Re: [osg-users] osgVolume development report?

2008-12-18 Thread Aitor Moreno
Hi Robert,

Thank you for your reply. I will check this mailing list frequently
for further developments. If you need beta testers for the osgVolume
NodeKit, I guess I could be one (compiling problems, performance
testing and other funny tasks).

bye.


On Wed, Dec 17, 2008 at 6:16 PM, Robert Osfield
robert.osfi...@gmail.com wrote:

 Hi Aitor,

 The Joint Medical Visualization Project that funds my work on
 osgVolume has had me address the multi-media side of the 3D
 educational lectures that project is about, this has meant working on
 Pdf readers, Vnc clients and Browers in 3D, rather than push on with
 osgVolume.  osgVolume isn't forgotten though, just a bit delayed by
 the shuffle of priorities.

 This week I'll be spending a day porting the volume rendering
 functionality from the osgvolume example into osgVolume, this will
 serve as the basis for osgVolume for the OSG-2.8 release.  It won't be
 too sophisticated, just basic shader based ray tracing and iso surface
 rendering.  A big chunk of osgVolume is the Dicom loader, and this is
 already available in svn/trunk, although used in conjunction with the
 osgvolume example right now rather than generate osgVolume nodes,
 although for 2.8 this should be available.

 Robert.




--
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  aitormoreno [...@] gmail.com
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[osg-users] NodeTrackerManipulator

2008-12-18 Thread Loong Hin
Hi,

 

I notice when I toggle the TrackerNode of the NodeTrackerManipulator between
NODE_CENTRE and NODE_CENTER_AND_ROTATION during runtime, the camera view
will have a sudden jump from one view to another. Does anyone face such
issue? Is there anyway to prevent such a jump? Thanks

 

Regards

 

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[osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Wang Rui
Hi all,

osgNV 0.6.2 has been released today, with the integration of the latest Cg
2.1 runtime, including a new resource manager, new profiles, the support of
geometry shaders, new sampler uniforms class (cgGLSetTextureParameter), new
buffer uniforms class (cgSetBufferParameter) and related examples.

Another important feature of the new release is a preliminary integration of
OSG and PhysX libraries, which makes it possible now for OSG developers to
implement collidings, rigid and soft objects, cloth and clothing, fluids and
many other physics simulations. PhysX is one of the most famous physics
engines and also part of the nVIDIA functionalities.

The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and
even more physics engines (like ODE, Bullet, Newton and so on, because of
its open structure in design) step by step! Creation and computation of
rigid actors are provided at present, as the attached image shows.

The website is:

http://osgnv.sourceforge.net/

You may download the latest osgNV tarball at:
https://sourceforge.net/projects/osgnv/

The SVN access is also usable:
*svn co https://osgnv.svn.sourceforge.net/svnroot/osgnv osgnv*

Already tested on Windows XP SP2, Visual Studio 2008. You will need
OpenSceneGraph, CMake, nVIDIA Cg (
http://developer.nvidia.com/object/cg_toolkit.html) and nVIDIA PhysX (
http://developer.nvidia.com/object/physx.html) if you want to see all the
latest features. BUILD_PHYSX (the new physics engine support) is off by
default in CMakeLists.txt, and the osgNVPhysx module has not yet tested on
GNU/Linux systems. Could anybody help me test it?

Thanks for advices and suggestions.

Cheers,

Wang Rui
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Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread Adrian Egli OpenSceneGraph (3D)
Hi Vincent,

the current version is much faster (arround 30FPS) on my NVidia Quatro 570M,
can you rebuild the latest version and send my the compiler bugs (please)

the resizing issue, i am awar of it not yet solved.

/adrian

2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com

 On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture
 variable.

 Around 15-20 FPS, but after resize of the window...see attached file.

 Vincent.

 008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 where are the bugs, my version compiled under VS 2005 (c++) latest SVN
 version

 /adrian

 2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi

  Works nicely, if a bit slow (~15fps) and the window can't be resized
 correctly.



 The code was missing three ref_ptr .get()s, so I guess you didn't compile
 the version you attached…



 http://paahdin.com/shared/images/ssao.png


  --

 *Lähettäjä:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *Puolesta *Adrian Egli
 OpenSceneGraph (3D)
 *Lähetetty:* 17. joulukuuta 2008 18:24
 *Vastaanottaja:* OpenSceneGraph Users
 *Aihe:* [osg-users] please test... SSAO (v1.0)



 Hi all ,

 please test this first version of SSAO Effect (Node)

 There is still a problem (512 x 512) texture,
 gaussian filter purly implemented on GPU

 finally i have 10-15 FPS



 /adrian

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-- 

Adrian Egli
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
*
* This application is open source and may be redistributed and/or modified   
* freely and without restriction, both in commericial and non commericial 
applications,
* as long as this copyright notice is maintained.
* 
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/

#include osgDB/ReadFile
#include osgUtil/Optimizer
#include osg/CoordinateSystemNode

#include osg/Switch
#include osg/Uniform

#include osgText/Text
#include osg/ShapeDrawable
#include osg/Geometry
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osg/BlendFunc

#include osgGA/TrackballManipulator
#include osgGA/FlightManipulator
#include osgGA/DriveManipulator
#include osgGA/KeySwitchMatrixManipulator
#include osgGA/StateSetManipulator
#include osgGA/AnimationPathManipulator
#include osgGA/TerrainManipulator

#include iostream

#include osgFX/Effect
#include osgFX/Technique
#include osgFX/Registry

#include osg/TexGen
#include osg/Texture2D

#include osg/PolygonOffset
#include osgDB/WriteFile





struct WriteCameraPostDrawCallback : public osg::Camera::DrawCallback
{
WriteCameraPostDrawCallback(osg::Image* image,std::string filename, 
bool write):
_image(image),
_filename(filename),
_write(write)
{
}

virtual void operator () (const osg::Camera /*camera*/) const
{
 
_image-dirty();
 
if ( _write ) {
std::cout  write   _filename  std::endl;
osgDB::writeImageFile(*(_image.get()),_filename);
}

}

osg::ref_ptrosg::Image _image;
std::string _filename;
bool _write;
};
 

namespace osgFX {
class SSAO : public Effect {
public:
SSAO() {};
SSAO(osg::Group*);
SSAO(const SSAO copy, const osg::CopyOp copyop = 
osg::CopyOp::SHALLOW_COPY);

META_Effect(osgFX, SSAO, 

Screen Space Ambient Occlusion, 

SSAO : test implementation, 

Adrian Egli);
protected:
virtual ~SSAO() {}
SSAO operator=(const SSAO) { return *this; }

bool define_techniques();

osg::ref_ptrosg::Group _root;
};

}



using namespace osgFX;


namespace
{


osg::Node* createBase(osg::Texture2D* texture ,osg::Texture2D* 
texture2=NULL )
{

osg::ref_ptrosg::Geode geode = new osg::Geode;

 

Re: [osg-users] Building the Collada plugin

2008-12-18 Thread Smeenk, R.J.M. (Roland)
Randolph,

The Collada plugin has only be used with the Collada DOM 2.1 library.
DOM 2.2 was silently released two weeks ago, but I haven't tested it
yet. 
There have been a few changes to the Cmake files since osg 2.6.1 so
maybe the older version does not work right out of the box.

--
Roland


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
 Of R Fritz
 Sent: donderdag 18 december 2008 3:14
 To: OpenSceneGraph Users
 Subject: [osg-users] Building the Collada plugin
 
 OSG 2.6.1, VS 2008.
 
 So far I've downloaded COLLADA_1.4.1_DOM_1.3.0.zip, built it, 
 and got a slew of errors trying to build the plugin.  
 (Collada DOM 2.2, which looks like it might be downward 
 compatible, uses a different library structure, and I've no 
 idea which files are still needed.)
 
 Which version of Collada is known to work?  Does the plugin 
 work at all with VS 2008?
 
 Randolph
 
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This e-mail and its contents are subject to the DISCLAIMER at 
http://www.tno.nl/disclaimer/email.html

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Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread Vincent Bourdier
Hi,

Which version do you speeking about ? last OSG version ? SSAO last version ?
My todo list is full so I can try to have a look on it, but I cannot say
when...

Vincent.

2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 Hi Vincent,

 the current version is much faster (arround 30FPS) on my NVidia Quatro
 570M, can you rebuild the latest version and send my the compiler bugs
 (please)

 the resizing issue, i am awar of it not yet solved.

 /adrian

 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com

 On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture
 variable.

 Around 15-20 FPS, but after resize of the window...see attached file.

 Vincent.

 008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 where are the bugs, my version compiled under VS 2005 (c++) latest SVN
 version

 /adrian

 2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi

  Works nicely, if a bit slow (~15fps) and the window can't be resized
 correctly.



 The code was missing three ref_ptr .get()s, so I guess you didn't
 compile the version you attached…



 http://paahdin.com/shared/images/ssao.png


  --

 *Lähettäjä:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *Puolesta *Adrian Egli
 OpenSceneGraph (3D)
 *Lähetetty:* 17. joulukuuta 2008 18:24
 *Vastaanottaja:* OpenSceneGraph Users
 *Aihe:* [osg-users] please test... SSAO (v1.0)



 Hi all ,

 please test this first version of SSAO Effect (Node)

 There is still a problem (512 x 512) texture,
 gaussian filter purly implemented on GPU

 finally i have 10-15 FPS



 /adrian

 ___
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 osg-users@lists.openscenegraph.org

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




 --
 
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Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread Adrian Egli OpenSceneGraph (3D)
sorry, i am working with latest SVN version (but not so important) but the
attached SSAO version (latest)

see attachement

:-)

/adrian

2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com

 Hi,

 Which version do you speeking about ? last OSG version ? SSAO last version
 ?
 My todo list is full so I can try to have a look on it, but I cannot say
 when...

 Vincent.

 2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 Hi Vincent,

 the current version is much faster (arround 30FPS) on my NVidia Quatro
 570M, can you rebuild the latest version and send my the compiler bugs
 (please)

 the resizing issue, i am awar of it not yet solved.

 /adrian

 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com

 On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture
 variable.

 Around 15-20 FPS, but after resize of the window...see attached file.

 Vincent.

 008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 where are the bugs, my version compiled under VS 2005 (c++) latest SVN
 version

 /adrian

 2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi

  Works nicely, if a bit slow (~15fps) and the window can't be resized
 correctly.



 The code was missing three ref_ptr .get()s, so I guess you didn't
 compile the version you attached…



 http://paahdin.com/shared/images/ssao.png


  --

 *Lähettäjä:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *Puolesta *Adrian Egli
 OpenSceneGraph (3D)
 *Lähetetty:* 17. joulukuuta 2008 18:24
 *Vastaanottaja:* OpenSceneGraph Users
 *Aihe:* [osg-users] please test... SSAO (v1.0)



 Hi all ,

 please test this first version of SSAO Effect (Node)

 There is still a problem (512 x 512) texture,
 gaussian filter purly implemented on GPU

 finally i have 10-15 FPS



 /adrian

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

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




 --
 
 Adrian Egli

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 --
 
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-- 

Adrian Egli
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
*
* This application is open source and may be redistributed and/or modified   
* freely and without restriction, both in commericial and non commericial 
applications,
* as long as this copyright notice is maintained.
* 
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/

#include osgDB/ReadFile
#include osgUtil/Optimizer
#include osg/CoordinateSystemNode

#include osg/Switch
#include osg/Uniform

#include osgText/Text
#include osg/ShapeDrawable
#include osg/Geometry
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osg/BlendFunc

#include osgGA/TrackballManipulator
#include osgGA/FlightManipulator
#include osgGA/DriveManipulator
#include osgGA/KeySwitchMatrixManipulator
#include osgGA/StateSetManipulator
#include osgGA/AnimationPathManipulator
#include osgGA/TerrainManipulator

#include iostream

#include osgFX/Effect
#include osgFX/Technique
#include osgFX/Registry

#include osg/TexGen
#include osg/Texture2D

#include osg/PolygonOffset
#include osgDB/WriteFile





struct WriteCameraPostDrawCallback : public osg::Camera::DrawCallback
{
WriteCameraPostDrawCallback(osg::Image* image,std::string filename, 
bool write):
_image(image),
_filename(filename),
_write(write)
{
}

virtual void operator () (const osg::Camera /*camera*/) const
{
 
_image-dirty();
 
if ( _write ) {
std::cout  write   _filename  std::endl;
osgDB::writeImageFile(*(_image.get()),_filename);
}

}

osg::ref_ptrosg::Image _image;
std::string _filename;
bool _write;
};
 

namespace osgFX {
class SSAO : public Effect {
public:
   

Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4

2008-12-18 Thread Paul Fotheringham
Hi Robert,

I just tried 2.7.7 and it's still an issue there. Maybe only the Xcode project 
was fixed up?

Paul.

--- On Wed, 17/12/08, Robert Osfield robert.osfi...@gmail.com wrote:

 From: Robert Osfield robert.osfi...@gmail.com
 Subject: Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4
 To: osg_u...@yahoo.co.uk, OpenSceneGraph Users 
 osg-users@lists.openscenegraph.org
 Date: Wednesday, 17 December, 2008, 4:26 PM
 Hi Paul,
 
 I believe this one has already been addressed in the 2.7.x
 dev series,
 could you try 2.7.7 or svn/trunk.
 
 Robert.
 
 On Wed, Dec 17, 2008 at 4:11 PM, Paul Fotheringham
 osg_u...@yahoo.co.uk wrote:
  Hi,
 
  I think I know what the problem is. I'm getting
 the same unresolved symbols building on MacOS 10.4 and OSG
 2.6.1 using cmake. Your link line has
 
  /usr/lib/libm.dylib
 
  rather than your SDK version of the library. I
 don't know much about these things myself as I've
 only been using a Mac for about 1 day now but this blog
 entry details the issue
 
  http://www.red-sweater.com/blog/246/missing-link
 
  As far as cmake goes, and I've only been looking
 at _that_ for about 2 days, it seems the problem is in the
 top-level CMakeLists.txt file where it has the line
 
  FIND_LIBRARY(MATH_LIBRARY m)
 
  wrapped in an IF(UNIX) clause.
 
  I think this particular line should also be wrappend
 in an IF(NOT APPLE) clause. Doing this fixes up the link
 lines for me and the problem goes away. As I say I'm
 certainly no Mac expert so maybe this isn't quite right.
 I'm certainly not confident enough to post it to
 osg-submissions :)
 
  I haven't looked at the Xcode project at all but I
 imagine something similar must be going on there?
 
  Paul Fotheringham
 
 
 
 
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Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread Vincent Bourdier
Compilation errors :
(do not look at the name of the file, it is just to avoid making a new VS
configuration)

1-- Début de la génération : Projet : Examples osggeodemo,
Configuration : Release Win32 --
1Compilation en cours...
1osggeodemo.cpp
1..\..\..\sources\src\examples\osggeodemo\osggeodemo.cpp(330) : error
C2664: 'osg::StateSet::setTextureAttribute' : impossible de convertir le
paramètre 2 de 'osg::ref_ptrT' en 'osg::StateAttribute *'
1with
1[
1T=osg::Texture2D
1]
1Aucun opérateur de conversion définie par l'utilisateur disponible
qui puisse effectuer cette conversion, ou l'opérateur ne peut pas être
appelé
1..\..\..\sources\src\examples\osggeodemo\osggeodemo.cpp(337) : error
C2664: 'osg::StateSet::setTextureAttributeAndModes' : impossible de
convertir le paramètre 2 de 'osg::ref_ptrT' en 'osg::StateAttribute *'
1with
1[
1T=osg::Texture2D
1]
1Aucun opérateur de conversion définie par l'utilisateur disponible
qui puisse effectuer cette conversion, ou l'opérateur ne peut pas être
appelé
1Le journal de génération a été enregistré à l'emplacement
file://z:\OSG_2.6.1\binaries\examples\osggeodemo\example_osggeodemo.dir\Release\BuildLog.htm
1Examples osggeodemo - 2 erreur(s), 0 avertissement(s)
== Génération : 0 a réussi, 1 a échoué, 0 mis à jour, 0 a été ignoré
==

About 30 fps : see attached file.

Vincent.


2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 sorry, i am working with latest SVN version (but not so important) but the
 attached SSAO version (latest)

 see attachement

 :-)

 /adrian

 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com

 Hi,

 Which version do you speeking about ? last OSG version ? SSAO last version
 ?
 My todo list is full so I can try to have a look on it, but I cannot say
 when...

 Vincent.

 2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 Hi Vincent,

 the current version is much faster (arround 30FPS) on my NVidia Quatro
 570M, can you rebuild the latest version and send my the compiler bugs
 (please)

 the resizing issue, i am awar of it not yet solved.

 /adrian

 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com

 On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture
 variable.

 Around 15-20 FPS, but after resize of the window...see attached file.

 Vincent.

 008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 where are the bugs, my version compiled under VS 2005 (c++) latest SVN
 version

 /adrian

 2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi

  Works nicely, if a bit slow (~15fps) and the window can't be resized
 correctly.



 The code was missing three ref_ptr .get()s, so I guess you didn't
 compile the version you attached…



 http://paahdin.com/shared/images/ssao.png


  --

 *Lähettäjä:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *Puolesta *Adrian Egli
 OpenSceneGraph (3D)
 *Lähetetty:* 17. joulukuuta 2008 18:24
 *Vastaanottaja:* OpenSceneGraph Users
 *Aihe:* [osg-users] please test... SSAO (v1.0)



 Hi all ,

 please test this first version of SSAO Effect (Node)

 There is still a problem (512 x 512) texture,
 gaussian filter purly implemented on GPU

 finally i have 10-15 FPS



 /adrian

 ___
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 osg-users@lists.openscenegraph.org

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 --
 
 Adrian Egli

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Re: [osg-users] Precipitation effect coming too fast, and hiding on some areas

2008-12-18 Thread fredlist01
Hi Robert  Jefferson,

- Jefferson Pinheiro a écrit :
 
 2) Use an osg::ClipPlane to clip the precipitation effect. Using a
 clip plan would also allow you to control angle of the clipping.
 
 I don't know how to use that (I'm a beginner). Fred, I would be
 grateful if you could share your code, if you do it.

Unfortunately, it doesn't seem to work ( at least for me ). I modified the 
osgprecipitation example to add a simple clip plane, and although the model is 
clipped, the rain continues to appear in the half space clipped.

Attached the modified example.

-Fred
/* OpenSceneGraph example, osgprecipitation.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the Software), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include osgDB/ReadFile
#include osgDB/FileUtils
#include osgUtil/Optimizer
#include osgUtil/CullVisitor
#include osgViewer/Viewer
#include osg/ClipNode

#include osg/MatrixTransform
#include osgUtil/TransformCallback
#include osgParticle/PrecipitationEffect

#include iostream

class MyGustCallback : public osg::NodeCallback
{

public:

MyGustCallback() {}

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgParticle::PrecipitationEffect* pe = 
dynamic_castosgParticle::PrecipitationEffect*(node);

float value = sin(nv-getFrameStamp()-getSimulationTime());
if (value-0.5)
{
pe-snow(1.0);
}
else
{
pe-rain(0.5);
}

traverse(node, nv);
}
};


int main( int argc, char **argv )
{

// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(argc,argv);

// set up the usage document, in case we need to print out how to use this 
program.

arguments.getApplicationUsage()-setApplicationName(arguments.getApplicationName());

arguments.getApplicationUsage()-setDescription(arguments.getApplicationName()+
 example provides an interactive viewer for visualising point clouds..);

arguments.getApplicationUsage()-setCommandLineUsage(arguments.getApplicationName()+
 [options] filename ...);
arguments.getApplicationUsage()-addCommandLineOption(-h or 
--help,Display this information);
arguments.getApplicationUsage()-addCommandLineOption(--snow 
density,Set the snow with a density between 0 and 1.0);
arguments.getApplicationUsage()-addCommandLineOption(--rain 
density,);
arguments.getApplicationUsage()-addCommandLineOption(--particleSize 
size,);
arguments.getApplicationUsage()-addCommandLineOption(--particleColour 
red green blue alpha,);
arguments.getApplicationUsage()-addCommandLineOption(--wind x y 
z,Set the wind speed in model coordinates);
arguments.getApplicationUsage()-addCommandLineOption(--particleSpeed 
float,Set the particle speed);
arguments.getApplicationUsage()-addCommandLineOption(--nearTransition 
distance,Set the near transistion distance);
arguments.getApplicationUsage()-addCommandLineOption(--farTransition  
distance,Set the far transistion distance);
arguments.getApplicationUsage()-addCommandLineOption(--particleDensity 
density,Set the particle density);
arguments.getApplicationUsage()-addCommandLineOption(--cellSize x y 
z,Set the cell size in model coordinates);
arguments.getApplicationUsage()-addCommandLineOption(--fogDensity 
density,Set the fog density);
arguments.getApplicationUsage()-addCommandLineOption(--fogColour red 
green blue alpha,Set fog colour.);

arguments.getApplicationUsage()-addCommandLineOption(-useFarLineSegments,Switch
 on the use of line segments);


// construct the viewer.
osgViewer::Viewer viewer;

osg::ref_ptrosgParticle::PrecipitationEffect precipitationEffect = new 
osgParticle::PrecipitationEffect;

float intensity;
while (arguments.read(--snow, intensity)) 
precipitationEffect-snow(intensity);
while (arguments.read(--rain, intensity)) 
precipitationEffect-rain(intensity);

float value;
while (arguments.read(--particleSize, value)) 
precipitationEffect-setParticleSize(value);


Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread J.P. Delport

Hi,

compiled OK here on Debian Sid, 40fps on GeForce Go 7400.

jp

Adrian Egli OpenSceneGraph (3D) wrote:

Hi Vincent,

the current version is much faster (arround 30FPS) on my NVidia Quatro 
570M, can you rebuild the latest version and send my the compiler bugs 
(please)


the resizing issue, i am awar of it not yet solved.

/adrian

2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com 
mailto:vincent.bourd...@gmail.com


On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture
variable.

Around 15-20 FPS, but after resize of the window...see attached file.

Vincent.

008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com
mailto:3dh...@gmail.com

where are the bugs, my version compiled under VS 2005 (c++)
latest SVN version

/adrian

2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi
mailto:kimmo.kotaja...@vianova.fi

Works nicely, if a bit slow (~15fps) and the window can't be
resized correctly.

 


The code was missing three ref_ptr .get()s, so I guess you
didn't compile the version you attached…

 


http://paahdin.com/shared/images/ssao.png

 





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mailto:osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org
mailto:osg-users-boun...@lists.openscenegraph.org]
*Puolesta *Adrian Egli OpenSceneGraph (3D)
*Lähetetty:* 17. joulukuuta 2008 18:24
*Vastaanottaja:* OpenSceneGraph Users
*Aihe:* [osg-users] please test... SSAO (v1.0)

 


Hi all ,

please test this first version of SSAO Effect (Node)

There is still a problem (512 x 512) texture,
gaussian filter purly implemented on GPU

finally i have 10-15 FPS



/adrian


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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, 
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Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread Vincent Bourdier
Sorry, forgot to precise :

Nvidia Gforce 8600 GTS

Vincent.

2008/12/18 J.P. Delport jpdelp...@csir.co.za

 Hi,

 compiled OK here on Debian Sid, 40fps on GeForce Go 7400.

 jp

 Adrian Egli OpenSceneGraph (3D) wrote:

 Hi Vincent,

 the current version is much faster (arround 30FPS) on my NVidia Quatro
 570M, can you rebuild the latest version and send my the compiler bugs
 (please)

 the resizing issue, i am awar of it not yet solved.

 /adrian

 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com mailto:
 vincent.bourd...@gmail.com

On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture
variable.

Around 15-20 FPS, but after resize of the window...see attached file.

Vincent.

008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com
mailto:3dh...@gmail.com

where are the bugs, my version compiled under VS 2005 (c++)
latest SVN version

/adrian

2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi
mailto:kimmo.kotaja...@vianova.fi

Works nicely, if a bit slow (~15fps) and the window can't be
resized correctly.


The code was missing three ref_ptr .get()s, so I guess you
didn't compile the version you attached…


http://paahdin.com/shared/images/ssao.png



  

*Lähettäjä:* osg-users-boun...@lists.openscenegraph.org
mailto:osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org
mailto:osg-users-boun...@lists.openscenegraph.org]
*Puolesta *Adrian Egli OpenSceneGraph (3D)
*Lähetetty:* 17. joulukuuta 2008 18:24
*Vastaanottaja:* OpenSceneGraph Users
*Aihe:* [osg-users] please test... SSAO (v1.0)


Hi all ,

please test this first version of SSAO Effect (Node)

There is still a problem (512 x 512) texture,
gaussian filter purly implemented on GPU

finally i have 10-15 FPS



/adrian


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 --
 
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[osg-users] Could not find plugin building with MinGW and libraries from gnuwin32 repo

2008-12-18 Thread Ariadie Chandra
I tried to build OSG from OpenSceneGraph-2.6.1.zip with MInGW-5.1.4 and 
CodeBlocksI downloaded libraries from gnuwin32 and installed themWhen i ran 
CMake, there was warnings like  -- Warning Debug JPEG not found, using 
D:/libs/GnuWin32/lib/libjpeg.dll.aI ignored them and built OSG.I got 
mingw_osgdb_jpeg.dll in directory osgPlugins-2-6-1but when i tried to run 
osgplanets.exe, it said  Could not find plugin to read objects from file 
SolarSystem I tried to search previous threads and found similar problem, 
but it was built using VS 
2005.http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2008-June/012373.htmlIs
 there anything I did wrong ?Thanks for any helpsBest regards,Chandra


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Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2008-12-18 Thread Ulrich Hertlein

On 17/12/08 10:56 AM, Jason Daly wrote:

Ulrich Hertlein wrote:

I agree that the implementation is hacky but the functionality is
definitively useful (speaking for zip files only):
- they are a common way to distribute a complete model (non-OSG objects,
textures, etc.)
- they can be easily created by the artists, no need to have OSG installed
- usable by other packages; .osg, .osga, and .ive are leaf file
formats if you will


That, and couldn't they be re-implemented using zlib (which is already
necessary for the png plugin)?


That's probably the prefered solution for everybody.

One problem that might rise up is that not all plugins support reading from std::stream 
but require to read directly from a file.


/ulrich
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Re: [osg-users] ScreenSpaceAmbientOcclusion

2008-12-18 Thread Raymond de Vries

Hi Adrian,

This looks very nice! Could you give a little more background info? Did 
you use the nvidia paper as starting point? E.g. I am curious if this 
technique is applicable for large outdoor environments.


Thanks a lot
Raymond


Adrian Egli OpenSceneGraph (3D) wrote:

Hi Robert,

i implement a first version of SSAO effect and i have only one issue 
left in the implementation. the whole thing works nicely with GLSL 
shader, mutlipass-rendering when we don't resize the window, actually 
512x512. so

what sould i do, to replace this issue. ?

Another thing is to remove the last pass GLSL shader, is there a way 
to solve it under common openGL textureing? Mutlitextureing? Or any 
other idea.


This version supports:

(Transparant faces: just disable for transparent faces like window, 
glass the detph writing, the depth buffer will hold only 
un-transparent z-values (alpha  0.9) )


toggle ssao on/off with key 'a'

have a look and i will be happy to get any ideas to improve the stuff.
FPS is about 30.

/adrian
--

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Re: [osg-users] Light Position Behavior

2008-12-18 Thread Robert Osfield
HI Ryan,

It's the CameraManipulator that will be setting the view matrix per
frame, and it is what is using the bounding volume of the scene graph
to set it's initial position.  If you have a camera manipulator
attached to the viewer on end of each update traversal the view matrix
from the camera manipulator will be copied to the camera's view matrix
overwritting what you are setting manually, unless you do it after the
updateTraversal() (note frame() encompasses advance();
eventTraversal();updateTraversal();renderinTraversals());

If you want to use Camera::setViewerMatrix*() methods then you to need
to create your viewer without attached a CameraManipulator, and by
default this is what the viewer does unless you call viewer.run() as
viewer.run() has a fallback of attaching a TrackballManipulator is
nothing else is setting the camera viewer matrix.  If you call
viewer.realize() and run the frame loop yourself then you won't get
this auto added camera manipulator.

My guess is that you still might be happy using the CameraManipulator
if only it didn't use the whole bounding sphere.   For this you can
just use:

  viewer.getCameraManipualtor()-setHomePosition(eye, look, up);

But you'll need to call this after the setSceneData() as this it'll be
the setSceneData() that is prompting the camera manipulator to do it's
stuff.

You follow up email about setUpViewerAsEmbeded() is just a
distraction, it's not related to the problem in hand.

Robert.

On Thu, Dec 18, 2008 at 1:01 AM, Ryan Morris russell.co...@gmail.com wrote:
 I understand that positioning the camera SHOULD fix my problem, but it
 isn't. I have the light positioned at (0,0,100,1) and even after i set my
 camera with setViewMatrixAsLookAt it is still trying to view the entire
 bounding box of the scene. This is the fix i was looking for when i started
 the post =) Looking forward to some guidance! Thanks!

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Re: [osg-users] synchronize two view windows

2008-12-18 Thread Robert Osfield
HI Olfat,

If you require two views, then use the CompositeViewer with two views,
not using two Viewer's.  Please see the osgcompositeviewer for
guidance on how to set up this type of viewer.  Also do a grep of all
the examples as other examples use it too.

Robert.

On Thu, Dec 18, 2008 at 1:25 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote:
 hello :

 i need to synchronize two view windows .
 i created two views and one key switch Manipulator

 i want as i walk in one window my view synchronized in the other window with 
 solaly differ view.

 this is my try but it is drive in the first view but no moves happened in the 
 second view :

 while( !viewer.done() || !viewer1.done() )
{
viewer.getCamera()-getViewMatrixAsLookAt(eye, center, up);
viewer1.getCamera()-setViewMatrixAsLookAt(eye, center, up);

  viewer.frame();
viewer1.frame();
}

 what iam doing wrong ?




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Re: [osg-users] glXBindTexImage

2008-12-18 Thread Robert Osfield
Hi Grahame,

I haven't tried implementing it, but I am curious.  One will probably
need to subclass from Texture2D or provide a Texture subload callback
to do the custom binding.

Robert.

On Thu, Dec 18, 2008 at 7:49 AM, Grahame Bowland
grah...@fugro-fsi.com.au wrote:
 Hi all

 Has anyone attempted to use glXBindTexImage (and friends) to bind an X11
 pixmap to a texture within OpenSceneGraph? You could then display the
 contents of an X window on a surface.

 I don't think it would be difficult to do, just wondering if it's
 already been done - best to avoid duplication of effort!

 Thanks
 Grahame


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Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4

2008-12-18 Thread Robert Osfield
HI Paul,

On Thu, Dec 18, 2008 at 8:33 AM, Paul Fotheringham osg_u...@yahoo.co.uk wrote:
 Hi Robert,

 I just tried 2.7.7 and it's still an issue there. Maybe only the Xcode 
 project was fixed up?

It's the CMake projects that have the math library added.  Last week I
did some work comiling under OSX via a remote log in, both
OpenSceneGraph and Present3D (that depends upon OpenSceneGraph)
compiled fine using Cmake.

Could you be specific about what error you are seeing and whereabouts
in the OSG build?

Robert.
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[osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Vincent Bourdier
Hi,

Using the draggerHandler (the copy of the one in osgManipulator example) to
rotate and translate a node, I need to get theses transformations to apply
it to an other node.

In the Handler, I get the previous matrix of the dragger, and after
transformation (on release) I get the other matrix.

If I print the values :
*
   DISPVECT(relative trans, afterMoving.getTrans() -
_beforeMoving.getTrans());
   DISPQUAT(relative rot , afterMoving.getRotate() *
_beforeMoving.getRotate().inverse());*

It looks very good.

Next, to apply theses transformation to an osg::Plane, I use this code :
*
osg::Vec3d trans = afterMoving.getTrans() - beforeMoving.getTrans();
osg::Quat rot = afterMoving.getRotate() *
beforeMoving.getRotate().inverse();

//Create the transformation matrix to rotate and translate the plane. the
plane has its center int the center of the Dragger
osg::Matrixd m ;
m = osg::Matrixd::translate(-beforeMoving.getTrans()) *
osg::Matrixd::rotate(rot) * osg::Matrixd::translate(beforeMoving.getTrans())
* osg::Matrixd::translate(trans);

DISPVECT(relative plane trans, m.getTrans());
DISPQUAT(relative plane rot , m.getRotate());

myPlane-transform(m);*

The value applied are not the same !

values returned :
*relative trans : 0 0 0
relative rot  : 1.63503e-008 -0.461046 2.45062e-008 0.920392
relative plane trans : 3081.37 -7.26342e-005 -3422.35
relative plane rot  : 1.58832e-008 -0.447874 2.38061e-008 0.894097*

The translation result looks good, but the rotation is not exactly the good
one...

Do you have any idea of where to find why there is a difference ? May be a
math problem, or a plane-transform not adapted to that kind of computation
... ?

Thanks a lot.

Regards,
   Vincent.
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[osg-users] The Max~

2008-12-18 Thread FlySky
 
  Hello,robert.
  I hava some questions about the files of osg.How is the max resolution of 
texture?At the same,how is the max size of ive?Thank you!
  On the other hand ,I want to ask when the VPB1.0 release?I'm waiting for a 
long time.
  Good Luck!
 FlySky

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Re: [osg-users] The Max~

2008-12-18 Thread Robert Osfield
Hi FlySky

2008/12/18 FlySky zz...@163.com:
   I hava some questions about the files of osg.How is the max resolution of
 texture?

Depends entirely upon the capabilities of your OpenGL driver/hardware,
the value is queried by the OSG at runtime.

 At the same,how is the max size of ive?

The OSG doesn't limit the size of an .ive, whether you computer can
handle an .ive file depends entirely on your hardware/OS.

   On the other hand ,I want to ask when the VPB1.0 release?I'm waiting for a

I don't have an ETA for VPB 1.0 right now.

VPB is usable in it's current beta state.

Robet.
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Re: [osg-users] The Max~

2008-12-18 Thread Tomlinson, Gordon
Maximum texture size is dictated by your graphics card and driver and OpenGL 
OSG place no limit on the texture size
 
You can query opengl in ghe draw context to get the size supported by your 
card, see any good opengl book on how to do that 



From: osg-users-boun...@lists.openscenegraph.org on behalf of FlySky
Sent: Thu 12/18/2008 5:40 AM
To: osg
Subject: [osg-users] The Max~


 
??Hello,robert.
??I hava some questions about the files of osg.How is the max resolution of 
texture?At the same,how is the max size of ive?Thank you!
??On the other hand ,I want to ask when the VPB1.0 release?I'm waiting for a 
long time.
??Good Luck!
?FlySky

2008.12.18




[??] ?? ??kfc3v3 ?? http://popme.163.com/link/004584_1120_7027.html 
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[osg-users] Callback when loading nodes in the database pager

2008-12-18 Thread Ralf Stokholm
Hi List

Is it possible to attach a callback to handle/modify loaded nodes in the
database thread?

Background:

We are using VPB generatet terrain database in a delta3d application, to get
the terrain mesh into our simulation we are using a cull visitor which takes
care of loading loading and removing collision meshes from the physics
engine when the accociatet node is generatet and removed.

Even though this approach works well, it is rather slow and it annoys me
that I have to dublikate bookkeeping which must already be implementet in
the databasepager. I would also like to put the work in the database thread
when possible.

Is there any callbacks or similar for plugging in this code at the moment?

Brgs.

Ralf Stokholm.
www.arenalogic.com
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Re: [osg-users] Callback when loading nodes in the database pager

2008-12-18 Thread christophe loustaunau
Hi Ralf,

look at ReadFileCallback in the example osgCallBack, it may be what you
wan't.

Regards.

On Thu, Dec 18, 2008 at 2:20 PM, Ralf Stokholm alfma...@arenalogic.comwrote:

 Hi List

 Is it possible to attach a callback to handle/modify loaded nodes in the
 database thread?

 Background:

 We are using VPB generatet terrain database in a delta3d application, to
 get the terrain mesh into our simulation we are using a cull visitor which
 takes care of loading loading and removing collision meshes from the physics
 engine when the accociatet node is generatet and removed.

 Even though this approach works well, it is rather slow and it annoys me
 that I have to dublikate bookkeeping which must already be implementet in
 the databasepager. I would also like to put the work in the database thread
 when possible.

 Is there any callbacks or similar for plugging in this code at the moment?

 Brgs.

 Ralf Stokholm.
 www.arenalogic.com

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Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread J.P. Delport

Hi,

temple default view without ssao 570fps, with ssao 40fps.

NVidia Geforce Go7400.

jp

Adrian Egli OpenSceneGraph (3D) wrote:

You can toggle SSAO on/off with 'a',i have fixed the bugs,

adrian

2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com 
mailto:vincent.bourd...@gmail.com


Compilation errors :
(do not look at the name of the file, it is just to avoid making a
new VS configuration)

1-- Début de la génération : Projet : Examples osggeodemo,
Configuration : Release Win32 --
1Compilation en cours...
1osggeodemo.cpp
1..\..\..\sources\src\examples\osggeodemo\osggeodemo.cpp(330) :
error C2664: 'osg::StateSet::setTextureAttribute' : impossible de
convertir le paramètre 2 de 'osg::ref_ptrT' en 'osg::StateAttribute *'
1with
1[
1T=osg::Texture2D
1]
1Aucun opérateur de conversion définie par l'utilisateur
disponible qui puisse effectuer cette conversion, ou l'opérateur ne
peut pas être appelé
1..\..\..\sources\src\examples\osggeodemo\osggeodemo.cpp(337) :
error C2664: 'osg::StateSet::setTextureAttributeAndModes' :
impossible de convertir le paramètre 2 de 'osg::ref_ptrT' en
'osg::StateAttribute *'
1with
1[
1T=osg::Texture2D
1]
1Aucun opérateur de conversion définie par l'utilisateur
disponible qui puisse effectuer cette conversion, ou l'opérateur ne
peut pas être appelé
1Le journal de génération a été enregistré à l'emplacement

file://z:\OSG_2.6.1\binaries\examples\osggeodemo\example_osggeodemo.dir\Release\BuildLog.htm
1Examples osggeodemo - 2 erreur(s), 0 avertissement(s)
== Génération : 0 a réussi, 1 a échoué, 0 mis à jour, 0 a
été ignoré ==

About 30 fps : see attached file.


Vincent.


2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com
mailto:3dh...@gmail.com

sorry, i am working with latest SVN version (but not so
important) but the attached SSAO version (latest)

see attachement

:-)

/adrian

2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com

Hi,

Which version do you speeking about ? last OSG version ?
SSAO last version ?
My todo list is full so I can try to have a look on it, but
I cannot say when...

Vincent.

2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com
mailto:3dh...@gmail.com

Hi Vincent,

the current version is much faster (arround 30FPS) on my
NVidia Quatro 570M, can you rebuild the latest version
and send my the compiler bugs (please)

the resizing issue, i am awar of it not yet solved.

/adrian

2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com

On VS 2005 SP1 OSG 2.6.1 : still the 3 .get()
missing on texture variable.

Around 15-20 FPS, but after resize of the
window...see attached file.

Vincent.

008/12/18 Adrian Egli OpenSceneGraph (3D)
3dh...@gmail.com mailto:3dh...@gmail.com

where are the bugs, my version compiled under VS
2005 (c++) latest SVN version

/adrian

2008/12/18 Kimmo Kotajärvi
kimmo.kotaja...@vianova.fi
mailto:kimmo.kotaja...@vianova.fi

Works nicely, if a bit slow (~15fps) and the
window can't be resized correctly.

 


The code was missing three ref_ptr .get()s,
so I guess you didn't compile the version
you attached…

 


http://paahdin.com/shared/images/ssao.png

 





*Lähettäjä:*
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*Puolesta *Adrian Egli OpenSceneGraph (3D)
*Lähetetty:* 17. joulukuuta 2008 18:24
*Vastaanottaja:* OpenSceneGraph Users
*Aihe:* [osg-users] please test... SSAO (v1.0)


Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4

2008-12-18 Thread Paul Fotheringham
Hi,

The error is

Linking CXX shared library ../../lib/libosgText.dylib
ld: Undefined symbols:
_acl_copy_ext_native referenced from CarbonCore expected to be defined in 
libSystem
_acl_copy_int_native referenced from CarbonCore expected to be defined in 
libSystem
_task_name_for_pid referenced from CarbonCore expected to be defined in 
libSystem

It depends on the configuration of your system and whether the SDK versions of 
the libraries match the system ones. On some OSX systems it will build fine and 
on some it won't. It all depends on whether the SDK libs are in sync. with the 
system ones as regards having all the required symbols.

The link to the blog entry in my first email explains this better than I can. 
As I understand it, the systems that work are simply getting away with it as 
the symbols required by the build process just happen to be all there in the 
system libraries. They ought to be consistently getting them from the SDK 
libraries.

Paul

--- On Thu, 18/12/08, Robert Osfield robert.osfi...@gmail.com wrote:

 From: Robert Osfield robert.osfi...@gmail.com
 Subject: Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4
 To: osg_u...@yahoo.co.uk, OpenSceneGraph Users 
 osg-users@lists.openscenegraph.org
 Date: Thursday, 18 December, 2008, 10:28 AM
 HI Paul,
 
 On Thu, Dec 18, 2008 at 8:33 AM, Paul Fotheringham
 osg_u...@yahoo.co.uk wrote:
  Hi Robert,
 
  I just tried 2.7.7 and it's still an issue there.
 Maybe only the Xcode project was fixed up?
 
 It's the CMake projects that have the math library
 added.  Last week I
 did some work comiling under OSX via a remote log in, both
 OpenSceneGraph and Present3D (that depends upon
 OpenSceneGraph)
 compiled fine using Cmake.
 
 Could you be specific about what error you are seeing and
 whereabouts
 in the OSG build?
 
 Robert.


  
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Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread Jean-Sébastien Guay

Hello Kimmo, Adrian,

The code was missing three ref_ptr .get()s, so I guess you didn’t 
compile the version you attached…


The SVN version now includes an implicit conversion operator from 
ref_ptrT to T*, so it is now possible to code without calling get() to 
pass a pointer from a ref_ptr. I guess Adrian has started using this, 
but you have an older version of OSG which does not include this...


J-S
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Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Jean-Sébastien Guay

Hello Wang Rui,

Nice job, you seem to be progressing nicely with this! I have one small 
comment:


The new module, named osgNVPhysx, is going to support the nVIDIA PhysX 
and even more physics engines (like ODE, Bullet, Newton and so on, 
because of its open structure in design) step by step!


If you intended it to support other physics engines that PhysX, I think 
osgNVPhysx is probably not the best name... osgPhysics would be better, 
as has been suggested in the past, with concrete bindings for PhysX 
(which could then be in another module named osgNVPhysx if you want) and 
any other engine people want to implement.


Other than that, good work, keep it coming!

J-S
--
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Re: [osg-users] multiple graphics contexts hurting performance?

2008-12-18 Thread Joakim Simonsson


Hi Joe,

Yesterday, I setup a new system with 2 GeForce GTX 280 cards and four  
monitors. The OS is Vista x64. I just read your previous posting and I can  
confirm the exactly same problems. Now I am about to install XP (and  
Ubuntu) to see if it runs better with four monitors there.


Have you done any more discoveries since you wrote this mail? Are you able  
to run multiple contexts with good performance now?


On Fri, 31 Oct 2008 17:16:10 +0100, Joe Lyga jdl...@gmail.com wrote:


Hi osg-users,

I'm having another issue with my four monitor setup with 2 graphics
cards.  Now that I'm running Windows XP, I'm past the OS/Driver issue
that was slowing down both osg-viewer and my program when it was being
displayed in one graphics context across all four monitors.  However,
now I'm having a problem when trying to run with more than one
graphics context.

My machine is running Windows XP that has two Geforce 8800 GTX
graphics cards.  I'm running these cards with SLI disabled so I can
hook up 4 monitors, with 2 on each graphics card.  I have my 4
monitors aligned side by side in display properties, each set to 1400
x 1050 resolution.  I have vsync turned off.

Anyway, when I'm running in one 5600 x 1050 graphics context (which is
across all four monitors), I'm getting around 140 frames per second
see first screenshot.

If I switch it so there are two 2800 x 1050 graphics contexts, the
performance drops to around 14 frames per second.  Also, the draw and
gpu reads almost 10 times what it did with a single context see
second screenshot.

Does anyone have any insight on why two graphics contexts would be
slowing down my program?




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Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Sukender
Le Thu, 18 Dec 2008 15:08:35 +0100, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com a écrit:

 Hello Wang Rui,

 Nice job, you seem to be progressing nicely with this! I have one small
 comment:

 The new module, named osgNVPhysx, is going to support the nVIDIA PhysX
 and even more physics engines (like ODE, Bullet, Newton and so on,
 because of its open structure in design) step by step!

 If you intended it to support other physics engines that PhysX, I think
 osgNVPhysx is probably not the best name... osgPhysics would be better,
 as has been suggested in the past, with concrete bindings for PhysX
 (which could then be in another module named osgNVPhysx if you want) and
 any other engine people want to implement.

 Other than that, good work, keep it coming!

 J-S


Physics? If someone is about to start the osgPhysics layer, then I'm in!
(For my part, I use ODE)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4

2008-12-18 Thread Robert Osfield
HI Paul,

The core OSG library does link against the MATH_LIBRARY, but the other
non of the other core libraries do.  I've added a entry of
MATH_LIBRARY into the linking of osgText.  Could you do an svn update
and see if the error is fixed?

The fact you've got errors but others under OSX haven't reported this
(including myself) suggests that must be something else going w.r.t
gcc/SDK's you are using on your machine.

Robert.

On Thu, Dec 18, 2008 at 2:01 PM, Paul Fotheringham osg_u...@yahoo.co.uk wrote:
 Hi,

 The error is

 Linking CXX shared library ../../lib/libosgText.dylib
 ld: Undefined symbols:
 _acl_copy_ext_native referenced from CarbonCore expected to be defined in 
 libSystem
 _acl_copy_int_native referenced from CarbonCore expected to be defined in 
 libSystem
 _task_name_for_pid referenced from CarbonCore expected to be defined in 
 libSystem

 It depends on the configuration of your system and whether the SDK versions 
 of the libraries match the system ones. On some OSX systems it will build 
 fine and on some it won't. It all depends on whether the SDK libs are in 
 sync. with the system ones as regards having all the required symbols.

 The link to the blog entry in my first email explains this better than I can. 
 As I understand it, the systems that work are simply getting away with it as 
 the symbols required by the build process just happen to be all there in the 
 system libraries. They ought to be consistently getting them from the SDK 
 libraries.

 Paul

 --- On Thu, 18/12/08, Robert Osfield robert.osfi...@gmail.com wrote:

 From: Robert Osfield robert.osfi...@gmail.com
 Subject: Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4
 To: osg_u...@yahoo.co.uk, OpenSceneGraph Users 
 osg-users@lists.openscenegraph.org
 Date: Thursday, 18 December, 2008, 10:28 AM
 HI Paul,

 On Thu, Dec 18, 2008 at 8:33 AM, Paul Fotheringham
 osg_u...@yahoo.co.uk wrote:
  Hi Robert,
 
  I just tried 2.7.7 and it's still an issue there.
 Maybe only the Xcode project was fixed up?

 It's the CMake projects that have the math library
 added.  Last week I
 did some work comiling under OSX via a remote log in, both
 OpenSceneGraph and Present3D (that depends upon
 OpenSceneGraph)
 compiled fine using Cmake.

 Could you be specific about what error you are seeing and
 whereabouts
 in the OSG build?

 Robert.



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Re: [osg-users] multiple graphics contexts hurting performance?

2008-12-18 Thread Robert Osfield
Hi Joe,

With the cull and draw going sky high it very much looks a driver bug to me.

In my own PC based mutli-GPU testing I've found that serializing the
draw dispatch helped performance, so made this the default but you can
override this using the env var:  OSG_SERIALIZE_DRAW_DISPATCH set to
OFF.

A couple of days ago I did try to set up my new Core i7/X58 system up
with two graphics cards but the kernel/NVidia drivers couldn't
initialize themselves properly so I wasn't able to boot.  I was just
using the NVidia driver pulled down for Ubuntu repositories so this
might be part of the problem, or it could be that I have see a
bleeding edge hardware setup that the kernel/drivers haven't caught up
yet.  Frustratingly this system hardware wise is most capable of doing
scalable multi-GPU work, but right now I don't have the time to go
routing around for a solution so can't test multi-gpu setups right
away.  My previous workstation also supported dual GPU but a broken
disk on it means that right now I'm just working on my new machine and
without the ability to test dual GPU.


Robert.

On Fri, Oct 31, 2008 at 4:16 PM, Joe Lyga jdl...@gmail.com wrote:
 Hi osg-users,

 I'm having another issue with my four monitor setup with 2 graphics
 cards.  Now that I'm running Windows XP, I'm past the OS/Driver issue
 that was slowing down both osg-viewer and my program when it was being
 displayed in one graphics context across all four monitors.  However,
 now I'm having a problem when trying to run with more than one
 graphics context.

 My machine is running Windows XP that has two Geforce 8800 GTX
 graphics cards.  I'm running these cards with SLI disabled so I can
 hook up 4 monitors, with 2 on each graphics card.  I have my 4
 monitors aligned side by side in display properties, each set to 1400
 x 1050 resolution.  I have vsync turned off.

 Anyway, when I'm running in one 5600 x 1050 graphics context (which is
 across all four monitors), I'm getting around 140 frames per second
 see first screenshot.

 If I switch it so there are two 2800 x 1050 graphics contexts, the
 performance drops to around 14 frames per second.  Also, the draw and
 gpu reads almost 10 times what it did with a single context see
 second screenshot.

 Does anyone have any insight on why two graphics contexts would be
 slowing down my program?

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Re: [osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Vincent Bourdier
I'll try to simplify the problem, because I think it is not easy to
understand what the problem looks like. (I know I need to wait ... but it
become urgent so I still stay trying ideas or waiting for yours)

Group
   |
   |_
   ||  |
Dragger1  Selection1  Plane
   |
  _|
 ||
Dragger2  Selection2
  |
 Geode

Dragger 1 is translation, Dragger2 is rotation

When I use/dragg Drager2, Selection 2 changes, and the node rotate.

What I need, is to get the transformation applied on the Geode, to set the
same on Plane. (same place, same orientation)

In the DraggerHandler, I get the Selection2 when rotating. So I copy matrix
before and after rotation to compute the rotation done and apply it to Plane
(osg::Plane).
So I do :

osg::Matrixd m = osg::Matrixd::translate(-afterMoving.getTrans()) *
(afterMoving * osg::Matrixd::inverse(beforeMoving)) *
osg::Matrixd::translate(afterMoving.getTrans());

Plane-transform(m);

(because Plane is not a geometry, no Transform can be apply on it.)

But the plane and the Geode not have the same orientation...
I don't understand where the calculs are wrong.

Thanks.

Regards,
Vincent.





2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com

 Hi,

 Using the draggerHandler (the copy of the one in osgManipulator example) to
 rotate and translate a node, I need to get theses transformations to apply
 it to an other node.

 In the Handler, I get the previous matrix of the dragger, and after
 transformation (on release) I get the other matrix.

 If I print the values :
 *
DISPVECT(relative trans, afterMoving.getTrans() -
 _beforeMoving.getTrans());
DISPQUAT(relative rot , afterMoving.getRotate() *
 _beforeMoving.getRotate().inverse());*

 It looks very good.

 Next, to apply theses transformation to an osg::Plane, I use this code :
 *
 osg::Vec3d trans = afterMoving.getTrans() - beforeMoving.getTrans();
 osg::Quat rot = afterMoving.getRotate() *
 beforeMoving.getRotate().inverse();

 //Create the transformation matrix to rotate and translate the plane. the
 plane has its center int the center of the Dragger
 osg::Matrixd m ;
 m = osg::Matrixd::translate(-beforeMoving.getTrans()) *
 osg::Matrixd::rotate(rot) * osg::Matrixd::translate(beforeMoving.getTrans())
 * osg::Matrixd::translate(trans);

 DISPVECT(relative plane trans, m.getTrans());
 DISPQUAT(relative plane rot , m.getRotate());

 myPlane-transform(m);*

 The value applied are not the same !

 values returned :
 *relative trans : 0 0 0
 relative rot  : 1.63503e-008 -0.461046 2.45062e-008 0.920392
 relative plane trans : 3081.37 -7.26342e-005 -3422.35
 relative plane rot  : 1.58832e-008 -0.447874 2.38061e-008 0.894097*

 The translation result looks good, but the rotation is not exactly the good
 one...

 Do you have any idea of where to find why there is a difference ? May be a
 math problem, or a plane-transform not adapted to that kind of computation
 ... ?

 Thanks a lot.

 Regards,
Vincent.

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Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-12-18 Thread Jean-Sébastien Guay

Hi Robert,

(if it didn't break threading I'd really change that subject line, 
others have tested and have reproduced the issue on Linux so it's not 
Windows-specific...)



Whether the new system will work properly right away and if to does
will it reproduce the hang I don't know untill I get to testing, but
test it I will.


OK, I'm anxiously awaiting any new info.


Sorry to bother you, but have you had a chance to test my modified 
osgcompositeviewer example on your new machine? We really need a spot of 
luck (if we can call it luck) that you'll be able to reproduce the issue 
on *any* machine, so you can see it and maybe suggest what is causing 
it. It's a pretty big issue for our app, since it deadlocks after 
creating a few new views at runtime...


Thanks in advance for any help you can provide,

J-S
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Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Wang Rui
Hi J-S,

Thanks! I'm just wondering to move the base classes of osgNVPhysx into
another namespace, and hatch out more integrations from that, like osgODE,
osgBullet, etc. Members of the base classes, which are not associated with
any physics engines but support most common interfaces to them, include a
singleton manager class, an abstract builder (inherit to initialize/destroy
the engine), an abstract scene (manage the scene), and elements of the scene
(rigid, soft bodies, joints, cloth, fluid...).

I will start to create that osgPhysics namespace and try to make it open and
expandable to most physics engines. Hope a simple framework be done before
the Chinese spring festival :-) But it seems not part of the osgNV
library any more?

Cheers,

Wang Rui
2008/12/18 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com


 If you intended it to support other physics engines that PhysX, I think
 osgNVPhysx is probably not the best name... osgPhysics would be better, as
 has been suggested in the past, with concrete bindings for PhysX (which
 could then be in another module named osgNVPhysx if you want) and any other
 engine people want to implement.


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Re: [osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Jean-Sébastien Guay

Hi Vincent,

I know throwing new things will not directly fix your problem, but 
perhaps it will give you ideas.


First, your osg::Plane is surely under a ShapeDrawable, in a Geode 
somewhere... Why not add a MatrixTransform above that and just apply the 
matrix to that transform?


Second, and probably even simpler, why not just put your plane's Geode 
under the dragger like your other Geode? You can move nodes around your 
scenegraph as you want, as long as you do it in the update traversal.


J-S
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Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Wang Rui
Hi Sukender,

The integration of OSG and PhysX is just at its beginning. And I'm also
considering to make an osgPhysics library to support common functionalities
and abstract interfaces for various open-source physics engines. You are
always welcome to join in.

BTW, I'm also interesting in the progress of your osg + audio integration. I
just announced the news that osgAudio was coming some days ago, on the
Chinese mirror of OpenSceneGraph (www.osgchina.org) :-)

Wang Rui
2008/12/18 Sukender suky0...@free.fr


 Physics? If someone is about to start the osgPhysics layer, then I'm in!
 (For my part, I use ODE)

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
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Re: [osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Vincent Bourdier
Hi Jean-Sébastien,

I just tried that ... the problem is that the plane is not a referenced
node... so I cannot put it under a transform.
For the same reason I cannot put it under the dragger.

Last, If I try InfinitePlane (referenced node), this is just a drawable, so
it getNormal() method always return me the same value... whatever be the
Dragger state. And I need a plane normal() in world coordinate...

Thanks for the idea, but I haved it some hours left ^^

Vincent.

2008/12/18 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi Vincent,

 I know throwing new things will not directly fix your problem, but perhaps
 it will give you ideas.

 First, your osg::Plane is surely under a ShapeDrawable, in a Geode
 somewhere... Why not add a MatrixTransform above that and just apply the
 matrix to that transform?

 Second, and probably even simpler, why not just put your plane's Geode
 under the dragger like your other Geode? You can move nodes around your
 scenegraph as you want, as long as you do it in the update traversal.

 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
 ___
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Re: [osg-users] ScreenSpaceAmbientOcclusion

2008-12-18 Thread Adrian Egli OpenSceneGraph (3D)
http://www.webaddon3d.assoftware.ch/AE/SSAO_DEMO.rar



2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 NVidia GPUs support the effect nicely, but on ATI GPUs i have some
 artefacts, i don't understand where they come from.
 Is there are ATI / NVidia specialiste to support me locating the
 difference? See the attached code (ATI fix) and see also the attached
 screen which was rendered on x1300 ATI GPU

 /thanks adrian


 2008/12/18 Raymond de Vries ree...@xs4all.nl

 Hi Adrian,

 This looks very nice! Could you give a little more background info? Did
 you use the nvidia paper as starting point? E.g. I am curious if this
 technique is applicable for large outdoor environments.

 Thanks a lot
 Raymond



 Adrian Egli OpenSceneGraph (3D) wrote:

 Hi Robert,

 i implement a first version of SSAO effect and i have only one issue left
 in the implementation. the whole thing works nicely with GLSL shader,
 mutlipass-rendering when we don't resize the window, actually 512x512. so
 what sould i do, to replace this issue. ?

 Another thing is to remove the last pass GLSL shader, is there a way to
 solve it under common openGL textureing? Mutlitextureing? Or any other idea.

 This version supports:

 (Transparant faces: just disable for transparent faces like window, glass
 the detph writing, the depth buffer will hold only un-transparent z-values
 (alpha  0.9) )

 toggle ssao on/off with key 'a'

 have a look and i will be happy to get any ideas to improve the stuff.
 FPS is about 30.

 /adrian
 --
 
 Adrian Egli
 

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


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 --
 
 Adrian Egli




-- 

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Re: [osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Jean-Sébastien Guay

Hello Vincent,

Last, If I try InfinitePlane (referenced node), this is just a drawable, 
so it getNormal() method always return me the same value... whatever be 
the Dragger state. And I need a plane normal() in world coordinate...


That's just because the normal is in local coordinates. Transform it 
with the accumulated local-to-world matrix. To transform a vector, you 
need to multiply it by the inverse transpose of upper 3x3 part of the 
transformation matrix, which in OSG can be done by pre-multiplying 
instead of post-multiplying and using osg::Matrix::transform3x3, with 
the inverse local-to-world, or the world-to-local.


inline osg::Vec3f transform_position(const osg::Vec3f position,
 const osg::Matrixd localToWorld)
{
// v' = v * Mlw
osg::Vec3f transformed_position = position * localToWorld;
return transformed_position;
}

inline osg::Vec3f transform_normal(const osg::Vec3f normal,
   const osg::Matrixd invLocalToWorld)
{
// Normal must be multiplied by the inverse of the transpose of the
// local-to-world matrix : (Mlw ^ -1) ^ t
// V' = M * V is the same as V' = V * M^t where M^t is the
// transpose of M.
// n' = n * (Mlw^-1)^t
osg::Vec3f transformed_normal =
osg::Matrix::transform3x3(invLocalToWorld, normal);
transformed_normal.normalize();
return transformed_normal;
}


J-S
--
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Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Sukender
Hi Wang Rui,

About physics, maybe we'll start another thread or resurrect the one that deals 
with it? And I guess this would not be a part of osgNV.

About sound, well... for now I use osgAL and I'm beginning to work a little bit 
on it (I was just integrated to the developpers list, I'll commit soon my 
changes). Maybe this going to go slowly to osgAudio we talked about.

Anyway, feel free to email me directly or open threads.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 18 Dec 2008 16:05:32 +0100, Wang Rui wangra...@gmail.com a écrit:

 Hi Sukender,

 The integration of OSG and PhysX is just at its beginning. And I'm also
 considering to make an osgPhysics library to support common functionalities
 and abstract interfaces for various open-source physics engines. You are
 always welcome to join in.

 BTW, I'm also interesting in the progress of your osg + audio integration. I
 just announced the news that osgAudio was coming some days ago, on the
 Chinese mirror of OpenSceneGraph (www.osgchina.org) :-)

 Wang Rui
 2008/12/18 Sukender suky0...@free.fr


 Physics? If someone is about to start the osgPhysics layer, then I'm in!
 (For my part, I use ODE)

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
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Re: [osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Vincent Bourdier
OSG list is magic !

Because people help other people, but when I post on it because I begin
becoming mad, I can be sure that : there is no answer because I did
something too strange to be understood, or I will find the good solution
when waiting for your proposition ^^

I made me realize one component of my translation was not in local
coordinate, before multiply it by local-to-world coordinate ...

Thanks a lot for your help Jean-Sébastien :-D

Regards,
  Vincent.


2008/12/18 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hello Vincent,

  Last, If I try InfinitePlane (referenced node), this is just a drawable,
 so it getNormal() method always return me the same value... whatever be the
 Dragger state. And I need a plane normal() in world coordinate...


 That's just because the normal is in local coordinates. Transform it with
 the accumulated local-to-world matrix. To transform a vector, you need to
 multiply it by the inverse transpose of upper 3x3 part of the transformation
 matrix, which in OSG can be done by pre-multiplying instead of
 post-multiplying and using osg::Matrix::transform3x3, with the inverse
 local-to-world, or the world-to-local.

 inline osg::Vec3f transform_position(const osg::Vec3f position,
 const osg::Matrixd localToWorld)
 {
// v' = v * Mlw
osg::Vec3f transformed_position = position * localToWorld;
return transformed_position;
 }

 inline osg::Vec3f transform_normal(const osg::Vec3f normal,
   const osg::Matrixd invLocalToWorld)
 {
// Normal must be multiplied by the inverse of the transpose of the
// local-to-world matrix : (Mlw ^ -1) ^ t
// V' = M * V is the same as V' = V * M^t where M^t is the
// transpose of M.
// n' = n * (Mlw^-1)^t
osg::Vec3f transformed_normal =
osg::Matrix::transform3x3(invLocalToWorld, normal);
transformed_normal.normalize();
return transformed_normal;

 }


 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Gerrick Bivins
Hi Wang Rui,
I checked out from subversion and tried building on Mac OSX 10.5.6. If
BUILD_PLUGINS == OFF the build works fine but with BUILD_PLUGINS == ON I
received the following errors :

[ 54%] Building CXX object
src/osgPlugins/osgNV/CMakeFiles/osgdb_osgnv.dir/IO_StateMatrixParameterValue
.o
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp: In function Œbool
StateMatrixParameterValue_readLocalData(osg::Object, osgDB::Input)¹:
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:39: error: ŒTEXTURE_0¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:40: error: ŒTEXTURE_1¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:41: error: ŒTEXTURE_2¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:42: error: ŒTEXTURE_3¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:43: error: ŒCOLOR¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:44: error: ŒMATRIX_0¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:45: error: ŒMATRIX_1¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:46: error: ŒMATRIX_2¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:47: error: ŒMATRIX_3¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:48: error: ŒMATRIX_4¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:49: error: ŒMATRIX_5¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:50: error: ŒMATRIX_6¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:51: error: ŒMATRIX_7¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp: In function Œbool StateMatrixParameterValue_writeLocalData(const
osg::Object, osgDB::Output)¹:
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:78: error: ŒTEXTURE_0¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:80: error: ŒTEXTURE_1¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:82: error: ŒTEXTURE_2¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:84: error: ŒTEXTURE_3¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:86: error: ŒCOLOR¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:88: error: ŒMATRIX_0¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:90: error: ŒMATRIX_1¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:92: error: ŒMATRIX_2¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:94: error: ŒMATRIX_3¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:96: error: ŒMATRIX_4¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:98: error: ŒMATRIX_5¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:100: error: ŒMATRIX_6¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:102: error: ŒMATRIX_7¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
make[2]: *** 
[src/osgPlugins/osgNV/CMakeFiles/osgdb_osgnv.dir/IO_StateMatrixParameterValu
e.o] Error 1
make[1]: *** 

[osg-users] ANN: CMLabs Launches Vortex 4.1 Physics Toolkit, Includes And Fully Supports OpenSceneGraph 2.6

2008-12-18 Thread Jean-Sébastien Guay

Hi all,

Short version:



December 1, 2008, Montreal, Canada – CMLabs, the global innovator of 
real-time, physics-based simulations, announced today the release of 
Vortex 4.1, an enhanced version of its robust software toolkit for fully 
interactive virtual environments and accurate dynamic motion and 
mechanical behaviour.


Vortex 4.1 provides the visual simulation market with significant new 
features and time-saving enhancements. Building on major Vortex 4 module 
extensions, the latest version offers developers an XML-based file 
format to simplify how they define, save and reload a Vortex universe, 
while saving the simulation state. Vortex 4.1 includes and fully 
supports OpenSceneGraph (OSG) 2.6.1, leveraging the open-source 3D 
scenegraph for Vortex simulations. New Vortex enhancements provide up to 
50% faster assembly construction during simulation, and a wide variety 
of new and improved Vortex properties and physics behaviour equip users 
with substantial functionality to create, extend and fine-tune real-time 
simulations.


Read the full press release at 
http://www.cm-labs.com/company/news/20081201/20081201-Vortex-4.1.pdf . 
For more information, please visit CMLabs at www.cm-labs.com or contact 
i...@cm-labs.com.




I added an announcement about this in the OSG Community News on the wiki:

http://www.openscenegraph.org/projects/osg/wiki/News/CommunityNews-2008-12-18

If you have any questions about Vortex and how it uses OSG, feel free to 
ask. For evaluations or more general information about Vortex, please 
contact i...@cm-labs.com.


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] ANN: CMLabs Launches Vortex 4.1 Physics Toolkit, Includes And Fully Supports OpenSceneGraph 2.6

2008-12-18 Thread Serge Lages
Great work, congratulation !

On Thu, Dec 18, 2008 at 5:21 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi all,

 Short version:

 

 December 1, 2008, Montreal, Canada – CMLabs, the global innovator of
 real-time, physics-based simulations, announced today the release of Vortex
 4.1, an enhanced version of its robust software toolkit for fully
 interactive virtual environments and accurate dynamic motion and mechanical
 behaviour.

 Vortex 4.1 provides the visual simulation market with significant new
 features and time-saving enhancements. Building on major Vortex 4 module
 extensions, the latest version offers developers an XML-based file format to
 simplify how they define, save and reload a Vortex universe, while saving
 the simulation state. Vortex 4.1 includes and fully supports OpenSceneGraph
 (OSG) 2.6.1, leveraging the open-source 3D scenegraph for Vortex
 simulations. New Vortex enhancements provide up to 50% faster assembly
 construction during simulation, and a wide variety of new and improved
 Vortex properties and physics behaviour equip users with substantial
 functionality to create, extend and fine-tune real-time simulations.

 Read the full press release at
 http://www.cm-labs.com/company/news/20081201/20081201-Vortex-4.1.pdf . For
 more information, please visit CMLabs at www.cm-labs.com or contact
 i...@cm-labs.com.

 

 I added an announcement about this in the OSG Community News on the wiki:


 http://www.openscenegraph.org/projects/osg/wiki/News/CommunityNews-2008-12-18

 If you have any questions about Vortex and how it uses OSG, feel free to
 ask. For evaluations or more general information about Vortex, please
 contact i...@cm-labs.com.

 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Serge Lages
http://www.tharsis-software.com
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Re: [osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Jean-Sébastien Guay

Hi Vincent,


Thanks a lot for your help Jean-Sébastien :-D


Ça m'a fait plaisir :-)

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

2008-12-18 Thread Adrian Egli OpenSceneGraph (3D)
2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 http://www.webaddon3d.assoftware.ch/AE/SSAO_DEMO.rar



 2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 NVidia GPUs support the effect nicely, but on ATI GPUs i have some
 artefacts, i don't understand where they come from.
 Is there are ATI / NVidia specialiste to support me locating the
 difference? See the attached code (ATI fix) and see also the attached
 screen which was rendered on x1300 ATI GPU

 /thanks adrian


 2008/12/18 Raymond de Vries ree...@xs4all.nl

 Hi Adrian,

 This looks very nice! Could you give a little more background info? Did
 you use the nvidia paper as starting point? E.g. I am curious if this
 technique is applicable for large outdoor environments.

 Thanks a lot
 Raymond



 Adrian Egli OpenSceneGraph (3D) wrote:

 Hi Robert,

 i implement a first version of SSAO effect and i have only one issue
 left in the implementation. the whole thing works nicely with GLSL shader,
 mutlipass-rendering when we don't resize the window, actually 512x512. so
 what sould i do, to replace this issue. ?

 Another thing is to remove the last pass GLSL shader, is there a way to
 solve it under common openGL textureing? Mutlitextureing? Or any other 
 idea.

 This version supports:

 (Transparant faces: just disable for transparent faces like window,
 glass the detph writing, the depth buffer will hold only un-transparent
 z-values (alpha  0.9) )

 toggle ssao on/off with key 'a'

 have a look and i will be happy to get any ideas to improve the stuff.
 FPS is about 30.

 /adrian
 --
 
 Adrian Egli
 

 ___
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 osg-users@lists.openscenegraph.org

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


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 --
 
 Adrian Egli




-- 

Adrian Egli




/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
*
* This application is open source and may be redistributed and/or modified   
* freely and without restriction, both in commericial and non commericial 
applications,
* as long as this copyright notice is maintained.
* 
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/

#include osgDB/ReadFile
#include osgUtil/Optimizer
#include osg/CoordinateSystemNode

#include osg/Switch
#include osg/Uniform

#include osgText/Text
#include osg/ShapeDrawable
#include osg/Geometry
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osg/BlendFunc

#include osgGA/TrackballManipulator
#include osgGA/FlightManipulator
#include osgGA/DriveManipulator
#include osgGA/KeySwitchMatrixManipulator
#include osgGA/StateSetManipulator
#include osgGA/AnimationPathManipulator
#include osgGA/TerrainManipulator

#include iostream

#include osgFX/Effect
#include osgFX/Technique
#include osgFX/Registry

#include osg/TexGen
#include osg/Texture2D

#include osg/PolygonOffset
#include osgDB/WriteFile





struct WriteCameraPostDrawCallback : public osg::Camera::DrawCallback
{
WriteCameraPostDrawCallback(osg::Image* image,std::string filename, 
bool write):
_image(image),
_filename(filename),
_write(write)
{
char* write_file = getenv(SSAO_WRITE_FILE);
if ( write_file ) _write = true;
}

virtual void operator () (const osg::Camera /*camera*/) const
{

_image-dirty();

if ( _write ) {
std::cout  write   _filename  std::endl;
osgDB::writeImageFile(*(_image.get()),_filename);
}

}

osg::ref_ptrosg::Image _image;
std::string _filename;
bool _write;
};


namespace osgFX {
class SSAO : public Effect {
public:
SSAO() {};
SSAO(osg::Group*);
SSAO(const SSAO copy, const osg::CopyOp copyop = 
osg::CopyOp::SHALLOW_COPY);

META_Effect(osgFX, SSAO, 

Screen Space Ambient Occlusion, 

SSAO : test implementation, 

Adrian Egli);
protected:
virtual ~SSAO() {}
SSAO operator=(const SSAO) { return *this; }

bool define_techniques();

osg::ref_ptrosg::Group _root;
};

}



using namespace osgFX;


namespace
{


osg::Node* createBase(osg::Texture2D* texture ,osg::Texture2D* 
texture2=NULL )
{

osg::ref_ptrosg::Geode geode = new osg::Geode;

 

Re: [osg-users] Particle system setInitialRotationalSpeedRange()

2008-12-18 Thread Robert Osfield
Hi Erik et. al,

I have now fixed osgParticle to behave as it did before w.r.t particle
rotation.  The fix is now checked in to svn/trunk.

I reviewed the changes from Tom, but these would have broken other
functionality so I re-factored ParticleSystem::single_pass_render()
and Particle::render() methods so that the rotation implementation
moved out of the lower level Particle::render() into the
single_pass_render() function.  With this change I also made the
rotation so that it was done in eye coordinates, and made the rotation
operation optional so the cost of computing the rotation matrix was
only applied to particle systems that actually needed it.  This change
should speed up particle systems that don't use rotation.

In investigating this issue I found that the concept of particle
rotation is actually broken in osgParticle, as the particle rotation
really should be done in object coordinates not in eye coordinates,
however billboard doesn't mix well with such a model without doing
something clever with projecting the rotation from local to eye
coordinates.  I will cross this bridge another day though, for now
I've implemented the original, if somewhat conceptually broken,
behviour.

Could you try out svn trunk to see if this fixes it.

Cheers,
Robert.

On Thu, Aug 21, 2008 at 12:07 AM, Erik Johnson r.erik.john...@gmail.com wrote:
 Hi all,

 It seems to me, back in the OSG 2.2.x time frame, that I could set the
 initial rotational velocity of the RadialShooter and have the particles
 pinwheel around their center point, while maintaining their billboard
 orientation and face the Camera.  Perhaps it was a rotation on the Y
 axis.

 Nowadays with OSG 2.4/2.6, setting the rotational speed will cause the
 particles to rotate relative to the world axis and not in the
 camera-relative axis.

 Is this a bug? A feature?  Is it still posible to pinwheel a particle
 around?  Does anyone use setInitialRotationalSpeedRange()?

 This was a cool effect which added a nice dimension to smoke plumes and
 such.

 Thanks for any info!
 -Erik Johnson


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Re: [osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Alberto Luaces
El Jueves 18 Diciembre 2008ES 16:59:54 Vincent Bourdier escribió:
 Because people help other people, but when I post on it because I begin
 becoming mad, I can be sure that : there is no answer because I did
 something too strange to be understood, or I will find the good solution
 when waiting for your proposition ^^

This is a known feature :)

http://compaspascal.blogspot.com/2007/12/teddy-bear-principle-in-programming.html
http://www.geocities.com/softwarepeoplenet/resteddybear.html




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Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-12-18 Thread Robert Osfield
Hi J-S,

On Thu, Dec 18, 2008 at 2:41 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Sorry to bother you, but have you had a chance to test my modified
 osgcompositeviewer example on your new machine?

No, not up to you bothered me again :-)

I've just run it on my new machine and after a the fourth 'a' the
application hangs.  So I'm finally able to reproduce the bug.  I've
spent a bit of time in gdb but haven't got any clues yet as to the
cause.

Robert.
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Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4

2008-12-18 Thread Paul Fotheringham
Hi Robert,

Thanks for looking into this.

--- On Thu, 18/12/08, Robert Osfield robert.osfi...@gmail.com wrote:
snip
 The core OSG library does link against the MATH_LIBRARY,
 but the other
 non of the other core libraries do.

Apparently not on MacOSX using cmake :)

Take a look at

src/osgText/CMakeFiles/osgText.dir/link.txt

without the change you just made. In fact take a look at any of the link.txt 
files for each OSG library. Thay all have /usr/lib/libm.dylib in there.

 I've added a entry of
 MATH_LIBRARY into the linking of osgText.  Could you do an
 svn update
 and see if the error is fixed?

I got the svn version and no it doesn't fix it. All it does is move the

/usr/lib/libm.dylib

reference on the link line to a different place!
 
 The fact you've got errors but others under OSX
 haven't reported this
 (including myself) suggests that must be something else
 going w.r.t
 gcc/SDK's you are using on your machine.

I'm sorry I haven't explained this well enough. The goal here is to *not* have 
any explicit reference to libm.dylib on the link line.

The symbols reside in the SDK version of the library at

/Developer/SDKs/MacOSX10.4u.sdk/usr/lib/libm.dylib

and *not* necessarily at

/usr/lib/libm.dylib

which is what the MATH_LIBRARY is set to. This is fine for UNIX but not Mac as 
it should be the former that is used for a consistent build (if there are Mac 
developers out there who disagree please correct me - I'm new to this).

By omitting the explicit reference to libm.dylib the Mac build system takes 
care of this automatically and gets the symbols from the SDK version of the 
library.

Users who are not seeing this problem have all the symbols they require in 
/usr/lib/libm.dylib and are, as I understand it, lucky ;)

Paul

 Robert.
 
 On Thu, Dec 18, 2008 at 2:01 PM, Paul Fotheringham
 osg_u...@yahoo.co.uk wrote:
  Hi,
 
  The error is
 
  Linking CXX shared library ../../lib/libosgText.dylib
  ld: Undefined symbols:
  _acl_copy_ext_native referenced from CarbonCore
 expected to be defined in libSystem
  _acl_copy_int_native referenced from CarbonCore
 expected to be defined in libSystem
  _task_name_for_pid referenced from CarbonCore expected
 to be defined in libSystem
 
  It depends on the configuration of your system and
 whether the SDK versions of the libraries match the system
 ones. On some OSX systems it will build fine and on some it
 won't. It all depends on whether the SDK libs are in
 sync. with the system ones as regards having all the
 required symbols.
 
  The link to the blog entry in my first email explains
 this better than I can. As I understand it, the systems that
 work are simply getting away with it as the symbols required
 by the build process just happen to be all there in the
 system libraries. They ought to be consistently getting them
 from the SDK libraries.
 
  Paul
 
  --- On Thu, 18/12/08, Robert Osfield
 robert.osfi...@gmail.com wrote:
 
  From: Robert Osfield
 robert.osfi...@gmail.com
  Subject: Re: [osg-users] Build error on MAc OSX
 10.4 and OSG 2.7.4
  To: osg_u...@yahoo.co.uk, OpenSceneGraph
 Users osg-users@lists.openscenegraph.org
  Date: Thursday, 18 December, 2008, 10:28 AM
  HI Paul,
 
  On Thu, Dec 18, 2008 at 8:33 AM, Paul Fotheringham
  osg_u...@yahoo.co.uk wrote:
   Hi Robert,
  
   I just tried 2.7.7 and it's still an
 issue there.
  Maybe only the Xcode project was fixed up?
 
  It's the CMake projects that have the math
 library
  added.  Last week I
  did some work comiling under OSX via a remote log
 in, both
  OpenSceneGraph and Present3D (that depends upon
  OpenSceneGraph)
  compiled fine using Cmake.
 
  Could you be specific about what error you are
 seeing and
  whereabouts
  in the OSG build?
 
  Robert.
 
 
 
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[osg-users] High resolution screencast

2008-12-18 Thread Simon Loic
Hi,

I apology in advance if this thread have been heavily answered before (if so
just tell where I can find the solution). Still I would like to know the
different alternative (the good ones) to record a video of my scene.
So far I was using an external tool for screenCast (called istanbul). But
I'm not satisfied by this because when my scene is very complex, my osg
based application is lagging and this leads to a poor quality of th video.

I'm especially interested if there is a way to create an
RecordCameraPathHandler to record a path, and then instead of saving it as a
.path file compute the video in a batch mode. By batch mode I mean that the
creation of the video doesn't need to be real time. In that way I could
hopefully control the lag effects and eventually the resolution of the
video.

Sincerely,

-- 
Loïc Simon
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Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-12-18 Thread Jean-Sébastien Guay

Hi Robert,


I've just run it on my new machine and after a the fourth 'a' the
application hangs.  So I'm finally able to reproduce the bug.  I've
spent a bit of time in gdb but haven't got any clues yet as to the
cause.


I don't think I've ever been happier to have someone tell me that a 
program I sent them hangs... ;-)


Whenever you want to put aside a little time and dig deeper, let me 
know. I know we can't expect anything before the holidays, so no real 
rush, but we'd really like to get to the bottom of this.


Thanks a lot,

J-S
--
__
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[osg-users] Depth Sorting

2008-12-18 Thread Argentieri, John-P63223
Folks,
 
I want a group of objects to have GL_DEPTH_TEST disabled, BUT I want
them drawn in order from farthest to nearest. I tried putting them in a
SORT_BACK_TO_FRONT RenderBin, but it's not working as planned. Do I need
a custom osg::Depth? I want these objects to be drawn on top of
EVERYTHING except for objects of the same type that are closer to the
camera.
 
Thanks for any ideas!

John Argentieri 
Software Engineer 
GENERAL DYNAMICS 
C4 Systems 
john.argenti...@gdc4s.com 

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Re: [osg-users] Depth Sorting

2008-12-18 Thread Argentieri, John-P63223
Sorry for the double post. It seems that the osgText::Text is the only
object that refuses to be occluded.



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Argentieri, John-P63223
Sent: Thursday, December 18, 2008 3:37 PM
To: osg-us...@openscenegraph.org
Subject: [osg-users] Depth  Sorting


Folks,
 
I want a group of objects to have GL_DEPTH_TEST disabled, BUT I want
them drawn in order from farthest to nearest. I tried putting them in a
SORT_BACK_TO_FRONT RenderBin, but it's not working as planned. Do I need
a custom osg::Depth? I want these objects to be drawn on top of
EVERYTHING except for objects of the same type that are closer to the
camera.
 
Thanks for any ideas!

John Argentieri 
Software Engineer 
GENERAL DYNAMICS 
C4 Systems 
john.argenti...@gdc4s.com 

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you are not an intended recipient, please contact the sender by reply
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Re: [osg-users] High resolution screencast

2008-12-18 Thread Ümit Uzun
Hi Simon,

I think your system is UBUNTU. Because I tried İstanbul deb package before
:)

 I don't think batch video creation would be easy and effectively. Because
created path by RecordCameraPathHandler is only the movement of objects on
the screen. So after you run program by using path record, rendering will be
the same amount of overloading on graphics card.

So you can use external video camera to capture application vid. I have
tried video camera way and it's most effective :)

Regards.

2008/12/18 Simon Loic simon1l...@gmail.com

 Hi,

 I apology in advance if this thread have been heavily answered before (if
 so just tell where I can find the solution). Still I would like to know the
 different alternative (the good ones) to record a video of my scene.
 So far I was using an external tool for screenCast (called istanbul). But
 I'm not satisfied by this because when my scene is very complex, my osg
 based application is lagging and this leads to a poor quality of th video.

 I'm especially interested if there is a way to create an
 RecordCameraPathHandler to record a path, and then instead of saving it as a
 .path file compute the video in a batch mode. By batch mode I mean that the
 creation of the video doesn't need to be real time. In that way I could
 hopefully control the lag effects and eventually the resolution of the
 video.

 Sincerely,

 --
 Loïc Simon

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[osg-users] another VPB question...

2008-12-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Occasionally I get the following warning when I'm building a database using
VPB:

 

Warning 1: PackBitsDecode:Discarding 52 bytes to avoid buffer overrun

 

Does anyone know what this pertains to or why it is happening?

 

Thanks,

-Shayne 



smime.p7s
Description: S/MIME cryptographic signature
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Re: [osg-users] High resolution screencast

2008-12-18 Thread Sukender
Hi Simon,

I got a solution for you, which is not an out-of-the-box one and requires a 
little coding, but I already did a similar thing to capture the output of an 
OpenGL/SDL app and it worked properly:

You may tweak the main loop and control yourself the simulation time of the 
scene graph. That way, you could render and capture a constant frame-rate video 
(25fps for example). The video rendering is then not realtime: if your PC is 
fast, the redering will last less than the video, but the video itslef would 
always have a constant frame rate. Here is my solution in pseudo-code:
while( !viewer.done() ) {
videoTime += 1/25.f;  // Advance 1/25th of second
viewer.frame(videoTime);  // ... and tell the scene graph
Capture the rendered image
If you have an API for compressing video, send the captured image to it. 
Else save it to disk for manual encoding.
}

Hope it helps.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 18 Dec 2008 20:38:12 +0100, Simon Loic simon1l...@gmail.com a écrit:

 Hi,

 I apology in advance if this thread have been heavily answered before (if so
 just tell where I can find the solution). Still I would like to know the
 different alternative (the good ones) to record a video of my scene.
 So far I was using an external tool for screenCast (called istanbul). But
 I'm not satisfied by this because when my scene is very complex, my osg
 based application is lagging and this leads to a poor quality of th video.

 I'm especially interested if there is a way to create an
 RecordCameraPathHandler to record a path, and then instead of saving it as a
 .path file compute the video in a batch mode. By batch mode I mean that the
 creation of the video doesn't need to be real time. In that way I could
 hopefully control the lag effects and eventually the resolution of the
 video.

 Sincerely,

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Re: [osg-users] vpb - strange tile corner artifacts

2008-12-18 Thread christophe loustaunau
sorry copy/paste error, here is the adress for the two geotiff :

http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif
http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tifhttp://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif

regards.

-- 
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[osg-users] osgDB::DynamicLibrary dlopen flags?

2008-12-18 Thread Hartmut Seichter


Hi Robert,

not sure if you followed my discussion with Jose-Luis regarding osgLua 
and the problem of stripped RTTI - actually I figured I was barking up 
the wrong tree. osgIntrospection wrappers will not work on dlopen based 
systems with gcc  3.x as the osgDB::DynamicLibrary has hardwired the 
RTLD_LAZY flag in there. Is there a chance that we can get the 
possibility to set these flags in order to use the introspection. For 
the time being I need to implement my own loader.


Cheers,
Hartmut




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[osg-users] Memory management in OSG

2008-12-18 Thread Jean-Sébastien Guay

Hello all,

I am currently chasing memory leaks in our application, which is like a 
modeling tool where the user will open/work on/save/close data files 
multiple times during the same application run. What we are seeing is 
that when a file is closed, not all memory related to scene graph 
objects seems to be released.


First question:

I enabled the DEBUG_OBJECT_ALLOCATION_DESTRUCTION define in 
src/osg/Referenced.cpp, and have set up a small test which just creates 
two viewers one after the other in different scopes. Pseudocode:


int main(int argc, char** argv)
{
int bob = 1;// breakpoint #1

{
osgViewer::Viewer viewer;
osg::ref_ptrosg::Node loadedModel =
osgDB::readNodeFile(cow.osg);
viewer.setSceneData( loadedModel.get() );
viewer.run();
}

bob = 2;// breakpoint #2

{
osgViewer::Viewer viewer;
osg::ref_ptrosg::Node loadedModel =
osgDB::readNodeFile(cow.osg);
viewer.setSceneData( loadedModel.get() );
viewer.run();
}

bob = 3;// breakpoint #3
}

What I see is this (all in debug):

Breakpoint #1 :8 Referenced objects,  12MB
First viewer run  : ~505 Referenced objects, 266MB
Breakpoint #2 :  247 Referenced objects, 167MB
Second viewer run : ~505 Referenced objects, 266MB
Breakpoint #3 :  247 Referenced objects, 172MB

But then, when I pass breakpoint #3, all the destructors for those 
Referenced objects are called, and at the end no objects are left 
allocated. (I can see that the final number of objects is 0)


Other than seeing that there are no real leaks per se, my question 
about that is, what are those objects that are staying alive outside the 
scopes? I would have thought that most objects would only live in one of 
the viewer scopes above, 247 seems pretty large to me...


Second question:

Our application apparently has memory leaks, because when closing a file 
and opening the same one again, the application takes about 20MB more 
each time (i.e. memory usage is ~100MB with a file open, then ~50MB when 
it's closed, then ~120MB when it's opened again, then ~70MB when it's 
closed again, then ~140MB when it's opened again, and so on).


However, running IBM Purify on the application reveals no massive leaks, 
only a few false positives. Are there any tools or techniques that 
someone could recommend to make finding and fixing memory leaks easy, 
and which work well with OSG? I tried Visual Leak Detector which is open 
source, but it reported so many false positives related to variables 
stored in ref_ptrs (over 400) that I gave up on it.


Thanks in advance,

J-S
--
__
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Re: [osg-users] Memory management in OSG

2008-12-18 Thread Cedric Pinson

Hi Jean Sebastion,
If your application run on linux plateform you can try valgrind, it will 
give you a lot of informations about leaks and more.


Cheers,
Cedric

Jean-Sébastien Guay wrote:

Hello all,

I am currently chasing memory leaks in our application, which is like 
a modeling tool where the user will open/work on/save/close data files 
multiple times during the same application run. What we are seeing is 
that when a file is closed, not all memory related to scene graph 
objects seems to be released.


First question:

I enabled the DEBUG_OBJECT_ALLOCATION_DESTRUCTION define in 
src/osg/Referenced.cpp, and have set up a small test which just 
creates two viewers one after the other in different scopes. Pseudocode:


int main(int argc, char** argv)
{
int bob = 1;// breakpoint #1

{
osgViewer::Viewer viewer;
osg::ref_ptrosg::Node loadedModel =
osgDB::readNodeFile(cow.osg);
viewer.setSceneData( loadedModel.get() );
viewer.run();
}

bob = 2;// breakpoint #2

{
osgViewer::Viewer viewer;
osg::ref_ptrosg::Node loadedModel =
osgDB::readNodeFile(cow.osg);
viewer.setSceneData( loadedModel.get() );
viewer.run();
}

bob = 3;// breakpoint #3
}

What I see is this (all in debug):

Breakpoint #1 :8 Referenced objects,  12MB
First viewer run  : ~505 Referenced objects, 266MB
Breakpoint #2 :  247 Referenced objects, 167MB
Second viewer run : ~505 Referenced objects, 266MB
Breakpoint #3 :  247 Referenced objects, 172MB

But then, when I pass breakpoint #3, all the destructors for those 
Referenced objects are called, and at the end no objects are left 
allocated. (I can see that the final number of objects is 0)


Other than seeing that there are no real leaks per se, my question 
about that is, what are those objects that are staying alive outside 
the scopes? I would have thought that most objects would only live in 
one of the viewer scopes above, 247 seems pretty large to me...


Second question:

Our application apparently has memory leaks, because when closing a 
file and opening the same one again, the application takes about 20MB 
more each time (i.e. memory usage is ~100MB with a file open, then 
~50MB when it's closed, then ~120MB when it's opened again, then ~70MB 
when it's closed again, then ~140MB when it's opened again, and so on).


However, running IBM Purify on the application reveals no massive 
leaks, only a few false positives. Are there any tools or techniques 
that someone could recommend to make finding and fixing memory leaks 
easy, and which work well with OSG? I tried Visual Leak Detector which 
is open source, but it reported so many false positives related to 
variables stored in ref_ptrs (over 400) that I gave up on it.


Thanks in advance,

J-S


--
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http://www.plopbyte.net


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Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Wang Rui
Hi Gerrick,

Ah...I'm sorry that I just have done nothing to the plugin project and leave
it alone as what it's like before the 0.6.0 version. The errors have been
resolved in the latest SVN version. And I will add new features (texture and
buffer uniforms) ASAP.
Thank you for suggestions.

Wang Rui
2008/12/19 Gerrick Bivins gbiv...@objectreservoir.com

 Hi Wang Rui,
 I checked out from subversion and tried building on Mac OSX 10.5.6. If
 BUILD_PLUGINS == OFF the build works fine but with BUILD_PLUGINS == ON I
 received the following errors :


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Re: [osg-users] vpb - strange tile corner artifacts

2008-12-18 Thread J.P. Delport

Hi,

I've narrowed down the versions that worked a bit more.

With osg r9387 and vpb r930 I'm not getting the artifacts, so at least 
the problem is isolated to vpb, as older vpb with osg head seems to work 
OK. I will try to find the revision where it starts breaking.


Christophe, can you try this combination of versions and see if your 
artifacts disappear as well?


Still digging...

jp


christophe loustaunau wrote:

sorry copy/paste error, here is the adress for the two geotiff :

http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif
http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tif 
http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif


regards.

--
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Re: [osg-users] vpb - strange tile corner artifacts

2008-12-18 Thread J.P. Delport

Hi,

sorry, should have had that coffee first...

I've tested vpb r948 and it still works OK.

jp

J.P. Delport wrote:

Hi,

I've narrowed down the versions that worked a bit more.

With osg r9387 and vpb r930 I'm not getting the artifacts, so at least 
the problem is isolated to vpb, as older vpb with osg head seems to work 
OK. I will try to find the revision where it starts breaking.


Christophe, can you try this combination of versions and see if your 
artifacts disappear as well?


Still digging...

jp


christophe loustaunau wrote:

sorry copy/paste error, here is the adress for the two geotiff :

http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif
http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tif 
http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif


regards.

--
Christophe Loustaunau.




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Re: [osg-users] vpb - strange tile corner artifacts

2008-12-18 Thread christophe loustaunau
HI,

Strange, with rev948 I still have artifacts but not with rev930.
All is done with rev 9368 of osg.



On Fri, Dec 19, 2008 at 7:38 AM, J.P. Delport jpdelp...@csir.co.za wrote:

 Hi,

 sorry, should have had that coffee first...

 I've tested vpb r948 and it still works OK.

 jp


 J.P. Delport wrote:

 Hi,

 I've narrowed down the versions that worked a bit more.

 With osg r9387 and vpb r930 I'm not getting the artifacts, so at least the
 problem is isolated to vpb, as older vpb with osg head seems to work OK. I
 will try to find the revision where it starts breaking.

 Christophe, can you try this combination of versions and see if your
 artifacts disappear as well?

 Still digging...

 jp


 christophe loustaunau wrote:

 sorry copy/paste error, here is the adress for the two geotiff :

 http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif
 http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tif 
 http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif

 regards.

 --
 Christophe Loustaunau.


 

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



 --
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 http://www.csir.co.za/disclaimer.html.

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-- 
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Re: [osg-users] vpb - strange tile corner artifacts

2008-12-18 Thread J.P. Delport

Hi,

yes, you are right, I still have not had the coffee, I've been chasing 
this bug till late last night.


I thought that I tried 948 after 930, but the database did not rebuild. 
Note to self, always clean build directory first.


So I can confirm:
930 is OK, 948 not OK.

Your data makes the testing easier, thanks.

Will go up through the versions now...

jp

christophe loustaunau wrote:

HI,

Strange, with rev948 I still have artifacts but not with rev930.
All is done with rev 9368 of osg.



On Fri, Dec 19, 2008 at 7:38 AM, J.P. Delport jpdelp...@csir.co.za 
mailto:jpdelp...@csir.co.za wrote:


Hi,

sorry, should have had that coffee first...

I've tested vpb r948 and it still works OK.

jp


J.P. Delport wrote:

Hi,

I've narrowed down the versions that worked a bit more.

With osg r9387 and vpb r930 I'm not getting the artifacts, so at
least the problem is isolated to vpb, as older vpb with osg head
seems to work OK. I will try to find the revision where it
starts breaking.

Christophe, can you try this combination of versions and see if
your artifacts disappear as well?

Still digging...

jp


christophe loustaunau wrote:

sorry copy/paste error, here is the adress for the two geotiff :

http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif
http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tif
http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif

regards.

-- 
Christophe Loustaunau.






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--
Christophe Loustaunau.




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Re: [osg-users] vpb - strange tile corner artifacts

2008-12-18 Thread J.P. Delport

OK,

931 still OK, 932 starts giving the artifacts.

Time to consult the diff...

jp

J.P. Delport wrote:

Hi,

yes, you are right, I still have not had the coffee, I've been chasing 
this bug till late last night.


I thought that I tried 948 after 930, but the database did not rebuild. 
Note to self, always clean build directory first.


So I can confirm:
930 is OK, 948 not OK.

Your data makes the testing easier, thanks.

Will go up through the versions now...

jp

christophe loustaunau wrote:

HI,

Strange, with rev948 I still have artifacts but not with rev930.
All is done with rev 9368 of osg.



On Fri, Dec 19, 2008 at 7:38 AM, J.P. Delport jpdelp...@csir.co.za 
mailto:jpdelp...@csir.co.za wrote:


Hi,

sorry, should have had that coffee first...

I've tested vpb r948 and it still works OK.

jp


J.P. Delport wrote:

Hi,

I've narrowed down the versions that worked a bit more.

With osg r9387 and vpb r930 I'm not getting the artifacts, so at
least the problem is isolated to vpb, as older vpb with osg head
seems to work OK. I will try to find the revision where it
starts breaking.

Christophe, can you try this combination of versions and see if
your artifacts disappear as well?

Still digging...

jp


christophe loustaunau wrote:

sorry copy/paste error, here is the adress for the two 
geotiff :



http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif

http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tif

http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif


regards.

-- Christophe Loustaunau.






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--
Christophe Loustaunau.




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[osg-users] depth partition

2008-12-18 Thread ZHMW
Hi everyone!
In my application, there is many terrain object, each terrain object is
a tree organized by paged lod, just like the structure generated by virtual
planet builder.
The problem is I cannot integrate many terrain object in one scene. It
seems to be the depth problem, And I have tried the osgdepthpartation
example. but the visitor in that example cannot process lod nodes. so, I 'm
over writting the apply method for PagedLOD.
I want to know, what I'm doing is in the right way, And is there any
other better solutions?

Thanks!
Best Wishes.
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