Re: [osg-users] osgShadow and nested RTT-cams

2009-08-09 Thread Felix Heide
no one has an idea ?

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Re: [osg-users] ShaderGen and GL3

2009-08-09 Thread Jean-Sébastien Guay

Hi Paul,

Hi all -- I've finally had a chance to review the ShaderGen code. If I 
understand correctly, this was added as a step towards eventual support 
for OpenGL 3. However, I'm surprised by the OpenGL 2 / GLSL 1.20 nature 
of the shader code, specifically the extensive dependency on built-in 
uniforms and predefined vertex attributes that were deprecated with 
OpenGL 3 / GLSL 1.30 -- even use of ftransform().


Was the author assuming the code would be ported to OpenGL 3 / GLSL 1.30 
in the future? Or was the author assuming that the host would set up 
uniforms and vertex attributes with names identical to the old GLSL 1.20 
uniform and vertex attribute names (that would be a mistake in my 
opinion, as uniforms and vertex attributes starting with gl_ are 
reserved)? Or have a simply misunderstood the point of this code?


Well, I wonder, if the author had used OpenGL 3 functionality, how would 
he have tested the code? OSG currently has no way to create an OpenGL 
3.x context...


It's pretty simple to change uniform names and switch from using 
ftransform() to using vertex * modelViewProjection... ShaderGen was more 
a proof of concept of generating shaders from the accumulated state. I 
think this, along with the VirtualProgram example that Wojtek did, are 
good steps toward a possible solution for OpenGL 3 support.


J-S
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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-08-09 Thread Jean-Sébastien Guay

Hi Peter,


VS 05 is VS 8.0, and VS 08 is VS 9.0
or at least thats what it installs as


The use of 08 instead of 2008 is what confused me. Using the 4-digit 
year would be clearer, you have to admit. vs08 vs8 vs80... Please be 
clear when you write.


So now that that's cleared up, I have to note that I haven't compiled 
osgOcean on VC++ 2008 at all, I've only done it with 2005. Perhaps 
there's some difference between the two that causes this. When I get 
access to a machine using 2008 I'll try it out.


Sorry I can't be of more help.

J-S
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Re: [osg-users] Hello from New Orleans

2009-08-09 Thread Jean-Sébastien Guay

Hi Paul,

Added one photo. I can never recall all the wiki inline commands, so if 
someone else could pretty that up for me, I'd appreciate it.


Done :-)

Thanks,

J-S
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[osg-users] OSG 2.8 release date?

2009-08-09 Thread Paul Martz




Hi Robert -- The download page for the current release:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/CurrentRelease
...says 2.8 was released 12 Feb 2008. I believe this is a typo and
should be 09. Normally I'd edit this myself, but the wiki isn't letting
me log in this morning.
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Re: [osg-users] ShaderGen and GL3

2009-08-09 Thread Paul Martz




Hi J-S -- ShaderGen could have avoided the use of deprecated built-in
uniforms and deprecated predefined vertex attributes by using custom
uniforms and generic vertex attributes. These features are already
available in GL2, so testing would not have been an issue, had the
author chosen to write ShaderGen in such a manner. As it currently
stands, ShaderGen just looks like new GL2-dependent code. :-( As a
community, I'd like to see us all stop contributing new GL2-based code
(I realize I have no control over this), and have all new contributions
be as GL3-safe as possible.

As I'm currently investigating OSG on OpenGL 3 for a client, I was
curious to know: Was ShaderGen a work in progress? Was further work
planned on ShaderGen to take us closer to GL3? If so, who's doing it
and when can we expect fixes/updates? As a GL3 solution, why is so much
of it incomplete? Etc. This will help me gauge and estimate the amount
of work I'll need to do for my client. Thanks.

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




Jean-Sbastien Guay wrote:
Hi
Paul,
  
  
  Hi all -- I've finally had a chance to review
the ShaderGen code. If I understand correctly, this was added as a step
towards eventual support for OpenGL 3. However, I'm surprised by the
OpenGL 2 / GLSL 1.20 nature of the shader code, specifically the
extensive dependency on built-in uniforms and predefined vertex
attributes that were deprecated with OpenGL 3 / GLSL 1.30 -- even use
of ftransform().


Was the author assuming the code would be ported to OpenGL 3 / GLSL
1.30 in the future? Or was the author assuming that the host would set
up uniforms and vertex attributes with names identical to the old GLSL
1.20 uniform and vertex attribute names (that would be a mistake in my
opinion, as uniforms and vertex attributes starting with "gl_" are
reserved)? Or have a simply misunderstood the point of this code?

  
  
Well, I wonder, if the author had used OpenGL 3 functionality, how
would he have tested the code? OSG currently has no way to create an
OpenGL 3.x context...
  
  
It's pretty simple to change uniform names and switch from using
ftransform() to using vertex * modelViewProjection... ShaderGen was
more a proof of concept of generating shaders from the accumulated
state. I think this, along with the VirtualProgram example that Wojtek
did, are good steps toward a possible solution for OpenGL 3 support.
  
  
J-S
  



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Re: [osg-users] OSG 2.8 release date?

2009-08-09 Thread Paul Martz




Ha! :-) Wiki lets me log in now (thanks Jose-Luis), but I guess this is
one of the special pages that general users can't edit. So it's still
up to you, Robert. :-)

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




Paul Martz wrote:
Hi
Robert -- The download page for the current release:
  http://www.openscenegraph.org/projects/osg/wiki/Downloads/CurrentRelease
...says 2.8 was released 12 Feb 2008. I believe this is a typo and
should be 09. Normally I'd edit this myself, but the wiki isn't letting
me log in this morning.
  -- 
  
  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  +1 303 859 9466
  
  
  

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-08-09 Thread Peter Bear
My guess is it's something involving changes from vs 05 to vs08
Cheers,
Peter

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-08-09 Thread Peter Bear
I have a gut feeling the issues are caused by the changes in syntax in vs 2008.

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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-08-09 Thread Jean-Sébastien Guay

Hi Peter,


I have a gut feeling the issues are caused by the changes in syntax in vs 2008.


There should be no changes in syntax, it's all standard C++. But as I 
said, I won't be able to investigate this right now, I don't have access 
to VS 2008 now.


J-S
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[osg-users] Using vertex attributes

2009-08-09 Thread Paul Martz




Hi Robert -- Having coded directly to OpenGL 3 for the past year, I'm
now taking a look at doing equivalent coding in OSG. I am now using the
Geometry class's vertex attributes for the first time.

It seems the only way to specify vertex attribute data is by specifying
the vertex attribute location (as one might obtain with a call to
glGetVertexAttribLocation), rather than by the vertex attrib variable
string (like what is done with Uniform StateAttributes). I'm not really
sure how an app is supposed to know what vertex attrib index value to
specify. (Currently I'm turning notify up to INFO and getting the
vertex attrib index from the Program link output, then hardcoding it
into the app.) If there's a better way to do this, please let me know.
I see that the osgFX bumpmap code is also hardcoding constant values
for vertex attrib data, and this is the only other vertex attrib code I
could find in the source tree.

Is there no way for an app to associate vertex attrib data with a
variable name string (like Uniforms)? If not, why not? And would you be
open to a code submission that adds this functionality?

Thanks.
-- 

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Skew Matrix Software LLC
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Re: [osg-users] ShaderGen and GL3

2009-08-09 Thread Jean-Sébastien Guay

Hi Paul,

Hi J-S -- ShaderGen could have avoided the use of deprecated built-in 
uniforms and deprecated predefined vertex attributes by using custom 
uniforms and generic vertex attributes. These features are already 
available in GL2, so testing would not have been an issue, had the 
author chosen to write ShaderGen in such a manner.


Hm, perhaps I'm missing something here, but wouldn't we need to change 
osg::Geometry itself to make it put vertex attributes (position, normal, 
color, texcoord) into generic attributes instead of the predefined ones? 
Also, making custom uniforms for the modelview matrix for example is 
non-trivial as well, since it would require another traversal and 
setting it at each osg::Transform we encounter (or modifying 
osg::Transform itself).


These changes will come in as modifications to the OSG core anyways 
sometime, so changing one example to do it that way seems like a waste 
of time to me. If you want all new examples to take this route, then 
we'd be duplicating code everywhere until the changes are made to the 
core... Once the changes happen, it'll just be a matter of changing 
variable names... I don't see it as a major hurdle. You may disagree of 
course.


As it currently 
stands, ShaderGen just looks like new GL2-dependent code. :-( As a 
community, I'd like to see us all stop contributing new GL2-based code 
(I realize I have no control over this), and have all new contributions 
be as GL3-safe as possible.


I think if it were possible I would agree wholeheartedly with you, but I 
don't think it's possible without changing the core to work in a 
GL3-friendly way too, so there's a dependency there.


I think Robert should make a branch for GL3 investigation soon, and on 
that branch we could start implementing the basic changes needed (GL3 
context creation, osg::Geometry setting the attributes the right way, 
perhaps osg::Transform setting uniforms when it's traversed by the cull 
visitor?, etc...). Until those basic changes take place I don't think we 
can make much progress.


As I'm currently investigating OSG on OpenGL 3 for a client, I was 
curious to know: Was ShaderGen a work in progress? Was further work 
planned on ShaderGen to take us closer to GL3? If so, who's doing it and 
when can we expect fixes/updates? As a GL3 solution, why is so much of 
it incomplete? Etc. This will help me gauge and estimate the amount of 
work I'll need to do for my client. Thanks.


I am in no way the original author. I'm just replying because no one 
else has and I'm interested in the subject.


You can already see that even as a shader generator it's very simple. It 
doesn't translate most fixed-function state, only a few chosen bits. So 
even if you remove GL3 from the equation, it's largely incomplete and 
just a proof of concept. Some of the OSG examples are like that: more 
like tests than real educational examples.


But as I said, I think in combination with VirtualProgram it may be a 
good direction to take.


There was discussion about the example on osg-users and osg-submissions. 
The archives tell the story... The original author of the example was 
Maciej Krol, see this thread:


http://article.gmane.org/gmane.comp.graphics.openscenegraph.cvs/5005/match=fixed+function+pipeline+glsl+generator
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/5087

Note that the thread seems to have been broken at some point, so the 
only way to get all messages might be to search for the title:


http://search.gmane.org/?query=Fixed+Function+Pipeline+to+GLSL+generatorauthor=group=gmane.comp.graphics.openscenegraph.cvssort=relevanceDEFAULTOP=andxP=ZshadergenxFILTERS=Gcomp.graphics.openscenegraph.cvs---A

(you might have to stitch the URLs manually if my/your client cuts them 
while trying to word wrap...)


Hope this helps,

J-S
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Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-08-09 Thread Peter Bear
IIRC MS changed the syntax rules in 2008 or 2008 sp1

Cheers,
Peter

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[osg-users] [HELP] Cull time in stats?

2009-08-09 Thread Jimmy Lin
Hi,

I would like to know what is the Cull time in the osg stats (the blue bar) 
means.

I notice it changes together with draw time when I zoom in/out of my scene.

I tried to disable the camera cull by setting NO_CULLING for the camera, but it 
didn't remove the cull time at all. It looks like the Cull time in the stats is 
some sort of culling which is done after the camera cull, probably is the 
CullVisitor.

Is there a way to skip this culling process?
I am trying to improve my app's performance at the moment.
I know I can use DrawThreadPerContext instead of SingleThread. and also reuse 
my StateSet/StateAttribute to improve a bit. But both of them require major 
code change on my app.

And most of time the whole scene should be rendered in my app anyway, so there 
is not much point to do culling, and if it can be disabled, I think it will 
increase my performance a lot.

I also tried setCullingActive(false) to all the nodes in the scene, but it 
doesn't work. (it even increase the event time.)

below is my stats under XP OSG 2.8.1, 2.83GHZ Duo CPU 2G Ram, ATI Radeon HD 
2400XT .

Cull: ~18
Draw: ~36
Stateset: 8100
Group:7320
Transform:1944
Geode:1974
Drawable:2815
Vertices:77303


Thank you!

Cheers,
Jimmy

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Re: [osg-users] ShaderGen and GL3

2009-08-09 Thread Roland Smeenk

Skylark wrote:
 
 http://article.gmane.org/gmane.comp.graphics.openscenegraph.cvs/5005/match=fixed+function+pipeline+glsl+generator
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/5087
 
 Note that the thread seems to have been broken at some point, so the 
 only way to get all messages might be to search for the title:
 
 http://search.gmane.org/?query=Fixed+Function+Pipeline+to+GLSL+generatorauthor=group=gmane.comp.graphics.openscenegraph.cvssort=relevanceDEFAULTOP=andxP=ZshadergenxFILTERS=Gcomp.graphics.openscenegraph.cvs---A
 
 (you might have to stitch the URLs manually if my/your client cuts them 
 while trying to word wrap...)
 


Note that we also have a searchable forum where broken threads are fixed by 
moderators:

Fixed function pipeline - GLSL shaders discussion
http://forum.openscenegraph.org/viewtopic.php?t=1600

Fixed Function Pipeline to GLSL generator submission by Maciej Kol
http://forum.openscenegraph.org/viewtopic.php?t=1757

kind regards,

Roland Smeenk
(Forum moderator)

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