Re: [osg-users] FLT test suite updated
Hi, Thanks for sharing it with us. Thank you! Cheers, Lorraine -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35013#35013 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] website down?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35018#35018 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Framerate-(stats) stutter / hiccups
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35010#35010 ___ 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] VertexBufferObject usage very slow...
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ 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] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates
Hi, wow, that was fast! I tried it with my data and everything looks fine. Thanks a lot! Cheers, Katharina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35024#35024 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Add FBX Plugin to OpenSceneGraph
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35025#35025 ___ 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
Does it work for anyone? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35026#35026 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture 3D
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 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35027#35027 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Add FBX Plugin to OpenSceneGraph
i had the osgdb_fbx.dll in a directory not mentionned in the environnement variable thank you, the problem is solved -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35028#35028 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VertexBufferObject usage very slow...
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG ActiveX + IFC - looking for developer
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35030#35030 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Animation Tutorial
Hello, I am looking for a osg tutorial for an animation using keyframes. Can any body help ?? Thank you! J. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35031#35031 ___ 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
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. -- 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=35032#35032 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Animation Tutorial
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35033#35033 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Animation Tutorial
well thank u David :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35034#35034 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture 3D
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 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35027#35027 ___ 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] 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35036#35036 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Optimizing performance of LineSegmentIntersector
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] File Size Limit on OSG::Image?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35036#35036 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME Cryptographic Signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] File Size Limit on OSG::Image?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35036#35036 ___ 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] File Size Limit on OSG::Image?
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 thats 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35036#35036 ___ 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] On allocation of TRANSPARENT BIN
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35041#35041 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] File Size Limit on OSG::Image?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35042#35042 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG animation in a GTK widget
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] File Size Limit on OSG::Image?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] On allocation of TRANSPARENT BIN
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] transparent plane
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 :? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35047#35047 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org