Re: [osg-users] Help: how to rotate view camera 90 degrees in relationship to terrain
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25590#25590 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Display from buffer
Hi, Thanks. It's working fine. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25643#25643 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multi screen display issue
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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25644#25644 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25645#25645 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release likely, need community assistance
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Tell the DatabasePager to not touch that frame rate
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25647#25647 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tell the DatabasePager to not touch that frame rate
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25647#25647 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tell the DatabasePager to not touch that frame rate
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25647#25647 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tell the DatabasePager to not touch that frame rate
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25647#25647 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing listosg-us...@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg version problem advice?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tell the DatabasePager to not touch that frame rate
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25647#25647 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg version problem advice?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
Hi, Ohh sure I will let you know. I am trying to develop an Application on CAVE in my University ... Thank you! Cheers, Rohit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25652#25652 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg version problem advice?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ufuk Gün ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] filpped view
Hi community, is there a way to flip (mirror along the x axis) a view in a composite viewer? Any ideas? -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg version problem advice?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ufuk Gün ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] filpped view
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg version problem advice?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ufuk Gün ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ufuk Gün ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] filpped view
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tell the DatabasePager to not touch that frame rate
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25658#25658 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] filpped view
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ufuk Gün ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] filpped view
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ufuk Gün ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25664#25664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] texture2Darray problem
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 -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Texture2DArray.cpp Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg version problem advice?
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg version problem advice?
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ufuk Gün ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg version problem advice?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ufuk Gün ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg version problem advice?
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... -- Ufuk Gün ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ufuk Gün ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ufuk Gün ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25671#25671 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] filpped view
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi screen display issue
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25676#25676 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] filpped view
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vertex arrays in a custom drawable
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25677#25677 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vertex arrays in a custom drawable
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25677#25677 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release likely, need community assistance
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
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? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vertex arrays in a custom drawable
Hi, YES Finally that seems to fix it. A state.disableAllVertexArrays(); before my pointer inits did the trick. Thank you! Cheers, Otto -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25683#25683 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] PagedLOD and child switch event
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] LightSpace Shadows, pipeline and performances
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, -- Bruno Fanini WEB: http://BrunoFanini.tk OSG: http://phoenixbf.wikidot.com/system:page-tags/tag/osg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Precipitation and VBO
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25686#25686 Attachments: http://forum.openscenegraph.org//files/osgprerender_175.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] LightSpace Shadows, pipeline and performances
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collision Detection
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Precipitation and VBO
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release likely, need community assistance
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Shader Composition - pixel formats
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release likely, need community assistance
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader Composition - pixel formats
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release likely, need community assistance
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release likely, need community assistance
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::Texture header recursive calls
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Texture header recursive calls
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 -- __ Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Problems with Transparent Ocean
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25699#25699 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release likely, need community assistance
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] World to local coordinates
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25701#25701 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Bug in osg::Texture::computeInternalFormatWithImage / osg::Image
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25702#25702 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Problems with Transparent Ocean
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25699#25699 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] World to local coordinates
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. -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Problems with Transparent Ocean
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25705#25705 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ScreenShot File name
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25706#25706 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 2.8.3 release: Last call for changes
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Problems with Transparent Ocean
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] recommendation requested for using osg with dynamic geometry
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Precipitation and VBO
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25686#25686 Attachments: http://forum.openscenegraph.org//files/osgprerender_175.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. inline: precip.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Precipitation and VBO
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25686#25686 Attachments: http://forum.openscenegraph.org//files/osgprerender_175.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org