Re: [osg-users] [forum] how add SDL in osg project
Ivan, you are running in circles. Begin compiling the OSG from source as written in http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted after reading that, continue with the VS specifics: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio Finally, as stated in point 5 of Getting Started, modify the example you are interested, osgmovie, and recompile. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using OsgSim Overlay
Hello, I have added a geometry as an overlay over another geometry. The overlay texture seems to distort(stretch) under certain viewing angles. It seems the projected texture is generating incorrect texture coordinates. The white area is the overlaySubgraph geometry, and the colored area is the Overlay Node (base) geometry. The overlay mode is VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_PROJECTION. Can anyone suggest where should I start troubleshooting. Thanks Vaibhav Bansal attachment: UnDistorted.JPGattachment: Distorted.JPG___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Warning: Could not find plugin to read objects from file *.jpg
Hi James, You'll need to use the Win32 3rd party dependencies package, either using the binaries if you use the same VS version as they were built with, or to build from scratch. For me details read the PlatformSpecifics docs on openscenegraph.org: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio Robert. On Wed, Nov 18, 2009 at 10:56 PM, James Adkison ARA/CFD jadki...@ara.com wrote: This is my first time building OSG and everything went well in Linux but I am having a problem in Windows. Building: OSG 2.8.2 OS: Windows XP Compiler: Visual Studio 2005 Professional The build seems to go through okay and I do have the osgdb_jpeg.dll in the plugins directory but I still get the warning when loading a JPEG texture. I also built the osgd_png.dll and those textures are loading without any problems. Any help pointing me in the right direction is appreciated. Thanks, James ___ 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] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)
I'm happy to hear that. I hope to check dev version out soon. :) robertosfield wrote: VR Lab, Konkuk University, South Korea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19857#19857 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Warning: Could not find plugin to read objects from file *.jpg
Hi James, It is most probably a side-by-side problem. If you are using the precompiled binairies provided here http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies , make sure you have installed SP1 for VS2005. These binairies are compiled using VS 2005 SP1. To be sure, you can use the dependency walker ( http://www.dependencywalker.com/) to check the side-by-side configuration of osgdb_jpeg.dll. Mourad On Wed, Nov 18, 2009 at 11:56 PM, James Adkison ARA/CFD jadki...@ara.comwrote: This is my first time building OSG and everything went well in Linux but I am having a problem in Windows. Building: OSG 2.8.2 OS: Windows XP Compiler: Visual Studio 2005 Professional The build seems to go through okay and I do have the osgdb_jpeg.dll in the plugins directory but I still get the warning when loading a JPEG texture. I also built the osgd_png.dll and those textures are loading without any problems. Any help pointing me in the right direction is appreciated. Thanks, James ___ 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] Using OsgSim Overlay
Hi Vaibhav, Vaibhav Bansal wrote: Hello, I have added a geometry as an overlay over another geometry. The overlay texture seems to distort(stretch) under certain viewing angles. It seems the projected texture is generating incorrect texture coordinates. The texture coordinates might be OK, but the resolution of your overlayed geometry might change in the generated overlayed texture. What happens in OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY? Does the resolution/stretch stay the same? jp The white area is the overlaySubgraph geometry, and the colored area is the Overlay Node (base) geometry. The overlay mode is VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_PROJECTION. Can anyone suggest where should I start troubleshooting. Thanks Vaibhav Bansal ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best ways to render FE models with millions of tris and quads
Hi Andrew, As Bryan explains, you have stubmled upon and osg::Geometry usage combination that forces the OSG to use OpenGL slow paths where it has to pass the data within glBegin/glVertex/glNormal/glEnd which is very slow for large datasets. Display lists reduce this overhead as the GL calling overhead is just paid once during compilation. The reason why the OSG is forced to adopt slow paths (glBegin/glEnd) rather than fast paths (glVertexPointer/glDrawElements) is that there is now way to specify per primitive attributes with GL vertex arrays. During my work on GLES I had to replace the whole glBegin/glEnd usage as GLES doesn't have these functions, I replaced them with a GLBeginEndAdapter class that encodes glBegin/glEnd style usage into vertex arrays which are then dispatched to OpenGL as a fast path - there is still the hefty cost of all the C++ calls building the data structures though, so alas it doesn't make it any more efficient coping with this non optimal osg::Geometry. Since you really want to use fast paths and flat lit traingles then it leaves us with some achieve this. The brute force way would be to specify a normal per vertex, but this would lead to smooth shading - so the next step would be to use the osg::ShadeMode StateAttribute to set the shading to flat. To do this you'll need to be careful about the normal ordering so the right vertices on each triangle are set (have a read up on GL docs of glShadeModel), even then it won't be perfect. Another possibility would be to ditch the normals completely and compute the lighting in a whole different way - using differed lighting. To do differed lighting you'll need to render your scene into a FBO to capture the colour and depth of the scene. Then you use a second pass that uses the resulting depth texture of the scene to compute the normals, and from this the lighting, and then combine this with the base colour of the scene. Perhaps others in the community might have other ideas of how to achieve what you are looking for. Robert. On Wed, Nov 18, 2009 at 10:51 PM, Andrew Cunningham o...@a-cunningham.com wrote: OK, I think I have resolved the mystery. The VBO was being stalled by a setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE); If I remove that, and compare FPS, then the VBO performance is slightly better than the displaylist version Why do I use setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE); Because by definition, finite element geometry is a discretized geometry, so you want each element to have one normal. You don't want to smooth the surface. If anyone has a way to do that without using BIND_PER_PRIMITIVE .. let me know! Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19848#19848 ___ 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] Using OsgSim Overlay
Hello jp, Thanks for the quick reply. How do I check if the 'resolution' of ovelay geometry is changing. Regards Vaibhav Bansal -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 2:41 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi Vaibhav, Vaibhav Bansal wrote: Hello, I have added a geometry as an overlay over another geometry. The overlay texture seems to distort(stretch) under certain viewing angles. It seems the projected texture is generating incorrect texture coordinates. The texture coordinates might be OK, but the resolution of your overlayed geometry might change in the generated overlayed texture. What happens in OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY? Does the resolution/stretch stay the same? jp The white area is the overlaySubgraph geometry, and the colored area is the Overlay Node (base) geometry. The overlay mode is VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_PROJECTION. Can anyone suggest where should I start troubleshooting. Thanks Vaibhav Bansal ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] question about osgShadow and shader
Hi, does it is possible to use a shader(vert+frag) on a node, and after to apply osgshadow on it? i want to apply a shader that modify my geometry before that osgshadow process the node. thank's Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using OsgSim Overlay
Hi, Vaibhav Bansal wrote: Hello jp, Thanks for the quick reply. How do I check if the 'resolution' of ovelay geometry is changing. imagine the following: You want to overlay a 1024x1024 checkerboard onto the earth and you have a 512x512 overlay texture. If you view the whole earth it obviously would not look good - too much detail to fit into the texture. What the view dependent modes try to do is this: When you zoom in, you only see a piece of the checkerboard, so now the 512x512 texture can contain only a piece of the checkerboard and so you see more detail of the overlayed geometry. I think this is the effect you are seeing when you are moving the view around. jp Regards Vaibhav Bansal -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 2:41 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi Vaibhav, Vaibhav Bansal wrote: Hello, I have added a geometry as an overlay over another geometry. The overlay texture seems to distort(stretch) under certain viewing angles. It seems the projected texture is generating incorrect texture coordinates. The texture coordinates might be OK, but the resolution of your overlayed geometry might change in the generated overlayed texture. What happens in OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY? Does the resolution/stretch stay the same? jp The white area is the overlaySubgraph geometry, and the colored area is the Overlay Node (base) geometry. The overlay mode is VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_PROJECTION. Can anyone suggest where should I start troubleshooting. Thanks Vaibhav Bansal ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] 3D model material display error!
Hi Kim, When add my own island model to the oceanscene and of cource nodemask and shaders have been set to the model, I found that the reflection of the model on the ocean surface is not complete. Will you please tell me what caused this problem? And coule the problem be solved? Thank you! Cheers, Tian[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19879#19879 attachment: .jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] 3D model material display error!
Hi Tian, I can't really see what's wrong from the attached picture, it kind of looks like a dirty blue splodge... K. 2009/11/19 Tian Ma tianxiao...@foxmail.com: Hi Kim, When add my own island model to the oceanscene and of cource nodemask and shaders have been set to the model, I found that the reflection of the model on the ocean surface is not complete. Will you please tell me what caused this problem? And coule the problem be solved? Thank you! Cheers, Tian[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19879#19879 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Wake effects?
Hi, I thought this would have come up before, but does anyone have suggestions how to render a boat's wake? Using osgParticle provides an ok solution, but falls apart rapidly if the ocean waves are too large (the particles go underwater). Would be cool to leverage the same texturing effects as the wave crest foam stuff - just not sure how. :) Thanks for any suggestions, Erik -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19849#19849 attachment: Untitled-3.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Main branch MSFBO support change
Hi Paul, I haven't reviewed this submission yet, but it clearly overlaps with the changes that Wojtek was working on. I've already checked in some of Wojtek's changes (the interface changes to osg::Camera and osg::DisplaySettings) but haven't checked in the changes to RenderStage.cpp. I'm awaiting feedback from Wojtek before merging the remaining elements his changes. Could you give me a heads up on where you think we stand with respect this submission? Is it complimentary, no longer needed at all, will need to be refactor? I'll hold off from doing a review of your changes till you give me a heads up. Cheers, Robert. On Sat, Oct 24, 2009 at 8:09 PM, Paul Martz pma...@skew-matrix.com wrote: Hi Robert -- Here is my submission to increase application control over implicit creation of FBO attachments, MSFBO resolve attachments, and blit, as discussed in the thread Improving multisampled FBO. By default, the current behavior is preserved, which means that OSG implicitly creates both color and depth FBO attachments if they were not already attached to the Camera. In the multisampled case, this is done for both the multisampled FBO as well as the resolve FBO. However, the app can now explicitly set a mask to control which attachments OSG creates implicitly, using Camera::setUseBufferMasks(). There is a mask bit for color, depth, and stencil. The default is USE_COLOR_BUFFER | USE_DEPTH_BUFFER. If you pass you parameter and are not using MSFBO, the mask controls the attachments to the rendered FBO. If you are using MSFBO, then you can pass two parameters: the first controls attachments to the multisampled FBO, and the second controls attachments to the resolve FBO. I've also changed the computation of the glBlitFramebuffer mask. Formerly, this iterated over all attachments to compute the mask, once per frame -- very inefficient. This was really unnecessary, as OSG always copies all attachments. Now, the code simply sets all bits and lets OpenGL sort it out. (OpenGL silently ignores a bit if the attachment isn't set in both the source and destination FBOs.) This gives me a permanent fix for the glBlitFramebuffer issue on OS X, as I can now explicitly leave the depth buffer out of the resolve FBO. (As an additional aside, I'll note that the current FBO handling by Camera and RenderStage is pretty hairy and it'd be nice to completely scrap and reimplement this. However, it'd be difficult to do so without breaking backwards compatibility. So, this is best left for an OSG v3.0 change.) -- Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using OsgSim Overlay
Yes, this is what the overlay node does for me. But I am unable to understand, why the stretching occurs only 'at' some specific angles. Regards Vaibhav Bansal -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 3:47 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi, Vaibhav Bansal wrote: Hello jp, Thanks for the quick reply. How do I check if the 'resolution' of ovelay geometry is changing. imagine the following: You want to overlay a 1024x1024 checkerboard onto the earth and you have a 512x512 overlay texture. If you view the whole earth it obviously would not look good - too much detail to fit into the texture. What the view dependent modes try to do is this: When you zoom in, you only see a piece of the checkerboard, so now the 512x512 texture can contain only a piece of the checkerboard and so you see more detail of the overlayed geometry. I think this is the effect you are seeing when you are moving the view around. jp Regards Vaibhav Bansal -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 2:41 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi Vaibhav, Vaibhav Bansal wrote: Hello, I have added a geometry as an overlay over another geometry. The overlay texture seems to distort(stretch) under certain viewing angles. It seems the projected texture is generating incorrect texture coordinates. The texture coordinates might be OK, but the resolution of your overlayed geometry might change in the generated overlayed texture. What happens in OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY? Does the resolution/stretch stay the same? jp The white area is the overlaySubgraph geometry, and the colored area is the Overlay Node (base) geometry. The overlay mode is VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_PROJECTION. Can anyone suggest where should I start troubleshooting. Thanks Vaibhav Bansal ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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] Using OsgSim Overlay
Vaibhav, The area covered by the projected texture changes based on your view angle. As your angle of view gets less steep, the texture resolution appears to descrease since it has to cover a larger area. Try view-dependend-with-perspective-overlay, which helps with this issue. Also, increase the texture size hint in the OverlayNode api. Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 On Thu, Nov 19, 2009 at 7:29 AM, Vaibhav Bansal vaib...@darshan3d.comwrote: Yes, this is what the overlay node does for me. But I am unable to understand, why the stretching occurs only 'at' some specific angles. Regards Vaibhav Bansal -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 3:47 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi, Vaibhav Bansal wrote: Hello jp, Thanks for the quick reply. How do I check if the 'resolution' of ovelay geometry is changing. imagine the following: You want to overlay a 1024x1024 checkerboard onto the earth and you have a 512x512 overlay texture. If you view the whole earth it obviously would not look good - too much detail to fit into the texture. What the view dependent modes try to do is this: When you zoom in, you only see a piece of the checkerboard, so now the 512x512 texture can contain only a piece of the checkerboard and so you see more detail of the overlayed geometry. I think this is the effect you are seeing when you are moving the view around. jp Regards Vaibhav Bansal -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 2:41 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi Vaibhav, Vaibhav Bansal wrote: Hello, I have added a geometry as an overlay over another geometry. The overlay texture seems to distort(stretch) under certain viewing angles. It seems the projected texture is generating incorrect texture coordinates. The texture coordinates might be OK, but the resolution of your overlayed geometry might change in the generated overlayed texture. What happens in OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY? Does the resolution/stretch stay the same? jp The white area is the overlaySubgraph geometry, and the colored area is the Overlay Node (base) geometry. The overlay mode is VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_PROJECTION. Can anyone suggest where should I start troubleshooting. Thanks Vaibhav Bansal ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Main branch MSFBO support change
Robert, Paul and everyone interested, My changes in Re: [osg-submissions] DisplaySettings masks forimplicitbufferattachments were based on initial Paul submission. And of course my submission included Pauls changes and added support for setting IMPLICIT_BUFFER_ATTACHMENT policy through DisplaySettings. You may treat last of my DisplaySettings masks forimplicitbufferattachments posts as final result of my and Paul colaboration on this topic. Btw I just have submitted RenderStage cpp modifications made versus Roberts latest merges in today SVN. I believe topic of implicit buffer attachemnts for fbo and msfbo will be closed when Robert merges my today fixes I just posted. Cheers, Wojtek - Original Message - From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, November 19, 2009 1:22 PM Subject: Re: [osg-users] Main branch MSFBO support change Hi Paul, I haven't reviewed this submission yet, but it clearly overlaps with the changes that Wojtek was working on. I've already checked in some of Wojtek's changes (the interface changes to osg::Camera and osg::DisplaySettings) but haven't checked in the changes to RenderStage.cpp. I'm awaiting feedback from Wojtek before merging the remaining elements his changes. Could you give me a heads up on where you think we stand with respect this submission? Is it complimentary, no longer needed at all, will need to be refactor? I'll hold off from doing a review of your changes till you give me a heads up. Cheers, Robert. On Sat, Oct 24, 2009 at 8:09 PM, Paul Martz pma...@skew-matrix.com wrote: Hi Robert -- Here is my submission to increase application control over implicit creation of FBO attachments, MSFBO resolve attachments, and blit, as discussed in the thread Improving multisampled FBO. By default, the current behavior is preserved, which means that OSG implicitly creates both color and depth FBO attachments if they were not already attached to the Camera. In the multisampled case, this is done for both the multisampled FBO as well as the resolve FBO. However, the app can now explicitly set a mask to control which attachments OSG creates implicitly, using Camera::setUseBufferMasks(). There is a mask bit for color, depth, and stencil. The default is USE_COLOR_BUFFER | USE_DEPTH_BUFFER. If you pass you parameter and are not using MSFBO, the mask controls the attachments to the rendered FBO. If you are using MSFBO, then you can pass two parameters: the first controls attachments to the multisampled FBO, and the second controls attachments to the resolve FBO. I've also changed the computation of the glBlitFramebuffer mask. Formerly, this iterated over all attachments to compute the mask, once per frame -- very inefficient. This was really unnecessary, as OSG always copies all attachments. Now, the code simply sets all bits and lets OpenGL sort it out. (OpenGL silently ignores a bit if the attachment isn't set in both the source and destination FBOs.) This gives me a permanent fix for the glBlitFramebuffer issue on OS X, as I can now explicitly leave the depth buffer out of the resolve FBO. (As an additional aside, I'll note that the current FBO handling by Camera and RenderStage is pretty hairy and it'd be nice to completely scrap and reimplement this. However, it'd be difficult to do so without breaking backwards compatibility. So, this is best left for an OSG v3.0 change.) -- Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ShadowedScene, Camera and Callback
Hi, I want to make a screenshot of a osgShadow::ShadowScene. I have created an osg::Camera this way : Code: camera-setClearColor(osg::Vec4(0.8f,0.8f,0.8f,1.0f)); camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setProjectionMatrixAsPerspective(90,1.0,x,2*x); camera-setViewMatrixAsLookAt(_position, _lookAt, osg::Vec3f(0.0f,0.0f,1.0f) ); camera-setViewport(0,0, xres, yres); camera-setRenderOrder(osg::Camera::POST_RENDER); camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); camera-attach(osg::Camera::COLOR_BUFFER, myImage); camera-setFinalDrawCallback(new WriteCallback(filename, camera, myImage)); camera-addChild(_originalModel); [\code] If I make viewer.realize(); viewer.frame(); I will not see my 3D model. If I do viewer.frame() once more I will see my 3D model but no shadow on it. I know the problem is coming from the camera because if i create a viewer and run it with the same _originalModel before entering my screenshot procedure there is no problem. Someone could explain me the logic behind it ? I mean do I have to make a trick for having shadow on my screenshot. I have read about 2 cameras on another topic but not sure about. Thank you all :) Cheers, Benoît -- Benoît Bayol benoit.ba...@gmail.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19891#19891 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using both osgViewer::Viewer and CompositeViewer simultaneously
Hi, I am trying to use osgViewerQT example where in I am trying to enable both compositeViewer and Viewer. But if I toggle between both windows, I am unable to register any input events for one of them, depending on which I enable first. I badly need help with this scenario. thank you, pavan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Warning: Could not find plugin to read objects from file *.jpg
Hi Robert, Mourad, Thanks for the help, it solved the problem. After using the dependency walker I was able to see that I was missing the jpeg62.dll. Thanks again, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19894#19894 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] 3D model material display error!
Hi Kim, I have amended the attachment problem. Can you see the picture clearly now? Cheers, MT Kim Bale wrote: Hi Tian, I can't really see what's wrong from the attached picture, it kind of looks like a dirty blue splodge... K. 2009/11/19 Tian Ma : Hi Kim, When add my own island model to the oceanscene and of cource nodemask and shaders have been set to the model, I found that the reflection of the model on the ocean surface is not complete. Will you please tell me what caused this problem? And coule the problem be solved? Thank you! Cheers, Tian[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19879#19879 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19896#19896 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] 3D model material display error!
There's no attachment at all now :( K. 2009/11/19 Tian Ma tianxiao...@foxmail.com: Hi Kim, I have amended the attachment problem. Can you see the picture clearly now? Cheers, MT Kim Bale wrote: Hi Tian, I can't really see what's wrong from the attached picture, it kind of looks like a dirty blue splodge... K. 2009/11/19 Tian Ma : Hi Kim, When add my own island model to the oceanscene and of cource nodemask and shaders have been set to the model, I found that the reflection of the model on the ocean surface is not complete. Will you please tell me what caused this problem? And coule the problem be solved? Thank you! Cheers, Tian[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19879#19879 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19896#19896 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Optimal Rendering setup
I have a pre-render to generate a texture of an object without drawable culling, after that, I'm going to cull various drawables in the object to let its insides peek thru, I'll be blending the old exterior (via texture) with the interior view of the object that shows up when the drawables are culled. (Think of it like a transporter effect in Star Trek where the surfaces are phasing in and out.) I only need to generate the original texture once, and then blend it with a procession of new frames where different faces are coming and going. (Unless of course, someone rotates the view.) What is the best way to do this? Do I need to just let it pre-render everytime, then render the whole image with blending or is there some way to prevent the unculled image from rendering repeatedly? Or am I worrying about nothing in the first place? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SO version inconsistency
Hi, Robert Osfield writes: I've now removed it to return the include file list to what it was before I made the changes so should fix the build. Right now I haven't removed Version from the include/osg, so having it in the include file list won't be a problem, but... do we now remove Version from svn? We probably don't need to as it's not something that varies from install to install like Config does. I think we should remove Version, because things are not working now. What it is getting installed is the old Version file. I did the test of modifying it with some incorrect values and I could verify that those values were present on the file copied by the installation process. IMHO the fixes would be either to remove Version and put the output of the configured Version.in in its place, PROJECT_SOURCE_DIR, as my snippet showed, or to write an install rule to copy the configured Version.in after the build from the binary directory. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] 3D model material display error!
Hi Kim: I just give the picture's URL link below: http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg Cheers, MT Kim Bale wrote: There's no attachment at all now :( K. 2009/11/19 Tian Ma : Hi Kim, I have amended the attachment problem. Can you see the picture clearly now? Cheers, MT Kim Bale wrote: Hi Tian, I can't really see what's wrong from the attached picture, it kind of looks like a dirty blue splodge... K. 2009/11/19 Tian Ma : Hi Kim, When add my own island model to the oceanscene and of cource nodemask and shaders have been set to the model, I found that the reflection of the model on the ocean surface is not complete. Will you please tell me what caused this problem? And coule the problem be solved? Thank you! Cheers, Tian[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19879#19879 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19896#19896 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19901#19901 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] 3D model material display error!
Are you using a matrix transform above OceanScene to alter the sea level? K. 2009/11/19 Tian Ma tianxiao...@foxmail.com: Hi Kim: I just give the picture's URL link below: http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg Cheers, MT Kim Bale wrote: There's no attachment at all now :( K. 2009/11/19 Tian Ma : Hi Kim, I have amended the attachment problem. Can you see the picture clearly now? Cheers, MT Kim Bale wrote: Hi Tian, I can't really see what's wrong from the attached picture, it kind of looks like a dirty blue splodge... K. 2009/11/19 Tian Ma : Hi Kim, When add my own island model to the oceanscene and of cource nodemask and shaders have been set to the model, I found that the reflection of the model on the ocean surface is not complete. Will you please tell me what caused this problem? And coule the problem be solved? Thank you! Cheers, Tian[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19879#19879 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19896#19896 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19901#19901 ___ 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] Using OsgSim Overlay
Hello Glenn, The view dependent-with-perspective-overlay uses a shader, I am already using a shader for my terrain(base geometry, osgearth). Secondly for VIEW_DEPENDENT_WITH_ORTHOGRAPHIC mode the projected texture resolution does not decrease(/projected area does not increase) even when the viewing direction is near parallel to terrain, it stretches 'only' at certain specific angles. Is there a way to use overlay if I am already using a shader on my base terrain? Thanks and Regards Vaibhav Bansal From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn Waldron Sent: Thursday, November 19, 2009 6:52 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Vaibhav, The area covered by the projected texture changes based on your view angle. As your angle of view gets less steep, the texture resolution appears to descrease since it has to cover a larger area. Try view-dependend-with-perspective-overlay, which helps with this issue. Also, increase the texture size hint in the OverlayNode api. Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 On Thu, Nov 19, 2009 at 7:29 AM, Vaibhav Bansal vaib...@darshan3d.com wrote: Yes, this is what the overlay node does for me. But I am unable to understand, why the stretching occurs only 'at' some specific angles. Regards Vaibhav Bansal -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 3:47 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi, Vaibhav Bansal wrote: Hello jp, Thanks for the quick reply. How do I check if the 'resolution' of ovelay geometry is changing. imagine the following: You want to overlay a 1024x1024 checkerboard onto the earth and you have a 512x512 overlay texture. If you view the whole earth it obviously would not look good - too much detail to fit into the texture. What the view dependent modes try to do is this: When you zoom in, you only see a piece of the checkerboard, so now the 512x512 texture can contain only a piece of the checkerboard and so you see more detail of the overlayed geometry. I think this is the effect you are seeing when you are moving the view around. jp Regards Vaibhav Bansal -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 2:41 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi Vaibhav, Vaibhav Bansal wrote: Hello, I have added a geometry as an overlay over another geometry. The overlay texture seems to distort(stretch) under certain viewing angles. It seems the projected texture is generating incorrect texture coordinates. The texture coordinates might be OK, but the resolution of your overlayed geometry might change in the generated overlayed texture. What happens in OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY? Does the resolution/stretch stay the same? jp The white area is the overlaySubgraph geometry, and the colored area is the Overlay Node (base) geometry. The overlay mode is VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_PROJECTION. Can anyone suggest where should I start troubleshooting. Thanks Vaibhav Bansal ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SO version inconsistency
Hi Alberto, On Thu, Nov 19, 2009 at 2:42 PM, Alberto Luaces alua...@udc.es wrote: I think we should remove Version, because things are not working now. What it is getting installed is the old Version file. I did the test of modifying it with some incorrect values and I could verify that those values were present on the file copied by the installation process. Are you talking about an out of source build here? An in source build certainly works from the testing I've done, but I haven't tested an out of source build yet. IMHO the fixes would be either to remove Version and put the output of the configured Version.in in its place, PROJECT_SOURCE_DIR, as my snippet showed, or to write an install rule to copy the configured Version.in after the build from the binary directory. Removing Version from include/osg/Version would break the hand maintained XCode projects, and force it to have it's own local copy of Version which would be a backwards step all round. So if we remove Version then we really have to kick the XCode projects to touch as well. Assuming the problem you are seeing is down to an out of source build then the short term solution is the simple change the location that the autogenerated Version to be place in the PROJECT_SOURCE_DIR. You've never said it explictly but I presume you mean this to get rout the out of source build issue. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using OsgSim Overlay
I'm no shader expert, so I cannot answer that. I do know that osgEarth plays well with OverlayNode though -- it has some built-in vector overlay support that uses OverlayNode in perspective mode (see the osgearth_feature_overlay driver). Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 On Thu, Nov 19, 2009 at 10:24 AM, Vaibhav Bansal vaib...@darshan3d.comwrote: Hello Glenn, The view dependent-with-perspective-overlay uses a shader, I am already using a shader for my terrain(base geometry, osgearth). Secondly for VIEW_DEPENDENT_WITH_ORTHOGRAPHIC mode the projected texture resolution does not decrease(/projected area does not increase) even when the viewing direction is near parallel to terrain, it stretches ‘only’ at certain specific angles. Is there a way to use overlay if I am already using a shader on my base terrain? Thanks and Regards Vaibhav Bansal *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Glenn Waldron *Sent:* Thursday, November 19, 2009 6:52 PM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] Using OsgSim Overlay Vaibhav, The area covered by the projected texture changes based on your view angle. As your angle of view gets less steep, the texture resolution appears to descrease since it has to cover a larger area. Try view-dependend-with-perspective-overlay, which helps with this issue. Also, increase the texture size hint in the OverlayNode api. Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 On Thu, Nov 19, 2009 at 7:29 AM, Vaibhav Bansal vaib...@darshan3d.com wrote: Yes, this is what the overlay node does for me. But I am unable to understand, why the stretching occurs only 'at' some specific angles. Regards Vaibhav Bansal -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 3:47 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi, Vaibhav Bansal wrote: Hello jp, Thanks for the quick reply. How do I check if the 'resolution' of ovelay geometry is changing. imagine the following: You want to overlay a 1024x1024 checkerboard onto the earth and you have a 512x512 overlay texture. If you view the whole earth it obviously would not look good - too much detail to fit into the texture. What the view dependent modes try to do is this: When you zoom in, you only see a piece of the checkerboard, so now the 512x512 texture can contain only a piece of the checkerboard and so you see more detail of the overlayed geometry. I think this is the effect you are seeing when you are moving the view around. jp Regards Vaibhav Bansal -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 2:41 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi Vaibhav, Vaibhav Bansal wrote: Hello, I have added a geometry as an overlay over another geometry. The overlay texture seems to distort(stretch) under certain viewing angles. It seems the projected texture is generating incorrect texture coordinates. The texture coordinates might be OK, but the resolution of your overlayed geometry might change in the generated overlayed texture. What happens in OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY? Does the resolution/stretch stay the same? jp The white area is the overlaySubgraph geometry, and the colored area is the Overlay Node (base) geometry. The overlay mode is VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_PROJECTION. Can anyone suggest where should I start troubleshooting. Thanks Vaibhav Bansal ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using OsgSim Overlay
Smooth, I would say distortions occur in certain angle ranges. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 8:43 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi, Vaibhav Bansal wrote: Yes, this is what the overlay node does for me. But I am unable to understand, why the stretching occurs only 'at' some specific angles. Are the transitions smooth or are you seeing jumps? jp Regards Vaibhav Bansal -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 3:47 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi, Vaibhav Bansal wrote: Hello jp, Thanks for the quick reply. How do I check if the 'resolution' of ovelay geometry is changing. imagine the following: You want to overlay a 1024x1024 checkerboard onto the earth and you have a 512x512 overlay texture. If you view the whole earth it obviously would not look good - too much detail to fit into the texture. What the view dependent modes try to do is this: When you zoom in, you only see a piece of the checkerboard, so now the 512x512 texture can contain only a piece of the checkerboard and so you see more detail of the overlayed geometry. I think this is the effect you are seeing when you are moving the view around. jp Regards Vaibhav Bansal -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Thursday, November 19, 2009 2:41 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using OsgSim Overlay Hi Vaibhav, Vaibhav Bansal wrote: Hello, I have added a geometry as an overlay over another geometry. The overlay texture seems to distort(stretch) under certain viewing angles. It seems the projected texture is generating incorrect texture coordinates. The texture coordinates might be OK, but the resolution of your overlayed geometry might change in the generated overlayed texture. What happens in OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY? Does the resolution/stretch stay the same? jp The white area is the overlaySubgraph geometry, and the colored area is the Overlay Node (base) geometry. The overlay mode is VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_PROJECTION. Can anyone suggest where should I start troubleshooting. Thanks Vaibhav Bansal ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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] Best ways to render FE models with millions of tris and quads
Thanks for all the help guys - I will experiment with the duplicate vertices option - that may actually not be that bad in memory usage vs. using display lists. Anyway, I can expose that to the user in some way for them to make a speed/memory tradeoff if required. The main thing is that at least I understand what is going on! BTW, 2.8.2 seems much more stable than 2.8.1 on Windows. I used to get some weird problems , even in single-threaded mode. Great job to all involved. Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19908#19908 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac OS X Snow Leopard
Hi Stefan, I'm just reviewing submissions and have just checked your changes to include/osg/Atomic and rather perplexed by the changes. It concerns me that while it might hack around a problem elsewhere it'll introduce bugs under other build combinations. You changes were the addition of: #if defined(_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS) defined(__i386__) volatile unsigned _value; And the removal of the lines: #else volatile unsigned _value; From the same block of code. Neither change seems easily explainable or valid for the long term. Robert. On Mon, Nov 2, 2009 at 11:56 PM, stefan) ste...@nortd.com wrote: Hey Paul, I just built osg 2.8.2 from scratch on 10.6.1 (snow leopard). I would be happy if we could roll a 2.8.3 release with the required patches. The patched files in question are attached. Is there anything else I can do to make this 2.8.3 release happen? It's also good to note that there is a bug in cmake 2.6 which has been resolved in the 2.8-0 preview release. The architecture is not set correctly in the xcode project files. this mean even though i386 is set in cmake the xcode project will be set to $(NATIVE_ARCH) which results in a 64-bit build. Using cmake 2.8 or manually setting the architecture resolves this issue. /stefanix ___ 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] Main branch MSFBO support change
HI All, Wojtek's changes and now checked in to svn/trunk. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG wiki site not responding from Colorado
http://www.openscenegraph.org/ Responds, but http://www.openscenegraph.org/projects/osg seems to be timing out right now. Several friends of mine confirm it's unreachable for them too. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Optimal Rendering setup
Generate two textures, then use a shader to combine the two images. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Mark Jones wrote: I have a pre-render to generate a texture of an object without drawable culling, after that, I'm going to cull various drawables in the object to let its insides peek thru, I'll be blending the old exterior (via texture) with the interior view of the object that shows up when the drawables are culled. (Think of it like a transporter effect in Star Trek where the surfaces are phasing in and out.) I only need to generate the original texture once, and then blend it with a procession of new frames where different faces are coming and going. (Unless of course, someone rotates the view.) What is the best way to do this? Do I need to just let it pre-render everytime, then render the whole image with blending or is there some way to prevent the unculled image from rendering repeatedly? Or am I worrying about nothing in the first place? ___ 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] osgManipulator error bug? in removeTransformUpdating
Hi Mathias, I've now merged Stephan's bug fix, could you please test svn/trunk to see if things are now fixed. Cheers, Robert. On Sun, Nov 1, 2009 at 11:40 AM, Matthias Asselborn matthias.asselb...@gmx.de wrote: Hi, iam using the trunk of OSG i ve a simple code snipped a Group with a dragger and two transformmatrix objects and their childs there is no problem to call the method pDragger-addTransformUpdating( pTransformBrick1 ); pDragger-addTransformUpdating( pTransformBrick2 ); but when i call the methods pDragger-removeTransformUpdating( pTransformBrick1 ); pDragger-removeTransformUpdating( pTransformBrick2 ); the code crashes with Expression: (This-_has_container(),0) in dragger.cpp line 204 Code: void Dragger::removeTransformUpdating(osg::MatrixTransform* transform) { for(Dragger::DraggerCallbacks::iterator itr = _draggerCallbacks.begin(); itr != _draggerCallbacks.end(); ++itr) here is my test programm Code: int main( int argc, char **argv ) { osgViewer::Viewer viewer; osg::ref_ptrosg::Group pRoot = new osg::Group; osg::ref_ptrosg::Node pBrick1 = osgDB::readNodeFile( D:\\bricks\\obj\\3001.obj ); osg::ref_ptrosg::Node pBrick2 = osgDB::readNodeFile( D:\\bricks\\obj\\3005.obj ); osg::MatrixTransform* pTransformBrick1 = new osg::MatrixTransform; pTransformBrick1-addChild( pBrick1 ); osg::MatrixTransform* pTransformBrick2 = new osg::MatrixTransform; pTransformBrick2-addChild( pBrick2 ); osgManipulator::Dragger* pDragger = 0; osg::ref_ptrosgManipulator::TabBoxDragger pTabBoxDragger = new osgManipulator::TabBoxDragger(); pTabBoxDragger-setupDefaultGeometry(); pDragger = pTabBoxDragger; pRoot-addChild(pTransformBrick1); pRoot-addChild(pTransformBrick2); pRoot-addChild( pDragger ); float scale = pBrick1-getBound().radius() * 1.6; pDragger-setMatrix(osg::Matrix::scale( scale, scale, scale ) * osg::Matrix::translate( pBrick1-getBound().center() ) ); pDragger-addTransformUpdating( pTransformBrick1 ); pDragger-addTransformUpdating( pTransformBrick2 ); pDragger-removeTransformUpdating( pTransformBrick1 ); pDragger-removeTransformUpdating( pTransformBrick2 ); pDragger-setHandleEvents(true); osgUtil::Optimizer optimizer; optimizer.optimize( pRoot.get() ); viewer.setSceneData( pRoot.get() ); return viewer.run(); } Why doesnt it work? Is there another way to activate and deactivate the dragger to the nodes? Thank you! Cheers, Matthias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18996#18996 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ReaderWriterModifyTerrain.cpp
I just submitted this code over on submissions for Robert to consider, but since there's some opportunity for discussion of the future of this, I'm reposting the accompanying description here for discussion. This pseudo-loader permits on-the-fly modifications of a PagedLOD database's terrain heightfield's elevation values during load or save operations by simply appending the .modifyterrain suffix to the database filename and setting some ReaderWriter Options like MODIFYTERRAIN_ELEV_ADD. These can be specified through the command-line osgViewer like: osgviewer -O MODIFYTERRAIN_ELEV_ADD 5 terrain.osg.modifyterrain Currently the sample code permits adding a positive or negative constant value, scaling, enforcing a maximum or minimum clamp (ceiling/floor), replacement of a known constant value with another known constant value, as well as replacing all values below a constant with a potentially different constant. The underlying code is equipped to do non-spatially uniform terrain elevation modification (similar to osg::TDS) through the use of generalized visitors and functors offering point-elevation-evaluation callbacks. The callback provides the current spatial point location and elevation and allows user code to return a new elevation value that will replace the heightfield's existing elevation at that point. No spatial-feature-deformation library (for raising/lowering regional features like lakes, building sites, roads, ordinance craters, etc) is included at this point. My client isn't able to release this work yet, but may be able to in the future. This framework is designed so that any API capable of answering what elevation should be in effect at this X/Y position can be plugged in by deriving from the ModifyTerrainFunctor class, constructing a ModifyTerrainVisitor with it, and apply()ing it to a scenegraph. A CMakeLists.txt is included. ReaderWriterMODIFYTERRAIN.cpp replies on some of the PagedLOD/ProxyNode suffix enhancements I have already submitted in order to propagate the psuedoloader suffix through child PagedLODs and ProxyNodes so that deeper levels of the scenegraph get the modify treatment as they are loaded. While this code is finished and working, it could use a bit of cut paste before being checked in as-is. Much of the code within the ReaderWriterMODIFYTERRAIN.cpp file should be (I feel, without arrogance) incorporated into the broader osg/osgTerrain architecture. The three classes/APIs: ModifyTerrainFunctor, ModifyTerrainHeightField and ModifyTerrainVisitor are applicable to in-scenegraph modification of VPB/PagedLOD terrain whether it is done through the .modifyterrain pseudoloader or through user-application-invoked code. Additionally the ModifyDatabaseSuffixVisitor is generally applicable to any application of the pseudoloader technique in a database containing PagedLOD or ProxyNode entities -- this class could be placed into any convenient library/namespace -- osgDB suggests itself to me. The code for each of these is marked in the comments with a token and an explanation of where it might go in the osg Core code if it were broken out of .modifyterrain. This is just the tip of what I'm working on as far as terrain tools, but it's all I can release right now. It has already been tested pretty thoroughly, and can do some great things. The pseudoloader technique means that you can apply these terrain modifications at numerous different stages: During loading of a scenegraph in osgViewer, using -O to pass the modification parameters. While building the scenegraph within OSGDEM/VPB. While converting a scenegraph using osgconv (see my recent recursive-conversion submissions). The pseudoloader also abstracts away any file-format dependency -- you can use the pseudoloader atop any format plugin that can load and save PagedLOD databases made of osgTerrain/heightfield geometry. Currently this is just .osg and .IVE. Moving the ModifyTerrainFunctor, ModifyTerrainHeightField and ModifyTerrainVisitor classes out of .modifyterrain should allow any osg program to perform on-the-fly elevation modifications to the terrain even after it is loaded. I have some additional work in progress that would facilitate selectively requesting PagedLOD nodes to reload their already-loaded-and-displayed children (presumably through the pseudoloader layer) so that runtime dynamic terrain alterations (think, explosion craters) can easily be performed on the database without affecting the pristine on-disk copy. Alternately, this could be used to load permanently-updated copies of the terrain model that had been built by VPB (patching the database to include newly-incorporated but permanent modifications such as data updated from UAVs, etc). I intend to submit as much of this as I can as time and client allows. Essentially, there's an enormous amount of terrain technology I can provide to OSG in the near future, as my client allows me
[osg-users] Shadows on two-sided polygons
Hi, I use two-sided polygons (as I display no real objects but mathematical ones like planes this makes sense) and use shadows on them. After upgrading to 2.8.2, this does no longer work. I get the correct shadow on one side of a plane, but if the shadow should be on the other side, I get strange artifacts but no shadow. Is there a setting to change the shadow to two-sided? Thanks for your help. Regards, Andreas Correct shadow: http://raumgeometrie.de/NeueBilder/testbilder/Shadow1.png Incorrect shadow: http://raumgeometrie.de/NeueBilder/testbilder/Shadow2.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Main branch MSFBO support change
Confirming Wokciech's comments, and can't wait to look at the final committed code to see whether bitmasks are signed or unsigned. :-) Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Wojciech Lewandowski wrote: Robert, Paul and everyone interested, My changes in Re: [osg-submissions] DisplaySettings masks forimplicitbufferattachments were based on initial Paul submission. And of course my submission included Pauls changes and added support for setting IMPLICIT_BUFFER_ATTACHMENT policy through DisplaySettings. You may treat last of my DisplaySettings masks forimplicitbufferattachments posts as final result of my and Paul colaboration on this topic. Btw I just have submitted RenderStage cpp modifications made versus Roberts latest merges in today SVN. I believe topic of implicit buffer attachemnts for fbo and msfbo will be closed when Robert merges my today fixes I just posted. Cheers, Wojtek - Original Message - From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, November 19, 2009 1:22 PM Subject: Re: [osg-users] Main branch MSFBO support change Hi Paul, I haven't reviewed this submission yet, but it clearly overlaps with the changes that Wojtek was working on. I've already checked in some of Wojtek's changes (the interface changes to osg::Camera and osg::DisplaySettings) but haven't checked in the changes to RenderStage.cpp. I'm awaiting feedback from Wojtek before merging the remaining elements his changes. Could you give me a heads up on where you think we stand with respect this submission? Is it complimentary, no longer needed at all, will need to be refactor? I'll hold off from doing a review of your changes till you give me a heads up. Cheers, Robert. On Sat, Oct 24, 2009 at 8:09 PM, Paul Martz pma...@skew-matrix.com wrote: Hi Robert -- Here is my submission to increase application control over implicit creation of FBO attachments, MSFBO resolve attachments, and blit, as discussed in the thread Improving multisampled FBO. By default, the current behavior is preserved, which means that OSG implicitly creates both color and depth FBO attachments if they were not already attached to the Camera. In the multisampled case, this is done for both the multisampled FBO as well as the resolve FBO. However, the app can now explicitly set a mask to control which attachments OSG creates implicitly, using Camera::setUseBufferMasks(). There is a mask bit for color, depth, and stencil. The default is USE_COLOR_BUFFER | USE_DEPTH_BUFFER. If you pass you parameter and are not using MSFBO, the mask controls the attachments to the rendered FBO. If you are using MSFBO, then you can pass two parameters: the first controls attachments to the multisampled FBO, and the second controls attachments to the resolve FBO. I've also changed the computation of the glBlitFramebuffer mask. Formerly, this iterated over all attachments to compute the mask, once per frame -- very inefficient. This was really unnecessary, as OSG always copies all attachments. Now, the code simply sets all bits and lets OpenGL sort it out. (OpenGL silently ignores a bit if the attachment isn't set in both the source and destination FBOs.) This gives me a permanent fix for the glBlitFramebuffer issue on OS X, as I can now explicitly leave the depth buffer out of the resolve FBO. (As an additional aside, I'll note that the current FBO handling by Camera and RenderStage is pretty hairy and it'd be nice to completely scrap and reimplement this. However, it'd be difficult to do so without breaking backwards compatibility. So, this is best left for an OSG v3.0 change.) -- Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users 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] ShadowMap problem...
Ok... so I did what you suggested mostly... I took the osgshadow example, add my geometry and it worked. I added another shader on the root node of the scenegraph, because in my app, I do that. I took the shaders from ShadowMap.cpp and put them into vert/frag files and loaded them into their respective shaders. That worked too. In my application, when I load those shaders from ShadowMap.cpp and use them, I see a change in the lighting but it isnt what I expect. Rather than the objects casting shadows on the terrain, it looks like a shdow is being cast over the objects, but it isnt'being cast on the terrain. The best way I can describe it is that it looks like the objects are in the sun then a cloud floats between the sun and the object... I dont think a picture will show what I mean, but here are 3 pictures with the shadow moving progressively to the left over the object... note the white building in the front gets darker. But now shadows on the terrain. cid:image001.png@01CA692E.7A38B7F0 cid:image002.png@01CA692E.7A38B7F0 cid:image003.png@01CA692E.7A38B7F0 W -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Thursday, November 12, 2009 1:45 PM To: OpenSceneGraph Users Subject: Re: [osg-users] ShadowMap problem... Hi Wyatt, Any suggestions? Not really. At this point you'll probably have to trace into OSG to make sure the shadow map traversal is getting to the right objects (i.e. your masks are set correctly), and check your shaders (perhaps even try with the basic shaders that LISPSM uses by default for starters). Also, try to start with the osgShadow example, and work up progressively to something similar to what you have in your app, and perhaps in the process you'll find out what's not working. If not, then at least you'll have a small app that can demonstrate the problem, which we might be able to help with. 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 image001.jpgimage002.jpgimage003.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SO version inconsistency
Robert, Until the XCode files can be removed I would recommend simply substituting version numbers in by hand. Also, is there a list of what's holding up switching to CMake in regards to XCode support? On Thu, Nov 19, 2009 at 10:31 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Alberto, On Thu, Nov 19, 2009 at 2:42 PM, Alberto Luaces alua...@udc.es wrote: I think we should remove Version, because things are not working now. What it is getting installed is the old Version file. I did the test of modifying it with some incorrect values and I could verify that those values were present on the file copied by the installation process. Are you talking about an out of source build here? An in source build certainly works from the testing I've done, but I haven't tested an out of source build yet. IMHO the fixes would be either to remove Version and put the output of the configured Version.in in its place, PROJECT_SOURCE_DIR, as my snippet showed, or to write an install rule to copy the configured Version.in after the build from the binary directory. Removing Version from include/osg/Version would break the hand maintained XCode projects, and force it to have it's own local copy of Version which would be a backwards step all round. So if we remove Version then we really have to kick the XCode projects to touch as well. Assuming the problem you are seeing is down to an out of source build then the short term solution is the simple change the location that the autogenerated Version to be place in the PROJECT_SOURCE_DIR. You've never said it explictly but I presume you mean this to get rout the out of source build issue. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShadowMap problem...
Hi Wyatt, Buildings getting darker while light is moving can be a normal thing it is simply a result of normal diffuse shading. Can you move camera so close that view frustum contains a single building ?. Ideally make it look at 45 deg from a liitle above. Then make screenshot, with debugHUD. Its really important whats on debug hud display. This will tell me alot. If you have problems with 300 kb OSG forum limit, just send this screenshot directly to my address. Cheers, Wojtek Lewandowski From: Wyatt Earp Sent: Thursday, November 19, 2009 10:45 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] ShadowMap problem... Ok... so I did what you suggested mostly... I took the osgshadow example, add my geometry and it worked. I added another shader on the root node of the scenegraph, because in my app, I do that. I took the shaders from ShadowMap.cpp and put them into vert/frag files and loaded them into their respective shaders. That worked too. In my application, when I load those shaders from ShadowMap.cpp and use them, I see a change in the lighting but it isn't what I expect. Rather than the objects casting shadows on the terrain, it looks like a shdow is being cast over the objects, but it isnt'being cast on the terrain. The best way I can describe it is that it looks like the objects are in the sun then a cloud floats between the sun and the object... I don't think a picture will show what I mean, but here are 3 pictures with the shadow moving progressively to the left over the object... note the white building in the front gets darker. But now shadows on the terrain. W -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Thursday, November 12, 2009 1:45 PM To: OpenSceneGraph Users Subject: Re: [osg-users] ShadowMap problem... Hi Wyatt, Any suggestions? Not really. At this point you'll probably have to trace into OSG to make sure the shadow map traversal is getting to the right objects (i.e. your masks are set correctly), and check your shaders (perhaps even try with the basic shaders that LISPSM uses by default for starters). Also, try to start with the osgShadow example, and work up progressively to something similar to what you have in your app, and perhaps in the process you'll find out what's not working. If not, then at least you'll have a small app that can demonstrate the problem, which we might be able to help with. 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org image001.jpgimage002.jpgimage003.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why is one object split into two same-level nodes in OSG 2.8.2
OK. I figured it out. It's due to a strange problem with smoothing group. In the obj file there are many s 1 and s 2 (mean that group 1, group 2). It should keep increase the counter (i.e. s 1, s 2, s 3, s 4, etc) instead of using s 1 and s 2 alternatively. The obj loader consider them as two groups, and when converting to the scenegraph, it somehow creates two nodes. If I just ignore smoothing groups (either delete all s ... in the obj file or do not process s command in obj loader) then it should be fine. Dat On Wed, Nov 18, 2009 at 10:03 AM, Nguyen Tien Dat tienda...@gmail.com wrote: Dear all, I have a model of a box with about 500 triangles. When I load the model into OSG 2.8.2, it is split into two nodes that have the same level (i.e. both are children of the root node). Please see these pictures to visualize what happen http://cs.uiowa.edu/~tinguyen/box.html (for the second and third pics, I move one node by apply a matrix transform, while leave the other the same) Do you know why this happens, and how to stop this behavior. (It seems to me that it's kind of restriction when you can't have more than 256 triangles in a node. Although I'm not sure). Attachment is the model of the box. Thanks, Dat ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShadowMap problem...
Thanks for the reply... I'll do that and post result Thanks, W On Thu, Nov 19, 2009 at 4:56 PM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Hi Wyatt, Buildings getting darker while light is moving can be a normal thing it is simply a result of normal diffuse shading. Can you move camera so close that view frustum contains a single building ?. Ideally make it look at 45 deg from a liitle above. Then make screenshot, with debugHUD. Its really important whats on debug hud display. This will tell me alot. If you have problems with 300 kb OSG forum limit, just send this screenshot directly to my address. Cheers, Wojtek Lewandowski *From:* Wyatt Earp wyattbsearp1...@gmail.com *Sent:* Thursday, November 19, 2009 10:45 PM *To:* 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org *Subject:* Re: [osg-users] ShadowMap problem... Ok... so I did what you suggested mostly... I took the osgshadow example, add my geometry and it worked. I added another shader on the root node of the scenegraph, because in my app, I do that. I took the shaders from ShadowMap.cpp and put them into vert/frag files and loaded them into their respective shaders. That worked too. In my application, when I load those shaders from ShadowMap.cpp and use them, I see a change in the lighting but it isn’t what I expect. Rather than the objects casting shadows on the terrain, it looks like a shdow is being cast over the objects, but it isnt'being cast on the terrain. The best way I can describe it is that it looks like the objects are in the sun then a cloud floats between the sun and the object... I don’t think a picture will show what I mean, but here are 3 pictures with the shadow moving progressively to the left over the object... note the white building in the front gets darker. But now shadows on the terrain. [image: cid:image001.png@01CA692E.7A38B7F0] [image: cid:image002.png@01CA692E.7A38B7F0] [image: cid:image003.png@01CA692E.7A38B7F0] W -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Thursday, November 12, 2009 1:45 PM To: OpenSceneGraph Users Subject: Re: [osg-users] ShadowMap problem... Hi Wyatt, Any suggestions? Not really. At this point you'll probably have to trace into OSG to make sure the shadow map traversal is getting to the right objects (i.e. your masks are set correctly), and check your shaders (perhaps even try with the basic shaders that LISPSM uses by default for starters). Also, try to start with the osgShadow example, and work up progressively to something similar to what you have in your app, and perhaps in the process you'll find out what's not working. If not, then at least you'll have a small app that can demonstrate the problem, which we might be able to help with. 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 -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] get coordinates of intersect point between a Line Segment Intersector and an object
Dear all, How can I get the coordinates of the intersect point when I shoot a ray to the scene and the ray hits an object? Thanks, Dat ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] 3D model material display error!
Hi Kim: No, I am not. But the model was under a pisitionAttitudeNode, and I just make the model -1 meter down. Does it matter? Cheers, MT Kim Bale wrote: Are you using a matrix transform above OceanScene to alter the sea level? K. 2009/11/19 Tian Ma : Hi Kim: I just give the picture's URL link below: http://storage.openlab.net.cn/forums/2009-11-19/1981569/%e5%80%92%e5%bd%b1%e9%97%ae%e9%a2%98.jpg Cheers, MT Kim Bale wrote: There's no attachment at all now :( K. 2009/11/19 Tian Ma : Hi Kim, I have amended the attachment problem. Can you see the picture clearly now? Cheers, MT Kim Bale wrote: Hi Tian, I can't really see what's wrong from the attached picture, it kind of looks like a dirty blue splodge... K. 2009/11/19 Tian Ma : Hi Kim, When add my own island model to the oceanscene and of cource nodemask and shaders have been set to the model, I found that the reflection of the model on the ocean surface is not complete. Will you please tell me what caused this problem? And coule the problem be solved? Thank you! Cheers, Tian[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19879#19879 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19896#19896 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19901#19901 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19950#19950 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org