Re: [osg-users] osgShadow and nested RTT-cams
no one has an idea ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16009#16009 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShaderGen and GL3
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 -- __ 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] [3rdparty] osgOcean 1.0 (LGPL) Released
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 -- __ 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] Hello from New Orleans
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 -- __ 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] OSG 2.8 release date?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShaderGen and GL3
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8 release date?
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 ___ 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] [3rdparty] osgOcean 1.0 (LGPL) Released
My guess is it's something involving changes from vs 05 to vs08 Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16016#16016 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released
I have a gut feeling the issues are caused by the changes in syntax in vs 2008. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16017#16017 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released
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 -- __ 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] Using vertex attributes
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. -- Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShaderGen and GL3
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 -- __ 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] [3rdparty] osgOcean 1.0 (LGPL) Released
IIRC MS changed the syntax rules in 2008 or 2008 sp1 Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16022#16022 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [HELP] Cull time in stats?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16020#16020 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShaderGen and GL3
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) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16023#16023 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org