[osg-users] OSGExp/OSG (64 bit) problem with osg::ref_ptr

2010-03-11 Thread alessandro terenzi
I'm trying to build OSGExp for 64 bit, but I'm experiencing a runtime
problem when executing the lines:

  osg::ref_ptrosg::MatrixTransform rootTransform;
  rootTransform = new osg::MatrixTransform();

in particular the OSGExp plugin crashes at the 2nd line. I tryed to replace
the osg::ref_ptr with a normal pointer and there is no crash (although a
crash appens later in the code because other changes should be done for
using the normal pointer instead of a osg::ref_ptr).

The very same code has no problems when built for 32 bit. Of course I tryed
to build osg itself for 64 bit and had no problems like this if used alone.
The same problem arise also when creating a StateSet with osg::ref_ptr
instead of a normal pointer.

I'm using OSG 2.9.6 (61). Does anyone have an idea of what could be the
problem? Thanks.
Kind regards.
Alessandro
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Re: [osg-users] need help with cmake / osg / os x / frameworks

2010-03-11 Thread Robert Osfield
Hi Jordi,

On Wed, Mar 10, 2010 at 6:51 PM, Jordi Torres jtorresfa...@gmail.comwrote:

 The XCode build fails for me in osgunittests when running
 runFileNameUtilsTest(osg::ArgumentParser) because ld: symbol(s) not
 found. Let me investigate further...


The runFileNameUtilsTest(..) method is something I added yesterday, its
implementation can be found in examples/osgunittests/FileNameUtils.cpp, I've
just checked the CMakeLists.txt script for osgunittests and it all looks
correct.  The hand maintained XCode projects way well not have inclined this
yet, but in theory the CMake generated XCode projects should.

Does the Cmake generated makefiles work?

Robert.
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Re: [osg-users] Playing smoothly a big video

2010-03-11 Thread Serge Lages
Hi all,

Thanks for your advices. About the current setup, we're using only one
screen with a 9800GT card (and 4 windows) for our tests, but the final setup
will be composed of 2 9800GT cards and 4 screens.

I'll let you know how our tests goes.
Cheers,

On Thu, Mar 11, 2010 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za wrote:

 Hi,


 Serge Lages wrote:

 Hi JP,

 Thanks for your answer, and we don't need sound. By a fast disk, what do
 you recommend ?


 We have a raid0 setup that can sustain 150MB/s.


  Your ffmpeg reader is based on the current OSG plugin or is it a custom
 one ?


 It's a custom one, but not complicated. It basically pops the output of
 ffmpeg decompress into an osg::Image, set's PBO on that and lets OSG upload
 it. We are using only monochrome images though (GL_LUMINANCE).



 About our file, with some codecs and adjustments on the bitrate, we're
 able to play it with VLC without problems, so I think the reading part can
 be handled by the ffmpeg plugin with only one file, but then we need to
 dispatch this image on 4 textures. We're currently trying to do some tests.


 I'm still not sure where your problem area is. If it's not decoding it can
 only be upload to GPU or final rendering. You should be able to check this
 by varying the complexity of the rendering.

 jp


 Cheers,


 On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport jpdelp...@csir.co.zamailto:
 jpdelp...@csir.co.za wrote:

Hi Serge,




Serge Lages wrote:

Hi all,

We currently need to play a big video (approximately 5500*800)
on 4 screens within an OSG application (we use a composite
viewer), so we've tried :

- Cut the video in 4 parts, but it seems really hard to
synchronize the 4 streams.
- Decode directly the big file, resulting with a very big
texture split on 4 quads (with appropriate texture coords), but
even with a powerful computer, it's very slow.

Any idea on what's the best approach for this problem ? We're
currently making our tests using the ffmpeg plugin, but maybe
another plugin would be more appropriate ?
Thanks in advance for your help.


some ideas/questions. We do something similar - stitch four high-res
camera videos into large texture. We have custom ffmpeg reader that
just reads from 4 video files and we step them manually (and in
sync) one frame at a time. We use raw video (no compression) to
avoid cpu decompress, but now one needs fast disks. We don't have
sound, do you need sound? For large sizes one needs to avoid copying
around data in cpu mem as much as possible. There is still one copy
in ffmpeg raw read that I need to get rid of.

rgds
jp


Cheers,

-- Serge Lages
http://www.tharsis-software.com



  

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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-11 Thread PCJohn
Is it possible to include plugins? I am particularly interested in 
updated Inventor plugin.

John


Paul Martz wrote:
Hi folks -- I am 99% certain that I'll be doing a 2.8.3 release in the 
next few weeks. The release will not be API compatible with 2.8.2. I 
wanted to let you all know my plans, and also solicit input and 
assistance if there are any changes you'd like to get into this 
release. With some community input, I'm sure this release could be 
valuable to others besides myself.


I'm not inclined to incorporate any major changes such as the Notify 
changes, new text/binary file format, or the weak_ptr-related changes. 
Large changes increase the complexity of the merge and the odds of me 
introducing errors as I apply the changes. I'm really just interested 
in bug fixes and feature changes that affect only a limited portion of 
OSG as a whole.


The work will be done on the existing 2.8 branch. There was a 
little-publicized 2.8.2b tag, which is just 2.8.2 plus a fix for 
MSFBO on Mac OS X. So the first change I'll make to the 2.8 branch is 
to fold in the MSFBO fix from 2.8.2b.


Other changes I have in mind:

 * The biggest change is to backport current svn trunk osgAnimation 
and the FBX plugin. This will require changes to other parts of OSG, 
and so far I've identified these:

   - Changes to osgDB required by FBX.
   - Un-deprecation of the osgAnimation dotosg wrapper.
   - r10671 Core changes required for osgAnimation.
   - r10672 Core changes required for osgAnimation.
   - r11009 (only the portion applicable to the BVH plugin, so that it 
is compatible with osgAnimation).
(This is a pretty complex change, and it's about as complex as I would 
want to get. In a test merge, I ran into quite a few merge conflicts 
that had to be resolved manually, with risk of introducing error. 
Hopefully everything else will be much simpler to merge over to the 
2.8 branch.)


 * Fix for osgUtil::Optimizer FlattenStaticTransformsVisitor (r11131).

 * Fix for OcclusionQueryNode (r10933 and r11127).

 * Mac OS X 10.6 support. Not yet sure which svn revisions.

 * New Xcode updates for osgAnimation.

 * A run of genwrappers to support any and all API changes.

 * Possibly backport some examples such as osganimationviewer, haven't 
looked at them yet.



What I'd like from the community:

 * Any suggestions for other changes? Ideally, they should be modular, 
tight changes that merge onto the 2.8 branch with a minimum of 
conflicts. Please post requests using the specific svn revision 
number. (Also, please don't suggest anything unless you are willing 
and able to test the change once it's in on the 2.8 branch.)


 * Anyone out there with Mac OS X experience? Specific things I'd like 
assistance with would be:
   - Input on which svn revisions are required to enable support for 
Mac OS X 10.6. The goal is to be able to build OSG 2.8.3 against the 
10.6 SDK.
   - Somebody with a Mac that already has 10.6, for testing. I have 
10.5 but can upgrade if no one else steps forward.
   - An Xcode expert to create appropriate Xcode files for the 2.8.3 
release (needs to work with the osgAnimation backport).



If everything goes well, I see no reason why we can't release by end 
of March, so I'd like to set this schedule:


 * All change requests by end of day Friday 12 March.
 * All code changes in by 17 March.
 * All Xcode and genwrapper changes in by 22 March.
 * Release candidate 1, 22 March.
 * Testing period, 23-30 March.
 * Release, 31 March.


Please give this some thought, and thanks in advance for pitching in.
   -Paul

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Re: [osg-users] problems about layer rendering

2010-03-11 Thread Wojciech Lewandowski

Hi Kai,


I checked RenderStage::runCameraSetUp() source code, and found that
bufferAttachments only have Texture1D, Texture2D, Texture3D,
TextureCubeMap, TextureRetangle, but without TextureArray, and I don`t
know weather OSG using glFramebufferTextureLayer or glFramebufferTexture
when bind TextureArray, cubeMap and Texture3D, if using
glFramebufferTexture, no layer rendering is available. I will try
Texture3D for layer rendering.

BTW,
shadowCamera-attach(osg::Camera::COLOR_BUFFER0, ta, 0, 0);
shadowCamera-attach(osg::Camera::COLOR_BUFFER1, ta, 0, 1);
shadowCamera-attach(osg::Camera::COLOR_BUFFER2, ta, 0, 2);
does not take effects, each color_buffer only accept the rastered
fragments of primitive in first layer, the other 2 in geometry shader does
not shown.


That seems to prove what I was afraid of. Using layered rendering ( 
glFramebufferTexture() with complex
texture and GLSL gl_Layer variable ) is bit differently  processed in OpenGL 
than multiple render targets.


You could probably emulate gl_Layer with custom extra vertex 
attribute/varying to store layer. Set the value in geometry shader and pass 
along to vertex  fragment shaders for selection of target draw buffer.
But I would rather try to modify OSG to do layered rendering in recommended 
way. This way you could post your work and others could benefit as well...


Cheers,
Wojtek

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[osg-users] [build] Problems building osgdotnet wrappers

2010-03-11 Thread Vedran Pavlic
Hi,

I have problems building osgdotnet wrappers.

To explain my problems a bit, i build osg with cmake and visual studio without 
osg_wrappers first and then built generator project for osgdotnet, 
after that i start it without debbuging and it starts to generate the files, 
but after osgterrain it just crashes.

then i thought to build osg with osg_wrappers, but now i can't build that, i 
get an error when building:

Shader.obj : error LNK2019: unresolved external symbol public: __thiscall 
osg::Shader::PerContextShader::PerContextShader(class osg::Shader const 
*,unsigned int) (??0percontextsha...@shader@osg@@q...@pbv12@i...@z) referenced 
in function public: static class osgIntrospection::Value __cdecl 
osgIntrospection::ObjectInstanceCreatorclass 
osg::Shader::PerContextShader::createclass osg::Shader const *,unsigned 
int(class osgIntrospection::Value ,class osgIntrospection::Value ) 
(??$cre...@pbvshader@osg@@i...@?$objectinstancecreator@vpercontextsha...@shader@osg@@@osgIntrospection@@sa?avva...@1@aa...@0@Z)
3Shader.obj : error LNK2019: unresolved external symbol public: void 
__thiscall osg::Shader::PerContextShader::detachShader(unsigned int)const  
(?detachsha...@percontextshader@sha...@osg@@qb...@z) referenced in function 
public: __thiscall `anonymous namespace'::reflector224::reflector224(void) 
(??0reflector...@?a0x30cc6a2e@@q...@xz)
3Shader.obj : error LNK2019: unresolved external symbol public: void 
__thiscall osg::Shader::PerContextShader::attachShader(unsigned int)const  
(?attachsha...@percontextshader@sha...@osg@@qb...@z) referenced in function 
public: __thiscall `anonymous namespace'::reflector224::reflector224(void) 
(??0reflector...@?a0x30cc6a2e@@q...@xz)
3Shader.obj : error LNK2019: unresolved external symbol public: bool 
__thiscall osg::Shader::PerContextShader::getInfoLog(class 
std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar 
 )const  
(?getinfo...@percontextshader@sha...@osg@@qbe_naav?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@@Z)
 referenced in function public: __thiscall `anonymous 
namespace'::reflector224::reflector224(void) 
(??0reflector...@?a0x30cc6a2e@@q...@xz)
3Shader.obj : error LNK2019: unresolved external symbol public: void 
__thiscall osg::Shader::PerContextShader::compileShader(class osg::State ) 
(?compilesha...@percontextshader@sha...@osg@@qaexaavst...@3@@Z) referenced in 
function public: __thiscall `anonymous 
namespace'::reflector224::reflector224(void) 
(??0reflector...@?a0x30cc6a2e@@q...@xz)
3Shader.obj : error LNK2019: unresolved external symbol public: void 
__thiscall osg::Shader::PerContextShader::requestCompile(void) 
(?requestcomp...@percontextshader@sha...@osg@@QAEXXZ) referenced in function 
public: __thiscall `anonymous namespace'::reflector224::reflector224(void) 
(??0reflector...@?a0x30cc6a2e@@q...@xz)
3C:\Libraries\OpenSceneGraph\bin\Release\..\..\bin\osgPlugins-2.9.8\osgwrapper_osg.dll
 : fatal error LNK1120: 6 unresolved externals

this is all under win32 release build, i have windows 7.

Thank you!

Cheers,
Vedran

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Re: [osg-users] Display from buffer

2010-03-11 Thread Trajce (Nick) Nikolov
are you trying to display an image that has the same size as your screen? If
so, you might want to do it with HUD (have a look at osghud example) and
with TextureRectangle instead 

-Nick


On Thu, Mar 11, 2010 at 4:29 PM, Akilan Thangamani 
akilan.thangam...@gmail.com wrote:

 Hi,

 Extremely sorry for my first question as I was not reading the image file
 properly, I couldn't get the display as I thought. But regarding my 2nd
 question, I m taking a buffer(filled with image pixels) of size exactly
 equivalent to of  my screen resolution (1280 * 960). I m trying to display
 it in such a way to exactly fit onto my screen without scaling down/up. I
 put my code to show the way I create the texture,

 osg::Node* CreateTexImage()
 {
osg::BoundingBox bb(0.0f,0.0f,0.0f,1.0f,1.0f,1.0f);
osg::Group* group = new osg::Group;

osg::Vec3 top_left(bb.xMin(),bb.yMin(),bb.zMax());
osg::Vec3 bottom_left(bb.xMin(),bb.yMin(),bb.zMin());
osg::Vec3 bottom_right(bb.xMin(),bb.yMax(),bb.zMin());
osg::Vec3 top_right(bb.xMin(),bb.yMax(),bb.zMax());
osg::Vec3
 center(bb.xMin(),(bb.yMin()+bb.yMax())*0.5f,(bb.zMin()+bb.zMax())*0.5f);
float height = bb.zMax()-bb.zMin();

osg::Geometry* geom = new osg::Geometry;

osg::Vec3Array* vertices = new osg::Vec3Array(4);
(*vertices)[0] = top_left;
(*vertices)[1] = bottom_left;
(*vertices)[2] = bottom_right;
(*vertices)[3] = top_right;
geom-setVertexArray(vertices);

osg::Vec2Array* texcoords = new osg::Vec2Array(4);
(*texcoords)[0].set(0.0f,1.0f);
(*texcoords)[1].set(0.0f,0.0f);
(*texcoords)[2].set(1.0f,0.0f);
(*texcoords)[3].set(1.0f,1.0f);
geom-setTexCoordArray(0,texcoords);

osg::Vec3Array* normals = new osg::Vec3Array(1);
(*normals)[0].set(1.0f,0.0f,0.0f);
geom-setNormalArray(normals);
geom-setNormalBinding(osg::Geometry::BIND_OVERALL);

osg::Vec4Array* colors = new osg::Vec4Array(1);
(*colors)[0].set(1.0f,1.0f,1.0f,1.0f);
geom-setColorArray(colors);
geom-setColorBinding(osg::Geometry::BIND_OVERALL);

geom-addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));

osg::Geode* geom_geode = new osg::Geode;
geom_geode-addDrawable(geom);
group-addChild(geom_geode);

osg::Texture2D* texture = new osg::Texture2D;
texture-setDataVariance(osg::Object::DYNAMIC);

unsigned char* data;
int width, height;
 width=1280; //source_image width
height=960;//source_image height
 long size = width * height;
data = new unsigned char[size];

 //Reading Image of width * height into buffer
for(i=0;i(width * height); i++)
data[i]=source_image[i]);

//Setting image
osg::ref_ptrosg::Image image = new osg::Image;
image-allocateImage(width, height, 1, GL_LUMINANCE,
 GL_UNSIGNED_BYTE);
 image-setOrigin(osg::Image::BOTTOM_LEFT);
 image-setImage(width, height, 1, GL_LUMINANCE, GL_LUMINANCE,
 GL_UNSIGNED_BYTE,data, osg::Image::NO_DELETE);
texture-setImage(image);

 osg::StateSet* stateset = geom-getOrCreateStateSet();

  stateset-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);

return group;

 }

 Let me understand what needs to be done to fit onto my screen exaxtly
 without scaling?

 Thanks

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Re: [osg-users] Display from buffer

2010-03-11 Thread J.P. Delport

Hi,


Akilan Thangamani wrote:

Hi,

Extremely sorry for my first question as I was not reading the image file 
properly, I couldn't get the display as I thought. But regarding my 2nd 
question, I m taking a buffer(filled with image pixels) of size exactly 
equivalent to of  my screen resolution (1280 * 960). I m trying to display it 
in such a way to exactly fit onto my screen without scaling down/up. I put my 
code to show the way I create the texture,

osg::Node* CreateTexImage()
{
osg::BoundingBox bb(0.0f,0.0f,0.0f,1.0f,1.0f,1.0f);
osg::Group* group = new osg::Group;
   
	osg::Vec3 top_left(bb.xMin(),bb.yMin(),bb.zMax());

osg::Vec3 bottom_left(bb.xMin(),bb.yMin(),bb.zMin());
osg::Vec3 bottom_right(bb.xMin(),bb.yMax(),bb.zMin());
osg::Vec3 top_right(bb.xMin(),bb.yMax(),bb.zMax());
	osg::Vec3 center(bb.xMin(),(bb.yMin()+bb.yMax())*0.5f,(bb.zMin()+bb.zMax())*0.5f);   
	float height = bb.zMax()-bb.zMin();
	   
	osg::Geometry* geom = new osg::Geometry;
   
	osg::Vec3Array* vertices = new osg::Vec3Array(4);

(*vertices)[0] = top_left;
(*vertices)[1] = bottom_left;
(*vertices)[2] = bottom_right;
(*vertices)[3] = top_right;
geom-setVertexArray(vertices);


just use manual vectors here to make 1x1 quad.

	   
	osg::Vec2Array* texcoords = new osg::Vec2Array(4);

(*texcoords)[0].set(0.0f,1.0f);
(*texcoords)[1].set(0.0f,0.0f);
(*texcoords)[2].set(1.0f,0.0f);
(*texcoords)[3].set(1.0f,1.0f);
geom-setTexCoordArray(0,texcoords);

osg::Vec3Array* normals = new osg::Vec3Array(1);
(*normals)[0].set(1.0f,0.0f,0.0f);
geom-setNormalArray(normals);
geom-setNormalBinding(osg::Geometry::BIND_OVERALL);
	   
	osg::Vec4Array* colors = new osg::Vec4Array(1);

(*colors)[0].set(1.0f,1.0f,1.0f,1.0f);
geom-setColorArray(colors);
geom-setColorBinding(osg::Geometry::BIND_OVERALL);

geom-addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
	   
	osg::Geode* geom_geode = new osg::Geode;

geom_geode-addDrawable(geom);
group-addChild(geom_geode);
	   
	osg::Texture2D* texture = new osg::Texture2D;
	texture-setDataVariance(osg::Object::DYNAMIC); 


unsigned char* data;
int width, height;
width=1280; //source_image width
height=960;//source_image height
long size = width * height;
data = new unsigned char[size];

//Reading Image of width * height into buffer
for(i=0;i(width * height); i++)
data[i]=source_image[i]);

//Setting image
osg::ref_ptrosg::Image image = new osg::Image;
image-allocateImage(width, height, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE);
image-setOrigin(osg::Image::BOTTOM_LEFT);
image-setImage(width, height, 1, GL_LUMINANCE, GL_LUMINANCE, 
GL_UNSIGNED_BYTE,data, osg::Image::NO_DELETE);
texture-setImage(image);

osg::StateSet* stateset = geom-getOrCreateStateSet();

stateset-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);   
 

return group;
  
}


Let me understand what needs to be done to fit onto my screen exaxtly without 
scaling?


exact fit to screen is used often in RTT (render to texture) 
applications where every pixel need to fall perfectly into target 
buffer. So you can look at some RTT examples.


Normal course of action is to set viewport to size of your screen and 
set camera projection to ortho to perfectly fit geometry.


Make your quad that you apply the texture to exactly 1x1 and set ortho 
projection to 1x1.


Camera-setProjectionMatrixAsOrtho(...

View matrix must be set for your coordinate system. For me easiest is to 
use identity view matrix (default opengl with -z into screen) and make 
quad in the x-y plane.


jp




Thanks

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[osg-users] OpenGL 4.0 released!!

2010-03-11 Thread Robert Osfield
I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.

A few more details can be found here:

   
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=273669

This isn't something I was expecting, looks like someone just stoked
the furnace and got the Khronos pumping out major OpenGL revs like
crazy.  I haven't read the specs yet, but looking at the bullet points
it looks like a relatively minor update over OpenGL 3.x.

Robert.
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Re: [osg-users] [build] Problems building osgdotnet wrappers

2010-03-11 Thread Robert Osfield
Hi Vedran,

Which version of the OSG are you using?  My guess is that you are
using svn/trunk or a recent dev release as I recently moved
PerContextShader into the public scope of Shader, but hadn't added an
export and didn't spot any issues (I work under linux).  I've just
added OSG_EXPORT to the class in question and checked it into
svn/trunk.

Robert.

On Thu, Mar 11, 2010 at 11:14 AM, Vedran Pavlic vedran.pav...@fer.hr wrote:
 Hi,

 I have problems building osgdotnet wrappers.

 To explain my problems a bit, i build osg with cmake and visual studio 
 without osg_wrappers first and then built generator project for osgdotnet,
 after that i start it without debbuging and it starts to generate the files, 
 but after osgterrain it just crashes.

 then i thought to build osg with osg_wrappers, but now i can't build that, i 
 get an error when building:

 Shader.obj : error LNK2019: unresolved external symbol public: __thiscall 
 osg::Shader::PerContextShader::PerContextShader(class osg::Shader const 
 *,unsigned int) (??0percontextsha...@shader@osg@@q...@pbv12@i...@z) 
 referenced in function public: static class osgIntrospection::Value __cdecl 
 osgIntrospection::ObjectInstanceCreatorclass 
 osg::Shader::PerContextShader::createclass osg::Shader const *,unsigned 
 int(class osgIntrospection::Value ,class osgIntrospection::Value ) 
 (??$cre...@pbvshader@osg@@i...@?$objectinstancecreator@vpercontextsha...@shader@osg@@@osgIntrospection@@sa?avva...@1@aa...@0@Z)
 3Shader.obj : error LNK2019: unresolved external symbol public: void 
 __thiscall osg::Shader::PerContextShader::detachShader(unsigned int)const  
 (?detachsha...@percontextshader@sha...@osg@@qb...@z) referenced in function 
 public: __thiscall `anonymous namespace'::reflector224::reflector224(void) 
 (??0reflector...@?a0x30cc6a2e@@q...@xz)
 3Shader.obj : error LNK2019: unresolved external symbol public: void 
 __thiscall osg::Shader::PerContextShader::attachShader(unsigned int)const  
 (?attachsha...@percontextshader@sha...@osg@@qb...@z) referenced in function 
 public: __thiscall `anonymous namespace'::reflector224::reflector224(void) 
 (??0reflector...@?a0x30cc6a2e@@q...@xz)
 3Shader.obj : error LNK2019: unresolved external symbol public: bool 
 __thiscall osg::Shader::PerContextShader::getInfoLog(class 
 std::basic_stringchar,struct std::char_traitschar,class 
 std::allocatorchar  )const  
 (?getinfo...@percontextshader@sha...@osg@@qbe_naav?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@@Z)
  referenced in function public: __thiscall `anonymous 
 namespace'::reflector224::reflector224(void) 
 (??0reflector...@?a0x30cc6a2e@@q...@xz)
 3Shader.obj : error LNK2019: unresolved external symbol public: void 
 __thiscall osg::Shader::PerContextShader::compileShader(class osg::State ) 
 (?compilesha...@percontextshader@sha...@osg@@qaexaavst...@3@@Z) referenced in 
 function public: __thiscall `anonymous 
 namespace'::reflector224::reflector224(void) 
 (??0reflector...@?a0x30cc6a2e@@q...@xz)
 3Shader.obj : error LNK2019: unresolved external symbol public: void 
 __thiscall osg::Shader::PerContextShader::requestCompile(void) 
 (?requestcomp...@percontextshader@sha...@osg@@QAEXXZ) referenced in function 
 public: __thiscall `anonymous namespace'::reflector224::reflector224(void) 
 (??0reflector...@?a0x30cc6a2e@@q...@xz)
 3C:\Libraries\OpenSceneGraph\bin\Release\..\..\bin\osgPlugins-2.9.8\osgwrapper_osg.dll
  : fatal error LNK1120: 6 unresolved externals

 this is all under win32 release build, i have windows 7.

 Thank you!

 Cheers,
 Vedran

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[osg-users] nested .ive

2010-03-11 Thread David Marchessault
Hi,

I have an openFlight terrain that I want to convert to .ive. I've notived while 
watching some of the example files that it is possible to get a Master .ive 
that references to several nested .ive terrain patches. I was wondering how I 
could achieve this considering my openflight database is already nested with 
external reference nodes.
Thank you!

Cheers,
David

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Re: [osg-users] nested .ive

2010-03-11 Thread Trajce (Nick) Nikolov
Hi David,

have a look at this thread, Might help you

http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html
-Nick


On Thu, Mar 11, 2010 at 5:25 PM, David Marchessault 
dmarchessa...@simthetiq.com wrote:

 Hi,

 I have an openFlight terrain that I want to convert to .ive. I've notived
 while watching some of the example files that it is possible to get a Master
 .ive that references to several nested .ive terrain patches. I was wondering
 how I could achieve this considering my openflight database is already
 nested with external reference nodes.
 Thank you!

 Cheers,
 David

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[osg-users] Question about osgVolume

2010-03-11 Thread Joachim Diepstraten
Hi,

I just had a more extensive stroll through the osgVolume code in the 2.8.2 
release but I don't think it has changed in more recent versions (I guess) 
after playing around with the node for a more extensive period. I am a bit 
suprised by especially the raycasting shaders they seem to be well I don't want 
to say inefficient but strangely designed but maybe that is just because I do 
not understand what the thinking behind was. That's why I thought I ask.

What stroke me most is that the standard DVR shader (volume_tf_frag.cpp) is 
basically using back-to-front raycasting that is very unusual (even tough I 
think the compositing function isn't actually completely right for BTF either). 
Most people prefer using front-to-back for obvious optimization reasons (e.g. 
early ray termination). 

So am I missing a point here?

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Re: [osg-users] OpenGL 4.0 released!!

2010-03-11 Thread Chris 'Xenon' Hanson
On 3/11/2010 7:46 AM, Robert Osfield wrote:
 I just came across the new items on opengl.org that Khronos have just
 release OpenGL 4.0, and OpenGL 3.3 + arb extensions.

  Wow.

  Looking for a short overview of the changeset now...

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
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Re: [osg-users] nested .ive

2010-03-11 Thread David Marchessault
Thank you very much!

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce
(Nick) Nikolov
Sent: March-11-10 10:35 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] nested .ive

 

Hi David,

 

have a look at this thread, Might help you

 

 
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.htm
l
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html


-Nick



On Thu, Mar 11, 2010 at 5:25 PM, David Marchessault
dmarchessa...@simthetiq.com wrote:

Hi,

I have an openFlight terrain that I want to convert to .ive. I've notived
while watching some of the example files that it is possible to get a Master
.ive that references to several nested .ive terrain patches. I was wondering
how I could achieve this considering my openflight database is already
nested with external reference nodes.
Thank you!

Cheers,
David

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Re: [osg-users] OpenGL 4.0 released!!

2010-03-11 Thread Jason Daly

Chris 'Xenon' Hanson wrote:

On 3/11/2010 7:46 AM, Robert Osfield wrote:
  

I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.



  Wow.

  Looking for a short overview of the changeset now...
  


Looks like it's basically the open version of DX11.  Double-precision 
rendering, tight coupling of GL and CL, per-sample fragment shading with 
programmable fragment input positions.


It's kind of a shock, but at the same time, it's not all that surprising 
considering the new hardware that's coming out soon.  None of the 
hardware we have in our lab can use it, so I suppose it warrants a major 
release number.


--J

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Re: [osg-users] OpenGL 4.0 released!!

2010-03-11 Thread Jason Daly

Robert Osfield wrote:

I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.

A few more details can be found here:

   
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=273669

This isn't something I was expecting, looks like someone just stoked
the furnace and got the Khronos pumping out major OpenGL revs like
crazy.  I haven't read the specs yet, but looking at the bullet points
it looks like a relatively minor update over OpenGL 3.x.
  


I wouldn't call it minor.  One key feature that might have great 
relevance to OSG (though I'm not sure yet) is the subroutines added in 
GLSL 4.


--J

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[osg-users] managing views in composite viewer...

2010-03-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a need to turn certain views on and off in a composite viewer
during runtime. I know that the composite viewer has the capability of
adding and removing views but I'm not sure this is the proper mechanism to
use for what I want to do. The views I want to manage sit on top of a
background view so when I want to turn them off, they need to behave as
though they aren't even there (i.e. no blank regions).

 

My question is, is adding and removing the views during runtime the way to
go or is there a more efficient/elegant way of turning my views on and off?
Is there an equivalent of a switch node for managing views in a composite
viewer?

 

Hopefully the description of my dilemma above is clear.

 

Thanks in advance.

-Shayne



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Re: [osg-users] managing views in composite viewer...

2010-03-11 Thread Jean-Sébastien Guay

Hi Shayne,


My question is, is adding and removing the views during runtime the way
to go or is there a more efficient/elegant way of turning my views on
and off? Is there an equivalent of a switch node for managing views in a
composite viewer?


To add/remove views at runtime you have to stop threading in the viewer, 
which is a pretty major disruption. Instead, you can just set the view's 
camera's node mask to 0.


  view-getCamera()-setNodeMask(0)

This means the camera won't be traversed and thus it won't draw 
anything, which is what you want. When you want to re-enable the view, 
set its node mask to 0x.


  view-getCamera()-setNodeMask(0x)

Hope this helps,

J-S
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Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-03-11 Thread Allen Saucier
Hi Jordi,
thanks for the updated. Sorry for being a pest.  I do really appreciate your 
help and I definitely understand your pressure.  I have been totally swamped 
myself.

I'll let you know how the latest info you've given me works.  Talk to you soon!
:D

Best regards,
Allen

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[osg-users] OpenGL 4.0 released!!

2010-03-11 Thread Sergey Kurdakov
Hi

the subroutines added in GLSL 4.

yes it might also affect the major feature of osg being discussed lately -
the way to handle shader composition.

Regards
Sergey Kurdakov



On Thu, Mar 11, 2010 at 8:49 PM, Jason Daly  wrote:

 Robert Osfield wrote:

 -

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Re: [osg-users] opengl 3 course: march 30 - april 2, 2010 - los angeles

2010-03-11 Thread Cory Riddell
I was interested in the OpenGL course (still am), but there isn't
exactly a lot of info about the course available. It would be nice to
know where it is (more specific than Los Angeles), what the
pre-requisites are (software environment) and what is and isn't included
(lunch?). The daily schedule would be good to know as well to make
planning easier (especially arrival and departure).

Plus when you click on the buy link, you get a San Francisco course
added to the shopping cart. Seems a little dodgy to me.

Cory

On 3/10/2010 9:02 AM, Allen Saucier wrote:
 Hi,
 any update on osg training? 
 ... 

 Thank you!

 Cheers,
 Allen

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Re: [osg-users] managing views in composite viewer...

2010-03-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
J-S,

Thanks for the input. Controlling the node mask does the trick...:)

Thank you!

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Thursday, March 11, 2010 11:28 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] managing views in composite viewer...

Hi Shayne,

 My question is, is adding and removing the views during runtime the way
 to go or is there a more efficient/elegant way of turning my views on
 and off? Is there an equivalent of a switch node for managing views in a
 composite viewer?

To add/remove views at runtime you have to stop threading in the viewer, 
which is a pretty major disruption. Instead, you can just set the view's 
camera's node mask to 0.

   view-getCamera()-setNodeMask(0)

This means the camera won't be traversed and thus it won't draw 
anything, which is what you want. When you want to re-enable the view, 
set its node mask to 0x.

   view-getCamera()-setNodeMask(0x)

Hope this helps,

J-S
-- 
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Render to Texture with independent framerate

2010-03-11 Thread Georg Martius
Hi,

thanks again for answering.
J.P. Delport wrote:
 Hi,

 Georg Martius wrote:
  Hi JP,
 
  thanks for you hint. I tried to code from the linked thread.
  Unfortunately it does not really work very well. To get you updated:
  I have 2 cameras, one is the original viewer cam and the other is a
  pbuffer one.
  My scenegraph has two nodes:
  root
- scene
- RRT Camera - scene2
  I have an image connected to the RRT camera. In the main scene I have an
  overlay showing the image on a texture.
 
  I get two problems:
  1) using viewer.setCamera(); alternatingly causes:
  Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
  RenderStage::drawInner(,) FBO status= 0x8cd5
  Maybe this is because setcamera creates a new Renderer every time?

 Hmm, this is strange. 0x8CD5 is GL_FRAMEBUFFER_COMPLETE_EXT. Have you
 tried setting SingleThreaded mode for the viewer to see if anything
 changes? Only other thing I can think of is to swap camera buffers
 instead of swapping cameras, but I haven't tried this. What hardware/OS
 are you on?
I used Singlethreaded already. Linux, OSG 2.8.2/ NVidia 6600 GT
BTW: I noticed that I was writing RRT instead of RTT (render to texture) ;-)

  2) When the scene for the pBuffer frames contains only the RRT camera
  then I see that there seems to be no rendering because the image is not
  updated and i tried a callback of the RRT camera with the printf that did
  not show anything.

 Maybe it thinks nothing has to be drawn... Try putting something with
 culling off into the scene.

  How difficult would it be to overload the osgviewer and implement a
  custom rendering of my RRT camera(s) off screen. Any Hints?

 Not sure, but you are not the first to want this kind of functionality.
 You can maybe mess with custom RenderStages. Maybe see here:

 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/50502
I found a different solution yesterday. I will post the code as soon as I have 
tested it more intense. 
In short: I derived a Viewer from osgViewer::Viewer, added a custom 
offScreenRender() function mimicking frame() and (offScreen)renderTraversal() 
function dropping statistics and swapbuffer. Then I also swap the Node of the 
Camera for the off screen rendering to contain only the RTT cameras.

Cheers,
Georg

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Re: [osg-users] problems about layer rendering

2010-03-11 Thread Kai Xia
Hi Wojtek,

I'll try your method first, it sound a good idea. Later when I have time, I'll 
try to modify the RenderStage.cpp for testing.

Thank you!

Cheers,
Kai

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[osg-users] changing thread priority

2010-03-11 Thread Trajce (Nick) Nikolov
Hi community,

is there a way to force the threading in osg (cull, update, draw) to use
different priority (let say RealTime)? My IG works fine but I thought I
might force it to even do better :)

Thanks
-Nick
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Re: [osg-users] [build] Problems building osgdotnet wrappers

2010-03-11 Thread Vedran Pavlic
i just tried with the latest update, and osg builds fine now, 
after that i build osgdotnet generator for the svn osgdotnet version and went 
to start without debugging. And it gives me this output:

Instantiating augmented libraries and types...
  osgFX Caught exception: failed to load OSG wrapper library for osgFX
Press any key to continue . . .

now i'm fresh out of ideas

Vedran

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