Re: [osg-users] Drawing complex labels of 3D points in screen space

2010-10-22 Thread J.P. Delport

Hi,

On 21/10/10 18:26, Yurii Monakov wrote:

Hi All

After some googling I've discovered an AutoTransform node )) When
setting it's auto-rotate mode to ROTATE_TO_SCREEN and
setAutoScaleToScreen(true) it gives me exactly what I want. The only
problem is that after looking at AutoTransform node I noticed that it
does a lot of computation inside. The only thing I need is to push
root's MVPW matrix to some part of the graph (Transform nodes, which
are children of the screen-spaced node) to update their positions
properly. Is there any other way to do this?


not that I know of, but I think you've now discovered enough to create 
your own node, either based on AutoTransform (but for already 
screen-spaced geometry) or your own.


jp



Thank you!

Yurii
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Re: [osg-users] VPB problem with large database...

2010-10-22 Thread J.P. Delport

Hi,

you can check in the tasks folder to see exactly the osgdem command(s) 
that would be executed by vpb. Try execute one of these manually and see 
if it does not report any useful errors.


jp

On 21/10/10 20:31, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:

All,

I’m seeing some issues with VPB when attempting to build a very large
database. My command is the following:

vpbmaster –TERRAIN –PagedLOD –geocentric –whole-globe –t
wholeearthtexture –t detailtexture –d dted –l 24 –o database.ive

What I’m seeing is that vpbmaster creates the tasks and logs directories
followed by the scheduling of tasks. During the scheduling of tasks, I
see the threads “osgdem…” created on the machine and then die a few
seconds later. vpbmaster then just waits for something to happen and
eventually goes to sleep. I’m guessing that this is happening because
the threads died for some reason and vpbmaster just sits there waiting
for them to come back.

I understand the VPB is able to handle the building of very large
databases but it seems to be choking in our particular case. If I run
the same command above on a smaller set of data, things run just fine.

Our system has 16 processors with ample disk and memory space to handle
what is needed. It also runs Fadora core 13.

Has anyone else seen this issue? Is there a flag or setting that I need
to use to build a large database?

Any input would be appreciated…

-Shayne



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Re: [osg-users] Terrain geometry

2010-10-22 Thread Torben Dannhauer
Hi,

osgTDS works not with VPB databases in the TERRAIN format, so its obsolete.

I'm interested in such a terrain editing process too, maybe we can develop a 
solution together!

... 

Thank you!

Cheers,
Torben

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[osg-users] color not the good one -_-

2010-10-22 Thread Anthony Face
Helo , 

 i need an image 200-0-255 for special use. I make the following code:


Code:

im_ = new Image;
im_.get()-allocateImage(WIDTH_CAM , HEIGHT_CAM, 1 , GL_RGB, GL_UNSIGNED_BYTE);
unsigned int r = 200;
unsigned int g = 0;
unsigned int b = 255;
std::cout  Color for background :   r g b  
std::endl;
for(int i = 0 ; i  HEIGHT_CAM*WIDTH_CAM ; i++)
{
memcpy(im_.get()-data()+i*3  , r, 1);
memcpy(im_.get()-data()+i*3+1, g, 1);
memcpy(im_.get()-data()+i*3+2, b, 1);
}
texture_.get()-setImage (im_.get());
texture_.get()-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
texture_.get()-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
stateset = geom.get()-getOrCreateStateSet();
stateset.get()-setTextureAttributeAndModes(0, texture_.get(), 
osg::StateAttribute::ON);
stateset.get()-setMode(GL_BLEND,osg::StateAttribute::ON);
stateset.get()-setRenderingHint(osg::StateSet::OPAQUE_BIN);
geode.get()-getOrCreateStateSet()-setMode(GL_LIGHTING, false);




And result is 160-0-204 

somebody has a clue?

thanks you !


 (http://www.hordes.fr?ref=litllechicken)

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[osg-users] How to implement a fuel tank

2010-10-22 Thread Juan
Hi All:
I want to use OSG to implement a irregular fuel tank, I can see the oil
in this tank, oil can be changed by configuration parameters, you can rotate
the tank, mobile, how should I achieve?
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Re: [osg-users] OSG greensceen

2010-10-22 Thread Anthony Face
Hi,

you should have a background with texture witch is the film (copy image from 
camera each frame) it goes on 110 ms latence with out optimisation.

You place other item from osg above this background and that will work.

If all is done in osg you dont need your green screen.


 (http://www.hordes.fr?ref=litllechicken)

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Re: [osg-users] color not the good one -_-

2010-10-22 Thread Ulrich Hertlein
On 22/10/10 18:41 , Anthony Face wrote:
  i need an image 200-0-255 for special use. I make the following code:
... 
 im_ = new Image;
 im_.get()-allocateImage(WIDTH_CAM , HEIGHT_CAM, 1 , GL_RGB, 
 GL_UNSIGNED_BYTE);
 unsigned int r = 200;
 unsigned int g = 0;
 unsigned int b = 255;
 std::cout  Color for background :   r g b  
 std::endl;
 for(int i = 0 ; i  HEIGHT_CAM*WIDTH_CAM ; i++)
 {
 memcpy(im_.get()-data()+i*3  , r, 1);
 memcpy(im_.get()-data()+i*3+1, g, 1);
 memcpy(im_.get()-data()+i*3+2, b, 1);
 }
...
 stateset.get()-setTextureAttributeAndModes(0, texture_.get(), 
 osg::StateAttribute::ON);
 stateset.get()-setMode(GL_BLEND,osg::StateAttribute::ON);
 stateset.get()-setRenderingHint(osg::StateSet::OPAQUE_BIN);
 geode.get()-getOrCreateStateSet()-setMode(GL_LIGHTING, false);
   
 And result is 160-0-204 

What do you mean by 'result'?  Are you color picking the rendered geometry?
I'd make sure the texture environment mode is 'DECAL', otherwise it's modified 
by the
color of the underlying geometry.

Also, why do you turn blending on but then put the object into the opaque bin?  
It's
usually blending-on/transparent or blending-off/opaque.  Just saying :-)

Cheers,
/ulrich
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Re: [osg-users] How to implement a fuel tank

2010-10-22 Thread Robert Osfield
HI Juan,

On Fri, Oct 22, 2010 at 8:42 AM, Juan forsakenwarl...@gmail.com wrote:
     I want to use OSG to implement a irregular fuel tank, I can see the oil
 in this tank, oil can be changed by configuration parameters, you can rotate
 the tank, mobile, how should I achieve?

This is rather opened ended question and could span a multitude of
topics.  So.. lets start narrowing it down.

Are you needing to do some kind of physical simulation of the oil?
This really isn't an OSG topic but it's an important to be able to
know what is appropriate to ask from the OSG community, you'll want a
specialist that knows about fluid physics simulation.

As for rotating a tank, are we just talking about moving it as a solid
body, if so use a osg::Transform nodes such as MatrixTransform or
PositionAttitudeTrasnform.  See osganimation example.

Robert.
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Re: [osg-users] OSG on IPhone

2010-10-22 Thread Stephan Huber
Hi Ulrich,

Am 22.10.10 04:32, schrieb Ulrich Hertlein:
 This should work, too:
 git clone git://github.com/stmh/osg.git
 git pull origin iphone
 
 This is giving me a heap of conflicts (on a clean checkout/clone) along the 
 lines of
 From git://github.com/stmh/osg
  * branchiphone - FETCH_HEAD
 CONFLICT (rename/delete): Rename
 IPhone_Project/osgPlugins/imageio/ReaderWriterImageIO.cpp-src/osgPlugins/imageio/ReaderWriterImageIO_IPhone.cpp
 in b79883a69545f82a573ec8aaa350262b3dedf4b1 and deleted in HEAD
 CONFLICT (delete/modify): IPhone_Project/OSGIPhone.xcodeproj/hogbox.mode1v3 
 deleted in
 HEAD and modified in b79883a69545f82a573ec8aaa350262b3dedf4b1. Version
 b79883a69545f82a573ec8aaa350262b3dedf4b1 of
 IPhone_Project/OSGIPhone.xcodeproj/hogbox.mode1v3 left in tree.
 CONFLICT (delete/modify): IPhone_Project/OSGIPhone.xcodeproj/hogbox.pbxuser 
 deleted in
 HEAD and modified in b79883a69545f82a573ec8aaa350262b3dedf4b1. Version
 b79883a69545f82a573ec8aaa350262b3dedf4b1 of
 IPhone_Project/OSGIPhone.xcodeproj/hogbox.pbxuser left in tree.
 ...
 
 The 'git clone, git branch, git checkout' that Florian described above works 
 however...
 
 (I absolutely haven't got my head around git at all yet, so this might be a 
 case of user
 error.)
 
 Or am I using the wrong repository?

No the repo is fine. My experience with git is also limited and I did
some mistakes when checking stuff into the master-branch in the past.

(I did a git push origin master from my iphone-branch which pushed the
iphone-related stuff into the master-branch. After I realized my fault,
I couldn't revert the change, so I deleted the iPhone-specific stuff
from this branch. I am still looking for a way to reset the master
branch to a specific version on github.)

Be sure to pull into the right branch e.g.

git clone git://github.com/stmh/osg.git
cd osg
#switch to the iphone-branch
git checkout iphone
#pull new changes
git pull origin iphone


cheers,
Stephan
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Re: [osg-users] Better debug visualization in Visual Studio

2010-10-22 Thread Dženan Zukić
Hi,

have you tried it? Opinions, experience?

Cheers,
Dženan

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Re: [osg-users] How to implement a fuel tank

2010-10-22 Thread Juan
HI Robert
Thank you for your explanation, the focus of this implementation is the
physics engine, and I intend to use physx to achieve physical simulation,
using OSG rendering, should be able to get the effect I want, thanks again!
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Re: [osg-users] How to implement a fuel tank

2010-10-22 Thread Robert Osfield
Hi Juan,

On Fri, Oct 22, 2010 at 10:30 AM, Juan forsakenwarl...@gmail.com wrote:
     Thank you for your explanation, the focus of this implementation is the
 physics engine, and I intend to use physx to achieve physical simulation,
 using OSG rendering, should be able to get the effect I want, thanks again!

There are users who tackle physics in the OSG community, but it's
mainly centered on the rendering side.  You'll certainly find more
focussed assistance from communities around Physx or other physics
engines so I'd recommend you ask you question there.

Robert.
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Re: [osg-users] Better debug visualization in Visual Studio

2010-10-22 Thread Vincent Bourdier

Hi,

FYI, this is not compatible on VS2008 and previous versions. (I mean the 
_vcee_autoexp variable)

For theses versions you have to edit the autoexp.dat file.

Sorry I didn't tried already

Vincent.

Le 22/10/2010 10:35, Dženan Zukić   a écrit :

Hi,

have you tried it? Opinions, experience?

Cheers,
Dženan

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Re: [osg-users] Drawing complex labels of 3D points in screen space

2010-10-22 Thread Yurii Monakov
Hi,

Thank you for the answer. Now I'm searching for the right way to get
to some level (for example, base level, e.g. root) of MVPW matrix
stack from callback or accept() call. But all I see is top level,
which is actual only for the current node.

Yurii

2010/10/22 J.P. Delport jpdelp...@csir.co.za:
 Hi,

 On 21/10/10 18:26, Yurii Monakov wrote:

 Hi All

 After some googling I've discovered an AutoTransform node )) When
 setting it's auto-rotate mode to ROTATE_TO_SCREEN and
 setAutoScaleToScreen(true) it gives me exactly what I want. The only
 problem is that after looking at AutoTransform node I noticed that it
 does a lot of computation inside. The only thing I need is to push
 root's MVPW matrix to some part of the graph (Transform nodes, which
 are children of the screen-spaced node) to update their positions
 properly. Is there any other way to do this?

 not that I know of, but I think you've now discovered enough to create your
 own node, either based on AutoTransform (but for already screen-spaced
 geometry) or your own.

 jp


 Thank you!

 Yurii
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Re: [osg-users] Drawing complex labels of 3D points in screen space

2010-10-22 Thread J.P. Delport

Hi,

On 22/10/10 12:36, Yurii Monakov wrote:

Hi,

Thank you for the answer. Now I'm searching for the right way to get
to some level (for example, base level, e.g. root) of MVPW matrix
stack from callback or accept() call. But all I see is top level,
which is actual only for the current node.


I'm not 100% sure, but I think start by searching for use of 
node-getParentalNodePaths() or the use of CullStack.


jp



Yurii

2010/10/22 J.P. Delportjpdelp...@csir.co.za:

Hi,

On 21/10/10 18:26, Yurii Monakov wrote:


Hi All

After some googling I've discovered an AutoTransform node )) When
setting it's auto-rotate mode to ROTATE_TO_SCREEN and
setAutoScaleToScreen(true) it gives me exactly what I want. The only
problem is that after looking at AutoTransform node I noticed that it
does a lot of computation inside. The only thing I need is to push
root's MVPW matrix to some part of the graph (Transform nodes, which
are children of the screen-spaced node) to update their positions
properly. Is there any other way to do this?


not that I know of, but I think you've now discovered enough to create your
own node, either based on AutoTransform (but for already screen-spaced
geometry) or your own.

jp



Thank you!

Yurii
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Re: [osg-users] Animation with Cubic Bezier path

2010-10-22 Thread daniele argiolas
I've a pratical case, can anybody help me??

I've 4 keyframes: 
v[0] = osg::Vec3(0, 0, 0); 
v[1] = osg::Vec3(20, 0, 0); 
v[2] = osg::Vec3(40, 0, 0); 
v[3] = osg::Vec3(60, 0, 0); 

in times 0,2,4,6

How to move along this keyframes with a constant speed from 0,0 to 60,0???

thanks

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Re: [osg-users] color not the good one -_-

2010-10-22 Thread Anthony Face
Thanks for your answer... 

I just forgot to netral color on objets witch used this texture and it take 
something like 204-204-204 unsted of 0 0 0

now its works ...

Thanks you


 (http://www.hordes.fr?ref=litllechicken)

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Re: [osg-users] Animation with Cubic Bezier path

2010-10-22 Thread Robert Osfield
Hi Daniele,

Have you looked at the osganimation example?

Robert.

On Fri, Oct 22, 2010 at 12:03 PM, daniele argiolas arj...@gmail.com wrote:
 I've a pratical case, can anybody help me??

 I've 4 keyframes:
 v[0] = osg::Vec3(0, 0, 0);
 v[1] = osg::Vec3(20, 0, 0);
 v[2] = osg::Vec3(40, 0, 0);
 v[3] = osg::Vec3(60, 0, 0);

 in times 0,2,4,6

 How to move along this keyframes with a constant speed from 0,0 to 60,0???

 thanks

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Re: [osg-users] Animation with Cubic Bezier path

2010-10-22 Thread daniele argiolas
yes, I've looked all examples.

I need a bezier path animation with constant speed from first to last keyframe. 
Is it more clear?

How?

thanks



robertosfield wrote:
 Hi Daniele,
 
 Have you looked at the osganimation example?
 
 Robert.
 
 On Fri, Oct 22, 2010 at 12:03 PM, daniele argiolas  wrote:
 
  I've a pratical case, can anybody help me??
  
  I've 4 keyframes:
  v[0] = osg::Vec3(0, 0, 0);
  v[1] = osg::Vec3(20, 0, 0);
  v[2] = osg::Vec3(40, 0, 0);
  v[3] = osg::Vec3(60, 0, 0);
  
  in times 0,2,4,6
  
  How to move along this keyframes with a constant speed from 0,0 to 60,0???
  
  thanks
  
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[osg-users] Why is Vec not a template?

2010-10-22 Thread Mathias Goldau
Hi,

I just wondered why Vec3 and related Vec classes are all different classes and
why they aren't realized as templates?

best regards
Mathias

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Re: [osg-users] integrating tessellation shaders into osg

2010-10-22 Thread Holger Helmich
Hi everyone,

good News. I realized to add the tesselation shaders into OSG 2.9.9. It is 
still a beta version, so I have to test a little bit more before I will commit 
it to the community. I am gone over the week end but I will finish it during 
the next week. 

Hope to find some guys who will have a look over it and try some tests.

Cheers,
Holger

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Re: [osg-users] Why is Vec not a template?

2010-10-22 Thread Robert Osfield
Hi Mathias,

On Fri, Oct 22, 2010 at 1:01 PM, Mathias Goldau
m...@informatik.uni-leipzig.de wrote:
 I just wondered why Vec3 and related Vec classes are all different classes and
 why they aren't realized as templates?

Because templates aren't always the perfect tool for the job.

Three main reasons : specialization of types required in various
methods makes templates more awkward to write and maintain, secondly
templates are slow to compile - the more low level templates you use
the greater the slow down,  and finally templates are pain in the butt
to decifer when you get compile errors.

Robert.
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Re: [osg-users] Why is Vec not a template?

2010-10-22 Thread Mathias Goldau
Am 22.10.2010 14:37, Robert Osfield wrote:
 Hi Mathias,
 
 On Fri, Oct 22, 2010 at 1:01 PM, Mathias Goldau
 m...@informatik.uni-leipzig.de wrote:
 I just wondered why Vec3 and related Vec classes are all different classes 
 and
 why they aren't realized as templates?
 
 Because templates aren't always the perfect tool for the job.

 Three main reasons : specialization of types required in various
 methods makes templates more awkward to write and maintain, secondly
 templates are slow to compile - the more low level templates you use
 the greater the slow down,  and finally templates are pain in the butt
 to decifer when you get compile errors.

ok, I could imagine that at least the value_type for all Vec3 derivates would
be a good choice for a template, since the operations for Vec3f and Vec3d,
etc. are exactly the same (I guess).
I really could imagine that a template size_t, typename value_type  is
indeed really awkward and hard to maintain. But so you will have much more
code duplication.
In point of compile time: Hmm the Vec[2-4] classes are not very big, there are
many other templates in OSG which have much higher complexity.

Mathias

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[osg-users] VertexBufferObects causing crash/bad geometry [2.8.2]

2010-10-22 Thread Andrew Cunningham
Hi,
This is a Windows 32/64app, fully single threaded(app and OSG in one thread). 

Quadro FX1800, latest drivers.

I am rendering basic polygonal geometry - and I have been experimenting with 
turning on use of VBO's. I want to emphasize that the app shows zero issues 
until I turn VBO's on for geometry with a PrimitiveSet such as  
osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES)


.e.g

if(osgGrid_-areFastPathsUsed()){
osgGrid_-setUseVertexBufferObjects(true);
}else{
osgGrid_-setUseDisplayList(true);
}

When I turn on VBO's , the normally reliable app starts reproducibly showing 
essentially random geometry for the objects (only) where UseVertexBufferObjects 
is true. Non-VBO objects render fine. And the VBO objects render fine when 
useVBO is off.

Crashes sometimes result. The symptoms are similar to multithreading issues 
where one thread is accessing stale data from another thread.

 Are the calls to the underlying rendering of VBO's asynchronous? It's as if 
the VBO calls are getting stale data  or something. Problems seem to happen 
particularly if I close a window then open another one, again as if the 
rendering was continuing with 'old' data in the old window. 

All sounds a bit vague, I know, but these types of things are a nightmare to 
debug.

Andrew

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Re: [osg-users] VPB problem with large database...

2010-10-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Jp,

Thanks for the suggestion. I'll give it a try.

Thinking that it might be a video card limitation (texture memory), I tried
building the same content on a more capable video card (Nvidia 9800 GTX) and
I'm still having the problem of having the osgdem threads dying out.

I'm suspecting that VPB is having trouble with the large tif files and the
number of them. I have 10,271 tif files in a single directory where each tif
file is ~30MB in size. If I pare down the number of files to just a few, it
builds fine. When I throw the full gamut of tif files at it, VPB chokes.
Apparently there's some sort of limitation here to what it can handle.

I'll continue to investigate and post my findings...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
Delport
Sent: Friday, October 22, 2010 12:30 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB problem with large database...

Hi,

you can check in the tasks folder to see exactly the osgdem command(s) 
that would be executed by vpb. Try execute one of these manually and see 
if it does not report any useful errors.

jp

On 21/10/10 20:31, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 All,

 I'm seeing some issues with VPB when attempting to build a very large
 database. My command is the following:

 vpbmaster -TERRAIN -PagedLOD -geocentric -whole-globe -t
 wholeearthtexture -t detailtexture -d dted -l 24 -o database.ive

 What I'm seeing is that vpbmaster creates the tasks and logs directories
 followed by the scheduling of tasks. During the scheduling of tasks, I
 see the threads osgdem. created on the machine and then die a few
 seconds later. vpbmaster then just waits for something to happen and
 eventually goes to sleep. I'm guessing that this is happening because
 the threads died for some reason and vpbmaster just sits there waiting
 for them to come back.

 I understand the VPB is able to handle the building of very large
 databases but it seems to be choking in our particular case. If I run
 the same command above on a smaller set of data, things run just fine.

 Our system has 16 processors with ample disk and memory space to handle
 what is needed. It also runs Fadora core 13.

 Has anyone else seen this issue? Is there a flag or setting that I need
 to use to build a large database?

 Any input would be appreciated.

 -Shayne



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Re: [osg-users] Terrain geometry

2010-10-22 Thread Chris 'Xenon' Hanson
On 10/21/2010 3:46 PM, Robert Gosztyla wrote:
 Hi,
 I'm back again with my terrain editing question :). I was serching forum for 
 some solution, but i didn't find any. If i have found at least terraintile 
 geometry and drawable associated with that how i could change this geometry? 
 I've tried to use dirtyDisplayList() method, but it doesn't work as expected, 
 i found also in some post that for terrain rendering this method won't work. 
 There is also project called osgTDS, which modifies terrain geometry during 
 loading from file and there is used method replaceDrawable() for geode. Is it 
 the only solution for it? Or i can do is in some other way too? I rather 
 don't want to modify height file, because probably i need some additional 
 adjustment than only height on my terrain. 

  I haven't tried modifying the heightfield on the fly while it is already 
displayed, but
as far as I know, dirtying the Node should cause an update of any precomputed 
or cached
data. I have used the modify-the-heightfield method during load and it works 
fine. perhaps
Robert Osfield can comment on what's needed to update the displayed 
representation once it
is already loaded.

-- 
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http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
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Re: [osg-users] Upside down smoke trail

2010-10-22 Thread Wojciech Lewandowski

Hi Kevin,

Below is a piece of code that does exactly what you want in global WGS84 
ellipsoid coord space. In your case just replace _xyz  with the direction 
vector you want the smoke to move.


osgParticle::FluidProgram* fp =
 dynamic_castosgParticle::FluidProgram*
 ( _smokeTrailParticleEffect-getProgram() );

if( fp )
{
osg::Vec3 v = _xyz;

if( v.normalize()  0.0 )
   fp-setAcceleration( v * 9.81 );

}

Cheers,
Wojtek Lewandowski

-Original Message- 
From: Kevin Bentley

Sent: Thursday, October 21, 2010 10:35 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Upside down smoke trail

Hi,

I want to have a particle effect that looks like falling dust/dirt. I was 
thinking of using something like a smoketrail effect (with a different 
texture), but I can't figure out how to make the particles go down instead 
of up.


Amy I on the wrong track here? Any ideas how to best accomplish a falling 
dust/dirt effect?


Thanks,

Kevin

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Re: [osg-users] Animation with Cubic Bezier path

2010-10-22 Thread Jason Daly

daniele argiolas wrote:

yes, I've looked all examples.

I need a bezier path animation with constant speed from first to last keyframe. 
Is it more clear?
  


You might need to implement it yourself if OSG's spline interpolation 
doesn't provide a constant velocity.   Here's a link I found on the topic:


http://community.spinxengine.com/content/19-constant-speed-cubic-spline-interpolation.html

--J

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Re: [osg-users] Why is Vec not a template?

2010-10-22 Thread Robert Osfield
Hi Mathias,

On Fri, Oct 22, 2010 at 2:45 PM, Mathias Goldau
m...@informatik.uni-leipzig.de wrote:
 I really could imagine that a template size_t, typename value_type  is
 indeed really awkward and hard to maintain. But so you will have much more
 code duplication.

There is practically no maintenance work required on the Vec classes,
they just work, so having duplicated is of no cost to the community.

 In point of compile time: Hmm the Vec[2-4] classes are not very big, there are
 many other templates in OSG which have much higher complexity.

Templates are used in the OSG pretty sparingly, and generally for very
specific purposes where they add really extra value.  For instance you
ref_ptr and TriangleIndexFunctor are both examples where the
alternatively of not using a template would be a nightmare of coding
for end users.  There are very few really complicated templates
though, any type of coding that tries to be really clever is a recipe
of a long term maintenance disaster so is something I prefer to avoid.

Robert.
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Re: [osg-users] VertexBufferObects causing crash/bad geometry [2.8.2]

2010-10-22 Thread Robert Osfield
Hi Andrew,

This sounds like a driver issue or perhaps corrupted data on the app
side.  Could you try your app on another machine?

Robert.

On Fri, Oct 22, 2010 at 3:27 PM, Andrew Cunningham andr...@mac.com wrote:
 Hi,
 This is a Windows 32/64app, fully single threaded(app and OSG in one thread).

 Quadro FX1800, latest drivers.

 I am rendering basic polygonal geometry - and I have been experimenting with 
 turning on use of VBO's. I want to emphasize that the app shows zero issues 
 until I turn VBO's on for geometry with a PrimitiveSet such as  
 osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES)


 .e.g

        if(osgGrid_-areFastPathsUsed()){
                osgGrid_-setUseVertexBufferObjects(true);
        }else{
                osgGrid_-setUseDisplayList(true);
        }

 When I turn on VBO's , the normally reliable app starts reproducibly showing 
 essentially random geometry for the objects (only) where 
 UseVertexBufferObjects is true. Non-VBO objects render fine. And the VBO 
 objects render fine when useVBO is off.

 Crashes sometimes result. The symptoms are similar to multithreading issues 
 where one thread is accessing stale data from another thread.

  Are the calls to the underlying rendering of VBO's asynchronous? It's as if 
 the VBO calls are getting stale data  or something. Problems seem to happen 
 particularly if I close a window then open another one, again as if the 
 rendering was continuing with 'old' data in the old window.

 All sounds a bit vague, I know, but these types of things are a nightmare to 
 debug.

 Andrew

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Re: [osg-users] [3rdparty] Sound In OSG

2010-10-22 Thread Matt Caron
Are there standard ways to configure sound placement from outside the source 
code?  Looking through the 1 page of documentation that comes with the source 
code as well as the examples, I see that I can place a sound object at an (x,y) 
position - so I can manually place it somewhere in my model.  However, what I'd 
really like to do is configure Sound1 to position itself at Node1, so that when 
I make changes to my coordinate system, model, etc. I won't have to recalculate 
and re-code position information.  I see that sound nodes are extensions of 
OSG's Node so I can manipulate them in the same way, but I would still need to 
change the source code if I ever moved or manipulated my 3D model.

For example, I have a large model of a school and I'd like to attach a bell 
ring to the bell tower, cheers to the stadium, etc.  It would be great if I 
could just write a config file or smarter source code that would always pair 
each sound with its part of the model in the scene.  Has anyone solved this 
task before?

Also, is there any detailed documentation for this system?  The only 
documentation I found on the google project site was for building the system - 
and then I only saw 1 page of documentation in the source.

Thanks.

Matt

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Re: [osg-users] VPB problem with large database...

2010-10-22 Thread Robert Osfield
Hi Shayne,

I don't know what might be causing problems on your system, debugging
this type of thing remotely is next to impossible.

The best I can do is suggest trying the svn/trunk version of the OSG 
VPB.  With VPB is now possible build using NVidia texture tools and
with this avoid the need for graphics context and associated graphics
card - instead you can just compile and run with Mesa libs.  For more
info have a look at the recent threads on osg-users and
osg-submissions about NVidia Texture Tools integration.

Robert.

On Fri, Oct 22, 2010 at 3:48 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Jp,

 Thanks for the suggestion. I'll give it a try.

 Thinking that it might be a video card limitation (texture memory), I tried
 building the same content on a more capable video card (Nvidia 9800 GTX) and
 I'm still having the problem of having the osgdem threads dying out.

 I'm suspecting that VPB is having trouble with the large tif files and the
 number of them. I have 10,271 tif files in a single directory where each tif
 file is ~30MB in size. If I pare down the number of files to just a few, it
 builds fine. When I throw the full gamut of tif files at it, VPB chokes.
 Apparently there's some sort of limitation here to what it can handle.

 I'll continue to investigate and post my findings...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
 Delport
 Sent: Friday, October 22, 2010 12:30 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] VPB problem with large database...

 Hi,

 you can check in the tasks folder to see exactly the osgdem command(s)
 that would be executed by vpb. Try execute one of these manually and see
 if it does not report any useful errors.

 jp

 On 21/10/10 20:31, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 All,

 I'm seeing some issues with VPB when attempting to build a very large
 database. My command is the following:

 vpbmaster -TERRAIN -PagedLOD -geocentric -whole-globe -t
 wholeearthtexture -t detailtexture -d dted -l 24 -o database.ive

 What I'm seeing is that vpbmaster creates the tasks and logs directories
 followed by the scheduling of tasks. During the scheduling of tasks, I
 see the threads osgdem. created on the machine and then die a few
 seconds later. vpbmaster then just waits for something to happen and
 eventually goes to sleep. I'm guessing that this is happening because
 the threads died for some reason and vpbmaster just sits there waiting
 for them to come back.

 I understand the VPB is able to handle the building of very large
 databases but it seems to be choking in our particular case. If I run
 the same command above on a smaller set of data, things run just fine.

 Our system has 16 processors with ample disk and memory space to handle
 what is needed. It also runs Fadora core 13.

 Has anyone else seen this issue? Is there a flag or setting that I need
 to use to build a large database?

 Any input would be appreciated.

 -Shayne



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[osg-users] PagedLOD - too many nodes

2010-10-22 Thread Tomas Hnilica
Hi,

I am using osg::PagedLOD nodes in my project for large models visualization. 
The model is splitted into several parts (like octree) and multiresolution tree 
is made - same as VPB uses:


Code:

Group
   PagedLOD
  child 0 - local tile geometry at low resolution
  child 1 - external file reference

   PagedLOD
  child 0 - local tile geometry at low resolution
  child 1 - external file reference





I understand the system of unloading nodes by DatabasePager, when PagedLOD 
nodes count is bigger than OSG_MAX_PAGEDLOD (I hope that unloaded pagedlod 
nodes unload also corresponding data on GPU - when using VBO) 

The system works fine, but the problem is in good PagedLOD::setRangeMode and 
PagedLOD::setRange (between lower res. geode and external reference) data 
setting.  Since my model is not terrain, definition of setRange value is 
crucial. I use PIXEL_SIZE_ON_SCREEN metrics and by low setRange number the high 
resolution files are requested, high number of Geometries is loaded and openGL 
out-of-memory occurs and no new nodes are loaded. The setRange number depends 
on graphical window size, GPU memory, so it should be calculated somehow - to 
get the best performance from hardware.  

Does anyone have tip how to dynamically adjust setRange values? Or is any 
better technique with different metrics?

I have an idea to adjust setRange (or change LODScale) when an out-of-memory 
openGL error occurs. Then I would change the setRange value (it is same for all 
pagedLOD nodes), free the GPU memory and load again. 

What do you think about this idea?
How do I free occupied GPU memory? Is is enough to reconnect the subtree from 
scene?
How do I catch openGL error?

Could culling settings help here to have smaller scene? Culling in my app is 
set to OSG default.

Many thanks in advance, 
Tomas

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Re: [osg-users] [3rdparty] Sound In OSG

2010-10-22 Thread Chris 'Xenon' Hanson
On 10/22/2010 10:32 AM, Matt Caron wrote:
 Are there standard ways to configure sound placement from outside the source 
 code?  Looking through the 1 page of documentation that comes with the source 
 code as well as the examples, I see that I can place a sound object at an 
 (x,y) position - so I can manually place it somewhere in my model.  However, 
 what I'd really like to do is configure Sound1 to position itself at Node1, 
 so that when I make changes to my coordinate system, model, etc. I won't have 
 to recalculate and re-code position information.  I see that sound nodes are 
 extensions of OSG's Node so I can manipulate them in the same way, but I 
 would still need to change the source code if I ever moved or manipulated my 
 3D model.
 For example, I have a large model of a school and I'd like to attach a bell 
 ring to the bell tower, cheers to the stadium, etc.  It would be great if I 
 could just write a config file or smarter source code that would always pair 
 each sound with its part of the model in the scene.  Has anyone solved this 
 task before?

  I guess I'd probably make a visitor that goes out and located the nodes you 
want by
name, and attaches similarly-named sounds to them? That way wherever those 
nodes are in
the model, they get their appropriate sounds.

 Also, is there any detailed documentation for this system?  The only 
 documentation I found on the google project site was for building the system 
 - and then I only saw 1 page of documentation in the source.

  Every significant class has Doxygen-type comment documentation embedded in 
the source.
That, coupled with the examples, is all there is. Similar to OSG itself. ;)

 Thanks.
 Matt

-- 
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http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
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Re: [osg-users] PagedLOD - too many nodes

2010-10-22 Thread Robert Osfield
Hi Thomas,

It's possible to adjust the children selection dynamically by
adjusting the Camera::LODScale via
viewer.getCamera()-setLODScale(myScale);.

However, I think this is probably just a hack around what it
essentially an issue of poor load balancing in the paged database you
have built.  In essence what you are trying to do when using
LOD/PagedLOD's is to keep the load on the whole computer to a level
that the system can handle it comfortably.  Think about trying to aim
for a constant number of nodes in memory and on-screen, and constant
number of polygons and textures on screen, we can never attain this
exactly but this is the goal of load balancing.

Using of PagedLOD over LOD allows you to scale higher as you are
no-longer limited by main memory, however, you can still easily build
databases that are too big even for runtime use - if this is the case
then you either have to simplify the children at each LOD range or
make the LOD's ranges more conservative.

With an Octree the potentially for an explosion of nodes and
complexity of the scene is pretty high unless the Octree is sparse,
this keep balancing the books you will have to be prepared to be quite
conservative with your range settings.

There is of course often other ways to solve problems.  Perhaps some
other type of rendering/scene graph approach can held lower the load,
this needn't be in place of paging.  What other techniques might
appropriate I can't say as I know close to nothing about your
application and the type of data you are trying to handle.

Robert.

Robert.

On Fri, Oct 22, 2010 at 5:41 PM, Tomas Hnilica
tomas.hnil...@webstep.net wrote:
 Hi,

 I am using osg::PagedLOD nodes in my project for large models visualization.
 The model is splitted into several parts (like octree) and multiresolution 
 tree is made - same as VPB uses:


 Code:

 Group
   PagedLOD
      child 0 - local tile geometry at low resolution
      child 1 - external file reference

   PagedLOD
      child 0 - local tile geometry at low resolution
      child 1 - external file reference





 I understand the system of unloading nodes by DatabasePager, when PagedLOD 
 nodes count is bigger than OSG_MAX_PAGEDLOD (I hope that unloaded pagedlod 
 nodes unload also corresponding data on GPU - when using VBO)

 The system works fine, but the problem is in good PagedLOD::setRangeMode and 
 PagedLOD::setRange (between lower res. geode and external reference) data 
 setting.  Since my model is not terrain, definition of setRange value is 
 crucial. I use PIXEL_SIZE_ON_SCREEN metrics and by low setRange number the 
 high resolution files are requested, high number of Geometries is loaded and 
 openGL out-of-memory occurs and no new nodes are loaded. The setRange number 
 depends on graphical window size, GPU memory, so it should be calculated 
 somehow - to get the best performance from hardware.

 Does anyone have tip how to dynamically adjust setRange values? Or is any 
 better technique with different metrics?

 I have an idea to adjust setRange (or change LODScale) when an out-of-memory 
 openGL error occurs. Then I would change the setRange value (it is same for 
 all pagedLOD nodes), free the GPU memory and load again.

 What do you think about this idea?
 How do I free occupied GPU memory? Is is enough to reconnect the subtree from 
 scene?
 How do I catch openGL error?

 Could culling settings help here to have smaller scene? Culling in my app is 
 set to OSG default.

 Many thanks in advance,
 Tomas

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 http://forum.openscenegraph.org/viewtopic.php?p=33000#33000





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Re: [osg-users] VertexBufferObects causing crash/bad geometry [2.8.2]

2010-10-22 Thread Andrew Cunningham
Hi Robert,

Tried two XP machines ... identical behavior as long as H/W acceleration is on. 
Both graphics cards are nVidia, though.

 If I disable the drivers, there are no problems , but that is not surprising 
as OSG defaults to a non-VBO code path.

I am using the OSG API in a very vanilla way, and both debug and release 
builds show the issue.

 If I was exceeding vector bounds or otherwise abusing the OSG API that 
should  be caught in the debug build or by OSG_NOTIFY_LEVEL

Quite the mystery, I can toggle my use of VBOs  at runtime so may look into 
this with some memory checking tools.

Andrew

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Re: [osg-users] Why is Vec not a template?

2010-10-22 Thread Brad Colbert
Gent's,

I was wondering the same.

A templated Vec class isn't all that hard to implement and maintain, it's 
pretty straight forward.  What's a pain is a templated Matrix class, although 
totally doable (from experience).  I would gladly help if someone wanted to 
start taking on the task.

-B


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mathias Goldau
Sent: Friday, October 22, 2010 6:46 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Why is Vec not a template?

Am 22.10.2010 14:37, Robert Osfield wrote:
 Hi Mathias,
 
 On Fri, Oct 22, 2010 at 1:01 PM, Mathias Goldau
 m...@informatik.uni-leipzig.de wrote:
 I just wondered why Vec3 and related Vec classes are all different classes 
 and
 why they aren't realized as templates?
 
 Because templates aren't always the perfect tool for the job.

 Three main reasons : specialization of types required in various
 methods makes templates more awkward to write and maintain, secondly
 templates are slow to compile - the more low level templates you use
 the greater the slow down,  and finally templates are pain in the butt
 to decifer when you get compile errors.

ok, I could imagine that at least the value_type for all Vec3 derivates would
be a good choice for a template, since the operations for Vec3f and Vec3d,
etc. are exactly the same (I guess).
I really could imagine that a template size_t, typename value_type  is
indeed really awkward and hard to maintain. But so you will have much more
code duplication.
In point of compile time: Hmm the Vec[2-4] classes are not very big, there are
many other templates in OSG which have much higher complexity.

Mathias

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Re: [osg-users] VPB problem with large database...

2010-10-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the reply. I can try the latest version of OSG/VPB to build the
database but will the database still be compatible with an app that uses OSG
2.8.2 to fly through the database? I'm not really in a position to update
our application software to the latest version of OSG at this time. If I can
still get by with using OSG 2.8.2 in our app, then I'm more amenable to
upgrading to the latest OSG/VPB for our build machine.

Thanks for your input and help.
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, October 22, 2010 10:32 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB problem with large database...

Hi Shayne,

I don't know what might be causing problems on your system, debugging
this type of thing remotely is next to impossible.

The best I can do is suggest trying the svn/trunk version of the OSG 
VPB.  With VPB is now possible build using NVidia texture tools and
with this avoid the need for graphics context and associated graphics
card - instead you can just compile and run with Mesa libs.  For more
info have a look at the recent threads on osg-users and
osg-submissions about NVidia Texture Tools integration.

Robert.

On Fri, Oct 22, 2010 at 3:48 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Jp,

 Thanks for the suggestion. I'll give it a try.

 Thinking that it might be a video card limitation (texture memory), I
tried
 building the same content on a more capable video card (Nvidia 9800 GTX)
and
 I'm still having the problem of having the osgdem threads dying out.

 I'm suspecting that VPB is having trouble with the large tif files and the
 number of them. I have 10,271 tif files in a single directory where each
tif
 file is ~30MB in size. If I pare down the number of files to just a few,
it
 builds fine. When I throw the full gamut of tif files at it, VPB chokes.
 Apparently there's some sort of limitation here to what it can handle.

 I'll continue to investigate and post my findings...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
 Delport
 Sent: Friday, October 22, 2010 12:30 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] VPB problem with large database...

 Hi,

 you can check in the tasks folder to see exactly the osgdem command(s)
 that would be executed by vpb. Try execute one of these manually and see
 if it does not report any useful errors.

 jp

 On 21/10/10 20:31, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 All,

 I'm seeing some issues with VPB when attempting to build a very large
 database. My command is the following:

 vpbmaster -TERRAIN -PagedLOD -geocentric -whole-globe -t
 wholeearthtexture -t detailtexture -d dted -l 24 -o database.ive

 What I'm seeing is that vpbmaster creates the tasks and logs directories
 followed by the scheduling of tasks. During the scheduling of tasks, I
 see the threads osgdem. created on the machine and then die a few
 seconds later. vpbmaster then just waits for something to happen and
 eventually goes to sleep. I'm guessing that this is happening because
 the threads died for some reason and vpbmaster just sits there waiting
 for them to come back.

 I understand the VPB is able to handle the building of very large
 databases but it seems to be choking in our particular case. If I run
 the same command above on a smaller set of data, things run just fine.

 Our system has 16 processors with ample disk and memory space to handle
 what is needed. It also runs Fadora core 13.

 Has anyone else seen this issue? Is there a flag or setting that I need
 to use to build a large database?

 Any input would be appreciated.

 -Shayne



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[osg-users] Wrong CMake output directory using Visual - half submission

2010-10-22 Thread Sukender
Hi Robert, hi all,

I spotted the binaries are not in /bin as usual with my new config (CMake 
2.8.2, VS2010 x64), but in /bin/Debug and /bin/Release.
I think CMake 2.8.2 is the cause because the usual way to work around these 
subdirs should not work anymore (SET_TARGET_PROPERTIES(Target PROPERTIES 
PREFIX ../)). I found a way to make it work properly. However I don't post it 
as a submussion because I didn't test it as it should (not tested under Linux), 
and I guess we must write some versionning code (if cmake version is below 
x.y.z...). Here is my code, to be put in the root CMakeLists.txt:

Instead of using
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${OUTPUT_LIBDIR})
and such, use:
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_CONFIG ${OUTPUT_LIBDIR})

So the code should look like:

FOREACH(CONF ${CMAKE_CONFIGURATION_TYPES})
STRING(TOUPPER ${CONF} CONF)
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_${CONF} ${OUTPUT_LIBDIR})
SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_${CONF} ${OUTPUT_BINDIR})
IF(WIN32)
SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_${CONF} ${OUTPUT_BINDIR})
ELSE()
SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_${CONF} ${OUTPUT_LIBDIR})
ENDIF()
ENDFOREACH()


Hope someone will take a few minutes to write a nice CMake script (and figure 
out the version number from which this can bu used, if this is really 100% 
CMake related)
Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Wrong CMake output directory using Visual - half submission

2010-10-22 Thread Chuck Seberino
Sukender,

It is indeed related to CMake = 2.8.1.  I have had success setting all 
configuration types including the generic one, which seems to work on Linux, 
OSX and Windows.  So:

SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${OUTPUT_LIBDIR})
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE ${OUTPUT_LIBDIR})
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG   ${OUTPUT_LIBDIR})

That way it works with older and newer versions of CMake.  Older versions don't 
know/use/ignore the specific configuration types and newer CMake uses the most 
specific setting.

The conditional below I use for other situations.  It works for me since I am 
simply checking against previous versions:

# CMake = 2.8.1 changed the output directory algorithm...
if (CMAKE_CONFIGURATION_TYPES AND NOT APPLE)
if (${CMAKE_MAJOR_VERSION} EQUAL 2 AND 
(${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION} LESS 8.1))
#Perform 'old' CMake method.
# ...
endif ()
endif ()

HTH

Chuck Seberino


On Oct 22, 2010, at 11:13 AM, Sukender wrote:

 Hi Robert, hi all,
 
 I spotted the binaries are not in /bin as usual with my new config (CMake 
 2.8.2, VS2010 x64), but in /bin/Debug and /bin/Release.
 I think CMake 2.8.2 is the cause because the usual way to work around these 
 subdirs should not work anymore (SET_TARGET_PROPERTIES(Target PROPERTIES 
 PREFIX ../)). I found a way to make it work properly. However I don't post 
 it as a submussion because I didn't test it as it should (not tested under 
 Linux), and I guess we must write some versionning code (if cmake version is 
 below x.y.z...). Here is my code, to be put in the root CMakeLists.txt:
 
 Instead of using
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${OUTPUT_LIBDIR})
 and such, use:
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_CONFIG ${OUTPUT_LIBDIR})
 
 So the code should look like:
 
 FOREACH(CONF ${CMAKE_CONFIGURATION_TYPES})
   STRING(TOUPPER ${CONF} CONF)
   SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_${CONF} ${OUTPUT_LIBDIR})
   SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_${CONF} ${OUTPUT_BINDIR})
   IF(WIN32)
   SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_${CONF} ${OUTPUT_BINDIR})
   ELSE()
   SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_${CONF} ${OUTPUT_LIBDIR})
   ENDIF()
 ENDFOREACH()
 
 
 Hope someone will take a few minutes to write a nice CMake script (and figure 
 out the version number from which this can bu used, if this is really 100% 
 CMake related)
 Cheers,
 
 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Why is Vec not a template?

2010-10-22 Thread Robert Osfield
Hi Brad,

On Fri, Oct 22, 2010 at 6:17 PM, Brad Colbert bcolb...@rscusa.com wrote:
 A templated Vec class isn't all that hard to implement and maintain, it's 
 pretty straight forward.

There are awkward, and making it templated is totally pointless.  What
is there to gain?

 What's a pain is a templated Matrix class, although totally doable (from 
 experience).  I would gladly help if someone wanted to start taking on the 
 task.

I'm not about to merge code that offers no advancement in features,
performance or maintainability.  There are plenty of things the
community can help out with, stuff that doesn't advance the OSG is a
step backwards.

Robert.
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Re: [osg-users] Why is Vec not a template?

2010-10-22 Thread Brad Colbert
I'm not suggesting it happen, just that if anyone is interested I can give them 
moral support ;)

For the sake of argument, however, the advantage of template vector and matrix 
classes is that where any operations can be evaluated during compile time, will 
be (assuming that the operations are coded using template metaprogramming 
techniques).  This would result in less work for the CPU during run-time.

One thing I would like to see is, where possible, taking advantage of SSE(2/3) 
instructions on CPU's that have them.  I imagine that there could be some speed 
up, especially if operations could be batched (I'm sure a whole other 
can-o-worms).

Anyway, for what it's worth.

-B


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Friday, October 22, 2010 11:36 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Why is Vec not a template?

Hi Brad,

On Fri, Oct 22, 2010 at 6:17 PM, Brad Colbert bcolb...@rscusa.com wrote:
 A templated Vec class isn't all that hard to implement and maintain, it's 
 pretty straight forward.

There are awkward, and making it templated is totally pointless.  What
is there to gain?

 What's a pain is a templated Matrix class, although totally doable (from 
 experience).  I would gladly help if someone wanted to start taking on the 
 task.

I'm not about to merge code that offers no advancement in features,
performance or maintainability.  There are plenty of things the
community can help out with, stuff that doesn't advance the OSG is a
step backwards.

Robert.
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Re: [osg-users] Box Selection Tool

2010-10-22 Thread Scott Shaw
I've come to realize that it wasn't the intersector that was being slow, it was 
selecting all of the nodes that the intersector found that was being slow.  One 
thing that concerns me though is that the intersector is returning over 95 
intersections, which is over double the amount of polygons in my geometry.  
Anybody know why this is happening?

Thanks,
Scott

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Re: [osg-users] Why is Vec not a template?

2010-10-22 Thread Robert Osfield
Hi Brad,

On Fri, Oct 22, 2010 at 8:13 PM, Brad Colbert bcolb...@rscusa.com wrote:
 One thing I would like to see is, where possible, taking advantage of 
 SSE(2/3) instructions on CPU's that have them.  I imagine that there could be 
 some speed up, especially if operations could be batched (I'm sure a whole 
 other can-o-worms).

For apps that are limited by math performance this would be useful,
but for most scene graph applications the matrix maths is never
anything close to a bottleneck.  We are mostly bandwidth limited, and
what CPU overheads we see are largely down to cache misses as the
scene graph churns through lots of data in memory.

So stuff like SSE optimizations are really the for physics engines and
alike rather than scene graphs.

Robert.
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[osg-users] OSGDEM output flattening

2010-10-22 Thread Brad Colbert
I'm passing along a question from our database team:


We would like to flatten certain areas of the terrain polygons for a given 
DTED/DEM input file. Is there an option for VPB where we can specify a 
shapefile of the flattened area?

Any help/info would be greatly appreciated.

-B

---
Brad Colbert
Renaissance Sciences Corporation

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Re: [osg-users] Why is Vec not a template?

2010-10-22 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello Robert,

On 10/22/2010 10:03 PM, Robert Osfield wrote:
 Hi Brad,
 
 On Fri, Oct 22, 2010 at 8:13 PM, Brad Colbert bcolb...@rscusa.com wrote:
 One thing I would like to see is, where possible, taking advantage of 
 SSE(2/3) instructions on CPU's that have them.  I imagine that there could 
 be some speed up, especially if operations could be batched (I'm sure a 
 whole other can-o-worms).
 
 For apps that are limited by math performance this would be useful,
 but for most scene graph applications the matrix maths is never
 anything close to a bottleneck.  We are mostly bandwidth limited, and
 what CPU overheads we see are largely down to cache misses as the
 scene graph churns through lots of data in memory.
 
 So stuff like SSE optimizations are really the for physics engines and
 alike rather than scene graphs.

Not to mention that SSE and such are actually useful once you have more
data to process than only two 4x4 matrices - the overhead of setting SSE
up for the 16 values is probably higher than the benefit you could gain.
Video decoding on the other hand is a completely different story.

Now on a tangent a bit, but as we are discussing code design here: is
there a particular reason why the osg::PositionAttitudeTransform is not
a subclass of osg::MatrixTransform? It seems rather illogical and makes
for messy problems when trying to write generic code dealing with
scenegraphs that may contain either type of transform node. As they are
not derived from one another, the code needs to check which one it is
each time and handle them specially. Ugly, messy and bug prone.

Regards,

Jan
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