Re: [osg-users] [osgPlugins] OpenFlight-Plugin - How to store individual object in seperate geode?
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9818#9818 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Skybox example problem
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem in picking operation
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9820#9820 // // 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
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 ___ 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] VPB texture disappear
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Skybox example problem
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Manipulator::CommandManager DraggerSelectionMap
Any Idea about that? Did I miss the reason why there is no function to return this map? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9824#9824 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera Manipulator
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Skybox example problem
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. ___ 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 attach DEM/Texure/OSG Model to an earth model created by VPB?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera Manipulator
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to attach DEM/Texure/OSG Model to an earth model created by VPB?
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 ___ 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] start/stop viewer
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 ___ 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
Re: [osg-users] osgInEurope - osg meeting/conference in Paris
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9711#9711 ___ 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] osgInEurope - osg meeting/conference in Paris
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9836#9836 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB texture disappear
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 -- __ 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] Camera Manipulator
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgInEurope - osg meeting/conference in Paris
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9836#9836 ___ 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
Re: [osg-users] osgInEurope - osg meeting/conference in Paris
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgInEurope - osg meeting/conference in Paris
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to attach DEM/Texure/OSG Model to an earth model created by VPB?
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 2009-04-07 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgInEurope - osg meeting/conference in Paris
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to attach DEM/Texure/OSG Model to an earth model created by VPB?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ 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] Fwd: Camera Manipulator
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/ ___ 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 texture disappear
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 ___ 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 texture disappear
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB texture disappear
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer addView threading issue on Windows?
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 -- __ 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] CompositeViewer addView threading issue on Windows?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer addView threading issue on Windows?
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 -- __ 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] array of floats to a shader?
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 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] CompositeViewer addView threading issue on Windows?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extending Node or a Nodekit ?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extending Node or a Nodekit ?
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' -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9866#9866 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer addView threading issue on Windows?
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 -- __ 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] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer addView threading issue on Windows?
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 --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extending Node or a Nodekit ?
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 -- __ 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] CompositeViewer addView threading issue on Windows?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer addView threading issue on Windows?
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 -- __ 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] Extending Node or a Nodekit ?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9864#9864 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer addView threading issue on Windows?
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 -- __ 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] osgShadow and model alpha textures
I forgot to mention that I'm running an Nvidia 8600m and windows XP. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9872#9872 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] array of floats to a shader?
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 ___ 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 textures
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9874#9874 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org