Re: [osg-users] [build] Getting error C2988: unrecognizable template declaration/definition while compiling osgdb_vrml
Hi, Its sound like a bug in the compiler, http://support.microsoft.com/kb/240866. See if the workaround will fix it? Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Holger Krumm Sent: 16 December 2010 07:41 To: osg-users@lists.openscenegraph.org Subject: [osg-users] [build] Getting error C2988: unrecognizable template declaration/definition while compiling osgdb_vrml Hi everybody! I try to compile the osgdb_vrml reader plugin. As of now I have managed to compile a openvrml.lib from the current version OpenVRML 0.18.5 (not via subversion but downloaded the source directly from website). When I try to compile I get a error C2988: unrecognizable template declaration/definition in openvrml\local\float.h. It seems to have something to do with the definition of OPENVRML_LOCAL beyond. Code: template typename Float OPENVRML_LOCAL inline Float fabs(const Float f) { return f 0.0 ? -f : f; } Did anyone ran into same troubles like me? Any pointer is appreciated, unfortunately my C++ knowledge is limited (little bit rusty, you know :) ) Thanks! Cheers, Holger -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34907#34907 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting camera Viewmatrix with TrackBallManipulator Matrix gives nothing but black screen
if this is your code (with all the comments) then here is what you should do: - forget about your osg::Camera* camera = new Camera; // there is already a Camera attached to the View - use view.getCamera()-setProjectionMatrixAsPerspective(45,1,1,1000); - no need to attach any CameraManipulator if you want to set the view matrix by your own (although that is the purpose of the CameraManipulator, to change the view matrix - probably you do it this way when you get more familiar with the code) - in your loop you do viewer.getView(0)-getCamera()-setViewMatrixAsLookAt(eye,center,up) -Nick On Wed, Dec 15, 2010 at 7:02 PM, Bart Jan Schuit osgfo...@tevs.eu wrote: Hi, I'm trying to setup some cameras without a manipulator. When I assign a Trackballmanipulator on the vies, I get the cow projected on the screen. But as soon as I manually setup the cameras, I get a completely black screen. I extract eye, center and up from Tman (Trackballmanipulator) by Tman-getMatrix().lookat(eye, center, up). This gives some nice coordinates, but when I put these in a camera without a manipulator like Tman, I just get a black screen. What am I doing wrong here? Code: int main( int argc, char **argv ) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(argc,argv); osg::Group* scene = new osg::Group(); osg::Node* groundNode = NULL; groundNode = osgDB::readNodeFile(cow.osg); scene-addChild(groundNode); osgViewer::CompositeViewer viewer(arguments); if (arguments.read(-2)) { // view one { osg::Vec3d eye = osg::Vec3d(0,0,250); osg::Vec3d center = osg::Vec3d(0,0,250); osg::Vec3d up = osg::Vec3d(0,0,-1); osg::Quat rotation; osg::Matrixd viewmat; osg::Camera* camera = new osg::Camera; osgViewer::View* view = new osgViewer::View; view-setName(View one); viewer.addView(view); //camera-setProjectionMatrix( osg::Matrix::ortho2D(0,512,0,512) ); //not doing anything //camera-setReferenceFrame( osg::Transform::ABSOLUTE_RF ); //camera-setViewMatrix( osg::Matrix::identity() ); view-setCameraManipulator(Tman); //Tman-setAutoComputeHomePosition(false); view-setUpViewOnSingleScreen(0); view-setSceneData(scene); //view-setCamera(camera); } // view two { osg::Matrixd viewmat; osg::Camera* camera = new osg::Camera; osgViewer::View* view = new osgViewer::View; view-setName(View two); viewer.addView(view); view-setUpViewOnSingleScreen(1); view-setSceneData(scene); //view-setCamera(camera); view-setCameraManipulator(Tman); view-setName(right); osg::Vec3d eye = osg::Vec3d(0,0,25); osg::Vec3d center = osg::Vec3d(0,0,25); osg::Vec3d up = osg::Vec3d(0,0,-1); } } viewer.realize(); while(!viewer.done()) { osg::Vec3d eye = osg::Vec3d(0,0,50); osg::Vec3d center = osg::Vec3d(0,0,50); osg::Vec3d up = osg::Vec3d(0,0,-1); Tman-setHomePosition(eye,center,up); //not working. Doesn't matter how I set eye, center etc. viewer.frame(); } } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34890#34890 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgPPU CUDA Example - slower than expected?
Hi, as I explained in some other mail to this list, I am currently working on a graph based image processing framework using CUDA. Basically, this is independent from OSG, but I am using OSG for my example application :-) For my first implemented postprocessing algorithm I need color and depth data. As I want the depth to be linearized between 0 and 1, I used a shader for that and also I render it in a separate pass to the color. This stuff is then fetched from the GPU to the CPU by directly attaching osg::Images to the cameras. This works perfectly, but is quite a bit slow, as you might already have suspected, because the data is also processed in CUDA kernels later, which is quite a back and forth ;-) In fact, my application with three filter kernels based on CUDA (one gauss blur with radius 21, one image subtract and one image pseudo-add (about as elaborate as a simple add ;-)) yields about 15 fps with a resolution of 1024 x 1024 (images for normal and absolute position information are also rendered transferred from GPU to CPU here). So with these 15 frames, I thought it should perform FAR better when avoiding that GPU - CPU copying stuff. That's when I came across the osgPPU-cuda example. As far as I am aware, this uses direct mapping of PixelBuferObjects to cuda memory space. This should be fast! At least that's what I thought, but running it at a resolution of 1024 x 1024 with a StatsHandler attached shows that it runs at just ~21 fps, not getting too much better when the cuda kernel execution is completely disabled. Now my question is: Is that a general (known) problem which cannot be avoided? Does it have anything to do with the memory mapping functions? How can it be optimized? I know that, while osgPPU uses older CUDA memory mapping functions, there are new ones as of CUDA 3. Is there a difference in performance? Any information on this is appreciated, because it will really help me to decide wether I should integrate buffer mapping or just keep the copying stuff going :-) Best Regards -Thorsten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] PixelDataBufferObject functions incorrectly named
Hi all, In PixelDataBufferObject::bindBufferInWriteMode() I was surprised to see glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB,...). According to the OpenGL spec Pack refers to *reading* pixels from the GPU into main memory. Is this a bug? The comment for the function explicitly says note: GL_PIXEL_PACK_BUFFER_ARB so I'm guessing it's intentional, and maybe in some particular situation it makes sense. However in the general case the naming is incorrect and has in fact lead me to call the wrong function. If this isn't a bug then to prevent others being similarly mislead I suggest we do one of the following: a) Rename the functions to bindBufferInPackMode/bindBufferInUnpackMode b) Just have one bindBuffer function that takes the target as a parameter. c) Just have one bindBuffer function that uses the target returned by BufferObject::getTarget() Cheers -Michael ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPPU CUDA Example - slower than expected?
By the way: There are two CUDA-capable devices in the computer, but I have tried using the rendering device as well as the CUDA-only device - no difference! -Thorsten Am 16.12.2010 12:25, schrieb Thorsten Roth: Hi, as I explained in some other mail to this list, I am currently working on a graph based image processing framework using CUDA. Basically, this is independent from OSG, but I am using OSG for my example application :-) For my first implemented postprocessing algorithm I need color and depth data. As I want the depth to be linearized between 0 and 1, I used a shader for that and also I render it in a separate pass to the color. This stuff is then fetched from the GPU to the CPU by directly attaching osg::Images to the cameras. This works perfectly, but is quite a bit slow, as you might already have suspected, because the data is also processed in CUDA kernels later, which is quite a back and forth ;-) In fact, my application with three filter kernels based on CUDA (one gauss blur with radius 21, one image subtract and one image pseudo-add (about as elaborate as a simple add ;-)) yields about 15 fps with a resolution of 1024 x 1024 (images for normal and absolute position information are also rendered transferred from GPU to CPU here). So with these 15 frames, I thought it should perform FAR better when avoiding that GPU - CPU copying stuff. That's when I came across the osgPPU-cuda example. As far as I am aware, this uses direct mapping of PixelBuferObjects to cuda memory space. This should be fast! At least that's what I thought, but running it at a resolution of 1024 x 1024 with a StatsHandler attached shows that it runs at just ~21 fps, not getting too much better when the cuda kernel execution is completely disabled. Now my question is: Is that a general (known) problem which cannot be avoided? Does it have anything to do with the memory mapping functions? How can it be optimized? I know that, while osgPPU uses older CUDA memory mapping functions, there are new ones as of CUDA 3. Is there a difference in performance? Any information on this is appreciated, because it will really help me to decide wether I should integrate buffer mapping or just keep the copying stuff going :-) Best Regards -Thorsten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPPU CUDA Example - slower than expected?
Ok..I correct this: There is a difference of ~1 frame ;) ...now I will stop replying to my own messages :D Am 16.12.2010 12:31, schrieb Thorsten Roth: By the way: There are two CUDA-capable devices in the computer, but I have tried using the rendering device as well as the CUDA-only device - no difference! -Thorsten Am 16.12.2010 12:25, schrieb Thorsten Roth: Hi, as I explained in some other mail to this list, I am currently working on a graph based image processing framework using CUDA. Basically, this is independent from OSG, but I am using OSG for my example application :-) For my first implemented postprocessing algorithm I need color and depth data. As I want the depth to be linearized between 0 and 1, I used a shader for that and also I render it in a separate pass to the color. This stuff is then fetched from the GPU to the CPU by directly attaching osg::Images to the cameras. This works perfectly, but is quite a bit slow, as you might already have suspected, because the data is also processed in CUDA kernels later, which is quite a back and forth ;-) In fact, my application with three filter kernels based on CUDA (one gauss blur with radius 21, one image subtract and one image pseudo-add (about as elaborate as a simple add ;-)) yields about 15 fps with a resolution of 1024 x 1024 (images for normal and absolute position information are also rendered transferred from GPU to CPU here). So with these 15 frames, I thought it should perform FAR better when avoiding that GPU - CPU copying stuff. That's when I came across the osgPPU-cuda example. As far as I am aware, this uses direct mapping of PixelBuferObjects to cuda memory space. This should be fast! At least that's what I thought, but running it at a resolution of 1024 x 1024 with a StatsHandler attached shows that it runs at just ~21 fps, not getting too much better when the cuda kernel execution is completely disabled. Now my question is: Is that a general (known) problem which cannot be avoided? Does it have anything to do with the memory mapping functions? How can it be optimized? I know that, while osgPPU uses older CUDA memory mapping functions, there are new ones as of CUDA 3. Is there a difference in performance? Any information on this is appreciated, because it will really help me to decide wether I should integrate buffer mapping or just keep the copying stuff going :-) Best Regards -Thorsten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I change the RGBA value of the shadow?
Am 15.12.2010 08:57, schrieb Duan Linghao: Hi, I want to control the color of shadow.How can I change the RGBA value of the shadow? ... You'll have to be a little more specific. Why shadowing technique are you using? In case you use standard shadow-mapping you can set a emissive ambient color to modify the shadow color. Take a look at the various implementations of osgShadow, there you'll most likely find the shader value to modify or you can go with your own fragment shader. cheers Sebastian Thank you! Cheers, Duan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34875#34875 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Change Background color on IPhone
Hi Guys, Do anyone know how to change background color in OSG for IPhone... its not work to use viewer.setClearColor ... Thank you! Cheers, Laith -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34916#34916 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] MS Kinect - official drivers available
I've used the OpenNI framework and it doesn't work with the Kinect out of the box. The reason for that is that OpenNI targets PrimeSense's reference platform, not the Kinect, which is a product based on it and not actually produced by PrimeSence, as far as I know. However, some people have already modified the drivers to recognise the Kinect and use it with OpenNI [1]. To use it, first install that modified driver and then the normal OpenNI. The sample applications of OpenNI then recognise the Kinect. PrimeSense also distribute NITE, which is a closed source package that extends OpenNI with a pretty good skeleton tracker and a few other nice things. Christian. [1] https://github.com/avin2/SensorKinect/tree/master/Bin (Windows only, but build general build instructions inside) On Thu, Dec 16, 2010 at 7:59 AM, Torben Dannhauer tor...@dannhauer.info wrote: Hi dimi, Primesense produces the MS Kincect product. In germany there is a very famous publisher of IT journals (Publisher 'Heise' www.heise.de, journals IX, CT) They reported a lot regarding MS Kinect and the open source drivers. They also reported the release of the openni drivers. I haven't tested it yet because I'll buy it as a christmas gift to myself next week (yes, sometimes christmas is a great plea :D ) But regarding the journal qualities of heise, I'm absolutely sure it will work out of the box. I can give feedback in two weeks :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34906#34906 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Blender osgExport nodemask
Hi Cedric and all, I'm currently using Blender and osgExport and I've seen that the exporter doesn't assign any nodemask to the exported scenegraph. Setting nodemasks from blender might be useful to identify/preprocess some imported models in osg. I'm a total noob in python, but the modified version of osgobject.py does the trick of setting a default nodemaks. Do you think it's hard to retrieve the nodemask value from the config file, or expose a control on the exporter GUI? That would be a nice add on! Thank you, ricky osgobject.py Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] MS Kinect - official drivers available
Hi Christian, thanks for this report, I ordered my Kinect some hours ago :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34919#34919 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blender osgExport nodemask
Hi Ricky, Sure it could make sense to setup a default nodemask when exporting from the gui. I can't apply your patch in the current state. It would need to be more general, like putting it in the gui or option ... I have added an issue https://bitbucket.org/cedricpinson/osgexport/issue/3/add-default-nodemask An alternative should be to setup a specific name to your root node from blender, then apply a visitor that will tag your graph with a specific nodemask when loading it in osg. Cedric On Thu, 2010-12-16 at 13:29 +0100, Riccardo Corsi wrote: Hi Cedric and all, I'm currently using Blender and osgExport and I've seen that the exporter doesn't assign any nodemask to the exported scenegraph. Setting nodemasks from blender might be useful to identify/preprocess some imported models in osg. I'm a total noob in python, but the modified version of osgobject.py does the trick of setting a default nodemaks. Do you think it's hard to retrieve the nodemask value from the config file, or expose a control on the exporter GUI? That would be a nice add on! Thank you, ricky ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] MS Kinect - official drivers available
Yes that sounds reasonable.. After the initial report of Torben I began to wonder how M$ became suddenly so generous and Open Source Thank you Christian for the news and for reminding us that there is no such thing as a free meal.. Dimi - Original Message From: Christian Richardt christian.richa...@gmail.com To: osg-users@lists.openscenegraph.org Sent: Thu, December 16, 2010 2:24:20 PM Subject: Re: [osg-users] [ANN] MS Kinect - official drivers available I've used the OpenNI framework and it doesn't work with the Kinect out of the box. The reason for that is that OpenNI targets PrimeSense's reference platform, not the Kinect, which is a product based on it and not actually produced by PrimeSence, as far as I know. However, some people have already modified the drivers to recognise the Kinect and use it with OpenNI [1]. To use it, first install that modified driver and then the normal OpenNI. The sample applications of OpenNI then recognise the Kinect. PrimeSense also distribute NITE, which is a closed source package that extends OpenNI with a pretty good skeleton tracker and a few other nice things. Christian. [1] https://github.com/avin2/SensorKinect/tree/master/Bin (Windows only, but build general build instructions inside) On Thu, Dec 16, 2010 at 7:59 AM, Torben Dannhauer tor...@dannhauer.info wrote: Hi dimi, Primesense produces the MS Kincect product. In germany there is a very famous publisher of IT journals (Publisher 'Heise' www.heise.de, journals IX, CT) They reported a lot regarding MS Kinect and the open source drivers. They also reported the release of the openni drivers. I haven't tested it yet because I'll buy it as a christmas gift to myself next week (yes, sometimes christmas is a great plea :D ) But regarding the journal qualities of heise, I'm absolutely sure it will work out of the box. I can give feedback in two weeks :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34906#34906 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fullscreen dual monitor spanning
I added eventhandler, but it doesn't work for me! It does not matter how many times I pess 'f', my application will only be shown on one screen. Can somebody help? Other ideas? I think it should be possible to span it over 2 fullscreens. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34922#34922 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] background visible on point sprite spheres
Hi all, I've got a problem that I haven't been able to find a solution for and could use some help. I'm using the standard texture file OpenSceneGraph-Data/Images/sphere.gif as the source image for point sprites. The file is an image of a shaded sphere against a fully transparent background. I can set a state to properly render small 2-D sphere images with GL_POINTS primitive type. I needed to add sprites to my scene graph after some other content that requires setting a different state first. The point sprites after this other content will show the shaded sphere image correctly, but will now also render the sphere image background even though it should be fully transparent. Adding osg::StateAttribute::OVERRIDE to the blend function state was a thought, but no help. fn-setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); _state-setAttributeAndModes(fn, osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); A dump and compare of .osg files didn't yield any insight. Does anyone have a suggestion for a possible fix here or maybe a way to debug the state with OSG internals? What besides BlendFunc should be in influence here? Does it sound like I'm just not applying the state where I think I am? Thanks, -Don Leich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fullscreen dual monitor spanning
Chriss10 wrote: I added eventhandler, but it doesn't work for me! It does not matter how many times I pess 'f', my application will only be shown on one screen. Can somebody help? Other ideas? I think it should be possible to span it over 2 fullscreens. Well I'll tell you what I had to resort to, but it's a hack not a fix. First I render the view to a window (not the whole screen). There is many ways to do that - the examples show you how. Then, when I start things off I resize the window frame a bit beyond the scale of the two screens. This can be done in code but if all else fails, after you start the program resize it with your mouse- I told you it was a hack! Note: Make sure that resize of the window GUI is linked to your OSG resize for this to work! This is the best that I've been able to do in the Linux realm - might work in MS Windows. I use this to render a 3D projection with two Polarized projections and it works, but as I said it's a hack! I'm looking into a more practical solution as time permits – This 3D Projection stuff is more of a hobby scale right now. This is kind of one of those types of subjects that maybe an easy answer, but it's ether just a bit beyond the box to find it in this forum, or beyond the interest of others to answer, or that’s what I’m beginning to think! For me, I’ve done some very weird stuff with this OSG code, much to the puzzlement of some of the OSG authors here and when you do this you sometimes have to stick to your guns and find the answers in other ways and forums! D Glenn D Glenn (a.k.a David Glenn) - Moving Heaven and Earth! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34924#34924 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] background visible on point sprite spheres
Hi Don! I think that you can try enabling GL_BLEND mode in your StateSet (if it is not already enabled). Best regards, Yurii Monakov 2010/12/16 Don Leich d...@ilight.com: Hi all, I've got a problem that I haven't been able to find a solution for and could use some help. I'm using the standard texture file OpenSceneGraph-Data/Images/sphere.gif as the source image for point sprites. The file is an image of a shaded sphere against a fully transparent background. I can set a state to properly render small 2-D sphere images with GL_POINTS primitive type. I needed to add sprites to my scene graph after some other content that requires setting a different state first. The point sprites after this other content will show the shaded sphere image correctly, but will now also render the sphere image background even though it should be fully transparent. Adding osg::StateAttribute::OVERRIDE to the blend function state was a thought, but no help. fn-setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); _state-setAttributeAndModes(fn, osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); A dump and compare of .osg files didn't yield any insight. Does anyone have a suggestion for a possible fix here or maybe a way to debug the state with OSG internals? What besides BlendFunc should be in influence here? Does it sound like I'm just not applying the state where I think I am? Thanks, -Don Leich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VertexBufferObject usage very slow...
Hi Everyone, Working off the OSG trunk this afternoon, I tried some experiments with VertexBufferObjects and our geometry (all on the fast path). The only deltas in our code are as follows...all timing as measured by OSG stats: geometry-setUseDisplayList(true) geometry-setUseVertexBufferObjects(false) === Draw time = 2ms, FrameTime = 12ms geometry-setUseDisplayList(false) geometry-setUseVertexBufferObjects(false) === Draw time = 13ms, FrameTime= 19ms geometry-setUseDisplayList(false) geometry-setUseVertexBufferObjects(true) === Draw time = 67ms !!! FrameTime = 109ms What is going on here ? We are always on the fast path - however, our vertex arrays are large (65535 verts). VBOs *should* be way faster than immediate mode...any ideas ? sean ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blender osgExport nodemask
Hi Cedric, of course the patch doesn't make sense like this, if I get a chance to work more on that I'll share the code. Thanks, ricky On Thu, Dec 16, 2010 at 14:19, Cedric Pinson cedric.pin...@plopbyte.netwrote: Hi Ricky, Sure it could make sense to setup a default nodemask when exporting from the gui. I can't apply your patch in the current state. It would need to be more general, like putting it in the gui or option ... I have added an issue https://bitbucket.org/cedricpinson/osgexport/issue/3/add-default-nodemask An alternative should be to setup a specific name to your root node from blender, then apply a visitor that will tag your graph with a specific nodemask when loading it in osg. Cedric On Thu, 2010-12-16 at 13:29 +0100, Riccardo Corsi wrote: Hi Cedric and all, I'm currently using Blender and osgExport and I've seen that the exporter doesn't assign any nodemask to the exported scenegraph. Setting nodemasks from blender might be useful to identify/preprocess some imported models in osg. I'm a total noob in python, but the modified version of osgobject.py does the trick of setting a default nodemaks. Do you think it's hard to retrieve the nodemask value from the config file, or expose a control on the exporter GUI? That would be a nice add on! Thank you, ricky ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] background visible on point sprite spheres
Thanks Yurii, I did have that, also with OVERRIDE | ON. _state-setMode( GL_BLEND, osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON ); _state-setRenderBinDetails(10, DepthSortedBin, osg::StateSet::OVERRIDE_RENDERBIN_DETAILS ); Still stumped, but distracted by other things today. -Don Yurii Monakov wrote: Hi Don! I think that you can try enabling GL_BLEND mode in your StateSet (if it is not already enabled). Best regards, Yurii Monakov 2010/12/16 Don Leich d...@ilight.com: Hi all, I've got a problem that I haven't been able to find a solution for and could use some help. I'm using the standard texture file OpenSceneGraph-Data/Images/sphere.gif as the source image for point sprites. The file is an image of a shaded sphere against a fully transparent background. I can set a state to properly render small 2-D sphere images with GL_POINTS primitive type. I needed to add sprites to my scene graph after some other content that requires setting a different state first. The point sprites after this other content will show the shaded sphere image correctly, but will now also render the sphere image background even though it should be fully transparent. Adding osg::StateAttribute::OVERRIDE to the blend function state was a thought, but no help. fn-setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); _state-setAttributeAndModes(fn, osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); A dump and compare of .osg files didn't yield any insight. Does anyone have a suggestion for a possible fix here or maybe a way to debug the state with OSG internals? What besides BlendFunc should be in influence here? Does it sound like I'm just not applying the state where I think I am? Thanks, -Don Leich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] MS Kinect - official drivers available
Hello Dimi, the driver ist NOT provided by Microsoft, but by Primesense, the producer In my opinion Microsofts attitude towards the Kinect drivers is just a good face to the matters. Kinect was hacked, and they had to decide whether they pursue the modifications or to allow them and open Kinect for further usage beyond XBox. I personally was very surprised that the decided to do the latter - Microsoft isn't an example of good open source cooperation for me. Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34930#34930 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org