[osg-users] bluring model edges

2009-03-23 Thread Julia Guo
Hi,

Is it possible to blur the edges of a model in OSG with whatever is behind?
Currently the edges of the models in my scene are too sharp and would look 
better if there was a translucent overlap at the edges.

Is this possible to achieve in OSG, or is this kind of functionality more 
relevant to OpenGL?

Thank you,
Julia

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Re: [osg-users] bluring model edges

2009-03-23 Thread Guy

Julia,

I never tried it but you should enable GL_POLYGON_SMOOTH, and enable
alpha blending for the object you want to 'blur'.

For example:

osg::StateSet * stateset = geode-getOrCreateStateSet();
stateset-setMode(GL_POLYGON_SMOOTH, osg::StateAttribute::ON);


osg::BlendFunc *fn = new osg::BlendFunc();
fn-setFunction(osg::BlendFunc::SRC_ALPHA,  
osg::BlendFunc::ONE_MINUS_SRC_ALPHA);


stateset-setAttributeAndModes(fn,
osg::StateAttribute::ON);
stateset-setMode(GL_BLEND, osg::StateAttribute::ON);
stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

Good luck,
Guy.

Hi,

Is it possible to blur the edges of a model in OSG with whatever is
behind?
Currently the edges of the models in my scene are too sharp and would
look better if there was a translucent overlap at the edges.

Is this possible to achieve in OSG, or is this kind of functionality
more relevant to OpenGL?

Thank you,
Julia

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[osg-users] SetAttribute crash...

2009-03-23 Thread neil.hughes
Hi All,

I have a standalone windows application (MDI) that embeds OSG in a window, 
loads an object, applies a texture, and displays the object for viewing. This 
works fine. No problems at all.

I've also got a more complicated ActiveX control that does the same sort of 
thing, and this works fine as a release build running on an XP platform. 
However, when I move the ActiveX control to a Vista box, I get a crash in the 
Release build when trying to call setTextureAttributeAndModes on the stateset 
object of the drawable for my 3D object.

In an attempt to identify what's happening, I've recompiled OSG (I should say 
OSG1.2, sorry) with a few protected: classifications removed so that I can look 
at the values a bit easier, and step into some code. Having done this, it looks 
like when the setAttribute function is eventually called from 
setTextureAttributeAndModes, as soon as it executes the line

itr-second.first = attribute;

the system dies a horrible death, taking down the web browser in which the 
activeX control is running. Looking at the call stack it seems to be occuring 
when trying to clean up the dereferencing of the previously assigned texture 
(this was assigned as part of the 3DS load operation).

I can't believe that its the OSG code as such as the standalone version runs 
fine, however I was wondering whether anyone else has had a similar issue, and 
if so, could you give any tips as to what might be going wrong?

Many thanks for any help.

Neil.

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[osg-users] SetAttribute crash...

2009-03-23 Thread neil.hughes
Hi All,

I have a standalone windows application (MDI) that embeds OSG in a window, 
loads an object, applies a texture, and displays the object for viewing. This 
works fine. No problems at all.

I've also got a more complicated ActiveX control that does the same sort of 
thing, and this works fine as a release build running on an XP platform. 
However, when I move the ActiveX control to a Vista box, I get a crash in the 
Release build when trying to call setTextureAttributeAndModes on the stateset 
object of the drawable for my 3D object.

In an attempt to identify what's happening, I've recompiled OSG (I should say 
OSG1.2, sorry) with a few protected: classifications removed so that I can look 
at the values a bit easier, and step into some code. Having done this, it looks 
like when the setAttribute function is eventually called from 
setTextureAttributeAndModes, as soon as it executes the line

itr-second.first = attribute;

the system dies a horrible death, taking down the web browser in which the 
activeX control is running. Looking at the call stack it seems to be occuring 
when trying to clean up the dereferencing of the previously assigned texture 
(this was assigned as part of the 3DS load operation).

I can't believe that its the OSG code as such as the standalone version runs 
fine, however I was wondering whether anyone else has had a similar issue, and 
if so, could you give any tips as to what might be going wrong?

Many thanks for any help.

Neil.

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[osg-users] Insert custom Open GL code

2009-03-23 Thread Claudio Arduino
Hi,
i Need to insert custom OpenGl code like this:

glBegin(GL_TRIANGLE_STRIP);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(0,0,0);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(2000,2000,0);
glVertex3i(0, 2000,0);
glEnd();
glFlush();

i have tried to insert this code in osgCallback code:

struct DrawableUpdateCallback : public osg::Drawable::UpdateCallback
{
virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
{
std::coutDrawable update callback drawablestd::endl;
  glBegin(GL_TRIANGLE_STRIP);

 glColor3f(1.0, 0.0, 1.0);
  glVertex3i(0,0,50);
glColor3f(1.0, 0.0, 1.0);
   glVertex3i(2,2,50);
   glVertex3i(0, 2,50);
glEnd();
glFlush();
}
};

the code is executed but the triangles don't appear to the screen...
i am a newbie in OpenGl

please help me...:-)

thanks
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Re: [osg-users] Insert custom Open GL code

2009-03-23 Thread Paul Melis

Claudio Arduino wrote:

Hi,
i Need to insert custom OpenGl code like this:

glBegin(GL_TRIANGLE_STRIP);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(0,0,0);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(2000,2000,0);
glVertex3i(0, 2000,0);
glEnd();
glFlush();

See the osgteapotexample (as suggested in the FAQ on the OSG website)

Paul
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[osg-users] [vpb] osgdem issue

2009-03-23 Thread labrosse
Hello,

I work with OSG 2.6.1, GDAL 1.5.3 and VirtualPlanetBuilder r924 (compatible 
with OSG 2.6.1) on a virtual machine (fedora 10) to use osgdem. All compile 
correctly, but when I want to use osgdem with this command for example :

osgdem -d ps_height_1k.tif -t ps_texture_1k.tif -o out.ive

I get this error, and I don't know what to do. I tried with the last version of 
OSG and VPB and I obtain the same error.

Here is my error :


 -d ps_height_1k.tif
 -t ps_texture_1k.tif
 -o out.ive
 Adding terrainTile
 DataSet::_run() 0 0
 DataSet::assignDestinationCoordinateSystem() : assigning first source file as 
 the destination coordinate system
 started DataSet::createDestination(30)
 DataSet::assignDestinationCoordinateSystem() : assigning first source file as 
 the destination coordinate system
 AR=1.00 C1=1 R1=1
 createNewDestinationGraph
 Time for _destinationGraph-computeMaximumSourceResolution() = 0.013825
 Time for createDestinationGraph 0.080615
 Time for after_computeNeighbours 0.029995
 Time for consolodateRequiredResolutions 0.03
 Time for after_reproject 0.000576
 Time for after_sort 0.000568
 completed DataSet::createDestination(30)
 There are 2 contributing source files:
 ps_height_1k.tif
 ps_texture_1k.tif
 Error: Unable to open display :0.0.
 Error: Unable to open display :0.0.
 Error: Unable to create graphis context, problem with running 
 osgViewer-2.6.1, cannot run compression.


Precisions :  - I connect to my Virtual machine with a console (ssh -X 
192.168.x.x).
  - I think what the third error is blocking.

Sorry about my English.

Best Regards.

Fabien Labrosse

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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread Paul Melis

labrosse wrote:

Hello,

I work with OSG 2.6.1, GDAL 1.5.3 and VirtualPlanetBuilder r924 (compatible with OSG 2.6.1) on a virtual machine (fedora 10) to use osgdem. 

Do you mean virtual machine as in image running with VMWare?

Paul


All compile correctly, but when I want to use osgdem with this command for 
example :

osgdem -d ps_height_1k.tif -t ps_texture_1k.tif -o out.ive

I get this error, and I don't know what to do. I tried with the last version of 
OSG and VPB and I obtain the same error.

Here is my error :


  

-d ps_height_1k.tif
-t ps_texture_1k.tif
-o out.ive
Adding terrainTile
DataSet::_run() 0 0
DataSet::assignDestinationCoordinateSystem() : assigning first source file as 
the destination coordinate system
started DataSet::createDestination(30)
DataSet::assignDestinationCoordinateSystem() : assigning first source file as 
the destination coordinate system
AR=1.00 C1=1 R1=1
createNewDestinationGraph
Time for _destinationGraph-computeMaximumSourceResolution() = 0.013825
Time for createDestinationGraph 0.080615
Time for after_computeNeighbours 0.029995
Time for consolodateRequiredResolutions 0.03
Time for after_reproject 0.000576
Time for after_sort 0.000568
completed DataSet::createDestination(30)
There are 2 contributing source files:
ps_height_1k.tif
ps_texture_1k.tif
Error: Unable to open display :0.0.
Error: Unable to open display :0.0.
Error: Unable to create graphis context, problem with running osgViewer-2.6.1, 
cannot run compression.




Precisions :  - I connect to my Virtual machine with a console (ssh -X 
192.168.x.x).
  - I think what the third error is blocking.

Sorry about my English.

Best Regards.

Fabien Labrosse

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Re: [osg-users] SetAttribute crash...

2009-03-23 Thread Robert Osfield
Hi Neil,

The best thing you could look at is to check that the object you are trying
to set is a valid object, and hasn't been deleted.  Beyond this I don't
think there is much we could do to help.

And as gentle, perhaps it's time to updated to OSG-2.8, as it time passes it
become increasingly difficult to support OSG-1.2 users as the knowledge of
this old rev is a bit of distant memory for most of us.  If you want to use
these old rev's then you'll need to increasingly take responsibility for
support of it, or... just bite the bullet and upgrade, it needn't be a
difficult experience.

Robert.

On Mon, Mar 23, 2009 at 9:59 AM, neil.hug...@tesco.net wrote:

 Hi All,

 I have a standalone windows application (MDI) that embeds OSG in a window,
 loads an object, applies a texture, and displays the object for viewing.
 This works fine. No problems at all.

 I've also got a more complicated ActiveX control that does the same sort of
 thing, and this works fine as a release build running on an XP platform.
 However, when I move the ActiveX control to a Vista box, I get a crash in
 the Release build when trying to call setTextureAttributeAndModes on the
 stateset object of the drawable for my 3D object.

 In an attempt to identify what's happening, I've recompiled OSG (I should
 say OSG1.2, sorry) with a few protected: classifications removed so that I
 can look at the values a bit easier, and step into some code. Having done
 this, it looks like when the setAttribute function is eventually called from
 setTextureAttributeAndModes, as soon as it executes the line

 itr-second.first = attribute;

 the system dies a horrible death, taking down the web browser in which the
 activeX control is running. Looking at the call stack it seems to be
 occuring when trying to clean up the dereferencing of the previously
 assigned texture (this was assigned as part of the 3DS load operation).

 I can't believe that its the OSG code as such as the standalone version
 runs fine, however I was wondering whether anyone else has had a similar
 issue, and if so, could you give any tips as to what might be going wrong?

 Many thanks for any help.

 Neil.

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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread Robert Osfield
Hi Fabian,

VPB requires support for GLX/OpenGL as it creates a graphics context for
doing OpenGL texture compression.

Robert.

On Mon, Mar 23, 2009 at 10:21 AM, labrosse osgfo...@tevs.eu wrote:

 Hello,

 I work with OSG 2.6.1, GDAL 1.5.3 and VirtualPlanetBuilder r924 (compatible
 with OSG 2.6.1) on a virtual machine (fedora 10) to use osgdem. All compile
 correctly, but when I want to use osgdem with this command for example :

osgdem -d ps_height_1k.tif -t ps_texture_1k.tif -o out.ive

 I get this error, and I don't know what to do. I tried with the last
 version of OSG and VPB and I obtain the same error.

 Here is my error :


  -d ps_height_1k.tif
  -t ps_texture_1k.tif
  -o out.ive
  Adding terrainTile
  DataSet::_run() 0 0
  DataSet::assignDestinationCoordinateSystem() : assigning first source
 file as the destination coordinate system
  started DataSet::createDestination(30)
  DataSet::assignDestinationCoordinateSystem() : assigning first source
 file as the destination coordinate system
  AR=1.00 C1=1 R1=1
  createNewDestinationGraph
  Time for _destinationGraph-computeMaximumSourceResolution() = 0.013825
  Time for createDestinationGraph 0.080615
  Time for after_computeNeighbours 0.029995
  Time for consolodateRequiredResolutions 0.03
  Time for after_reproject 0.000576
  Time for after_sort 0.000568
  completed DataSet::createDestination(30)
  There are 2 contributing source files:
  ps_height_1k.tif
  ps_texture_1k.tif
  Error: Unable to open display :0.0.
  Error: Unable to open display :0.0.
  Error: Unable to create graphis context, problem with running
 osgViewer-2.6.1, cannot run compression.


 Precisions :  - I connect to my Virtual machine with a console (ssh -X
 192.168.x.x).
  - I think what the third error is blocking.

 Sorry about my English.

 Best Regards.

 Fabien Labrosse

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Re: [osg-users] Animating vertices in a Geode

2009-03-23 Thread Cedric Pinson

Hi Laurence,

You can easily do it with morphgeometry:
- define two geometry with morphgeometry
- use an custom update callback that use an ease motion to control the 
ratio of geometry to use


Would be great to make an example with it, it will help others users.

Cheers,
Cedric

Laurence Muller wrote:

Hi,

In the application I am working on, I am trying to create a smooth 
(transition) animation on the vertices inside an object.


Example:
I have included an illustration to make my problem a bit more clear. 
The current scene contains one geode with a geometry attached.
The geometry is filled with 7 quads (4 vertices per quad) and is 
illustrated as red dots in the picture. (The 'edges' are stored in a 
separate geode)


The application allows users to select a specific layout (radial, 
force based, etc) for the quads. In the current implementation this 
change happens immediately.
(It updates the vertex array with new values and uses the dirty() call 
on the vertex array).


On the OSG wiki page I found some information about animating objects 
in the scene graph.
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation 


http://www.robertpenner.com/easing/easing_demo.html

However, it seems like this will only work on geode level (by 
modifying the Matrix or PositionAttitudeTransformation).
Another problem with this method is that it seems that you need to 
create a predefined animation.


In my case the new position of a vertex will depend on the current 
position (and the animation only needs to be used once).


Question:
- Is there a way to use the osgAnimation functions on the vertex array 
and is it possible to use it with the transition methods from the 
EaseMotion demo?


Kind regards,
- Laurence

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[osg-users] SetAttribute crash...

2009-03-23 Thread neil.hughes
Hi All,

I have a standalone windows application (MDI) that embeds OSG in a window, 
loads an object, applies a texture, and displays the object for viewing. This 
works fine. No problems at all.

I've also got a more complicated ActiveX control that does the same sort of 
thing, and this works fine as a release build running on an XP platform. 
However, when I move the ActiveX control to a Vista box, I get a crash in the 
Release build when trying to call setTextureAttributeAndModes on the stateset 
object of the drawable for my 3D object.

In an attempt to identify what's happening, I've recompiled OSG (I should say 
OSG1.2, sorry) with a few protected: classifications removed so that I can look 
at the values a bit easier, and step into some code. Having done this, it looks 
like when the setAttribute function is eventually called from 
setTextureAttributeAndModes, as soon as it executes the line

itr-second.first = attribute;

the system dies a horrible death, taking down the web browser in which the 
activeX control is running. Looking at the call stack it seems to be occuring 
when trying to clean up the dereferencing of the previously assigned texture 
(this was assigned as part of the 3DS load operation).

I can't believe that its the OSG code as such as the standalone version runs 
fine, however I was wondering whether anyone else has had a similar issue, and 
if so, could you give any tips as to what might be going wrong?

Many thanks for any help.

Neil.

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Re: [osg-users] SetAttribute crash...

2009-03-23 Thread neil.hughes
Hi All,

Email client going wrong again. Seems like three instances of message sent. 
Sorry.

Neil.

 neil.hug...@tesco.net wrote: 
 Hi All,
 
 I have a standalone windows application (MDI) that embeds OSG in a window, 
 loads an object, applies a texture, and displays the object for viewing. This 
 works fine. No problems at all.
 
 I've also got a more complicated ActiveX control that does the same sort of 
 thing, and this works fine as a release build running on an XP platform. 
 However, when I move the ActiveX control to a Vista box, I get a crash in the 
 Release build when trying to call setTextureAttributeAndModes on the stateset 
 object of the drawable for my 3D object.
 
 In an attempt to identify what's happening, I've recompiled OSG (I should say 
 OSG1.2, sorry) with a few protected: classifications removed so that I can 
 look at the values a bit easier, and step into some code. Having done this, 
 it looks like when the setAttribute function is eventually called from 
 setTextureAttributeAndModes, as soon as it executes the line
 
 itr-second.first = attribute;
 
 the system dies a horrible death, taking down the web browser in which the 
 activeX control is running. Looking at the call stack it seems to be occuring 
 when trying to clean up the dereferencing of the previously assigned texture 
 (this was assigned as part of the 3DS load operation).
 
 I can't believe that its the OSG code as such as the standalone version runs 
 fine, however I was wondering whether anyone else has had a similar issue, 
 and if so, could you give any tips as to what might be going wrong?
 
 Many thanks for any help.
 
 Neil.
 
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Re: [osg-users] SetAttribute crash...

2009-03-23 Thread neil.hughes
Hi robert

thanks for the response. 

I sense the bullet heading my way ;-(

will ponder a little longer.

Neil.

 Robert Osfield robert.osfi...@gmail.com wrote: 
 Hi Neil,
 
 The best thing you could look at is to check that the object you are trying
 to set is a valid object, and hasn't been deleted.  Beyond this I don't
 think there is much we could do to help.
 
 And as gentle, perhaps it's time to updated to OSG-2.8, as it time passes it
 become increasingly difficult to support OSG-1.2 users as the knowledge of
 this old rev is a bit of distant memory for most of us.  If you want to use
 these old rev's then you'll need to increasingly take responsibility for
 support of it, or... just bite the bullet and upgrade, it needn't be a
 difficult experience.
 
 Robert.
 
 On Mon, Mar 23, 2009 at 9:59 AM, neil.hug...@tesco.net wrote:
 
  Hi All,
 
  I have a standalone windows application (MDI) that embeds OSG in a window,
  loads an object, applies a texture, and displays the object for viewing.
  This works fine. No problems at all.
 
  I've also got a more complicated ActiveX control that does the same sort of
  thing, and this works fine as a release build running on an XP platform.
  However, when I move the ActiveX control to a Vista box, I get a crash in
  the Release build when trying to call setTextureAttributeAndModes on the
  stateset object of the drawable for my 3D object.
 
  In an attempt to identify what's happening, I've recompiled OSG (I should
  say OSG1.2, sorry) with a few protected: classifications removed so that I
  can look at the values a bit easier, and step into some code. Having done
  this, it looks like when the setAttribute function is eventually called from
  setTextureAttributeAndModes, as soon as it executes the line
 
  itr-second.first = attribute;
 
  the system dies a horrible death, taking down the web browser in which the
  activeX control is running. Looking at the call stack it seems to be
  occuring when trying to clean up the dereferencing of the previously
  assigned texture (this was assigned as part of the 3DS load operation).
 
  I can't believe that its the OSG code as such as the standalone version
  runs fine, however I was wondering whether anyone else has had a similar
  issue, and if so, could you give any tips as to what might be going wrong?
 
  Many thanks for any help.
 
  Neil.
 
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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread labrosse
I use VMWare to execute my VM and I commect to my VM with a ssh command. But I 
can use my VM with VMWare ant I obtain the same error. My VM is a local image.

glx-utils is installed on my VM, but do you think what it should be install on 
the host machine.

thank you for your quick answer

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[osg-users] 2D drawing over a 3D drawing

2009-03-23 Thread Gianluca Natale
Hi All.
I need to draw a 2D drawing (a single wireframe rectangle) over a 3D drawing
of a scene. Basically I need it to show a window selection in the scene.

In OpenGL, I would set a perspective projection like glFrustum(.), draw the
scene, then set a glOrtho2D(.), and draw the rectangle. Finally I would call
a swap buffers.

How can I do it with OSG?

I mean, in OSG the projection matrix is associated with a camera. So, should
I use two cameras, one for the 3D scene, the other just for the 2D
rectangle?

In camera::frame there is the swap of the back and front buffers. But I
would like to swap those buffers just at the end, after drawing everything.

So, should I call the drawing of the 3D camera without swapping, then the
drawing of the 2D camera with swapping at the end?

I read in the quick start guide of OSG of the thread for draw traversal.
Since I call camera::Frame twice, does OSG create 2 different threads?

Is there any conflict between those threads, since they draw with different
projection matrices?

 

Thanks in advance

Gianluca Natale

 

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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread Robert Osfield
Hi Fabian,

Could you please just run VPB natively as this is what is wasn't designed
for, if you want to preserve with using a virtual machine I'm afraid you'll
have to get buy without my support.

Robert.

On Mon, Mar 23, 2009 at 10:44 AM, labrosse osgfo...@tevs.eu wrote:

 I use VMWare to execute my VM and I commect to my VM with a ssh command.
 But I can use my VM with VMWare ant I obtain the same error. My VM is a
 local image.

 glx-utils is installed on my VM, but do you think what it should be install
 on the host machine.

 thank you for your quick answer

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Re: [osg-users] 2D drawing over a 3D drawing

2009-03-23 Thread Robert Osfield
HI Gianluca,

Please have a look at the osghud example.

Robert.

2009/3/23 Gianluca Natale gianluca.nat...@adstorino.it

  Hi All.
 I need to draw a 2D drawing (a single wireframe rectangle) over a 3D
 drawing of a scene. Basically I need it to show a window selection in the
 scene.

 In OpenGL, I would set a perspective projection like glFrustum(…), draw the
 scene, then set a glOrtho2D(…), and draw the rectangle. Finally I would call
 a swap buffers.

 How can I do it with OSG?

 I mean, in OSG the projection matrix is associated with a camera. So,
 should I use two cameras, one for the 3D scene, the other just for the 2D
 rectangle?

 In camera::frame there is the swap of the back and front buffers. But I
 would like to swap those buffers just at the end, after drawing everything.

 So, should I call the drawing of the 3D camera without swapping, then the
 drawing of the 2D camera with swapping at the end?

 I read in the quick start guide of OSG of the thread for draw traversal.
 Since I call camera::Frame twice, does OSG create 2 different threads?

 Is there any conflict between those threads, since they draw with different
 projection matrices?



 Thanks in advance

 Gianluca Natale



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Re: [osg-users] 2D drawing over a 3D drawing

2009-03-23 Thread Gianluca Natale
Thanks a lot,
this is the answer I needed.

Just another question: suppose that I need to draw different 2D drawings
onto the same 3D scene, how can I set the desired rendering order for those
slave cameras?

I mean, I want to make sure that a text will always appear over a 2D
rectangle created onto the 3D scene.

Should I set the camera for the rectangle as
cameraforRectangle::setRenderOrder(osg::Camera::POST_RENDER, 0); and

cameraforText::setRenderOrder(osg::Camera::POST_RENDER, 1); ???

Does it work that way?

 

Thanks,

Gianluca

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: lunedì 23 marzo 2009 12.09
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D drawing over a 3D drawing

 

HI Gianluca,

Please have a look at the osghud example.

Robert.

2009/3/23 Gianluca Natale gianluca.nat...@adstorino.it

Hi All.
I need to draw a 2D drawing (a single wireframe rectangle) over a 3D drawing
of a scene. Basically I need it to show a window selection in the scene.

In OpenGL, I would set a perspective projection like glFrustum(…), draw the
scene, then set a glOrtho2D(…), and draw the rectangle. Finally I would call
a swap buffers.

How can I do it with OSG?

I mean, in OSG the projection matrix is associated with a camera. So, should
I use two cameras, one for the 3D scene, the other just for the 2D
rectangle?

In camera::frame there is the swap of the back and front buffers. But I
would like to swap those buffers just at the end, after drawing everything.

So, should I call the drawing of the 3D camera without swapping, then the
drawing of the 2D camera with swapping at the end?

I read in the quick start guide of OSG of the thread for draw traversal.
Since I call camera::Frame twice, does OSG create 2 different threads?

Is there any conflict between those threads, since they draw with different
projection matrices?

 

Thanks in advance

Gianluca Natale

 


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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread labrosse
ok, but the problem is : i dont have root rights to install VPB on the host 
machine. I would like any attempt on the virtual machine before to use the host 
machine.

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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread Gordon Tomlinson
As Robert has said you're out beyond the design usage of VPB, 

thus you will have to do the work to find out if it can or cannot work in
you're environment or what might need to be added or changed and that Robert
cannot really help you do this 


__
Gordon Tomlinson 

gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of labrosse
Sent: Monday, March 23, 2009 8:35 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] osgdem issue

ok, but the problem is : i dont have root rights to install VPB on the host
machine. I would like any attempt on the virtual machine before to use the
host machine.

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Re: [osg-users] 2D drawing over a 3D drawing

2009-03-23 Thread Gordon Tomlinson
HI

 

You can do this with your current code straight forwardly or you could use
osgHud which provides a way to do this at the OSG level and this get the
advantage of an integrated solution

 

See OpenSceneGraph\examples\osghud

 


__

Gordon Tomlinson 

 mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com
IM:  mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com
 http://www.vis-sim.com/ www.vis-sim.com
http://www.gordontomlinson.com/ www.gordontomlinson.com 


__

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gianluca
Natale
Sent: Monday, March 23, 2009 6:49 AM
To: Osg Users
Subject: [osg-users] 2D drawing over a 3D drawing

 

Hi All.
I need to draw a 2D drawing (a single wireframe rectangle) over a 3D drawing
of a scene. Basically I need it to show a window selection in the scene.

In OpenGL, I would set a perspective projection like glFrustum(.), draw the
scene, then set a glOrtho2D(.), and draw the rectangle. Finally I would call
a swap buffers.

How can I do it with OSG?

I mean, in OSG the projection matrix is associated with a camera. So, should
I use two cameras, one for the 3D scene, the other just for the 2D
rectangle?

In camera::frame there is the swap of the back and front buffers. But I
would like to swap those buffers just at the end, after drawing everything.

So, should I call the drawing of the 3D camera without swapping, then the
drawing of the 2D camera with swapping at the end?

I read in the quick start guide of OSG of the thread for draw traversal.
Since I call camera::Frame twice, does OSG create 2 different threads?

Is there any conflict between those threads, since they draw with different
projection matrices?

 

Thanks in advance

Gianluca Natale

 

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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread J.P. Delport

Hi,

your VM will have to support OpenGL then.

jp

labrosse wrote:

ok, but the problem is : i dont have root rights to install VPB on the host 
machine. I would like any attempt on the virtual machine before to use the host 
machine.

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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread labrosse
I think the OpenGL is supported by my VM, as the osg examples run correctly. 
But how do I do to test OpenGL ?

Thanks you for your help, I try to install OSG and VPB on my host machine.

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Re: [osg-users] Animating vertices in a Geode

2009-03-23 Thread Laurence Muller

Hi Cedric,

I tried to create a simple project based on the 'osganimationmorph' demo 
as Robert Osfield suggested.


Instead of loading the geometries from a *.osg file, I define two new 
geometries (both quads but on a different position). These geometries 
are added as a drawable to the MorphGeometry.
However, for some reason OSG doesn't allows me to swap the old geom0 and 
geom1 geometry objects with the ones I create. The application crashes 
when you try to run it.


Any suggestions?

Kind regards,
- Laurence


Cedric Pinson wrote:

div class=moz-text-flowed style=font-family: -moz-fixedHi Laurence,

You can easily do it with morphgeometry:
- define two geometry with morphgeometry
- use an custom update callback that use an ease motion to control the 
ratio of geometry to use


Would be great to make an example with it, it will help others users.

Cheers,
Cedric

Laurence Muller wrote:

Hi,

In the application I am working on, I am trying to create a smooth 
(transition) animation on the vertices inside an object.


Example:
I have included an illustration to make my problem a bit more clear. 
The current scene contains one geode with a geometry attached.
The geometry is filled with 7 quads (4 vertices per quad) and is 
illustrated as red dots in the picture. (The 'edges' are stored in a 
separate geode)


The application allows users to select a specific layout (radial, 
force based, etc) for the quads. In the current implementation this 
change happens immediately.
(It updates the vertex array with new values and uses the dirty() 
call on the vertex array).


On the OSG wiki page I found some information about animating objects 
in the scene graph.
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation 


http://www.robertpenner.com/easing/easing_demo.html

However, it seems like this will only work on geode level (by 
modifying the Matrix or PositionAttitudeTransformation).
Another problem with this method is that it seems that you need to 
create a predefined animation.


In my case the new position of a vertex will depend on the current 
position (and the animation only needs to be used once).


Question:
- Is there a way to use the osgAnimation functions on the vertex 
array and is it possible to use it with the transition methods from 
the EaseMotion demo?


Kind regards,
- Laurence

--
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Website/Blog/Portfolio:
http://www.multigesture.net/






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--
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Laurence Muller (M.Sc.)
Informatics Institute, Faculty of Science, 
Universiteit van Amsterdam.

Science Park 107, 1098 XG Amsterdam, The Netherlands

Website/Blog/Portfolio:
1. http://www.multigesture.net/
2. http://www.science.uva.nl/~lmuller/

E-mail: l.y.l.mul...@uva.nl

#include iostream
#include osg/Geometry
#include osg/MatrixTransform
#include osg/Geode
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osgGA/TrackballManipulator
#include osgGA/StateSetManipulator
#include osgUtil/SmoothingVisitor
#include osg/io_utils

#include osgAnimation/MorphGeometry
#include osgAnimation/BasicAnimationManager

#include osgDB/ReadFile
#include osgDB/WriteFile

osgAnimation::Animation* animation;
osgAnimation::BasicAnimationManager* bam;

// Mouse/Keyboard event handler
class PickHandler : public osgGA::GUIEventHandler {
public: 

PickHandler() {}
~PickHandler() {}

bool handle(const osgGA::GUIEventAdapter ea,osgGA::GUIActionAdapter aa);
};

bool PickHandler::handle(const osgGA::GUIEventAdapter 
ea,osgGA::GUIActionAdapter aa)
{
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::PUSH):
{
osgViewer::View* view = dynamic_castosgViewer::View*(aa);
// do smth with mouse. disabled for now.
return false;
}

case(osgGA::GUIEventAdapter::KEYDOWN):
{

if (ea.getKey()=='a')
{
// Play animation
bam-playAnimation(animation);
}
return false;
}
default:
return false;
}
}

// Geometry loader
struct GeometryFinder : public osg::NodeVisitor
{
osg::ref_ptrosg::Geometry _geom;
GeometryFinder() : 
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Geode geode) 
{
if (_geom.valid())
return;
for (unsigned int i = 0; i  geode.getNumDrawables(); i++) 
{
osg::Geometry* geom = 

Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread Paul Melis

labrosse wrote:

I think the OpenGL is supported by my VM, as the osg examples run correctly. 
But how do I do to test OpenGL ?

Thanks you for your help, I try to install OSG and VPB on my host machine.
  
You do not need to be root for that, btw. A normal user account should 
be enough...


Paul
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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread labrosse
Ok, I'm compiling OSG, and I'll try to install VPB. I know your stuff.
thank you

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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread Paul Melis

labrosse wrote:

Ok, I'm compiling OSG, and I'll try to install VPB. I know your stuff.
  

No, you dont' ;-)

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Re: [osg-users] 2D drawing over a 3D drawing

2009-03-23 Thread Robert Osfield
2009/3/23 Gianluca Natale gianluca.nat...@adstorino.it


 Should I set the camera for the rectangle as
 cameraforRectangle::setRenderOrder(osg::Camera::POST_RENDER, 0); and

 cameraforText::setRenderOrder(osg::Camera::POST_RENDER, 1); ???

 Does it work that way?

Yes this is how it works.

Robert.
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Re: [osg-users] [osg-submissions] Fixed Function Pipeline to GLSL generator

2009-03-23 Thread Robert Osfield
Hi Maciej,

I'm replying to both osg-submissions + osg-users as ongoing general
discussion is likely.

On Mon, Mar 23, 2009 at 1:11 PM, Maciej Krol mack...@gmail.com wrote:

 Glad to hear that You like it. I was suprised that it works for almost all
 scene state setups that I use. It would be quite simple to extend it with
 osgShadow support if we could only detect shadowing state of geometry.


osgShadow is mostly shaders already so I'm not sure it should be needed.
Where there specific parts you were thinking of?



 On WinXP NVidia Quadro NVS 320M I did not notice any performance drops.
 Maybe shaders are not properly cached?


It's not the GPU that was the issue, but the OSG's CPU overhead.  We're
talking about quite large models, 10' of thousands of obejcts so they tend
to be gated by CPU overhead anyway, so shaders just add more ovehead.  It
still got a solid 60Hz hertz though ;-)


 IMHO in OSG 3.0 state attributes and modes should be abstract - not tied to
 actual OpenGL implementation. High level attributes and modes could be
 mapped to different rendering implementation (GL 1.0; GL 2.0; GL 3.0; ESGL).
 This would be a major change, breaking compatibility with existing OSG
 application.


This pretty well what I have had in mind, this is the approach I was
advocating for OSG-3.0.


 Open discusion in osg-users is required. I am thinking about implementation
 for a long time, but my customers are not willing to pay for it. I could
 start implementation in my free time. It mainly depends on OSG 3.0 goals.


This type of general refactoring work is not so easy to sell - supporting
OpenGL 3.0 for instance is a worthy cause but it won't actually be a game
changer in terms of delivered features.  OpenGL ES is a different mattter
though, I believe this does offer real differences that could make a
difference to end user application delivery i.e. offer 3D apps in the
embedded space so might be more attractive to outside funding.  Ports to
consolses are also an area where perhaps funding might be possible in which
the general refactor work can fall out of it.

Without external funding we'll have to chip away at the task bit by bit.

Robert.
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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread Robert Osfield
Hi Fabian,

You don't ever need to install apps into system directories, you can install
then into a local bin + lib directories and just use env vars to point to
the local directories, you can tell cmake you own custom path.  For my own
dev work I actually set PATH and LD_LIBRARY_PATH to my OSG and VPB lib and
bin directories, this way I never need to do an install.

Robert.

2009/3/23 labrosse osgfo...@tevs.eu

 ok, but the problem is : i dont have root rights to install VPB on the host
 machine. I would like any attempt on the virtual machine before to use the
 host machine.

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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread J.P. Delport
Are you running the apps that work on the VM or through X forwarding 
with ssh?


jp

labrosse wrote:

I think the OpenGL is supported by my VM, as the osg examples run correctly. 
But how do I do to test OpenGL ?

Thanks you for your help, I try to install OSG and VPB on my host machine.

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[osg-users] converting mouse coordinates to model coordinates

2009-03-23 Thread Cory Riddell
I was looking through the archives for help converting mouse coordinates
to model coordinates and I followed Andreas Goebel's instructions in
this thread:

http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2008-January/005994.html

I was able to use that method and I now display (x, y, z) coordinates in
my status bar as the mouse moves (yay!). There's been a release or two
since then. Is this still a decent strategy?

Thanks,
Cory Riddell
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Re: [osg-users] [vpb] osgdem issue

2009-03-23 Thread labrosse
I run apps through X with ssh to connect me, like ssh -X 192.168.x.x. But I 
have a same error when I run apps on my VM with VMWare.

I installed OSG and I try to configure VPB to compile with GDAL library on the 
host machine.

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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Ben Axelrod
I should probably specify the graphics cards in question.

The working card is a NVidia 7300 LE.  The card that passes the test, but still 
does not work is a NVidia NV37GL [Quadro FX 330/Quadro NVS280] (rev a2)

-Ben


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ben Axelrod
Sent: Friday, March 20, 2009 12:42 PM
To: OpenSceneGraph Users
Subject: [osg-users] ShadowMap Required OpenGL Extensions

My application checks for the existence of some OpenGL extensions before 
allowing ShadowMap to be turned on.  So far, I have been using this test:

if (GL_EXT_framebuffer_object 
   (GL_ARB_fragment_program || GL_EXT_fragment_program) 
   (GL_ARB_fragment_program_shadow || GL_EXT_fragment_program_shadow))
{
  //enable ShadowMap
}

Note that I am using the 'fixed function fallback' by calling clearShaderList() 
after init() but before first frame.

However, I have come across a graphics card that passes this test, yet does not 
render shadows properly.

This graphics card has these key extensions:
GL_EXT_framebuffer_object
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader

As far as I can tell, the only extensions this card does NOT have, that my 
other card (which renders shadows fine) does is:
GL_ARB_texture_non_power_of_two
GL_ATI_texture_mirror_once
GL_EXT_clip_volume_hint
GL_EXT_texture_mirror_clamp

Does ShadowMap require any of these extensions?

Also, FYI, the graphics card in question has many more extensions that my 
working card does not have:
GL_ARB_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_multisample
GL_ARB_pixel_buffer_object
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_shader
GL_S3_s3tc
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_gpu_program_parameters
GL_EXT_packed_depth_stencil
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_stencil_two_side
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_sRGB
GL_EXT_timer_query
GL_IBM_rasterpos_clip
GL_KTX_buffer_region
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage
GL_NV_half_float
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_SUN_slice_accum


Thanks,
-Ben
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Re: [osg-users] LocalParticleSystem and ModularEmitter.cpp

2009-03-23 Thread Michael Dorsett

Any ideas/comments on this? (I knew I shouldn't sent the email out on Friday)
 
Hi all,
 

Some background first:
I've upgraded my code from 2.4 to 2.8.
 
I have a queue of ParticleEffects contained by osg::PositionAttitudeTransform's 
that get moved around. So whoever was the last effect to move, gets put into a 
new position and reset to look as if it's a totally new effect. 
 
An alternative method would be to delete the oldest when adding a new one and a 
preset limit is reached. However, this is what I did to just reuse the 
previously created effect.
 
If you don't use LocalParticleSystem, you'll get a smoke trail (from the old to 
new pos) for smoke (which in this case we don't want) or a fire trail or 
whatever. 
 
 

This issue I've noticed in 2.8:
When you use a LocalParticleSystem on an Effect in 2.8, the Effects just sit at 
the origin (which is not what happened before). It seems to happen due to a 
change in ModularEmitter.cpp. It seems the code was changed to support 
Earth-centric coordinate system. The full comment on the change is:
 
From Tim Moore, his submission fixes a bug when the ModularEmitter and 
ParticleSystem are in different frames of reference. Specifically, it supports 
the case where the ParticleSystem is not in the world frame. One way this can 
come up is if your world coordinate system is Earth-centric; the float 
coordinates of particles don't have enough precision to avoid terrible jitter 
and other rendering artifacts, so it's convenient to root the particle systems 
in a local Z-up coordinate system that gets moved around from time to time.
 
 
So, is there a way to get ParticleEffects with setUseLocalParticleSystem(true) 
to behave like the use too?
 
Thanks,
Mike Dorsett


  
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Re: [osg-users] Insert custom Open GL code

2009-03-23 Thread Paul Martz
There's no guarantee of a current context during update. You could use a
draw callback instead. Optionally, for the code you posted, I don't know why
you don't just use an osg::Geometry object.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Claudio
Arduino
Sent: Monday, March 23, 2009 4:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Insert custom Open GL code


Hi,
i Need to insert custom OpenGl code like this:

glBegin(GL_TRIANGLE_STRIP);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(0,0,0);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(2000,2000,0);
glVertex3i(0, 2000,0);
glEnd();
glFlush();

i have tried to insert this code in osgCallback code:

struct DrawableUpdateCallback : public osg::Drawable::UpdateCallback
{
virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
{
std::coutDrawable update callback drawablestd::endl;
  glBegin(GL_TRIANGLE_STRIP);

 glColor3f(1.0, 0.0, 1.0);
  glVertex3i(0,0,50);
glColor3f(1.0, 0.0, 1.0);
   glVertex3i(2,2,50);
   glVertex3i(0, 2,50);
glEnd();
glFlush();
}
};

the code is executed but the triangles don't appear to the screen...
i am a newbie in OpenGl

please help me...:-)

thanks

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Re: [osg-users] [osgPPU] 64-bit Windows build

2009-03-23 Thread Art Tevs
Hi Oleg.

I have now marged your files into svn. They seems to compile and run fine on my 
system (however Linux 32bit). I have not patched the CMake files, because I do 
not have the system to reproduce the build error (no 64bit windows). Could you 
give me some more information how would you like to have the CMake files 
changed or if you have found a way how, then I would like to know it too ;)

Thank you again.

Cheers,
art


Art Tevs

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[osg-users] osgdepthpartition

2009-03-23 Thread Guy

Hi all,
 
 In the depth partition example, the class DepthPartitionNode allows
changing the render order of the camera to PRE/NESTED but then the
calculation of the RenderBin leaves is incorrect.

 What is the logic for changing the cameras order?

 Besides I would like to know what are the disadvantages of using
DepthPartitionNode in ALL osg based application? Does is have problems
with HUDS or transparency?

Thanks,
 Guy.
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Re: [osg-users] osgdepthpartition

2009-03-23 Thread Paul Martz
The main problem with the osgdepthpartition example is the custom node isn't
thread sage, so the example forces the SingleThreaded model in Viewer.

A better solution for depth partition would be to use nested RTT cameras to
render back-to-front depth segments to textures, using the texture from the
prior pass to clear the framebuffer for the subsequent pass.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy
Sent: Monday, March 23, 2009 8:47 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgdepthpartition


Hi all,
 
 In the depth partition example, the class DepthPartitionNode allows
changing the render order of the camera to PRE/NESTED but then the
calculation of the RenderBin leaves is incorrect.

 What is the logic for changing the cameras order?

 Besides I would like to know what are the disadvantages of using
DepthPartitionNode in ALL osg based application? Does is have problems with
HUDS or transparency?

Thanks,
 Guy.
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Re: [osg-users] osgdepthpartition

2009-03-23 Thread Robert Osfield
Hi Guy,

Personally I'd like change the osgdepthpartion example across to using a
series of viewer slave cameras, rather than in scene graph cameras.  In the
future I hope to add this support doing effects like stereo and depth
partition as an integral part of the osgViewer library (stereo is suppported
via the lower level SceneView right now) so that these effects can be
requsted via viewer configuration.  I have plenty of other tasks on my plate
right now so can't tackle these yet, but it's useful for you to know where
I'm going with this support.

On Mon, Mar 23, 2009 at 2:46 PM, Guy g...@dvp.co.il wrote:

  In the depth partition example, the class DepthPartitionNode allows
 changing the render order of the camera to PRE/NESTED but then the
 calculation of the RenderBin leaves is incorrect.

  What is the logic for changing the cameras order?


You have to render the cameras from back to front so rendering order is
critical.


   Besides I would like to know what are the disadvantages of using
 DepthPartitionNode in ALL osg based application? Does is have problems
 with HUDS or transparency?


The main problem is that your traversing the scene multiple times to cull
for each for cameras so CPU overhead is up and require extra buffer clears
and rendering so it impacts performance.  Depth partitioning is a niche
requirement, only essential in small subset of applications so is not
appropriate to add in by default.

Robert.
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Re: [osg-users] osgdepthpartition

2009-03-23 Thread Guy
Thanks,

 Got it :-)

 

Guy.

 



 

Hi Guy,

Personally I'd like change the osgdepthpartion example across to using a
series of viewer slave cameras, rather than in scene graph cameras.  In
the future I hope to add this support doing effects like stereo and
depth partition as an integral part of the osgViewer library (stereo is
suppported via the lower level SceneView right now) so that these
effects can be requsted via viewer configuration.  I have plenty of
other tasks on my plate right now so can't tackle these yet, but it's
useful for you to know where I'm going with this support.

On Mon, Mar 23, 2009 at 2:46 PM, Guy g...@dvp.co.il wrote:

 In the depth partition example, the class DepthPartitionNode allows
changing the render order of the camera to PRE/NESTED but then the
calculation of the RenderBin leaves is incorrect. 

  What is the logic for changing the cameras order?


You have to render the cameras from back to front so rendering order is
critical.
 

  Besides I would like to know what are the disadvantages of
using
DepthPartitionNode in ALL osg based application? Does is have
problems
with HUDS or transparency?


The main problem is that your traversing the scene multiple times to
cull for each for cameras so CPU overhead is up and require extra buffer
clears and rendering so it impacts performance.  Depth partitioning is a
niche requirement, only essential in small subset of applications so is
not appropriate to add in by default.

Robert.

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[osg-users] OpenGL 3.1 at GDC

2009-03-23 Thread Paul Martz
Anyone at GDC this week should read this and attend if possible. Looks like
it all goes down tomorrow.
www.khronos.org.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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Re: [osg-users] Animating vertices in a Geode

2009-03-23 Thread Cedric Pinson

Hi Laurence,
Before i dig into can you give the stacktrace to have an idea where it 
crashes ?


Cheers,
Cedric

Laurence Muller wrote:

Hi Cedric,

I tried to create a simple project based on the 'osganimationmorph' 
demo as Robert Osfield suggested.


Instead of loading the geometries from a *.osg file, I define two new 
geometries (both quads but on a different position). These geometries 
are added as a drawable to the MorphGeometry.
However, for some reason OSG doesn't allows me to swap the old geom0 
and geom1 geometry objects with the ones I create. The application 
crashes when you try to run it.


Any suggestions?

Kind regards,
- Laurence


Cedric Pinson wrote:
div class=moz-text-flowed style=font-family: -moz-fixedHi 
Laurence,


You can easily do it with morphgeometry:
- define two geometry with morphgeometry
- use an custom update callback that use an ease motion to control 
the ratio of geometry to use


Would be great to make an example with it, it will help others users.

Cheers,
Cedric

Laurence Muller wrote:

Hi,

In the application I am working on, I am trying to create a smooth 
(transition) animation on the vertices inside an object.


Example:
I have included an illustration to make my problem a bit more clear. 
The current scene contains one geode with a geometry attached.
The geometry is filled with 7 quads (4 vertices per quad) and is 
illustrated as red dots in the picture. (The 'edges' are stored in a 
separate geode)


The application allows users to select a specific layout (radial, 
force based, etc) for the quads. In the current implementation this 
change happens immediately.
(It updates the vertex array with new values and uses the dirty() 
call on the vertex array).


On the OSG wiki page I found some information about animating 
objects in the scene graph.
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation 


http://www.robertpenner.com/easing/easing_demo.html

However, it seems like this will only work on geode level (by 
modifying the Matrix or PositionAttitudeTransformation).
Another problem with this method is that it seems that you need to 
create a predefined animation.


In my case the new position of a vertex will depend on the current 
position (and the animation only needs to be used once).


Question:
- Is there a way to use the osgAnimation functions on the vertex 
array and is it possible to use it with the transition methods from 
the EaseMotion demo?


Kind regards,
- Laurence

--
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Website/Blog/Portfolio:
http://www.multigesture.net/


 



 



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http://www.plopbyte.net


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[osg-users] Safely loading paged databases at runtime

2009-03-23 Thread Jason Beverage
Hi Robert,

I've been working with loading and unloading different osgEarth files at
runtime (such as from a File | Open menu) using OSG and have found that I
need to take special care to make sure that the DatabasePager is not working
on a loaded node before removing it and replacing it with a different
scene.  This isn't a big deal and essentially consists of telling the
database pager to not accept any new requests, clearing any pending requests
and waiting for the pager to complete by checking the getRequestsInProgress.

I've found that if I simply replace the main earth file's node with a new
one while the DatabasePager is working, my application will crash.  Is this
the intended behavior or have I found a potential issue?

Thanks!

Jason
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-23 Thread Jean-Sébastien Guay

Hi Paul,

Anyone at GDC this week should read this and attend if possible. Looks 
like it all goes down tomorrow.

www.khronos.org http://www.khronos.org.


Ooh, please keep us updated. I can't be at GDC (maybe next year) but I'd 
like to know what's going to be revealed... Are most/all deprecated 
features in OpenGL 3.0 being removed/changed to extension status for 
OpenGL 3.1? Any other features being promoted to the core?


Thanks,

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

2009-03-23 Thread Martins Innus

Robert,

	OK, no problem, thanks.  It's pixelated just because i zoomed in to the 
image to highlight the effect i was seeing.


Martins


Robert Osfield wrote:

Hi Matins,

Slight variations of the pixel colour may come about due to GDAL 
interpolating data, interpolation done with VPB, or the edge boundary 
equalization.  The small variation you are seeing might simply be down 
to this, it's not something at this stage I'd even flag up as a 
problem.  It certainly doesn't looked to be the corner equalization bug, 
as this just effects the corners.


BTW, the way is there a reason for the image being pixelated?  VPB 
typically generates databases that use linear texture filtering.


Robert.

2009/3/19 Martins Innus min...@ccr.buffalo.edu 
mailto:min...@ccr.buffalo.edu


Robert,
   Thanks. Using -e with appropriate options did exactly what I
wanted, except for a slight error on the edges of the created
images.  If i overlay the created image tiles from the highest
resolution level on top of the original source imagery, they are
pixel to pixel exact except for a 1 pixel strip all the way around
the image.
   It appears that the edge values are an average of what the
pixel value actually should be and the pixel directly adjacent to it
but what should be the next tile.
   If you layer the attached good and bad images on top of each
other in an image viewer and toggle back and forth you can see the
pixels changing.
   The good image is just the original source imagery zoomed in.
 The bad image shows the vpb generated tile overlayed  on the left side.

   I saw the corner equalization bug posts, but this seems
like a different issue.

This is under Redhat Enterpise Linux, x86_64, with OSG 2.8 and VPB
svn of a couple days ago.

Martins


Robert Osfield wrote:

Hi Martins,

You could try to use the -e option.  It takes lat/longs as
input.  I don't know if it'll pad though, as I suspect it won't
unless the at least some of the input data covers the region.  
If you want to force the resolution to be the same then just use

the image and height res option.  I can't recall what they off
the top of my head, run osgdem --help to list them all.

Robert.

On Mon, Mar 16, 2009 at 6:12 PM, Martins Innus
min...@ccr.buffalo.edu mailto:min...@ccr.buffalo.edu
mailto:min...@ccr.buffalo.edu mailto:min...@ccr.buffalo.edu
wrote:

   Hello,
  I'm using VPB to generate a terrain database with 2ft
   resolution elevation data and 1 ft resolution imagery. What I'm
   trying to do is make the imagery in the highest resolution tiles
   have the exact same resolution as the source imagery and also
still
   be a power of 2 for the image tiles.
  I've verified that if I take a small input area where the
   source imagery dimensions are a power of 2, I get what i want for
   the final model.
  It seems that if I could tell VPB to pad out the
extents of
   my input data to a power of 2 that should work as well.  I don't
   care if its black or garbage or whatever.

  Would the -e option do what I want if I specify extents
   larger than the input data?  I'm about to give that a try but it
   takes about three days for this job to run to completion, so I
   figured I would ask if anyone has tried to do the same thing.

   Thanks for any insight.

   Martins
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Re: [osg-users] Safely loading paged databases at runtime

2009-03-23 Thread Robert Osfield
Hi Jason,

Normally the DatabasePager works on loaded scene graph that are entirely
independent from the main scene graph and these subgraphs are only merged
with the main scene graph when the main frame loop calls the update on the
DatabasePager to merge any new tiles, remove expired ones.  The update is
down thread safe, with locking happening for all the appropriate places.  If
the place that the node is being attached is already unref'd from the scene
graph then the subgraph should just be safely discarded.

In the case of osgEarth do you have a pointers to global/parental structures
in the plugins that would break the normal scene graph encapsulation that
the database normally has?  If there is such a reference then it might be
best to take a reference to this global/parent strucutre during the running
of the plugin to prevent it going out of scope before the end of the call to
the plugin.

Robert.

2009/3/23 Jason Beverage jasonbever...@gmail.com

 Hi Robert,

 I've been working with loading and unloading different osgEarth files at
 runtime (such as from a File | Open menu) using OSG and have found that I
 need to take special care to make sure that the DatabasePager is not working
 on a loaded node before removing it and replacing it with a different
 scene.  This isn't a big deal and essentially consists of telling the
 database pager to not accept any new requests, clearing any pending requests
 and waiting for the pager to complete by checking the getRequestsInProgress.

 I've found that if I simply replace the main earth file's node with a new
 one while the DatabasePager is working, my application will crash.  Is this
 the intended behavior or have I found a potential issue?

 Thanks!

 Jason

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Re: [osg-users] Bug in RenderBin (?)

2009-03-23 Thread Robert Osfield
2009/3/23 Christof Krüger o...@christof-krueger.de

 Sorry for the delay. I've tested the posted code and it seems to work!


I'm afraid your new email has started a new thread... so one will have to do
manual searches to know exactly what you might be on about... could you give
us some more clues I did merge some changes to the destruction of
RenderBin's, is this the code?

Robert.
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Re: [osg-users] Safely loading paged databases at runtime

2009-03-23 Thread Jason Beverage
Hi Robert,

Ha, I was just getting ready to reply to you saying I've found the issue:)

That was exactly it, switching over to using using a ref_ptr within the
ReaderWriterOSGEarth plugin for the cached TileBuilder objects seems to have
fixed my issue.

Thanks!

Jason

2009/3/23 Robert Osfield robert.osfi...@gmail.com

 Hi Jason,

 Normally the DatabasePager works on loaded scene graph that are entirely
 independent from the main scene graph and these subgraphs are only merged
 with the main scene graph when the main frame loop calls the update on the
 DatabasePager to merge any new tiles, remove expired ones.  The update is
 down thread safe, with locking happening for all the appropriate places.  If
 the place that the node is being attached is already unref'd from the scene
 graph then the subgraph should just be safely discarded.

 In the case of osgEarth do you have a pointers to global/parental
 structures in the plugins that would break the normal scene graph
 encapsulation that the database normally has?  If there is such a reference
 then it might be best to take a reference to this global/parent strucutre
 during the running of the plugin to prevent it going out of scope before the
 end of the call to the plugin.

 Robert.

 2009/3/23 Jason Beverage jasonbever...@gmail.com

  Hi Robert,

 I've been working with loading and unloading different osgEarth files at
 runtime (such as from a File | Open menu) using OSG and have found that I
 need to take special care to make sure that the DatabasePager is not working
 on a loaded node before removing it and replacing it with a different
 scene.  This isn't a big deal and essentially consists of telling the
 database pager to not accept any new requests, clearing any pending requests
 and waiting for the pager to complete by checking the getRequestsInProgress.

 I've found that if I simply replace the main earth file's node with a new
 one while the DatabasePager is working, my application will crash.  Is this
 the intended behavior or have I found a potential issue?

 Thanks!

 Jason

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Re: [osg-users] Insert custom Open GL code

2009-03-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If your OGL code is sharing the same render context as OSG, you need to
wrapper the OGL code with a push and pop of the state. The push would be:

glPushAttrib(GL_ALL_ATTRIB_BITS);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_TEXTURE);
glPushMatrix();

And the pop would be:

glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();

I do my OGL rendering in a PostDrawCallback for a symbology overlay.

Hope this helps...
-Shayne



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Claudio
Arduino
Sent: Monday, March 23, 2009 4:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Insert custom Open GL code

Hi,
i Need to insert custom OpenGl code like this:

glBegin(GL_TRIANGLE_STRIP);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(0,0,0);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(2000,2000,0);
glVertex3i(0, 2000,0);
glEnd();
glFlush();

i have tried to insert this code in osgCallback code:

struct DrawableUpdateCallback : public osg::Drawable::UpdateCallback {
virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
{
std::coutDrawable update callback drawablestd::endl;
  glBegin(GL_TRIANGLE_STRIP);

 glColor3f(1.0, 0.0, 1.0);
  glVertex3i(0,0,50);
glColor3f(1.0, 0.0, 1.0);
   glVertex3i(2,2,50);
   glVertex3i(0, 2,50);
glEnd();
glFlush();
}
};

the code is executed but the triangles don't appear to the screen...
i am a newbie in OpenGl

please help me...:-)

thanks



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Re: [osg-users] --tile-terrain-size in VPB

2009-03-23 Thread Robert Osfield
Hi Martins,

Jikes, some days I regret making osgdem quite so flexible...

A 1024x1204 grid weights in at million vertices, and near two million
triangles.  Normally graphics cards should be able to handle this, but... it
would seem that your's doesn't, perhaps it just doesn't have the memory to
handle such a big geometry.  The other chance might be that numerical
precision is becoming an issue, although I'd be surprised by this one.

I really would very strongly recommend that you stick to defaults unless you
really know what you are doing, the defaults are chosen for a good
performance and scalability.

Robert.

2009/3/23 Martins Innus min...@ccr.buffalo.edu

 Hello,
I'm using the --tile-image-size and --tile-terrain-size options to
 tweak the generation of the dataset.  The image option works great, but when
 I try to use the terrain option I get the results attached.

If I zoom in, it seems like a lot of overlapping geometry like the
 y-coordinate is not being updated properly, but I dug through the code and
 could see any obvious causes.

 I'm using the following command-line:

 osgdem --tile-image-size 4096 --tile-terrain-size 1024 -t ../input_ims/ -d
 ../input_terrain/ -e 1065536 1043840 8192 8192 -o output/vpb_out.ive

 I even added --no-terrain-simplification to see if that was the problem,
 but no help there.

I'm not using the --TERRAIN option, since I need to post-process the
 geometry using an existing tool.

 Thanks

 Martins

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Re: [osg-users] Safely loading paged databases at runtime

2009-03-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Jason,

That is what I was going to say as well. I've been bitten by the smart
pointer/ref_ptr issue more times than I care to admit...;^)

Glad you got it figured out...
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Beverage
Sent: Monday, March 23, 2009 11:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Safely loading paged databases at runtime

Hi Robert,

Ha, I was just getting ready to reply to you saying I've found the issue:)

That was exactly it, switching over to using using a ref_ptr within the
ReaderWriterOSGEarth plugin for the cached TileBuilder objects seems to have
fixed my issue.

Thanks!

Jason


2009/3/23 Robert Osfield robert.osfi...@gmail.com


Hi Jason,

Normally the DatabasePager works on loaded scene graph that are
entirely independent from the main scene graph and these subgraphs are only
merged with the main scene graph when the main frame loop calls the update
on the DatabasePager to merge any new tiles, remove expired ones.  The
update is down thread safe, with locking happening for all the appropriate
places.  If the place that the node is being attached is already unref'd
from the scene graph then the subgraph should just be safely discarded.

In the case of osgEarth do you have a pointers to global/parental
structures in the plugins that would break the normal scene graph
encapsulation that the database normally has?  If there is such a reference
then it might be best to take a reference to this global/parent strucutre
during the running of the plugin to prevent it going out of scope before the
end of the call to the plugin.

Robert.


2009/3/23 Jason Beverage jasonbever...@gmail.com


Hi Robert,

I've been working with loading and unloading different
osgEarth files at runtime (such as from a File | Open menu) using OSG and
have found that I need to take special care to make sure that the
DatabasePager is not working on a loaded node before removing it and
replacing it with a different scene.  This isn't a big deal and essentially
consists of telling the database pager to not accept any new requests,
clearing any pending requests and waiting for the pager to complete by
checking the getRequestsInProgress.

I've found that if I simply replace the main earth file's
node with a new one while the DatabasePager is working, my application will
crash.  Is this the intended behavior or have I found a potential issue?

Thanks!

Jason


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Re: [osg-users] [forum] 3rd party Qt forum

2009-03-23 Thread Iván Cuevas
Hi Art,
I was waiting to know what other think about this, but looks like this is not 
interesenting at this moment. We could speak about a Qt section in the future.

Best regards,
Iván.

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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Jason Daly

Ben Axelrod wrote:


I should probably specify the graphics cards in question.  

 

The working card is a NVidia 7300 LE.  The card that passes the test, 
but still does not work is a NVidia NV37GL [Quadro FX 330/Quadro 
NVS280] (rev a2)




The NV37 is a GeForce 5-era card, so it should fully support 
programmable shading, although there were limits on how long and/or 
complex the shaders could be.  I wonder if you're running into a shader 
instruction limit or something like that.


--J

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Re: [osg-users] Insert custom Open GL code

2009-03-23 Thread Максим Гаммер
see files...

2009/3/23 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC 
shayne.tuel...@hill.af.mil

 If your OGL code is sharing the same render context as OSG, you need to
 wrapper the OGL code with a push and pop of the state. The push would be:

 glPushAttrib(GL_ALL_ATTRIB_BITS);
 glMatrixMode(GL_MODELVIEW);
 glPushMatrix();
 glMatrixMode(GL_PROJECTION);
 glPushMatrix();
 glMatrixMode(GL_TEXTURE);
 glPushMatrix();

 And the pop would be:

 glMatrixMode(GL_TEXTURE);
 glPopMatrix();
 glMatrixMode(GL_PROJECTION);
 glPopMatrix();
 glMatrixMode(GL_MODELVIEW);
 glPopMatrix();
 glPopAttrib();

 I do my OGL rendering in a PostDrawCallback for a symbology overlay.

 Hope this helps...
 -Shayne



 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Claudio
 Arduino
 Sent: Monday, March 23, 2009 4:18 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Insert custom Open GL code

 Hi,
 i Need to insert custom OpenGl code like this:

glBegin(GL_TRIANGLE_STRIP);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(0,0,0);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(2000,2000,0);
glVertex3i(0, 2000,0);
glEnd();
glFlush();

 i have tried to insert this code in osgCallback code:

 struct DrawableUpdateCallback : public osg::Drawable::UpdateCallback {
virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
{
std::coutDrawable update callback drawablestd::endl;
  glBegin(GL_TRIANGLE_STRIP);

  glColor3f(1.0, 0.0, 1.0);
  glVertex3i(0,0,50);
 glColor3f(1.0, 0.0, 1.0);
   glVertex3i(2,2,50);
   glVertex3i(0, 2,50);
glEnd();
glFlush();
}
 };

 the code is executed but the triangles don't appear to the screen...
 i am a newbie in OpenGl

 please help me...:-)

 thanks


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-- 
Гаммер Максим Дмитриевич
Начальник отдела ИТ НИИ ЭОР


CustomGeometry.cpp
Description: Binary data


CustomGeometry.h
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[osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Jean-Sébastien Guay

Hi all,

About the recent discussion about trying to make a wrapper around OpenGL 
that would forward calls to Direct3D, in a recent post I said I had 
found info about SciTech's GLDirect, which was open sourced and 
integrated into the Mesa code repository.


Well, recently Pat Wood (who is not a subscriber to this list but got 
wind of my searching) sent along this info. (see below for the full message)


I think the GLDirect code is pretty much dead in the Mesa code 
repository - it doesn't seem to be kept up to date and there are 
probably some improvements that could be made to make it perform better. 
I wonder if we could put together a working group of OSG users that 
could take over the code, get it to work and update it so it could at 
least give us an idea of what such a wrapper would look like and how it 
would perform on modern machines and graphics cards.


Is there any interest in such a working group? I've never done driver 
development myself (apart from a little thing that would control an ADC 
and stepper motor through the parallel port back in the DOS days) but 
I'd be happy to lend a hand if there's something I can help with. We'd 
need some more knowledgeable people if we want this to take off.


Thoughts?

J-S


- Forwarded message from Pat Wood pat.w...@efi.com -
Date: Mon, 16 Mar 2009 16:34:39 -0700
From: Pat Wood pat.w...@efi.com
Reply-To: Pat Wood pat.w...@efi.com
 Subject: Mesa and gldirect
  To: Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com

I've been playing around with the gldirect5 version of mesa 
(essentially, the
code that SciTech released), which is integrated into mesa 6 (GL 1.1). 
I saw

the dx7/8/9 directories in Mesa 7.3 and am thinking of taking on the task of
updating the gldirect code to work with it (I believe the gldirect code 
hasn't

been updated for some time).  This code might be very useful, since a lot of
non-nVidia OpenGL implementations have lots of problems, are old 1.2 or 1.3
APIs, or just don't work.  In particular, we're using Ogre for one of our
products, and it doesn't play well with non-compliant GL implementations.

As for performance, it's about 2.5x slower than the native GL on my GeForce
8600GT, and almost the same speed as the native GL on my laptop with a 
Mobility
Radeon 9000.  Shaders are handled by translating GLSL to the DirectX 9 
shader

language HLSL.

If you have any other questions, feel free to email me.  I'm not a 
member on the

OpenSceneGraph Forum.

Pat

- End forwarded message -


--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/

--
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello,

Jean-Sébastien Guay wrote:
 Hi all,
 
...

 Is there any interest in such a working group? I've never done driver
 development myself (apart from a little thing that would control an ADC
 and stepper motor through the parallel port back in the DOS days) but
 I'd be happy to lend a hand if there's something I can help with. We'd
 need some more knowledgeable people if we want this to take off.
 
 Thoughts?
 
 J-S

Honestly, I think this will be counterproductive. It will only give
companies an excuse to neglect OpenGL support further or to drop it
completely (You can use the emulation!). The latter would be
disastrous for all non-Microsoft platforms.

I fail to see the benefits of such move - why to run OpenGL on top of
Direct3D? Is there *any* usable hardware that has only D3D drivers and
does not support OpenGL? Not to mention that you will be chasing moving
targets - both D3D and the GPU APIs.

Regards,

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFJx9W/n11XseNj94gRAtrmAKDw755Bqbc45A0CLE1NhSBkYD25DgCfUI7N
UXR2Oy84tjBrjJKoquriWrU=
=T6gv
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[osg-users] OSG and GDAL

2009-03-23 Thread Dorosky, Christopher G
Hi all,

I need to start a new project where I will be reading some GeoTiffs, and
possibly CIB/CADRG.

I wanted to use GDAL to help with the georeferencing.

The only example I saw of using this with OSG is with the gdal-plugin,
which works when the file's extension is .gdal.

Is this the best place to steal some code from, or is there a better
example somewhere?

Thanks,

Chris
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Re: [osg-users] OSG and GDAL

2009-03-23 Thread christophe loustaunau
Hi Chris,

You could also look at VirtualPlanetBuilder, it use osg and gdal.
http://www.openscenegraph.org/projects/VirtualPlanetBuilder

Regards.

On Mon, Mar 23, 2009 at 7:37 PM, Dorosky, Christopher G 
christopher.g.doro...@lmco.com wrote:

 Hi all,

 I need to start a new project where I will be reading some GeoTiffs, and
 possibly CIB/CADRG.

 I wanted to use GDAL to help with the georeferencing.

 The only example I saw of using this with OSG is with the gdal-plugin,
 which works when the file's extension is .gdal.

 Is this the best place to steal some code from, or is there a better
 example somewhere?

 Thanks,

 Chris
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Re: [osg-users] Bug in RenderBin (?)

2009-03-23 Thread Christof Krüger

 I'm afraid your new email has started a new thread... so one will have to do 
 manual searches to know exactly what you might be on about... could you give 
 us some more clues I did merge some changes to the destruction of 
 RenderBin's, is this the code?
 


Sorry abut this, I'm using the forum and have no clue what went wrong.
What I meant was the code posted by ledocc (David Callu) on Marth, 13th in 
the Bug in RenderBin (?) thread. He asked me to test the code and it worked 
fine.

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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Cory Riddell
Jan Ciger wrote:
 I fail to see the benefits of such move - why to run OpenGL on top of
 Direct3D? Is there *any* usable hardware that has only D3D drivers and
 does not support OpenGL? Not to mention that you will be chasing moving
 targets - both D3D and the GPU APIs.

There are video cards with good D3D drivers and crappy OpenGL drivers. I
can see why it might be nice to have the option of sitting on top of
D3D. It's entirely possible that performance could be better going
through an optimized D3D driver rather than directly through a crappy
OpenGL driver.

I don't understand why putting another layer between OSG and the
hardware would result in having to chase GPU API's? Are you writing code
that goes around OpenGL?

Cory Riddell



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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Ben Axelrod
Thanks,

Do you think that changing the shadow texture size will have any affect here?  
I have noticed a somewhat similar failure of ShadowMap when I have a very large 
mesh file, and decreasing the shadow texture size seems to fix that.

-Ben


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Monday, March 23, 2009 1:40 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap Required OpenGL Extensions

Ben Axelrod wrote:
I should probably specify the graphics cards in question.

The working card is a NVidia 7300 LE.  The card that passes the test, but still 
does not work is a NVidia NV37GL [Quadro FX 330/Quadro NVS280] (rev a2)

The NV37 is a GeForce 5-era card, so it should fully support programmable 
shading, although there were limits on how long and/or complex the shaders 
could be.  I wonder if you're running into a shader instruction limit or 
something like that.

--J
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Re: [osg-users] Bug in RenderBin (?)

2009-03-23 Thread David Callu
Hi Christof, Hi Robert


Christof talk about the thread Bug in RenerBin (?) in date of 13 march
2009 - 
herehttp://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/41482
for the last message
herehttp://article.gmane.org/gmane.comp.graphics.openscenegraph.user/41604

Robert, Your code seem to work fine.

Cheer
David

2009/3/23 Christof Krüger o...@christof-krueger.de


  I'm afraid your new email has started a new thread... so one will have to
 do manual searches to know exactly what you might be on about... could you
 give us some more clues I did merge some changes to the destruction of
 RenderBin's, is this the code?
 


 Sorry abut this, I'm using the forum and have no clue what went wrong.
 What I meant was the code posted by ledocc (David Callu) on Marth, 13th
 in the Bug in RenderBin (?) thread. He asked me to test the code and it
 worked fine.

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 http://forum.openscenegraph.org/viewtopic.php?p=9008#9008





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[osg-users] how to draw a half line?

2009-03-23 Thread Cory Riddell
Right now I'm drawing some line segments like this:
  osg::Geometry* geo = ...;
  // define some vertices
  ...
  // draw lines
  geo-setVertexArray(vertices);
  geo-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0,
qty));

Is there a way to draw a line that goes off to infinity in one direction?

Cory Riddell
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Re: [osg-users] how to draw a half line?

2009-03-23 Thread Tomlinson, Gordon
If you tell me the coordinate of infinity  I'll tell you how to the draw
that line 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory
Riddell
Sent: Monday, March 23, 2009 3:07 PM
To: OpenSceneGraph Users
Subject: [osg-users] how to draw a half line?

Right now I'm drawing some line segments like this:
  osg::Geometry* geo = ...;
  // define some vertices
  ...
  // draw lines
  geo-setVertexArray(vertices);
  geo-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0,
qty));

Is there a way to draw a line that goes off to infinity in one
direction?

Cory Riddell
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g
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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Jason Daly

Ben Axelrod wrote:


Thanks,

 

Do you think that changing the shadow texture size will have any 
affect here?  I have noticed a somewhat similar failure of ShadowMap 
when I have a very large mesh file, and decreasing the shadow texture 
size seems to fix that.




Oh, possibly.  The GeForce 5's might have had a smaller max texture 
size, too.  It's been a while, so I don't remember the numbers exactly.  
In general, though, they had tighter limits than the modern cards.


--J

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Re: [osg-users] [osgPPU] 64-bit Windows build

2009-03-23 Thread Oleg Dedkow
Hi Art!

Thank you for your reply.  I didn't make any changes to the CMake files, since 
I'm using OSG (and now osgPPU :-)) in my spare time and I didn't have much of 
it in the last few days...

I've checked out the latest version, it compiles without any problems! There 
are still some config problems, but they could be easily improved, I hope :-) :

1)  You have to add the following value

 -ccbin $(VCInstallDir)bin -DWIN32

 to the CUDA_NVCC_FLAGS variable. I'm sure, this string doesn't make
 any sense on Linux, so maybe we can add a new CMake varibale, e.g.
 CUDA_WIN_NVCC_FLAGS, and set the default value to the
 above-mentioned string. It would be then used as additional nvcc
 parameter when compiling the kernel.cu file on Windows.

2) The auto-generated cudakernel project does not contain the
Export.h file. However, this file could be found on the include path
and used during compiling. That is not a real error :-)

3) The cudakernel project does not contain references to the following
needed libraries:

osg.lib, OpenThreads.lib and osgPPU.lib
(Debug: osgd.lib, OpenThreadsd.lib and osgPPUd.lib)

I've changed the Export.h file (please, see attachment, line 35) to use the 
already defined cudakernel_EXPORTS preprocessor makro.

Regards,
Oleg

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/***
 *   Copyright (c) 2008   Art Tevs *
 * *
 *   This library is free software; you can redistribute it and/or modify  *
 *   it under the terms of the GNU Lesser General Public License as*
 *   published by the Free Software Foundation; either version 3 of*
 *   the License, or (at your option) any later version.   *
 * *
 *   This library 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.  See the *
 *   GNU Lesse General Public License for more details.*
 * *
 *   The full license is in LICENSE file included with this distribution.  *
 ***/

#ifndef _C_OSGPPU_CUDAKERNEL_EXPORT_H_
#define _C_OSGPPU_CUDAKERNEL_EXPORT_H_

#if defined(_MSC_VER)
 #pragma warning( disable : 4244 )
 #pragma warning( disable : 4251 )
 #pragma warning( disable : 4267 )
 #pragma warning( disable : 4275 )
 #pragma warning( disable : 4290 )
 #pragma warning( disable : 4786 )
 #pragma warning( disable : 4305 )
 #pragma warning( disable : 4996 )

#endif

#if defined(_MSC_VER) || defined(__CYGWIN__) || defined(__MINGW32__) || 
defined( __BCPLUSPLUS__)  || defined( __MWERKS__)
#  if defined( OSGPPU_CUDAKERNEL_LIBRARY_STATIC )
#define OSGPPU_EXPORT
#  elif defined( cudakernel_EXPORTS )
#define OSGPPU_CUDAK_EXPORT   __declspec(dllexport)
#  else
#define OSGPPU_CUDAK_EXPORT   __declspec(dllimport)
#  endif
#else
#  define OSGPPU_CUDAK_EXPORT
#endif

// set up define for whether member templates are supported by VisualStudio 
compilers.
#ifdef _MSC_VER
# if (_MSC_VER = 1300)
#  define __STL_MEMBER_TEMPLATES
# endif
#endif //_MSC_VER

/* Define NULL pointer value */

#ifndef NULL
#ifdef  __cplusplus
#define NULL0
#else
#define NULL((void *)0)
#endif
#endif //NULL

#endif //_C_OSGPPU_CUDAKERNEL_EXPORT_H_
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Re: [osg-users] Jagged terrain anomaly in vpbmaster (VirtualPlanetBuilder 0.9.9 - OSG 2.7.4). Has anyone seen this?

2009-03-23 Thread christophe loustaunau
Hi Matt,

What version of gdal du you use ?

see this thread, it seems to be similar :
http://forum.openscenegraph.org/viewtopic.php?t=1395highlight=gdal
http://forum.openscenegraph.org/viewtopic.php?t=1420highlight=gdal

Regards

2009/3/23 Matt McPheeters mmcpheet...@rscusa.com

 Hi All,

 Has anyone seen this strange effect shown in the attached screen
 capture?

 We are using the vpbmaster program compiled and running on a Linux
 2-machine gluster to build 3D visual databases from GEO Tiff imagery and
 elevation data.  This error started occurring in OSG 2.6.1 and the
 VirtualPlanetBuilder version that goes with 2.6.1.  But it happened
 again when we attempted an identical build with OSG 2.7.4 and VPB 0.9.9.

 It's really a mystery so I apologize for the vagueness of this inquiry.
 Although if someone has seen it and knows what might be causing it, I
 can provide more details about command-line parameters, build
 environment, and anything else that might be pertinent.

 Thanks,
 -Matt

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Re: [osg-users] Build Error on Windows

2009-03-23 Thread Mark Sciabica

Hi Robert,

Thanks for the reply. I'll be upgrade CMake for my next build of OSG. 
But do you have any comment on the final paragraph of my e-mail? 
Embedding the install path configured when OSG is built only makes sense 
if OSG is not distributed in binary form.


Mark

Robert Osfield wrote:

HI Mark,

I would recommend using CMake 2.6.x under Windows.

Robert.

On Sat, Mar 21, 2009 at 12:55 AM, Mark Sciabica msciab...@itracs.com 
mailto:msciab...@itracs.com wrote:


Hello all,

I'd like to report a build error I encountered on Windows using
CMake 2.4 and default CMAKE_INSTALL_PREFIX. The default value for
the install prefix is C:/Program Files/OpenSceneGraph (without
the quotes). The space in the path appears to confuse CMake when
generating the project file for osgDB. The problematic CMake
source line is:

 
ADD_DEFINITIONS(-DOSG_DEFAULT_LIBRARY_PATH=${CMAKE_INSTALL_PREFIX}/lib${LIB_POSTFIX}/${OSG_PLUGINS})


CMake splits this line at the space, creating an output line of
 -DOSG_DEFAULT_LIBRARY_PATH=C:/Program plus an additional
compiler option of Files/OpenSceneGraph/lib/osgPlugins-2.8.0.
The compiler tries to compile this as a file and throws an error.
Putting quotes around the string for the CMAKE_INSTALL_PREFIX
option fixes the problem.

In addition to noting this build problem, I would like to question
the desirability of storing the install path in the binary. The
users of my software certainly won't be installing OSG in a fixed
path determined at the time I compile the software, so best case
here is a useless check of a nonexistent directory. Worst case is
that another build of OSG is in that directory with plugins built
with incompatible compiler options, leading to a crash. I suggest
removing this osg default library path or having an option to
disable it (preferably with disabled being the default).

Regards,

Mark
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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Tomlinson, Gordon
We handle card discrepancies like texture size, number of units etc, by
querying the the cards cabalilties and setting up our limits in our
programs from them.
 
( now some dang cards can tell out right lies about what they support
and drop to s/w mode at times  but thats another story )
 

Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Daly
Sent: Monday, March 23, 2009 3:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap Required OpenGL Extensions


Ben Axelrod wrote: 

Thanks,



Do you think that changing the shadow texture size will have any
affect here?  I have noticed a somewhat similar failure of ShadowMap
when I have a very large mesh file, and decreasing the shadow texture
size seems to fix that.


Oh, possibly.  The GeForce 5's might have had a smaller max texture
size, too.  It's been a while, so I don't remember the numbers exactly.
In general, though, they had tighter limits than the modern cards.

--J


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Re: [osg-users] Jagged terrain anomaly in vpbmaster(VirtualPlanetBuilder 0.9.9 - OSG 2.7.4). Has anyone seen this?

2009-03-23 Thread Matt McPheeters
Hi Christoper,

 

gdal 1.6.0 is what we are using.  It is also built in Linux and linked
with vpb.

 

Funny you ask, because the one weak link in the chain might be
HorizonMap image files that are used as one of the layers in the build.
We use an in-house program that processes geotiff elevation data

and builds special HorizonMap image files that basically stretch the
high peaks at different sun azimuths.  This program might be linked with
an older version of gdal (like 1.4).  These HorizonMaps are used for

one of the layers in the builds.

 

-Matt

 

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
christophe loustaunau
Sent: Monday, March 23, 2009 12:34 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Jagged terrain anomaly in
vpbmaster(VirtualPlanetBuilder 0.9.9 - OSG 2.7.4). Has anyone seen
this?

 

Hi Matt,

What version of gdal du you use ?

see this thread, it seems to be similar :
http://forum.openscenegraph.org/viewtopic.php?t=1395highlight=gdal
http://forum.openscenegraph.org/viewtopic.php?t=1420highlight=gdal

Regards

2009/3/23 Matt McPheeters mmcpheet...@rscusa.com

Hi All,

Has anyone seen this strange effect shown in the attached screen
capture?

We are using the vpbmaster program compiled and running on a Linux
2-machine gluster to build 3D visual databases from GEO Tiff imagery and
elevation data.  This error started occurring in OSG 2.6.1 and the
VirtualPlanetBuilder version that goes with 2.6.1.  But it happened
again when we attempted an identical build with OSG 2.7.4 and VPB 0.9.9.

It's really a mystery so I apologize for the vagueness of this inquiry.
Although if someone has seen it and knows what might be causing it, I
can provide more details about command-line parameters, build
environment, and anything else that might be pertinent.

Thanks,
-Matt

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g




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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Ben Axelrod
Oh cool, how do you do that?
Thanks,
-Ben


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, 
Gordon
Sent: Monday, March 23, 2009 3:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap Required OpenGL Extensions

We handle card discrepancies like texture size, number of units etc, by 
querying the the cards cabalilties and setting up our limits in our programs 
from them.

( now some dang cards can tell out right lies about what they support and drop 
to s/w mode at times  but thats another story )

Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Monday, March 23, 2009 3:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap Required OpenGL Extensions
Ben Axelrod wrote:
Thanks,
Do you think that changing the shadow texture size will have any affect here?  
I have noticed a somewhat similar failure of ShadowMap when I have a very large 
mesh file, and decreasing the shadow texture size seems to fix that.

Oh, possibly.  The GeForce 5's might have had a smaller max texture size, too.  
It's been a while, so I don't remember the numbers exactly.  In general, 
though, they had tighter limits than the modern cards.

--J
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Robert Osfield
Hi Jan, J-S et. al,

On Mon, Mar 23, 2009 at 6:32 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Honestly, I think this will be counterproductive. It will only give
 companies an excuse to neglect OpenGL support further or to drop it
 completely (You can use the emulation!). The latter would be
 disastrous for all non-Microsoft platforms.


I do think this is a factor, our first interest should be in getting 1st
class support for OpenGL drivers across all hardware on all OS's.  Even if
there is a viable OpenGL - D3D wrapper we shouldn't rest on putting
pressure on the hardware vendors to write better drivers.


 I fail to see the benefits of such move - why to run OpenGL on top of
 Direct3D? Is there *any* usable hardware that has only D3D drivers and
 does not support OpenGL? Not to mention that you will be chasing moving
 targets - both D3D and the GPU APIs.


I see there are three reasons to investigate the OpenGL subset - D3D
mapping:

  1) Trying to convince a 3rd party company to put money into OpenGL driver
development is not easy,
  and if successful the results might well be patchy and take some time
to come in effect.  Having a
  OpenGL subset - D3D wrapper could help those that need a solution
right now.

  2) Porting to XBox + XBox 360, thereby making it possible to port OSG
applications to these consoles
  without major retooling of the OSG app or OSG itself.

  3) Takes the pressure off the OSG itself having to support D3D, so the
bulk of the OSG devs and
  community can remain focused on the OpenGL family of API's.

Big questions for us will be how pratical is to to take over maintenance of
GLDirect.  GLDirect being dormant right now suggests that it's not enough of
an itch to enough people to keep it alive.  Is it because GLDirect was never
good enough/badly architected? Is it because developers just caved in an
wrote to D3D directly?  Or is because developed just found that OpenGL
worked well enough anyway?It would be interesting finding out the
history and the dynamics of the library and it's code base so that those
thinking about contributing can avoid making the same mistakes.

At this stage I guess it would be worth a few hardy souls checking out the
code base and doing a test to see what GLDirect is capable of and the state
of the code base.  Quick checks like how much code is it, can it be easily
built would be worth doing as well.

One thing we can possible help out on the OSG side would be to consider
making a profile in OSG-3.0 that provides a subset of OpenGL that simplifies
the task of implementing and mataining GLDirect.  For instance if we have
seperate rendering backends (profiles) for OpenGL 1.x, OpenGL 2.x, OpenGL
3.x and OpenGL-ES, then a OpenGL 1.x or OpenGL 2.x subset might be easy to
introduce.

Robert.
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Jean-Sébastien Guay

Hi Jan,


Honestly, I think this will be counterproductive. It will only give
companies an excuse to neglect OpenGL support further or to drop it
completely (You can use the emulation!). The latter would be
disastrous for all non-Microsoft platforms.


Since the OpenGL over Direct3D layer will only work on Microsoft 
platforms for obvious reasons, I don't see how this will affect other 
platforms at all. If some developer wants to do 3D on Linux, they have 
to use OpenGL.


Basically, this is a follow-up to an earlier discussion (a rather long 
and heated one as I recall) saying that there were two ways to improve 
the OSG experience on Windows platforms or for ATI/AMD hardware, where 
OpenGL drivers are pretty bad compared to nVidia:


1. Demand better OpenGL support in drivers (which may be hard and does 
not depend on us, i.e. we can ask but we have no control over the result)


2. Create a technological solution, of which an OpenGL over Direct3D 
layer is one example.


Of course, it would be much preferable if vendors would, out of their 
own volition, improve OpenGL driver quality on Windows. However, since 
most games run on Direct3D, there is little incentive for them to do 
this. In most markets where OpenGL support is important, the software is 
already cross-platform, and thus moving to Linux is less of an issue. 
This means that the situation with OpenGL driver quality on Windows is 
likely to get worse as developers who depend on OpenGL move to other 
platforms and stop demanding good OpenGL driver quality.



I fail to see the benefits of such move - why to run OpenGL on top of
Direct3D? Is there *any* usable hardware that has only D3D drivers and
does not support OpenGL?


Perhaps not, but for most hardware which has Direct3D support, the 
Direct3D driver quality is higher than the OpenGL driver quality on 
Windows (either in speed, number of serious/show-stopper bugs, etc.). 
There's a big difference between supporting OpenGL and supporting it 
*well*, and since there are no enforced conformance tests, vendors can 
support it only partly if they want...


Basically, I'm trying to find a way so that OpenGL apps can run well on 
Windows, independent of what vendor made the graphics card. Since there 
is a large pool of Direct3D applications on Windows, making OpenGL calls 
go through Direct3D before getting to the video card driver might be one 
way of doing that.


Of course, this is all theoretical, we can't know what the trade-offs 
are until we get a prototype running. And in any case, I'm just relaying 
info I got, seeing as this discussion was raised before. If the majority 
of people don't see the benefit, nothing will come of it and it'll just 
die, and we'll just go on as we have in the past.


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] how to draw a half line?

2009-03-23 Thread Robert Osfield
Hi Cory,

I have never tried it but you might be able to experiment with a Vec4Array
for coordinates and set the w value to 0, and the xyz to the direction
vector.

Robert.

On Mon, Mar 23, 2009 at 7:06 PM, Cory Riddell c...@codeware.com wrote:

 Right now I'm drawing some line segments like this:
  osg::Geometry* geo = ...;
  // define some vertices
  ...
  // draw lines
  geo-setVertexArray(vertices);
  geo-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0,
 qty));

 Is there a way to draw a line that goes off to infinity in one direction?

 Cory Riddell
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Re: [osg-users] Build Error on Windows

2009-03-23 Thread Robert Osfield
On Mon, Mar 23, 2009 at 7:37 PM, Mark Sciabica msciab...@itracs.com wrote:


 Thanks for the reply. I'll be upgrade CMake for my next build of OSG. But
 do you have any comment on the final paragraph of my e-mail? Embedding the
 install path configured when OSG is built only makes sense if OSG is not
 distributed in binary form.


You'll need to be far more specific about what you are talking about for me
to comment.

Robert.
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Re: [osg-users] --tile-terrain-size in VPB

2009-03-23 Thread Martins Innus

Robert,
	What fun would it be if people didn't abuse your code :)  I agree that 
in general VPB does a great job with default settings, I've used it 
several times to generate 100 GB databases over large areas.


	In this case though I'm trying to generate terrain at the resolution of 
the source data for a very small area in as few tiles as possible. I 
realize this is not the intended purpose, but I was trying to see if 
anyone had done this successfully.


	It doesn't seem to be a display issue, becase I can generate the model 
with default options and load all the highest resolution tiles directly 
into osgviewer and it runs fine, about 4 million vertices.


Going down to 512x512 causes the same problem.

I'll keep digging if no one has run into this before.

Martins

Robert Osfield wrote:

Hi Martins,

Jikes, some days I regret making osgdem quite so flexible...

A 1024x1204 grid weights in at million vertices, and near two million 
triangles.  Normally graphics cards should be able to handle this, 
but... it would seem that your's doesn't, perhaps it just doesn't have 
the memory to handle such a big geometry.  The other chance might be 
that numerical precision is becoming an issue, although I'd be surprised 
by this one.


I really would very strongly recommend that you stick to defaults unless 
you really know what you are doing, the defaults are chosen for a good 
performance and scalability.


Robert.

2009/3/23 Martins Innus min...@ccr.buffalo.edu 
mailto:min...@ccr.buffalo.edu


Hello,
   I'm using the --tile-image-size and --tile-terrain-size
options to tweak the generation of the dataset.  The image option
works great, but when I try to use the terrain option I get the
results attached.

   If I zoom in, it seems like a lot of overlapping geometry
like the y-coordinate is not being updated properly, but I dug
through the code and could see any obvious causes.

I'm using the following command-line:

osgdem --tile-image-size 4096 --tile-terrain-size 1024 -t
../input_ims/ -d ../input_terrain/ -e 1065536 1043840 8192 8192 -o
output/vpb_out.ive

I even added --no-terrain-simplification to see if that was the
problem, but no help there.

   I'm not using the --TERRAIN option, since I need to
post-process the geometry using an existing tool.

Thanks

Martins

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Re: [osg-users] Jagged terrain anomaly in vpbmaster(VirtualPlanetBuilder 0.9.9 - OSG 2.7.4). Has anyone seen this?

2009-03-23 Thread christophe loustaunau
2009/3/23 Matt McPheeters mmcpheet...@rscusa.com

  Hi Christoper,



 gdal 1.6.0 is what we are using.  It is also built in Linux and linked with
 vpb.

 The bug, I talked about was solved with gdal 1.6.0, so it can't be that.



 Funny you ask, because the one weak link in the chain might be HorizonMap
 image files that are used as one of the layers in the build.  We use an
 in-house program that processes geotiff elevation data

 and builds special HorizonMap image files that basically stretch the high
 peaks at different sun azimuths.  This program might be linked with an older
 version of gdal (like 1.4).  These HorizonMaps are used for

 one of the layers in the builds.

You could try to display your horizonMap file with OpenEV, and see if there
is any artifacts.

Regard.

-- 
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Re: [osg-users] Animating vertices in a Geode

2009-03-23 Thread Muller, L.Y.L.


--
Laurence Muller (M.Sc.)
Informatics Institute, Faculty of Science, 
Universiteit van Amsterdam.
Science Park 107, 1098 XG Amsterdam, The Netherlands

Website/Blog/Portfolio:
1. http://www.multigesture.net/
2. http://www.science.uva.nl/~lmuller/

E-mail: l.y.l.mul...@uva.nl



-Original Message-
From: Cedric Pinson [mailto:morni...@plopbyte.net]
Sent: Mon 3/23/2009 4:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Animating vertices in a Geode
 


--
Laurence Muller (M.Sc.)
Informatics Institute, Faculty of Science, 
Universiteit van Amsterdam.
Science Park 107, 1098 XG Amsterdam, The Netherlands

Website/Blog/Portfolio:
1. http://www.multigesture.net/
2. http://www.science.uva.nl/~lmuller/

E-mail: l.y.l.mul...@uva.nl



-Original Message-
From: Cedric Pinson [mailto:morni...@plopbyte.net]
Sent: Mon 3/23/2009 4:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Animating vertices in a Geode
 
Hi Laurence,
Before i dig into can you give the stacktrace to have an idea where it 
crashes ?

Cheers,
Cedric

Laurence Muller wrote:
 Hi Cedric,

 I tried to create a simple project based on the 'osganimationmorph' 
 demo as Robert Osfield suggested.

 Instead of loading the geometries from a *.osg file, I define two new 
 geometries (both quads but on a different position). These geometries 
 are added as a drawable to the MorphGeometry.
 However, for some reason OSG doesn't allows me to swap the old geom0 
 and geom1 geometry objects with the ones I create. The application 
 crashes when you try to run it.

 Any suggestions?

 Kind regards,
 - Laurence


 Cedric Pinson wrote:
 div class=moz-text-flowed style=font-family: -moz-fixedHi 
 Laurence,

 You can easily do it with morphgeometry:
 - define two geometry with morphgeometry
 - use an custom update callback that use an ease motion to control 
 the ratio of geometry to use

 Would be great to make an example with it, it will help others users.

 Cheers,
 Cedric

 Laurence Muller wrote:
 Hi,

 In the application I am working on, I am trying to create a smooth 
 (transition) animation on the vertices inside an object.

 Example:
 I have included an illustration to make my problem a bit more clear. 
 The current scene contains one geode with a geometry attached.
 The geometry is filled with 7 quads (4 vertices per quad) and is 
 illustrated as red dots in the picture. (The 'edges' are stored in a 
 separate geode)

 The application allows users to select a specific layout (radial, 
 force based, etc) for the quads. In the current implementation this 
 change happens immediately.
 (It updates the vertex array with new values and uses the dirty() 
 call on the vertex array).

 On the OSG wiki page I found some information about animating 
 objects in the scene graph.
 http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation
  

 http://www.robertpenner.com/easing/easing_demo.html

 However, it seems like this will only work on geode level (by 
 modifying the Matrix or PositionAttitudeTransformation).
 Another problem with this method is that it seems that you need to 
 create a predefined animation.

 In my case the new position of a vertex will depend on the current 
 position (and the animation only needs to be used once).

 Question:
 - Is there a way to use the osgAnimation functions on the vertex 
 array and is it possible to use it with the transition methods from 
 the EaseMotion demo?

 Kind regards,
 - Laurence

 --
 Laurence Muller
 Website/Blog/Portfolio:
 http://www.multigesture.net/


  


  


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+33 (0) 6 63 20 03 56  Cedric Pinson mailto:morni...@plopbyte.net 
http://www.plopbyte.net





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Re: [osg-users] Animating vertices in a Geode

2009-03-23 Thread Muller, L.Y.L.
Hi Cedric,

hmm for some reason the post of Guy wasn't added to the right thread in the 
maillist ( 
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-March/025337.html
 )
I tried out his suggestion and got something like a self-deleting callback 
working (Demo file is attached). I just need to figure out how to measure the 
time between the callback calls. For now it just increments the 'time' value 
with a fixed number.
It would ofcourse be nicer if I could use an exciting class that handles the 
scheduling/timeline.


About your request, I do not know how to create a stacktrace here with Visual 
Studio 2005, but that would require the debug libraries of OSG right? I could 
try stepping through the code with the debugger later this week and see where 
it locks up/crashes.
I also noticed that there are some other issues with the (animation?) demos. 
After building the OSG 2.9.1 package (svn), I tried out a few of the animation 
demos. Running the demos is not a problem, but if you try to close them, it 
usually result in a crash. I'm not sure if its the osgAnimation part thats 
causing it or the viewer.

Kind regards,
- Laurence 

P.S.: Sorry about the previous reply, I made a mistake while attaching the 
file... ;\


-Original Message-
From: Cedric Pinson [mailto:morni...@plopbyte.net]
Sent: Mon 3/23/2009 4:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Animating vertices in a Geode
 
Hi Laurence,
Before i dig into can you give the stacktrace to have an idea where it 
crashes ?

Cheers,
Cedric

Laurence Muller wrote:
 Hi Cedric,

 I tried to create a simple project based on the 'osganimationmorph' 
 demo as Robert Osfield suggested.

 Instead of loading the geometries from a *.osg file, I define two new 
 geometries (both quads but on a different position). These geometries 
 are added as a drawable to the MorphGeometry.
 However, for some reason OSG doesn't allows me to swap the old geom0 
 and geom1 geometry objects with the ones I create. The application 
 crashes when you try to run it.

 Any suggestions?

 Kind regards,
 - Laurence


 Cedric Pinson wrote:
 div class=moz-text-flowed style=font-family: -moz-fixedHi 
 Laurence,

 You can easily do it with morphgeometry:
 - define two geometry with morphgeometry
 - use an custom update callback that use an ease motion to control 
 the ratio of geometry to use

 Would be great to make an example with it, it will help others users.

 Cheers,
 Cedric

 Laurence Muller wrote:
 Hi,

 In the application I am working on, I am trying to create a smooth 
 (transition) animation on the vertices inside an object.

 Example:
 I have included an illustration to make my problem a bit more clear. 
 The current scene contains one geode with a geometry attached.
 The geometry is filled with 7 quads (4 vertices per quad) and is 
 illustrated as red dots in the picture. (The 'edges' are stored in a 
 separate geode)

 The application allows users to select a specific layout (radial, 
 force based, etc) for the quads. In the current implementation this 
 change happens immediately.
 (It updates the vertex array with new values and uses the dirty() 
 call on the vertex array).

 On the OSG wiki page I found some information about animating 
 objects in the scene graph.
 http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation
  

 http://www.robertpenner.com/easing/easing_demo.html

 However, it seems like this will only work on geode level (by 
 modifying the Matrix or PositionAttitudeTransformation).
 Another problem with this method is that it seems that you need to 
 create a predefined animation.

 In my case the new position of a vertex will depend on the current 
 position (and the animation only needs to be used once).

 Question:
 - Is there a way to use the osgAnimation functions on the vertex 
 array and is it possible to use it with the transition methods from 
 the EaseMotion demo?

 Kind regards,
 - Laurence

 --
 Laurence Muller
 Website/Blog/Portfolio:
 http://www.multigesture.net/


  


  


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[osg-users] Big News for Khronos at Game Developers Conference 2009

2009-03-23 Thread Paul Martz
FYI, forwarding this email teaser...
   -Paul
  _  

Sent: Monday, March 23, 2009 2:17 PM
Subject: Big News for Khronos at Game Developers Conference 2009






 Khronos Banner
http://www.khronos.org/about/newsletter/img/masthead_khronos.png  

Big News for Khronos at 
Game Developers Conference 2009
10AM Tuesday March 24th, Room 3002



Khronos News
Date and Location   
News Headlines  
Schedule
 
http://rs6.net/tn.jsp?t=swgbgzcab.0.0.9ifjfqcab.0p=http%3A%2F%2Fwww.khrono
s.org%2Fnews%2Fevents%2Fdetail%2Fgdc_san_francisco_2009%2Fid=preview
Khronos DevU @ GDC 2009 

 http://visitor.constantcontact.com/email.jsp?m=1102201525530id=preview



Attend Khronos Developer University 
at GDC09 San Francisco

Khronos open standards are the foundation of many of the products you will
see on display at GDC and GDC Mobile. If you develop multimedia content,
attend to learn how these APIs will let you tap into cutting edge graphics
and media processing on platforms ranging from high-end workstations to
mobile phones. This day-long series of sessions will give you
up-to-the-minute updates on OpenCL, OpenGL, COLLADA, and handheld graphics
standards such as OpenGL ES and OpenVG.


Date and Location

Date: March 24th at 10AM-7PM at San Francisco, CA
Room: Moscone Center - West Hall - Room 3002
Event Page: Khronos
http://rs6.net/tn.jsp?t=swgbgzcab.0.0.9ifjfqcab.0p=http%3A%2F%2Fwww.khrono
s.org%2Fnews%2Fevents%2Fdetail%2Fgdc_san_francisco_2009%2Fid=preview GDC
09 event page


We start the day from 10:00am-11:00am
with a solid hour of high impact news


Streamlined OpenGL 3.1 Specification Released:
Just nine months after OpenGL 3.0; Adds cutting-edge GPU functionality

OpenCL 1.0 Implementations Close to Shipping:
Portable heterogeneous parallel computing; Seamless interop visual computing
with OpenGL

OpenSL ES 1.0 Released for Cross-Platform Audio Processing:
Extensive portable audio functionality; Enhances audio in the Khronos Mobile
API Ecosystem

Khronos Launches Initiative for Accelerated 3D on the Web:
Open call for industry participation and contributions; Project initiated by
Mozilla


Press Contacts

For a press briefing, please contact:


Jonathan Hirshon
Horizon Communications
Email: j...@horizonpr.com
Telephone: (+1) 408 969 4888
Mobile: (+1) 408 393 4900


Schedule

10:00am-11:00am  
Khronos Announcements - OpenGL 3.1, OpenSL ES, OpenCL


NVIDIA, Neil Trevett

State of Visual Computing Market

Jon Peddie Research, Jon Peddie

Accelerated 3D on the Web

Mozilla, Vladimir Vukicevic, Infrastructuralist


11:15am-12:45pm
OpenCL: Khronos Overview and Introduction to OpenCL

NVIDIA, Neil Trevett

OpenCL: OpenCL Specification Overview

AMD, Mike Houston / NVIDIA / Cyril Zeller

OpenCL: Cloth Physics using OpenCL

EA, Andrew Brownsword


2:00pm-4:00pm
OpenGL: Overview

NVIDIA, Barthold Lichtenbelt

OpenGL: How To

Jeremy Sandmel

OpenGL: Blizzard's Perspective on OpenGL

Blizzard, Rob Barris

OpenGL: Transgaming's Perspective on OpenGL

Transgaming, Gavriel State

OpenGL: gDEBugger demo and announcement

Graphic Remedy, Yaki Tebeka


4:15pm-5:45pm
COLLADA: Overview of COLLADA 1.4.2 and 1.5

Biodroid, Bruno Patatas

COLLADA: COLLADA 1.4 conformance suite update

XS, Mark Barnes

COLLADA: COLLADA in Virtual Worlds

IBM, Suzy Deffeyes


5:45pm-7:00pm
Mobile: Khronos Mobile Ecosystem

NVIDIA, Neil Trevett

Mobile: Launch of OpenSL ES 1.0

ST Ericsson, Erik Noreke

Mobile: Introduction to OpenGL ES

ARM, Dave Shreiner


Latest updates can be found on the Khronos
http://rs6.net/tn.jsp?t=swgbgzcab.0.0.9ifjfqcab.0p=http%3A%2F%2Fwww.khrono
s.org%2Fnews%2Fevents%2Fdetail%2Fgdc_san_francisco_2009%2Fid=preview GDC
09 event page.


Details about the technology to be discussed

OpenCL
http://rs6.net/tn.jsp?t=swgbgzcab.0.0.9ifjfqcab.0p=http%3A%2F%2Fwww.khrono
s.org%2Fopencl%2Fid=preview  (Open Computing Language) enables software
developers to take full advantage of high performance compute servers,
desktop computer systems and handheld devices that include a diverse mix of
multi-core CPUs, GPUs and other parallel processors such as DSPs. OpenCL is
being driven by industry-leading companies including 3DLABS, Activision
Blizzard, AMD, Apple, ARM, Barco, Broadcom, Codeplay, Electronic Arts,
Ericsson, Freescale, HI, IBM, Intel, Imagination Technologies, Kestrel
Institute, Motorola, Movidia, Nokia, NVIDIA, QNX, RapidMind, Samsung,
Seaweed, SONY, Takumi, Texas Instruments and Umeå University. OpenCL
supports a wide range of applications, ranging from embedded and consumer
software to HPC solutions, through a low-level, high performance, portable
abstraction. By creating an efficient, close-to-the-metal programming
interface, OpenCL will form the foundation layer of a parallel computing
ecosystem of platform-independent tools, middleware and applications. Please
join us at this tutorial for an 

Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Paul Martz
There's a very simple answer to the ATI problem: don't buy ATI. Seriously,
their poor OpenGL support has been well-known for at least seven years, if
not longer. In light of this knowledge, why do people keep buying ATI cards
for OpenGL use? It just doesn't make any sense.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Monday, March 23, 2009 2:04 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [Fwd: Mesa and gldirect]

Hi Jan,

 Honestly, I think this will be counterproductive. It will only give 
 companies an excuse to neglect OpenGL support further or to drop it 
 completely (You can use the emulation!). The latter would be 
 disastrous for all non-Microsoft platforms.

Since the OpenGL over Direct3D layer will only work on Microsoft platforms
for obvious reasons, I don't see how this will affect other platforms at
all. If some developer wants to do 3D on Linux, they have to use OpenGL.

Basically, this is a follow-up to an earlier discussion (a rather long and
heated one as I recall) saying that there were two ways to improve the OSG
experience on Windows platforms or for ATI/AMD hardware, where OpenGL
drivers are pretty bad compared to nVidia:

1. Demand better OpenGL support in drivers (which may be hard and does not
depend on us, i.e. we can ask but we have no control over the result)

2. Create a technological solution, of which an OpenGL over Direct3D layer
is one example.

Of course, it would be much preferable if vendors would, out of their own
volition, improve OpenGL driver quality on Windows. However, since most
games run on Direct3D, there is little incentive for them to do this. In
most markets where OpenGL support is important, the software is already
cross-platform, and thus moving to Linux is less of an issue. 
This means that the situation with OpenGL driver quality on Windows is
likely to get worse as developers who depend on OpenGL move to other
platforms and stop demanding good OpenGL driver quality.

 I fail to see the benefits of such move - why to run OpenGL on top of 
 Direct3D? Is there *any* usable hardware that has only D3D drivers and 
 does not support OpenGL?

Perhaps not, but for most hardware which has Direct3D support, the Direct3D
driver quality is higher than the OpenGL driver quality on Windows (either
in speed, number of serious/show-stopper bugs, etc.). 
There's a big difference between supporting OpenGL and supporting it *well*,
and since there are no enforced conformance tests, vendors can support it
only partly if they want...

Basically, I'm trying to find a way so that OpenGL apps can run well on
Windows, independent of what vendor made the graphics card. Since there is a
large pool of Direct3D applications on Windows, making OpenGL calls go
through Direct3D before getting to the video card driver might be one way of
doing that.

Of course, this is all theoretical, we can't know what the trade-offs are
until we get a prototype running. And in any case, I'm just relaying info I
got, seeing as this discussion was raised before. If the majority of people
don't see the benefit, nothing will come of it and it'll just die, and we'll
just go on as we have in the past.

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] [Fwd: Mesa and gldirect]

2009-03-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Cory Riddell wrote:
 There are video cards with good D3D drivers and crappy OpenGL drivers. I
 can see why it might be nice to have the option of sitting on top of
 D3D. It's entirely possible that performance could be better going
 through an optimized D3D driver rather than directly through a crappy
 OpenGL driver.

I think it would be better to put pressure on the vendor to fix their
driver instead of removing the only incentive for them to do so.

 
 I don't understand why putting another layer between OSG and the
 hardware would result in having to chase GPU API's? Are you writing code
 that goes around OpenGL?

No, but you will chase changing DirectX APIs. And those are not
standardized and changing whenever Microsoft feels like it. So your
driver will by necessity lag behind whatever the vendors and Microsoft
will provide.

Jan


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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Dorosky, Christopher G
In situations where your customer has bought hardware for another primary use 
(try tens of thousands of laptops), ATI or even Intel wins out over Nvidia on 
cost it seems.
Then we are stuck with integrated graphics, and poor drivers.

Where the developer has a choice of hardware, just saying no to ATI makes sense.
When your hardware is dictated, you have to do whatever you can.

I have never used Direct3D/DirectX and don't know a thing about it. Maybe we 
are on the losing end of this battle.

Chris 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Monday, March 23, 2009 3:48 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] [Fwd: Mesa and gldirect]

There's a very simple answer to the ATI problem: don't buy ATI. Seriously, 
their poor OpenGL support has been well-known for at least seven years, if not 
longer. In light of this knowledge, why do people keep buying ATI cards for 
OpenGL use? It just doesn't make any sense.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Monday, March 23, 2009 2:04 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [Fwd: Mesa and gldirect]

Hi Jan,

 Honestly, I think this will be counterproductive. It will only give 
 companies an excuse to neglect OpenGL support further or to drop it 
 completely (You can use the emulation!). The latter would be 
 disastrous for all non-Microsoft platforms.

Since the OpenGL over Direct3D layer will only work on Microsoft platforms for 
obvious reasons, I don't see how this will affect other platforms at all. If 
some developer wants to do 3D on Linux, they have to use OpenGL.

Basically, this is a follow-up to an earlier discussion (a rather long and 
heated one as I recall) saying that there were two ways to improve the OSG 
experience on Windows platforms or for ATI/AMD hardware, where OpenGL drivers 
are pretty bad compared to nVidia:

1. Demand better OpenGL support in drivers (which may be hard and does not 
depend on us, i.e. we can ask but we have no control over the result)

2. Create a technological solution, of which an OpenGL over Direct3D layer is 
one example.

Of course, it would be much preferable if vendors would, out of their own 
volition, improve OpenGL driver quality on Windows. However, since most games 
run on Direct3D, there is little incentive for them to do this. In most markets 
where OpenGL support is important, the software is already cross-platform, and 
thus moving to Linux is less of an issue. 
This means that the situation with OpenGL driver quality on Windows is likely 
to get worse as developers who depend on OpenGL move to other platforms and 
stop demanding good OpenGL driver quality.

 I fail to see the benefits of such move - why to run OpenGL on top of 
 Direct3D? Is there *any* usable hardware that has only D3D drivers and 
 does not support OpenGL?

Perhaps not, but for most hardware which has Direct3D support, the Direct3D 
driver quality is higher than the OpenGL driver quality on Windows (either in 
speed, number of serious/show-stopper bugs, etc.). 
There's a big difference between supporting OpenGL and supporting it *well*, 
and since there are no enforced conformance tests, vendors can support it only 
partly if they want...

Basically, I'm trying to find a way so that OpenGL apps can run well on 
Windows, independent of what vendor made the graphics card. Since there is a 
large pool of Direct3D applications on Windows, making OpenGL calls go through 
Direct3D before getting to the video card driver might be one way of doing that.

Of course, this is all theoretical, we can't know what the trade-offs are until 
we get a prototype running. And in any case, I'm just relaying info I got, 
seeing as this discussion was raised before. If the majority of people don't 
see the benefit, nothing will come of it and it'll just die, and we'll just go 
on as we have in the past.

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] [Fwd: Mesa and gldirect]

2009-03-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Jean-Sébastien Guay wrote:
 Hi Jan,
 
 Honestly, I think this will be counterproductive. It will only give
 companies an excuse to neglect OpenGL support further or to drop it
 completely (You can use the emulation!). The latter would be
 disastrous for all non-Microsoft platforms.
 
 Since the OpenGL over Direct3D layer will only work on Microsoft
 platforms for obvious reasons, I don't see how this will affect other
 platforms at all. If some developer wants to do 3D on Linux, they have
 to use OpenGL.

Exactly. But if you give an incentive to a vendor to drop that support
(you have emulated driver available! - very attractive from the costs
point of view), then the non-windows camp is screwed. Remember the thing
Microsoft tried to do for Vista? They tried to implement what you are
proposing - a limited version of OpenGL sitting on top of D3D.

Especially ATI would be only eager to drop OpenGL support if they didn't
have industry on their back. Making this job easier for them is going to
only cost us in the long term.

Or do you seriously think that they would keep OpenGL support on Linux
(a very niche platform for them) if they would be able to drop it for
Windows?

I think that this would only contribute to decline of OpenGL support in
general by the vendors, because even the majority market wouldn't need
decent drivers any more.

Regards,

Jan
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Re: [osg-users] Build Error on Windows

2009-03-23 Thread Mark Sciabica

Hi Robert,

Sorry, I thought it would have been clear from my first e-mail. I'll try 
again.


FileUtils.cpp in osgDB has this code.

static void appendInstallationLibraryFilePaths(osgDB::FilePathList 
filepath)

{
#ifdef OSG_DEFAULT_LIBRARY_PATH

   // Append the install prefix path to the library search path if 
configured

   filepath.push_back(ADDQUOTES(OSG_DEFAULT_LIBRARY_PATH));
#endif
}

osgDB's CMakeLists.txt has this line:

   
ADD_DEFINITIONS(-DOSG_DEFAULT_LIBRARY_PATH=${CMAKE_INSTALL_PREFIX}/lib${LIB_POSTFIX}/${OSG_PLUGINS})


This means that the install path configured at build time will be 
searched for plugins. This does not make sense for prebuilt  binaries 
because the install location will likely be different on different 
machines. I propose removing the function 
appendInstallationLibraryFilePaths, and also the line in CMakeLists 
since it is only this function that makes use of it.


Mark


Robert Osfield wrote:
On Mon, Mar 23, 2009 at 7:37 PM, Mark Sciabica msciab...@itracs.com 
mailto:msciab...@itracs.com wrote:



Thanks for the reply. I'll be upgrade CMake for my next build of
OSG. But do you have any comment on the final paragraph of my
e-mail? Embedding the install path configured when OSG is built
only makes sense if OSG is not distributed in binary form.


You'll need to be far more specific about what you are talking about 
for me to comment.


Robert.



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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Dorosky, Christopher G wrote:
 In situations where your customer has bought hardware for another
 primary use (try tens of thousands of laptops), ATI or even Intel
 wins out over Nvidia on cost it seems. Then we are stuck with
 integrated graphics, and poor drivers.
 
 Where the developer has a choice of hardware, just saying no to ATI
 makes sense. When your hardware is dictated, you have to do whatever
 you can.

 
 I have never used Direct3D/DirectX and don't know a thing about it.
 Maybe we are on the losing end of this battle.

Seriously, do you think that low-end ATI/Intel hw in those laptops will
work in a decent way even with D3D? The problem is the hw there, not the
drivers ... Integrated graphics simply doesn't work for 3D except for
very basic stuff and the driver will be the least of your problems. You
will be hard pressed to find any recent game running on integrated Intel
GPUs. And that is pure D3D, not a layer of emulation on top of it.

You do not go racing Formula 1 cars with a Trabant or Yugo ...

Regards,

Jan


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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Paul Martz
Customers should not expect to run software on systems that the software
vendor did not recommend and certify.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dorosky,
Christopher G
Sent: Monday, March 23, 2009 3:43 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [Fwd: Mesa and gldirect]

In situations where your customer has bought hardware for another primary
use (try tens of thousands of laptops), ATI or even Intel wins out over
Nvidia on cost it seems.
Then we are stuck with integrated graphics, and poor drivers.

Where the developer has a choice of hardware, just saying no to ATI makes
sense.
When your hardware is dictated, you have to do whatever you can.

I have never used Direct3D/DirectX and don't know a thing about it. Maybe we
are on the losing end of this battle.

Chris 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Monday, March 23, 2009 3:48 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] [Fwd: Mesa and gldirect]

There's a very simple answer to the ATI problem: don't buy ATI. Seriously,
their poor OpenGL support has been well-known for at least seven years, if
not longer. In light of this knowledge, why do people keep buying ATI cards
for OpenGL use? It just doesn't make any sense.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Monday, March 23, 2009 2:04 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [Fwd: Mesa and gldirect]

Hi Jan,

 Honestly, I think this will be counterproductive. It will only give 
 companies an excuse to neglect OpenGL support further or to drop it 
 completely (You can use the emulation!). The latter would be 
 disastrous for all non-Microsoft platforms.

Since the OpenGL over Direct3D layer will only work on Microsoft platforms
for obvious reasons, I don't see how this will affect other platforms at
all. If some developer wants to do 3D on Linux, they have to use OpenGL.

Basically, this is a follow-up to an earlier discussion (a rather long and
heated one as I recall) saying that there were two ways to improve the OSG
experience on Windows platforms or for ATI/AMD hardware, where OpenGL
drivers are pretty bad compared to nVidia:

1. Demand better OpenGL support in drivers (which may be hard and does not
depend on us, i.e. we can ask but we have no control over the result)

2. Create a technological solution, of which an OpenGL over Direct3D layer
is one example.

Of course, it would be much preferable if vendors would, out of their own
volition, improve OpenGL driver quality on Windows. However, since most
games run on Direct3D, there is little incentive for them to do this. In
most markets where OpenGL support is important, the software is already
cross-platform, and thus moving to Linux is less of an issue. 
This means that the situation with OpenGL driver quality on Windows is
likely to get worse as developers who depend on OpenGL move to other
platforms and stop demanding good OpenGL driver quality.

 I fail to see the benefits of such move - why to run OpenGL on top of 
 Direct3D? Is there *any* usable hardware that has only D3D drivers and 
 does not support OpenGL?

Perhaps not, but for most hardware which has Direct3D support, the Direct3D
driver quality is higher than the OpenGL driver quality on Windows (either
in speed, number of serious/show-stopper bugs, etc.). 
There's a big difference between supporting OpenGL and supporting it *well*,
and since there are no enforced conformance tests, vendors can support it
only partly if they want...

Basically, I'm trying to find a way so that OpenGL apps can run well on
Windows, independent of what vendor made the graphics card. Since there is a
large pool of Direct3D applications on Windows, making OpenGL calls go
through Direct3D before getting to the video card driver might be one way of
doing that.

Of course, this is all theoretical, we can't know what the trade-offs are
until we get a prototype running. And in any case, I'm just relaying info I
got, seeing as this discussion was raised before. If the majority of people
don't see the benefit, nothing will come of it and it'll just die, and we'll
just go on as we have in the past.

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] Animating vertices in a Geode

2009-03-23 Thread Cedric Pinson

Hi Laurence,

I dont know what the winmail.dat in attachement is, i am not on windows. 
I will try tomorrow your main.cpp in previous mail and with the svn to 
be sure osgAnimation works fine with the svn.


About time in callback you can read the code of some updatecallback in 
osgAmimation. It will give you an example how to manage time.


Cheers,
Cedric

Muller, L.Y.L. wrote:

Hi Cedric,

hmm for some reason the post of Guy wasn't added to the right thread in the 
maillist ( 
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-March/025337.html
 )
I tried out his suggestion and got something like a self-deleting callback 
working (Demo file is attached). I just need to figure out how to measure the 
time between the callback calls. For now it just increments the 'time' value 
with a fixed number.
It would ofcourse be nicer if I could use an exciting class that handles the 
scheduling/timeline.


About your request, I do not know how to create a stacktrace here with Visual 
Studio 2005, but that would require the debug libraries of OSG right? I could 
try stepping through the code with the debugger later this week and see where 
it locks up/crashes.
I also noticed that there are some other issues with the (animation?) demos. 
After building the OSG 2.9.1 package (svn), I tried out a few of the animation 
demos. Running the demos is not a problem, but if you try to close them, it 
usually result in a crash. I'm not sure if its the osgAnimation part thats 
causing it or the viewer.

Kind regards,
- Laurence 


P.S.: Sorry about the previous reply, I made a mistake while attaching the 
file... ;\


-Original Message-
From: Cedric Pinson [mailto:morni...@plopbyte.net]
Sent: Mon 3/23/2009 4:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Animating vertices in a Geode
 
Hi Laurence,
Before i dig into can you give the stacktrace to have an idea where it 
crashes ?


Cheers,
Cedric

Laurence Muller wrote:
  

Hi Cedric,

I tried to create a simple project based on the 'osganimationmorph' 
demo as Robert Osfield suggested.


Instead of loading the geometries from a *.osg file, I define two new 
geometries (both quads but on a different position). These geometries 
are added as a drawable to the MorphGeometry.
However, for some reason OSG doesn't allows me to swap the old geom0 
and geom1 geometry objects with the ones I create. The application 
crashes when you try to run it.


Any suggestions?

Kind regards,
- Laurence


Cedric Pinson wrote:

div class=moz-text-flowed style=font-family: -moz-fixedHi 
Laurence,


You can easily do it with morphgeometry:
- define two geometry with morphgeometry
- use an custom update callback that use an ease motion to control 
the ratio of geometry to use


Would be great to make an example with it, it will help others users.

Cheers,
Cedric

Laurence Muller wrote:
  

Hi,

In the application I am working on, I am trying to create a smooth 
(transition) animation on the vertices inside an object.


Example:
I have included an illustration to make my problem a bit more clear. 
The current scene contains one geode with a geometry attached.
The geometry is filled with 7 quads (4 vertices per quad) and is 
illustrated as red dots in the picture. (The 'edges' are stored in a 
separate geode)


The application allows users to select a specific layout (radial, 
force based, etc) for the quads. In the current implementation this 
change happens immediately.
(It updates the vertex array with new values and uses the dirty() 
call on the vertex array).


On the OSG wiki page I found some information about animating 
objects in the scene graph.
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation 


http://www.robertpenner.com/easing/easing_demo.html

However, it seems like this will only work on geode level (by 
modifying the Matrix or PositionAttitudeTransformation).
Another problem with this method is that it seems that you need to 
create a predefined animation.


In my case the new position of a vertex will depend on the current 
position (and the animation only needs to be used once).


Question:
- Is there a way to use the osgAnimation functions on the vertex 
array and is it possible to use it with the transition methods from 
the EaseMotion demo?


Kind regards,
- Laurence

--
Laurence Muller
Website/Blog/Portfolio:
http://www.multigesture.net/


 



 



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Re: [osg-users] Build Error on Windows

2009-03-23 Thread Philip Lowman
On Mon, Mar 23, 2009 at 5:47 PM, Mark Sciabica msciab...@itracs.com wrote:

 Hi Robert,

 Sorry, I thought it would have been clear from my first e-mail. I'll try
 again.

 FileUtils.cpp in osgDB has this code.

 static void appendInstallationLibraryFilePaths(osgDB::FilePathList
 filepath)
 {
 #ifdef OSG_DEFAULT_LIBRARY_PATH

   // Append the install prefix path to the library search path if
 configured
   filepath.push_back(ADDQUOTES(OSG_DEFAULT_LIBRARY_PATH));
 #endif
 }

 osgDB's CMakeLists.txt has this line:


 ADD_DEFINITIONS(-DOSG_DEFAULT_LIBRARY_PATH=${CMAKE_INSTALL_PREFIX}/lib${LIB_POSTFIX}/${OSG_PLUGINS})

 This means that the install path configured at build time will be searched
 for plugins. This does not make sense for prebuilt  binaries because the
 install location will likely be different on different machines. I propose
 removing the function appendInstallationLibraryFilePaths, and also the line
 in CMakeLists since it is only this function that makes use of it.


This is kinda dangerous too.  What happens if:

1. User installs OSG 2.6 to /usr/local/OSG
2. User is happy
3. One day user decides to download OSG 2.8
4. User decides to move /usr/local/OSG = /usr/local/OSG-2.6
5. User compiles OSG 2.8 and installs to /usr/local/OSG again
6. User is happy but if they go to run their old OSG 2.6 build what
happens?  My guess is that OSG 2.8 libraries are found.

What is ${LIB_POSTFIX} above.  Is this supposed to be to facilitate debug
builds?

Is it possible to somehow find the location of osgDB.dll or libosgDB.so
within code as a way to solve the plugin loading problem.  Then you could
simply append path_to_libosgDB.so + ../lib${LIB_POSTFIX}/${OSG_PLUGINS} to
the search path.  I know you can do this with the binary that's being run
(if osgviewer is used for example).  This wouldn't work for people running
an OSG app in a different path that uses libosgDB however.

-- 
Philip Lowman
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Re: [osg-users] Intergration with OSG

2009-03-23 Thread Richard Baron Penman
Have a look at the osgviewer* examples, which show how to embed OSG in
different windowing frameworks.
Richard

On Wed, Mar 18, 2009 at 3:15 AM, Lingyun Yu lingyun.yu...@gmail.com wrote:

 Hi all,

 Does anybody know if I can render one part of window in OSG, and use
 another framework to render the rest?

 Thanks.

 --
 Cheers,
 Yun

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Re: [osg-users] Absolutely dark scene

2009-03-23 Thread Richard Baron Penman
I was wondering about that - thanks for the tip,
Richard


On Wed, Mar 18, 2009 at 3:04 AM, Fernan osgfo...@tevs.eu wrote:

 Hi Robert,

 Thank you for your help.
 I've achieved my purpose.

 Following your instructions I realized that my problems were two:

 1) On the one hand, the scene by default sets the AmbientIntensity as
 follows:

osg::LightModel* lightmodel = new osg::LightModel;
lightmodel-setAmbientIntensity(osg::Vec4(0.1f,0.1f,0.1f,1.0f));
_globalStateSet-setAttributeAndModes(lightmodel,
 osg::StateAttribute::ON);

 And due this the scene was always a little light.
 Then I set this value to zero in my application after create the scene:

osg::LightModel* lightmodel = new osg::LightModel;
lightmodel-setAmbientIntensity(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
_globalStateSet-setAttributeAndModes(lightmodel,
 osg::StateAttribute::ON);

 And I got all the elements of the scene appear dark unless sea.

 2) On the other, I realized that I was applying to the sea surface an
 OSG::Material with Emission value set to nonzero. Once I set the zero value
 to this parameter, all to be completely dark in my scene.

 --

 I leave here my solution in order to it can help someone with same problem.

 Thanks a lot again for your help.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=8627#8627





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