Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-24 Thread Torben Dannhauer
Hi,

well, must of this forum's users are not chinese aware ;) can you translate the 
error message into english?

Thank you!

Cheers,
Torben

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Re: [osg-users] trouble in MSFBO

2010-03-24 Thread Kai Xia
Hi, Paul and Michael

Frist Thank you for your suggestion.
I use the your method, and output show correctly in normal rendering, but when 
I use my deferred render, it has aliasing, I use a TextureRectangle as 
normal_sampler, below is my fragment shader:
#version 120

uniform sampler2D normal_sampler;
varying vec3 normal;
centroid varying vec4 texcood;//texcoord is gl_Position from vertex 
shader

void main()
{
//vec3 snormal = 2.0*texture2DRect(normal_sampler, gl_FragCoord.st).xyz - 
vec3(1.0, 1.0, 1.0);
vec2 tex_coord = 0.5*texcood.st / texcood.w + 0.5;
vec3 snormal = 2.0*texture2D(normal_sampler, tex_coord).xyz - vec3(1.0, 1.0, 
1.0);
float diffuse = dot(normalize(snormal), -1.0*gl_LightSource[0].spotDirection);
gl_FragColor = vec4(diffuse, 0.0, 0.0, 1.0);
}

I also change the filter of normal sampler to linear, it also makes the same 
result.
you can also see the screen output in attachment:


Thank you!

Cheers,
Kai

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Re: [osg-users] osgocean performances

2010-03-24 Thread Trajce (Nick) Nikolov
Hi Kim,

from where I can download that code? I try the googlecode trunk, but not
seeing the VBO example

-Nick


On Wed, Mar 24, 2010 at 12:11 AM, Kim Bale kcb...@googlemail.com wrote:

 Nick,

 One thing I forgot. To test the VBO code use the flag --vbo when running
 the examples.

 Kim.


 On 23 March 2010 22:08, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 Paul (Palumbo) and I have been working on a new VBO ocean technique which
 uses instances of the ocean tiles to create the ocean surface rather than
 doing a mass copy of vertices for the entire surface on each frame. Using
 this technique the number of tiles that need to be updated on each mipmap
 change has decreased significantly.

 You could try the code in osgOcean-VBO branch to see if it provides you
 with better performance. It should be more scalable for large or higher
 resolution ocean surfaces.

 I should however point out there are some issues with this new technique
 that still need ironing out (thus the branch and not in the trunk). Paul has
 highlighted problems when he linked it to 2.9.7. so please note this is
 still dev code.

 Let me know how you get on,

 Kim.



 On 23 March 2010 17:11, Trajce (Nick) Nikolov 
 nikolov.tra...@gmail.comwrote:

 Hi Community,

 I ve worked so far on standard PC architecture, middle range, and I was
 kind of frustrated with the performances of osgocean. So I build something
 heavy, like i7 3.3GHz, 3 SLI and was expecting to see huge difference, With
 high res ocean I got from 10Hz to 17-20Hz. Kind a disappointed. What are
 your experiences for those who use it?
 -Nick

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Re: [osg-users] 2.8.3-rc1 tagges

2010-03-24 Thread Robert Osfield
Hi Paul,

On Wed, Mar 24, 2010 at 12:29 AM, Paul Martz pma...@skew-matrix.com wrote:
 Great news, thanks! Are you building any of ffmpeg, fbx, or the Inventor
 plugin, by any chance?

I'm compiling ffmpeg and Inventor (using Coin) but not fbx.

Robert.
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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-24 Thread Kim Bale
Oceansurface wasn't initialised, I've fixed and checked this in to the
branch.

Only additional hardware requirement is VBO support which I gather is pretty
standard. If you find that you have problems with this you can disable the
use of VBOs in the FFTOceanSurfaceVBO constructor and recompile. It should
still work.

Regards,

Kim.


On 24 March 2010 02:54, Tian Ma tianxiao...@foxmail.com wrote:

 Hi,

 I have updated 'branch\osgOcean-VBO' project though 'SVN', and compiled it
 sucessfully.

 When I run the 'oceanExample_SIMPLE.exe', an 'Memory Error' occured. I have
 a screen shot bellow!

 When I debug this, a break occured at:
 'oceanSurface-getOrCreateStateSet()-setMode(GL_LIGHTING,
 osg::StateAttribute::OFF)'

 Anyone tell what is the problem? Any new hardware capability needed for
 osgOcean-VBO?

 Thank you!

 Cheers,
 Tian

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Re: [osg-users] osgocean performances

2010-03-24 Thread Kim Bale
http://osgocean.googlecode.com/svn/branches/osgOcean-VBO/


Kim


On 24 March 2010 08:06, Trajce (Nick) Nikolov nikolov.tra...@gmail.comwrote:

 Hi Kim,

 from where I can download that code? I try the googlecode trunk, but not
 seeing the VBO example

 -Nick



 On Wed, Mar 24, 2010 at 12:11 AM, Kim Bale kcb...@googlemail.com wrote:

 Nick,

 One thing I forgot. To test the VBO code use the flag --vbo when running
 the examples.

 Kim.


 On 23 March 2010 22:08, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 Paul (Palumbo) and I have been working on a new VBO ocean technique which
 uses instances of the ocean tiles to create the ocean surface rather than
 doing a mass copy of vertices for the entire surface on each frame. Using
 this technique the number of tiles that need to be updated on each mipmap
 change has decreased significantly.

 You could try the code in osgOcean-VBO branch to see if it provides you
 with better performance. It should be more scalable for large or higher
 resolution ocean surfaces.

 I should however point out there are some issues with this new technique
 that still need ironing out (thus the branch and not in the trunk). Paul has
 highlighted problems when he linked it to 2.9.7. so please note this is
 still dev code.

 Let me know how you get on,

 Kim.



 On 23 March 2010 17:11, Trajce (Nick) Nikolov 
 nikolov.tra...@gmail.comwrote:

 Hi Community,

 I ve worked so far on standard PC architecture, middle range, and I was
 kind of frustrated with the performances of osgocean. So I build something
 heavy, like i7 3.3GHz, 3 SLI and was expecting to see huge difference, With
 high res ocean I got from 10Hz to 17-20Hz. Kind a disappointed. What are
 your experiences for those who use it?
 -Nick

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[osg-users] osgText - fragment shader - font texture

2010-03-24 Thread Yuriy A Rudomyotov
Hi,

I try to use shaders with osgText to make some effects with text. But how I can 
set up uniform variable with font texture to process it in fragment shader? Or 
may be I should do something another to have result?

Primitive fragment shader:

Code:

uniform sampler2D bitmap;
varying vec2 texelCoord;

void main( void )
{
gl_FragColor = vec4( texture2D( bitmap, texelCoord ) );
}




Code which sets the variable:

Code:

//...
osg::Uniform* bitmap = new osg::Uniform(bitmap, osg::Uniform::SAMPLER_2D);

bitmap-set(??);

text-getOrCreateStateSet()-addUniform(bitmap);
//...




Thank you!

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[osg-users] GraphicsContext on Multiple Graphics cards?

2010-03-24 Thread Akilan Thangamani
Hi,


4 graphics cards have been installed in my system thru PCI extension board. 
In my application I want to associate individual camera with each context 
created on each card. I wud like to know  how  to create context for specific 
graphics card/display.

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Re: [osg-users] GraphicsContext on Multiple Graphics cards?

2010-03-24 Thread Robert Osfield
HI Akilan,

The OSG by default will open up windows right across all the attached
screens with the assumption that are all working side be side like a
powerwall.  However, it won't necessarily know the screen layout so
you well may need to adjust the set up the slave Camera view and
projection matrix offsets to get the exactly the results you are
looking, and set the screen number assigned to each graphics card.

The osgcamera example illustrate hows to set up the Camera's and
associated GraphicsContexts for the viewer by using a combination of
GraphicsContext::Traits to supply details of the actual display you
want to take, and the Camera for assigning the GraphicsContext created
and setting up the view and projection matrix details.

Robert.

On Wed, Mar 24, 2010 at 11:13 AM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
 Hi,


 4 graphics cards have been installed in my system thru PCI extension board.
 In my application I want to associate individual camera with each context 
 created on each card. I wud like to know  how  to create context for specific 
 graphics card/display.

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Re: [osg-users] light multi-parenting

2010-03-24 Thread PCJohn

Thanks Robert,

to close the thread, I am putting more info based what you have written 
and my experiments:


- LightSource with Light attached - can be far down in the scene graph 
while it shines on whole scene.

 It uses PositionalStateContainer of RenderState to store light position.
 Advantages:
   - huge benefit is that the light shines on whole scene. That is how 
we expect the

 things happens in reality.
 This implies LightSource limitations:
   - only 8 lights per scene
   - OpenGL IDs can not be shared
   - multiple references / multi-parenting (with different transformations)
 can not work (by design)

- Light (just StateSet attribute) - shines just on objects down in the 
scene graph

 It does not use PositionalStateContainer of RenderState.
 Advantages:
   - OpenGL IDs can be shared, provided that up to 8 lights with unique ID
 shines at any moment
   - multiple references / multi-parenting (with different transformations)
 works correctly and lights are instanced correctly on multiple 
positions

 Limitations:
   - To make the light shine on the whole scene or specified part of 
the scene
 is little bit troublesome in some cases. Especially, if the light 
position is expected to be

 animated by some transformation down in the scene graph.
   - there are still some issues in OSG implementation on multiple 
light references,

 but it can be (hopefully) easily fixed, if needed

To express my opinion after the understanding of lights: Lights are very 
well designed.
(Considering to contribute OSG light documentation, if it happens I will 
have a time.)

To handle more advanced scene setups and for the purpose of shadows, I am
considering some extensions. However, it depends how important the 
extensions turn out to be.


John


Robert Osfield wrote:

Hi John,

Have a look into discussion on osg-users about positional state.
LightSource is what positions Light in the scene.  You can't have one
GL light in more than one place at a time, and the light has to be
positioned by a specific modelview matrix, not one artificially
inherited, so LightSource's role is to place the light.

Robert.

On Mon, Mar 22, 2010 at 11:52 AM, PCJohn pec...@fit.vutbr.cz wrote:
  

Gurus,

What is the reason for keeping LightSource in OSG?

I successfully removed all osg::LightSources from my scene graph and used
just osg::Light - it is well placed and follows the transformation of the
parent node (f.ex. locomotive) as it moves. Except absolute reference frame,
is there any reason for LightSource existence in OSG? I think yes, but
missing arguments.

Thx for explanation,
John

Thrall, Bryan wrote:


You place the LightSource in the scene graph where you want the light to
be positioned. I don't think it is necessary for directional lights (they
are infinitely far away, so don't have a position), but say you want a
spotlight attached to a train locomotive. You could update osg::Light's
position every time the locomotive moves, or you could attach a LightSource
to the locomotive's scene graph and have the light placed correctly
automatically.

  

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Re: [osg-users] Load new nodes in the scene graph when the scene is running

2010-03-24 Thread Sid Vic
take a look at pagedLOD

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Re: [osg-users] light multi-parenting

2010-03-24 Thread Alberto Luaces
PCJohn writes:

 Thanks Robert,

 to close the thread, I am putting more info based what you have written and 
 my experiments:

 - LightSource with Light attached - can be far down in the scene graph while 
 it shines on whole scene.

[...]


 - Light (just StateSet attribute) - shines just on objects down in the scene 
 graph

[...]

John, put that way one could think that LightSource and Light are
opposite or alternative ways to do lighting when in fact they are
commonly used together unless you are fine with the default parameters
(position, color, etc) provided by OpenGL.

--
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Re: [osg-users] [osgPlugins] osgAnimation precision

2010-03-24 Thread Garrett Cope
It sounds like the change is worthwhile, so I'd be glad to make the changes. I 
will coordinate with Cedric.

Thanks,
Jamie

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Re: [osg-users] [osgPlugins] osgAnimation morphing

2010-03-24 Thread Garrett Cope
Hi Roland,

Thanks much, that was exactly what I was looking for. I was missing the fact 
that a different channel would be required for each animated transition. Thanks 
for the help!

--jamie

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Re: [osg-users] light multi-parenting

2010-03-24 Thread Robert Osfield
Hi John,

Actually LightSource doesn't illuminate by itself, it just provides
the settings for glLight and position it correctly and uniquely in
space.  In OpenGL you don't actually get illumination even when you
set glLight, you only get illumination once you enable GL_LIGHTING and
GL_LIGHTi.  In the OSG case the subgraphs that will illuminated are
the parts that you've enabled GL_LIGHTING and the appropriate
GL_LIGHTi for, osg::Light and osg::LightSource don't have any effect
apart from the actual values used by the lighting model.

As for limitation osg::Light/LightSource/OpenGL lighting all work with
the same limitations - that is there is only ever guaranteed to be 8
fixed function pipeline light supported.  If you want to use more than
8 then you'll need to use shaders, or localize the lights to
difference subgraphs have different lights assigned for them.  The
fact you need to position lights as well means that one has to apply
the appropriate modelview matrix for each of these lights before
application, which complicated the implementation.  The only way to
tackle this right now with the OSG is to break the scene up into
separate subgraphs that each target their own RenderStage.  This is
possible, but awkward at present.

The same issues apply to all positional state - eye linear texgen,
clip planes and lights.

Robert.

On Wed, Mar 24, 2010 at 12:13 PM, PCJohn pec...@fit.vutbr.cz wrote:
 Thanks Robert,

 to close the thread, I am putting more info based what you have written and
 my experiments:

 - LightSource with Light attached - can be far down in the scene graph while
 it shines on whole scene.
   It uses PositionalStateContainer of RenderState to store light position.
   Advantages:
     - huge benefit is that the light shines on whole scene. That is how we
 expect the
   things happens in reality.
   This implies LightSource limitations:
     - only 8 lights per scene
     - OpenGL IDs can not be shared
     - multiple references / multi-parenting (with different transformations)
   can not work (by design)

 - Light (just StateSet attribute) - shines just on objects down in the scene
 graph
   It does not use PositionalStateContainer of RenderState.
   Advantages:
     - OpenGL IDs can be shared, provided that up to 8 lights with unique ID
   shines at any moment
     - multiple references / multi-parenting (with different transformations)
   works correctly and lights are instanced correctly on multiple
 positions
   Limitations:
     - To make the light shine on the whole scene or specified part of the
 scene
       is little bit troublesome in some cases. Especially, if the light
 position is expected to be
       animated by some transformation down in the scene graph.
     - there are still some issues in OSG implementation on multiple light
 references,
   but it can be (hopefully) easily fixed, if needed

 To express my opinion after the understanding of lights: Lights are very
 well designed.
 (Considering to contribute OSG light documentation, if it happens I will
 have a time.)
 To handle more advanced scene setups and for the purpose of shadows, I am
 considering some extensions. However, it depends how important the
 extensions turn out to be.

 John


 Robert Osfield wrote:

 Hi John,

 Have a look into discussion on osg-users about positional state.
 LightSource is what positions Light in the scene.  You can't have one
 GL light in more than one place at a time, and the light has to be
 positioned by a specific modelview matrix, not one artificially
 inherited, so LightSource's role is to place the light.

 Robert.

 On Mon, Mar 22, 2010 at 11:52 AM, PCJohn pec...@fit.vutbr.cz wrote:


 Gurus,

 What is the reason for keeping LightSource in OSG?

 I successfully removed all osg::LightSources from my scene graph and used
 just osg::Light - it is well placed and follows the transformation of the
 parent node (f.ex. locomotive) as it moves. Except absolute reference frame,
 is there any reason for LightSource existence in OSG? I think yes, but
 missing arguments.

 Thx for explanation,
 John

 Thrall, Bryan wrote:


 You place the LightSource in the scene graph where you want the light to
 be positioned. I don't think it is necessary for directional lights (they
 are infinitely far away, so don't have a position), but say you want a
 spotlight attached to a train locomotive. You could update osg::Light's
 position every time the locomotive moves, or you could attach a LightSource
 to the locomotive's scene graph and have the light placed correctly
 automatically.



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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-24 Thread Jean-Sébastien Guay

Hi Kim,

Great work in getting a new ocean technique into osgOcean, I'm sure it 
will be an excellent improvement once the kinks are worked out.



Oceansurface wasn't initialised, I've fixed and checked this in to the
branch.


Even after this fix, I'm getting a crash in GLBufferObject::getOffset(i 
= 5) where the _bufferEntries list contains 5 items (so indexed 0 to 4). 
The complete stack trace is below (though it can be hard to read - 
attached as a text file too because Thunderbird will add line wrapping 
which makes it even harder to read). In summary, it comes from 
MipmapGeometryVBO's drawImplementation(), so I guess something is not 
set up properly in its geometry/arrays/I don't know...


This happens when running oceanExample_SIMPLE --vbo from Visual Studio 
2008 SP1.



Stack trace:

 	msvcp90d.dll!std::_Debug_message(const wchar_t * message=0x6622e5c0, 
const wchar_t * file=0x6622e608, unsigned int line=764)  Line 24	C++


osg66-osgd.dll!std::vectorosg::GLBufferObject::BufferEntry,std::allocatorosg::GLBufferObject::BufferEntry 
::operator[](unsigned int _Pos=5)  Line 764 + 0x17 bytes	C++
 	osg66-osgd.dll!osg::GLBufferObject::getOffset(unsigned int i=5)  Line 
209 + 0x1d bytes	C++
 	osg66-osgd.dll!osg::State::setVertexPointer(const osg::Array * 
array=0x077e3fa8)  Line 568 + 0x11 bytes	C++
	osg66-osgd.dll!osg::Geometry::drawImplementation(osg::RenderInfo  
renderInfo={...})  Line 1018	C++
 	osg66-osgd.dll!osg::Drawable::draw(osg::RenderInfo  
renderInfo={...})  Line 907 + 0x13 bytes	C++
 	osg66-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf * previous=0x)  Line 81 + 
0x19 bytes	C++


osg66-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Line 475 
+ 0x19 bytes	C++


osg66-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo 
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Line 
1353	C++
 	osg66-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Line 420 
+ 0x17 bytes	C++
 	osg66-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x, bool  
doCopyTexture=false)  Line 925	C++
 	osg66-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Line 
1192 + 0x1b bytes	C++

osg66-osgUtild.dll!osgUtil::SceneView::draw()  Line 1426 + 0x37 bytes   
C++
 	osg66-osgViewerd.dll!osgViewer::Renderer::draw()  Line 491 + 0xf 
bytes	C++


osg66-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext * 
context=0x00970e30)  Line 734 + 0xf bytes	C++
 	osg66-osgd.dll!osg::GraphicsContext::runOperations()  Line 750 + 
0x33 bytes	C++
 	osg66-osgd.dll!osg::RunOperations::operator()(osg::GraphicsContext * 
context=0x00970e30)  Line 138	C++
 	osg66-osgd.dll!osg::GraphicsOperation::operator()(osg::Object * 
object=0x00970e30)  Line 53 + 0x19 bytes	C++

osg66-osgd.dll!osg::OperationThread::run()  Line 413 + 0x26 bytes   
C++
osg66-osgd.dll!osg::GraphicsThread::run()  Line 41  C++

ot12-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void * 
data=0x0097e9c4)  Line 113 + 0xf bytes	C++

msvcr90d.dll!_callthreadstartex()  Line 348 + 0xf bytes C
msvcr90d.dll!_threadstartex(void * ptd=0x0097f2d8)  Line 331C


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http://whitestar02.webhop.org/
msvcp90d.dll!std::_Debug_message(const wchar_t * message=0x6622e5c0, 
const wchar_t * file=0x6622e608, unsigned int line=764)  Line 24   C++

osg66-osgd.dll!std::vectorosg::GLBufferObject::BufferEntry,std::allocatorosg::GLBufferObject::BufferEntry
 ::operator[](unsigned int _Pos=5)  Line 764 + 0x17 bytes  C++
osg66-osgd.dll!osg::GLBufferObject::getOffset(unsigned int i=5)  Line 
209 + 0x1d bytes  C++
osg66-osgd.dll!osg::State::setVertexPointer(const osg::Array * 
array=0x077e3fa8)  Line 568 + 0x11 bytes C++
   osg66-osgd.dll!osg::Geometry::drawImplementation(osg::RenderInfo  
 renderInfo={...})  Line 1018 C++
osg66-osgd.dll!osg::Drawable::draw(osg::RenderInfo  renderInfo={...})  
Line 907 + 0x13 bytes   C++
osg66-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf * previous=0x)  Line 81 + 0x19 
bytes C++

osg66-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Line 475 + 0x19 
bytes   C++

osg66-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Line 1353 C++
 

[osg-users] Erros with ProxyNode

2010-03-24 Thread Schmidt, Richard
Hi,

there seems to be an error using proxyNodes. If you setup a proxyNode
using multiple filenames, not all files may get paged in correctly.

This is related to the sequence the databasepager loads nodes, which may
vary if you load nodes using curl. There is no association between the
filename and the node which gets paged in, so the proxyNode, request may
request nodes twice.

 

Possible solution:

Let ProxyNode::traverse only request one Node at a time. If the file is
not found however, the follow up filenames will never be requested.

 

Regards,

Richard

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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-24 Thread Kim Bale
Ok, thanks for testing JS I'll do some digging tonight.


K.


On 24 March 2010 13:19, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
 wrote:

 Hi Kim,

 Great work in getting a new ocean technique into osgOcean, I'm sure it will
 be an excellent improvement once the kinks are worked out.


  Oceansurface wasn't initialised, I've fixed and checked this in to the
 branch.


 Even after this fix, I'm getting a crash in GLBufferObject::getOffset(i =
 5) where the _bufferEntries list contains 5 items (so indexed 0 to 4). The
 complete stack trace is below (though it can be hard to read - attached as a
 text file too because Thunderbird will add line wrapping which makes it even
 harder to read). In summary, it comes from MipmapGeometryVBO's
 drawImplementation(), so I guess something is not set up properly in its
 geometry/arrays/I don't know...

 This happens when running oceanExample_SIMPLE --vbo from Visual Studio 2008
 SP1.


 Stack trace:

msvcp90d.dll!std::_Debug_message(const wchar_t * message=0x6622e5c0,
 const wchar_t * file=0x6622e608, unsigned int line=764)  Line 24   C++

 osg66-osgd.dll!std::vectorosg::GLBufferObject::BufferEntry,std::allocatorosg::GLBufferObject::BufferEntry
 ::operator[](unsigned int _Pos=5)  Line 764 + 0x17 bytes  C++
osg66-osgd.dll!osg::GLBufferObject::getOffset(unsigned int i=5)
  Line 209 + 0x1d bytes  C++
osg66-osgd.dll!osg::State::setVertexPointer(const osg::Array *
 array=0x077e3fa8)  Line 568 + 0x11 bytes C++
osg66-osgd.dll!osg::Geometry::drawImplementation(osg::RenderInfo 
 renderInfo={...})  Line 1018 C++
osg66-osgd.dll!osg::Drawable::draw(osg::RenderInfo 
 renderInfo={...})  Line 907 + 0x13 bytes   C++
osg66-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo 
 renderInfo={...}, osgUtil::RenderLeaf * previous=0x)  Line 81 + 0x19
 bytes C++

 osg66-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo 
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Line 475 +
 0x19 bytes   C++

 osg66-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo
  renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Line 1353
 C++
osg66-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo 
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Line 420 +
 0x17 bytes C++
osg66-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo 
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x, bool 
 doCopyTexture=false)  Line 925   C++
osg66-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo 
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Line 1192 +
 0x1b bytes  C++
osg66-osgUtild.dll!osgUtil::SceneView::draw()  Line 1426 + 0x37
 bytes   C++
osg66-osgViewerd.dll!osgViewer::Renderer::draw()  Line 491 + 0xf
 bytes  C++

 osg66-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext *
 context=0x00970e30)  Line 734 + 0xf bytes   C++
osg66-osgd.dll!osg::GraphicsContext::runOperations()  Line 750 +
 0x33 bytes C++
osg66-osgd.dll!osg::RunOperations::operator()(osg::GraphicsContext *
 context=0x00970e30)  Line 138  C++
osg66-osgd.dll!osg::GraphicsOperation::operator()(osg::Object *
 object=0x00970e30)  Line 53 + 0x19 bytesC++
osg66-osgd.dll!osg::OperationThread::run()  Line 413 + 0x26 bytes
 C++
osg66-osgd.dll!osg::GraphicsThread::run()  Line 41  C++

 ot12-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void *
 data=0x0097e9c4)  Line 113 + 0xf bytes  C++
msvcr90d.dll!_callthreadstartex()  Line 348 + 0xf bytes C
msvcr90d.dll!_threadstartex(void * ptd=0x0097f2d8)  Line 331C


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

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getting the render of a camera and setting it as an another object´s texture

2010-03-24 Thread David Martín
Hi,

i´ve got an application with a osgViewer::Viewer* for the rendering. i´d like 
to know if is possible to grab the render image of that viewer and set it up as 
an another object´s texture

i know how to set a texture for an object, so what i´d like to know is how to 
access the color buffer target of the viewer´s camera


Thank you!

Cheers,
David

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[osg-users] Error in Databasepager::run

2010-03-24 Thread Schmidt, Richard
Hi,

there is an error in the osgDB::Databasepager::run method.

 

groupForAddingLoadedSubgraph-getParentalNodePaths();

 

Is not threadsafe, because the user might delete a parent of
groupForAddingLoaded in the UpdateTraversal.

 

Regards,

Richard

 

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Re: [osg-users] bluring model edges

2010-03-24 Thread Allen Saucier
Hi,

does anyone know where the examples are for using osgPPU? I can not find any on 
his sight. And documentation, too, that is more than the class layout offered 
on the sight.  I need deeper explanations than just class/method blurbs. 

Thank you!

Cheers,
Allen

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Re: [osg-users] [osgPPU] osgPPU Windows XP Install Guide

2010-03-24 Thread Allen Saucier
Hi Art,

do you know of any examples on how to use osgPPU?  I can not find any on the 
website and the class/method documentaiton is simply not enough for me to 
understand how to use this plug-in.

I have been able in at least compile and link against the osgPPU in windows 
under MSVS 2005, so that seems to work.


Thank you!

Cheers,
Allen

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Re: [osg-users] Erros with ProxyNode

2010-03-24 Thread Robert Osfield
Hi Richard,

Interesting bug... fixing it is likely to be a bit awkward given the
currently implementation of ProxyNode/DatabasePager, doing one file at
a time won't even address all the potential issues as the ordering can
sit get out of sync if early children fail to load but later children
succeed.  Adding support into DatabasePager to allow it to set
specific children would require osg::Group to support having null
children, something which has quite a few potential pitfalls.

My first thought for a solution would be to change ProxyNode so that
is only has one filename, rather than multiple ones as it has now.
This would avoid any issues about which files are loaded and keep the
filename list in sync with the children.  This is an API change
though, but I can't see a better option right now.

Thoughts?
Robert.

On Wed, Mar 24, 2010 at 1:25 PM, Schmidt, Richard
richard.schm...@eads.com wrote:
 Hi,

 there seems to be an error using proxyNodes. If you setup a proxyNode using
 multiple filenames, not all files may get paged in correctly.

 This is related to the sequence the databasepager loads nodes, which may
 vary if you load nodes using curl. There is no association between the
 filename and the node which gets paged in, so the proxyNode, request may
 request nodes twice.



 Possible solution:

 Let ProxyNode::traverse only request one Node at a time. If the file is not
 found however, the follow up filenames will never be requested.



 Regards,

 Richard

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Re: [osg-users] GraphicsContext on Multiple Graphics cards?

2010-03-24 Thread Robert Osfield
HI Akilan,

On Wed, Mar 24, 2010 at 1:34 PM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
 Will this method of setting create individual context on each card if at all 
 I connected 4 monitors to my cards?

I'm not 100% clear on what you mean in this sentence, but I can
confirm that the ScreenIdentifier is what you need to set, with the
screen number referring to graphics context/card.

It is possible to configure OS's/drivers/hardware to have a single
graphics context across two or more outputs from a single graphics
card, or to have a single graphics context across each output - in
which case the screen number you use will refer to unit you set up.
The OSG doesn't have any control over this setup, you'll need to look
at your driver control panels/configuration for this.

If you just set up one display, one context per card then things a
little more straight forward in screen number relationship to the the
card.

Robert.
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Re: [osg-users] Error in Databasepager::run

2010-03-24 Thread Robert Osfield
Hi Richard,

On Wed, Mar 24, 2010 at 2:00 PM, Schmidt, Richard
richard.schm...@eads.com wrote:
 there is an error in the osgDB::Databasepager::run method.

 groupForAddingLoadedSubgraph-getParentalNodePaths();

 Is not threadsafe, because the user might delete a parent of
 groupForAddingLoaded in the UpdateTraversal.

Which version of the OSG you looking at?  svn/trunk has been
significantly re-factored to deal with various different cases where
threading issues were causing problems before.

So if you aren't using svn/trunk then try it out, if you think
svn/trunk is still not thread safe then could you be a bit more
specific about which parts you think might not be thread safe.

Robert.
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Re: [osg-users] 2.8.3-rc1 tagged

2010-03-24 Thread Paul Martz

Stephan Huber wrote:

FBX and PLY are not part of the xcode project file, because of the
external dependencies. If PLY has no external dependencies I can add to
the xcode-project-file.


FBX does have an external dependency, and I understand that dependency 
is available on OS X. PLY doesn't appear to have any external dependencies.


Whether you add these to the XCode project file is your call. I build on 
OS X with makefiles and gcc, so I'm already happy. :-)

   -Paul


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Re: [osg-users] Error in Databasepager::run

2010-03-24 Thread Schmidt, Richard
Hi Robert,
i am using 2.8.2

The method getParentalNodePaths is used to retrieve the parent node paths.

This is done in the database pager thread. However these node paths might 
change while traversing them, because the user may change the scenegraph in the 
update loop.

Richard


-Ursprüngliche Nachricht-
Von: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert 
Osfield
Gesendet: Mittwoch, 24. März 2010 15:45
An: OpenSceneGraph Users
Betreff: Re: [osg-users] Error in Databasepager::run

Hi Richard,

On Wed, Mar 24, 2010 at 2:00 PM, Schmidt, Richard
richard.schm...@eads.com wrote:
 there is an error in the osgDB::Databasepager::run method.

 groupForAddingLoadedSubgraph-getParentalNodePaths();

 Is not threadsafe, because the user might delete a parent of
 groupForAddingLoaded in the UpdateTraversal.

Which version of the OSG you looking at?  svn/trunk has been
significantly re-factored to deal with various different cases where
threading issues were causing problems before.

So if you aren't using svn/trunk then try it out, if you think
svn/trunk is still not thread safe then could you be a bit more
specific about which parts you think might not be thread safe.

Robert.
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Re: [osg-users] [osgPPU] osgPPU osgShadow

2010-03-24 Thread Allen Saucier
Hi Art,

Your osgPPU does an awesome job of blurring!  I just got the example listed 
above to work by using your view.cpp code.  Thanks for posting it!

I have a question: I am trying to blur my entire scene.  Is that possible with 
osgPPU?  If so, would you mind showing me how? I can not find any examples of 
how to use osgPPU at the website - perhaps I'm looking in the wrong place.

I am needing to blur both my scene and to have motion blur on objects within my 
scene that are moving.

Thank you so much!

Cheers,
Allen

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Re: [osg-users] need help with cmake / osg / os x / frameworks

2010-03-24 Thread Martins Innus

Stephan,

Have you made any progress on this?  I tried your files and got 
similar behavior with respect to the osgViewer headers in the 
framework.  Although I don't even get an api directory in


osgViewer.framework/headers/

Let me know if you have any news files to test.  I'll continue to dig on 
this end.


Thanks

Martins


On 3/10/10 10:21 AM, Stephan Maximilian Huber wrote:

Hi all,

I am trying to add framework-support to the cmake-files, and I am
hitting a wall. I am not a cmake-expert so I'll ask the community for help.

Attached you'll find my modified cmake-files (based on current trunk),
which adds compiling osg as frameworks, which can be embedded into
application bundles (this is the main reason for the existance of the
deprecated xcode-project)

To compile frameworks with cmake you'll have to:

set OSG_COMPILE_FRAMEWORKS to TRUE
modify OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR if needed
set the CMAKE_INSTALL_PREFIX to something reasonable, I use a folder on
my desktop as destination.

Click Configure, click generate, open the xcode project, click build,
select the install-target, click build again. So you'll find in
CMAKE_INSTALL_PREFIX a bunch of folders, in lib you'll find the
frameworks, ready to be embedded into your app.

You'll get valid frameworks ONLY if you run the install-target. Without
that, the install_name_dirs are bound to the local storage of the
frameworks, and will not work on other computers, or other destinations.

And here's the big BUT:

I have problems to move the api-headers of osgViewer into their right
places (osgViewer.framework/headers/api/(Carbon|Cocoa)/*)

They end all in osgViewer.framework/headers/

There is a special property for this called MACOSX_PACKAGE_LOCATION,
which should move the corresponding files to the special place in the
framework-bundle, but it doesn't work for the api-headerfiles. Perhaps
someone can look at the source in src/osgViewer/CMakeLists.txt and check
my approach. cmake copies two cpp-files into that place instead of the
header-files.

So please, please test the packaged cmake-files and perhaps there is
someone out there who can help with the issues with the
osgviewer-header-files!

thanks in advance,

Stephan


   



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Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?

2010-03-24 Thread Allen Saucier
Hi,


 
 So, the questions are: 
 
 1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one) 
 

If this type of event does not occur in Huntsville, AL, I would not be able to 
attend as my company does not support training or things of this nature, either.


 
 2) Would you go to a OSG Users Group Meeting? 
 

I would definitely attend an OSG UG as I am still a novice in OSG after 4 years 
of struggling with it and would deeply appreciate meeting others who use this 
product and discuss how to use it more effectively let alone hosting osg 
training seminars!

And I, myself, would be willing to help pay for the training seminars!  And 
that would be out of my own pocket.

But again, I would need an OSG UG in Huntsville, AL.

Thank you for posing these questions.  I really appreciate it.

Cheers,
Allen

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[osg-users] REGISTER_OBJECT_WRAPPER problems

2010-03-24 Thread Butler, Lee Mr CIV USA USAMC
I'm trying to use the new serialization support and getting a compile error I 
don't really understand.
For the following code:
-
class Foo : public osg::Group {
public:
Foo() {}
void setNote(std::string s) { _note = s; }
const std::string   getNote() const { return _note; }
void setNumber(int n) { _num = n; }
const int getNumber() const { return _num; }
private:
std::string _note;
int _num;
};


REGISTER_OBJECT_WRAPPER( Foo,
 new Foo,
 Foo,
 osg::Object osg::Node osg::Group Foo )
{
ADD_STRING_SERIALIZER(Note, v);
ADD_INT_SERIALIZER(Number, 0);
}
-
I get the following compile-time error:

g++ -DDarwin  -g -ggdb3 -32 -m32 -I. -I/usr/local/include -c -o obj/multiTree.o 
./multiTree.cpp
./multiTree.cpp: In function 'void wrapper_propfunc_Foo(osgDB::ObjectWrapper*)':
./multiTree.cpp:42: error: no matching function for call to 
'osgDB::StringSerializerFoo::StringSerializer(const char [5], const char [2], 
const std::string (Foo::*)()const, void (Foo::*)(std::string))'
/usr/local/include/osgDB/Serializer:425: note: candidates are: 
osgDB::StringSerializerC::StringSerializer(const char*, const std::string, 
const std::string (C::*)()const, void (C::*)(const std::string)) [with C = 
Foo]
/usr/local/include/osgDB/Serializer:419: note: 
osgDB::StringSerializerFoo::StringSerializer(const 
osgDB::StringSerializerFoo)
./multiTree.cpp:43: error: no matching function for call to 
'osgDB::PropByValSerializerFoo, int::PropByValSerializer(const char [7], int, 
const int (Foo::*)()const, void (Foo::*)(int))'
/usr/local/include/osgDB/Serializer:205: note: candidates are: 
osgDB::PropByValSerializerC, P::PropByValSerializer(const char*, P, P 
(C::*)()const, void (C::*)(P), bool) [with C = Foo, P = int]
/usr/local/include/osgDB/Serializer:199: note: 
osgDB::PropByValSerializerFoo, int::PropByValSerializer(const 
osgDB::PropByValSerializerFoo, int)
make: *** [obj/multiTree.o] Error 1

If I comment out the REGISTER_OBJECT_WRAPPER macro use, the code compiles 
without problem.
Clearly this macro is working fine for the OSG library code, so I'm sure it's 
my mistake.  I just can't decipher the error message to know what to fix.  Can 
someone give me the clue as to what I'm doing wrong?

Lee
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Re: [osg-users] getting the render of a camera and set ting it as an another object´s texture

2010-03-24 Thread Mourad Boufarguine
Hi David,

Take a look at osgprerender example, it is what you are looking for.

Mourad

On Wed, Mar 24, 2010 at 2:35 PM, David Martín solid_david...@hotmail.comwrote:

 Hi,

 i´ve got an application with a osgViewer::Viewer* for the rendering. i´d
 like to know if is possible to grab the render image of that viewer and set
 it up as an another object´s texture

 i know how to set a texture for an object, so what i´d like to know is how
 to access the color buffer target of the viewer´s camera


 Thank you!

 Cheers,
 David

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Re: [osg-users] REGISTER_OBJECT_WRAPPER problems

2010-03-24 Thread Wang Rui
Hi Butler,

To make use of serializers, your class requires a namespace, for
example, NS::Foo. And then override className() and libraryName(), the
META_Object macro would help a lot.

To use ADD_STRING_SERIALIZER. Your should have a pair of suitable functions:
void setNote(const std::string);
const std::string getNote() const;

And ADD_INT_SERIALIZER requires a little different approach:
void setNumber(int);
int getNumber() const;

Basic data types like bool, int and float, doesn't need a prefix const here.

Regards,

Wang Rui


2010/3/24 Butler, Lee Mr CIV USA USAMC lee.but...@us.army.mil:
 I'm trying to use the new serialization support and getting a compile error I 
 don't really understand.
 For the following code:
 -
 class Foo : public osg::Group {
 public:
    Foo() {}
    void setNote(std::string s) { _note = s; }
    const std::string   getNote() const { return _note; }
    void setNumber(int n) { _num = n; }
    const int getNumber() const { return _num; }
 private:
    std::string _note;
    int _num;
 };


 REGISTER_OBJECT_WRAPPER( Foo,
                         new Foo,
                         Foo,
                         osg::Object osg::Node osg::Group Foo )
 {
    ADD_STRING_SERIALIZER(Note, v);
    ADD_INT_SERIALIZER(Number, 0);
 }
 -
 I get the following compile-time error:

 g++ -DDarwin  -g -ggdb3 -32 -m32 -I. -I/usr/local/include -c -o 
 obj/multiTree.o ./multiTree.cpp
 ./multiTree.cpp: In function 'void 
 wrapper_propfunc_Foo(osgDB::ObjectWrapper*)':
 ./multiTree.cpp:42: error: no matching function for call to 
 'osgDB::StringSerializerFoo::StringSerializer(const char [5], const char 
 [2], const std::string (Foo::*)()const, void (Foo::*)(std::string))'
 /usr/local/include/osgDB/Serializer:425: note: candidates are: 
 osgDB::StringSerializerC::StringSerializer(const char*, const std::string, 
 const std::string (C::*)()const, void (C::*)(const std::string)) [with C = 
 Foo]
 /usr/local/include/osgDB/Serializer:419: note:                 
 osgDB::StringSerializerFoo::StringSerializer(const 
 osgDB::StringSerializerFoo)
 ./multiTree.cpp:43: error: no matching function for call to 
 'osgDB::PropByValSerializerFoo, int::PropByValSerializer(const char [7], 
 int, const int (Foo::*)()const, void (Foo::*)(int))'
 /usr/local/include/osgDB/Serializer:205: note: candidates are: 
 osgDB::PropByValSerializerC, P::PropByValSerializer(const char*, P, P 
 (C::*)()const, void (C::*)(P), bool) [with C = Foo, P = int]
 /usr/local/include/osgDB/Serializer:199: note:                 
 osgDB::PropByValSerializerFoo, int::PropByValSerializer(const 
 osgDB::PropByValSerializerFoo, int)
 make: *** [obj/multiTree.o] Error 1

 If I comment out the REGISTER_OBJECT_WRAPPER macro use, the code compiles 
 without problem.
 Clearly this macro is working fine for the OSG library code, so I'm sure it's 
 my mistake.  I just can't decipher the error message to know what to fix.  
 Can someone give me the clue as to what I'm doing wrong?

 Lee
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Re: [osg-users] Error in Databasepager::run

2010-03-24 Thread Robert Osfield
Hi Richard,

On Wed, Mar 24, 2010 at 2:54 PM, Schmidt, Richard
richard.schm...@eads.com wrote:
 Hi Robert,
 i am using 2.8.2

 The method getParentalNodePaths is used to retrieve the parent node paths.

 This is done in the database pager thread. However these node paths might 
 change while traversing them, because the user may change the scenegraph in 
 the update loop.

This case also occurs when the DatabasePager itself expires subgraphs
out from underneath the PagedLOD being server.  One has to set an
aggressive expiry of subgraphs and move the camera very fast between
locations to cause this, with help of a user I was able to reproduce
it reliably.  The new DatabasePager fixes this issue and is very
likely to fix the issue you've been seeing.

Back porting the changes to DatabasePager to the OSG-2.8 branch is
possible, but it does require merging changes to OpenThreads,
osg::Referenced, osg::Observer/observer_ptr, introduction of a new
ObserverNodePath class.  The breadth of changes make it risky to merge
with OSG-2.8, so I believe Paul Martz won't be merging these for
2.8.3.

To get access to the fixes you'll need to use 2.9.7 or svn/trunk.

Robert.
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Re: [osg-users] need help with cmake / osg / os x / frameworks

2010-03-24 Thread Stephan Maximilian Huber
Hi Martins,
Am 24.03.10 16:03, schrieb Martins Innus:

 Have you made any progress on this?  I tried your files and got
 similar behavior with respect to the osgViewer headers in the
 framework.  Although I don't even get an api directory in
 
 osgViewer.framework/headers/
 
 Let me know if you have any news files to test.  I'll continue to dig on
 this end.

Unfortunately no progress made on my end. If I have some spare-time this
or next week I'll subscribe to the cmake-mailing list and ask for help.

cheers,
Stephan
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Re: [osg-users] 2.8.3-rc1 tagged

2010-03-24 Thread Bruce Wheaton

On Mar 24, 2010, at 1:19 AM, Stephan Huber wrote:

OpenThreads is still part of the xcode-project (there should be a  
target

for it) and may not be removed. Paul removed the redundant OpenThreads
folder from the xcode folder because it doesn't make sense, to have a
separate xcode-project file for OpenThreads as OpenThreads is now part
of OpenSceneGraph.


Ok, neat. So then the --framework OpenThreads needs to be removed from  
various Xcode targets, AFAICT.


Bruce

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Re: [osg-users] light multi-parenting

2010-03-24 Thread PCJohn



As for limitation osg::Light/LightSource/OpenGL lighting all work with
the same limitations - that is there is only ever guaranteed to be 8
fixed function pipeline light supported.  If you want to use more than
8 then you'll need to use shaders, or localize the lights to
difference subgraphs have different lights assigned for them.  The
fact you need to position lights as well means that one has to apply
the appropriate modelview matrix for each of these lights before
application, which complicated the implementation.  The only way to
tackle this right now with the OSG is to break the scene up into
separate subgraphs that each target their own RenderStage.  This is
possible, but awkward at present.
  
Thanks. Things are very clear now. If I develop a solution worthy to be 
shared with others, I will be back.


Thanks once again,
John

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Re: [osg-users] osgText - fragment shader - font texture

2010-03-24 Thread Farshid Lashkari
Hi Yuriy,

The default freetype font uses alpha textures, so only the alpha component
of the texture contains the font data. Here is a basic fragment shader that
should work with the freetype font plugin:

uniform sampler2D bitmap;
void main()
{
gl_FragColor = texture2D(bitmap, gl_TexCoord[0].st).;
}

Cheers,
Farshid

On Wed, Mar 24, 2010 at 1:54 AM, Yuriy A Rudomyotov u...@te.net.ua wrote:

 Hi,

 I try to use shaders with osgText to make some effects with text. But how I
 can set up uniform variable with font texture to process it in fragment
 shader? Or may be I should do something another to have result?

 Primitive fragment shader:

 Code:

 uniform sampler2D bitmap;
 varying vec2 texelCoord;

 void main( void )
 {
 gl_FragColor = vec4( texture2D( bitmap, texelCoord ) );
 }




 Code which sets the variable:

 Code:

 //...
 osg::Uniform* bitmap = new osg::Uniform(bitmap,
 osg::Uniform::SAMPLER_2D);

 bitmap-set(??);

 text-getOrCreateStateSet()-addUniform(bitmap);
 //...




 Thank you!

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Re: [osg-users] Stereoscopic Problems

2010-03-24 Thread Farshid Lashkari
Hi Ronny,

It looks like the stencil buffer is not being properly setup. Are you sure
that your application allocates a stencil buffer when creating the OpenGL
context?

Cheers,
Farshid

On Mon, Mar 22, 2010 at 2:04 PM, Ronny Hatteland
ronnyhattel...@gmail.comwrote:

 Hi,

 When activating horizontal/vertical interlace or checkerboard, I get the
 following result: img229.imageshack.us/img229/9520/stereofy.png
 I tried my application with horizontal interlace enabled on my thinkpad
 laptop where I got interlace working as expected.
 Thus I assumed this might be caused by the display driver; I installed
 196.21_desktop_win7_winvista_64bit_international_whql and the beta driver
 197.13_desktop_win7_winvista_64bit_international, none of which solved the
 problem.
 I currently have two GeForce GTX260 setup in non-SLI using three monitors.

 Any suggestions?


 I also tried to change the stereoscopic mode after initializing the camera
 and viewer (the camera variable is set as a public member of the mOSG
 class):


 Code:
 void CMyView::SetStereoscopicMode(DisplaySettings::StereoMode mode) {
   DisplaySettings *stereoSettings = new DisplaySettings();
   if (mode == NULL) stereoSettings-setStereo(false);
   else {
  stereoSettings-setStereo(true);
  stereoSettings-setStereoMode(mode);
   }
   mOSG-camera-setDisplaySettings(stereoSettings); // Works fine
   mOSG-getViewer()-getCamera()-setDisplaySettings(stereoSettings); //
 Does not work
 }



 Is there a way to make -getViewer()-getCamera() work and leave the camera
 variable protected/private?

 Thank you!

 Best Regards
 Ronny Hatteland

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Re: [osg-users] Stereoscopic Problems

2010-03-24 Thread Ronny Hatteland
Thanks for the response Farshid,

That might be the case. How/Where can I check if the stencil buffer is set 
correctly?

Btw I just tried on another computer with Nvidia graphics (8800GTX) using OSG 
2.8.3-rc1 (I used 2.8.2 previously),
also being unable to draw the patterns. I imagine this is a bug regarding 
Nvidia graphics since it is working on my
computer with an Intel mobile graphics display driver.

Best Regards
Ronny Hatteland

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Re: [osg-users] [osgPPU] osgPPU Windows XP Install Guide

2010-03-24 Thread Allen Saucier
Hi,

well, I found the examples... in of all places, the downloaded files for the 
osgPPU project.

Art, I have a problem installing, I think.  Everything compiles except for 
one project: cudakernel.

The MSVS 2005 tells:
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(93): error: identifier 
glLoadMatrixf is undefined
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(94): error: identifier 
glLoadMatrixd is undefined
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(95): error: identifier 
glMultMatrixf is undefined
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(96): error: identifier 
glMultMatrixd is undefined
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Referenced(131): warning: 
field of class type without a DLL interface used in a class with a DLL interface
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Referenced(133): warning: 
field of class type without a DLL interface used in a class with a DLL interface
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Object(162): warning: field 
of class type without a DLL interface used in a class with a DLL interface
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Object(164): warning: field 
of class type without a DLL interface used in a class with a DLL interface
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/DisplaySettings(241): 
warning: field of class type without a DLL interface used in a class with a DLL 
interface
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(121): error: 
variable GLenum is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(124): error: 
variable GLenum is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(141): error: 
variable GLuint is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(174): error: 
variable GLuint is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(203): error: 
variable GLuint is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(204): error: 
variable GLenum is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(204): error: 
variable GLuint is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(205): error: 
variable GLenum is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(205): error: 
variable GLenum is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(206): error: 
variable GLenum is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(207): error: 
variable GLuint is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(208): error: 
variable GLboolean is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(208): error: 
variable GLuint is not a type name

Would you please help me understand this error?  I believe it is stopping me 
from installing the osgPPU into my openscenegraph directory correctly.  I do 
have the GL.h file and it is in a directory which is findable by MSVS 2005.  
But, for some reason, MSVS refuses to see the gl.h file.

Thank you!

Cheers,
Allen

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Re: [osg-users] bluring model edges

2010-03-24 Thread Allen Saucier
Hi,
Thx! I found them.

Cheers,
Allen

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Re: [osg-users] bluring model edges

2010-03-24 Thread Allen Saucier
Guy and Julia
I still can not get this code snippet to work.

Would you please tell me what I might be missing?  I've provided my sample code 
and have commented out the code snippet below because I could never see any 
changes.


Guy wrote:
 Julia,
 
 I never tried it but you should enable GL_POLYGON_SMOOTH, and enable
 alpha blending for the object you want to 'blur'.
 
 For example:
 
   osg::StateSet * stateset = geode-getOrCreateStateSet();
   stateset-setMode(GL_POLYGON_SMOOTH, osg::StateAttribute::ON);
 
 
   osg::BlendFunc *fn = new osg::BlendFunc();
   fn-setFunction(osg::BlendFunc::SRC_ALPHA,  
   osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
 
   
   stateset-setAttributeAndModes(fn,
   osg::StateAttribute::ON);
   stateset-setMode(GL_BLEND, osg::StateAttribute::ON);
   stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
 
 Good luck,
 Guy.
 
 Hi,
 
 Is it possible to blur the edges of a model in OSG with whatever is
 behind?
 Currently the edges of the models in my scene are too sharp and would
 look better if there was a translucent overlap at the edges.
 
 Is this possible to achieve in OSG, or is this kind of functionality
 more relevant to OpenGL?
 
 Thank you,
 Julia
 
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[osg-users] ffmpeg plays correct, but slows down after loop

2010-03-24 Thread Mike Wozniewski
Hi,

Has anyone experienced the slowing down of video (approx half speed)
after it loops? ie, the movie plays at regular speed the first
iteration, but once it loops, the speed is slow.

This is an FFMPEG plugin issue. I can reproduce this with the osgmovie
example (unmodified) in OSG 2.9.7

The plugin reports the following for the video:

Input #0, mov,mp4,m4a,3gp,3g2,mj2, from
'OceanBeach1_FullShortShort_H264.mov':
  Duration: 00:02:24.23, start: 0.00, bitrate: 15663 kb/s
Stream #0.0(eng): Audio: pcm_s16le, 48000 Hz, stereo, s16, 1536 kb/s
Stream #0.1(eng): Video: h264, yuv420p, 1024x1024, 30 tbr, 600 tbn,
1200 tbc

One last question: What is the optimal format for ffmpeg + osg?

Thanks,
Mike Wozniewski

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Re: [osg-users] Stereoscopic Problems

2010-03-24 Thread Ronny Hatteland
I got the osgScreenCapture example working with horizontal interlace, so
probably there must be something wrong with how I have implemented it in my 
project.

I will look into it, maybe I'll sort out my mistake by going scrupulously 
through the example ;) 

Cheers,
Ronny

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[osg-users] custom WindowProc for handling multitouch events

2010-03-24 Thread Jason Fisher
Hi,

I am wondering how I may incorporate custom windows messages into an osg-based 
application that creates several windows using 
GraphicsContext::createGraphicsContext(). What I'm trying to do is, to 
implement multitouch capabilities, therefore I have to handle the native 
WM_TOUCH messages in the window procedure.

Since I noticed that the WindowProc function in GraphicsWindowWin32.cpp just 
calls the handleNativeWindowingEvent method of the according GraphicsContext 
instance, so my first idea was to create a class that derives from 
GraphicsWindowWin32 and overwrites this method. But there does not seem to be a 
possibility to trick the Win32WindowingSystem to use this class instead.

Of course, I could take care about class registration and window creation on my 
own, but I'd rather use the provided convenience functions. I also could do a 
hack in osg itself, as suggested in this thread 
(http://forum.openscenegraph.org/viewtopic.php?t=2271highlight=), but I also 
would like to avoid that. Another way would be to install a windows message 
hook.

I would prefer to to this as sober as possible to avoid problems later on. Are 
there any best practices for handling windows messages in osg? Are you already 
providing an interface for that, which I was not able to find?

Thanks!

Cheers,
Jason.


ithrak (Jason Fisher)

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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-24 Thread Tian Ma

zonk wrote:
 Hi,
 
 well, must of this forum's users are not chinese aware ;) can you translate 
 the error message into english?
 
 Thank you!
 
 Cheers,
 Torben


Hi Torben:

Sorry about that! I was a little wrought-up when I met this problem.
I have translate the error!

-MT

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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-24 Thread Tian Ma

Kim Bale wrote:
 Oceansurface wasn't initialised, I've fixed and checked this in to the branch.
 
 Only additional hardware requirement is VBO support which I gather is pretty 
 standard. If you find that you have problems with this you can disable the 
 use of VBOs in the FFTOceanSurfaceVBO constructor and recompile. It should 
 still work.
 
 
 Regards,
 
 
 Kim.


Hi Kim:

Thanks!

Your modification have fixed the problem! But a new problem occured. 

The screen shot is as bellow!

Cheers,
Tian

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Re: [osg-users] Error with pixel puffer in trunk

2010-03-24 Thread Christiansen, Brad
HI all,

I have now resolved the issue. I am not sure exactly what the PBO issue was but 
I suspect I failed properly clean my build.
The artefacts were present as it seems that the default behaviour of PRE_RENDER 
cameras has changed with respect to their clear masks.

To fix my issue all I had to do was explicitly tell each of my PRE_RENDER 
cameras to clear the depth and colour buffers.

Cheers,

Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Thursday, 25 March 2010 10:59 AM
To: osg-users (osg-users@lists.openscenegraph.org)
Subject: [osg-users] Error with pixel puffer in trunk

Hi all,

I know this isn't much info to go on but, I have just updated my OSG release 
from 2.9.5 to yesterdays trunk. Since the update, in my application, which is 
based on the MFC example (though my native window handle comes from Java) I am 
getting some very 'interesting' visual artefacts and the following error (about 
10 times on start-up, then every time I resize the window or do the RTT):

no PixelBufferObject ,  pbo=

As far as I am aware I am never even requesting a PBO.

The artefacts I am seeing are related to two (extra) cameras I have in the 
scene. Both cameras are pre-render, one renders a star field with a very large 
far plane value (the depth buffer is then cleared by the main camera) and the 
second camera does a RTT which is projected onto the globe. I am seeing the 
objects rendered by the cameras but they do not seem to be doing the correct 
clear operations. I have not modified any of my  code, just simply re-built it. 
I have attached a screen shot to demonstrate the artefacts.

I have no idea where to look to track down the issue. Any suggestions would be 
greatly appreciated.

I am setting up the graphics context exactly as I was before:

 RECT rect;
// Get the current window size
::GetWindowRect(hwnd, rect);

// Init the GraphicsContext Traits
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;

// Init the Windata Variable that holds the handle for the Window to 
display OSG in.
osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowWin32::WindowData(hwnd, true);

// Setup the traits parameters
traits-x = 0;
traits-y = 0;
traits-width = rect.right - rect.left;
traits-height = rect.bottom - rect.top;
traits-windowDecoration = false;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-setInheritedWindowPixelFormat = true;
traits-inheritedWindowData = windata;

osg::GraphicsContext* gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());

m_viewer-getCamera()-setGraphicsContext(gc);
m_viewer-setThreadingModel(osgViewer::ViewerBase::SingleThreaded);

Cheers,

Brad
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Re: [osg-users] osgocean performances

2010-03-24 Thread Trajce (Nick) Nikolov
Hi Kim,

getting the same exception as Jean Sebastian from the other thread

-Nick


On Wed, Mar 24, 2010 at 10:50 AM, Kim Bale kcb...@googlemail.com wrote:

 http://osgocean.googlecode.com/svn/branches/osgOcean-VBO/


 Kim


 On 24 March 2010 08:06, Trajce (Nick) Nikolov nikolov.tra...@gmail.comwrote:

 Hi Kim,

 from where I can download that code? I try the googlecode trunk, but not
 seeing the VBO example

 -Nick



 On Wed, Mar 24, 2010 at 12:11 AM, Kim Bale kcb...@googlemail.com wrote:

 Nick,

 One thing I forgot. To test the VBO code use the flag --vbo when running
 the examples.

 Kim.


 On 23 March 2010 22:08, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 Paul (Palumbo) and I have been working on a new VBO ocean technique
 which uses instances of the ocean tiles to create the ocean surface rather
 than doing a mass copy of vertices for the entire surface on each frame.
 Using this technique the number of tiles that need to be updated on each
 mipmap change has decreased significantly.

 You could try the code in osgOcean-VBO branch to see if it provides you
 with better performance. It should be more scalable for large or higher
 resolution ocean surfaces.

 I should however point out there are some issues with this new technique
 that still need ironing out (thus the branch and not in the trunk). Paul 
 has
 highlighted problems when he linked it to 2.9.7. so please note this is
 still dev code.

 Let me know how you get on,

 Kim.



 On 23 March 2010 17:11, Trajce (Nick) Nikolov nikolov.tra...@gmail.com
  wrote:

 Hi Community,

 I ve worked so far on standard PC architecture, middle range, and I was
 kind of frustrated with the performances of osgocean. So I build something
 heavy, like i7 3.3GHz, 3 SLI and was expecting to see huge difference, 
 With
 high res ocean I got from 10Hz to 17-20Hz. Kind a disappointed. What are
 your experiences for those who use it?
 -Nick

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