Re: [osg-users] [osgPPU] Running the processor between pre-render and main render

2009-08-11 Thread Miika Aittala
Alright, thanks. At least I know what it's about now, it was driving me crazy 
because I had no idea whether it was because of me or osgPPU or OSG itself. I 
guess I'll have to try and hack together something that sort of circumvents the 
more elegant structures of OSG to handle this for the time being. Or perhaps 
just take a more deferred route, so that the actual shading itself is more like 
a post process too. Drop a line in this thread or somewhere if there's some 
progress with this issue someday.

Cool technique and video by the way, that and the others. :)

Also while I'm at it, something unrelated... Was there any clean way to enable 
trilinear filtering in osgPPU? It's pretty useful for quick and dirty variable 
sized blurring with mipmaps in some post processing things. osgPPU seems to 
explicitly disable it in UnitInMipmapOut::enableMipmapGeneration(), I got 
around that by modifying one of the values there to LINEAR_MIPMAP_LINEAR but 
that't not a very nice solution of course. Could there be an option to set 
that, for example?

- Miika

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Re: [osg-users] PolytopeIntersector distance and Transform

2009-08-11 Thread Peter Hrenka

Hi Andrew,

Andrew Cunningham schrieb:

Hi Peter,

Did you ever work up a fix for this?
... 


I had a partial fix which helped as long as there is
no projection involved. Unfortunately that is probably
the main use-case... I think the proper way to do this
involves storing the inverse matrices in the result-
structure and back-transforming the intersection points
before sorting.

Right now I do not have much time to work on
PolytopeIntersector, but if you want to fix it
yourself I could describe my idea in more detail.
It should not be hard (no hairy math involved).


Thank you!

Cheers,
Andrew


Cheers,

Peter
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Re: [osg-users] [osgPPU] Running the processor between pre-render and main render

2009-08-11 Thread J.P. Delport

Hi,

Miika Aittala wrote:

Ok, here's a little example (code is attached). Sorry if it's a bit contrived, 
I couldn't think of anything simple but illustrative. Basically it renders a 
cylinder with the following stages:

1) Render the cylinder to a texture from slaveCamera
2) Process the texture from stage 1 with firstProcessor, inverting the colors
3) Render the cylinder to a texture from viewer-camera, this time using the 
result of stage 2 as a texture
4) Process the texture from stage 3 with secondProcessor, which makes the image 
look wavy

The problem is that instead of this ordering, we get 1-3-2-4, which means that 
the pre-render result is always from the previous frame. If you compile and run 
the program, you'll notice that this causes a green fringe at the edges of the 
cylinder when you make it move (because the background color of the texture is 
green). Here's an image of this whole thing:

http://a.imagehost.org/view/0333/osgppukuva

To fix this problem, we can try to add firstProcessor as a child of slaveCamera 
instead of root, as explained in my previous posts. However, this somehow 
breaks stage 3, which refuses to render to a texture anymore.


sorry, I have not had time to run your test app, just thinking out loud...

what happens if stage 3 is again a pre-render RTT camera with the 
processor as a child and you then use the viewer camera only to display 
the final output quad? Have you tried commenting out the osgPPU setting 
of bin numbers?


jp



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[osg-users] about the bounding sphere of a geode computed by OSG

2009-08-11 Thread Gianluca Natale
Hi All,
I'm having problem computing the global bounding sphere of my model.
I debugged OSG (2.8.0) and discovered that the bounding sphere of a geode
(BoundingSphere Geode::computeBound()) is
computed as the bounding sphere of the bounding box that includes all its
drawables !?!

 

Why that?

Shouldn't it be the global bounding sphere of the drawables, merging the
single bounding spheres
of all the drawables?

 

So, a drawable that represents a sphere should have as bounding sphere
itself,
but this is not true with the computation OSG performs. It is larger than
strictly required.

 

Thanks,
Gianluca Natale

 

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Re: [osg-users] [osgPPU] Running the processor between pre-render and main render

2009-08-11 Thread Art Tevs
Hi Miika,


miika wrote:
 Alright, thanks. At least I know what it's about now, it was driving me crazy 
 because I had no idea whether it was because of me or osgPPU or OSG itself. I 
 guess I'll have to try and hack together something that sort of circumvents 
 the more elegant structures of OSG to handle this for the time being. Or 
 perhaps just take a more deferred route, so that the actual shading itself is 
 more like a post process too. Drop a line in this thread or somewhere if 
 there's some progress with this issue someday.
 


I am decided to work out some patch for osg to support this. OSG is capable of 
pushing and popping of texture attributes while traversing the graph. The same 
thing must also happen for the FBOs. Of course, some elegant solution which 
covers almost anything is better, however I htink only pushing and popping the 
FBOs is already what everybody needs ;)


 
 Also while I'm at it, something unrelated... Was there any clean way to 
 enable trilinear filtering in osgPPU? It's pretty useful for quick and dirty 
 variable sized blurring with mipmaps in some post processing things. osgPPU 
 seems to explicitly disable it in UnitInMipmapOut::enableMipmapGeneration(), 
 I got around that by modifying one of the values there to 
 LINEAR_MIPMAP_LINEAR but that't not a very nice solution of course. Could 
 there be an option to set that, for example?
 

Currently there is no such direct way. You could do this by changing the 
texture parameters of output textures (or input) of ppus. So not changing the 
default values in osgPPU, but just changing the texture settings later. Other 
way would be that you add this functionality to osgPPU and I would include it 
into the repository ;)

Cheers,
art

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

2009-08-11 Thread Andrew Burnett-Thompson
Hi there,

Sorry to interrupt, I have a similar issue with a flat scene graph and it's
on my Todo list to remove position attitude transforms and flatten them
onto the Geodes.

My application is a CAD style application, with a scene graph that consists
of 300,000 objects, each object is 1x PAT, 1x Geode and 1x Geometry, each
Geometry is about 100 vertices (average) and multiple primitives. Each
Object is wrapped in a class I have defined that contains the OSG nodes.

The PAT's are used to position the objects, however I only actually need
them when updating an objects position via picking/manipulating and also
in-code manipulation.

I was thinking to store the position/attitude/scale in my wrapper class and
when they are updated, get the geometry vertices, inverse transform them
with the old matrixtransform, and forward transform them with a new matrix
transform. Does this sound like a feasible way of removing the Pats?

Thank you,
Andrew



On Tue, Aug 11, 2009 at 1:29 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Jimmy,

  Regarding of having a flat scene graph. Does it matter if the whole scene
 will always be seen? Would it still improve the performance if I balance the
 scene graph more?


 In the case where the whole scene will always be seen (think about it
 carefully, though, because I think these cases should be rare in practice)
 then balancing the graph will not help, but removing groups and transforms
 will. That is to say, if all your objects will always be visible, then in
 order to reduce the cull time you need to reduce the number of objects to
 traverse to get to the geometry. To reduce the draw time, you need to group
 geometry so that data is uploaded to the card in good-sized chunks.

 So for example, if two objects will always be in the same position relative
 to one another, place both in the same osg::Geometry, transforming the
 vertices of the second one to be where the transform would have placed it
 relative to the first.

 Say object 0 has vertex array V0 and object 1 has vertex array V1, and
 suppose that object 0 is at world position T0 and object 1 is at position
 T1, then you can build a vertex array V2 containing the vertices of both
 objects like this:

 V2 = (V0, V1 + (T1 - T0))

 (suppose the addition above will apply the same translation to all vertices
 in V1) and then position the composite object at position T0.

 You can extend this if you have groups of many objects that will always be
 in the same relative position from each other, of course. For example if a
 city has buildings and all the buildings are static in world space, then
 place them all in the world coordinate frame with no transforms or groups.
 They can still be in different geometry objects if they have a sufficient
 number of vertices (thousands). If not, then group several of them in the
 same geometry object and use a texture atlas to texture them all with the
 same texture file.

 Similar scene graph optimization tips have been discussed in the past on
 the list. The archives should contain even more tips. I don't know if there
 is a wiki page on openscenegraph.org that collects such tips, but if there
 isn't we should create one...

 Hope this helps,

 J-S
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Re: [osg-users] [osgPPU] Running the processor between pre-render and main render

2009-08-11 Thread J.P. Delport

Hi Art,

Art Tevs wrote:



I am decided to work out some patch for osg to support this. OSG is
capable of pushing and popping of texture attributes while traversing
the graph. The same thing must also happen for the FBOs. Of course,
some elegant solution which covers almost anything is better, however
I htink only pushing and popping the FBOs is already what everybody
needs ;)



just a note. Wojtek has also been working on some updates to the FBO 
code/management, see the thread on users and the submission:


Re: [osg-submissions] [osg-users] FBOs without color or depth 
attachments /DrawBuffer/ ReadBuffer


I am not sure if your updates are complementary or totally orthogonal.

regards
jp

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Re: [osg-users] about the bounding sphere of a geode computed by OSG

2009-08-11 Thread Simon Hammett
Calculating the perfect bounding sphere is an expensive operation.
You need to calc the convex hull which is O(n log n).
osg uses a fast approximation which is generally good enough.

2009/8/11 Gianluca Natale gianluca.nat...@adstorino.it:
 Hi All,
 I’m having problem computing the global bounding sphere of my model.
 I debugged OSG (2.8.0) and discovered that the bounding sphere of a geode
 (BoundingSphere Geode::computeBound()) is
 computed as the bounding sphere of the bounding box that includes all its
 drawables !?!



 Why that?

 Shouldn’t it be the global bounding sphere of the drawables, merging the
 single bounding spheres
 of all the drawables?



 So, a drawable that represents a sphere should have as bounding sphere
 itself,
 but this is not true with the computation OSG performs. It is larger than
 strictly required.



 Thanks,
 Gianluca Natale



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Re: [osg-users] [osgPPU] Running the processor between pre-render and main render

2009-08-11 Thread Miika Aittala

J.P. Delport wrote:
 
 sorry, I have not had time to run your test app, just thinking out loud...
 
 what happens if stage 3 is again a pre-render RTT camera with the 
 processor as a child and you then use the viewer camera only to display 
 the final output quad? Have you tried commenting out the osgPPU setting 
 of bin numbers?
 


I tried this and some other similar trickery but, again, just when it seems to 
be almost working it adds that FBO 0 call. Doing it this way just moves the 
problem away from the main camera, to the newly added second RTT camera which 
now tries to draw directly to the screen.

Looking forward for that patch Art, hopefully you can work something out of it. 
:) That certainly sounds like it would be more correct behavior for OSG in 
general too.


Thanks,

Miika

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Re: [osg-users] about the bounding sphere of a geode computed by OSG

2009-08-11 Thread Gianluca Natale
I cannot completely agree.

I mean that I know that the real perfect bounding sphere is computationally
expensive,
but in many cases (solid objects) it should be computed just once (since
BoundingSphere node::getBound() checks
if the bounding sphere has been already computed), when the object is
created.
The global bounding sphere might affect the fitting operation a lot. In case
of objects like spheres or discs,
the bounding sphere computed by OSG might be much greater than strictly
required.




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon
Hammett
Sent: martedì 11 agosto 2009 12.00
To: OpenSceneGraph Users
Subject: Re: [osg-users] about the bounding sphere of a geode computed by
OSG

Calculating the perfect bounding sphere is an expensive operation.
You need to calc the convex hull which is O(n log n).
osg uses a fast approximation which is generally good enough.

2009/8/11 Gianluca Natale gianluca.nat...@adstorino.it:
 Hi All,
 I’m having problem computing the global bounding sphere of my model.
 I debugged OSG (2.8.0) and discovered that the bounding sphere of a geode
 (BoundingSphere Geode::computeBound()) is
 computed as the bounding sphere of the bounding box that includes all its
 drawables !?!



 Why that?

 Shouldn’t it be the global bounding sphere of the drawables, merging the
 single bounding spheres
 of all the drawables?



 So, a drawable that represents a sphere should have as bounding sphere
 itself,
 but this is not true with the computation OSG performs. It is larger than
 strictly required.



 Thanks,
 Gianluca Natale



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Re: [osg-users] about the bounding sphere of a geode computed by OSG

2009-08-11 Thread Tomlinson, Gordon
Like ALL scene graphs out there the OSG uses an approximation ( for
Scenegraph performance reasons) to produce a bounding sphere that is
ensured to encompass all its children but not necessarily tightly, and
this is fine for 99% of bounding sphere usage in a scene graph
 
If you want a tight and much more accurate bound sphere and or bounding
box then you will need to calculate this your self
 

Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Gianluca Natale
Sent: Tuesday, August 11, 2009 4:32 AM
To: Osg Users
Subject: [osg-users] about the bounding sphere of a geode computed by
OSG



Hi All,
I'm having problem computing the global bounding sphere of my model.
I debugged OSG (2.8.0) and discovered that the bounding sphere of a
geode
(BoundingSphere Geode::computeBound()) is
computed as the bounding sphere of the bounding box that includes all
its drawables !?!

 

Why that?

Shouldn't it be the global bounding sphere of the drawables, merging the
single bounding spheres
of all the drawables?

 

So, a drawable that represents a sphere should have as bounding sphere
itself,
but this is not true with the computation OSG performs. It is larger
than strictly required.

 

Thanks,
Gianluca Natale

 

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Re: [osg-users] about the bounding sphere of a geode computed by OSG

2009-08-11 Thread Tomlinson, Gordon
This is how it is in OSG  and all other Scene graphs I have ever worked with 
and I have work with most

Without meaning to sound rude, I would say 

Get used to it in OSG as it not likely to change in how's its done 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gianluca Natale
Sent: Tuesday, August 11, 2009 6:36 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] about the bounding sphere of a geode computed by OSG

I cannot completely agree.

I mean that I know that the real perfect bounding sphere is computationally 
expensive, but in many cases (solid objects) it should be computed just once 
(since BoundingSphere node::getBound() checks if the bounding sphere has been 
already computed), when the object is created.
The global bounding sphere might affect the fitting operation a lot. In case of 
objects like spheres or discs, the bounding sphere computed by OSG might be 
much greater than strictly required.




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon Hammett
Sent: martedì 11 agosto 2009 12.00
To: OpenSceneGraph Users
Subject: Re: [osg-users] about the bounding sphere of a geode computed by OSG

Calculating the perfect bounding sphere is an expensive operation.
You need to calc the convex hull which is O(n log n).
osg uses a fast approximation which is generally good enough.

2009/8/11 Gianluca Natale gianluca.nat...@adstorino.it:
 Hi All,
 I'm having problem computing the global bounding sphere of my model.
 I debugged OSG (2.8.0) and discovered that the bounding sphere of a 
 geode (BoundingSphere Geode::computeBound()) is computed as the 
 bounding sphere of the bounding box that includes all its drawables 
 !?!



 Why that?

 Shouldn't it be the global bounding sphere of the drawables, merging 
 the single bounding spheres of all the drawables?



 So, a drawable that represents a sphere should have as bounding sphere 
 itself, but this is not true with the computation OSG performs. It is 
 larger than strictly required.



 Thanks,
 Gianluca Natale



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[osg-users] Get the top coordonates from screen of an object

2009-08-11 Thread Adrien Joly
Hi,

I'm trying to put a text on the top of a node, a sort of caption. This caption 
can be added for mutliple objects without being stacked with other captions. My 
idea is to add those caption to the global scene by getting the coordinates of 
the top of the followed node and project the text on the screen from the given 
coordinates.

Here are my questions:
Have you got a better idea?
How can I get the top of the Node directly (I thought to use the LineSegment 
and BoundingSphere)? Is there an easier (and better for performances) way to 
get them?

Thank you for your answers!

Cheers,
Adrien

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[osg-users] [build] Need help including COLLADA support

2009-08-11 Thread Wally Atkins
Hi,

I am having issues with adding the DAE (Collada) plugin to my project. I have 
been following the step-by-step instructions located here:

http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada

I'm using VC++ 2008 Express Edition
I have downloaded and built the Collada DOM
I have set the environment variable on Windows
I cannot get CMake to find the addition of Collada so I can add it to my OSG 
project.

There must be something simple that I am missing. Any thoughts?

Thanks,
Wally

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Re: [osg-users] [build] Need help including COLLADA support

2009-08-11 Thread Roland Smeenk

dfu23 wrote:
 
 http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada
 


Maybe there's  fault in that documentation or the way the CMake file 
configuration works. There have been some changes to the CMake files after this 
wiki page was written.


dfu23 wrote:
 
 I'm using VC++ 2008 Express Edition
 I have downloaded and built the Collada DOM
 I have set the environment variable on Windows
 


Which of the COLLADA_* values are filled in by CMake?

If the COLLADA_DIR environment variable points to the proper Collada DOM 
install directory all should be filled in by CMake automatically. 

If that does not work specify that directory by hand by setting the 
COLLADA_DOM_ROOT in CMake and selecting Configure.

If that doesn't work you can always manually set the all files although it's a 
big list, but in this case the Collada CMake files contain an error.

kind regards,

Roland Smeenk

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[osg-users] Turning off main osgViewer camera

2009-08-11 Thread jake chambers
Hi,

I have an application where I setup a normal osgViewer view with 
setUpViewOnSingleScreen(). This works fine.

I also create an FBO camera to which I add my scene. When I want to take a 
screenshot of the application I call osgviewer-setSceneData(myFBOCamera) and 
render via osgviewer-eventTraversal() / updateTraversal() / 
renderingTraversals(). After I get the screenshot I restore my normal scene 
with osgviewer-setSceneData(mySceneData). This also works fine for taking 
screenshots.

What I want to do now is to turn off the main camera whilst I render the FBO 
(ie if I create a lot of screenshots for a movie I don't want to render to the 
screen). How can I turn off the main camera and render only to the FBO? 

I've tried calling osgviewer-setCamera(NULL) without sucess. Indeed when I 
meddle with the main camera I dont get a valid image from my FBO. I think this 
makes sense as the FBO is under the main camera(?). 

I also tried calling osgviewer-setCamera(myFBO) but no luck that way either. I 
also can't restore the original camera to the osgviewer.

Perhaps I am solving the problem the wrong way - is there a better method? 
Perhaps having two seperate osgViewer objects? But then I think I have only one 
conceptual View (my FBO always shows the same view as the main camera, it's 
only a question of if the main camera should render an image or not), so having 
one Viewer, one View and two Cameras feels correct - it's just that it doesn't 
work :-)


Thank you!

Cheers,
jake

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Re: [osg-users] Turning off main osgViewer camera

2009-08-11 Thread J.P. Delport

Hi,

have a look at the osgautocapture example. Set the main camera to render 
offscreen, pbuffer.


jp

jake chambers wrote:

Hi,

I have an application where I setup a normal osgViewer view with 
setUpViewOnSingleScreen(). This works fine.

I also create an FBO camera to which I add my scene. When I want to take a screenshot of 
the application I call osgviewer-setSceneData(myFBOCamera) and render via 
osgviewer-eventTraversal() / updateTraversal() / renderingTraversals(). After I get 
the screenshot I restore my normal scene with osgviewer-setSceneData(mySceneData). 
This also works fine for taking screenshots.

What I want to do now is to turn off the main camera whilst I render the FBO (ie if I create a lot of screenshots for a movie I don't want to render to the screen). How can I turn off the main camera and render only to the FBO? 

I've tried calling osgviewer-setCamera(NULL) without sucess. Indeed when I meddle with the main camera I dont get a valid image from my FBO. I think this makes sense as the FBO is under the main camera(?). 


I also tried calling osgviewer-setCamera(myFBO) but no luck that way either. I 
also can't restore the original camera to the osgviewer.

Perhaps I am solving the problem the wrong way - is there a better method? Perhaps having 
two seperate osgViewer objects? But then I think I have only one conceptual 
View (my FBO always shows the same view as the main camera, it's only a 
question of if the main camera should render an image or not), so having one Viewer, one 
View and two Cameras feels correct - it's just that it doesn't work :-)


Thank you!

Cheers,
jake

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Re: [osg-users] Turning off main osgViewer camera

2009-08-11 Thread J.P. Delport

Hi,

sorry I might have answered too fast. What do you want the main camera 
to render when you are taking screenshots? What is it rendering when 
when you only attach the FBO camera?


AFAIK you still need to call viewer frame() to trigger the FBO, but you 
can make the main camera just render nothing. If you want to run an FBO 
camera without creating a window, then consider the pbuffer option for 
the main frame buffer.


See also maybe the osgscreencapture example.

jp

J.P. Delport wrote:

Hi,

have a look at the osgautocapture example. Set the main camera to render 
offscreen, pbuffer.


jp

jake chambers wrote:

Hi,

I have an application where I setup a normal osgViewer view with 
setUpViewOnSingleScreen(). This works fine.


I also create an FBO camera to which I add my scene. When I want to 
take a screenshot of the application I call 
osgviewer-setSceneData(myFBOCamera) and render via 
osgviewer-eventTraversal() / updateTraversal() / 
renderingTraversals(). After I get the screenshot I restore my normal 
scene with osgviewer-setSceneData(mySceneData). This also works fine 
for taking screenshots.


What I want to do now is to turn off the main camera whilst I render 
the FBO (ie if I create a lot of screenshots for a movie I don't want 
to render to the screen). How can I turn off the main camera and 
render only to the FBO?
I've tried calling osgviewer-setCamera(NULL) without sucess. Indeed 
when I meddle with the main camera I dont get a valid image from my 
FBO. I think this makes sense as the FBO is under the main camera(?).
I also tried calling osgviewer-setCamera(myFBO) but no luck that way 
either. I also can't restore the original camera to the osgviewer.


Perhaps I am solving the problem the wrong way - is there a better 
method? Perhaps having two seperate osgViewer objects? But then I 
think I have only one conceptual View (my FBO always shows the same 
view as the main camera, it's only a question of if the main camera 
should render an image or not), so having one Viewer, one View and two 
Cameras feels correct - it's just that it doesn't work :-)



Thank you!

Cheers,
jake

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Re: [osg-users] Turning off main osgViewer camera

2009-08-11 Thread Brian R Hill
Try setting the main camera node mask to 0 when you don't want it to render
and 0x when you do.

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: J.P. Delport jpdelp...@csir.co.za
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/11/2009 10:15AM
Subject: Re: [osg-users] Turning off main osgViewer camera

Hi,

sorry I might have answered too fast. What do you want the main camera
to render when you are taking screenshots? What is it rendering when
when you only attach the FBO camera?

AFAIK you still need to call viewer frame() to trigger the FBO, but you
can make the main camera just render nothing. If you want to run an FBO
camera without creating a window, then consider the pbuffer option for
the main frame buffer.

See also maybe the osgscreencapture example.

jp

J.P. Delport wrote:
 Hi,

 have a look at the osgautocapture example. Set the main camera to render
 offscreen, pbuffer.

 jp

 jake chambers wrote:
 Hi,

 I have an application where I setup a normal osgViewer view with
 setUpViewOnSingleScreen(). This works fine.

 I also create an FBO camera to which I add my scene. When I want to
 take a screenshot of the application I call
 osgviewer-setSceneData(myFBOCamera) and render via
 osgviewer-eventTraversal() / updateTraversal() /
 renderingTraversals(). After I get the screenshot I restore my normal
 scene with osgviewer-setSceneData(mySceneData). This also works fine
 for taking screenshots.

 What I want to do now is to turn off the main camera whilst I render
 the FBO (ie if I create a lot of screenshots for a movie I don't want
 to render to the screen). How can I turn off the main camera and
 render only to the FBO?
 I've tried calling osgviewer-setCamera(NULL) without sucess. Indeed
 when I meddle with the main camera I dont get a valid image from my
 FBO. I think this makes sense as the FBO is under the main camera(?).
 I also tried calling osgviewer-setCamera(myFBO) but no luck that way
 either. I also can't restore the original camera to the osgviewer.

 Perhaps I am solving the problem the wrong way - is there a better
 method? Perhaps having two seperate osgViewer objects? But then I
 think I have only one conceptual View (my FBO always shows the same
 view as the main camera, it's only a question of if the main camera
 should render an image or not), so having one Viewer, one View and two
 Cameras feels correct - it's just that it doesn't work :-)


 Thank you!

 Cheers,
 jake

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[osg-users] viewer.frame() rendering not complete

2009-08-11 Thread Rabbi Robinson
Hi,

I have a code that creates a temporary viewer and uses it to render one frame 
and copy from the color buffer to an image. When I call viewer.frame() the 
rendered image is only half done. Is there anyone to tell the viewer to 
complete a frame, save it and close itself?

Thank you!

Cheers,
Rabbi

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[osg-users] viewer invisible?

2009-08-11 Thread Rabbi Robinson
Hi,

How can I set a viewer invisible for RTT? 

Thank you!

Cheers,
Rabbi

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Re: [osg-users] [build] Need help including COLLADA support

2009-08-11 Thread Wally Atkins
Currently I have this structure:


Code:

Z:\OpenSceneGraph-2.8.1\
  - 3rdParty\
  - applications\
  - bin\
  - CMakeFiles\
  - CMakeModules\
  - collada-dom-2.2\
- collada-dom\
  - dom\
  - fx\
  - ...
  - doc\
  - examples\
  - include\
  - lib\
  - OpenScenGraph\
  - packaging\
  - PlatformSpecifics\
  - src\
  - Xcode\
  - ALL_BUILD.vcproj
  - ...




In CMake 2.6 it originally had COLLADA_DOM_ROOT set as dom/ but I have 
changed that several times trying to make it happy. Also, I have set the 
environment variable COLLADA_DIR to 
Z:\OpenSceneGraph-2.8.1\collada-dom-2.2\collada-dom\dom\

I appreciate your assistance,

Wally

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Re: [osg-users] viewer invisible?

2009-08-11 Thread Jean-Sébastien Guay

Hi Rabbi,

How can I set a viewer invisible for RTT? 


This is an FAQ. Create a pbuffer graphics context.

Please search the archives for more details.

J-S
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Re: [osg-users] [build] Need help including COLLADA support

2009-08-11 Thread Wally Atkins
I have tinkered a little bit further and set a bunch of the COLLADA_*_LIBRARY 
values manually and appear to have gotten further. The only thing that it is 
saying now is:

Could NOT find LibXml2 (missing: LIBXML2_LIBRARIES LIBXML2_INCLUDE_DIR)

Should I add these entries?

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Re: [osg-users] [build] Need help including COLLADA support

2009-08-11 Thread Roland Smeenk
Hi wally,

Which of the COLLADA_* values are filled in by CMake initially? 
And after you specify the proper COLLADA_DOM_ROOT manually?

In your case COLLADA_DOM_ROOT should point to 

Z:/OpenSceneGraph-2.8.1/ collada-dom-2.2/dom

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[osg-users] [osgPPU] X-ray Design use of OsgPPU

2009-08-11 Thread Bob Youmans
Hi,

I'm trying to come up with a design using OSG to build what i'm calling an 
X-ray viewer.  Basically i have relatively simple geometry, a shell or 
skin of a vehicle and then the interior.  I want to view the interior as 
penetrated by the X-rays, which is based on a thickness calculation and a 
distance and aspect angle, all hopefully done in shaders.  I envision the 
shaders setting the fragment alpha and/or color when rendering the shell, 
then after to render the interior and combine with the shell texture to 
create the final view, showing through the interior in desired parts.  Finally, 
i desire to get a histogram of the colors of the interior to see how the 
shell performed on the x-rays with the interior.

Do you see this as an appropriate application / use of osgppu?  i'm running osg 
2.8.1.  will ppu work with that.  i've got osgppu 0.4 i think.

also, i'm thinking i need to create the ppu nodes programmatically instead of 
reading ppu files, so i need examples of that type.  i'm just starting to look 
through them.


Thank you!

Cheers,
Bob

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Re: [osg-users] viewer.frame() rendering not complete

2009-08-11 Thread Maxime BOUCHER

 wrote:
 Hi,
 
 I have a code that creates a temporary viewer and uses it to render one frame 
 and copy from the color buffer to an image. When I call viewer.frame() the 
 rendered image is only half done. Is there anyone to tell the viewer to 
 complete a frame, save it and close itself?
 
 Thank you!
 
 Cheers,
 Rabbi

Hi,

 How do you visualize your color image?
Are you sure you allocated it with the good width and height?

Cheers,


Max

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Re: [osg-users] viewer.frame() rendering not complete

2009-08-11 Thread Rabbi Robinson
Hi,

I save it in a file. The problem is with frame(). If I call viewer.run() and 
hit Esc to quit the viewer the image is complete.

Thank you!

Cheers,
Rabbi

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[osg-users] Material editor/designer?

2009-08-11 Thread Simon Hammett
Anybody know of a osg compatible material editor/designer?
Repeating the edit/compile/link/curse cycle is starting to get a little tedious.

I'm sure I saw a post about one not so long ago, but I'm damned if I
can find it now.

tia.

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Re: [osg-users] FBOs without color or depth attachments /DrawBuffer/ ReadBuffer

2009-08-11 Thread Mathias Buhr

Hi Wojciech,

I was browsing/searching the mailing list and found this topic. A 
question is interspersed below.


Am 07.08.09 18:52, schrieb Wojciech Lewandowski:

Hi Robert and J-S and all interested,

I have prepared the code for the proposal. There was a bunch of changes
to Camera/SceneView/CullVisitor/RenderStage (and few other files). Its
not exactly like what we planned because practice once again showed the
theories are only work on paper and on the internet;- ).

I initially have written the code for lazy updates of DrawBuffer and
ReadBuffer to osg::State. But during debugging  reading FBO spec again,
I learned that it does not make sense. OpenGL treats
DrawBuffer/ReadBuffers as members of FBO state. Buffers are not unique
per GL context but each FBO can have them set differently and once FBO
is bound its DrawBuffer/ReadBuffer selection is made active. So it won't
work to keep them in State.

For the first point of our plan I also had to make modifications.
Fortunately, as planned, camera uses inheritance DRAW_BUFFER /
READ_BUFFER masks. However, RenderStage code seems to not always expect
presence of associated camera that would contain valid
DrawBuffer/ReadBuffer settings. For this case it was neccessary to add
_drawBufferApplyMask / _readBufferApplyMask flags to RenderStage. These
flags effectively replace former case of
RenderStage::_drawBuffer/RenderStage::_readBuffer being set to GL_NONE.
These flags are now used to inform RenderStage to inherit / not touch
buffer settings from what was set in prior stage.

See the attached code for details. I must admit that this modification
eluded me a bit. I hope I did everything properly, but I really count on
peer reviews.

I have left FORCE_COLOR_ATTACHMENT / FORCE_DEPTH_ATTACHMENT defines in
the RenderStage.cpp. I expect that Robert will take decision to remove
them or keep them for a while. FORCE_COLOR_ATTACHMENT is set to 0 but
FORCE_DEPTH_ATTACHMENT is set to 1. I tested the changes with Viewer
Prerender/ Shadow examples. I noticed that when DEPTH_ATTACHMENT is not
forced, depth tests in Prerender fail and Cow.osg or Cessna.osg are
displayyed with holes. So it would be necccesary to test all examples
using FBOs and check if they require exlpicit setting of depth
attachments. Once examples are fixed one may turn off
FORCE_DEPTH_ATTACHMENT in RenderStage.cpp.

This sounds exactly like the issue I'm currently experiencing. I've 
already tried to find some help in this topic: 
http://forum.openscenegraph.org/viewtopic.php?t=3322
I had to create/manage my own FBO since I need a handle to it for 
various reasons. Basically I'm trying to do RTT. This means my FBO has 
just a texture2d attached to it (as GL_COLOR_ATTACHMENT).
Do you know what the reason for this behaviour is? Am I right that 
attaching a depth attachment to an FBO solves the issue? What is 
different in your implementation when FORCE_DEPTH_ATTACHMENT is set?




Uff, It was bit exhausting. I have spent 3 days on this stuff and I must
admit that it is still undertested. Unfortunatelly, I have to move over
to other activities this week. If it becomes neccessary, I will go back
to the subject after next weekend. Although I doubt I will be able to do
any coding this week but I should be able to stay in touch with forums.
I also hope, that in the meantime You will look at these changes, test
them and make neccessary tweaks or send me requests for aditional changes.

Cheers,
Wojtek






Thanks for any help.
Mathias Buhr
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Re: [osg-users] [osgPPU] Running the processor between pre-render and main render

2009-08-11 Thread Art Tevs
Hi Miika, J.P.,

ok, after hours of thinking and studying of OSG's source code, I have to admit, 
that this would not be an easy task to solve that issue.

The problem is that, even if I am able to restore any FBO attribute, FBOs used 
by cameras will break the whole thing down :(

Imagine this simple scene graph:

mainCamera-FBO 1
|
+---slaveCamera-FBO 2 -- scene -- Node-FBO 3
|
scene

So whenever now slaveCamera is activated, the corresponding FBO will be bound. 
However, the problem is that this FBO is not handled like an Attribute, so that 
it can be pushed and popped, no it is a hard coded call to enable FBO. Now, 
whenever I have a node, which uses another FBO, this will cause the traverser 
to pop the FBO 3 after rendering of Node, and hence even pop the FBO out of the 
mainCamera. 

So in order to get rid of circumstances to change OSG code, I decided to patch 
osgPPU to handle FBOs manually. Hence, now whenever a Unit is rendered, it 
first pushes current FBO on stack and then activates its own. After rendering 
is done, it does activates the previous FBO back.

Now, Miika, your examples works like a charme. Yeah, I still remember that very 
first version of osgPPU handled FBOs on its own. However I droped that 
handling, because there were issues with multithreading. It seems that now, 
there are no such issue sanymore.

So, take a look into current osgPPU svn trunk. Please test it and let me know, 
if you experience other issues with it.

J.P. could you also test new osgPPU in your application. The changes are not 
trivial and hence may even introduce new bugs (I would expect them in handling 
of multiple rendering targets). 

Cheers,
Art

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Re: [osg-users] Get the top coordonates from screen of an object

2009-08-11 Thread Andrew Thompson
Hi Adrien, 

I'm afraid I don't have an answer for you, but I am about to attempt to do the 
same thing, so would be interested to hear the answer. 

Any ideas OSG community?

Thanks, 
Andrew

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Re: [osg-users] [osgPPU] X-ray Design use of OsgPPU

2009-08-11 Thread Art Tevs
Hi Bob,

huh, I would say it depends on your implementation. Currently the way you 
describe it requires a volumetric rendering approach. 

The thickness calculation seems to be the most tricky part. If you have your 
volume data, then use osgVolume for that (I haven't tested it, so I do not know 
how well it suits your expectations).

Other possible solution is to render all your triangles in slices which are 
perpendicular in viewing direction. So you specify clip planes and render your 
model in several passes. Of course no backface culling or any other culling 
except of this clip planes should be active.

So you render your slices into a several textures (actually you only need depth 
values). Using osgPPU you combine all that textures and compute thickness. 
After all passes (depends on complexity of your model, how much passes you want 
to use), i.e. 128 passes, you will have as result thickness of each pixel in 
viewing direction. This thickness texture can then be projected on the model in 
your scene back. Since hte projection is from the view point, you shouldn't see 
any big artifacts.

So this is a way, how I would try to do it. Maybe there exists better 
approaches.

Cheers,
art



ryoumans wrote:
 Hi,
 
 I'm trying to come up with a design using OSG to build what i'm calling an 
 X-ray viewer.  Basically i have relatively simple geometry, a shell or 
 skin of a vehicle and then the interior.  I want to view the interior as 
 penetrated by the X-rays, which is based on a thickness calculation and a 
 distance and aspect angle, all hopefully done in shaders.  I envision the 
 shaders setting the fragment alpha and/or color when rendering the shell, 
 then after to render the interior and combine with the shell texture to 
 create the final view, showing through the interior in desired parts.  
 Finally, i desire to get a histogram of the colors of the interior to see how 
 the shell performed on the x-rays with the interior.
 
 Do you see this as an appropriate application / use of osgppu?  i'm running 
 osg 2.8.1.  will ppu work with that.  i've got osgppu 0.4 i think.
 
 also, i'm thinking i need to create the ppu nodes programmatically instead of 
 reading ppu files, so i need examples of that type.  i'm just starting to 
 look through them.
 
 
 Thank you!
 
 Cheers,
 Bob


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Re: [osg-users] line intersection performance

2009-08-11 Thread Andrew Burnett-Thompson
This is an old thread I found when I was searching. It may not be in the
forums so I have included the original text below as a quote.

I am trying to implement something like this, in order to compute hit tests
on a line. I don't need to know which objects intersected the line, or get a
list of objects/intersections out, just need to know Is there an
intersection or not.

The original posts are included below. Would anyone know how I might go
about implementing this?

///
A couple of other questions related to intersection performance:
...
2) I need to do line-of-sight tests where I am only interested in whether
any intersection exists, and not what those intersections are. This allows
for a trap door optimization where the search process terminates on the
first positive intersection. Is there a way to do that with the current
osgUtil::IntersectionVisitor, or do I need to modify it to serve this
purpose?
Thanks, Peter

Hi Jean-Sébastien,

Jean-Sébastien Guay wrote:

So the answer IMHO would be that in any case, you will want to try and build
a good scene graph (both for culling performance and intersection
performance). Whether you want to make a global kd-tree for the whole scene
will depend on how dynamic your scene is, and if you can take the time to
implement it so that only parts that change need updating.

In my case I am reading OpenFlight files produced by a third party, so I don't
have much control over whether it was constructed efficiently or not. Since
the terrain will be static, my thought was to build a mostly static KdTree
of scene graph nodes separate from the normal rendering state graph and to
be used for culling and intersection tests. I believe a number of other 3D
engines use this approach. However my question was really whether something
like this already existed in OSG, to which the answer is no.

This is not implemented currently. It's another one of those little projects
I'd like to do eventually. It's what some publications call test-intersection
vs find-intersection. Test-intersection: If all you want to know is if
something intersects (for example, for shadow tests in raytracing) some
shortcuts can be taken. Find-intersection: If you really want to find all
objects that intersect (and potentially then sort by distance so you can get
the closest one) (for example, for the main rays in raytracing) then you'd do
it more or less the way it's done right now. If you want to implement
test-intersection, you could subclass
IntersectionVisitor/LineSegmentIntersector,
or you could do it directly in these classes as an option and then submit it
to OSG. :-)

I do need this feature, so I will look into implementing it in
osgUtil::IntersectionVisitor.
This should be as simple as setting a flag, I think, and modifying the
traversal to return as soon as an intersection is found. I will let the list
know how it goes.

Thanks,
Peter



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Re: [osg-users] Using OSGShadow to compute and return a shadow map in a texture or bitmap

2009-08-11 Thread Andrew Thompson
I realise this is a bit of a complicated question, but does anyone have any 
ideas if this is possible with OSG?

Cheers, 
Andrew

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Re: [osg-users] ShaderGen and GL3

2009-08-11 Thread Paul Martz

Jean-Sébastien Guay wrote:
Still, your visitor is interesting, extending it would be good, and 
testing it by having OSG create a GL3 context (perhaps even GL3.1 so 
that it errors out when using deprecated functionality) would be even 
better.
I've given this some thought, and tried to write this GL3-safe OSG app 
in such a way that, even if OSG does issue deprecated GL1/2 commands 
(which it certainly does: glMatrixMode and glLight are always called at 
least once per frame in current osgViewer apps), that it would not 
affect the execution of the app. GL calls that generate errors have no 
effect on OpenGL state, so if the app doesn't depend on those functions 
working, I'd think that the app should still function on a 3.1 context 
in spite of OSG continuing to issue GL 1/2 calls.


But the 3.1 context would help us track down all OSG code that issues GL 
1/2 commands.


I am meeting with my client next week, the one who is really interested 
in future-proofing all their new OSG development from this point 
forward, and it'll be interesting to discuss the road forward with them. 
I'm looking forward to getting additional funding from this client to 
pursue this work, such as GL 3.1 context creation in OSG. But this work 
needs to be prioritized against other work the client has lined up for me,


Cheers,
  -Paul
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[osg-users] 360 degree screen captures

2009-08-11 Thread Wally Atkins
I am interested in creating a small OSG programs that will read in a model of 
whatever type and then render screen captures that would mimic a 360 rotation 
around the model. I would imagine this would be rather simple to write but my 
days of writing C++ are rusty at best and my initial attempts have proved to be 
fruitless (got a bunch of gray screen captures).

The basic idea is that I could run a command line program with one argument 
(the path to the model) and have that do the stepping, say 36 steps of 10 
degrees each, taking a screen capture at each step and outputting the sequence 
to JPG or PNG (i.e. model01.png, model02.png, ...).

Are there any kind souls out there that could help me with such a task or know 
of something that already may do such a thing?

Thanks in advance for your help,
Wally Atkins

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Re: [osg-users] line intersection performance

2009-08-11 Thread Jean-Sébastien Guay

Hello Andrew,

I am trying to implement something like this, in order to compute hit 
tests on a line. I don't need to know which objects intersected the 
line, or get a list of objects/intersections out, just need to know Is 
there an intersection or not.


The original posts are included below. Would anyone know how I might go 
about implementing this?


I think I had mentioned the files to check in that thread, but if not, 
have a look at the code in osgUtil::IntersectionVisitor, 
osgUtil::LineSegmentIntersector and associated classes (some of which 
are in the source files only). It should be pretty simple to use those 
as guidance and just return true whenever it can be decided without 
error that the intersection will succeed. Also if you remove all the 
calculations that are done in the case an intersection was successful 
(node path copy, local intersection point and normal, etc.) you might 
gain a bit too.


Note that if you can survive by doing an approximate test, then you 
could also implement your own subclasses of 
LineSegmentIntersector/IntersectionVisitor that would only check 
bounding volumes. That would be much quicker than testing the geometry. 
If you do need exact tests, then make sure you enable kd-trees for your 
geometries, this will help greatly.


If you end up doing this, please do it in a way that can be 
re-integrated into OSG since I expect other people will be interested in 
using this kind of test.


Hope this helps,

J-S
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Re: [osg-users] about the bounding sphere of a geode computed by OSG

2009-08-11 Thread Paul Martz

Gianluca Natale wrote:

I cannot completely agree.

I mean that I know that the real perfect bounding sphere is computationally
expensive,
but in many cases (solid objects) it should be computed just once
But in many other cases (dynamic geometry) it must be computed each 
frame. So it really does need to be very fast.


If you need a very tight bounding sphere, you could write your own 
NodeVisitor to create it. But changing OSG to compute and use tight 
bounding spheres throughout would be a formidable redesign that could 
take 2-4 engineering months to completely code and test, and while it 
might improve culling in some cases, it would also harm performance in 
other cases, so the net result would probably be a wash.

  -Paul
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[osg-users] Using shared OpenGL contexts

2009-08-11 Thread Raphael Sebbe
Hi,
Is it possible in OSG to use shared opengl contexts that are created outside
of OSG, and yet declare to OSG that they are sharing their texture spaces
(and VBO, etc)? I searched the documentation, but could not find a way to do
that.

Thank you,

Raphael
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Re: [osg-users] [osgPPU] X-ray Design use of OsgPPU

2009-08-11 Thread Bob Youmans
Hi,

for the thickness it's actually a fixed data for the geometry (not really 
thickness).  It's only thickness in the analogue of the x-ray model.  It's 
geometry dependent data, and for starting out adding this data item and/or 
having only the one value will do.  I'm just looking for the best design using 
osg.  So with that, maybe osgVolume is not necessary.  I have userdata and/or 
node callbacks to get this data for each geometry (e.g., Uniform callback for 
the vertex shader all using the same var name).  

I found your slicing idea in osgppu interesting.  So, given this thickness as 
data and not requiring geometry calculation, how would you see going at it?


Thank you!

Cheers,
Bob

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Re: [osg-users] Get the top coordonates from screen of an object

2009-08-11 Thread Jean-Sébastien Guay

Hi Adrien,


I'm trying to put a text on the top of a node, a sort of caption. This caption 
can be added for mutliple objects without being stacked with other captions. My 
idea is to add those caption to the global scene by getting the coordinates of 
the top of the followed node and project the text on the screen from the given 
coordinates.


Are you just trying to get the highest point of a node?

If so, just use the center of the node's bounds in X and Y, but the 
highest point in Z. You can get an approximate solution using


// node is your node
osg::Vec3 top = node-getBound().center() +
node-getBound().radius() * osg::Vec3(0,0,1)

This won't work well for objects that are slim but not high (think of a 
box which is wide and deep but not high, so for example it has a size 
(100, 100, 1) ). In those cases the text will be too high above the 
object. You can get closer using the osgUtil::ComputeBoundsVisitor which 
just visits all drawables under your node and combines their bounding 
boxes into one bounding box which you can then get. Then using that 
bounding box, you can just use


// bb is the bounding box gotten from the ComputeBoundsVisitor
osg::Vec3 top(bb._max.x() - bb._min.x(),
  bb._max.y() - bb._min.y(),
  bb._max.z());

This all assumes that you're in Z-up as is default in OSG.

If this is not what you wanted, please clarify your question.

Hope this helps,

J-S
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Re: [osg-users] PolytopeIntersector distance and Transform

2009-08-11 Thread Andrew Cunningham
Hi Peter,
I have no time to work on this either at the moment. I will just avoid the 
scale transforms and scale the objects 'manually'.

Andrew

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Re: [osg-users] [osgPlugins] Current state of Collada importer

2009-08-11 Thread Michael Irby II
Hi rosme,

I have been looking for the things you are working also. Is it possible for you 
to ship me the files you have. If so that would be great.
... 

Thank you!

Cheers,
Michael

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Re: [osg-users] [osgPPU] X-ray Design use of OsgPPU

2009-08-11 Thread Art Tevs
Hello,


ryoumans wrote:
 
 for the thickness it's actually a fixed data for the geometry (not really 
 thickness).  It's only thickness in the analogue of the x-ray model.  It's 
 geometry dependent data, and for starting out adding this data item and/or 
 having only the one value will do.  I'm just looking for the best design 
 using osg.  So with that, maybe osgVolume is not necessary.  I have userdata 
 and/or node callbacks to get this data for each geometry (e.g., Uniform 
 callback for the vertex shader all using the same var name).  
 

OK, but your data must be view dependent. Otherwise how you would imagine to 
have X-ray like view, if you just have per vertex data?
Or maybe I just don't really understand what you would like to have.


 
 I found your slicing idea in osgppu interesting.  So, given this thickness 
 as data and not requiring geometry calculation, how would you see going at it?
 

Giving the thickness of data, I would render the object just as it is and using 
a shader, I would compute the viewing direction for each pixel (or vertex). 
Then having your view dependent data (so it would be probably a 6D data, for 
each position in each viewing direction. Or maybe 5D, for each position on 
surrounding sphere in each viewing direction) I would just compute color based 
on this thicknes.

I do not see currently any other way of rendering X-ray like 3D models without 
having thickness data for each viewing direction and viewing position. THe way 
I proposed, is the way how one could compute this data on the fly. Maybe we can 
work out an example usng osgPPU so that other people can profit from it ;)

cheers,
art

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Re: [osg-users] [osgPPU] X-ray Design use of OsgPPU

2009-08-11 Thread Paul Sherman

Hello,

Pardon me if I am jumping into the middle of this conversation, but  
XRay rendering has been done before. Look at shader examples from  
NVidia and others for volumetric fog and adapt them accordingly. The  
basic approach is to use the depth buffer and subtraction to render  
thickness as a bit field depth and then use that depth index for a  
lookup into your fog texture (1D) to produce the desired visual  
effect. Attenuation of the objects (different material parameters) can  
be achieved by setting values in texture units 1, 2 or 3 of the model  
(so you can still look at them visually). Modeling more advanced  
features of X-Ray light (non-linear falloff, for example) can be  
accomplished in the 1D lookup texture or it can be extended to a 2D or  
even 3D texture. Very realistic effects that mix with real objects  
can even be achieved.


Hope that helps,

- Paul

On Aug 11, 2009, at 1:15 PM, Art Tevs wrote:


Hello,


ryoumans wrote:


for the thickness it's actually a fixed data for the geometry  
(not really thickness).  It's only thickness in the analogue of the  
x-ray model.  It's geometry dependent data, and for starting out  
adding this data item and/or having only the one value will do.   
I'm just looking for the best design using osg.  So with that,  
maybe osgVolume is not necessary.  I have userdata and/or node  
callbacks to get this data for each geometry (e.g., Uniform  
callback for the vertex shader all using the same var name).




OK, but your data must be view dependent. Otherwise how you would  
imagine to have X-ray like view, if you just have per vertex data?

Or maybe I just don't really understand what you would like to have.




I found your slicing idea in osgppu interesting.  So, given this  
thickness as data and not requiring geometry calculation, how  
would you see going at it?




Giving the thickness of data, I would render the object just as it  
is and using a shader, I would compute the viewing direction for  
each pixel (or vertex). Then having your view dependent data (so it  
would be probably a 6D data, for each position in each viewing  
direction. Or maybe 5D, for each position on surrounding sphere in  
each viewing direction) I would just compute color based on this  
thicknes.


I do not see currently any other way of rendering X-ray like 3D  
models without having thickness data for each viewing direction and  
viewing position. THe way I proposed, is the way how one could  
compute this data on the fly. Maybe we can work out an example usng  
osgPPU so that other people can profit from it ;)


cheers,
art

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Re: [osg-users] Hello from New Orleans

2009-08-11 Thread Paul Martz




I updated this page with the PDF of Wang Rui's presentation.

I strongly encourage everyone to take a look at the OSG In Chine
presentation. It's amazing to see how big their OSG community is.

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




Jean-Sbastien Guay wrote:
Hi all,
  
  
It was great meeting all of you at the BOF. Great presentations all
around, and very encouraging to see such an active community in China.
  
  
I've started a page on the wiki:
  
  
http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2009
  
  
Perhaps people can post their presentations in PDF or send me their
presentation personally and I can post it for them. Also if anyone has
photos either post them here or to the wiki, or send them to me. Also
the page is missing Marc Olano's affiliation (that'll teach me not to
take notes) - if someone could tell me or update the page to correct
that.
  
  
J-S
  



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Re: [osg-users] [osgPPU] X-ray Design use of OsgPPU

2009-08-11 Thread Bob Youmans
Hi,

yes view dependent ok.  imagine a vehicle, each geode is a panel and the 
panel has a thickness.  i plan to  set a distance for the x-ray and a 
viewing angle (about z, assume constant elevation (about x or y), render 
a frame and see what interior geometry fraction shows through by counting the 
pixels as the ratio of num of colored pixels.  for the next frame, the viewing 
angle and/or distance will change.  Note that the distance only serves to 
effect the power (vs thickness) of the x-ray so that as the viewing pos is 
closer more penetration can occur.

i would be interested in how to set this up as a multi-render ppu arrangement.  
My geometry is in a file, but there are several other nodes i create 
programmatically to make all this work.

My problem is i'm very new with textures and shading and it's difficult to 
debug, compared to the usual development approach.

right now i don't know the best way to set up the shader / texture / pixel 
objects.  I'm ok with the osg nodes and have the transforms and callbacks ok.  
even the uniforms per geode are ok.

i'm looking at depthpeeling and several other examples from osg to find the way 
to go with the shader pixel analysis parts.

... 


Thank you!

Cheers,
Bob

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[osg-users] runtime error

2009-08-11 Thread Rabbi Robinson
Hi,

I am getting a lot of Warning: detected OpenGL error 'invalid value' after 
RenderBin::draw(,) at run time.
Can someone tell me how to narrow it down?

Thank you!

Cheers,
Rabbi

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[osg-users] [build] could you please tell me how to build osg as static library on win32

2009-08-11 Thread Choi Kwang-Yoon
my project environment 

visual studio 2008 professional

openscenegraph 2.8.1

I have difficulties in building osg as static library on win32. 

please tell me how to build osg as static library on win32.

thanks in advance;;

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