[osg-users] bluring model edges
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8918#8918 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8918#8918 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SetAttribute crash...
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SetAttribute crash...
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Insert custom Open GL code
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] osgdem issue
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8922#8922 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem issue
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8922#8922 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SetAttribute crash...
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem issue
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8922#8922 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animating vertices in a Geode
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 -- Laurence Muller Website/Blog/Portfolio: http://www.multigesture.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SetAttribute crash...
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SetAttribute crash...
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SetAttribute crash...
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem issue
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8930#8930 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem issue
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8930#8930 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2D drawing over a 3D drawing
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org No virus found in this incoming message. Checked by AVG - www.avg.com Version: 8.0.238 / Virus Database: 270.11.24/2018 - Release Date: 03/23/09 06:52:00 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8939#8939 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem issue
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8939#8939 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2D drawing over a 3D drawing
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem issue
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8939#8939 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem issue
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8943#8943 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animating vertices in a Geode
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- -- 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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem issue
Ok, I'm compiling OSG, and I'll try to install VPB. I know your stuff. thank you -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8947#8947 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem issue
labrosse wrote: Ok, I'm compiling OSG, and I'll try to install VPB. I know your stuff. No, you dont' ;-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2D drawing over a 3D drawing
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] Fixed Function Pipeline to GLSL generator
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem issue
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8939#8939 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem issue
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8943#8943 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] converting mouse coordinates to model coordinates
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem issue
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8956#8956 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShadowMap Required OpenGL Extensions
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] LocalParticleSystem and ModularEmitter.cpp
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Insert custom Open GL code
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] 64-bit Windows build
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8962#8962 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdepthpartition
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdepthpartition
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdepthpartition
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenGL 3.1 at GDC
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Safely loading paged databases at runtime
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.1 at GDC
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image Resolution in VPB
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list
Re: [osg-users] Safely loading paged databases at runtime
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in RenderBin (?)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Insert custom Open GL code
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 smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] --tile-terrain-size in VPB
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Safely loading paged databases at runtime
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] 3rd party Qt forum
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8999#8999 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Insert custom Open GL code
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Гаммер Максим Дмитриевич Начальник отдела ИТ НИИ ЭОР CustomGeometry.cpp Description: Binary data CustomGeometry.h Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [Fwd: Mesa and gldirect]
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 - -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Fwd: Mesa and gldirect]
-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 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG and GDAL
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and GDAL
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in RenderBin (?)
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9008#9008 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Fwd: Mesa and gldirect]
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShadowMap Required OpenGL Extensions
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in RenderBin (?)
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9008#9008 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to draw a half line?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] 64-bit Windows build
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9017#9017 /*** * 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_ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error on Windows
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Jagged terrain anomaly in vpbmaster(VirtualPlanetBuilder 0.9.9 - OSG 2.7.4). Has anyone seen this?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShadowMap Required OpenGL Extensions
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Fwd: Mesa and gldirect]
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to draw a half line?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error on Windows
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] --tile-terrain-size in VPB
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Jagged terrain anomaly in vpbmaster(VirtualPlanetBuilder 0.9.9 - OSG 2.7.4). Has anyone seen this?
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. -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 -- 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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net http://www.plopbyte.net winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animating vertices in a Geode
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net http://www.plopbyte.net winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org
[osg-users] Big News for Khronos at Game Developers Conference 2009
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]
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Fwd: Mesa and gldirect]
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJyAC5n11XseNj94gRAiJgAJwMeQNSSTdKDccePfWFMr5VPu3q+QCg3N0l aQWblhdLuskUe+237DYnwDc= =sRyT -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Fwd: Mesa and gldirect]
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJyAMUn11XseNj94gRAqM5AJ42SlzHu8FGLdAw0ZOGGLzR7Pa9dwCgliU9 JPu7+wiwjP9P1y2BVXi9jIc= =rVI1 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error on Windows
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Fwd: Mesa and gldirect]
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJyAQbn11XseNj94gRArvBAJ0fd7YsuqUjwkUKpPTaWfSUelQAVwCcCFtd S2ebqcbSGoLZRq0WvSuI5Vk= =A4XG -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Fwd: Mesa and gldirect]
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] Animating vertices in a Geode
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] Build Error on Windows
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Intergration with OSG
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Absolutely dark scene
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org