Re: [osg-users] FLT test suite updated

2010-12-21 Thread Lorraine Chen
Hi,

Thanks for sharing it with us.

Thank you!

Cheers,
Lorraine

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Re: [osg-users] website down?

2010-12-21 Thread Roland Smeenk
Hello Rob,

please don't start a new thread by answering an existing post and changing the 
subject. This will mess up the thread view on the mailing list and the forum.

I sent a mail to the website administrator to notify him about the website. 
Hopefully it will be fixed soon.

kind regards,

Roland

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Re: [osg-users] Framerate-(stats) stutter / hiccups

2010-12-21 Thread Robert Osfield
Hi Rob,

Stutters like this won't be related to the OSG, but likely other
applications in the background, or perhaps the OS scheduling some work
periodically.  Have a look what processes are running on your machine.

Robert.

On Mon, Dec 20, 2010 at 9:47 PM, Rob Smith schra...@iabg.de wrote:
 Hi,

 when running my osg-app (or the osgviewer.exe) I noticed there are from time 
 to time some framerate-stutters (that seem independent from the scene).
 I've tested on several pcs (osg-trunk, win7, single/dual/quad core, nvidia 
 graphics) with the same effects. To reproduce, I display a model (cow.osg) in 
 the osgviewer.exe and let it spin - then every few seconds there are the 
 hiccups. If I enable the stats these stutters let 'explode' the draw and gpu 
 bars/values. I tried the different threading-models w/o any change - so I'm 
 wondering if anyone else has seen this stutters? or maybe know how to 
 minimize these effects?

 Thanks much!

 Cheers,
 Rob

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Re: [osg-users] VertexBufferObject usage very slow...

2010-12-21 Thread Robert Osfield
Hi Sean,

On Tue, Dec 21, 2010 at 5:40 AM, Sean Spicer  While digging, it looks
like there are several ways to optimize vertex
 arrays for the caches on various GPUs...have you looked at all at
 this?  Are there any reasonable rules-of-thumb for organizing the
 vertex arrays such that they make efficient use of the vertex cache
 across a wide swath of commodity hardware?  Both NVIDIA and ATI have
 published advice on the topic.

Tim Moore implemented several utility classes for osgUtil that you can
use to optimize meshes for caching, see
include/osgUtil/MeshOptimizers.  The new osganalysis example has some
code that illustrates there use.

Robert.
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Re: [osg-users] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates

2010-12-21 Thread Robert Osfield
Thanks Paul, fix now merged and submitted to svn/trunk.

On Mon, Dec 20, 2010 at 9:13 PM, Paul Martz pma...@skew-matrix.com wrote:
 Hi Robert  Jose -- Apparently, I still don't have write permission for the
 OpenFlight plugin. Please commit this change to resolve Katharina's problem.
 Thanks.
   -Paul


 On 12/20/2010 1:56 PM, Paul Martz wrote:

 On 12/17/2010 9:13 AM, Katharina Plugge wrote:

 Hi,

 MultiTexturing has still its problems. Now I tried the first time to use
 up to
 3 textures. Converting to flt again lead to corrupted texture coords. I
 attached an osg-file which can be used to reproduce the problem.
 Converting
 this file to flt shows the effect.

 Unfortunatly this time I have no idea what goes wrong. In
 FltExportVisitor::writeUVList the texture coords for both channels are
 determined correctly and written to _records. Somehow the texture
 coordinates
 have to be corrupted later. In the resulting file texture coords from
 channel
 one are mixed up with those from channel 2 and vice versa.

 Would be great, if someone could help here.

 Thank you!

 I think I've identified the problem.

 in expGeometryRecords.cpp lines 813-820, we write the UV list data
 incorrectly.
 According to the FLT spec, the data should be grouped per-vertex, not
 per-layer.

 We should have:
 UV for vertex 0, layer 1
 UV for vertex 0, layer 2
 UV for vertex 1, layer 1
 UV for vertex 1, layer 2
 ...etc...

 Instead, we have this:
 UV for vertex 0, layer 1
 UV for vertex 1, layer 1
 ...etc...
 UV for vertex 0, layer 2
 UV for vertex 1, layer 2
 ...etc...

 Oops!

 I'll commit a fix shortly (if Robert has granted me write permission,
 otherwise
 I'll post to osg-submissions).

 I'll also add your test case to the regression suite.
 -Paul
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Re: [osg-users] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates

2010-12-21 Thread Katharina Plugge
Hi,

wow, that was fast! I tried it with my data and everything looks fine.  Thanks 
a lot!


Cheers,
Katharina

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[osg-users] [osgPlugins] Add FBX Plugin to OpenSceneGraph

2010-12-21 Thread Alji Simo
Hi,

I need to readNodeFile from a fbx file format.


Code:

osg::Node* model = osgDB::readNodeFile( manimation.fbx )

osg::ref_ptrosg::Group root = new osg::Group
root-addChild(model)
osgViewer::Viewer viewer
viewer.setSceneData( root.get() )
viewer.run()




when executing, i have this warning 

 Warning: Could not find plugin to read objects from file manimation.fbx


I am newbie so any help is a welcome :) 

Thank you

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Re: [osg-users] Fullscreen dual monitor spanning

2010-12-21 Thread Christina Werner
Does it work for anyone?

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Re: [osg-users] Render to texture 3D

2010-12-21 Thread Julien Valentin
Thank for your answer:
I've manage to make it work in pure GL3 without osg and see that your tweak in 
osg is the right thing to do.
However it always doesnt work..
here are the different GL call for fbo creation for 2 case: 

-working case (only one slice)
cam-attach( osg::Camera::COLOR_BUFFER0,tex,0,0)

Code:
 glGenRenderbuffersEXT(1, 048DEA40)
|  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
|  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24_SGIX, 64, 
64)
|  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, 
GL_RENDERBUFFER_EXT, 1)
//render to only one slice
|  glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, 
GL_TEXTURE_3D, 3, 0, 0)
|  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
|  glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 1)



-the FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS case with
cam-attach( 
osg::Camera::COLOR_BUFFER0,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER)

Code:

|  glGenRenderbuffersEXT(1, 0484EA40)
|  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
|  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24_SGIX, 64, 
64)
|  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, 
GL_RENDERBUFFER_EXT, 1)
//render to all slice
|  glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, 3, 0)
|  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)



All seems right but error occurs on glCheckFramebufferStatusEXT..


Further, my working version (pure GL3)  dont initialize RenderBuffer with 
GL_DEPTH_COMPONENT24_SGIX, but with GL_RGBA 

Could it be a problem with it? Strange because it dont bother the only one 
slice version...

Could it be because I use CORE 330 shaders?

Please help


Frederic Bouvier wrote:
 Hi Julien,
 
 It's me that submitted this change at
 http://www.mail-archive.com//msg05568.html
 
 It's hard to tell what's going wrong without the full code of your camera 
 setup.
 In http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
 error 0x8da8 refers to FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB and the 
 document has possible cause for this error.
 
 Regards,
 -Fred
 
 
 - Julien Valentin a écrit :
 
 
  Hi,
  I'm trying to make efficient fluid simulation with osg
  I've just found this page :
  http://www.mail-archive.com//msg05568.html
  
  It look pretty great as my 1 camera per slice code is very CPU time
  consuming.
  
  I develop a geometry shader that change gl_layer value per primitive.
  It work so i change my texture my texture attachement to camera's FBO
  as follow:
  
  Code:
  
  for(int i=0;i_depth;i++){
  //one cam per slice
  _cameras[i]-attach( osg::Camera::COLOR_BUFFER,tex,0,i,false);
  }
  
  to
  
  for(int i=0;i1;i++){
  //one overalll camera
  _cameras[0]-attach(
  osg::Camera::COLOR_BUFFER,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
  }
  
  But this change make a crash:
  
  
  Code:
  
  RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8da8
  
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Re: [osg-users] [osgPlugins] Add FBX Plugin to OpenSceneGraph

2010-12-21 Thread Alji Simo
i had the osgdb_fbx.dll in a directory not mentionned in the environnement 
variable

thank you, the problem is solved

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Re: [osg-users] VertexBufferObject usage very slow...

2010-12-21 Thread Sean Spicer
Thanks Robert, will do.

Happy Holidays!
_
Sean Spicer
Aqumin (www.aqumin.com)
Office+1.713.781.2121
Mobile...+1.713.447.2706
Fax...+1.713.781.2123



On Tue, Dec 21, 2010 at 2:53 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi Sean,

 On Tue, Dec 21, 2010 at 5:40 AM, Sean Spicer  While digging, it looks
 like there are several ways to optimize vertex
 arrays for the caches on various GPUs...have you looked at all at
 this?  Are there any reasonable rules-of-thumb for organizing the
 vertex arrays such that they make efficient use of the vertex cache
 across a wide swath of commodity hardware?  Both NVIDIA and ATI have
 published advice on the topic.

 Tim Moore implemented several utility classes for osgUtil that you can
 use to optimize meshes for caching, see
 include/osgUtil/MeshOptimizers.  The new osganalysis example has some
 code that illustrates there use.

 Robert.
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Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-12-21 Thread Zdravko Clarion
Hi,

have emailed your company days ago ...
No answer.
Just wonder, how you people do a business?
Are you in IT or some other industry?

Cheers,
Zdravko

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[osg-users] OSG Animation Tutorial

2010-12-21 Thread Jerome Karim
Hello,

I am looking for a osg tutorial for an animation using keyframes. Can any body 
help ??  

Thank you!
J.

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Re: [osg-users] Fullscreen dual monitor spanning

2010-12-21 Thread David Glenn
Well I was using Linux Red Hat Enterprise 5.0. I have yet to test this in 
windows. 

What it boiled down to is that I had to set up my own camera handling thing 
down to the Traits (including setting overrideRedirect to true) I set the X and 
Y to 0 and the width to the combined with if the two screens and the screen 
height. Then I set up and defined my own slave camera.  

One slave camera for testing the whole screen area, and later 2 slave cameras - 
one for each screen for stereo vision.  

In each case you set up the width and height for the affected screen area in 
Traits and  the camera view for what area is going to be used for the camera or 
to assign areas that the cameras are using (if your dining with more than one 
camera). 

One last thing is before you put the viewer in the loop, you have to call 
setUpViewAcrossAllScreens function from the viewer and them you should be 
called. 

I had to use Slave Cameras in place of just assigning a normal camera to the 
viewer - I haven't figured out why the later doesn’t work! 

For an example to fallow in code, I used the hand glider simulation code to 
figure out how to set up the cameras.

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Re: [osg-users] OSG Animation Tutorial

2010-12-21 Thread David Glenn

SadikMan wrote:
 
 I am looking for a osg tutorial for an animation using keyframes. Can any 
 body help ??  
 J.


I don't recall that OSG can do any backfill animation between key frames. I 
don't think it was designed for that! There might be someone that is doing that 
but I don't recall who it is! If there is, I would kind of like to know also! I 
like studying that kind of stuff!  I know that blender is open source and might 
have a routine that does backfill animation to take guidance from, but that is 
a different beast than OSG.


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] OSG Animation Tutorial

2010-12-21 Thread Jerome Karim
well thank u David :)

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Re: [osg-users] Render to texture 3D

2010-12-21 Thread Frederic Bouvier
I used 
camera-setImplicitBufferAttachmentMask( 
osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT, 
osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT );

to avoid having a depth buffer attached.

HTH
Regards,
-Fred


- Julien Valentin a écrit :

 Thank for your answer:
 I've manage to make it work in pure GL3 without osg and see that your
 tweak in osg is the right thing to do.
 However it always doesnt work..
 here are the different GL call for fbo creation for 2 case:
 
 -working case (only one slice)
 cam-attach( osg::Camera::COLOR_BUFFER0,tex,0,0)
 
 Code:
  glGenRenderbuffersEXT(1, 048DEA40)
 |  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
 |  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
 GL_DEPTH_COMPONENT24_SGIX, 64, 64)
 |  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
 GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 1)
 //render to only one slice
 |  glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
 GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_3D, 3, 0, 0)
 |  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
 |  glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 1)
 
 
 
 -the FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS case with
 cam-attach(
 osg::Camera::COLOR_BUFFER0,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER)
 
 Code:
 
 |  glGenRenderbuffersEXT(1, 0484EA40)
 |  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
 |  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
 GL_DEPTH_COMPONENT24_SGIX, 64, 64)
 |  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
 GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 1)
 //render to all slice
 |  glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT,
 GL_COLOR_ATTACHMENT0_EXT, 3, 0)
 |  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
 
 
 
 All seems right but error occurs on glCheckFramebufferStatusEXT..
 
 
 Further, my working version (pure GL3)  dont initialize RenderBuffer
 with GL_DEPTH_COMPONENT24_SGIX, but with GL_RGBA
 
 Could it be a problem with it? Strange because it dont bother the
 only one slice version...
 
 Could it be because I use CORE 330 shaders?
 
 Please help
 
 
 Frederic Bouvier wrote:
  Hi Julien,
 
  It's me that submitted this change at
  http://www.mail-archive.com//msg05568.html
 
  It's hard to tell what's going wrong without the full code of your
 camera setup.
  In http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
  error 0x8da8 refers to FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB and
 the
  document has possible cause for this error.
 
  Regards,
  -Fred
 
 
  - Julien Valentin a écrit :
 
 
   Hi,
   I'm trying to make efficient fluid simulation with osg
   I've just found this page :
   http://www.mail-archive.com//msg05568.html
  
   It look pretty great as my 1 camera per slice code is very CPU
 time
   consuming.
  
   I develop a geometry shader that change gl_layer value per
 primitive.
   It work so i change my texture my texture attachement to camera's
 FBO
   as follow:
  
   Code:
  
   for(int i=0;i_depth;i++){
   //one cam per slice
   _cameras[i]-attach( osg::Camera::COLOR_BUFFER,tex,0,i,false);
   }
  
   to
  
   for(int i=0;i1;i++){
   //one overalll camera
   _cameras[0]-attach(
  
 osg::Camera::COLOR_BUFFER,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
   }
  
   But this change make a crash:
  
  
   Code:
  
   RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
 0x8da8
  
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[osg-users] File Size Limit on OSG::Image?

2010-12-21 Thread Geoff Rhodes
Hi,

I am currently working on creating a poster image from several images and the 
file size is pretty large. Currently the one I am trying to create is 65250 
wide x 22500 pixels  in height (Image needs to be large)

Currently I am doing the following:


Code:
posterImage = new osg::Image;   
posterImage-allocateImage( (mHeight), (mWidth), 1, GL_RGBA, 
GL_UNSIGNED_BYTE );



Right now it is giving me an exception when trying to allocate that image. Is 
there a size limit on it, or am I doing something wrong?



... 

Thank you!

Cheers,
Geoff

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[osg-users] Optimizing performance of LineSegmentIntersector

2010-12-21 Thread Murray G. Gamble
Good Day,

We're using osg  VPB/osgdem to create a polygonal terrain representation that 
interacts with the undercarriage model of a helicopter flight model using a set 
of LineSegmentIntersectors.  While this approach works quite well, we'd like to 
optimize the performance of the LineSegmentIntersector queries in order to 
allow us to increase the frequency to of queries to ~200 Hz and maintain 
consistent query times (currently the performance of the intersection tests 
varies significantly as we move through the virtual terrain).

Ideally by minimizing the hierarchy of terrain that the IntersectionVisitor 
needs to traverse over, we hope to improve the performance of the intersection 
queries.

Since the interaction is non-visual in nature, we only require the highest LOD 
of the terrain and we only require the tiles that are within a few hundred 
meters of the observer to be loaded by the DatabasePager, however we're unsure 
as to how to influence:

Which LOD is loaded by the DatabasePager; and
The radius around the observer for which the DatabasePager will load the 
highest LOD tiles.

Can anyone offer some guidance re. configuring the DatabasePager (and/or other 
parts of the system) to perform as desired?

Many thanks,

Murray







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Re: [osg-users] File Size Limit on OSG::Image?

2010-12-21 Thread Rob Radtke

Hi Geoff,
I don't believe that OSG enforces any type of image size limit.  I 
suspect that your computer is simply running out of memory trying to 
allocate that much contiguous memory (over 5 GB for that image).


The good news is that OSG does have a framework in place that can help 
you handle and display large images.  I don't know much about how it 
works, but I believe that osg::PagedLOD is involved somehow.


Rob


On 12/21/2010 11:30 AM, Geoff Rhodes wrote:

Hi,

I am currently working on creating a poster image from several images and the 
file size is pretty large. Currently the one I am trying to create is 65250 
wide x 22500 pixels  in height (Image needs to be large)

Currently I am doing the following:


Code:
posterImage = new osg::Image;   
posterImage-allocateImage( (mHeight), (mWidth), 1, GL_RGBA, 
GL_UNSIGNED_BYTE );



Right now it is giving me an exception when trying to allocate that image. Is 
there a size limit on it, or am I doing something wrong?



...

Thank you!

Cheers,
Geoff

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Re: [osg-users] File Size Limit on OSG::Image?

2010-12-21 Thread Robert Osfield
Hi Geoff,

I let you do the sums... 64250x22500x4=...

Then work out how much memory do you have on your computer... the
exception will be a memory exception...

The OSG itself doesn't limit most OSG data structures including
osg::Image, so it's very much a case of garbage in, garbage out.   If
you use a daft size then the underlying new that'll it'll be doing
will throw an exception, it's up to your app to work out what to do
about it.

In your case... what to do about it, you haven't said why you'd want
to create such an extreme size of osg::Image. For others to guide you
in the right direction you'll need to explain what you are trying to
achieve.

Robert.

On Tue, Dec 21, 2010 at 7:30 PM, Geoff Rhodes
jimmyfloyd182e...@gmail.com wrote:
 Hi,

 I am currently working on creating a poster image from several images and the 
 file size is pretty large. Currently the one I am trying to create is 65250 
 wide x 22500 pixels  in height (Image needs to be large)

 Currently I am doing the following:


 Code:
 posterImage = new osg::Image;
                posterImage-allocateImage( (mHeight), (mWidth), 1, GL_RGBA, 
 GL_UNSIGNED_BYTE );



 Right now it is giving me an exception when trying to allocate that image. Is 
 there a size limit on it, or am I doing something wrong?



 ...

 Thank you!

 Cheers,
 Geoff

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Re: [osg-users] File Size Limit on OSG::Image?

2010-12-21 Thread Gordon Tomlinson
Did you step into the code and see why is failing ?

I don't have access to OSG right now to look at the source myself but your
probably limited to the max size support by Openly and your graphics card
and driver.

Which is likely to be 4096x4096 and on many newer cards that’s 8192x8192 

Or if a limit is not set its then likely you simply cannot get a contiguous
piece of memory at the size you're asking for from your OS, you're asking
for around 5gb

Either way you're going to struggle get  a contiguous piece of memory at the
size


__
Gordon Tomlinson 

www.photographybyGordon.com
www.gordontomlinson.com 
www.vis-sim.com 

Self defence is not a function of learning tricks  but is a function of how

quickly and intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Geoff
Rhodes
Sent: Tuesday, December 21, 2010 7:31 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] File Size Limit on OSG::Image?

Hi,

I am currently working on creating a poster image from several images and
the file size is pretty large. Currently the one I am trying to create is
65250 wide x 22500 pixels  in height (Image needs to be large)

Currently I am doing the following:


Code:
posterImage = new osg::Image;   
posterImage-allocateImage( (mHeight), (mWidth), 1, GL_RGBA,
GL_UNSIGNED_BYTE );



Right now it is giving me an exception when trying to allocate that image.
Is there a size limit on it, or am I doing something wrong?



... 

Thank you!

Cheers,
Geoff

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[osg-users] On allocation of TRANSPARENT BIN

2010-12-21 Thread Maximillian GUENTHER
Hi,

I am using TRANSPARENT BIN. Code:

Code:
stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);


I set a breakpoint in RenderBin constructor and destructor to see the 
allocation and deallocation.

I ask: Why does this cause RenderBin to be allocated and deallocated every 
frame? This does not happen with default bin.

Thank you!

Cheers,
Maximillian

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Re: [osg-users] File Size Limit on OSG::Image?

2010-12-21 Thread Geoff Rhodes
Hi,

Thanks for the response. For some reason I never thought about running out of 
memory, and I am only catching a general exception. I've been playing around 
with Photoshop, and just assumed that since it could open the image of that 
size, that it should be fine. Guess it uses a lot of the scratch disk for 
loading it since i just have an XP machine with 4gb. 

Looks like I'll have to try and locate a machine with more memory and Windows 7 
then...

... 

Thank you!

Cheers,
Geoff

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[osg-users] OSG animation in a GTK widget

2010-12-21 Thread Matteo Morelli

Dear all,

I'm moving my first steps with OSG. My final goal is to embed an OSG
animation in a GTK window (I'm also new to GTK development).

For the animation, I've read the OSGQSG and I've also looked at the
companion examples on Google Code ('Callback' folder). For the OSG-GTK
integration, I've looked at the examples providen with OSG ('examples/
osgviewerGTK' folder). Both the examples work fine, and I've learnt good
lessons from them.

However, I have no idea of how to merge them. How do I embed the viewer
with the scene graph and the associated callbacks for animation in the
OSGGTKDrawingArea?

Any hints, code fragments or other kind of help is greatly appreciated.

--
Matteo
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Re: [osg-users] File Size Limit on OSG::Image?

2010-12-21 Thread Rob Radtke

On 12/21/2010 12:54 PM, Geoff Rhodes wrote:

Hi,

Thanks for the response. For some reason I never thought about running out of 
memory, and I am only catching a general exception. I've been playing around 
with Photoshop, and just assumed that since it could open the image of that 
size, that it should be fine. Guess it uses a lot of the scratch disk for 
loading it since i just have an XP machine with 4gb.

Looks like I'll have to try and locate a machine with more memory and Windows 7 
then...
I don't think that will be sufficient.  Even if you were to find a 
machine with enough available (and contiguous) memory, your video card 
would never have enough memory to handle the whole image.  You'll either 
need to work with a scaled down version of the image, or you'll need to 
use some sort of framework to page image data to/from disk.


Rob
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Re: [osg-users] On allocation of TRANSPARENT BIN

2010-12-21 Thread Ulrich Hertlein
On 22/12/10 7:39 , Maximillian GUENTHER wrote:
 Code: stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
 
 I set a breakpoint in RenderBin constructor and destructor to see the 
 allocation and
 deallocation.
 
 I ask: Why does this cause RenderBin to be allocated and deallocated every 
 frame? This
 does not happen with default bin.

Interesting.
But you already had it in the debugger, what did the stack trace say?  Where 
was it called
from (and under what circumstances)?

/ulrich
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[osg-users] transparent plane

2010-12-21 Thread Aruna Madusanka
Hi,

Using OSG 2.8.2 how can I create a transparent plane or a  transparent box. 
Please can any one help me?
... 

Thank you!

Cheers,
Aruna :?

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