Re: [osg-users] Help: how to rotate view camera 90 degrees in relationship to terrain

2010-03-15 Thread J.P. Delport

Hi Allen,

the problem with setMatrix is that it cannot fully encapsulate the state 
of the manipulator. Internally the manipulator (trackball) uses a 
distance, rotation and center, but all these variables do not fit into a 
matrix. The manipulator can calc a matrix from the internal variables, 
but not set them properly from an input matrix. E.g. the view might look 
OK, but the rotation point is somewhere weird.


Some pointers to the past:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/8588/focus=8612
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/19271/focus=19873

jp


Allen Saucier wrote:

Hi,

thanks JP! :)  I really appreciate your response.  It appears I am fighting 
something I didn't expect and something I don't fully understand: the terrain 
manipulator.

I understand what you've proposed but when I call the fucntion: setByMatrix() 
w/in the terrain manipulator, that function appears to be doing something to 
the matrix I send in that I am not expecting.

What you've proposed is pretty much what I do except that I'm using quaternions 
and then converting those quats into matrices.

So I can move the cam and I can even rotate it on the Z axis which is the position 
vector coming from the ECEF origin to the point on the terrain I'm working with and the cam is 
looking directly down that Z axis (local z-axis).

It's just when I do a 90 degree rotation about the local x or y axis I get 
something totally screwed up and I don't know why but I think the mystery is 
w/in the terrain manipulator which I've not investigated more thoroughly as yet.

I am hoping someone who has in depth knowledge about the terrain manipulator will 
see this post  buzz me back on it.  I have very limited understanding of the 
manipulator code w/in OSG as I'm still a novice w/ OSG so I get all mixed up when I 
delve into any of the manipulator classes: trackball, nodetracker and now terrain.

thanks though!

Thank you!

Cheers,
Allen

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Re: [osg-users] Display from buffer

2010-03-15 Thread Akilan Thangamani
Hi,

Thanks. It's working fine.

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[osg-users] Multi screen display issue

2010-03-15 Thread Akilan Thangamani
Hi,

I connected 2 monitors to my graphics card in such a way dat my desktop  
resolution is expanded doubly( width wise).  My osg application  renders  a 
texture on both the screen  contiguously by setting 2 seperate cameras for each 
screen,  in the same way specified in osgCamera example.  Everything is working 
fine both on windows and linux. In linux we configured the two monitors  in 
such a way dat both having its own desktop and  resolution. 
Now  the same application is rendering only  on one screen. what needs to be 
done?

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Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread lucie lemonnier
Hi,

I am trying to use OSG with vrJuggler in a cluster equally. If you find some 
informations or examples, tell me and if I find something, I will tell you. Why 
you want to use OSG with VRJuggler? Me, I have to make a project for my 
internship.

Thank you!

Cheers,
lucie

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

2010-03-15 Thread Robert Osfield
HI Paul,

On Sun, Mar 14, 2010 at 10:36 PM, Paul Martz pma...@skew-matrix.com wrote:
 Hi guys -- Given this work is still in progress, I agree with Robert and I
 don't think it's right for the 2.8.3 release. Sorry.

I've done a little work on the static initialization side and it looks
like the particular one that was an issue for Andy was the way that
the automatic initialization of osgViewer's under OSX was making
windowing system calls, this isn't normally a problem but when working
on a headless machine you'd get error even if you didn't open a
window.

The solution for this particular issue was making moving the windowing
system initialization calls form the constructor to be lazily
initialized on demand.   To make this work I modified :

   src/osgViewer/DawinUtils.h
   src/osgViewer/DawinUtils.mm
   src/osgViewer/GraphicsWindowCocoa.mm
   src/osgViewer/GraphicsWindowCarbon.cpp

I checked these changes into svn/trunk over the weekend, so they will
still need testing by the community.  Andy reported success with the
first iteration of the changes I made, but made a few more changes
since then to clean them up so there is still a bit of risk associated
with these changes.  Once the community tests them out a bit further
we should be confident enough to run with them.

Save for the above changes for static it could be that none of the
other changes would be required for Andy as this is the only one that
his reported as a show stopper so far.

There is a but though... I've just checked the 2.8 branch at it
doesn't have any Cocoa support at all, so my changes wouldn't be able
to merge directly unless you just added Cocoa support to the OSG-2.8
branch.  For the OSX community faced with enforced Cocoa usage under
64bit build this would be no bad thing, but it's more work for
yourself to merge.  Without these we'll just have to keep the 2.8
series as 32bit under OSX, and ear mark the 3.x series for 64bit
support under OSX.   The sooner I can get 3.0 out the door the less of
an issue this will be, as it'll be an easy sell to the community -
just use 3.x if you want OSX 64bit support ;-)

Cheers,
Robert.
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[osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Adrian Lindberg
So I've been getting in to OSG, much thanks to the help here on the mailing 
list/forum. But I'm having some issues with performance which I can't seem to 
pinpoint.

I use extensive PagedLOD, in a similar way osgTerrain does it (using 
quad-trees). For me performance is the king and quality is secondary, so I want 
to have a frame rate that is at least 30 fps at all times (given some minimum 
requirements). When all LODs are loaded I get constant 60 fps which is due to 
the screen synch and when moving around I tend to get 20-30 fps due to loading. 
However, it is not uncommon that the fps dips completely and falls to sub 1 fps 
for a short while (up to a few seconds) and then resumes the 20-30 fps target.

What I've tried so far is to set the setMaximumNumOfObjectsToCompilePerFrame to 
a very low value (1) and set the thread priority for the DatabasePager to low. 
I'm using VBO:s for vertex data and am currently running OSX 10.6 with OSG 
2.9.6. For me it's vital to get rid of these dip, I'd much rather display low 
res data then getting drops.

Profiling for me through Xcode seems to put the DatabasePager out of order so I 
can't really pinpoint why I'm getting these drops.

Any ideas or suggestions?

Cheers,
Adrian

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Re: [osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Trajce (Nick) Nikolov
I want to join to this thread with similar experience on Windows. I am
getting the same thing, where the frame rate goes to 2-3fps and then goes
higher to some real time. No idea where it comes from.
-Nick


On Mon, Mar 15, 2010 at 1:03 PM, Adrian Lindberg osgfo...@tevs.eu wrote:

 So I've been getting in to OSG, much thanks to the help here on the mailing
 list/forum. But I'm having some issues with performance which I can't seem
 to pinpoint.

 I use extensive PagedLOD, in a similar way osgTerrain does it (using
 quad-trees). For me performance is the king and quality is secondary, so I
 want to have a frame rate that is at least 30 fps at all times (given some
 minimum requirements). When all LODs are loaded I get constant 60 fps which
 is due to the screen synch and when moving around I tend to get 20-30 fps
 due to loading. However, it is not uncommon that the fps dips completely and
 falls to sub 1 fps for a short while (up to a few seconds) and then resumes
 the 20-30 fps target.

 What I've tried so far is to set the
 setMaximumNumOfObjectsToCompilePerFrame to a very low value (1) and set the
 thread priority for the DatabasePager to low. I'm using VBO:s for vertex
 data and am currently running OSX 10.6 with OSG 2.9.6. For me it's vital to
 get rid of these dip, I'd much rather display low res data then getting
 drops.

 Profiling for me through Xcode seems to put the DatabasePager out of order
 so I can't really pinpoint why I'm getting these drops.

 Any ideas or suggestions?

 Cheers,
 Adrian

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Re: [osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Vincent Bourdier

Hi,

Just an idea... maybe the database pager thread priority is not set.
Set it to a low priority can help the viewer maintain a better frame 
rate maybe...


I'm also interested in this question.

Regards,
   Vincent.

Le 15/03/2010 12:15, Trajce (Nick) Nikolov a écrit :
I want to join to this thread with similar experience on Windows. I am 
getting the same thing, where the frame rate goes to 2-3fps and then 
goes higher to some real time. No idea where it comes from.

-Nick


On Mon, Mar 15, 2010 at 1:03 PM, Adrian Lindberg osgfo...@tevs.eu 
mailto:osgfo...@tevs.eu wrote:


So I've been getting in to OSG, much thanks to the help here on
the mailing list/forum. But I'm having some issues with
performance which I can't seem to pinpoint.

I use extensive PagedLOD, in a similar way osgTerrain does it
(using quad-trees). For me performance is the king and quality is
secondary, so I want to have a frame rate that is at least 30 fps
at all times (given some minimum requirements). When all LODs are
loaded I get constant 60 fps which is due to the screen synch and
when moving around I tend to get 20-30 fps due to loading.
However, it is not uncommon that the fps dips completely and falls
to sub 1 fps for a short while (up to a few seconds) and then
resumes the 20-30 fps target.

What I've tried so far is to set the
setMaximumNumOfObjectsToCompilePerFrame to a very low value (1)
and set the thread priority for the DatabasePager to low. I'm
using VBO:s for vertex data and am currently running OSX 10.6 with
OSG 2.9.6. For me it's vital to get rid of these dip, I'd much
rather display low res data then getting drops.

Profiling for me through Xcode seems to put the DatabasePager out
of order so I can't really pinpoint why I'm getting these drops.

Any ideas or suggestions?

Cheers,
Adrian

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Re: [osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Trajce (Nick) Nikolov
my application uses osgocean when I am experiencing this 
-Nick


On Mon, Mar 15, 2010 at 1:19 PM, Vincent Bourdier 
vincent.bourd...@gmail.com wrote:

  Hi,

 Just an idea... maybe the database pager thread priority is not set.
 Set it to a low priority can help the viewer maintain a better frame rate
 maybe...

 I'm also interested in this question.

 Regards,
Vincent.

 Le 15/03/2010 12:15, Trajce (Nick) Nikolov a écrit :

 I want to join to this thread with similar experience on Windows. I am
 getting the same thing, where the frame rate goes to 2-3fps and then goes
 higher to some real time. No idea where it comes from.
 -Nick


 On Mon, Mar 15, 2010 at 1:03 PM, Adrian Lindberg osgfo...@tevs.eu wrote:

 So I've been getting in to OSG, much thanks to the help here on the
 mailing list/forum. But I'm having some issues with performance which I
 can't seem to pinpoint.

 I use extensive PagedLOD, in a similar way osgTerrain does it (using
 quad-trees). For me performance is the king and quality is secondary, so I
 want to have a frame rate that is at least 30 fps at all times (given some
 minimum requirements). When all LODs are loaded I get constant 60 fps which
 is due to the screen synch and when moving around I tend to get 20-30 fps
 due to loading. However, it is not uncommon that the fps dips completely and
 falls to sub 1 fps for a short while (up to a few seconds) and then resumes
 the 20-30 fps target.

 What I've tried so far is to set the
 setMaximumNumOfObjectsToCompilePerFrame to a very low value (1) and set the
 thread priority for the DatabasePager to low. I'm using VBO:s for vertex
 data and am currently running OSX 10.6 with OSG 2.9.6. For me it's vital to
 get rid of these dip, I'd much rather display low res data then getting
 drops.

 Profiling for me through Xcode seems to put the DatabasePager out of order
 so I can't really pinpoint why I'm getting these drops.

 Any ideas or suggestions?

 Cheers,
 Adrian

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[osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi,
i have .ive models which are created in ~osg::2.2.0. i realized that there
are textures which are not 2^n size in these models.
normally i call this command:
 osgconv --compressed model.ive model.ive

but when i compress it, i can not open this model with the old version of
osg. it says:
 The version found in the file is newer than this library can handle.

then i tried to compress models with version 2.2.0 but this time i got this
error:
 Failed to create pbuffer, failing back to normal graphics window.
 Error: Unable to create graphis context - cannot run compression
 Data written to 'model.ive'.

do you have any advice about this situation. how can i compress my .ive
files.
i thougt i can convert them to .osg format but this time textures are lost.
then i tried to get images from .ive file in order to put them near the .osg
file but i could not get any image.

any advice would be great.
thanks...

-- 
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Re: [osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Robert Osfield
Hi Adrian,

Big frame drops are typically down to deleting old, or compiling new
GL objects( texture objects, vertex buffer objects and display lists).
 The DatabasePager has support for incrementally pre-compiling GL
objects to help reduce the chance of causing a frame break due to GL
objects, but for recent versions of the OSG that has been switched off
as for modern cards and well balanced scene graphs it's no longer
usually necessary.  The incremental compile of GL objects does limit
how quickly new tiles can be merged so increasing the latency between
when the tile if first requested and when it's finally seen on screen
if you can do without it you app will look better.

To enable pre compile you need to use DatabasePager::setDoPreCompile(true).

Enabling pre-compile isn't the only thing you can do.  Using GL
compressed and pre-mipmapped textures in your databases can make a
huge difference.  Making sure texture sizes are consistent so as much
texture reuse can be done as possible - lots of different texture
sizes means lots of separate texture objects that can't be reused, and
if you can't reuse expired texture objects then you end up having to
delete them and create new ones, something that is far more expensive
and likely to cause frame drops.   Also balancing your scene graph so
that no one tile introduces too much new texture or geometry, aim to
have each child of a quad tree around the same complexity.

Finally try different graphics cards and OS's as they both can make a
big difference.  My personally experience with OSX is that it's
doesn't tend to do that well for database paging as the GL drivers
don't tend to be as good as the ones under Windows and Linux.

Robert.

On Mon, Mar 15, 2010 at 11:03 AM, Adrian Lindberg osgfo...@tevs.eu wrote:
 So I've been getting in to OSG, much thanks to the help here on the mailing 
 list/forum. But I'm having some issues with performance which I can't seem to 
 pinpoint.

 I use extensive PagedLOD, in a similar way osgTerrain does it (using 
 quad-trees). For me performance is the king and quality is secondary, so I 
 want to have a frame rate that is at least 30 fps at all times (given some 
 minimum requirements). When all LODs are loaded I get constant 60 fps which 
 is due to the screen synch and when moving around I tend to get 20-30 fps due 
 to loading. However, it is not uncommon that the fps dips completely and 
 falls to sub 1 fps for a short while (up to a few seconds) and then resumes 
 the 20-30 fps target.

 What I've tried so far is to set the setMaximumNumOfObjectsToCompilePerFrame 
 to a very low value (1) and set the thread priority for the DatabasePager to 
 low. I'm using VBO:s for vertex data and am currently running OSX 10.6 with 
 OSG 2.9.6. For me it's vital to get rid of these dip, I'd much rather display 
 low res data then getting drops.

 Profiling for me through Xcode seems to put the DatabasePager out of order so 
 I can't really pinpoint why I'm getting these drops.

 Any ideas or suggestions?

 Cheers,
 Adrian

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Re: [osg-users] osg version problem advice?

2010-03-15 Thread Robert Osfield
HI Ufuk,

Is there a reason that you are using a version of the OSG so many
years out of date?

In very old versions of the OSG there was a problem under Windows with
osgconv attempting to create a graphics context due a crappy windows
issue of the MS compiler not pulling in symbols that it should have,
the only work around is to explicitly reference these symbols.  Modern
versions of the OSG has this hack in them to workaround the Windows
problem.

Robert.

On Mon, Mar 15, 2010 at 12:20 PM, Ufuk Gun ufuk...@gmail.com wrote:
 Hi,
 i have .ive models which are created in ~osg::2.2.0. i realized that there
 are textures which are not 2^n size in these models.
 normally i call this command:
 osgconv --compressed model.ive model.ive
 but when i compress it, i can not open this model with the old version of
 osg. it says:
 The version found in the file is newer than this library can handle.
 then i tried to compress models with version 2.2.0 but this time i got this
 error:
 Failed to create pbuffer, failing back to normal graphics window.
 Error: Unable to create graphis context - cannot run compression
 Data written to 'model.ive'.
 do you have any advice about this situation. how can i compress my .ive
 files.
 i thougt i can convert them to .osg format but this time textures are lost.
 then i tried to get images from .ive file in order to put them near the .osg
 file but i could not get any image.
 any advice would be great.
 thanks...
 --
 Ufuk Gün

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Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread Rohit Vijay Bapat
Hi,
 
Ohh sure I will let you know. I am trying to develop an Application on CAVE in 
my University
... 

Thank you!

Cheers,
Rohit

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Re: [osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi Robert,
unfortunately i have to use older version of osg because currenty i am
fixing bugs of one our simulators which is developed in 2007and 2008.
we implemented this simulator in delta3D 1.4 which uses the older version of
osg.
i want to upgrade this system to the newer versions but i am afraid of
getting many errors.
there are many changes between versions like producer.

that's why i am trying to find some backward compatible solution...

On Mon, Mar 15, 2010 at 2:31 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 HI Ufuk,

 Is there a reason that you are using a version of the OSG so many
 years out of date?

 In very old versions of the OSG there was a problem under Windows with
 osgconv attempting to create a graphics context due a crappy windows
 issue of the MS compiler not pulling in symbols that it should have,
 the only work around is to explicitly reference these symbols.  Modern
 versions of the OSG has this hack in them to workaround the Windows
 problem.

 Robert.

 On Mon, Mar 15, 2010 at 12:20 PM, Ufuk Gun ufuk...@gmail.com wrote:
  Hi,
  i have .ive models which are created in ~osg::2.2.0. i realized that
 there
  are textures which are not 2^n size in these models.
  normally i call this command:
  osgconv --compressed model.ive model.ive
  but when i compress it, i can not open this model with the old version of
  osg. it says:
  The version found in the file is newer than this library can handle.
  then i tried to compress models with version 2.2.0 but this time i got
 this
  error:
  Failed to create pbuffer, failing back to normal graphics window.
  Error: Unable to create graphis context - cannot run compression
  Data written to 'model.ive'.
  do you have any advice about this situation. how can i compress my .ive
  files.
  i thougt i can convert them to .osg format but this time textures are
 lost.
  then i tried to get images from .ive file in order to put them near the
 .osg
  file but i could not get any image.
  any advice would be great.
  thanks...
  --
  Ufuk Gün
 
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[osg-users] filpped view

2010-03-15 Thread Trajce (Nick) Nikolov
Hi community,

is there a way to flip (mirror along the x axis) a view in a composite
viewer?
Any ideas?
-Nick
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Re: [osg-users] osg version problem advice?

2010-03-15 Thread J.P. Delport

Hi,

this might be a radical solution, but you should be able to get 
virtualbox with Ubuntu 8.04 LTS to build OSG 2.2 without problems and 
hopefully do the convertions you need. Once you have it running you can 
just archive the virtual machine for future use.


jp

Ufuk Gun wrote:

Hi Robert,
unfortunately i have to use older version of osg because currenty i am 
fixing bugs of one our simulators which is developed in 2007and 2008. 
we implemented this simulator in delta3D 1.4 which uses the older 
version of osg. 
i want to upgrade this system to the newer versions but i am afraid of 
getting many errors.
there are many changes between versions like producer. 


that's why i am trying to find some backward compatible solution...

On Mon, Mar 15, 2010 at 2:31 PM, Robert Osfield 
robert.osfi...@gmail.com mailto:robert.osfi...@gmail.com wrote:


HI Ufuk,

Is there a reason that you are using a version of the OSG so many
years out of date?

In very old versions of the OSG there was a problem under Windows with
osgconv attempting to create a graphics context due a crappy windows
issue of the MS compiler not pulling in symbols that it should have,
the only work around is to explicitly reference these symbols.  Modern
versions of the OSG has this hack in them to workaround the Windows
problem.

Robert.

On Mon, Mar 15, 2010 at 12:20 PM, Ufuk Gun ufuk...@gmail.com
mailto:ufuk...@gmail.com wrote:
  Hi,
  i have .ive models which are created in ~osg::2.2.0.
i realized that there
  are textures which are not 2^n size in these models.
  normally i call this command:
  osgconv --compressed model.ive model.ive
  but when i compress it, i can not open this model with the old
version of
  osg. it says:
  The version found in the file is newer than this library can
handle.
  then i tried to compress models with version 2.2.0 but this time
i got this
  error:
  Failed to create pbuffer, failing back to normal graphics window.
  Error: Unable to create graphis context - cannot run compression
  Data written to 'model.ive'.
  do you have any advice about this situation. how can i compress
my .ive
  files.
  i thougt i can convert them to .osg format but this time textures
are lost.
  then i tried to get images from .ive file in order to put them
near the .osg
  file but i could not get any image.
  any advice would be great.
  thanks...
  --
  Ufuk Gün
 
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Re: [osg-users] filpped view

2010-03-15 Thread Robert Osfield
Hi Nick,

On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
 Hi community,
 is there a way to flip (mirror along the x axis) a view in a composite
 viewer?

Just flip the left/right values of the projection matrix.  If face
culling is enabled then you'll need to swap the face that gets culled
using osg::FrontFace.

Robert.
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Re: [osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi jp,
it sounds weird but it might work.
i will try because it seems i have no other option :)

thanks...

On Mon, Mar 15, 2010 at 2:56 PM, J.P. Delport jpdelp...@csir.co.za wrote:

 Hi,

 this might be a radical solution, but you should be able to get virtualbox
 with Ubuntu 8.04 LTS to build OSG 2.2 without problems and hopefully do the
 convertions you need. Once you have it running you can just archive the
 virtual machine for future use.

 jp

 Ufuk Gun wrote:

 Hi Robert,
 unfortunately i have to use older version of osg because currenty i am
 fixing bugs of one our simulators which is developed in 2007and 2008. we
 implemented this simulator in delta3D 1.4 which uses the older version of
 osg. i want to upgrade this system to the newer versions but i am afraid of
 getting many errors.
 there are many changes between versions like producer.
 that's why i am trying to find some backward compatible solution...

 On Mon, Mar 15, 2010 at 2:31 PM, Robert Osfield 
 robert.osfi...@gmail.commailto:
 robert.osfi...@gmail.com wrote:

HI Ufuk,

Is there a reason that you are using a version of the OSG so many
years out of date?

In very old versions of the OSG there was a problem under Windows with
osgconv attempting to create a graphics context due a crappy windows
issue of the MS compiler not pulling in symbols that it should have,
the only work around is to explicitly reference these symbols.  Modern
versions of the OSG has this hack in them to workaround the Windows
problem.

Robert.

On Mon, Mar 15, 2010 at 12:20 PM, Ufuk Gun ufuk...@gmail.com
mailto:ufuk...@gmail.com wrote:
  Hi,
  i have .ive models which are created in ~osg::2.2.0.
i realized that there
  are textures which are not 2^n size in these models.
  normally i call this command:
  osgconv --compressed model.ive model.ive
  but when i compress it, i can not open this model with the old
version of
  osg. it says:
  The version found in the file is newer than this library can
handle.
  then i tried to compress models with version 2.2.0 but this time
i got this
  error:
  Failed to create pbuffer, failing back to normal graphics window.
  Error: Unable to create graphis context - cannot run compression
  Data written to 'model.ive'.
  do you have any advice about this situation. how can i compress
my .ive
  files.
  i thougt i can convert them to .osg format but this time textures
are lost.
  then i tried to get images from .ive file in order to put them
near the .osg
  file but i could not get any image.
  any advice would be great.
  thanks...
  --
  Ufuk Gün
 
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Re: [osg-users] filpped view

2010-03-15 Thread Trajce (Nick) Nikolov
Thanks Robert !
-Nick


On Mon, Mar 15, 2010 at 2:59 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:
  Hi community,
  is there a way to flip (mirror along the x axis) a view in a composite
  viewer?

 Just flip the left/right values of the projection matrix.  If face
 culling is enabled then you'll need to swap the face that gets culled
 using osg::FrontFace.

 Robert.
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Re: [osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Adrian Lindberg
I should have mentioned that I did use the setDoPreCompile before, and it 
pretty much killed my frame rate when loading. I'm very much aware of the 
difficulties of streaming data like this, I'm not aware of how OSG handles it.

The good thing is that I will always use the same texture size when loading new 
stuff. I don't know if OSG handles this for me (checking if there are any 
current unused textures of the same size) or if I have to implement some kind 
of texture management (which would be a rather hefty modification). All the 
tiles I load have roughly the same amount of textures and always the same size.

The thing with Mip-maps is that I want to create them in run-time (at the 
moment). However if I let the driver (OpenGL) do it I will get some serious 
frame rate drops. These should be created in a low priority thread somewhere 
which might spend a second or two creating these. Again, since I can't profile 
I can't say if this is the biggest bottle neck but I'm guessing it is.

Another thing with streaming data is having mutliple contexts and streaming to 
the second one or using PBO:s. Again these kind of API-near stuff is still a 
bit out of control since I don't feel comfortable enough to tinker with the 
inner workings of OSG just yet.

I will explore other OS:es aswell, to see how the DatabasePager behaves, and 
OSX have had issues with performance with OpenGL before, but when I do stuff 
post 10.5 I usually get stuff running better than I do in Win unless I'm using 
Nvidia. But from what I gather from your post Mip-maps are pretty much the best 
thing to tinker with and there isn't an obvious OSG switch (besides those 
mentioned) I can simply turn on or off to get it not to make my frame rate 
drop. 

Cheers,
Adrian

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Re: [osg-users] filpped view

2010-03-15 Thread Ufuk Gun
Hi Nick,
you can render scene to a texture and when you place this texture you can
modify the texture coordinates as it seems like mirrored.

we made such a thing in rearview mirror in a car simulation.

if you are going to mirror whole scene, some monitors are able to mirror its
display on the hardware. so you may not do anything for this case.

On Mon, Mar 15, 2010 at 2:59 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:
  Hi community,
  is there a way to flip (mirror along the x axis) a view in a composite
  viewer?

 Just flip the left/right values of the projection matrix.  If face
 culling is enabled then you'll need to swap the face that gets culled
 using osg::FrontFace.

 Robert.
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Re: [osg-users] filpped view

2010-03-15 Thread Trajce (Nick) Nikolov
HI Ufuk,

I have nice working render to textures mirrors on the actual vehicle
geometry representing the mirrors. However they are switching it from this
into view mirrors, so I just needed to flip the left and right values in the
frustum. Thanks anyway

-Nick


On Mon, Mar 15, 2010 at 3:06 PM, Ufuk Gun ufuk...@gmail.com wrote:

 Hi Nick,
 you can render scene to a texture and when you place this texture you can
 modify the texture coordinates as it seems like mirrored.

 we made such a thing in rearview mirror in a car simulation.

 if you are going to mirror whole scene, some monitors are able to mirror
 its display on the hardware. so you may not do anything for this case.

 On Mon, Mar 15, 2010 at 2:59 PM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 Hi Nick,

 On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:
  Hi community,
  is there a way to flip (mirror along the x axis) a view in a composite
  viewer?

 Just flip the left/right values of the projection matrix.  If face
 culling is enabled then you'll need to swap the face that gets culled
 using osg::FrontFace.

 Robert.
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Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread lucie lemonnier
Hi,

Me, I have to develop an application on a workbench, it's the same as the CAVE 
except that there are only two screens. So I need only a cluster of 2 machines. 
I must also use VRPN for navigation in the scene using trackers.

Thank you!

Cheers,
lucie

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Re: [osg-users] texture2Darray problem

2010-03-15 Thread Riccardo Corsi
Hi Wojtek and all,

I've faced another issue concerning the texture array.
Using tga images instead of png produces again a GL error invalid
enumerator.
I'm sure the images are correctly loaded and passed to the shader.  I simply
converted the working png into an equivalent tga set, and got the error.
Code is attached.

Any idea on what may cause this problem?
Thanks,
Ricky


On Fri, Mar 12, 2010 at 13:44, Riccardo Corsi riccardo.co...@kairos3d.itwrote:

 Hi Wojtek,

 it works like a charm now!
 Thank you!
 Ricky

 On Fri, Mar 12, 2010 at 1:20 PM, Wojciech Lewandowski 
 lewandow...@ai.com.pl wrote:

  Hi,

 I had the same issue. Its a warnig while applying texture mode.  Do not
 use setTextureAttributeAndModes(). Use setTextureAttribute() instead. There
 is not such mode like GL_TEXTURE_2D_ARRAY. Texture2DArrays do not work with
 fixed pipeline. They are accessible only with shaders.

 Wojtek Lewandowski

 - Original Message -
 *From:* Riccardo Corsi riccardo.co...@kairos3d.it
 *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org
 *Sent:* Friday, March 12, 2010 1:03 PM
 *Subject:* [osg-users] texture2Darray problem

 Hi All,

 I have tried a sample application to make use of texture2Darray and
 associated sampler2DArray Uniform.
 I wrote my code based on some previous discussions on the mailing list
 archives.

 Unfortunately I keep on having GL errors during execution, in particular
 and invalid enumerator after applying the extension:
 GL_TEXTURE_2D_ARRAY_EXT   0x8C1A

 Attached you find the sample program producing the error.

 Can someone provide any hints?
 I'm on Win7 + nVidia gtx295, using osg-2.8.2

 Thank you,
 Ricky

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Texture2DArray.cpp
Description: Binary data
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Re: [osg-users] osg version problem advice?

2010-03-15 Thread Jean-Sébastien Guay

Hi Ufuk,


i thougt i can convert them to .osg format but this time textures are lost.
then i tried to get images from .ive file in order to put them near the
.osg file but i could not get any image.


You can convert the .ive to .osg while keeping the textures by using the 
option -O OutputTextureFiles. See the source for the .osg plugin (in 
newer versions of osgconv you can use --format osg to see what options 
the .osg plugin supports, but in older versions you need to check the 
source code).


Hope this helps you get a few steps further...

J-S
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Re: [osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi Jean-Sébastien,
thank you so much for your advice. i did not know that option.
now i will convert all my .ive files to .osg with latest version of OSG than
convert these .osg files to .ive files with older version of OSG.
than everything will be great!

thanks :)

On Mon, Mar 15, 2010 at 3:32 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Ufuk,


  i thougt i can convert them to .osg format but this time textures are
 lost.
 then i tried to get images from .ive file in order to put them near the
 .osg file but i could not get any image.


 You can convert the .ive to .osg while keeping the textures by using the
 option -O OutputTextureFiles. See the source for the .osg plugin (in newer
 versions of osgconv you can use --format osg to see what options the .osg
 plugin supports, but in older versions you need to check the source code).

 Hope this helps you get a few steps further...

 J-S
 --
 __
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/

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Re: [osg-users] osg version problem advice?

2010-03-15 Thread Robert Osfield
Hi Ufuk,

An option you have open to your is to backport fixes to the OSG to
your version of the OSG - this is one of the strengths of the open
source.  Just do a diff between osgconv in later versions of the OSG
with what you have, it may well compile directly.

Robert.

On Mon, Mar 15, 2010 at 12:47 PM, Ufuk Gun ufuk...@gmail.com wrote:
 Hi Robert,
 unfortunately i have to use older version of osg because currenty i am
 fixing bugs of one our simulators which is developed in 2007and 2008.
 we implemented this simulator in delta3D 1.4 which uses the older version of
 osg.
 i want to upgrade this system to the newer versions but i am afraid of
 getting many errors.
 there are many changes between versions like producer.
 that's why i am trying to find some backward compatible solution...

 On Mon, Mar 15, 2010 at 2:31 PM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 HI Ufuk,

 Is there a reason that you are using a version of the OSG so many
 years out of date?

 In very old versions of the OSG there was a problem under Windows with
 osgconv attempting to create a graphics context due a crappy windows
 issue of the MS compiler not pulling in symbols that it should have,
 the only work around is to explicitly reference these symbols.  Modern
 versions of the OSG has this hack in them to workaround the Windows
 problem.

 Robert.

 On Mon, Mar 15, 2010 at 12:20 PM, Ufuk Gun ufuk...@gmail.com wrote:
  Hi,
  i have .ive models which are created in ~osg::2.2.0. i realized that
  there
  are textures which are not 2^n size in these models.
  normally i call this command:
  osgconv --compressed model.ive model.ive
  but when i compress it, i can not open this model with the old version
  of
  osg. it says:
  The version found in the file is newer than this library can handle.
  then i tried to compress models with version 2.2.0 but this time i got
  this
  error:
  Failed to create pbuffer, failing back to normal graphics window.
  Error: Unable to create graphis context - cannot run compression
  Data written to 'model.ive'.
  do you have any advice about this situation. how can i compress my .ive
  files.
  i thougt i can convert them to .osg format but this time textures are
  lost.
  then i tried to get images from .ive file in order to put them near the
  .osg
  file but i could not get any image.
  any advice would be great.
  thanks...
  --
  Ufuk Gün
 
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Re: [osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi Robert,

Yes, this is an another option for this case. i will check if there is a
huge difference or not.
if not i may write a bug fix to 2.2.

thanks Robert...

On Mon, Mar 15, 2010 at 4:15 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Ufuk,

 An option you have open to your is to backport fixes to the OSG to
 your version of the OSG - this is one of the strengths of the open
 source.  Just do a diff between osgconv in later versions of the OSG
 with what you have, it may well compile directly.

 Robert.

 On Mon, Mar 15, 2010 at 12:47 PM, Ufuk Gun ufuk...@gmail.com wrote:
  Hi Robert,
  unfortunately i have to use older version of osg because currenty i am
  fixing bugs of one our simulators which is developed in 2007and 2008.
  we implemented this simulator in delta3D 1.4 which uses the older version
 of
  osg.
  i want to upgrade this system to the newer versions but i am afraid of
  getting many errors.
  there are many changes between versions like producer.
  that's why i am trying to find some backward compatible solution...
 
  On Mon, Mar 15, 2010 at 2:31 PM, Robert Osfield 
 robert.osfi...@gmail.com
  wrote:
 
  HI Ufuk,
 
  Is there a reason that you are using a version of the OSG so many
  years out of date?
 
  In very old versions of the OSG there was a problem under Windows with
  osgconv attempting to create a graphics context due a crappy windows
  issue of the MS compiler not pulling in symbols that it should have,
  the only work around is to explicitly reference these symbols.  Modern
  versions of the OSG has this hack in them to workaround the Windows
  problem.
 
  Robert.
 
  On Mon, Mar 15, 2010 at 12:20 PM, Ufuk Gun ufuk...@gmail.com wrote:
   Hi,
   i have .ive models which are created in ~osg::2.2.0. i realized that
   there
   are textures which are not 2^n size in these models.
   normally i call this command:
   osgconv --compressed model.ive model.ive
   but when i compress it, i can not open this model with the old version
   of
   osg. it says:
   The version found in the file is newer than this library can handle.
   then i tried to compress models with version 2.2.0 but this time i got
   this
   error:
   Failed to create pbuffer, failing back to normal graphics window.
   Error: Unable to create graphis context - cannot run compression
   Data written to 'model.ive'.
   do you have any advice about this situation. how can i compress my
 .ive
   files.
   i thougt i can convert them to .osg format but this time textures are
   lost.
   then i tried to get images from .ive file in order to put them near
 the
   .osg
   file but i could not get any image.
   any advice would be great.
   thanks...
   --
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Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread Todd J. Furlong
VR Juggler has an osg::App class that you can derive from to use OSG 
with it.  There is also an osgNav example application that you should be 
able to run  use.


If you get the latest VRJ source tree, there is also a new 
osg::AppViewer class, which is based on osgViewer instead of SceneView. 
 VE Suite and our own apps use the osg::App class.


-Todd

On 3/14/2010 8:42 PM, Rohit Vijay Bapat wrote:

Hi,
I am trying to use OSG with vrJuggler in a cluster of four machines. I am using 
OSG 2.8.2 , VC++ 2008 on XP. vrJuggler is already configured on the cluster , 
but it is useed for VE Suite not OSG.

Can anybody please guide me regarding the topic ? or any example code to show a 
simple object on cluster ?
...

Thank you!

Cheers,
Rohit



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Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread lucie lemonnier
Hi,

Thank you for your answer, I had seen the example osgNav but I don't know how 
to operate on a cluster. I can just use a configuration file or implement more 
things on this example to work on a cluster. Have you an idea?

Thank you!

Cheers,
lucie

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Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread Todd J. Furlong
This is probably more of a topic for the VR Juggler mailing list, but 
you need to:
1. Make a jconf file for your cluster (which it sounds like you already 
have from VE Suite), and
2. Run your application on each node of the cluster.  I think there are 
a few different mechanisms for starting up applications remotely on Windows.


Depending on your VR Juggler version, the rules for cluster startup are 
different.  For versions 2.2 and earlier, each application instance is 
given the same jconf file as an argument.  For VR Juggler 3.0 (svn 
head), the new rules are documented here:

http://code.google.com/p/vrjuggler/wiki/MigratingToVrjThree

-Todd

On 3/15/2010 10:45 AM, lucie lemonnier wrote:

Hi,

Thank you for your answer, I had seen the example osgNav but I don't know how 
to operate on a cluster. I can just use a configuration file or implement more 
things on this example to work on a cluster. Have you an idea?

Thank you!

Cheers,
lucie


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Re: [osg-users] filpped view

2010-03-15 Thread Trajce (Nick) Nikolov
Hi Robert,

I get some artifact when doing what you suggested. Here is my scene and the
setup - a composite viewer with one mirrored view

osg::Group* rootForMainView;
osg::Group* rootForMirroredView;

osg::Group* scenel

rootForMainView-addChild(scene);
rootForMirroredView-addChild(scene);

rootForMainView-getOrCreateStateSet()-setAttributeAndModes( new
osg::FrontFace, osg::StateAttribute::ON );
rootForMirroredView-getOrCreateStateSet()-setAttributeAndModes( new
osg::FrontFace(osg::FrontFace::CLOCKWISE, osg::StateAttribute::ON );

viewer-getView(0)-setSceneData(rootForMainView);
viewer-getView(1)-setSceneData(rootForMirroredView);

now, with this setup, the mirror is displayed ok, but the main view is wrong
- looks like CLOCKWISE affect it too, so all the faces are flipped.

Any clue?

Nick


-Nick


On Mon, Mar 15, 2010 at 2:59 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:
  Hi community,
  is there a way to flip (mirror along the x axis) a view in a composite
  viewer?

 Just flip the left/right values of the projection matrix.  If face
 culling is enabled then you'll need to swap the face that gets culled
 using osg::FrontFace.

 Robert.
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Re: [osg-users] Multi screen display issue

2010-03-15 Thread Martin Beckett
In linux you set the two monitors to be totally independant - with their own 
desktop? Then they are probably running separate copies of X

You can start a session on a different X display with --display :2
But I'm not sure how you would get osgviewer to run on multiple displays at the 
same time - why do you want to do it this way?

Martin

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Re: [osg-users] filpped view

2010-03-15 Thread Trajce (Nick) Nikolov
HI Robert,

please ignore :). I shared the stateset. Bug on my side. All works great now


-Nick


On Mon, Mar 15, 2010 at 5:04 PM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

 Hi Robert,

 I get some artifact when doing what you suggested. Here is my scene and the
 setup - a composite viewer with one mirrored view

 osg::Group* rootForMainView;
 osg::Group* rootForMirroredView;

 osg::Group* scenel

 rootForMainView-addChild(scene);
 rootForMirroredView-addChild(scene);

 rootForMainView-getOrCreateStateSet()-setAttributeAndModes( new
 osg::FrontFace, osg::StateAttribute::ON );
 rootForMirroredView-getOrCreateStateSet()-setAttributeAndModes( new
 osg::FrontFace(osg::FrontFace::CLOCKWISE, osg::StateAttribute::ON );

 viewer-getView(0)-setSceneData(rootForMainView);
 viewer-getView(1)-setSceneData(rootForMirroredView);

 now, with this setup, the mirror is displayed ok, but the main view is
 wrong - looks like CLOCKWISE affect it too, so all the faces are flipped.

 Any clue?

 Nick


 -Nick


 On Mon, Mar 15, 2010 at 2:59 PM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 Hi Nick,

 On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:
  Hi community,
  is there a way to flip (mirror along the x axis) a view in a composite
  viewer?

 Just flip the left/right values of the projection matrix.  If face
 culling is enabled then you'll need to swap the face that gets culled
 using osg::FrontFace.

 Robert.
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Re: [osg-users] vertex arrays in a custom drawable

2010-03-15 Thread Otto Cologne
Hi,

ok this is definitely strange. This is what my draw implementation looks like 
now:

Code:

osg::State state = *renderInfo.getState();

state.setVertexPointer( 3, GL_FLOAT ,0, (*verts)[0] );
state.setColorPointer( 3 , GL_FLOAT ,0 , (*colors)[0] );

for ( size_t i = 0; i  active-size(); ++i )
{
if ( (*active)[i] )
{
state.glDrawArraysInstanced( GL_LINE_STRIP, (*startIndexes)[i], 
(*pointsPerLine)[i], 1);
}
}

state.disableVertexPointer();
state.disableColorPointer();




It works if I only render a few lines, like 2000 or sometimes even up to 35k.  
More than that it always crashes in the glDrawArrays call, the point at which 
the crash occurs is pretty random. Since i tripple checked all my arrays ten 
times, the only thing i can think of now is that something changes the OpenGL 
state, thus invalidating the vertex pointer. Now is there a way to check on 
that guess and if it's the case to prevent it somehow?


Thank you!

Cheers,
Otto

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Re: [osg-users] vertex arrays in a custom drawable

2010-03-15 Thread Ralph Kern
Hi Otto,

do you also _disable_ all other pointers which might be set?

If for example texture pointer is set from other drawables, it surely
will crash when you overflow the current texture pointers size.

OpenGL state can be a beast...

regards Ralph

Am 15.03.2010 16:12, schrieb Otto Cologne:
 Hi,
 
 ok this is definitely strange. This is what my draw implementation looks like 
 now:
 
 Code:
 
 osg::State state = *renderInfo.getState();
 
 state.setVertexPointer( 3, GL_FLOAT ,0, (*verts)[0] );
 state.setColorPointer( 3 , GL_FLOAT ,0 , (*colors)[0] );
 
 for ( size_t i = 0; i  active-size(); ++i )
 {
 if ( (*active)[i] )
 {
 state.glDrawArraysInstanced( GL_LINE_STRIP, (*startIndexes)[i], 
 (*pointsPerLine)[i], 1);
 }
 }
 
 state.disableVertexPointer();
 state.disableColorPointer();
 
 
 
 
 It works if I only render a few lines, like 2000 or sometimes even up to 35k. 
  More than that it always crashes in the glDrawArrays call, the point at 
 which the crash occurs is pretty random. Since i tripple checked all my 
 arrays ten times, the only thing i can think of now is that something changes 
 the OpenGL state, thus invalidating the vertex pointer. Now is there a way to 
 check on that guess and if it's the case to prevent it somehow?
 
 
 Thank you!
 
 Cheers,
 Otto
 
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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-15 Thread Paul Martz

Paul Martz wrote:
Status update: I spent Saturday working on the 2.8 branch, and have 
already merged and committed several changes, working towards the 2.8.3 
release. I will add a wiki page (probably late Monday) to document the 
changes that are going in, plus the changes under consideration.


Hi Robert -- I'd like to add a link on the Downloads page that points 
readers to a 2.8.3 status page. However, I can't edit the Downloads 
page. If you could add such a link for me, then I'll populate the 2.8.3 
status page.


Thanks,
   -Paul

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Re: [osg-users] OSG and vrJuggler

2010-03-15 Thread Todd J. Furlong
Sorry I confused you with the first poster to this thread.  VE Suite is 
based on OSG and VR Juggler (http://www.ve-suite.org).


-Todd

On 3/15/2010 11:32 AM, lucie lemonnier wrote:

You mentioned VE Suite, what is VE Suite?


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Re: [osg-users] vertex arrays in a custom drawable

2010-03-15 Thread Otto Cologne
Hi,

YES Finally that seems to fix it. A state.disableAllVertexArrays(); before 
my pointer inits did the trick.


Thank you!

Cheers,
Otto

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[osg-users] PagedLOD and child switch event

2010-03-15 Thread Vincent Bourdier

Hi everybody,

I just ran some test on my pagedLOD based scene, and i found a behavior 
I never saw before :


My pagedLOD nodes have a range based on 400 pixel size on screen to switch.
I just saw that when I go far from the node, it switches with lower 
resolution node (as expected) but when I put my camera to it original 
position (before moving far) the swith to higher node is not done. I 
have to go near from it to see the switch to higher detailed node.
I think this is normal behavior to avoid having the children switching 
again and again if we are around the 400px limit, but I would like to be 
sure...


Thanks for your help.

Regards,
   Vincent.
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[osg-users] LightSpace Shadows, pipeline and performances

2010-03-15 Thread Bruno Fanini
Hi all OSGers,
It's been a while..

I've been testing view-dependent shadow tecniques recently (mainly
LightSpacePerspectiveShadowMap** ) on my machine and I'm happy with them so
far. With a proper setup and parameters results are nice and with a good
performance.
From what I experienced on my machine (NVIDIA GF 7950 GTX w/ 512) both on
Linux and Windows (XP) OS with latest OSG versions:
- LightSpacePerspectiveShadowMapVB is the safest: no weird
flickering/artifacts but close-range shadows may look not so good because of
aliasing (it depends on near-far view distance and your texture res)
- LightSpacePerspectiveShadowMapCB / DB are both better looking on
close-range shadows but they suffer on certain camera angles with bad
flickering/artifacts (with any texture resolution).
It seems that flickering issues in CB and DB are nearly gone when I
set COMPUTE_NEAR_FAR_USING_PRIMITIVES in the Viewer near-far computation. It
seems like precision issues (?) or something else, so actually they are
quite unsafe on my machine without COMPUTE_NEAR_FAR_USING_PRIMITIVES mode,
but I'll test on other machines asap.

Has anyone here experienced same issues? Any issues or better behaviours
noticed on other graphic card (ATIs) ?

Another question is related to StateSet: I noticed that ShadowedScene node
brutally disables some statesets I set on parent nodes or ShadowedScene
itself (for fixed pipline?).
Then I found this page
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/osgShadow
where
is well explained.

So I'm wondering a simple route to enable basic fog on a shadowed scene?
Modify the LISPSM shader?
Thanks,


-- 
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WEB: http://BrunoFanini.tk
OSG: http://phoenixbf.wikidot.com/system:page-tags/tag/osg
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Re: [osg-users] Precipitation and VBO

2010-03-15 Thread Guy Volckaert
As promised, I modified the osgprerender example to include a single instance 
of the precipitation effect and I was able to reproduce the problem.

Guy

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Attachments: 
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Re: [osg-users] LightSpace Shadows, pipeline and performances

2010-03-15 Thread Jean-Sébastien Guay

Hi Bruno,


So I'm wondering a simple route to enable basic fog on a shadowed scene?
Modify the LISPSM shader?


Yes, unfortunately. It's quite simple but inconvenient. Eventually we'll 
have shader composition...


J-S
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Re: [osg-users] Collision Detection

2010-03-15 Thread Jason Daly

ted morris wrote:


I have been looking for an example of using this utility 
PolytopeIntersector to intersect say, a bounding box, of a more 
complex object,
with another set of objects in the scene. Are there any example 
snippets out there how to go about this?


An example might be wanting to know if a moving car (surrounded by 
bounding box) hit a cone or channelizer drum (e.g., cylinder).


Closest thing would be the osgintersection example.  It doesn't use the 
PolytopeIntersector, but it might get you started.


--J

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Re: [osg-users] Precipitation and VBO

2010-03-15 Thread Robert Osfield
Hi Guy,

On Mon, Mar 15, 2010 at 4:09 PM, Guy Volckaert
guy.volcka...@meggitt.com wrote:
 As promised, I modified the osgprerender example to include a single 
 instance of the precipitation effect and I was able to reproduce the problem.

I've just tried out the example and it performs fine on my Linux
system.  I have a mid range ATI graphics card on this system, much
lower spec than your hardware so it's pretty likely to be a driver
issue.

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

2010-03-15 Thread Paul Martz
Hi all -- Wiki page for the 2.8.3 release is up, and I'll update it as I 
continue to make progress:


http://www.openscenegraph.org/projects/osg/wiki/Support/283release

(Robert -- No pressing need to add a link to this from the Downloads page.)
   -Paul



Paul Martz wrote:

Paul Martz wrote:
Status update: I spent Saturday working on the 2.8 branch, and have 
already merged and committed several changes, working towards the 
2.8.3 release. I will add a wiki page (probably late Monday) to 
document the changes that are going in, plus the changes under 
consideration.


Hi Robert -- I'd like to add a link on the Downloads page that points 
readers to a 2.8.3 status page. However, I can't edit the Downloads 
page. If you could add such a link for me, then I'll populate the 2.8.3 
status page.


Thanks,
   -Paul

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[osg-users] Shader Composition - pixel formats

2010-03-15 Thread Bruce Wheaton
The phrase gets thrown around a lot, and there seems to be an  
assumption that everyone knows exactly what it means in this context.  
I'm new, I don't, and searching doesn't seem to solve the problem.


My presumption is that it's an effort to solve the problem of recent  
'shader only' OpenGL versions, where adding features to a shader is  
the way to affect rendering, as opposed to changing states? And it  
will use the ability to link multiple shaders into each shader stage?


So will there be a standardized naming of functions, so that a master  
shader can 'collate' all the stages? What's the plan?


Main reason I ask - I currently have a 'master fragment shader' and I  
customize it by concatenating a one line main() function at the end  
that calls the right functions. Obviously, installing that will  
subvert a good portion of state that OSG is trying to manage and sort  
for me. I'd also like to break this down myself, and use a more  
flexible approach, that should also require less compiling (although  
more linking).


My stages are something like:

Decode pixel format: converts planar and packed pixel formats into  
RGBA Float 16-bit (HALF) as YUVA data.

Apply brightness/contrast/saturation
Convert to rec.709 colorspace RGBA
Remove transfer function (gamma)

More work

Later I need stages to de-interlace or not, then trilinear scale, re- 
apply transfer functions etc. Be nice to apply lighting here if needed.


Is this the sort of thing shader composition will help with?

Bruce






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

2010-03-15 Thread Robert Osfield
Hi Paul,

On Mon, Mar 15, 2010 at 4:36 PM, Paul Martz pma...@skew-matrix.com wrote:
 http://www.openscenegraph.org/projects/osg/wiki/Support/283release

 (Robert -- No pressing need to add a link to this from the Downloads page.)

While you were creating your page I was creating one as well still
all mine had was a title ;-)

I had already created a link from the downloads page so I've now
redirected this to your page and deleted my ReleaseStatus page.

Cheers,
Robert.
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Re: [osg-users] Shader Composition - pixel formats

2010-03-15 Thread Jean-Sébastien Guay

Hi Bruce,


The phrase gets thrown around a lot, and there seems to be an assumption
that everyone knows exactly what it means in this context. I'm new, I
don't, and searching doesn't seem to solve the problem.


You're right, when we talk about shader composition it's what we're 
labeling our attempts to find a way to make the shader-based pipeline of 
newer OpenGL versions react to changes in what used to be OpenGL state, 
and will eventually become OSG state. It's an attempt to keep the nice 
encapsulation of state that OSG gives us through StateSets and 
StateAttributes but make it work on the shader-based OpenGL 3.x+.


The osgshadercompositor example in the current OSG sources shows what 
could be a potential direction for this. It has a new subclass of 
osg::Program, VirtualProgram, and you essentially add prototypes for 
functions along with a shader fragment associated to it, and lower down 
in the graph you might override that prototype with a new shader 
fragment, kind of like virtual functions in object-oriented code.


(there's currently a performance penalty associated with the use of 
VirtualProgram which someone will look into eventually)


Note that the osgshadergen example is totally different, it generates 
one shader from a combination of states instead of linking the right 
shader fragments together. IMHO this is less powerful.


Look at the example and see if you can join the discussion when the time 
comes :-)



Is this the sort of thing shader composition will help with?


I think it definitely can help with your situation. In our case, when we 
talk about it, it's mostly for the goal I explained above, as well as to 
help with nodekits which may specify a default shader that the user then 
needs to completely rewrite for their application (examples are 
osgShadow and osgOcean). Shader composition would help make that process 
easier by defining an interface that the nodekit's shaders expose, and 
then the user's shaders can call functions from that interface to get 
the right results.


Hope that clears things up at least theoretically. Robert has said that 
it's one of his milestones for OSG 3.0 to implement at least a first 
version of shader composition (or some way to make shader-based 
development better integrated into the OSG graph) so I guess he'll start 
a discussion about it eventually.


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

2010-03-15 Thread Paul Martz

Hi Stephan (and other interested in OS X 10.6) --

I have merged the changes you described from trunk onto the 2.8 branch. 
A complete enumeration of everything I merged can be found here:


http://www.openscenegraph.org/projects/osg/wiki/Support/283release

I've done very minimal build/run testing on OS X 10.5. If you (and 
others) would like to begin testing the 2.8 branch on OS X 10.6, that 
would be greatly appreciated.


Still to do: create XCode files for the 2.8 branch. If anyone is 
interested in contributing in this area, please wait a couple days for 
me to wrap up merging changes onto the 2.8 branch.


Thanks!
   -Paul




Stephan Maximilian Huber wrote:

Hi Paul,

Am 10.03.10 03:25, schrieb Paul Martz:

 * 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.


For 10.6 and specifically 64bit you'll need the imageio-plugin, the new
cocoa graphicswindow-implementation and the refactored os x specific
files (DarwinUtils etc) and the adapted cmakefiles.

The cocoa backend is not 10.6 specific, so it can be tested with 10.4 or
10.5

for osgviewer (graphicswindowcarbon/cocoa, pixelbuffercarbon/cocoa,
darwinutils.h/.mm) : rev 10887
for the imageio-plugin: 10885
for the quicktime-plugin? i am not sure, i would stick with the latest rev.


   - Somebody with a Mac that already has 10.6, for testing. I have 10.5
but can upgrade if no one else steps forward.


I can do some automated compile-tests on a 10.6 machine here.


   - An Xcode expert to create appropriate Xcode files for the 2.8.3
release (needs to work with the osgAnimation backport).


I'll try to update the xcode-projects, but it will get messy and hairy.
And this needs a lot of testing.


cheers,
Stephan


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

2010-03-15 Thread Paul Martz
Thanks for the updated info, Robert. I see your change as r11207. It's 
good to know that this issue is limited to just a small handful of 
OSX-related files.


I have already updates the 2.8 branch to the latest (except for r11207) 
GraphicsWindowCocoa and DarwinUtils; this was required for OS X 10.6 
support.


For now, I'll wait on this, and revisit the issue as 2.8.3 rc1 approaches.
   -Paul



Robert Osfield wrote:

HI Paul,

On Sun, Mar 14, 2010 at 10:36 PM, Paul Martz pma...@skew-matrix.com wrote:

Hi guys -- Given this work is still in progress, I agree with Robert and I
don't think it's right for the 2.8.3 release. Sorry.


I've done a little work on the static initialization side and it looks
like the particular one that was an issue for Andy was the way that
the automatic initialization of osgViewer's under OSX was making
windowing system calls, this isn't normally a problem but when working
on a headless machine you'd get error even if you didn't open a
window.

The solution for this particular issue was making moving the windowing
system initialization calls form the constructor to be lazily
initialized on demand.   To make this work I modified :

   src/osgViewer/DawinUtils.h
   src/osgViewer/DawinUtils.mm
   src/osgViewer/GraphicsWindowCocoa.mm
   src/osgViewer/GraphicsWindowCarbon.cpp

I checked these changes into svn/trunk over the weekend, so they will
still need testing by the community.  Andy reported success with the
first iteration of the changes I made, but made a few more changes
since then to clean them up so there is still a bit of risk associated
with these changes.  Once the community tests them out a bit further
we should be confident enough to run with them.

Save for the above changes for static it could be that none of the
other changes would be required for Andy as this is the only one that
his reported as a show stopper so far.

There is a but though... I've just checked the 2.8 branch at it
doesn't have any Cocoa support at all, so my changes wouldn't be able
to merge directly unless you just added Cocoa support to the OSG-2.8
branch.  For the OSX community faced with enforced Cocoa usage under
64bit build this would be no bad thing, but it's more work for
yourself to merge.  Without these we'll just have to keep the 2.8
series as 32bit under OSX, and ear mark the 3.x series for 64bit
support under OSX.   The sooner I can get 3.0 out the door the less of
an issue this will be, as it'll be an easy sell to the community -
just use 3.x if you want OSX 64bit support ;-)

Cheers,
Robert.
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[osg-users] osg::Texture header recursive calls

2010-03-15 Thread Jean-Sébastien Guay

Hi Robert,

There are two recursive call in the osg::Texture header which I don't 
think are intended:


  void glTexParameterIiv(GLenum target, GLenum pname, const GLint* 
data) const

  {
glTexParameterIiv(target, pname, data);
  }
  void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint* 
data) const

  {
glTexParameterIuiv(target, pname, data);
  }

these methods will call themselves infinitely... I think you need 
_glTexParameterIiv and _glTexParameterIuiv (note the underscore). This 
seems to have been introduced today (6:32 AM my time, rev 11218).


J-S
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Re: [osg-users] osg::Texture header recursive calls

2010-03-15 Thread Robert Osfield
HI J-S,

Sorry about this typo.  Now fixed and checked into svn/trunk.

The problem was down to me implementing a workaround for problems with
genwrapper not coping with typedef's for function calls being in a
public scope of class. Arghghgghg

Robert.

On Mon, Mar 15, 2010 at 7:56 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Robert,

 There are two recursive call in the osg::Texture header which I don't think
 are intended:

  void glTexParameterIiv(GLenum target, GLenum pname, const GLint* data)
 const
  {
    glTexParameterIiv(target, pname, data);
  }
  void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint* data)
 const
  {
    glTexParameterIuiv(target, pname, data);
  }

 these methods will call themselves infinitely... I think you need
 _glTexParameterIiv and _glTexParameterIuiv (note the underscore). This seems
 to have been introduced today (6:32 AM my time, rev 11218).

 J-S
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[osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-15 Thread Chris Innanen
I accidentally posted this question to the submission forum/list instead of 
this one, so I'll repost here, with modifications for clarity:


Hi guys...

The transparent water sold me on upgrading to the latest version of osgOcean.

However, upon updating, my water surface turned black, both from above and 
below.

Looking through the example app for changes, I added enableHeightmap( true ) 
and enableUnderwaterScattering( true ) to my code, but that' didn't make a 
visible difference.

What could be going wrong here? Are there any new dependencies? Does this 
require a version of OSG greater than the last stable release? (2.8.2, which is 
what we are required to use here just because of the stable label.)

Even the example app is black for me. Oddly, it's entirely black screen, except 
for the text, while my own app looks normal except for the black surface of the 
water.

~ Chris Innanen
~ Nonsanity

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

2010-03-15 Thread Paul Martz

PCJohn wrote:
Is it possible to include plugins? I am particularly interested in 
updated Inventor plugin.

John


Hi John -- I've merged the latest Inventor plugin onto the 2.8 branch. 
Can you test, please? I don't have the dependencies, so don't build this 
plugin.

   -Paul


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[osg-users] World to local coordinates

2010-03-15 Thread David Cofer
I need to convert the world coordinates of a contact force into the local 
coordinate system for the contacted part. Is there a straighforward way to do 
this in OSG? I saw a similar question here 
(http://forum.openscenegraph.org/viewtopic.php?t=884highlight=body+world+coordinate),
 but there was no clear resolution to the problem. I am a newbie to 
scenegraphs, so the idea of having to build this from scratch is a bit daunting.

Thanks
David

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[osg-users] Bug in osg::Texture::computeInternalFormatWithImage / osg::Image

2010-03-15 Thread Hartwig Wiesmann
Hi Robert,

OK, I can agree with this. But currently you do not get a feedback that you did 
something wrong. At least I would suggest that an error message is issued 
somewhere in the code if the internal format is set to a valid that is not 
OpenGL compliant. At the moment you get only the famous 'invalid enumerator' 
message from OpenGL after a while and you have no idea what went wrong.
I used another library and it took me a couple of hours to track down the bug.


Cheers,
Hartwig

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Re: [osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-15 Thread Kim Bale
Hi Chris,

the trunk version of osgOcean should be fully compatible with osg 2.8.2 i've
not tested it properly with the latest dev release of osg.

Are you getting shader errors on the console? MRT support was added to the
trunk a while back and might cause problems with some older cards. I tested
the trunk yesterday and had no problems - although I didn't pay particular
attention to the transparency effect.

Try upping the notify level and see what comes out I would be interested to
find out some further symptoms.

Also what revision are you using? it might help point out something.

Regards,

Kim.

On 15 March 2010 20:31, Chris Innanen f...@nonsanity.com wrote:

 I accidentally posted this question to the submission forum/list instead of
 this one, so I'll repost here, with modifications for clarity:


 Hi guys...

 The transparent water sold me on upgrading to the latest version of
 osgOcean.

 However, upon updating, my water surface turned black, both from above and
 below.

 Looking through the example app for changes, I added enableHeightmap( true
 ) and enableUnderwaterScattering( true ) to my code, but that' didn't make a
 visible difference.

 What could be going wrong here? Are there any new dependencies? Does this
 require a version of OSG greater than the last stable release? (2.8.2, which
 is what we are required to use here just because of the stable label.)

 Even the example app is black for me. Oddly, it's entirely black screen,
 except for the text, while my own app looks normal except for the black
 surface of the water.

 ~ Chris Innanen
 ~ Nonsanity

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 http://forum.openscenegraph.org/viewtopic.php?p=25699#25699





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Re: [osg-users] World to local coordinates

2010-03-15 Thread Simon Hammett
On 15 March 2010 20:55, David Cofer dco...@mindcreators.com wrote:

 I need to convert the world coordinates of a contact force into the local
 coordinate system for the contacted part. Is there a straighforward way to
 do this in OSG? I saw a similar question here (
 http://forum.openscenegraph.org/viewtopic.php?t=884highlight=body+world+coordinate),
 but there was no clear resolution to the problem. I am a newbie to
 scenegraphs, so the idea of having to build this from scratch is a bit
 daunting.

 Thanks
 David


Untested, but should point you in the right direction:

// assumes only one path from scene root to node
// \throw std::out_of_range if pNode has no parents
osg::Vec3f convert(osg::Node* pNode, const osg::Vec3f worldVector)
{
  osg::NodePathList paths = pNode-getParentalNodePaths();
  osg::MatrixworldToLocal = osg::computeWorldToLocal(paths.at(0));
  osg::Vec3flocalVector = worldToLocal * worldVector;
  return localVector;
}

If you are using the intersector classes, just use the node path
from the hit record instead.
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Re: [osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-15 Thread Chris Innanen
Hi Kim,

I'm current with revision 197 of osgOcean.

osg::setNotifyLevel( osg::DEBUG_FP ); should give me any and all errors, 
correct? If so, I'm not getting any.

Also, it seems that with the skybox on too, if I'm above water, everything is 
black. Underwater, the undulating surface of the water is the only thing black 
in the scene. I can see my terrain and other ocean effects. 

We're using GeForce 7900 GS on XP and Nvidia driver 196.21.

 ~ Chris Innanen
 ~ Nonsanity

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Re: [osg-users] ScreenShot File name

2010-03-15 Thread Danny Lesnik
Hi Jean-Sébastien,

Thank you very much we override the operator() and it solves the problem. 
however I beleive that this problem happens beause of line 545 
in operator()

filename  _filename  _  context_id;

it will add context_id even if SetPolicy is set as OVERWRITE .

I beleive this is bug. Isn't it? 

Thank you!

Cheers,
Danny

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[osg-users] 2.8.3 release: Last call for changes

2010-03-15 Thread Paul Martz
Hi all -- I'm running slightly ahead of schedule on getting the 2.8 
branch ready for the 2.8.3 release, so I thought I'd ping the list once 
more for change requests. If you know of any bug fixes for issues 
present in the 2.8.2 release, please cite the svn trunk revision number 
that fixed the bug, and I'll try to merge it onto the 2.8 branch. 
Likewise, I've found that backporting plugins is pretty trivial, so if 
there is a plugin that's been updated on trunk that you'd like to see in 
2.8.3, let me know. I imagine DDS is a candidate, anyone else agree?


Stephan Huber has tentatively volunteered to attempt to generate XCode 
files for the 2.8.3 release, but if there's anyone else willing to help 
out with this, please step forward.


Barring further changes, I'll start to focus on generating the wrappers. 
Once that's done, and XCode files are updated, then we can go for a 
release candidate.


Please test on the 2.8 branch and report any issues.

Lots of info on the release can be found here:
http://www.openscenegraph.org/projects/osg/wiki/Support/283release

Thanks!
   -Paul



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Re: [osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-15 Thread Jean-Sébastien Guay

Hi Chris,


We're using GeForce 7900 GS on XP and Nvidia driver 196.21.


In the past I had to massage the osgOcean shaders to work on 7xxx 
class cards. Perhaps recent changes (in particular the transparent ocean 
you so covet) have broken this again. Unfortunately, I don't have such a 
card anymore to test with. So you'll have to go a bit deeper on your 
side to see what the problem is.


However, any problems should definitely be displayed on the console 
(shaders failing to compile, etc.) so it's puzzling that you're not 
getting anything. Do you at least get the normal debugging messages, 
such as when OSG tries plugins to load textures etc. ? If not then 
perhaps the console output is being redirected somewhere?


Hope this helps,

J-S
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[osg-users] recommendation requested for using osg with dynamic geometry

2010-03-15 Thread Chris
Hi,

I'd like some advice on using OSG for rendering many dynamic objects:

I've got an app where as many as 10,000 objects (of 200 vertices each) may
or may not be updated each frame. Perhaps about 10% of the objects would
update on the average frame, but all of them could conceivably require it.

I've been perusing the osg DrawElements code, with intention to use VBOs 
EBOs, and glBufferSubData to do the object updates. I'm trying to optimize
this within the OSG framework.  I'm thinking of having one Geometry node
with 10K 'drawElements' primitive sets, each referencing the same (large)
VBO and EBO. Alternately, maybe having several VBOs each containing a
sub-group of the objects.

I also notice a few blogs that recommend double buffering, i.e. releasing
the VBO/EBO to GL while it draws frame A (via NULL pointer call
glMapBuffer), and obtaining a pointer to a new or recycled buffer for
filling in data for frame B. There's also a debate about using 'glMapBuffer'
vs 'glBufferSubdata' to access the buffers.

are ther any examples that employ double buffering in osg ? any other
techniques/suggestions  ?

Chris C
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Re: [osg-users] Precipitation and VBO

2010-03-15 Thread J.P. Delport

mmm, seems like it's happening here too.

I get 135fps without the precipitationEffect attached and 1.5 with. I 
also get what looks like lines instead of drops (see attached). Linux 
32-bit with nvidia geforce go 7400, driver 190.53. I'll also test on 
another machine.


jp

Guy Volckaert wrote:

As promised, I modified the osgprerender example to include a single instance 
of the precipitation effect and I was able to reproduce the problem.

Guy

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Re: [osg-users] Precipitation and VBO

2010-03-15 Thread J.P. Delport



J.P. Delport wrote:

mmm, seems like it's happening here too.

I get 135fps without the precipitationEffect attached and 1.5 with. I 
also get what looks like lines instead of drops (see attached). Linux 
32-bit with nvidia geforce go 7400, driver 190.53. I'll also test on 
another machine.


32-bit machine with GTS250, same nvidia driver, seems OK. 2200fps 
without precip, 600fps with and no artifacts as on the 7400Go.


jp




jp

Guy Volckaert wrote:
As promised, I modified the osgprerender example to include a single 
instance of the precipitation effect and I was able to reproduce the 
problem.


Guy

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