[osg-users] multipass prerender to texture
Hello, I would like to make a prerender camera that loop over the rendering of its son's geometries until an event happens and then display the result as a texture with the main camera.. mainloop(){ while(condition){ tex=prerender_camera.draw() //render to texture using fbo } maincamera.draw() //render the main scene using texture tex } (The condition depends on the post draw opengl state : an occlusion query.. ) I have try a few tricks without success here's my code: //Setup prerendercamera // clearing _Camera-setClearMask(GL_DEPTH_BUFFER_BIT); // projection and view _Camera-setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1)); _Camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); _Camera-setViewMatrix(osg::Matrix::identity()); // viewport _Camera-setViewport(0, 0, _TextureWidth, _TextureHeight); _Camera-setRenderOrder(osg::Camera::PRE_RENDER); _Camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); _Camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER), _OutTexture.get()); _camera-addchild(prerenderscene); //prerenderscene is a occlusion query node //mainscene has a state set that use OutTexture mainscene-addChild(_Camera); I would like: 1) to draw Scene from _Camera 2)test number of fragment drawn with an occlusionquery 3)test my condition and loop to 1) if it's wrong 4)if true draw mainscene using resulting OutTexture Can you help me for this?. May I use a recursive Renderstage a postDrawCallback ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] reflect vector ?
Hi, Do any functions exist to compute reflected matrix or reflected vector against a plane ? Thank you! Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24214#24214 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] reflect vector ?
inGLSL R = reflect(-L, N) where N : normal vector L: light vector It give from scratch: From scratch: R = 2 * ( N dot L) * N - L -- Forwarded message -- From: Sebastien Nerig overse...@hotmail.com Date: Feb 16, 10:07 am Subject: reflect vector ? To: OpenSceneGraph Users Hi, Do any functions exist to compute reflected matrix or reflected vector against a plane ? Thank you! Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24214#24214 ___ osg-users mailing list osg-us...@lists.openscenegraph.orghttp:// lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] reflect vector ?
Hi Julien, Thanks for your answer, but I am looking for precompute function in osg, not in glsl. Someting like osg::Vec3 R = osgUtil::reflect(osg::Vec3(...), N), same for matrix. Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24216#24216 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLOD usage??
Hi Chris, Thank you so much for your help. i was just thinking about writing my own pagedLOD mechanism. it works really nice now. thanks again :) On Mon, Feb 15, 2010 at 6:09 PM, Chris 'Xenon' Hanson xe...@alphapixel.comwrote: On 2/15/2010 6:25 AM, Ufuk wrote: do you think i miss something? should i use PagedLOD for my purpose or i should implement something different??* PagedLOD should do the trick for you. Often, you will put in the first LOD as already-leaded, and leave its filename blank. Then, add the higher LODs without using addChild -- you don't want to add a Node, you just want to fill out the filename and ranges in the PagedLOD perRangeData. The DatabasePager will load them for you when needed. If you want the first LOD loaded for you, do not create and add a blank Node as you are doing here. Just add a perRangeData to the PagedLOD node, and start the main OSG program loop running. Make sure you are using something derived from osgViewer and that you have all the DatabasePager bits hooked up properly or background loading won't work. -- 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 -- Ufuk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] reflect vector ?
As I give you the algo, you can make your own function...no?! -- Forwarded message -- From: Sebastien Nerig overse...@hotmail.com Date: Feb 16, 10:36 am Subject: reflect vector ? To: OpenSceneGraph Users Hi Julien, Thanks for your answer, but I am looking for precompute function in osg, not in glsl. Someting like osg::Vec3 R = osgUtil::reflect(osg::Vec3(...), N), same for matrix. Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24216#24216 ___ osg-users mailing list osg-us...@lists.openscenegraph.orghttp:// lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] reflect vector ?
Hi, Sure, and I knew the math before you helped me, but I was just wondering if something was already existing in osg. Computing reflection (and refraction) vectors/matrces are pretty usefull now. I was wondering if osg had a reflect function into utils libs or elsewhere, but now I guess it does not. Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24220#24220 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg-users Digest, Vol 32, Issue 33
Thanks a lot -- Forwarded message -- From: J.P. Delport jpdelp...@csir.co.za Date: Feb 16, 7:33 am Subject: osg-users Digest, Vol 32, Issue 33 To: OpenSceneGraph Users Also see this: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/50502 J.P. Delport wrote: Hi, use this as a starting point and look at the thread referenced there as well. http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/49423 jp Julien Valentin wrote: Hello, I would like to make a prerender camera that loop over the rendering of its son's geometries until an event happens and then display the result as a texture with the main camera.. mainloop(){ while(condition){ tex=prerender_camera.draw() //render to texture using fbo } maincamera.draw() //render the main scene using texture tex } (The condition depends on the post draw opengl state : an occlusion query.. ) I have try a few tricks without success Can you help me for this?. ___ osg-users mailing list osg-us...@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... -- 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 athttp:// 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-us...@lists.openscenegraph.orghttp:// lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?
Hey everyone, I know a lot of OSG users are building things in the ModSim space and I know that two of the bigger industry conferences are ITEC (Europe) and I/ITSEC (USA). I was wondering how many people from this list go to either of those and if there is any interest in a OSG Users Group meeting? I was thinking it would be a great opportunity to meet other OSG users. Perhaps everyone can speak a little about what they are building with OSG and share some of their experiences. So, the questions are: 1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one) 2) Would you go to a OSG Users Group Meeting? Thanks, Brett Wiesner -- Product Manager, VR-Vantage OSG Based Battlefield Information Station, Desktop IG and SDK http://www.VR-Vantage.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLOD usage??
I can't seem to get a hang of this. Still new to OSG. So what I gather I shouldn't use addChild but simply setup setFileName() and setRange()? Then the PagedLOD will take care of the rest? Also, what do I need to setup for the DatabasePager that isn't supplied by osgViewer? If I sub-class which parts do I want to replace? Is there any tutorial for this? The PagedLOD example doesn't do any of it with a viewer but simply preps the data. Slightly confused... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24231#24231 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLOD usage??
On 2/16/2010 8:35 AM, Adrian Lindberg wrote: I can't seem to get a hang of this. Still new to OSG. So what I gather I shouldn't use addChild but simply setup setFileName() and setRange()? Then the PagedLOD will take care of the rest? Yes. Make sure the file for the child exists on disk, then fill the names and ranges. Also, what do I need to setup for the DatabasePager that isn't supplied by osgViewer? If I sub-class which parts do I want to replace? I think basic osgViewer has all the magic you need. But if you go rolling your own viewer, you need to make sure to replicate what it does. Is there any tutorial for this? The PagedLOD example doesn't do any of it with a viewer but simply preps the data. The PagedLOD example is not a great learning tool, it is for converting an LOD-based database to PagedLOD. Which, now that I think of it, might be useful for you. -- 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] PagedLOD usage??
On Tue, Feb 16, 2010 at 3:54 PM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: Is there any tutorial for this? The PagedLOD example doesn't do any of it with a viewer but simply preps the data. The PagedLOD example is not a great learning tool, it is for converting an LOD-based database to PagedLOD. Which, now that I think of it, might be useful for you. The osgphotoalbum does a bit creative use of PageLOD and a psuedo plugin to provide a dynamic geometry creation and image loading system. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLOD usage??
Hi, Adrian Lindberg writes: I can't seem to get a hang of this. Still new to OSG. So what I gather I shouldn't use addChild but simply setup setFileName() and setRange()? Then the PagedLOD will take care of the rest? Also, what do I need to setup for the DatabasePager that isn't supplied by osgViewer? If I sub-class which parts do I want to replace? Is there any tutorial for this? The PagedLOD example doesn't do any of it with a viewer but simply preps the data. Slightly confused... I recall some good post about converting a LOD database to a PagedLOD one. Maybe it is useful to you: http://www.mail-archive.com/osg-us...@openscenegraph.net/msg06723.html Regards, Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLOD usage??
I see, so the DatabasePager works even if I don't subclass osgViewer, I was getting worried there. Well seems like my bounding volumes are misplaced and that's why I'm not getting anything on the screen... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24237#24237 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?
Hi Brett, I know a lot of OSG users are building things in the ModSim space and I know that two of the bigger industry conferences are ITEC (Europe) and I/ITSEC (USA). I was wondering how many people from this list go to either of those and if there is any interest in a OSG Users Group meeting? I was thinking it would be a great opportunity to meet other OSG users. Perhaps everyone can speak a little about what they are building with OSG and share some of their experiences. So, the questions are: 1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one) We'll be at both ITEC and I/ITSEC. Not me, but our VP of Business Development, Arnold Free, will be there. 2) Would you go to a OSG Users Group Meeting? Arnold would attend, sure, and he could talk about some of the things we've been working on. We're going to have a nice demo on the show floor as well if people would like to check it out. :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trilinear vs Bilinear
Ok. I have a little more information for you guys. Just to recap the situation: When I run using Bilinear, I get 30 Hz. When I run using Trilinear, I get 60Hz. During my investigation, I noticed that their are actually 2 bilinear modes: LINEAR and LINEAR_MIPMAP_NEAREST. LINEAR does not include any mipmaps, whereas LINEAR_MIPMAP_NEAREST will include mipmaps. As a test, I modified my texture attribute visitor to replace LINEAR by LINEAR_MIPMAP_NEAREST. Now, the performance is similar to using Trilinear. It seems that the graphics card does not like using Bilinear textures without the mipmaps. Does anyone know why? Regards, Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24243#24243 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trilinear vs Bilinear
Guy Volckaert wrote: Ok. I have a little more information for you guys. Just to recap the situation: When I run using Bilinear, I get 30 Hz. When I run using Trilinear, I get 60Hz. During my investigation, I noticed that their are actually 2 bilinear modes: LINEAR and LINEAR_MIPMAP_NEAREST. LINEAR does not include any mipmaps, whereas LINEAR_MIPMAP_NEAREST will include mipmaps. As a test, I modified my texture attribute visitor to replace LINEAR by LINEAR_MIPMAP_NEAREST. Now, the performance is similar to using Trilinear. It seems that the graphics card does not like using Bilinear textures without the mipmaps. Does anyone know why? How big is the base level of your texture, and how big is the on-screen rendering? If you use LINEAR but you're minifying, this will produce poorer cache results than if you used a mipmap filter (and thus loaded a smaller texture into the cache). -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.
Hi Rafa, I understand your previous message. Honestly, I did not think that using the default java as installed through the synaptic manager was different from Sun Java. So, here is what I have done: 1. I have installed Sun Java version 6 2. I have setup my environment variables 3. I downloaded the source code again and started with a fresh install 4. I have removed the OLD .m2 directory 5. I am using the CMakeList.txt file you directed me to use 6. I am running as my local account and not root 7. I have included my entire output from my latest attempt. 8. I have tried to use the binaries and the run-Examples.sh brings up a window but when I click on any example, the application crashes 9. I downloaded and I am using the osgvp-2.2.0-SNAPSHOT-src source code 10. I am using the command: mvn install -Dmaven.test.skip=true Here are my environment vars: #env | grep OSG OSG_INCLUDE=/usr/local/include OSG_BIN=/usr/local/bin OSGGTKMM_INCLUDE=/usr/local/include/osgGtkmm-0.1 OSG_FILE_PATH=/media/numenor/OpenSceneGraph-2.8.1/OpenSceneGraph-Data-2.6.0 OSG_LIB=/usr/local/lib OSG_DIR=/usr/local/include:/usr/local/bin:/usr/local/lib OSGGTKMM_LIB_ROOT=/usr/local/lib OSG_ROOT=/usr/local OSGGTKMM_ROOT=/usr/local/include #env | grep JAVA JAVA_HOME=/usr/lib/jvm/java-6-sun JAVA_INCLUDE_PATH2=/usr/lib/jvm/java-6-sun/include/linux/ JAVA_INCLUDE_PATH=/usr/lib/jvm/java-6-sun/include/ #env | grep GDAL GDAL_LIBRARY=/usr/lib GDAL_INCLUDE_DIR=/usr/include/gdal GDAL_BIN=/usr/bin GDAL_DIR=/usr/include/gdal:/usr/bin:/usr/lib ## jogl info ( Loaded onto system via synatic manager ) libjogl-java-doc libjogl-java libjogl-jni ERROR: ( and this error is repeated for several different modules ) Configuring done [exec] CMake Warning at CMakeModules/OSGVPMacros.cmake:9 (ADD_LIBRARY): [exec] Cannot generate a safe runtime search path for target osgvpcore because [exec] there is a cycle in the constraint graph: [exec] dir 0 is [/home/allen/.depman/lib] [exec] dir 1 must precede it due to runtime library [libOpenThreads.so.11] [exec] dir 1 is [/usr/local/lib] [exec] dir 0 must precede it due to runtime library [libosg.so.55] [exec] Some of these libraries may not be found correctly. [exec] Call Stack (most recent call first): [exec] src/osgvpcore/CMakeLists.txt:35 (SETUP_CORELIB) It appears that the JAVA_INCLUDE_PATH and JAVA_INCLUDE_PATH2, however, have been recognized by CMake, which is nice. But I am truly at a loss as to how to get your package to compile under Ubuntu 9.0.4 as these new errors are completely different from what I was receiving. I have made sure that osg has GDAL support; I believe I am using the correct jogl; and I do have GDAL installed. I am very happy that you are using Ubuntu. Could you possibly tell me what else I am over looking? I believe I have followed every thing that you have stated thus far. I have double checked the README.txt file as well as our notes here and I do not see anything that I am doing wrong. Best regards, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24245#24245 Attachments: http://forum.openscenegraph.org//files/mavenoutput6_408.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] monitoring OpenGL memory usage
I'm getting the infamous Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) message. Any advice on handling this? My scene isn't very big (maybe 150,000 vertices) and my machine has 3 GB of RAM. Do you monitor or profile memory usage to dynamically tune your application's display? If I knew when I was getting close to exhausting the OpenGL pool, I could re-tesselate to come up with lower resolution models. Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?
J-S, That's great! I've been meaning to talk to you guys about a possible VR-Vantage/ Vortex integration. I'll be sure to talk to Arnold at ITEC. Thanks, Brett Jean-Sébastien Guay wrote: Hi Brett, I know a lot of OSG users are building things in the ModSim space and I know that two of the bigger industry conferences are ITEC (Europe) and I/ITSEC (USA). I was wondering how many people from this list go to either of those and if there is any interest in a OSG Users Group meeting? I was thinking it would be a great opportunity to meet other OSG users. Perhaps everyone can speak a little about what they are building with OSG and share some of their experiences. So, the questions are: 1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one) We'll be at both ITEC and I/ITSEC. Not me, but our VP of Business Development, Arnold Free, will be there. 2) Would you go to a OSG Users Group Meeting? Arnold would attend, sure, and he could talk about some of the things we've been working on. We're going to have a nice demo on the show floor as well if people would like to check it out. :-) J-S -- Product Manager, VR-Vantage OSG Based Battlefield Information Station, Desktop IG and SDK http://www.VR-Vantage.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean Geometry
A little while ago I wrote some test cases which removed this huge vertex array and replaced it with a single high resolution ocean tile which is then instanced for each tile in the ocean surface. The different resolution tiles are then supported simply by modifying the primitives and positioning the tiles using a vertex shader. Since all of the high resolution tiles are precomputed, updating the animation of the ocean surface is simply a matter of changing the pointer to the next frames vertex array for each of the tile primitives. Do I understand this correctly? Only the high resolution vertices will be used and the geometry will simply reference the appropriate subset of vertices based on the level of detail? Therefore, only 1 OceanTile object would be needed (for the highest level) and the other levels-of-detail wouldn't be needed. Then the MipmapGeometry::updatePrimitives call would just update the geometry to references the appropriate high-level vertices based on the current resolution. I assume the same would be true for the Normals where only the normals for the high resolution would be used. Your TilePrimitives example kind of brushes over the Normals and the existing OceanTile::computeNormals seems to be resolution dependent. Do I have this correct? Just trying to understand what you are planning. Thanks Paul P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24248#24248 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Can't export OSG to 3DS in 2.9.6 and can't build osgIntrospection Lib
Hi, I have the same problem with 2.9.6 and 3ds write. I export 3d data from a CAD software in ive format into a lot of relatively small files. And after that i combine the needed parts by reading in the ives and writing them out into a single ive. So with ive format this process works without a glitch. However I've been asked to provide a combined 3ds file too. (OSG 3DS write support came in time :)). However the same process ends with an exception with the big 3ds file. The interesting part is that I can write the small ives one by one into 3ds, I just can't make a big 3ds from them (the biggest 3ds I was able to produce was around 42 megs) (the big ive file for this model is 62 M). I'm just building a debug version of osg to get some sort of info back from the crash. Although I don't really know visual studio... Is it possible that I hit a hard limit in 3ds ? (eg: 32768 max geometries) Cheers, Zsolt. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24250#24250 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Pentium 4 ht vs. Core Duo - (My Mundane Observation of the day) Any Ideas?
Hi, Sorry to trouble you on this, but I have to ask someone - to support my hypothesis on this issue! I'm running Red Hat Enterprise 5.1 using a Gforce 8600 card using the latest driver from nvidia (119.52). I know that P4 stuff is old school and Performer is very old school! And there is most likely nobody else in the world that is being forced to do this but me, however here we go: Up until a month ago I've been using a system that uses Core Duo system (until it cashed) and I was running a program that was running performer and basically the same program using OSG. Both where working normally - naturally OSG was working better than performer! Now, I'm running a P4 system (only deference is the CPU and double the memory) and the OSG using the same graphics card and the OSG version of my project is running happy but the version running Performer has slowed to a crawl when they run together. I ran top and found that OSG is taking up most of the CPU time making me think that OSG runs better on the Core Duo than the P4. My understanding from someone is that the P4 is not exactly a twin core but a single core using threading to behave as a two core system and the Core Duo is a true twin core system, hence OSG behaves better using the Core Duo! One idea that was brought up to me was to move up to a Quadro graphic card. Someone at PNY told me that it's the only card that works best under Linux for OGL. I know I'm going to get the Why are you doing this reaction, but that is the requirements! The user will be able to run Performer and OSG at the same time! The best answer I can come up with is use Core Duo or better but that means dumping 64 boxes! :-* Any ideas out there? ... Thank you! Cheers, D Glenn D Glenn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24252#24252 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?
Well, it would give me a good reason to go to I/ITSEC. It's hard to convince my handlers to let me to go anyplace beyond Los Angeles at a whim – money || time being tight for traval! Hay are they any LA users groups out there? Yes, I would go if I was given the chance! ... D Glenn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24253#24253 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerwx for wxWidgets 2.9.0+
OSGCanvas subclasses wxGLCanvas. Would the OSGCanvas constructor perhaps be the place to look? On 2010-02-16 08:04:23 -0800, Rizzen said: Hi, I really need up with making osgviewerWX work with up coming 3.0 release (currently 2.9.1) in first half of 2010. I am completely confused on where to create the required wxGLContext in the osgviewerWX source. I looked at the 3 wxWidgets OpenGL samples, yet I am still very confused. Each one seems to do the implementation differently, thus don't know which implementation is best for osgviewerWX. I appreciate any help in getting osgviewerWX to work with wxWidgets 2.9.1. Thanx in advance Rizzen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerwx for wxWidgets 2.9.0+
I have some wx-osg code on my website that might help ... it's under project G4OSG @ www.asymptopia.org ... On Tue, Feb 16, 2010 at 4:04 PM, Rizzen riz...@darkstar.co.za wrote: Hi, I really need up with making osgviewerWX work with up coming 3.0 release (currently 2.9.1) in first half of 2010. I am completely confused on where to create the required wxGLContext in the osgviewerWX source. I looked at the 3 wxWidgets OpenGL samples, yet I am still very confused. Each one seems to do the implementation differently, thus don't know which implementation is best for osgviewerWX. I appreciate any help in getting osgviewerWX to work with wxWidgets 2.9.1. Thanx in advance Rizzen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware|softw...@thelimit http://www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] monitoring OpenGL memory usage
OpenGL can generate this error if it runs out of memory for any reason, either GPU or host RAM. This means the problem isn't necessarily caused by graphics. If you've nearly exhausted system RAM in your simulation or GUI or whatever, and there's not enough host RAM left to process even the simplest of OpenGL calls, then you get GL_OUT_OF_MEMORY. If you're on 32bit Windows, you're limited to 2GB of memory per process, so first thing to do would be to look at your process size. If that looks normal, then using something like GLIntercept / GLTrace / BuGLe / whatever will tell you which OpenGL command is triggering the error, which may or may not shed some light on the issue. I believe there's also a way to have OSG call glGetError() during every StateAttribute::apply(), which would give you more fine grained error checking, but is really no substitute for a tool like GLIntercept. -Paul Cory Riddell wrote: I'm getting the infamous Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) message. Any advice on handling this? My scene isn't very big (maybe 150,000 vertices) and my machine has 3 GB of RAM. Do you monitor or profile memory usage to dynamically tune your application's display? If I knew when I was getting close to exhausting the OpenGL pool, I could re-tesselate to come up with lower resolution models. Cory ___ 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] OSG - QT
fausto wrote: Hi Robert, all, I've read a post (I think started by Robert, but I cannot find the link anymore) of some months ago that proposed a development aimed to improve the osg-Qt integration. Is there anything being done on this subject? Thanks. Fausto -- Post generated by Mail2Forum That would be something I would have liked to looked at also. As for me I converted the OSGQt widget code that they did for the QTviewer and made a class that I could add to a frame on any qt dialog and it worked fine for me. The only change I made is that I have to make over time is that have a 15 ms delay on the timer for qt version 4.5.2 and higher (other than the 5 ms delay - I think). I guess that QT need this otherwise I get funny behavior on some of the built-in dialogs - the change is also in the OSG 2.8.1 code (Robert may know better than I why it there)! I also had to change and echo some of the QT mouse functions to be visible to OSG. Oh Yea! a can also set it up so it makes an stand-alone window. The only thing that it can't do is fill the screen, but I don't need that for now - I'm sure that there is an easy way to do that! Other than that, It all works fine for me! D Glenn - Join the Navy and See the World ... from your Desk! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24257#24257 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two rotations on an object?
Ernie Smethurst wrote: Code: PositionAttitudeTransform *rotate_planetFive = new PositionAttitudeTransform; rotate_planetFive-addChild( geode_planetFive ); rotate_planetFive-setUpdateCallback( new AnimationPathCallback(osg::Vec3(0,0,0), osg::Z_AXIS, inDegrees(45.0f)) ); //ROTATE AROUND THE SUN Vec3 central_point = primitive_planetFive-getCenter(); //GET THE CURRENT LOCATION OF THE CIRCLE WHILST IS ROTATES rotate_planetFive-setUpdateCallback( new AnimationPathCallback(osg::Vec3(central_point), osg::Z_AXIS, inDegrees(45.0f)) ); But that doesnt work, it only applies the second setUpdateCallback() when i need both to run. Sorry if it seems I am posting excessively, I just get a little bit obsessive when I cant get the coding correct, Apologies. Of course it does. You replace your first update callback on one transform with a second. As I said before, you need three transforms here. A rotate, followed by a translate, followed by another rotate. Since you're using PAT's, one of them can handle two transforms (one rotate and one translate, which is what you have now), but you'll need a second transform to do the other rotation. As I said in my previous message, in a scene graph like OSG, you combine rotations by using the graph's hierarchy. What you should have is your planet's geometry as a child of a PAT doing a rotation, which itself is a child of another PAT doing the other rotation and the translation. The final PAT should be attached to the root of the scene. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Survey: Is there interest for an OSG Users Group atITEC or I/ITSEC?
Brett Wiesner wrote: Hey everyone, I know a lot of OSG users are building things in the ModSim space and I know that two of the bigger industry conferences are ITEC (Europe) and I/ITSEC (USA). I was wondering how many people from this list go to either of those and if there is any interest in a OSG Users Group meeting? I was thinking it would be a great opportunity to meet other OSG users. Perhaps everyone can speak a little about what they are building with OSG and share some of their experiences. So, the questions are: 1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one) I'll be at I/ITSEC. 2) Would you go to a OSG Users Group Meeting? Absolutely! --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Pentium 4 ht vs. Core Duo - (My Mundane Observation ofthe day) Any Ideas?
David Glenn wrote: Hi, Sorry to trouble you on this, but I have to ask someone - to support my hypothesis on this issue! I'm running Red Hat Enterprise 5.1 using a Gforce 8600 card using the latest driver from nvidia (119.52). I know that P4 stuff is old school and Performer is very old school! And there is most likely nobody else in the world that is being forced to do this but me, however here we go: Up until a month ago I've been using a system that uses Core Duo system (until it cashed) and I was running a program that was running performer and basically the same program using OSG. Both where working normally - naturally OSG was working better than performer! Now, I'm running a P4 system (only deference is the CPU and double the memory) and the OSG using the same graphics card and the OSG version of my project is running happy but the version running Performer has slowed to a crawl when they run together. I ran top and found that OSG is taking up most of the CPU time making me think that OSG runs better on the Core Duo than the P4. My understanding from someone is that the P4 is not exactly a twin core but a single core using threading to behave as a two core system and the Core Duo is a true twin core system, hence OSG behaves better using the Core Duo! One idea that was brought up to me was to move up to a Quadro graphic card. Someone at PNY told me that it's the only card that works best under Linux for OGL. I know I'm going to get the Why are you doing this reaction, but that is the requirements! The user will be able to run Performer and OSG at the same time! The best answer I can come up with is use Core Duo or better but that means dumping 64 boxes! I'd make sure both the OSG and Performer apps are running single-threaded/single process (PFMP_APPCULLDRAW). You can set the environment variable OSG_THREADING to SingleThreaded to handle the OSG app. I couldn't find an equivalent for Performer, so you might have to edit the code and change/add the call to pfMultiprocess(PFMP_APPCULLDRAW). Also, I remember having issues with an Nvidia driver running multiple contexts before. What happens on that machine if you just run two copies of either program (or two copies of glxgears, for that matter). You can try turning off Vsync (set the __GL_SYNC_TO_VBLANK environment variable to 0), as I remember this helping to work around it. I don't think getting a Quadro will help you with this problem (that's just PNY trying to sell you more expensive cards). NVIDIA's Linux support is way better than anyone else's, for both GeForce and Quadro. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] !Present3D GUI
On Feb 14, 2010, at 4:31, Robert Osfield robert.osfi...@gmail.com wrote: Hi Bruce, On Fri, Feb 12, 2010 at 5:49 PM, Bruce Wheaton br...@spearmorgan.com wrote: The Present3D wiki asks for contributors. If it would be acceptable for a GUI to be written in juce then I'm not familiar with Juce. Why Juce rather than other GUI toolkits? No reason. Qt may be better. Last time I evaluated it, I found it counter-intuitive, cheesy looking (results) and crazy expensive - juce seemed the exact opposite. I'm working in juce and would be willing to make a version to share. W.r.t license Present3D is GPL, while osgPresentation and the p3d plugin that provide the bulk f the functionality are OSGPL. I'll have to look at which parts are GPL, whether the rest is usuable without it. I terms of functionality Present3D itself my plans has been to refactor osgPresentation to provide a better object model and then scripting on top of this, and have GUI elements that sit on top of this for create/editing presentation objects. The GUI elements would be a mix of fully 3D elements using osgWidget/osgManipulator and 2D elements such as file browsers. Present3D is used extensively as immersive (stereo) presentation tool, so being able to stay in fully immersive (i.e. not 2D elements at all) is important when fine tuning a presentation. 3d GUI is great, but my intended audience is way different - 3d on a large flat single screen for a medium to large passive audience. The creators of presentations would be working mainly in existing 2d tools, only dropping into 3D to make the final composition, and for sufficiently long periods that 3d would have to be optional in the interface. I would use an offshoot of the code commerically. If we can get the osgPresentation layer right and avoid too much deviation ontop of this hopefully we'd be able to have a family of presentation tools that would be pretty compatible with each other. If some of these are commercial then great, especially if they can drive forward the osgPresentation layer and provide better tools for generating content. It sounds like we have two tools but one format would work. I'll look through the example doc and source code when I get a chance. Bruce ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Pentium 4 ht vs. Core Duo - (My Mundane Observation ofthe day) Any Ideas?
Hi, Jason Daly wrote: David Glenn wrote: I know I'm going to get the Why are you doing this reaction, but that is the requirements! The user will be able to run Performer and OSG at the same time! The best answer I can come up with is use Core Duo or better but that means dumping 64 boxes! I'd make sure both the OSG and Performer apps are running single-threaded/single process (PFMP_APPCULLDRAW). You can set the environment variable OSG_THREADING to SingleThreaded to handle the OSG app. I couldn't find an equivalent for Performer, so you might have to edit the code and change/add the call to pfMultiprocess(PFMP_APPCULLDRAW). Also, I remember having issues with an Nvidia driver running multiple contexts before. What happens on that machine if you just run two copies of either program (or two copies of glxgears, for that matter). You can try turning off Vsync (set the __GL_SYNC_TO_VBLANK environment variable to 0), as I remember this helping to work around it. I don't think getting a Quadro will help you with this problem (that's just PNY trying to sell you more expensive cards). NVIDIA's Linux support is way better than anyone else's, for both GeForce and Quadro. you can also try fiddling with the cpu affinity of the OSG threads. AFAIK in single threaded mode OSG would take CPU0 for rendering and move the databasepager to CPU1. See this: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/52734 Also grep the OSG code for setProcessorAffinity. jp --J ___ 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] monitoring OpenGL memory usage
Hi, Paul Martz wrote: OpenGL can generate this error if it runs out of memory for any reason, either GPU or host RAM. This means the problem isn't necessarily caused by graphics. If you've nearly exhausted system RAM in your simulation or GUI or whatever, and there's not enough host RAM left to process even the simplest of OpenGL calls, then you get GL_OUT_OF_MEMORY. If you're on 32bit Windows, you're limited to 2GB of memory per process, so first thing to do would be to look at your process size. If that looks normal, then using something like GLIntercept / GLTrace / BuGLe / whatever will tell you which OpenGL command is triggering the error, which may or may not shed some light on the issue. I believe there's also a way to have OSG call glGetError() during every StateAttribute::apply(), which would give you more fine grained error checking, but is really no substitute for a tool like GLIntercept. -Paul you can also try glsldevil for call trace http://www.vis.uni-stuttgart.de/glsldevil/ or maybe play with the new *POOL* variables in OSG, e.g. OSG_TEXTURE_POOL_SIZE. jp Cory Riddell wrote: I'm getting the infamous Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) message. Any advice on handling this? My scene isn't very big (maybe 150,000 vertices) and my machine has 3 GB of RAM. Do you monitor or profile memory usage to dynamically tune your application's display? If I knew when I was getting close to exhausting the OpenGL pool, I could re-tesselate to come up with lower resolution models. Cory ___ 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 -- 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