Re: [osg-users] vpbmaster vs osgdem

2009-04-05 Thread Robert Osfield
On Sat, Apr 4, 2009 at 8:45 PM, Gert van Maren g...@k2vi.com wrote:

 Hi Robert,

 Did you manage to open the zip file? If not I can attach only the last bits
 of the log files.


Yes they just download fine.  The three secondary split level tasks in the
directory:

   vpb_task_logs/logs/build_subtile_L6_X57_Y9/

Have one of the files blank, one completed and one is incomplete.   If they
complete successfully then there will be an Elapsed time statement at end.
The task that complete did so in a much quicker time than the task that
didn't complete.

Unfortunately there is no error messages that indicate why the build may
have failed.  What we can tell is that the task that generated
build_subtile_L13_X7394_Y1195.log failed, so you could try to run this task
in isolation.

The task in question is
tasks/build_subtile_L6_X57_Y9/build_subtile_L13_X7394_Y1195.task, where
reads:

application : osgdem --run-path F:\K2Vi\work_in_progress\Melbourne\osgdem -s
build_master.source --subtile 13 7394 1195 --task
tasks/build_subtile_L6_X57_Y9/build_subtile_L13_X7394_Y1195.task --log
logs/build_subtile_L6_X57_Y9/build_subtile_L13_X7394_Y1195.log
date : 2009/3/1 15:16:31
duration : 4465.65
hostname : guru3
pid : 3936
source : build_master.source
status : pending

So try simply running:

osgdem --run-path F:\K2Vi\work_in_progress\Melbourne\osgdem -s
build_master.source --subtile 13 7394 1195 --task
tasks/build_subtile_L6_X57_Y9/build_subtile_L13_X7394_Y1195.task --log
logs/build_subtile_L6_X57_Y9/build_subtile_L13_X7394_Y1195.log

Hopefully this task will fail again, if it does then try and run it in a
debugger to get a stack trace.

Beyond this we don't really have any clues what have gone wrong.  Another
thing you could try is building under another OS.  Windows isn't the best
platform to do heavy duty lifting like large builds on as the file system is
just too slow for this type of work.

Robert.
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Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-05 Thread Raphael Sebbe
For Pixar involvement, I just re-read it, it is in the Renderman Companion,
in the last part of Pat Hanrahan foreword (May 1989).

... *During this time, we also began a joint project with Silicon Graphics
to work on a three-dimensional graphics library usable for both interactive
graphics and high-quality rendering* ...

(the time he's referring there is the time when the RISpec was built)
Not sure though if that joint project is IrisGL, or if it's something else
actually...

Thanks for sharing!

Raphael

On Sun, Apr 5, 2009 at 12:25 AM, Paul Martz pma...@skew-matrix.com wrote:

  Not sure about Pixar's involvement.

 The Genesis of OpenGL varies depending on who you ask. People inside SGI
 say that OpenGL was driven by customer demand. Their users wanted to see
 IrisGL deployed on non-SGI platforms. SGI tried this with a fee hardware
 vendors, but the support was spotty, different vendors supported IrisGL in
 different ways, and the same app did not run the same way across platforms.
 So SGI came up with OpenGL and designed it in such a way that anyone could
 support it well.

 However, if you talk to anyone in the PHIGS/PEX camp during the late
 80s/early 90s, they'll tell you that SGI was feeling threatened by the
 widespread adoption of PHIGS/PEX, and decided to turn IrisGL into an open
 standard (OpenGL) in order to kill off PHIGS/PEX.

 PEX was an open standard adopted by just about anyone with X Windows on
 their box, but SGI had not been invited to join the PEX consortium. So there
 was some animosity there.

 Paul Martz
 *Skew Matrix Software LLC*
 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 *Raphael Sebbe
 *Sent:* Saturday, April 04, 2009 3:28 AM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

 Jumping in...
 Well, I would definitely be interested in getting more history background
 about the original design of the OpenGL API. There was a collaboration
 between Pixar and SGI in the late 80s, probably around the same time that
 both IrisGL and the Renderman specification emerged. Pixar had been working
 on this for some time, yet, I am unsure of how the whole process of OpenGL
 (IrisGL) happened. Did Pixar propose the Renderman specification to SGI,
 which then proposed a real-time api inspired on that? Or did SGI develop
 this all internally and by chance came to some similar design?

 Raphael



 On Fri, Apr 3, 2009 at 10:42 PM, Paul Martz pma...@skew-matrix.comwrote:

 As the British punk band The Stranglers used to say, Everybody loves you
 when you're dead.

 Sure, SGI did some things pretty well, but let us not forget they also did
 some things pretty poorly, and in my opinion were really not much better
 or
 worse than many other hardware vendors.

 Things they did well: OpenGL 1.0 was a masterpiece of design that took the
 graphics world by storm and utterly crushed several other competing APIs
 of
 the era. This is an API that is so well-accepted that it has outlived its
 creator.

 Things they didn't do well: Too much focus on the high end. Bad business
 decisions. No focus on open standards until absolutely forced to do so.
 Not
 able to keep pace with the industry (look where they are now).

 And marketing faux pas... When OpenGL 1.0 first came out, SGI marketing
 constantly repeated the notion that immediate mode was the most important
 thing in the world. (This was a direct slam against the PHIGS/PEX APIs,
 which were focused on retained mode.) At the same time, SGI was promoting
 their 1.1 million triangles/second hardware. However, all their demos had
 a
 performance HUD that clearly showed significantly less than 1.1m tris/sec.
 When pressed on this, they eventually published a benchmark that
 demonstrated 1.1m tris/sec, but it used display lists. Oops.

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

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[osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-05 Thread Christian Sam
Hi,

i have a question about using VBOs and Display Lists in osg

according to my OpenGL book, both methods will optimize rendering due geometry 
is moved to the graphics-hardware.  it also says, a constraint when using 
display lists is, that data can't be changed afterwards. so its great for 
rendering the same object multiple times, but not when you want to modify it.

in my application i'm rendering a forest. i want to have a handful of different 
tree sprites, which will vary in size and color (but not in texture). as far as 
i know osg uses display lists by default - will i benefit from a switch to 
vertex buffer objects, because in this case many states will stay the same and 
only geometry will vary/be modifed through the different tree sprites?


best regards,
christian

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Re: [osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-05 Thread Robert Osfield
Hi Christian,

VBO's are better for dynamic geometry, but do have a higher CPU overhead
than display lists.

However, whether you are using VBO or not, you probably still don't want to
modify any geometry.  It's far more efficient to updating vertex position
via vertex shaders.  I know too little about your code to be specific, but
as a general note that graphics hardware works best with state geometry and
primitive sets and with relatively large batches of geometry sent together.
Sending lots of indivual trees geometries is inefficient for both the GPU
and the CPU.

Robert.

On Sun, Apr 5, 2009 at 12:11 PM, Christian Sam osgfo...@tevs.eu wrote:

 Hi,

 i have a question about using VBOs and Display Lists in osg

 according to my OpenGL book, both methods will optimize rendering due
 geometry is moved to the graphics-hardware.  it also says, a constraint when
 using display lists is, that data can't be changed afterwards. so its great
 for rendering the same object multiple times, but not when you want to
 modify it.

 in my application i'm rendering a forest. i want to have a handful of
 different tree sprites, which will vary in size and color (but not in
 texture). as far as i know osg uses display lists by default - will i
 benefit from a switch to vertex buffer objects, because in this case many
 states will stay the same and only geometry will vary/be modifed through the
 different tree sprites?


 best regards,
 christian

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 http://forum.openscenegraph.org/viewtopic.php?p=9755#9755





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Re: [osg-users] How to pass unhandled events to view behind + osgWidgets

2009-04-05 Thread Jason H.
I think I have found a workaround. I have createad a new GUIEventHandler to 
handle only mouse events. I then check whether menu viewer has handled the 
message. If no, then I iterate through views of composite viewer, locate the 
camera at mouse coordinates and put event into event queue of view contianing 
mouse pointer.

This workaround currently has one known issue. If I drag it too much and cross 
boundary of view, trackball manipulator of next view kicks in. I think this is 
somewhat easy to solve (by storing camera which the drag has begun and stick to 
it until a release event), but it makes me wonder whether I will have similar 
issues that I will need to tend to.

Also, when this menu view is present (which occupies whole screen), movement in 
viewports become visibly slower.

I will try to dynamically adjust menu view rectangle when mouse hits there or 
when a menu pops down.

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Re: [osg-users] How to pass unhandled events to view behind + osgWidgets

2009-04-05 Thread Robert Osfield
Hi Jason,

Good to hear you've found a solution.  Managing the events with a composite
viewer is a bit more complicated because of deciding who gets the event
focus.  The API of osgViewer::View/CompositeViewer probably needs evolving
to make it easier, exactly what it should look yet I can't say.

Putting an osg example together that does something similar to what your app
is doing would probably help out with provide an awkward test case that
pushes the current viewer usage beyond what it can do comfortable now.  Once
we have a good example we'd then be able to look at refactoring osgViewer to
make the example cleaner, and make life for users following on from yourself
just that little bit easier.

Cheers,
Robert.

On Sun, Apr 5, 2009 at 5:29 PM, Jason H. bumperman...@hotmail.com wrote:

 I think I have found a workaround. I have createad a new GUIEventHandler to
 handle only mouse events. I then check whether menu viewer has handled the
 message. If no, then I iterate through views of composite viewer, locate the
 camera at mouse coordinates and put event into event queue of view
 contianing mouse pointer.

 This workaround currently has one known issue. If I drag it too much and
 cross boundary of view, trackball manipulator of next view kicks in. I think
 this is somewhat easy to solve (by storing camera which the drag has begun
 and stick to it until a release event), but it makes me wonder whether I
 will have similar issues that I will need to tend to.

 Also, when this menu view is present (which occupies whole screen),
 movement in viewports become visibly slower.

 I will try to dynamically adjust menu view rectangle when mouse hits there
 or when a menu pops down.

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 http://forum.openscenegraph.org/viewtopic.php?p=9758#9758





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Re: [osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-05 Thread Christian Sam
hi,

refering to osgforest as example, is a method like createTransformGraph, where 
the different looking trees are based on the same (scaled) tree model better 
from a performance point of view? i mean better than the two other fixed 
pipeline methods in this example

thanks in advance,
christian

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[osg-users] VertexArray from a loaded .osg file.

2009-04-05 Thread Christian Sam
Hi,

i'm using osggis to convert an esri shape file to an .osg file. i want to use 
the scenedata, more precisely the vertex positions from that file. i need them 
for an analyzing function, and won't add that loaded file directly into my 
scenegraph, because i don't want to display it before analyzing is done.

is it possible to use the VertexArray from the loaded scenefile in a new 
created Drawable (which will display my analyzing results), AND add additional 
vertices, based on the analyzing process to it?
Or will i have to allocate a new VertexArray for my Drawable and copy the 
loaded file's VertexArray by Value into it?


Thanks in advance,
christian

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Re: [osg-users] osgmultitexturecontrol example data base?

2009-04-05 Thread Julia Guo
hi,

Im also trying to run the example.
Is the example data ready?

Julia

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[osg-users] animating textures

2009-04-05 Thread Julia Guo
Hi,

I am trying to animate a transition between textures on a surface.
I had a look in osgAnimation 
(http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01556.html)
 but that namespace seems to be just related to geometry. I found 
osgFX::MultiTextureControl 
(http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00429.html),
 which can control which textures are active and how to blend them, but doesnt 
support animating. 

So to animate between textures should I create a callback to update the texture 
control (like the rotate example in the manual)? Or is there a better approach? 

Thank you.
Julia

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