Re: [osg-users] [osgPlugins] OpenFlight-Plugin - How to store individual object in seperate geode?

2009-04-07 Thread Bulkhead
Hi Brede,

Thanks very much for the info. Yup, with osgconv, I managed to compare the 
source flt database and the coverted osg format. Seems like the objects are 
already merged in the flt database. So I guess I have to find a way to modify 
the source before loading it to osg  [Wink] 

Once again, thanks for your help.

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Re: [osg-users] Skybox example problem

2009-04-07 Thread Großer Martin
Hello,

ok, it seems that nobody has an idea. Maybe is the problem the range of
values?

Cheers, Martin

Am Montag, den 06.04.2009, 10:30 +0200 schrieb Martin Großer:
 Hello all,
 
 I compiled the skybox example. And I try to load a big scene. Now I have 
 artefacts in the skybox. I can see the environment sphere. I try a smaller 
 scene and zoom out. I get the same result. When I change the following line 
 from ...
 
 clearNode-setRequiresClear(false);
 
 ... in ...
 
 clearNode-setRequiresClear(true);
 
 ... then the environment sphere go missing and I see the clear color.
 
 Is the problem the distance of the far clipping plane? And I think the 
 environment sphere is translate with the eye position?
 
 
 Cheers, Martin

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Re: [osg-users] problem in picking operation

2009-04-07 Thread Msrsas
Thanks all for your replies.

In first part of my problem i was just trying to printout the statement. if i 
am not loading any file using readnodefile then i get the output using 
std::cout . The code is as follows. (i have commented the printout statement as 
it gives me error)

#include stdafx.h
#include osg/Node
#include osg/Group
#include osgViewer/Viewer
#include osgGA/TrackballManipulator
#include osg/PositionAttitudeTransform
#include osgDB/ReadFile 

#include iostream


int _tmain(int argc, _TCHAR* argv[])
{
osg::Node* tankNode = NULL;
osg::Group* root = NULL;
osg::Vec3 tankPosit; 
osg::PositionAttitudeTransform* tankXform;

tankNode = osgDB::readNodeFile(tank.3DS);
if (!tankNode)
{
//std::cout  tankmodel not loaded  std::endl ;
}
root = new osg::Group();
tankXform = new osg::PositionAttitudeTransform();

root-addChild(tankXform);
tankXform-addChild(tankNode);

tankPosit.set(5,0,0);
tankXform-setPosition( tankPosit ); 

osgViewer::Viewer viewer;

viewer.setSceneData( root );

return viewer.run();

}

For the second part of my problems I havn't change any code in QSG example 
which i have downloaded from osg site (see attached file). In fact it is 
showing me the output but problem arises only when i try to click on the 'cow' 
model. In this example also i have commented osg::notify statements as they 
give me error.

Thanks,
Vikas

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//
 // OpenSceneGraph Quick Start Guide
 // http://www.lulu.com/content/767629
 // 
http://www.openscenegraph.com/osgwiki/pmwiki.php/Documentation/QuickStartGuide
 //
 
 // Picking Example, Using the osgUtil Intersection classes and osgGA NodeKit
 
 // Code derived from an OSG example. Original comment block follows.
 
 // C++ source file - (C) 2003 Robert Osfield, released under the OSGPL.
 //
 // Simple example of use of osgViewer::GraphicsWindow + SimpleViewer
 // example that provides the user with control over view position with basic 
picking.
#include stdafx.h
 #include osgDB/ReadFile
 #include osgViewer/Viewer
 #include osgUtil/PolytopeIntersector
 #include osg/Camera
 #include osg/NodeCallback
 #include osg/Group
 #include osg/MatrixTransform
 #include iostream
 //#include osg/Notify
 
 
 osg::ref_ptrosg::Node _selectedNode;
 
 // Derive a class from NodeCallback to manipulate a
 //   MatrixTransform object's matrix.
 class RotateCB : public osg::NodeCallback
 {
 public:
 RotateCB() : _angle( 0. ) {}
 
 virtual void operator()( osg::Node* node,
 osg::NodeVisitor* nv )
 {
 // Normally, check to make sure we have an update
 //   visitor, not necessary in this simple example.
 osg::MatrixTransform* mt =
 dynamic_castosg::MatrixTransform*( node );
 osg::Matrix m;
 m.makeRotate( _angle, osg::Vec3( 0., 0., 1. ) );
 mt-setMatrix( m );
 
 // Increment the angle for the next from.
 _angle += 0.01;
 
 // Continue traversing so that OSG can process
 //   any other nodes with callbacks.
 traverse( node, nv );
 }
 
 protected:
 double _angle;
 };
 
 // Create the scene graph. This is a Group root node with two
 //   MatrixTransform children, which multiply parent a single
 //   Geode loaded from the cow.osg model file.
 osg::ref_ptrosg::Node
 createScene()
 {
 // Load the cow model.
 osg::ref_ptrosg::Node cow = osgDB::readNodeFile( cow.osg );
 if (!cow.valid())
 {
   //  osg::notify( osg::FATAL )  Unable to load data file. Exiting.  
std::endl;
 return NULL;
 }
 // Data variance is STATIC because we won't modify it.
 cow-setDataVariance( osg::Object::STATIC );
 
 // Create a MatrixTransform to display the cow on the left.
 osg::ref_ptrosg::MatrixTransform mtLeft = new osg::MatrixTransform;
 mtLeft-setName( Left Cow );
 mtLeft-setDataVariance( osg::Object::STATIC );
 osg::Matrix m;
 m.makeTranslate( -6.f, 0.f, 0.f );
 mtLeft-setMatrix( m );
 
 osg::ref_ptrosg::MatrixTransform mt =
 new osg::MatrixTransform;
 mt-setName( Left Rotation );
 mt-setDataVariance( osg::Object::STATIC );
 m.makeIdentity();
 mt-setMatrix( m );
 
 mtLeft-addChild( mt.get() );
 mt-addChild( cow.get() );
 
 // Create a MatrixTransform to display the cow on the right.
 osg::ref_ptrosg::MatrixTransform mtRight =
 new osg::MatrixTransform;
 mtRight-setName( Right Cow );
 mtRight-setDataVariance( osg::Object::STATIC );
 m.makeTranslate( 6.f, 0.f, 0.f );
 mtRight-setMatrix( m );
 
 mt = new osg::MatrixTransform;
 mt-setName( Right Rotation );
 mt-setDataVariance( osg::Object::STATIC );
 m.makeIdentity();
 mt-setMatrix( m );
 
 mtRight-addChild( mt.get() );
 mt-addChild( cow.get() );
 
 // Create the 

Re: [osg-users] start/stop viewer

2009-04-07 Thread Robert Osfield
Hi Bob,

I'm not familiar with the MFC so can't comment on threading issues that I
know nothing about.  I don't use Windows at all so can't answer specific,
the best I can do is roughly point you in the direction that I think might
be appropriate.  Others in the community will have to help out with Windows
specifics.

As for camera animations, the is a camera manipulator issue, you could
either have your own custom camera manipulator or just set the camera's view
matrix yourself.

As osgPPU, we'll you need to start another thread for another topic.

Robert.

On Mon, Apr 6, 2009 at 8:51 PM, Bob Youmans byoum...@knology.net wrote:

  Thanks for the very helpful guidance you provide…



 In the MFC example, I think the .run() method is already replaced by this:



 **//viewer-run();

 **while(!viewer-done())

 *{*

 *osg-PreFrameUpdate();*

 *viewer-frame();*

 *osg-PostFrameUpdate();*

 }

 I understand your suggestion about the details in the frame() call.  Here’s
 more detail about my intended use:



 For example, I want the user to be able to spin the model and look at it,
 but then click a start button and then (ignoring the user inputs)
 systematically traverse an axis between some values, and/or viewing angles,
 and then when finished, let the user look at it again (with the rendering
 details changed (color transparency, other textures, etc.).



 I was thinking I could stop the normal viewer threading that responds to
 user input and then drive it myself from another function.When finished I
 would restart the viewer to respond to user input.  There’s probably a
 better way…



 Would I be better off using update traversals, animation stuff, or some
 other osg design I haven’t learned yet?



 How about osgPPU? What do you think of it?



 Thanks,

 bob



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Robert Osfield
 *Sent:* Monday, April 06, 2009 2:37 PM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] start/stop viewer



 Hi Bob,

 The viewer only renders a frame when you call viewer.frame().  If you are
 calling the convenience function viewer.run() then just replace this run
 call with the constuent parts of Viewer::run() i.e.

 while(!viewer.done())
 {
viewer.advance();
viewer.eventTraversal();
viewer.updateTraversal();
viewer.renderingTraversals();
 }

 Robert.

 On Mon, Apr 6, 2009 at 6:56 PM, Bob Youmans byoum...@knology.net wrote:

 Hello osg-list,



 I’d like to find the best way to adapt osg::viewer to control its
 rendering:  in one case I want the usual case where viewer-run is doing its
 thing at 60 fps.  But, then, I have other GUI windows (MFC-based) and I want
 to stop the viewer, and then render a single frame, all using the same
 geometry.  What’s the best approach for such a design?  Can I (using the
 examples for MFC) call viewer-stopThreads and then “manually” render a
 single frame, and then call  run, startThreads, etc. subsequently, and
 repeat this as often as I like?



 Thanks,

 Bob


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Re: [osg-users] VPB texture disappear

2009-04-07 Thread Robert Osfield
On Tue, Apr 7, 2009 at 5:08 AM, Paul Martz pma...@skew-matrix.com wrote:

  Thanks. I'll give that a try.

 If NPOT is the issue, then apparently VPB requires NPOT support at DB build
 time, not just at run time. I found that creating the same DB on my
 Windows laptop with Quadro 1500M works great.


I didn't the non power of two support was on by default...

If it is turned on for the build then the texture compression operation will
require non power of two support on the VPB build machine.

Robert.
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Re: [osg-users] Skybox example problem

2009-04-07 Thread Robert Osfield
2009/4/7 Großer Martin grosser.mar...@gmx.de

 Hello,

 ok, it seems that nobody has an idea. Maybe is the problem the range of
 values?


Perhaps the problem is that no-one knows what skybox example you are talking
about...

Robert.
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Re: [osg-users] osg::Manipulator::CommandManager DraggerSelectionMap

2009-04-07 Thread Charbit Romain
Any Idea about that? Did I miss the reason why there is no function to return 
this map?

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[osg-users] Camera Manipulator

2009-04-07 Thread ami guru
Hello forum,


I am going through the example osgimpostor to get the idea of how the
quaternion camera is implemented there.

The camera manipulator has been derived from the MatrixManipulator class and
one of the function that has been over-ridden is


setNode();


I would like to find out when that particular function is called and who is
calling that. I am definite that it is called, but could not find out
who is calling that(some function in another class probably ).


Any hint to find that out?


Regards
Sajjad
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Re: [osg-users] Skybox example problem

2009-04-07 Thread Martins Innus
If its the vertex program example, I had the same issue when using it 
with a large scene.  The skybox would disappear as you zoomed out.  If I 
increased the size of the Shape Drawable Sphere that the skybox was 
mapped to, everything worked fine, so it seems like it was being clipped 
by the near plane.  Going to size 100 worked fine and didn't seem to 
cause any other problems.


I don't think its a bug, just something to look out for.

Martins

Robert Osfield wrote:
2009/4/7 Großer Martin grosser.mar...@gmx.de 
mailto:grosser.mar...@gmx.de


Hello,

ok, it seems that nobody has an idea. Maybe is the problem the range of
values?


Perhaps the problem is that no-one knows what skybox example you are 
talking about...


Robert.




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[osg-users] How to attach DEM/Texure/OSG Model to an earth model created by VPB?

2009-04-07 Thread 谢明鸿
I have created an earth model with VPB ( an ellipsoid with earth texture) by 
the instruction post in 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem. 
(osgdem --bluemarble-west -t land_shallow_topo_west.tif --bluemarble-east -t 
land_shallow_topo_east.tif -l 8 -o earth.ive -a earth.osga) 

I want to add a ground station model(e.g, School.osg) to the earth model( 
earth.osga) at specific position(e.g., Lon/Lat - 37.33/33.2), and I want to 
post the dem and texure of the region in which a osg model(school.osg) is 
positioned.

Let's assume the dem and texture have proper projection infomation, which means 
the dem file and texure img file have geo-info(e.g., GeoTiff Format Files). How 
can I post them(plane object) to an ellipsoid model(earth.osga) at specific 
position??

thanks.

2009-04-07 



Minghong  Xie
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Re: [osg-users] Camera Manipulator

2009-04-07 Thread Alberto Luaces
Hi, Sajjad

El Martes 07 Abril 2009ES 10:57:01 ami guru escribió:
 Hello forum,


 I am going through the example osgimpostor to get the idea of how the
 quaternion camera is implemented there.

 The camera manipulator has been derived from the MatrixManipulator class
 and one of the function that has been over-ridden is


 setNode();


 I would like to find out when that particular function is called and who is
 calling that. I am definite that it is called, but could not find out
 who is calling that(some function in another class probably ).


 Any hint to find that out?

Yes. You must run the program in the debugger, then set a breakpoint on that 
overriden setNode(). When the debugger stops, you can inspect the calling 
stack to see which function called that.

Alberto
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Re: [osg-users] How to attach DEM/Texure/OSG Model to an earth model created by VPB?

2009-04-07 Thread Robert Osfield
Hi Minghong,

Just add to the your existing osgdem command line the imagery using the -t
image.tif for the texture, and -d heightfiel.tif to pass in the DEM and then
rebuild the database.  You'll need to add your 3D model yourself to the
final model.

Robert.

2009/4/7 谢明鸿 minghong...@163.com

  I have created an earth model with VPB ( an ellipsoid with earth texture)
 by the instruction post in
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.
 (osgdem --bluemarble-west -t land_shallow_topo_west.tif --bluemarble-east -t 
 land_shallow_topo_east.tif -l 8 -o earth.ive -a earth.osga)


 I want to add a ground station model(e.g, School.osg) to the earth model(
 earth.osga) at specific position(e.g., Lon/Lat - 37.33/33.2), and I want to
 post the dem and texure of the region in which a osg model(school.osg) is
 positioned.

 Let's assume the dem and texture have proper projection infomation, which
 means the dem file and texure img file have geo-info(e.g., GeoTiff Format
 Files). How can I post them(plane object) to an ellipsoid model(earth.osga)
 at specific position??

 thanks.

 2009-04-07
 --
 Minghong  Xie

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Re: [osg-users] start/stop viewer

2009-04-07 Thread Thibault Genessay
Hi Bob

I have used such a design in wxWidgets. I guess you could adopt the
same strategy for MFC.

I have an instance of osgViewer::CompositeViewer in a global
singleton. When I need a 3D view:
- I create a canvas (in your case, an MFC window that derives from or
has a osg::GraphicsContext).
- I also create a specialized osgViewer::View and I bind this view to
the viewer (through CompositeViewer::addView() and
View::getCamera()-setGraphicsContext()).
- Then I add the scene to the view.

Now each time the application requests a redraw of the window (i.e. in
the WM_PAINT handler), I call CompositeViewer::frame(). This renders a
single, static frame and displays it in the window. When I want to
refresh the content, I call wxWindow::Refresh() which in turns calls
back the CompositeViewer::frame() method. In MFC, you'll do something
like
win-InvalidateRect(NULL,FALSE); // invalidate the entire window
win-UpdateWindow(); // redraw now

To handle continuous updates and redraw requests from within the scene
graph, you should override the osgViewer::View's methods:
void requestRedraw();
void requestContinuousUpdate(bool needed=true);
void requestWarpPointer(float x,float y);

requestRedraw() will typically call the refresh code above
requestContinuousUpdate() can set up a timer which fires at regular
intervals (or an idle time handler) and call the refresh code
continuously
I do not use requestWarpPointer().

This way, when the user throws the model with the
osgGA::TrackballManipulator, your scene will be rendered continuously
- the user will still be able to manipulate the GUI. When the user
stops the model, rendering stops as well.

About threading: I could not manage to get my app to work properly in
non SingleThreaded models, so I never have to call
{start/stop}Threading(). I don't know if it makes sense to use other
threading models with a static application anyway.

Hope this helps

Thibault


On Mon, Apr 6, 2009 at 9:51 PM, Bob Youmans byoum...@knology.net wrote:
 Thanks for the very helpful guidance you provide…



 In the MFC example, I think the .run() method is already replaced by this:



     //viewer-run();

     while(!viewer-done())

     {

     osg-PreFrameUpdate();

     viewer-frame();

     osg-PostFrameUpdate();

 }

 I understand your suggestion about the details in the frame() call.  Here’s
 more detail about my intended use:



 For example, I want the user to be able to spin the model and look at it,
 but then click a start button and then (ignoring the user inputs)
 systematically traverse an axis between some values, and/or viewing angles,
 and then when finished, let the user look at it again (with the rendering
 details changed (color transparency, other textures, etc.).



 I was thinking I could stop the normal viewer threading that responds to
 user input and then drive it myself from another function.When finished I
 would restart the viewer to respond to user input.  There’s probably a
 better way…



 Would I be better off using update traversals, animation stuff, or some
 other osg design I haven’t learned yet?



 How about osgPPU? What do you think of it?



 Thanks,

 bob



 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: Monday, April 06, 2009 2:37 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] start/stop viewer



 Hi Bob,

 The viewer only renders a frame when you call viewer.frame().  If you are
 calling the convenience function viewer.run() then just replace this run
 call with the constuent parts of Viewer::run() i.e.

 while(!viewer.done())
 {
    viewer.advance();
    viewer.eventTraversal();
    viewer.updateTraversal();
    viewer.renderingTraversals();
 }

 Robert.

 On Mon, Apr 6, 2009 at 6:56 PM, Bob Youmans byoum...@knology.net wrote:

 Hello osg-list,



 I’d like to find the best way to adapt osg::viewer to control its
 rendering:  in one case I want the usual case where viewer-run is doing its
 thing at 60 fps.  But, then, I have other GUI windows (MFC-based) and I want
 to stop the viewer, and then render a single frame, all using the same
 geometry.  What’s the best approach for such a design?  Can I (using the
 examples for MFC) call viewer-stopThreads and then “manually” render a
 single frame, and then call  run, startThreads, etc. subsequently, and
 repeat this as often as I like?



 Thanks,

 Bob

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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-07 Thread Sukender
Hi Art and all,

I was asking to myself: and what if an university open its doors for us? That 
would be free, of course. The counterpart would be that we (as OSG users) may 
allow students to enter the conference, and maybe we should prepare something 
about OSG for them.
What about that idea?

(If you ask: yes, I'm thinking about one university in particular).

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


Le Fri, 03 Apr 2009 14:07:48 +0200, Art Tevs arti_t...@yahoo.de a écrit:

 Hello, dear osg-users,

 so the vote is over and we have the winner city - with 8 votes of 27 Paris 
 won the race. OK, we now know a city where we would like to have next osg 
 users meeting/conference.

 Venue:
 I would like to ask users, who are living in Paris, if they know some nice 
 venue. I think the place for the meeting should have:
  - at least 20 seats (I hope there will be enough interested to fill the room)
  - beamer
  - wideband internet access (at least DSL connection)
  - some nice bar in the near (for the off-meeting activities :-) )
  - very cheap or for free (maybe we should organize some kind of anonymous 
 donation per paypal, as soon as we know the price, to finance the event)

 Date:
 I propose 04.07, so in almost exactly three months (saturday). Of course we 
 could also take some other date (25.07?) in the end of the summer time, if 
 you like it. Just make your proposals. Maybe 01.08, or 05.09?

 Program:
 I think users could prepare presentatios about their projects using osg, if 
 they want. These could be NodeKits, Simulation Software, Plugins, Games, 
 Research Projects, etc. Just if you thing this is a nice thing to show, then 
 do it. I would then organize a small website (wiki page, forum page), where 
 you can register for the meeting/conference, so that you get your 
 presentation slot. All the presentations will then be put online to be 
 accessable for the public.
 So you can use this event to advertise your work and your self!

 Financing:
 As I said before, the event should be for free. Of course there will be some 
 costs (i.e. food/beverages, conference room fee, etc). I think the best way 
 to finance it is to setup small donation box during the conference, where 
 participants could donate anonymously the amount of money they would like. 
 Completly anonymous, so that nobody should feel he has to. Additionaly or 
 instead of that there could be a donation per paypal on the wiki or on the 
 forum page, also anonymously. All the costs will be presented on the donation 
 page as also the amount of donation done so far.
 I think this is the best way for everyone, what do you think?


 Video stream:
 As discussed before it would be cool to provide some kind of video stream 
 outside of the conference. Users watching this could use the chat system as a 
 discussion board. Maybe we could even organize some kind of voice/video 
 stream to the conference room, so that user which would like to ask a 
 question could do this. I would try to solve this technical questions with 
 the possibilities I have, so that we get a working video conference 
 environment.


 So guys and girls, I require now your feedback/thoughts on this.

 Best regards,
 Art

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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-07 Thread Art Tevs
Hi Sukender,

of course this would be also great. Universities have good possibilities for 
hosting a conference. And even more, this would be a nice opportunity to show 
OSG to young public :) 
I would like to hear what Robert do think about it. 

However if we decide to make just a user meeting, then university would be to 
much, I think. So it depends on if there is enough interested people to give 
some talks about OSG and products using it. Maybe Robert would be also very 
interested in that?

Which university you was thinking about? Does it has a computer graphics lab?

cheers,
art

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Re: [osg-users] VPB texture disappear

2009-04-07 Thread Jean-Sébastien Guay

Hi Paul,

If NPOT is the issue, then apparently VPB requires NPOT support at DB 
build time, not just at run time. I found that creating the same DB on 
my Windows laptop with Quadro 1500M works great.


Well, that would make sense since OpenGL operations are used (within an 
OpenGL context) when resizing and compressing the textures. But what 
video card do you have that doesn't support NPOT? I would think that's a 
rarity nowadays...


J-S
--
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Re: [osg-users] Camera Manipulator

2009-04-07 Thread Jean-Sébastien Guay

Hello Sajjad,

I would like to find out when that particular function is called and who 
is calling that. I am definite that it is called, but could not find out

who is calling that(some function in another class probably ).


Basic debugging technique: Run the code in the debugger, put a 
breakpoint in the method and when the breakpoint is hit, check the call 
stack.


Couldn't be simpler :-)

J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-07 Thread Cedric Pinson
Hi all,
I would be happy to talk about osgAnimation and how i started it

Cedric
Art Tevs wrote:
 Hi Sukender,

 of course this would be also great. Universities have good possibilities for 
 hosting a conference. And even more, this would be a nice opportunity to show 
 OSG to young public :) 
 I would like to hear what Robert do think about it. 

 However if we decide to make just a user meeting, then university would be to 
 much, I think. So it depends on if there is enough interested people to give 
 some talks about OSG and products using it. Maybe Robert would be also very 
 interested in that?

 Which university you was thinking about? Does it has a computer graphics lab?

 cheers,
 art

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 http://forum.openscenegraph.org/viewtopic.php?p=9836#9836





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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-07 Thread Robert Osfield
Hi All,

On Tue, Apr 7, 2009 at 2:00 PM, Art Tevs arti_t...@yahoo.de wrote:

 of course this would be also great. Universities have good possibilities
 for hosting a conference. And even more, this would be a nice opportunity to
 show OSG to young public :)
 I would like to hear what Robert do think about it.

 However if we decide to make just a user meeting, then university would be
 to much, I think. So it depends on if there is enough interested people to
 give some talks about OSG and products using it. Maybe Robert would be also
 very interested in that?

 Which university you was thinking about? Does it has a computer graphics
 lab?


I did wonder about the possibility having professional training course that
those attending training would effectively pay for the instructors
travel/accommodation and the venue, then make the last day an open day/user
meeting that anyone could turn up at and we could have presentations from
the likes of Art, Sukender, Cedric ;-)

Organizing such a course would take more work, and might mean that a uni
venue would be out of the question.  If we did have a big enough course then
might be able entice others from across the pond across to give some
training :-)

Robert.
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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-07 Thread Serge Lages
Hi all,

About the place, it will more difficult for us to host the event like the
previous time. We're moving from the center of Paris to a less centered
place (and it's a lot more difficult to access :/).

But it can still be an option if we don't find anything else.
Cheers,

On Tue, Apr 7, 2009 at 3:32 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi All,

 On Tue, Apr 7, 2009 at 2:00 PM, Art Tevs arti_t...@yahoo.de wrote:

 of course this would be also great. Universities have good possibilities
 for hosting a conference. And even more, this would be a nice opportunity to
 show OSG to young public :)
 I would like to hear what Robert do think about it.

 However if we decide to make just a user meeting, then university would be
 to much, I think. So it depends on if there is enough interested people to
 give some talks about OSG and products using it. Maybe Robert would be also
 very interested in that?

 Which university you was thinking about? Does it has a computer graphics
 lab?


 I did wonder about the possibility having professional training course that
 those attending training would effectively pay for the instructors
 travel/accommodation and the venue, then make the last day an open day/user
 meeting that anyone could turn up at and we could have presentations from
 the likes of Art, Sukender, Cedric ;-)

 Organizing such a course would take more work, and might mean that a uni
 venue would be out of the question.  If we did have a big enough course then
 might be able entice others from across the pond across to give some
 training :-)

 Robert.


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Re: [osg-users] How to attach DEM/Texure/OSG Model to an earth model created by VPB?

2009-04-07 Thread minghongxie
Hi Robert,
 
Thanks for your suggestion, but maybe I misleaded you to the wrong way. 
Please let me re-organize my problems again.
I have built the earth model ( earth.osga ), the region model ( e.g. 
Beijing.osga, which created by osgdem with img file and dem file), and the 
object models (e.g. car.osg, plane.osg, ...). I want to load the three kinds of 
models in one viewer, and locate the Beijing.osga and car.osg, plane.osg, etc. 
in specifically position of the earth model (earth.osga) with Lon/Lat/Height 
coordinate. How can I do it?
 
thanks. 
 
Minghong
 
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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-04-07 Thread Sukender
Le Tue, 07 Apr 2009 15:32:10 +0200, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 Hi All,

 On Tue, Apr 7, 2009 at 2:00 PM, Art Tevs arti_t...@yahoo.de wrote:

 of course this would be also great. Universities have good possibilities
 for hosting a conference. And even more, this would be a nice opportunity to
 show OSG to young public :)
 I would like to hear what Robert do think about it.

 However if we decide to make just a user meeting, then university would be
 to much, I think. So it depends on if there is enough interested people to
 give some talks about OSG and products using it. Maybe Robert would be also
 very interested in that?

 Which university you was thinking about? Does it has a computer graphics
 lab?


 I did wonder about the possibility having professional training course that
 those attending training would effectively pay for the instructors
 travel/accommodation and the venue, then make the last day an open day/user
 meeting that anyone could turn up at and we could have presentations from
 the likes of Art, Sukender, Cedric ;-)

 Organizing such a course would take more work, and might mean that a uni
 venue would be out of the question.  If we did have a big enough course then
 might be able entice others from across the pond across to give some
 training :-)

 Robert.
 


Hi all,

Hmmm okay, so many people = university. Doesn't seem to be the case, or is it?
To Art: I did't ask anything yet, so is only an idea, nohing more. And there is 
a computer science research group with a few people specialized in 
simulation/graphics/etc.

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


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Re: [osg-users] How to attach DEM/Texure/OSG Model to an earth model created by VPB?

2009-04-07 Thread Robert Osfield
HI Minghong,

2009/4/7 minghongxie minghong...@163.com

 Hi Robert,

 Thanks for your suggestion, but maybe I misleaded you to the wrong way.
 Please let me re-organize my problems again.
 I have built the earth model ( earth.osga ), the region model ( e.g.
 Beijing.osga, which created by osgdem with img file and dem file), and the
 object models (e.g. car.osg, plane.osg, ...). I want to load the three kinds
 of models in one viewer, and locate the Beijing.osga and car.osg, plane.osg,
 etc. in specifically position of the earth model (earth.osga) with
 Lon/Lat/Height coordinate. How can I do it?


Positioning objects into the scene would simply be done with an
osg::MatrixTransform or an osg::PositionAtttitudeTransform, it's just then a
case of mapping the lat's and longs to the ECEF coords that the world model
will be in.  The osg::ElliposoidModel, attached to the CoordianteSystemNode
decorating the earth model, has methods for going from lat/long,height to
XYZ, and also can provide the local normals.

Robert.
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Re: [osg-users] VPB texture disappear

2009-04-07 Thread Paul Martz
Interesting... Neither osgdem nor vpbmaster show a --pot command line
option in their help output, but neither of them complain if --pot is
present on their command lines. The cache file output from osgdem doesn't
appear to be different with or without --pot, which makes me think this
must be a vpbmaster option.
 
Just to be safe, I put --pot on both the osgdem and vpbmaster command
lines, and I still get the same results. So this isn't the cause of the
issue. Any other suggestions?
 
Robert, I'm not specifying the --compressed option when I build the DB, so
I don't think I need support for compressed NPOT textures. (I'm assuming
compression is off by default, as there doesn't appear to be a
--no-compression option.)
 
JS -- This is a MacPro with GeForce 8800. It supports
GL_ARB_non_power_of_two.
 
Nonetheless, there is something about the MacPro/GF8800 that is causing the
issue at build time: When I view the DB built on the Mac on either my
Windows or Mac system, the issue is present. When I build the same DB using
the same source data on Windows, the issue is not present.
 
(Ideally I'd like to use my Mac; building VPB DBs is one of the main reasons
I bought this system. It builds the DB some 20x faster than my old clunker
Windows system.)
 
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 Jason
Beverage
Sent: Monday, April 06, 2009 7:41 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB texture disappear


Hey Paul,

I've seen this issue before with non power of two textures not being
supported in some situations.  VPB tries to use npot textures at the lowest
level of detail to most closely match the resolution of the source imagery.
Try generating your DB using --pot and see what happens, I bet it works.

Thanks,

Jason


On Mon, Apr 6, 2009 at 9:37 PM, Paul Martz pma...@skew-matrix.com wrote:


Same issue viewing the DB on a Windows box, so apparently not a driver
issue.
 
I'll try building the DB on Windows. This might take a while; it's not a hot
box like my MacPro...
 
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 Paul Martz
Sent: Monday, April 06, 2009 7:30 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] VPB texture disappear


Hi Robert -- I'm seeing an issue where, as the viewpoint approaches the
terrain, textures surrounding a high-res inset disappear. This is with very
current VPB and OSG running on Mac OS X with a GeForce 8800 card.
 
ss0.jpg shows the scene just before the issue occurs. As I move the
viewpoint forward (closer to the terrain), I see the image in ss1.jpg. I
also get several instances of the following error in the console:
  Warning: detected OpenGL error 'invalid enumerant' after
RenderBin::draw(,)
There is strong correlation between this error and the appearance of
segments of the database rendered with a missing texture image.
 
I've attached the mkdb.sh script I used to generate the database.
 
Do you have any hints on what might be going on here? This is not the first
time I've seen this issue, so I don't think it's new.
 
I've tried changing the value of OSG_DATABASE_PAGER_DRAWABLE but this has no
effect on the issue.
 
I'll try rendering the DB on a Windows box and see if I get the same
results.
 
Thanks for any help.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

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[osg-users] Fwd: Camera Manipulator

2009-04-07 Thread ami guru
Thanks Jean, Alberto,


It did help.

I have some new issue related to the camera manipulator.

If you have tried the osgimpostor example you will notice that the camera
rotate against Z axis when we click the left mouse
and drag it left to right or vice versa.

I want to rotate the camera against X axis when the mouse is draged
vertically -  means against the X - axis. with very same left mouse click.
Do i have to create another osg::Quat variable for that or use the existing
one ?


Any suggestion on that .



Sajjad



-- Forwarded message --
From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Date: Tue, Apr 7, 2009 at 3:07 PM
Subject: Re: [osg-users] Camera Manipulator
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org


Hello Sajjad,

 I would like to find out when that particular function is called and who is
 calling that. I am definite that it is called, but could not find out
 who is calling that(some function in another class probably ).


Basic debugging technique: Run the code in the debugger, put a breakpoint in
the method and when the breakpoint is hit, check the call stack.

Couldn't be simpler :-)

J-S
-- 
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
  http://www.cm-labs.com/
   http://whitestar02.webhop.org/

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Re: [osg-users] VPB texture disappear

2009-04-07 Thread Paul Martz
OK, maybe I wasn't as current as I thought I was. I updated OSG and VPB and
the issue is now gone.
 
I still don't see --pot listed as a command line option, however...
 
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 Paul Martz
Sent: Tuesday, April 07, 2009 8:58 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] VPB texture disappear


Interesting... Neither osgdem nor vpbmaster show a --pot command line
option in their help output, but neither of them complain if --pot is
present on their command lines. The cache file output from osgdem doesn't
appear to be different with or without --pot, which makes me think this
must be a vpbmaster option.
 
Just to be safe, I put --pot on both the osgdem and vpbmaster command
lines, and I still get the same results. So this isn't the cause of the
issue. Any other suggestions?
 
Robert, I'm not specifying the --compressed option when I build the DB, so
I don't think I need support for compressed NPOT textures. (I'm assuming
compression is off by default, as there doesn't appear to be a
--no-compression option.)
 
JS -- This is a MacPro with GeForce 8800. It supports
GL_ARB_non_power_of_two.
 
Nonetheless, there is something about the MacPro/GF8800 that is causing the
issue at build time: When I view the DB built on the Mac on either my
Windows or Mac system, the issue is present. When I build the same DB using
the same source data on Windows, the issue is not present.
 
(Ideally I'd like to use my Mac; building VPB DBs is one of the main reasons
I bought this system. It builds the DB some 20x faster than my old clunker
Windows system.)
 
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 Jason
Beverage
Sent: Monday, April 06, 2009 7:41 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB texture disappear


Hey Paul,

I've seen this issue before with non power of two textures not being
supported in some situations.  VPB tries to use npot textures at the lowest
level of detail to most closely match the resolution of the source imagery.
Try generating your DB using --pot and see what happens, I bet it works.

Thanks,

Jason


On Mon, Apr 6, 2009 at 9:37 PM, Paul Martz pma...@skew-matrix.com wrote:


Same issue viewing the DB on a Windows box, so apparently not a driver
issue.
 
I'll try building the DB on Windows. This might take a while; it's not a hot
box like my MacPro...
 
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 Paul Martz
Sent: Monday, April 06, 2009 7:30 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] VPB texture disappear


Hi Robert -- I'm seeing an issue where, as the viewpoint approaches the
terrain, textures surrounding a high-res inset disappear. This is with very
current VPB and OSG running on Mac OS X with a GeForce 8800 card.
 
ss0.jpg shows the scene just before the issue occurs. As I move the
viewpoint forward (closer to the terrain), I see the image in ss1.jpg. I
also get several instances of the following error in the console:
  Warning: detected OpenGL error 'invalid enumerant' after
RenderBin::draw(,)
There is strong correlation between this error and the appearance of
segments of the database rendered with a missing texture image.
 
I've attached the mkdb.sh script I used to generate the database.
 
Do you have any hints on what might be going on here? This is not the first
time I've seen this issue, so I don't think it's new.
 
I've tried changing the value of OSG_DATABASE_PAGER_DRAWABLE but this has no
effect on the issue.
 
I'll try rendering the DB on a Windows box and see if I get the same
results.
 
Thanks for any help.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

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Re: [osg-users] VPB texture disappear

2009-04-07 Thread Robert Osfield
Hi Paul,

On Tue, Apr 7, 2009 at 3:58 PM, Paul Martz pma...@skew-matrix.com wrote:

  Interesting... Neither osgdem nor vpbmaster show a --pot command line
 option in their help output, but neither of them complain if --pot is
 present on their command lines. The cache file output from osgdem doesn't
 appear to be different with or without --pot, which makes me think this
 must be a vpbmaster option.


The non power of two support is pretty new.  I've just checked the build
options and it's set to round to a power of two by default - which is how it
originally worked.  This is for controlling whether the output imagery is
clamped to a power of two, Using -npot enables the use of non power of two
output imagery.


 Just to be safe, I put --pot on both the osgdem and vpbmaster command
 lines, and I still get the same results. So this isn't the cause of the
 issue. Any other suggestions?


Given that --pot is default then it's unlikely to make a difference, and
suggest that this isn't the issue at hand.


 Robert, I'm not specifying the --compressed option when I build the DB,
 so I don't think I need support for compressed NPOT textures. (I'm assuming
 compression is off by default, as there doesn't appear to be a
 --no-compression option.)


compression is on by default as the results in the best paging performance.
Trying using --RGB to select convetional rgb output.



 JS -- This is a MacPro with GeForce 8800. It supports
 GL_ARB_non_power_of_two.

 Nonetheless, there is something about the MacPro/GF8800 that is causing the
 issue at build time: When I view the DB built on the Mac on either my
 Windows or Mac system, the issue is present. When I build the same DB using
 the same source data on Windows, the issue is not present.


This may well be down to a driver bug.  I vaguely remember issues about read
back of texture objects being faulty under OSX so perhaps this is the the
problem.



  (Ideally I'd like to use my Mac; building VPB DBs is one of the main
 reasons I bought this system. It builds the DB some 20x faster than my old
 clunker Windows system.)


Not using Windows for thread and file system intensive work is sensible for
sure.  But...  NVidia drivers under OSX are a bit flaky, it seems that
NVidia OSX drivers have about the same quality as ATI drivers under Windows
+ Linux.

Try dual booting the machine to linux, at least then you'll know you can
select a decent filesystem and graphics drivers.

Robert.
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Re: [osg-users] VPB texture disappear

2009-04-07 Thread Robert Osfield
On Tue, Apr 7, 2009 at 4:24 PM, Paul Martz pma...@skew-matrix.com wrote:

  OK, maybe I wasn't as current as I thought I was. I updated OSG and VPB
 and the issue is now gone.


Good to hear it's working.


 I still don't see --pot listed as a command line option, however...


I've just added these into the command line options docs.  Another svn
update on VPB will get this :-)

Robert.
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Re: [osg-users] VPB texture disappear

2009-04-07 Thread Paul Martz
Thanks for everyone's help on this.
 
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 Robert
Osfield
Sent: Tuesday, April 07, 2009 9:35 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB texture disappear


On Tue, Apr 7, 2009 at 4:24 PM, Paul Martz pma...@skew-matrix.com wrote:


OK, maybe I wasn't as current as I thought I was. I updated OSG and VPB and
the issue is now gone.


Good to hear it's working. 
 

I still don't see --pot listed as a command line option, however...


I've just added these into the command line options docs.  Another svn
update on VPB will get this :-)

Robert.


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

2009-04-07 Thread Jean-Sébastien Guay

Hi all,

I don't know if anyone was interested in this issue, but after a few 
more back-and-forths with the NVidia developers, we were able to 
determine that the bug is completely fixed. I asked what the cause was, 
and here was their answer:



There was a bug in our driver that had a race condition when an opengl thread 
gets destroyed. It could cause other opengl threads to deadlock. It appears the 
osgviewer.exe application doesn't simply create threads when the 'a' key is 
pressed, but it also destroys threads too. I haven't investigated what the 
threads do exactly, but it would appear each time 'a' is pressed, existing 
threads are completed and new ones (including the extra one) are recreated. 
It's when these threads are completed that the race condition could be hit. 
Also increasing the chances of this problem being hit, is how quickly and how 
many threads are completed at once. For this application, each time 'a' is 
pressed, a larger and larger number of threads are completed, increasing the 
chance of deadlock.

The bug was fixed by resolving the race condition that existed when an opengl 
thread is completed.


That got me thinking about the need for stopThreading() before adding a 
view... They seem to say that we could create a graphics context and 
related graphics thread without stopping existing threads in the viewer. 
Perhaps I'll investigate that in the near future.


I also asked whether the bug was resolved in the Linux drivers, and here 
was the answer:


As for whether or not your issue in Linux was resolved, I can't say for sure because we didn't have immediate access to a system to spend time testing it on, but it should be the same cause, and as such we believe it should be fixed there too. If you find it isn't resolved with the same version numbers the fix was seen in for Windows (182.06 or higher), let us know. 


That would seem to indicate that at least some of their driver code is 
common between platforms, which is interesting in light of the driver 
quality discussions we had lately.


Robert, I don't know how often you can update your graphics drivers, but 
I'd certainly be interested to see if the issue is resolved on your 
Linux machine with the most recent drivers (if  182.06). If you don't 
have the example code that reproduced the deadlock, I can resend it.


Anyways, in our application the issue is indeed gone, so that's good 
news for us.


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

2009-04-07 Thread Robert Osfield
Hi JS,

Thanks for the update, and info about the bug fix from NVidia.  Kudos to
yourself and NVidia for getting this one put to bed.

On Tue, Apr 7, 2009 at 5:41 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Robert, I don't know how often you can update your graphics drivers, but
 I'd certainly be interested to see if the issue is resolved on your Linux
 machine with the most recent drivers (if  182.06). If you don't have the
 example code that reproduced the deadlock, I can resend it.


We'll right now I'm working on ATI graphics card ;-)

A quick check of the Ubunutu repositories suggest that leatest NVidia drive
available is 180.44, this is latest driver up on NVidia's linux web page as
well.

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

2009-04-07 Thread Jean-Sébastien Guay

Hi Robert,


We'll right now I'm working on ATI graphics card ;-)


Booo :-)

I'm sure this is very low on your priority list, but any chance you'll 
get the stats handler's GPU time to show up on ATI cards? :-)


A quick check of the Ubunutu repositories suggest that leatest NVidia 
drive available is 180.44, this is latest driver up on NVidia's linux 
web page as well.


Hmmm, ok so we'll have to wait.

Thanks,

J-S
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[osg-users] array of floats to a shader?

2009-04-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a simple question that perhaps someone can answer.

 

I need to send an array of floats to my vertex shader. My question is, is
there any support in OSG to do this? Looking at the osg::Uniform class, I
don't see any direct support for doing this.

 

Is there anything in OSG that is equivalent to glUniform1fv() in OGL?

 

Thanks,

-Shayne



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

2009-04-07 Thread Robert Osfield
On Tue, Apr 7, 2009 at 6:30 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 We'll right now I'm working on ATI graphics card ;-)


 Booo :-)

 I'm sure this is very low on your priority list, but any chance you'll get
 the stats handler's GPU time to show up on ATI cards? :-)


Does ATI support any GPU query extensions?  The OSG code is not specific to
NVidia.

Robert.
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Re: [osg-users] Extending Node or a Nodekit ?

2009-04-07 Thread Jason Daly

Martin Beckett wrote:

I need the geometry node to contain some extra meta data and an extra value for 
each vertex (a quality filed) there is no change to how the Node is drawn.
I'm looking for the best way to do this:

1, Patch the source  - probably a bad idea!

2, Store the data separately with a pointer to the Geometry node.

3, Derive from Geometry, since OSG only uses pointers to store nodes, 
everything else should work (except I can't save the extra data in an osg file)

4, Write a NodeKit. Is this overkill to just store a few extra fields? I don't want to change how the Node is rendered. 
Are there any samples of how to write a nodekit.?
  


Is the per-vertex data something you can fit in a float or 
Vec2/Vec3/Vec4?  If so, how about just a generic vertex attribute?


The extra meta-data can be attached using the setUserData() method (look 
at osg/Object).  You just have to derive a class from osg::Referenced; 
then you can attach it to any osg::Object.


--J

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Re: [osg-users] Extending Node or a Nodekit ?

2009-04-07 Thread Martin Beckett

Jason Daly wrote:
 
 Is the per-vertex data something you can fit in a float or 
 Vec2/Vec3/Vec4?  If so, how about just a generic vertex attribute?

So I can add any arbitrary arrays to _vertexAttribList without affecting the 
drawables?


 The extra meta-data can be attached using the setUserData() method (look at 
 osg/Object). 

Thanks - I though I had seen a userdata field in the debugger but I couldn't 
find it in any of the Nodes - I forgot about 'Object'

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

2009-04-07 Thread Jean-Sébastien Guay

Hi Robert,

Does ATI support any GPU query extensions?  The OSG code is not specific 
to NVidia.


It seems that it doesn't support those extensions, no (note that I 
haven't looked at it specifically, just relying on the effect which is 
that the GPU time line is missing in the stats handler).


Even if it doesn't support those extensions, I'm sure it must support 
something similar, but perhaps it's a vendor extension. I'd have to look 
into it, but I just thought since you have an ATI card running right now :-)


Don't worry, I wasn't actually asking for anything, just joking, but 
it's certainly the first thing I notice when I run OSG on a machine with 
an ATI card. Hey, there's a line missing in my stats display!


J-S
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Re: [osg-users] array of floats to a shader?

2009-04-07 Thread Jason Daly

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:

I believe I found something...osg::Uniform::setArray(osg::FloatArray
*array)? Hopefully this is correct.

I'm assuming there's something to specify the number of elements?
  


You can use setNumElements() and setElement().  I haven't used 
setArray() before, but I assume that works as well.


--J


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

2009-04-07 Thread Jason Daly

Robert Osfield wrote:
On Tue, Apr 7, 2009 at 6:30 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com 
mailto:jean-sebastien.g...@cm-labs.com wrote:


We'll right now I'm working on ATI graphics card ;-)


Booo :-)

I'm sure this is very low on your priority list, but any chance
you'll get the stats handler's GPU time to show up on ATI cards? :-)


Does ATI support any GPU query extensions?  The OSG code is not 
specific to NVidia.
 


This one looks promising:

AMD_performance_monitor

http://www.opengl.org/registry/specs/AMD/performance_monitor.txt

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Re: [osg-users] Extending Node or a Nodekit ?

2009-04-07 Thread Jean-Sébastien Guay

Hi Martin,


So I can add any arbitrary arrays to _vertexAttribList without affecting the 
drawables?


Yep, and it's even saved in the .osg file :-)

See OpenSceneGraph-Data/glsl_confetti.osg for example, search for Attrib.

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

2009-04-07 Thread Robert Osfield
On Tue, Apr 7, 2009 at 7:16 PM, Jason Daly jd...@ist.ucf.edu wrote:

 This one looks promising:

 AMD_performance_monitor

 http://www.opengl.org/registry/specs/AMD/performance_monitor.txt


Thanks for link.  Does look like it may well do the trick.   I'll have to
dive in fully really know how straight forward it would be.  Don't have the
spare time to do it right now though.

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

2009-04-07 Thread Jean-Sébastien Guay

Hi Robert,

GL_EXT_timer_query  extension is the vendor independent extension, it 
just that AMD has clearly gone a different route.


Well, it's vendor independent but only NVidia implements it. ;-) It 
could as well be an NV extension, no one else supports it (not just 
ATI/AMD, but no one else).


Even if it means supporting other extensions, I think it would be good 
to have complete stats support not only on NVidia cards, but on others 
as well.


Anyways, I don't have time to do anything about it, so it's just wish 
list item for now.


J-S
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[osg-users] Extending Node or a Nodekit ?

2009-04-07 Thread Martin Beckett
I need the geometry node to contain some extra meta data and an extra value for 
each vertex (a quality filed) there is no change to how the Node is drawn.
I'm looking for the best way to do this:

1, Patch the source  - probably a bad idea!

2, Store the data separately with a pointer to the Geometry node.

3, Derive from Geometry, since OSG only uses pointers to store nodes, 
everything else should work (except I can't save the extra data in an osg file)

4, Write a NodeKit. Is this overkill to just store a few extra fields? I don't 
want to change how the Node is rendered. 
Are there any samples of how to write a nodekit.?

Martin

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

2009-04-07 Thread Jean-Sébastien Guay

Hi Robert,

It seems that it doesn't support those extensions, no (note that I 
haven't looked at it specifically, just relying on the effect which is 
that the GPU time line is missing in the stats handler).


GLView tells me that according to its database, only NVidia cards 
(GeForce and Quadro - oh and S3 Chrome but who cares? :-) ) support the 
GL_EXT_timer_query extension.


Perhaps the GPU stats could be implemented with another extension. I'd 
have to go through the extension list to see if there's a vendor 
independent extension that could do the trick. Barring that, perhaps 
Jason's suggestion might work too.


A job for a rainy day, perhaps...

J-S
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Re: [osg-users] osgShadow and model alpha textures

2009-04-07 Thread Bob Holcomb
I forgot to mention that I'm running an Nvidia 8600m and windows XP.

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Re: [osg-users] array of floats to a shader?

2009-04-07 Thread Paul Martz
I haven't used an array Uniform before either. In the past I've used a 1D
float texture. If you get this to work, let us know how it goes.

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 Jason Daly
Sent: Tuesday, April 07, 2009 12:19 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] array of floats to a shader?

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 I believe I found something...osg::Uniform::setArray(osg::FloatArray
 *array)? Hopefully this is correct.

 I'm assuming there's something to specify the number of elements?
   

You can use setNumElements() and setElement().  I haven't used
setArray() before, but I assume that works as well.

--J


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Re: [osg-users] animating textures

2009-04-07 Thread Julia Guo
Hi, thanks very much for the advices.

I now have a basic MultitextureControl example working that fades a single 
texture. 
However I cant seem to activate texture unit 1. The following example only 
shows the texture if I set unit to 0:

Code:
addDrawable(new osg::ShapeDrawable(new osg::Cone()));
texture = new osg::Texture2D;
texture-setImage(osgDB::readImageFile(brick1.TGA));
int unit = 1; // works fine when unit=0 
getOrCreateStateSet()-setTextureAttributeAndModes(unit, texture);


Like lights, is only texture 0 activated by default? Am I missing something to 
activate the texture?




 The other way to do it is use a 3D texture and then vary the r coord.  See 
 the osgtexture3D example for an example of this.
 

hi Robert: is there an advantage to this technique or has it been obsoleted by 
MultitextureControl?


Julia

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