 Minor opcode: 4 Error code: 9 Request serial: 2849 Current serial: 2849 ResourceID: 48234499 Warning: detected OpenGL error 'out of memory' after applying attribute FrameBufferObject 0x80aa470 Any information regarding this problem would be welcomed. Also please contact me if further information is required. regards J.P. Delport
[osg-users] Videos of DBGS Trian3D
Hi OSG Users, We have created a few new videos about our terrain generation software Trian3D. Maybe some of you like to see what we are doing with OSG. Here is the link to our website: www.triangraphics.de/index.php?1=Download2=Videosl=eng or if you prefer to watch them on YouTube (in modest quality though): www.youtube.com/user/TrianGraphics Any comments or suggestions are welcome. If anyone is interested in meeting me at the I/ITSEC, just let me know. Best regards and thanks to all OSG developers, Stephan -- - Stephan Kussmaul Geschaeftsfuehrender Gesellschafter / Managing Director TrianGraphics GmbH Schoenhauser Allee 45 10435 Berlin Germany Tel: +49 (0)30 48495565 FAX: +49 (0)30 48495581 Email: [EMAIL PROTECTED] Web: www.triangraphics.de - Sitz der Gesellschaft / Corporate Headquarters: TrianGraphics GmbH, Berlin Registereintragung / Registration: Amtsgericht Berlin-Charlottenburg HRB 93807 B Geschaeftsfuehrer / Managing Directors: Stephan Kussmaul, Mirco Nierenz, Volker Walkiewicz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Videos of DBGS Trian3D
Hi Stephan, I tried demo version Trian3D 2.0 and it's really practical stuff. Good work. Regards. 2008/11/27 Serge Lages [EMAIL PROTECTED] Hi, It's really impressive, good work ! On Thu, Nov 27, 2008 at 10:50 AM, Stephan Kussmaul [EMAIL PROTECTED] wrote: Hi OSG Users, We have created a few new videos about our terrain generation software Trian3D. Maybe some of you like to see what we are doing with OSG. Here is the link to our website: www.triangraphics.de/index.php?1=Download2=Videosl=eng or if you prefer to watch them on YouTube (in modest quality though): www.youtube.com/user/TrianGraphics Any comments or suggestions are welcome. If anyone is interested in meeting me at the I/ITSEC, just let me know. Best regards and thanks to all OSG developers, Stephan -- - Stephan Kussmaul Geschaeftsfuehrender Gesellschafter / Managing Director TrianGraphics GmbH Schoenhauser Allee 45 10435 Berlin Germany Tel: +49 (0)30 48495565 FAX: +49 (0)30 48495581 Email: [EMAIL PROTECTED] Web: www.triangraphics.de - Sitz der Gesellschaft / Corporate Headquarters: TrianGraphics GmbH, Berlin Registereintragung / Registration: Amtsgericht Berlin-Charlottenburg HRB 93807 B Geschaeftsfuehrer / Managing Directors: Stephan Kussmaul, Mirco Nierenz, Volker Walkiewicz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linux Dev. Env. Poll
J.P. Delport wrote: Hi, Mathieu MARACHE wrote: Do you know if meld can integrate nicely with svn? E.g. I can do svn diff svn merge on command line and then it brings up xxdiff. Can meld do this (be an diff app for svn)? If it can I will definitely try. There does seem to be the environment variable SVN_MERGE that subversion looks at, but I'm not sure if that one has only been introduced in a very recent subversion release. Regards, Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAudio / osgAL
Hi Robert, hi everyone, I totally agree that we need an abstraction layer and plugins. So let's say osgAudio is that abstraction layer, and that osgAL is a future plugin based on the current osgAL work. - What would be in the osgAudio then? - Should we (and how could we do to) leave a degree of freedom to plugins so that users can access specific features (= not handled in osgAudio)? I guess osgAudio has to be very simple. Here are some of my ideas: - As LightSources, there should be AudioSources nodes that we can position somewhere. - AudioSource may be absolute (= heard everywhere = no distance attenuation = no culling). - AudioSource should be attached to a Sound (= AudioData = buffer or stream + some parameters like doppler factor, gain, velocity...) - Sound should be able to read many formats/codecs (PCM, Vorbis...) - There should be a cache for sounds (for buffers but not for streams I guess!) - The user may update the Sounds parameters on update traversal (mainly for the velocity - For me, the physics will drive this value) - There should be Listeners, and the main Listener should be by default linked with the main camera (Is that easy to do?) - Sounds may be occuled, but I wonder if it's better to add occulder geometries in the world, or set a specific flag on existing geometries to say they occult sounds. Well this looks much like osgAL, but that's normal! However, I'd like to remove the presence of the osgAL manager if possible. About allocation/deallocation of internal sound buffers, I have two ideas: 1. As for lights, the user is limited to a given number and he has to manually switch on/off those (s)he wants. 2. This not be the matter of the user. Eventually (s)he could set their number, but not much more. The sources are given a base priority, which can be lowered if the sound is attenuated (= if listener is far). The 'n' most important AudioSources would then be active and the other inactive. Eventually, a parameter would have to say if AudioSources may or may not be stopped suring playing to leave another one play (= a more imporant one). Which one do you prefer? The second idea looks a little bit like the LightSourcesManager I wrote (that switch on the 8 most important lights), and that can easily be generalized. The advantage is simplicity for the user, and the drawback is that we then cannot remove the osgAL manager I told before. I hope this will help to see an osgAudio soon! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 27 Nov 2008 11:17:01 +0100, Robert Osfield [EMAIL PROTECTED] a écrit: Hi Sukender, Previously I have looked at merging osgAL into svn/trunk, but on review of the code decided that a straight merge was inappropriate. For end user build simplicity OpenAL++ and osgAL would be best merged. The structure of an audio library for the core OSG are something I feel need abstraction from any specific audio implementation. So in my ideal world an osgAudio library would provide the basic glue for adding audio into the scene graph, and the base classes that provide the hooks into the implementations, then implementations would be provided via plugins. No such library currently exists so it'd have to be written. The need for abstraction is required to ensure that future portability to embedded platforms isn't hampered by large extra dependencies. Robert. On Wed, Nov 26, 2008 at 10:40 PM, Sukender [EMAIL PROTECTED] wrote: Hi all, I'd like to know who's interested in audio for OSG: - Who would like to use it? - Who would like to see some osgAudio included in OSG? - Who would like to develop such a thing? Well, actually I use osgAL, that depends on OpenAL and OpenAL++ (and Ogg and Vorbis if needed). It can do interesting things, including spatialized audio. I'd really like to see osgAL included in OSG but its author is not that active (he told me!) and I guess there is some work to be done before this. And to begin, the CMake build system for it (Compiling it was not that easy). But I also have to say that compiling OpenAL under Win32 was a PAIN (much more than osgAL), because I could not find TWO IDENTICAL libs that were structured the same way. I finally compiled from svn://connect.creativelabs.com/OpenAL/trunk, and I had to tweak the project files to fit my needs: - Added 'd' as debug suffix. - Added Win32 libs (because I'm using an Express version of VC). - Manually deployed the binaries by copying them at the right spot. Moreover, OpenAL needs DirectSound under Windows (!!!), so I also needed the DirectX SDK... If someone is ready to cleanup/structure/merge into OSG... PLEASE DO IT! :) Also feel free to tell anything interesting about audio in OSG. Maybe are there interesting cross-platforms and open-source libs? Thread's started! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Re: [osg-users] Videos of DBGS Trian3D
Hi, It's really impressive, good work ! On Thu, Nov 27, 2008 at 10:50 AM, Stephan Kussmaul [EMAIL PROTECTED] wrote: Hi OSG Users, We have created a few new videos about our terrain generation software Trian3D. Maybe some of you like to see what we are doing with OSG. Here is the link to our website: www.triangraphics.de/index.php?1=Download2=Videosl=eng or if you prefer to watch them on YouTube (in modest quality though): www.youtube.com/user/TrianGraphics Any comments or suggestions are welcome. If anyone is interested in meeting me at the I/ITSEC, just let me know. Best regards and thanks to all OSG developers, Stephan -- - Stephan Kussmaul Geschaeftsfuehrender Gesellschafter / Managing Director TrianGraphics GmbH Schoenhauser Allee 45 10435 Berlin Germany Tel: +49 (0)30 48495565 FAX: +49 (0)30 48495581 Email: [EMAIL PROTECTED] Web: www.triangraphics.de - Sitz der Gesellschaft / Corporate Headquarters: TrianGraphics GmbH, Berlin Registereintragung / Registration: Amtsgericht Berlin-Charlottenburg HRB 93807 B Geschaeftsfuehrer / Managing Directors: Stephan Kussmaul, Mirco Nierenz, Volker Walkiewicz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgswig manifest blues
Just to follow up on that - I will add a wiki page on the osgSWIG google code about this. With Python 2.6 the default compiler on Windows is Visual Studio 2008 Cheers, Hartmut http://docs.python.org/whatsnew/2.6.html#build-and-c-api-changes R Fritz wrote: Oh-ho! Yes, that's it. I think we've got a copy of VS 2003 around; I'll take a look. Randolph On Nov 26, 2008, at 2:00 AM, Hartmut Seichter wrote: Mhh, I was just wondering if you are trying to compile osgSWIG / Python with Visual Studio 2005 against a Python 2.5 version? If so - this is unsupported as Python 2.5 is being compiled with Visual Studio 2003 .NET SP1 - in general it shouldn't be a problem because of Pythons C - API - but I guess when a Python script is pulling in different versions of wrapped C++ DLLs the situation becomes more tricky. I have to investigate more closely the new Python 2.6 but from some initial scanning it seems things changed. To come to the core - a proper install script is not existing yet, only my old InnoSetup files which I adapted each time a package. I will investigate if we can add an install target ... Cheers, H Randolph Fritz wrote: OK, now that I've got the files to build, how do I avoid the R6034 (manifest file) error when I move them into site-packages? There doesn't seem to be a cmake generated install script, that would presumably take care of the problem. Randolph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAudio / osgAL
Hi Sukender, Previously I have looked at merging osgAL into svn/trunk, but on review of the code decided that a straight merge was inappropriate. For end user build simplicity OpenAL++ and osgAL would be best merged. The structure of an audio library for the core OSG are something I feel need abstraction from any specific audio implementation. So in my ideal world an osgAudio library would provide the basic glue for adding audio into the scene graph, and the base classes that provide the hooks into the implementations, then implementations would be provided via plugins. No such library currently exists so it'd have to be written. The need for abstraction is required to ensure that future portability to embedded platforms isn't hampered by large extra dependencies. Robert. On Wed, Nov 26, 2008 at 10:40 PM, Sukender [EMAIL PROTECTED] wrote: Hi all, I'd like to know who's interested in audio for OSG: - Who would like to use it? - Who would like to see some osgAudio included in OSG? - Who would like to develop such a thing? Well, actually I use osgAL, that depends on OpenAL and OpenAL++ (and Ogg and Vorbis if needed). It can do interesting things, including spatialized audio. I'd really like to see osgAL included in OSG but its author is not that active (he told me!) and I guess there is some work to be done before this. And to begin, the CMake build system for it (Compiling it was not that easy). But I also have to say that compiling OpenAL under Win32 was a PAIN (much more than osgAL), because I could not find TWO IDENTICAL libs that were structured the same way. I finally compiled from svn://connect.creativelabs.com/OpenAL/trunk, and I had to tweak the project files to fit my needs: - Added 'd' as debug suffix. - Added Win32 libs (because I'm using an Express version of VC). - Manually deployed the binaries by copying them at the right spot. Moreover, OpenAL needs DirectSound under Windows (!!!), so I also needed the DirectX SDK... If someone is ready to cleanup/structure/merge into OSG... PLEASE DO IT! :) Also feel free to tell anything interesting about audio in OSG. Maybe are there interesting cross-platforms and open-source libs? Thread's started! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Videos of DBGS Trian3D
Very cool indeed :) Does it run on other platforms? Are you using wxWidgets or Qt for the UI stuff or calling into win32 directly? Alejandro.- On Thu, Nov 27, 2008 at 7:50 AM, Stephan Kussmaul [EMAIL PROTECTED] wrote: Hi OSG Users, We have created a few new videos about our terrain generation software Trian3D. Maybe some of you like to see what we are doing with OSG. Here is the link to our website: www.triangraphics.de/index.php?1=Download2=Videosl=eng or if you prefer to watch them on YouTube (in modest quality though): www.youtube.com/user/TrianGraphics Any comments or suggestions are welcome. If anyone is interested in meeting me at the I/ITSEC, just let me know. Best regards and thanks to all OSG developers, Stephan -- - Stephan Kussmaul Geschaeftsfuehrender Gesellschafter / Managing Director TrianGraphics GmbH Schoenhauser Allee 45 10435 Berlin Germany Tel: +49 (0)30 48495565 FAX: +49 (0)30 48495581 Email: [EMAIL PROTECTED] Web: www.triangraphics.de - Sitz der Gesellschaft / Corporate Headquarters: TrianGraphics GmbH, Berlin Registereintragung / Registration: Amtsgericht Berlin-Charlottenburg HRB 93807 B Geschaeftsfuehrer / Managing Directors: Stephan Kussmaul, Mirco Nierenz, Volker Walkiewicz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- [EMAIL PROTECTED] http://varrojo.linuxuruguay.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DatabasePager and memory
Hi Brad, On Wed, Nov 26, 2008 at 6:47 PM, Brad Colbert [EMAIL PROTECTED] wrote: I remember running into this once before. I believe I was able to tell if the pager had died, but was unable to do anything else (maybe out of lack of knowledge). Is there a way to flush the memory that the dead thread left hanging and restart the paging thread? This would at least keep us up in the short term until we are able to attack the other issues. If a paging thread has hung then you could try and cancel the threads and restart the pager. I've never tried this myself so can't give particular guidance on it. Personally if threads have died you have already pushed this too far and you should be fixing things in your database and app usage so this doesn't occur in the first place rather than trying to patch a system that is grinding to a halt because you've pushed things too far. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging granularity + platform specific scripts
Hi Cedric, On Wed, Nov 26, 2008 at 10:00 PM, Cedric Pinson [EMAIL PROTECTED] wrote: For gentoo package it's nice to be able to setup option in the cmakelists.txt then i can add option on the package to select module to compile and install. It's already the case so i dont need more. I'm not clear on what you mean here. Do you already have gentoo packing files that you use? Are these compatible with CMake? Do these already work with CMake? If so how? I would like packing to become more centralised and consistent, understand what there is already out there is a good first step in know what would be needed in bring this support into the core. In my opinion the main issue is windows, I tried to build an openscenegraph environment on windows, and it's not as easy. Yep, it's another big issue, in which I'll dive into in as reply to JS's post, but here I'll note that windows problems doesn't preclude the need for straightening out all the bits that are easier to straighten out... So your knowledge about Gentoo is something that would be useful to leverage. Robert. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Calculating the volume of a model through OSG
Another simple way of calculating the volume of a arbitary closed 3d mesh is Choose an arbitary point ( let's call it o ) For each triangle with vertices ( a,b,c ) Calculate the volume of the tetrahedron ( a,b,c,o ) using a scalar triple product ( ((b-a)x(c-a)).(o-a)/3 ). Add the volumes of all of the tetrahedrons together, some of these volume will be negative and some will be positive, depending on whether the triangle is facing the arbitary point or not. These negative volumes cancel out the positive ones, leaving only the enclosed area. This relies on the 2 assumptions:- 1) All of the triangles in the 3d object have the same winding order, otherwise the volumes' sign cannot be trusted. 2) The object has no holes. If the object has holes then the placing of the arbitary point will affect the volume of the object, a triangular hole will mean that the volume of a tetrahedron between the hole and the arbitary point will be missed in the calcalation. As a result of this placing it in the centroid of the 3d object is probably the best plan. I hope this helps. Colin. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alberto Luaces Sent: 27 November 2008 08:42 To: OpenSceneGraph Users Subject: Re: [osg-users] Calculating the volume of a model through OSG Hi, in addition to Janusz pointers, if you need also the rest of the mass properties, you could take a look at this famous paper: http://www.cs.berkeley.edu/~jfc/mirtich/massProps.html Alberto El Jueves 27 Noviembre 2008ES 09:09:34 [EMAIL PROTECTED] escribió: Dusten: You might find these two helpful: accurate: http://tetgen.berlios.de/ approximate simple: http://www.gamedev.net/reference/articles/article2247.asp The second one could be easily added to osg I guess. Janusz Dnia Wed, 26 Nov 2008 23:47:57 -0600, Dusten Sobotta napisał(a): Hello, Manually modifying various attributes of models is quite tedious, and tends to set back the development of games. To work around this issue, I'd like to implement a feature to calculate the volume of an in-game model, so that given a surface attribute such as 'wood' or 'metal', (which have pre-defined density values), the mass of an object can be computed and later exported. Might anyone have an example for finding the approximate volume of an object through OSG? Thanks in advance, Dusten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap h.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAudio / osgAL
Hi Sukender, I was to develop osgAudio I would use osgAL/OpenAL as a template, much in the same way as you seem to be look at the topic. I'd also see how SDL audio might map as this has cross platform audio support that might be reasonable implementation for non spaitialized sound. I would also try to keep things decoupled so items like a Manager would be something that is implementation dependent, rather that something that end user need worry about. I would have thought that one might be able to capture the camera position relative to listener/sound sources by using the existing cull traversal as the way to extract the required info to pass on to OpenAL. Threading and multiple camera traversals might throw this a bit though... so perhaps a standard alone audio traversal would be appropriate as one would only have one audio context. Perhaps the ideal would be to allow the viewer to run an audio thread that runs in parallel with the cull/draw traversal threads. I am overloaded with my existing work so I can't take on any of this work myself, I'll happy cheer on from the side lines though. I certainly want to see an osgAudio merged into the core OSG. Perhaps a feature for OSG-2.10. Robert. On Thu, Nov 27, 2008 at 1:37 PM, Sukender [EMAIL PROTECTED] wrote: Hi Robert, hi everyone, I totally agree that we need an abstraction layer and plugins. So let's say osgAudio is that abstraction layer, and that osgAL is a future plugin based on the current osgAL work. - What would be in the osgAudio then? - Should we (and how could we do to) leave a degree of freedom to plugins so that users can access specific features (= not handled in osgAudio)? I guess osgAudio has to be very simple. Here are some of my ideas: - As LightSources, there should be AudioSources nodes that we can position somewhere. - AudioSource may be absolute (= heard everywhere = no distance attenuation = no culling). - AudioSource should be attached to a Sound (= AudioData = buffer or stream + some parameters like doppler factor, gain, velocity...) - Sound should be able to read many formats/codecs (PCM, Vorbis...) - There should be a cache for sounds (for buffers but not for streams I guess!) - The user may update the Sounds parameters on update traversal (mainly for the velocity - For me, the physics will drive this value) - There should be Listeners, and the main Listener should be by default linked with the main camera (Is that easy to do?) - Sounds may be occuled, but I wonder if it's better to add occulder geometries in the world, or set a specific flag on existing geometries to say they occult sounds. Well this looks much like osgAL, but that's normal! However, I'd like to remove the presence of the osgAL manager if possible. About allocation/deallocation of internal sound buffers, I have two ideas: 1. As for lights, the user is limited to a given number and he has to manually switch on/off those (s)he wants. 2. This not be the matter of the user. Eventually (s)he could set their number, but not much more. The sources are given a base priority, which can be lowered if the sound is attenuated (= if listener is far). The 'n' most important AudioSources would then be active and the other inactive. Eventually, a parameter would have to say if AudioSources may or may not be stopped suring playing to leave another one play (= a more imporant one). Which one do you prefer? The second idea looks a little bit like the LightSourcesManager I wrote (that switch on the 8 most important lights), and that can easily be generalized. The advantage is simplicity for the user, and the drawback is that we then cannot remove the osgAL manager I told before. I hope this will help to see an osgAudio soon! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 27 Nov 2008 11:17:01 +0100, Robert Osfield [EMAIL PROTECTED] a écrit: Hi Sukender, Previously I have looked at merging osgAL into svn/trunk, but on review of the code decided that a straight merge was inappropriate. For end user build simplicity OpenAL++ and osgAL would be best merged. The structure of an audio library for the core OSG are something I feel need abstraction from any specific audio implementation. So in my ideal world an osgAudio library would provide the basic glue for adding audio into the scene graph, and the base classes that provide the hooks into the implementations, then implementations would be provided via plugins. No such library currently exists so it'd have to be written. The need for abstraction is required to ensure that future portability to embedded platforms isn't hampered by large extra dependencies. Robert. On Wed, Nov 26, 2008 at 10:40 PM, Sukender [EMAIL PROTECTED] wrote: Hi all, I'd like to know who's interested in audio for OSG: - Who would like to use it? - Who would like to see some osgAudio included in OSG? - Who
Re: [osg-users] Packaging granularity + platform specific scripts
Hi Robert, I think it's better if you read an example of an ebuild. Because source are compiled when installing package it's easy to setup the cmakelist option when installing the package. In the ebuild example we could add option like gdal, osgal, and what you want. But i think it's not a good idea to create a new package format that could be common with all system. In my opinion the best way to setup package should be to have some vserver that automatically make package. Like a compiling farm. It sound big but could be made step by step. But in fact we just need more maintainer, having those build system limit the amount of work by a human. Just need to check when new version. If we got more maintainers on differents distribution the package problem would not really exist. Maybe we need to find a comunity manager :) I am not sure to understand the big picture you have about packaging so maybe i am wrong Cheers, Cedric Robert Osfield wrote: Hi Cedric, On Wed, Nov 26, 2008 at 10:00 PM, Cedric Pinson [EMAIL PROTECTED] wrote: For gentoo package it's nice to be able to setup option in the cmakelists.txt then i can add option on the package to select module to compile and install. It's already the case so i dont need more. I'm not clear on what you mean here. Do you already have gentoo packing files that you use? Are these compatible with CMake? Do these already work with CMake? If so how? I would like packing to become more centralised and consistent, understand what there is already out there is a good first step in know what would be needed in bring this support into the core. In my opinion the main issue is windows, I tried to build an openscenegraph environment on windows, and it's not as easy. Yep, it's another big issue, in which I'll dive into in as reply to JS's post, but here I'll note that windows problems doesn't preclude the need for straightening out all the bits that are easier to straighten out... So your knowledge about Gentoo is something that would be useful to leverage. Robert. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net # Copyright 1999-2005 Gentoo Foundation # Distributed under the terms of the GNU General Public License v2 # $Header: /cvs/underware/osg/OpenSceneGraph/gentoo/dev-cpp/openscenegraph/openscenegraph-1.0.0-r1.ebuild,v 1.2 2006/07/31 13:04:33 cpinson Exp $ inherit eutils DESCRIPTION=Cross platform, object orientated threading library maintained by the OpenSceneGraph team. HOMEPAGE=http://www.openscenegraph.org; MY_P=OpenSceneGraph-${PV} SRC_URI=http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.6/OpenSceneGraph-2.6.0.zip examples? ( http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.6/OpenSceneGraph-Data-2.6.0.zip ) SLOT=0 LICENSE=OSGPL-0.0 KEYWORDS=x86 amd64 IUSE=examples DEPEND=virtual/opengl app-arch/unzip media-libs/jpeg media-libs/tiff media-libs/giflib media-libs/freetype net-misc/curl dev-util/cmake sci-libs/gdal x11-libs/cairo =media-libs/libpng-1.2 media-libs/lib3ds S=${WORKDIR}/${MY_P} src_unpack() { unpack ${MY_P}.zip if use examples then unpack OpenSceneGraph-Data-2.6.0.zip fi epatch ${FILESDIR}/openscenegraph-2.6.0-gcc-4.3-compile-patch } src_compile() { CCACHE=$(echo $FEATURES | grep 'ccache' | sed 's/.*ccache.*/ccache/g') if use examples then cmake ${S} -DCMAKE_INSTALL_PREFIX=/usr -DCMAKE_BUILD_TYPE=Release -DBUILD_OSG_EXAMPLES=ON -DBUILD_OSG_WRAPPERS=ON else cmake ${S} -DCMAKE_INSTALL_PREFIX=/usr -DCMAKE_BUILD_TYPE=Release -DBUILD_OSG_EXAMPLES=OFF -DBUILD_OSG_WRAPPERS=ON fi emake } src_install() { make DESTDIR=${D} install || die einstall failed insinto /usr/lib/pkgconfig doins ${S}/packaging/pkgconfig/openthreads.pc doins ${S}/packaging/pkgconfig/openscenegraph.pc if use examples then cp -r ${WORKDIR}/OpenSceneGraph-Data-2.6.0 \ ${D}/usr/share/OpenSceneGraph-Data-2.6.0 echo OSG_FILE_PATH=/usr/share/OpenSceneGraph-Data-2.6.0 \ ${T}/99${PN} doenvd ${T}/99${PN} || die doenvd failed fi } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Videos of DBGS Trian3D
Hi Alejandro, thanks for the feedback. Does it run on other platforms? Are you using wxWidgets or Qt for the UI stuff or calling into win32 directly? We are only offering a Windows version at the moment. This will not change on short term as the GUI is Windows stuff. This is due to historical reasons- the software was originally developped as internal tool. If enough people shout here we will think about porting Trian3D to other platforms ;) -Stephan- Alejandro.- On Thu, Nov 27, 2008 at 7:50 AM, Stephan Kussmaul [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Hi OSG Users, We have created a few new videos about our terrain generation software Trian3D. Maybe some of you like to see what we are doing with OSG. Here is the link to our website: www.triangraphics.de/index.php?1=Download2=Videosl=eng http://www.triangraphics.de/index.php?1=Download2=Videosl=eng or if you prefer to watch them on YouTube (in modest quality though): www.youtube.com/user/TrianGraphics http://www.youtube.com/user/TrianGraphics Any comments or suggestions are welcome. If anyone is interested in meeting me at the I/ITSEC, just let me know. Best regards and thanks to all OSG developers, Stephan -- - Stephan Kussmaul Geschaeftsfuehrender Gesellschafter / Managing Director TrianGraphics GmbH Schoenhauser Allee 45 10435 Berlin Germany Tel: +49 (0)30 48495565 FAX: +49 (0)30 48495581 Email: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] Web: www.triangraphics.de http://www.triangraphics.de - Sitz der Gesellschaft / Corporate Headquarters: TrianGraphics GmbH, Berlin Registereintragung / Registration: Amtsgericht Berlin-Charlottenburg HRB 93807 B Geschaeftsfuehrer / Managing Directors: Stephan Kussmaul, Mirco Nierenz, Volker Walkiewicz ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- [EMAIL PROTECTED] http://varrojo.linuxuruguay.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- - Stephan Kussmaul Geschaeftsfuehrender Gesellschafter / Managing Director TrianGraphics GmbH Schoenhauser Allee 45 10435 Berlin Germany Tel: +49 (0)30 48495565 FAX: +49 (0)30 48495581 Email: [EMAIL PROTECTED] Web: www.triangraphics.de - Sitz der Gesellschaft / Corporate Headquarters: TrianGraphics GmbH, Berlin Registereintragung / Registration: Amtsgericht Berlin-Charlottenburg HRB 93807 B Geschaeftsfuehrer / Managing Directors: Stephan Kussmaul, Mirco Nierenz, Volker Walkiewicz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging granularity + platform specific scripts
Hi Cedric, On Thu, Nov 27, 2008 at 2:29 PM, Cedric Pinson [EMAIL PROTECTED] wrote: I think it's better if you read an example of an ebuild. Because source are compiled when installing package it's easy to setup the cmakelist option when installing the package. In the ebuild example we could add option like gdal, osgal, and what you want. Thanks for the ebuild example, this is exactly what I need to get on an idea of the different needs of packing on different platforms. But i think it's not a good idea to create a new package format that could be common with all system. In my opinion the best way to setup package should be to have some vserver that automatically make package. Like a compiling farm. It sound big but could be made step by step. I'm not thinking about replacing existing packaging system, just better supporting the ones that are already there. In the case of windows there is rather a vacuum. How to solve this one I can't answer. But in fact we just need more maintainer, having those build system limit the amount of work by a human. Just need to check when new version. If we got more maintainers on differents distribution the package problem would not really exist. Maybe we need to find a comunity manager :) More maintainers isn't just what we require. We need coordinated maintenaners, something that is rather lacking right now. It's a case of who has the itch goes scratch it for as long as them have time and interest. The maintainers also need to be working off the same general script, and to getting required changes back up stream, engaging directly with the OSG community. I am not sure to understand the big picture you have about packaging so maybe i am wrong I don't have any strong idea of the ideal system for the OSG and it's community, which is why I raised this thread. My plan is just - Set out a rough goal of wanting to improving the packaging situation, gather information, and then tryto resolve some workable plan going going. We're at the information gathering point right now. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CUDA + osg compilation issues???
Hi Paul, yes it does, and I am currently investigating the output ;) Interesting thign is that replacing the line in the test case #include osg/State by this: #include GL/gl.h #define GLenum unsigned int #include osg/State does remove the first error and breaks down on other definitions of GLxxx types. It could be that for whatever reasons the headers are not processed very well. cheers --- Paul Melis [EMAIL PROTECTED] schrieb am Do, 27.11.2008: Von: Paul Melis [EMAIL PROTECTED] Betreff: Re: [osg-users] CUDA + osg compilation issues??? An: [EMAIL PROTECTED], OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Donnerstag, 27. November 2008, 15:50 Art Tevs wrote: Hi folks, has anybody of you ever tried to compile .cu cuda-file with nvcc, which does include osg headers. Here is just a simple test case which doesn't compile for whatever reasons: #include stdio.h #include osg/State int main() { osg::State* test = new osg::State; printf(%d\n, test-getContextID()); return 0; } compiled with: nvcc -cuda test.cu The compilation breaks down with the error: /osg/State(1289): error: identifier-list parameters may only be used in a function definition /osg/State(1290): error: identifier-list parameters may only be used in a function definition /osg/State(1290): error: expected an identifier and so on. I don't know what could be wrong there. If somebody was able to get CUDA code compiled beside of osg, I would be very appreciated to know more ;) Does nvcc have a preprocess-only mode (something like -E)? So you can see what the real input is to the compiler... Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CUDA + osg compilation issues???
Hi folks, has anybody of you ever tried to compile .cu cuda-file with nvcc, which does include osg headers. Here is just a simple test case which doesn't compile for whatever reasons: #include stdio.h #include osg/State int main() { osg::State* test = new osg::State; printf(%d\n, test-getContextID()); return 0; } compiled with: nvcc -cuda test.cu The compilation breaks down with the error: /osg/State(1289): error: identifier-list parameters may only be used in a function definition /osg/State(1290): error: identifier-list parameters may only be used in a function definition /osg/State(1290): error: expected an identifier and so on. I don't know what could be wrong there. If somebody was able to get CUDA code compiled beside of osg, I would be very appreciated to know more ;) Best regards, art ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgViewer osgCool
Hi, everyone. I was looking through the examples and found an effect that can be useful to my application. It is in osgviewer osgcool, but I can't find the code neither in the examples I've download with the osg package nor at the osg website... Does anyone have it and can send it to me? Thanks, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CUDA + osg compilation issues???
After some more investigation it seems that cudafe (a tool from the CUDA compilation chain, which separates C/C++ from GPU code) isn't able to parse the files correctly. The problem is, that there are no decription of how to use cudafe as standalone thing, so that it seems to be more or less unsuccessful to find out what goes wrong there. I check out if it would be possible to generate a bug report, however requiring the whole osg/include directory just to regenerate a bug is somehow overblown ;( If somebody does know more, I would be very appreciated. Cheers art --- Art Tevs [EMAIL PROTECTED] schrieb am Do, 27.11.2008: Von: Art Tevs [EMAIL PROTECTED] Betreff: Re: [osg-users] CUDA + osg compilation issues??? An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Donnerstag, 27. November 2008, 15:55 Hi Paul, yes it does, and I am currently investigating the output ;) Interesting thign is that replacing the line in the test case #include osg/State by this: #include GL/gl.h #define GLenum unsigned int #include osg/State does remove the first error and breaks down on other definitions of GLxxx types. It could be that for whatever reasons the headers are not processed very well. cheers --- Paul Melis [EMAIL PROTECTED] schrieb am Do, 27.11.2008: Von: Paul Melis [EMAIL PROTECTED] Betreff: Re: [osg-users] CUDA + osg compilation issues??? An: [EMAIL PROTECTED], OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Donnerstag, 27. November 2008, 15:50 Art Tevs wrote: Hi folks, has anybody of you ever tried to compile .cu cuda-file with nvcc, which does include osg headers. Here is just a simple test case which doesn't compile for whatever reasons: #include stdio.h #include osg/State int main() { osg::State* test = new osg::State; printf(%d\n, test-getContextID()); return 0; } compiled with: nvcc -cuda test.cu The compilation breaks down with the error: /osg/State(1289): error: identifier-list parameters may only be used in a function definition /osg/State(1290): error: identifier-list parameters may only be used in a function definition /osg/State(1290): error: expected an identifier and so on. I don't know what could be wrong there. If somebody was able to get CUDA code compiled beside of osg, I would be very appreciated to know more ;) Does nvcc have a preprocess-only mode (something like -E)? So you can see what the real input is to the compiler... Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging granularity + platform specific scripts
Hi Robert, Another step would then provide a community mechanism for uploading the resulting binary/headers/source packages that others can leverage. Using the svn repository has been discussed as possible location for this. Some open repository would be useful, sure, but it would increase the need for testing, since anyone could replace a given working revision of the binaries with a non-working one, someone would need to constantly monitor what's going on on the repository and test the changes... This is reflection of our over dependence on the time and skills of too small a group of engineers (i.,e Mike) , and lack of a process for getting binaries made available in straight forward way. Yep. Automating the process of creating dependency packages or more to the point de-skilling the process would make it possible for more users to get involved. Automating the dependency build isn't trivial though... ... On the the dependency from I do wonder if providing CMakeLists.txt files for the various dependencies and then a high level CMakeLists.txt or other script that would pull together the components. Would we need to branch the source codes of the various dependences for this? Could we push support for such a coordinate build scheme back upstream to the projects themselves? I doubt the upstream maintainers would be willing to maintain files for a build system they don't use. None of the 7 dependencies I built recently for our own internal packages use CMake. Each one has their own build system, which is what makes it a pain. Some build using Visual Studio, some using nmake. When you need to change settings, you either have to dig in the VS project files, or the makefiles, and the makefiles are always set up differently, so it takes a lot of time. Adding the d postfix for debug libraries is an example. I doubt the projects themselves will be open to changes to their build system, that's generally a preference of the build maintainers, so these changes will need to be re-done each time we bump the version of one of the dependencies. All in all, I'm already doing it once every 4-6 months for work, I personally don't want to do it any more than that. Mike seems to have a similar stance. If someone wants to do it feel free. Could we come up with a scheme that mirrors these packaging systems a little? I don't mean a full blown implementation of packaging system. Would it be possible to write a Cmake or Python script that manages a directory tree of dependencies? Perhaps. Or we could compile apt for Windows :-) I'm happy to start simple and work our way up if required. Perhaps in a final installer nirvana we could have an cross platform interactive script (in a browser maybe) that could run, you tick the bits of the OSG you want have it go install all the binaries/headers/source you need, or update any components when updates are available... ;-) What are the first steps on this road though... Not sure. I really think the dependencies are the biggest hurdle. If someone can streamline the dependencies build process, then at least we would have dependencies for the 3 major toolsets (VC7.1, VC8, VC9). Building OSG with those is a piece of cake... Even if we have to do it 6 times (3 toolsets * (debug + release)). The basic dependencies included in Mike's repo (and I think we should start with that basic set too) are: 1. curl (not necessary but will be useful in the future) 2. freetype 3. libjpeg 4. libungif 5. libpng 6. libtiff 7. zlib (included with libpng) Choosing which to build as static libs and which as dynamic libs is a first decision to take. I would personally go static all the way because there are more and more applications that add themselves to your PATH on install and include for example libpng, so your OSG app ends up picking up the wrong DLL and crashing. But it does increase the plugins' size a bit. I didn't want to, but I could volunteer to build the dependencies for the next release. Given a few weeks to do it in my off time, I would be able to do it. From that, I would have a better idea of what can / needs to be streamlined and I could suggest some next steps. Comments? J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer osgCool
Hi Renan, Do you mean the osgcool.osg file? There isn't an osgCool nodekit or example. The osgcool.osg just has a particle effect with the emitter lined up along the positions of the text. Robert. On Thu, Nov 27, 2008 at 3:04 PM, Renan Mendes [EMAIL PROTECTED] wrote: Hi, everyone. I was looking through the examples and found an effect that can be useful to my application. It is in osgviewer osgcool, but I can't find the code neither in the examples I've download with the osg package nor at the osg website... Does anyone have it and can send it to me? Thanks, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAudio / osgAL
Hi Robert, I am overloaded with my existing work so I can't take on any of this work myself, I'll happy cheer on from the side lines though. I've never met you personally, but I just can't picture you as a cheerleader with pom-pons and such... ;-) J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer osgCool
My mistake, I thought it was an example but it is only an argument for the application. Either way, I really wanted to learn how that particular particle effect was generated... How can I do it? Thanks, Renan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer osgCool
Hi Renan, Either way, I really wanted to learn how that particular particle effect was generated... How can I do it? Examine the osgcool.osg file, it's a direct dump of the scene graph to .osg file (the same thing you get whenever you use osgDB::writeNodefile(*sceneRoot, file.osg); ) so you can read it and see what the scene graph setup looks like. Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer osgCool
I will look into that. Thanks J-S. Renan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging granularity + platform specific scripts
Hi J-S, On Thu, Nov 27, 2008 at 3:22 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Another step would then provide a community mechanism for uploading the resulting binary/headers/source packages that others can leverage. Using the svn repository has been discussed as possible location for this. Some open repository would be useful, sure, but it would increase the need for testing, since anyone could replace a given working revision of the binaries with a non-working one, someone would need to constantly monitor what's going on on the repository and test the changes... One couldn't have a totally open system for uploading. Only maintainers would be able to upload. We could include a number of maintainers for each platform. Testing would need to happen of course, and perhaps a holding area for proposed packages would suit this phase. Once a package is tested and approved only then would link to it from the download pages/move it to general public downloads area. I doubt the upstream maintainers would be willing to maintain files for a build system they don't use. None of the 7 dependencies I built recently for our own internal packages use CMake. Each one has their own build system, which is what makes it a pain. Some build using Visual Studio, some using nmake. Could we just provide our own external CMake system for them then? Most of these dependencies are complex beasts. All in all, I'm already doing it once every 4-6 months for work, I personally don't want to do it any more than that. Mike seems to have a similar stance. If someone wants to do it feel free. For the most part I would expect dependencies would change rarely. Certainly less often than OSG releases. Not sure. I really think the dependencies are the biggest hurdle. If someone can streamline the dependencies build process, then at least we would have dependencies for the 3 major toolsets (VC7.1, VC8, VC9). Building OSG with those is a piece of cake... Even if we have to do it 6 times (3 toolsets * (debug + release)). So what options do we have for streamlining the build of the dependencies? The basic dependencies included in Mike's repo (and I think we should start with that basic set too) are: 1. curl (not necessary but will be useful in the future) 2. freetype 3. libjpeg 4. libungif 5. libpng 6. libtiff 7. zlib (included with libpng) Choosing which to build as static libs and which as dynamic libs is a first decision to take. I would personally go static all the way because there are more and more applications that add themselves to your PATH on install and include for example libpng, so your OSG app ends up picking up the wrong DLL and crashing. But it does increase the plugins' size a bit. I'd be inclined towards static linking of these libs too, the only other alternative is for use to name/version our built dependencies uniquely so as not to risk overlapping with other installs of similar but not quite the same libs. There are also other heavier weight dependencies like COLLADA, OpenVRML, LibXUL/xulrunner that users might want to pull in. The existing Win32 dependency list is really just the core dependencies. How far out one should encompass centrally will something we should leave the community - if volunteers are willing to support a particular dependency package and there is a mechanism for us to provide download space and consistent scheme for naming then we can just leave the door open to this more specialist add ons. I would suggest we come up with set of packages and associated dependencies. There is also the aspect that we may have packages within general packages - for instance OpenThreads could be a package in its own right, and the OSG core libraries could be another package that has minimal dependencies. Then the standard openscenegraph package would contains these packages + the standard dependencies that already exist in the Win32 package. Robert. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Understanding node/traversal masks
Hi guys, I have a scene setup problem that I am sure is easy to solve with OSG if someone could help me properly understand the use of node masks. Consider this scene: Root /\ / \ __/ \__ /\ DecorateGroupRenderGroup \ | \ /\ \ ___/ \ \/\ \___ PAT Subgraph with more objects /\ / \ GeodeA GeodeB I have a group of objects that I want to render, all children of the RenderGroup. Some of these objects I want to decorate by drawing the same geometry with a different stateset that enables cartoon outlines when I pick it. Now I want to add a subgraph to this decoration, but I only want to allow some of the nodes within the subgraph to be affected by the stateset in DecorateGroup. For example, if I attach PositionAttitudeTransform PAT to DecorateGroup, I only want GeodeA to be decorated. I think one way would be to protect attributes that are overridden by the stateset in DecorateGroup, but I don't want to have to do that for all objects that might be picked. I expect this can be done with node masks, but I am not sure how to set up a node mask so that GeodeB is drawn only once when RenderGroup is traversed and not drawn when DecorateGroup is traversed. I would be really grateful if someone could explain this to me. Thanks! Morne Pistorius ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging granularity + platform specific scripts
Hi All, I've just put up a wiki page to coordinate suggestions for packaging names/contents/dependencies. Feel free to add to/amend. http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging This isn't an exhaustive list, there are no doubt mistakes, but my hope is that it's a some concrete that we can build old/discuss specifics of. I would like to know how existing packaging available fits in with this, so please review it and pass on whether X disto fits with or does something different. Post these comments here first, then we can amend the page. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Videos of DBGS Trian3D
Hello Stephan, We have created a few new videos about our terrain generation software Trian3D. Maybe some of you like to see what we are doing with OSG. Very nice stuff. I've looked through your sample databases, and it looks very good. I have a few questions: * Is the representation of trees configurable? Some situations might need only a billboard, others a cross of quads, others a more detailed tree model (LODs with all three even?) * Why is the lowest LOD of your terrain a flat white quad? Couldn't it be a quad with the terrain texture at least? Or even a very low-poly version of the terrain, so we still get a general impression of the hills... It looks a bit weird when we zoom way out and it becomes a flat white plane. * Are the building models configurable too? If we have an in-house modeler, could he use his own building models (with LODs etc.) in Trian3D Builder? We (CM Labs) will have some people at I/ITSEC, so I've talked to them and they will go check your stuff out firsthand. Thanks for sharing, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Understanding node/traversal masks
Morn Pistorius wrote: Hi guys, I have a scene setup problem that I am sure is easy to solve with OSG if someone could help me properly understand the use of node masks. Consider this scene: Root /\ / \ __/ \__ /\ DecorateGroupRenderGroup \ | \ /\ \ ___/ \ \/\ \___ PAT Subgraph with more objects /\ / \ GeodeA GeodeB I have a group of objects that I want to render, all children of the RenderGroup. Some of these objects I want to decorate by drawing the same geometry with a different stateset that enables cartoon outlines when I pick it. Now I want to add a subgraph to this decoration, but I only want to allow some of the nodes within the subgraph to be affected by the stateset in DecorateGroup. For example, if I attach PositionAttitudeTransform PAT to DecorateGroup, I only want GeodeA to be decorated. I think one way would be to protect attributes that are overridden by the stateset in DecorateGroup, but I don't want to have to do that for all objects that might be picked. I expect this can be done with node masks, but I am not sure how to set up a node mask so that GeodeB is drawn only once when RenderGroup is traversed and not drawn when DecorateGroup is traversed. I would be really grateful if someone could explain this to me. The term node mask NodeMask referred to in the method osg:Node::setNodeMask and the member varibale osg::Node::-nodeMask can be a little misleading. It may help you to think of it as a set of flag bits to which a traversal mask is applied. If doing a bit wise AND of these flag bits and the current traversal mask results in a non zero value the node will be processed (traversed) otherwise it will be ignored along with all its children. Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging granularity + platform specific scripts
Hi Robert, One couldn't have a totally open system for uploading. Only maintainers would be able to upload. We could include a number of maintainers for each platform. Testing would need to happen of course, and perhaps a holding area for proposed packages would suit this phase. Once a package is tested and approved only then would link to it from the download pages/move it to general public downloads area. I agree, that sounds like a good way to manage that. It all hinges on getting maintainers to sign up though. Could we just provide our own external CMake system for them then? Most of these dependencies are complex beasts. Yeah, I think that would be unweildly. But I won't know until I try it. For the most part I would expect dependencies would change rarely. Certainly less often than OSG releases. Of course. And we will *need* to bump a dependency's version even less often (we don't need to always be up to date, just use the version that's stable and has the features we need). So what options do we have for streamlining the build of the dependencies? That's what I'm not sure about. One option would be scripting, as you said. A Visual Studio project can be built from the command line (through arguments to devenv.exe), so it can be scripted. The same goes without saying for nmake-based builds. Mike's way of working is not bad I think. He has a script that fetches the upstream sources (a specific version, which can be controlled in another script), unzips them to a directory, and then either builds it or gives instructions on which project to open up and what to do to build it. He also commits to his repo any changed project files, so that the sources are not forked but there is a trace of what he needed to change. So just modifying that methodology to build Visual Studio projects from the command line too, and then automating the packaging (just zipping up the necessary build products and headers) would be a good place to start I think. The part that's tedious is changing project settings and build options to be able to build debug and release side by side, and so they use the same VC runtime, etc. But as you said, we shouldn't have to update dependencies too often, so it might not be so bad. If the rest is automated, it'll be OK I think. I'd be inclined towards static linking of these libs too, the only other alternative is for use to name/version our built dependencies uniquely so as not to risk overlapping with other installs of similar but not quite the same libs. Agreed. There are also other heavier weight dependencies like COLLADA, OpenVRML, LibXUL/xulrunner that users might want to pull in. The existing Win32 dependency list is really just the core dependencies. How far out one should encompass centrally will something we should leave the community - if volunteers are willing to support a particular dependency package and there is a mechanism for us to provide download space and consistent scheme for naming then we can just leave the door open to this more specialist add ons. Agreed. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release
Hi All, I'm now pretty well on top of submissions, so am looking towards making a dev release tomorrow morning. Could users check out the latest version of the OSG to see how things build and run on your platform. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging granularity + platform specific scripts
Hi Robert, I've just put up a wiki page to coordinate suggestions for packaging names/contents/dependencies. Feel free to add to/amend. http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging Looks good to me. For Windows: * I haven't built COLLADA, OpenVRML or Coin on Windows in a while, so not sure what they entail. They used to build fine before, though they needed a few tweaks to their build settings, see the now outdated http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins * The PDF plugin depends on cairo and poppler. For cairo, we could get the gtk-bundle, and take only what we need (cairo headers and libs). I still haven't been able to compile poppler on Windows, though I admit I haven't put that much time into trying. * The others (SVG, Gecko, VNC) I have never tried to compile the dependencies for on Windows, so I can't say anything for those. It all comes down to not knowing until I try it though. So I suggest I put some time aside in the next few weeks to build a set of core dependencies for VC7.1, VC8 and VC9, and if I have time, COLLADA and OpenVRML too. Then I'll be in a better position to offer input on what can be improved. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release
Hi Robert, I'm now pretty well on top of submissions, so am looking towards making a dev release tomorrow morning. Could users check out the latest version of the OSG to see how things build and run on your platform. I did an update this morning and built to test the wldap32 addition, it all built fine then. There are a few updated files since then so I'm running a new build, but I don't expect any surprises. Windows Vista 32 bit, CMake 2.6.1, Visual C++ 2005. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release
Hi Robert, I did an update this morning and built to test the wldap32 addition, it all built fine then. There are a few updated files since then so I'm running a new build, but I don't expect any surprises. Windows Vista 32 bit, CMake 2.6.1, Visual C++ 2005. Confirmed, builds fine. While we're talking about packaging, we should probably also start a thread about a related subject: what constitutes a good test suite for OSG builds. I typically run osgviewer cow.osg, and then a few other models that load png/jpg textures, a few OpenFlight models, etc. But perhaps we could make a list of examples that we could run in a batch file, and if they all run well then the build is considered to be in generally good shape. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linux Dev. Env. Poll
Hi jp, Sorry didn't see this earlier. Yes you can use meld within svn, provided you use a script like described here : http://svnbook.red-bean.com/en/1.4/svn.advanced.externaldifftools.html here is the script I reproduced from here : http://article.gmane.org/gmane.comp.gnome.meld.general/362 Start: svn-diff-meld #!/bin/sh # SVN Diff Wrapper for Meld # KOG 2008-02 left=$6 right=$7 meld $left $right End: svn-diff-meld Then adapting it to diff3 Start: svn-diff3-meld #!/bin/sh # SVN Diff3 Wrapper for Meld mine=$9 older=$10 yours=$11 meld $mine $older $yours End: svn-diff3-meld then modifying your ~/.subversion/config with these values should do the trick [helpers] diff-cmd = ABSOLUTE_PATH_TO/svn-diff-meld diff3-cmd = ABSOLUTE_PATH_TO/svn-diff3-meld diff3-has-program-arg = false HTH -- Mathieu 2008/11/27 J.P. Delport [EMAIL PROTECTED]: Hi, Paul Melis wrote: J.P. Delport wrote: Hi, Mathieu MARACHE wrote: Do you know if meld can integrate nicely with svn? E.g. I can do svn diff svn merge on command line and then it brings up xxdiff. Can meld do this (be an diff app for svn)? If it can I will definitely try. There does seem to be the environment variable SVN_MERGE that subversion looks at, but I'm not sure if that one has only been introduced in a very recent subversion release. I usually set diff-cmd and diff3-cmd in ~/.subversion/config to xx-diff-proxy. I was wondering if meld had something similar? jp Regards, Paul -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release
HI J-S, On Thu, Nov 27, 2008 at 6:35 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: While we're talking about packaging, we should probably also start a thread about a related subject: what constitutes a good test suite for OSG builds. I typically run osgviewer cow.osg, and then a few other models that load png/jpg textures, a few OpenFlight models, etc. But perhaps we could make a list of examples that we could run in a batch file, and if they all run well then the build is considered to be in generally good shape. I run OpenSceneGraph/runexamples.bat as my base test. It does have all the examples, but does have most. We've added quite a few since it was last updated, for instance osgwidget and osganimation examples. Robert ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release
Hi Robert, I run OpenSceneGraph/runexamples.bat as my base test. It does have all the examples, but does have most. We've added quite a few since it was last updated, for instance osgwidget and osganimation examples. Perhaps we could devise a more minimal set of examples which cover the essentials but no more? runexamples.bat has too many IMHO. We should also include osgWidget and osgAnimation examples in the test run of course, but you knew that. :-) Anyways, I'll use runexamples.bat for now. Thanks, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release
Hi Robert, I'm having trouble building on Debian Etch. I'm getting the following error when configuring within ccmake: IF had incorrect arguments: POLICY CMP0008 (Unknown arguments specified). Perhaps my cmake version is too old, I'm using: cmake version 2.4-patch 5 Alejandro.- On Thu, Nov 27, 2008 at 3:34 PM, Robert Osfield [EMAIL PROTECTED]wrote: Hi All, I'm now pretty well on top of submissions, so am looking towards making a dev release tomorrow morning. Could users check out the latest version of the OSG to see how things build and run on your platform. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- [EMAIL PROTECTED] http://varrojo.linuxuruguay.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release
Robert Osfield schrieb: Hi All, I'm now pretty well on top of submissions, so am looking towards making a dev release tomorrow morning. Could users check out the latest version of the OSG to see how things build and run on your platform. Compile went smooth on OS X (using 10.4 + 10.5 sdk) with the deprecated xcode-project-files. I added all missing files and added also the new osganimation-lib as a framework and a new example osganimationviewer (checked in already). I tested some of the examples -- no problem. Additionally I enabled support for atomic operations when using the 10.5 sdk _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC, I think this would be a good idea to add this to the cmake files. If I find some time this week, I'll try to add it myself. I'll try the cmake build the next days and report back. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stats crashes on windows
Is there anybody else here who can easily crash osgViewer when pressing 's' 3 or 4 times? I'm running quite a complex model, and I can reproduce the crash everytime. I can reproduce it on both WinXP and Vista x64. Sometimes it crashes when 's' has been pressed 3 times, and sometime when it is presses 4 times. When using a simpler model, it is more difficult to make it crash. If the camera is standing still and I display the detailed stats, it doesn't seem to crash. But as soon as I start to move around it crashes. It is in stl's vector header file where things stops: _DEBUG_ERROR(vector iterator not dereferencable); Callstack is attached as a text file, so unwanted linebreaks are avoided. Oh.. By the way... I just discovered that the crashes does not seem to appear when running single threaded... -- Joakim Simonssonmsvcp80d.dll!std::_Debug_message(const wchar_t * message=0x01a75578, const wchar_t * file=0x01a74ec8, unsigned int line=99) Line 24 osg51-osgUtild.dll!std::_Vector_const_iteratorosgUtil::StateGraph *,std::allocatorosgUtil::StateGraph * ::operator*() Line 99 + 0x14 bytes osg51-osgUtild.dll!osgUtil::RenderBin::getStats(osgUtil::Statistics stats={...}) Line 518 + 0x17 bytes osg51-osgUtild.dll!osgUtil::RenderBin::getStats(osgUtil::Statistics stats={...}) Line 538 + 0x1d bytes osg51-osgUtild.dll!osgUtil::RenderStage::getStats(osgUtil::Statistics stats={...}) Line 1296 + 0xc bytes osg51-osgUtild.dll!osgUtil::SceneView::getStats(osgUtil::Statistics stats={...}) Line 1694 osg51-osgViewerd.dll!osgViewer::CameraSceneStatsTextDrawCallback::drawImplementation(osg::RenderInfo renderInfo={...}, const osg::Drawable * drawable=0x08d3f7f0) Line 359 + 0x1e bytes osg51-osgd.dll!osg::Drawable::draw(osg::RenderInfo renderInfo={...}) Line 896 + 0x27 bytes osg51-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x03d4bb60) Line 60 + 0x19 bytes osg51-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x03d4bb60) Line 419 + 0x19 bytes osg51-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x03d4bb60) Line 384 + 0x17 bytes osg51-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x03d4bb60) Line 469 + 0x35 bytes osg51-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x03d4bb60) Line 1253 osg51-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x03d4bb60) Line 384 + 0x17 bytes osg51-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x03d4bb60, bool doCopyTexture=false) Line 848 osg51-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x03d4bb60) Line 1108 + 0x1b bytes osg51-osgUtild.dll!osgUtil::SceneView::draw() Line 1504 + 0x37 bytes osg51-osgViewerd.dll!osgViewer::Renderer::cull_draw() Line 545 + 0xf bytes osg51-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext * context=0x0a4a8d28) Line 646 + 0xf bytes osg51-osgd.dll!osg::GraphicsContext::runOperations() Line 688 + 0x33 bytes osg51-osgd.dll!osg::RunOperations::operator()(osg::GraphicsContext * context=0x0a4a8d28) Line 135 osg51-osgd.dll!osg::GraphicsOperation::operator()(osg::Object * object=0x0a4a8d28) Line 50 + 0x19 bytes osg51-osgd.dll!osg::OperationThread::run() Line 413 + 0x26 bytes osg51-osgd.dll!osg::GraphicsThread::run() Line 40 ot11-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void * data=0x0a752994) Line 113 + 0xf bytes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CUDA + osg compilation issues???
Ok, after just some break and cleaner head, I was able to reproduce the error by some smaller code. This piece of code doesn't compile: #include stdio.h #include GL/gl.h class Test { public : int getMagic() const { return (int)_glBindBuffer; } private: typedef void (*TestCase) (GLenum target); TestCase _glBindBuffer; }; int main() { Test* test = new Test; printf(%d\n, test-getMagic()); return 0; } However changing private to public definition solve the issue. I have already posted the problem on the nvidia forum. Let see, if the right people do react on this ;) Cheers, art --- Art Tevs [EMAIL PROTECTED] schrieb am Do, 27.11.2008: Von: Art Tevs [EMAIL PROTECTED] Betreff: Re: [osg-users] CUDA + osg compilation issues??? An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Donnerstag, 27. November 2008, 16:16 After some more investigation it seems that cudafe (a tool from the CUDA compilation chain, which separates C/C++ from GPU code) isn't able to parse the files correctly. The problem is, that there are no decription of how to use cudafe as standalone thing, so that it seems to be more or less unsuccessful to find out what goes wrong there. I check out if it would be possible to generate a bug report, however requiring the whole osg/include directory just to regenerate a bug is somehow overblown ;( If somebody does know more, I would be very appreciated. Cheers art --- Art Tevs [EMAIL PROTECTED] schrieb am Do, 27.11.2008: Von: Art Tevs [EMAIL PROTECTED] Betreff: Re: [osg-users] CUDA + osg compilation issues??? An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Donnerstag, 27. November 2008, 15:55 Hi Paul, yes it does, and I am currently investigating the output ;) Interesting thign is that replacing the line in the test case #include osg/State by this: #include GL/gl.h #define GLenum unsigned int #include osg/State does remove the first error and breaks down on other definitions of GLxxx types. It could be that for whatever reasons the headers are not processed very well. cheers --- Paul Melis [EMAIL PROTECTED] schrieb am Do, 27.11.2008: Von: Paul Melis [EMAIL PROTECTED] Betreff: Re: [osg-users] CUDA + osg compilation issues??? An: [EMAIL PROTECTED], OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Donnerstag, 27. November 2008, 15:50 Art Tevs wrote: Hi folks, has anybody of you ever tried to compile .cu cuda-file with nvcc, which does include osg headers. Here is just a simple test case which doesn't compile for whatever reasons: #include stdio.h #include osg/State int main() { osg::State* test = new osg::State; printf(%d\n, test-getContextID()); return 0; } compiled with: nvcc -cuda test.cu The compilation breaks down with the error: /osg/State(1289): error: identifier-list parameters may only be used in a function definition /osg/State(1290): error: identifier-list parameters may only be used in a function definition /osg/State(1290): error: expected an identifier and so on. I don't know what could be wrong there. If somebody was able to get CUDA code compiled beside of osg, I would be very appreciated to know more ;) Does nvcc have a preprocess-only mode (something like -E)? So you can see what the real input is to the compiler... Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bump mapping using GLSL shaders
Hi Ümit, Considering you want to *animate* your bump/normal map, you may: - Use an image sequence of normal maps, that has the advantage of being almost the same code as for a non animated bump. - Or look at (procedural) shaders, that will have the advantage of not taking memory for textures, even if you want a very smooth animation. I just can't help you for shaders because I don't know anything about them. Try searching the web. For non animated bumps, well maybe many wrote examples or code using it but I can't indicate you where. For my part, I used a bump for the loading screen of a tiny game: the bump is loaded from a gray-scale, then converted to a normal map using my function, applied to a quad, and then modulated by the color texture. The light source then moves during the loading process. The code can be found at http://paratrooper.svn.sourceforge.net/viewvc/paratrooper/trunk/Src/App.cpp?view=markup (search for TexEnvCombine::DOT3_RGB and you'll find a block of code about the logo). Code is GPL, but as long as you just take a few lines, there's no problem for me using it the way you want. Once it works for you, you'll be able to replace the texture by an image sequence. However, you should try to have a look to shaders. If you find or acheive to write a nice animation, please tell me! Hope it helps. Just for curiosity: what are you working on? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 27 Nov 2008 08:27:53 +0100, Ümit Uzun [EMAIL PROTECTED] a écrit: Hi Sukender, Thanks for reply. Sorry I can't express my expected result because of my english :P Yes you understood me albeit my bad express. I have RGB texture and want to create bump map animated surface to make more realistic surface. I find normal map usage only osgVolume.cpp sample. If you know more sample, please let me know. Thanks for helps. Best Regards. 2008/11/27 Sukender [EMAIL PROTECTED] Hi Ümit, Err... I'm terribly sorry but I did not understood all of what you wrote... (maybe my english?) What do you call Ocean wave texture? Is that simply the RGB texture describing the color of your ocean's surface? If so, then the color of the texture is rarely related to bump/normal mapping. You'll have to create from scratch (or find) a bump/normal map. You can try using a picture edition software (such as the Gimp) and use filters or generators to create a gray-scaled image (where white=high and black=low). This is what I often do when I don't need to bee 100% realistic: that's just a nice bump map. I know you can create normal mapping for low polys from hi polys, but that's not the goal of the function I told you. createNormalMap() only converts a gray-scaled image to a normal map (texture that is blueish). The normal map can be then used more easily in OSG/OpenGL, using TexEnvCombine::DOT3_RGB. If you need examples, you can look at the OSG samples (I guess there is a normal map somewhere), or ask me. Note that using Google, I easily found some bump maps examples: http://www.filterforge.com/filters/216-bump.jpg http://www.m3corp.com/a/download/3d_textures/bump/instantcarpet.jpg I just hope this answers your questions. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 26 Nov 2008 16:01:29 +0100, Ümit Uzun [EMAIL PROTECTED] a écrit: Hi Sukender, I have searched about Normal Map and I see that to create normal map we need 2 models( high detailed polygon and low detailed polygon ) and then we can create normal map using ray casting to find high detailed models normals at intersected areas and then save this normal as a texture which name is NormalMap. But my question is, I want to create NormalMap the ocean waves. But I haven't any models. Can I use Ocean wave texture to create bumpmapping? I mean Can I create NormalMap from related wave texture? If I send the my oceanwave texture to the createNormalMap function, then I think. take back bluish normal map Sukender? 2008/11/26 Sukender [EMAIL PROTECTED] This is not related to GLSL, but if someone needs it, I quickly wrote a function that transforms a gray-scale bump map into a normal map: http://pvle.sourceforge.net/Doc/Html/Utility3D_8cpp-source.html#l00115 Hope this may be useful to someone, even if the function is not that clean. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 26 Nov 2008 13:29:33 +0100, Morné Pistorius [EMAIL PROTECTED] a écrit: Thanks, I managed to implement a standard bump mapping shader in OSG. Below is a code snippet that does it if it might help someone else. Shaders are attached. Cheers, Morne osg::Node * VOSGFloorGrid::CreateBumpMappedFloor() { const int BASE_TEX_UNIT = 0; const int BUMP_TEX_UNIT = 1; const int TANGENT_ATR_UNIT = 6; const int
Re: [osg-users] osgAudio / osgAL
Hi Robert, I was to develop osgAudio I would use osgAL/OpenAL as a template, much in the same way as you seem to be look at the topic. I'd also see how SDL audio might map as this has cross platform audio support that might be reasonable implementation for non spaitialized sound. And maybe we should have a look to some other libs too, such as SFML ( http://www.sfml-dev.org )? I would also try to keep things decoupled so items like a Manager would be something that is implementation dependent, rather that something that end user need worry about. Sorry I don't understand. Do you mean you're in favor of my second idea (having a kind of priorirty for sounds that the plugin would use to automatically turn on/off sounds to fit the limitation of the number of sources)? I would have thought that one might be able to capture the camera position relative to listener/sound sources by using the existing cull traversal as the way to extract the required info to pass on to OpenAL. Threading and multiple camera traversals might throw this a bit though... so perhaps a standard alone audio traversal would be appropriate as one would only have one audio context. Perhaps the ideal would be to allow the viewer to run an audio thread that runs in parallel with the cull/draw traversal threads. Having a separate thread sounds fine to me. CPU is not used enough for audio! Maybe a good occlusion computation would add immersion; so I think a separate thread is better. Should there be audio update and cull/render traverals for the viewer then? I am overloaded with my existing work so I can't take on any of this work myself, I'll happy cheer on from the side lines though. I certainly want to see an osgAudio merged into the core OSG. Perhaps a feature for OSG-2.10. Robert. I'm also too busy to work on osgAudio, but I'd like to help as much as I can. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ On Thu, Nov 27, 2008 at 1:37 PM, Sukender [EMAIL PROTECTED] wrote: Hi Robert, hi everyone, I totally agree that we need an abstraction layer and plugins. So let's say osgAudio is that abstraction layer, and that osgAL is a future plugin based on the current osgAL work. - What would be in the osgAudio then? - Should we (and how could we do to) leave a degree of freedom to plugins so that users can access specific features (= not handled in osgAudio)? I guess osgAudio has to be very simple. Here are some of my ideas: - As LightSources, there should be AudioSources nodes that we can position somewhere. - AudioSource may be absolute (= heard everywhere = no distance attenuation = no culling). - AudioSource should be attached to a Sound (= AudioData = buffer or stream + some parameters like doppler factor, gain, velocity...) - Sound should be able to read many formats/codecs (PCM, Vorbis...) - There should be a cache for sounds (for buffers but not for streams I guess!) - The user may update the Sounds parameters on update traversal (mainly for the velocity - For me, the physics will drive this value) - There should be Listeners, and the main Listener should be by default linked with the main camera (Is that easy to do?) - Sounds may be occuled, but I wonder if it's better to add occulder geometries in the world, or set a specific flag on existing geometries to say they occult sounds. Well this looks much like osgAL, but that's normal! However, I'd like to remove the presence of the osgAL manager if possible. About allocation/deallocation of internal sound buffers, I have two ideas: 1. As for lights, the user is limited to a given number and he has to manually switch on/off those (s)he wants. 2. This not be the matter of the user. Eventually (s)he could set their number, but not much more. The sources are given a base priority, which can be lowered if the sound is attenuated (= if listener is far). The 'n' most important AudioSources would then be active and the other inactive. Eventually, a parameter would have to say if AudioSources may or may not be stopped suring playing to leave another one play (= a more imporant one). Which one do you prefer? The second idea looks a little bit like the LightSourcesManager I wrote (that switch on the 8 most important lights), and that can easily be generalized. The advantage is simplicity for the user, and the drawback is that we then cannot remove the osgAL manager I told before. I hope this will help to see an osgAudio soon! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 27 Nov 2008 11:17:01 +0100, Robert Osfield [EMAIL PROTECTED] a écrit: Hi Sukender, Previously I have looked at merging osgAL into svn/trunk, but on review of the code decided that a straight merge was inappropriate. For end user build simplicity OpenAL++ and osgAL would be best merged. The structure of an audio library for
Re: [osg-users] Packaging granularity + platform specific scripts
Hi Robert and J-S, One couldn't have a totally open system for uploading. Only maintainers would be able to upload. We could include a number of maintainers for each platform. Testing would need to happen of course, and perhaps a holding area for proposed packages would suit this phase. Once a package is tested and approved only then would link to it from the download pages/move it to general public downloads area. I agree, that sounds like a good way to manage that. It all hinges on getting maintainers to sign up though. Here is a sum up/proposal. This is just a draft, and I think that it could be useful to improve/augment/correct this. Maybe this also could be on a wiki page? Well, as you (OSG gurus) wish! 1. Roles - Maintainer (builds packages for a specific toolset, tests the built packages, moves to public area when tested) - Tester (Helps the maintainer testing deployed binaries = has access to non public built packages) - Admin (Manages permissions of maintainers, writes test cases) 2. Infrastructure: - A public download area. - A private (= currently in test) download area. - A wiki/tracker/shared spreadsheet/something to list ToDo's and bugs. - A wiki/tracker/shared spreadsheet/something to sum up the packages, toolsets, and their state (not done, building, built, testing, ok). - A wiki/something to keep useful documentation and notes about building. Maintainers have write access to everything. Testers have write access to bugs report (read access for other things). What do you think about it? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VPB: osgdem ignoring vertical multiplier
Hello: I created a geotiff file with all necesary data. The resulting terrain, using osgdem, is correct. Now I'd like to exagerate the vertical scale in another model. I tried to force the vertical scale assigning a vertical multiplier -v 10.0 but osgdem ignores it. Any hint? Thanks in advance. -- A. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Determine texture memory allocation size
Hi, does anybody of you know if it is possible to determine the size of allocated bytes of texture in the memory (VRAM or just RAM if swapped). One can compute it by the internal texture format and data type, however I would be interested if there exists some opengl routine which do gives me texture memory size directly. Cheers, art ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Determine texture memory allocation size
Sorry Opengl does not provide any such function or capability, you have to track this on your own I'm afraid __ Capture the magic of Christmas this year see http://www.capturethemagic.com __ Gordon Tomlinson [EMAIL PROTECTED] IM: [EMAIL PROTECTED] www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Art Tevs Sent: Thursday, November 27, 2008 6:15 PM To: OpenSceneGraph Users Subject: [osg-users] Determine texture memory allocation size Hi, does anybody of you know if it is possible to determine the size of allocated bytes of texture in the memory (VRAM or just RAM if swapped). One can compute it by the internal texture format and data type, however I would be interested if there exists some opengl routine which do gives me texture memory size directly. Cheers, art ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Determine texture memory allocation size
Hi Art, Gordon, Sorry Opengl does not provide any such function or capability, you have to track this on your own I'm afraid OpenGL doesn't, but if you install nVidia's instrumented drivers, there are a large number of counters you can query for low-level things like this. I'm not sure there's a counter for the memory used by a single texture, it might just be total texture memory used by a context. But you can always load the texture using osgviewer --image and then the total texture memory used by the context *is* the texture memory used by your texture! :-) But other than using these instrumented drivers (and I think they're only for Windows, but I'm not sure, so see their site to be sure) I don't know another way. Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to compile OSG with Dev-C++ and 3rdParty source in Cmake!
Hi YangXiao Maybe you should try to build required 3rd dependence with mingw (which is the default compiler of Dev-Cpp) first, and then build OSG with CMake. Wang Rui 2008/11/28 YangXiao [EMAIL PROTECTED] Hi Everyone: I already setup QT and Dev-C++ on my computer and integrate in Eclipse,But when i compile osg and 3rdParty ,I found only a Visual c++ 8 sp1 binary lib. How to compile OSG with Dev-C++ and 3rdParty source in Cmake? Someone can give me advices! Best regards. YangXiao -- 好玩贺卡等你发,邮箱贺卡全新上线!http://cn.rd.yahoo.com/mail_cn/tagline/card/*http://card.mail.cn.yahoo.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linux Dev. Env. Poll
thanks Mathieu jp Mathieu MARACHE wrote: Hi jp, Sorry didn't see this earlier. Yes you can use meld within svn, provided you use a script like described here : http://svnbook.red-bean.com/en/1.4/svn.advanced.externaldifftools.html here is the script I reproduced from here : http://article.gmane.org/gmane.comp.gnome.meld.general/362 Start: svn-diff-meld #!/bin/sh # SVN Diff Wrapper for Meld # KOG 2008-02 left=$6 right=$7 meld $left $right End: svn-diff-meld Then adapting it to diff3 Start: svn-diff3-meld #!/bin/sh # SVN Diff3 Wrapper for Meld mine=$9 older=$10 yours=$11 meld $mine $older $yours End: svn-diff3-meld then modifying your ~/.subversion/config with these values should do the trick [helpers] diff-cmd = ABSOLUTE_PATH_TO/svn-diff-meld diff3-cmd = ABSOLUTE_PATH_TO/svn-diff3-meld diff3-has-program-arg = false HTH -- Mathieu 2008/11/27 J.P. Delport [EMAIL PROTECTED]: Hi, Paul Melis wrote: J.P. Delport wrote: Hi, Mathieu MARACHE wrote: Do you know if meld can integrate nicely with svn? E.g. I can do svn diff svn merge on command line and then it brings up xxdiff. Can meld do this (be an diff app for svn)? If it can I will definitely try. There does seem to be the environment variable SVN_MERGE that subversion looks at, but I'm not sure if that one has only been introduced in a very recent subversion release. I usually set diff-cmd and diff3-cmd in ~/.subversion/config to xx-diff-proxy. I was wondering if meld had something similar? jp Regards, Paul -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bump mapping using GLSL shaders
Hi Sukender, - Use an image sequence of normal maps, that has the advantage of being almost the same code as for a non animated bump. - Or look at (procedural) shaders, that will have the advantage of not taking memory for textures, even if you want a very smooth animation. Actually I will mix of two, I create one normal map from wave texture and then animate on the water surface by changing texture coordinates so it can be seen moving and waving water surface. I will try as soon as possible but now I will look at OpenAL for couple of weeks :) I need sounds as you. I think you use osgAL on your project but I will try to use OpenAL till the osgAudio is released. I am waiting 2.10 release with hoping osgAudio nodekit :) Just for curiosity: what are you working on? I am trying to create submarine simulator but I am naive on this topic :) I am learning GLSL and OpenGL. For now I want to create water simuation as you can see from http://dangerdeep.sourceforge.net/ But it is too hard for me at the present. Best Regards. 2008/11/27 Sukender [EMAIL PROTECTED] Hi Ümit, Considering you want to *animate* your bump/normal map, you may: - Use an image sequence of normal maps, that has the advantage of being almost the same code as for a non animated bump. - Or look at (procedural) shaders, that will have the advantage of not taking memory for textures, even if you want a very smooth animation. I just can't help you for shaders because I don't know anything about them. Try searching the web. For non animated bumps, well maybe many wrote examples or code using it but I can't indicate you where. For my part, I used a bump for the loading screen of a tiny game: the bump is loaded from a gray-scale, then converted to a normal map using my function, applied to a quad, and then modulated by the color texture. The light source then moves during the loading process. The code can be found at http://paratrooper.svn.sourceforge.net/viewvc/paratrooper/trunk/Src/App.cpp?view=markup(search for TexEnvCombine::DOT3_RGB and you'll find a block of code about the logo). Code is GPL, but as long as you just take a few lines, there's no problem for me using it the way you want. Once it works for you, you'll be able to replace the texture by an image sequence. However, you should try to have a look to shaders. If you find or acheive to write a nice animation, please tell me! Hope it helps. Just for curiosity: what are you working on? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 27 Nov 2008 08:27:53 +0100, Ümit Uzun [EMAIL PROTECTED] a écrit: Hi Sukender, Thanks for reply. Sorry I can't express my expected result because of my english :P Yes you understood me albeit my bad express. I have RGB texture and want to create bump map animated surface to make more realistic surface. I find normal map usage only osgVolume.cpp sample. If you know more sample, please let me know. Thanks for helps. Best Regards. 2008/11/27 Sukender [EMAIL PROTECTED] Hi Ümit, Err... I'm terribly sorry but I did not understood all of what you wrote... (maybe my english?) What do you call Ocean wave texture? Is that simply the RGB texture describing the color of your ocean's surface? If so, then the color of the texture is rarely related to bump/normal mapping. You'll have to create from scratch (or find) a bump/normal map. You can try using a picture edition software (such as the Gimp) and use filters or generators to create a gray-scaled image (where white=high and black=low). This is what I often do when I don't need to bee 100% realistic: that's just a nice bump map. I know you can create normal mapping for low polys from hi polys, but that's not the goal of the function I told you. createNormalMap() only converts a gray-scaled image to a normal map (texture that is blueish). The normal map can be then used more easily in OSG/OpenGL, using TexEnvCombine::DOT3_RGB. If you need examples, you can look at the OSG samples (I guess there is a normal map somewhere), or ask me. Note that using Google, I easily found some bump maps examples: http://www.filterforge.com/filters/216-bump.jpg http://www.m3corp.com/a/download/3d_textures/bump/instantcarpet.jpg I just hope this answers your questions. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 26 Nov 2008 16:01:29 +0100, Ümit Uzun [EMAIL PROTECTED] a écrit: Hi Sukender, I have searched about Normal Map and I see that to create normal map we need 2 models( high detailed polygon and low detailed polygon ) and then we can create normal map using ray casting to find high detailed models normals at intersected areas and then save this normal as a texture which name is NormalMap. But my question is, I want to create NormalMap the ocean waves. But I haven't