Re: [osg-users] Using tesla for scene rendering

2011-02-24 Thread Robert Osfield
Hi Alex,

I'm not a window dev so can't comment on the Win32 specifics.  Best I
can do is general suggestions.  My guess is that if you have an
existing card then it will likely by displayNum=0, with subsequent
cards on displayNum=1,2,3 etc.

So when you set up your Traits you'll need to displayNum to 1 or
greater.  If this doesn't work you'll need to go have a look at NVidia
resources for how to open a graphics context on them under Windows.
Failing that just boot in Linux and have a play there.

Robert.

On Thu, Feb 24, 2011 at 7:58 AM, Alex Andel nesh...@gmail.com wrote:
 Hi,

 After trying ... debugging .. and trying again..
 I always get to the same point.
 PixelBufferWin32::init(), Error: some wgl extensions not supported

 it's like the extention mechanism does not get to the tesla's and instead 
 goes to the matrox (which is of course not compatible with anything ..)
 The main display (where the video out is connected ..) is a simple matrox 
 card (just for display) and the system is a windows server 2008 r2.

 Now I can say I'm stuck :o)
 Ideas anyone?
 ...

 Thank you!

 Cheers,
 Alex

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Re: [osg-users] Rendering order/traversal question

2011-02-24 Thread Robert Osfield
Hi Andrew,

If you leave the z buffer test enabled then the z buffer will discard
fragments according to the depth test settings.   For you case you can
just disable the depth test and the second drawable to be drawn will
be rendered on top of the first.   To disable depth test simple do:

stateset-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);

On a stateset associated with each geometry, or on node that decorates
all the objects that you want in your hud.  The osgsequence example
has a hud layer that it disables the depth test for like this.

Once you have disabled the depth test then the ordering in which the
drawables leaves will get drawn in will vary depending upon state
sorting and any bin sorting that is used (the transparent bin depth
sorts from back to front).  With the latest developer versions of the
OSG 2.9.x and svn/trunk there is support for assigning to a render bin
that sorts based on TRAVERSAL_ORDER.  You can request this bin via:

  stateset-setRenderBinDetails(11, TraversalOrderBin);

And again decorate your HUD subgraph with this.

Robert.


On Thu, Feb 24, 2011 at 6:51 AM, Andrew Clayphan clayp...@gmail.com wrote:
 Hi,

 I'm trying to understand the rendering order stuff of OSG.

 I'm building a small HUD example, given the code below, (picture attached of 
 what the code produces).

 The scene graph:

 viewer (with ortho camera set up)
 - group
 - - quad 1 (at location 50,0) (size 456 by 456)
 - - quad 2 (at location 0,0) (size 256 by 800)

 I can't seem to figure out why the second quad keeps getting placed behind 
 the first quad. I assumed it would draw in front of it, given a standard 
 traversal.

 I looked at transparent/opaque bins but that didn't change anything. I also 
 don't want to mess with the z-values to achieve the ordering effect.

 Any ideas?



 /* based on osghud */

 #include osgUtil/Optimizer
 #include osgDB/ReadFile

 #include osgViewer/Viewer
 #include osgViewer/CompositeViewer

 #include osgGA/TrackballManipulator

 #include osg/Material
 #include osg/Geode
 #include osg/BlendFunc
 #include osg/Depth
 #include osg/PolygonOffset
 #include osg/MatrixTransform
 #include osg/Camera
 #include osg/RenderInfo

 #include osgDB/WriteFile

 #include osgText/Text

 // x and y from the bottom left
 osg::Geometry* createQuad(float x, float y, float width, float height) {
     osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
     osg::ref_ptrosg::Image image = osgDB::readImageFile( 
 Images/osg256.png );
     texture-setImage( image.get() );
     osg::ref_ptrosg::Geometry quad= osg::createTexturedQuadGeometry( 
 osg::Vec3(x, y,0.0f),//center
                                                                        
 osg::Vec3(width,0.0f,0.0f),//width
                                                                        
 osg::Vec3(0.0f,height,0.0) );//height
     osg::StateSet* ss = quad-getOrCreateStateSet();
     ss-setTextureAttributeAndModes( 0, texture.get() );
     ss-setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
     return quad.release();
 }

 int main( int argc, char **argv )
 {

     osg::ref_ptrosg::GraphicsContext::Traits traits = new 
 osg::GraphicsContext::Traits;
     traits-x = 0;
     traits-y = 0;
     traits-width = 800;
     traits-height = 600;
     traits-windowDecoration = true;
     traits-doubleBuffer = true;
     traits-samples = 4;

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

     // construct the viewer and fix the camera to be like a hud
     osgViewer::Viewer viewer;

     viewer.getCamera()-setGraphicsContext(gc);

     
 viewer.getCamera()-setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
     viewer.getCamera()-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
     viewer.getCamera()-setViewMatrix(osg::Matrix::identity());

     viewer.getCamera()-setViewport(new osg::Viewport(0, 0, traits-width, 
 traits-height) );
     viewer.getCamera()-setClearMask( GL_DEPTH_BUFFER_BIT | 
 GL_COLOR_BUFFER_BIT );
     viewer.getCamera()-setClearColor( osg::Vec4f(1.0f, 0.2f, 0.4f, 1.0f) );


     viewer.getCamera()-setAllowEventFocus(false); // don't want the 
 manipulator resetting the above

     // lets put objects in the scene
     osg::ref_ptrosg::Group group = new osg::Group();

     osg::Geode* geo = new osg::Geode();

     // quad 1
     osg::ref_ptrosg::Geometry quad = createQuad(50,0,    456.0, 456.0);
     geo-addDrawable(quad);

     // quad 2
     osg::ref_ptrosg::Geometry quad2 = createQuad(0,0,    256.0, 800.0);
     geo-addDrawable(quad2);

     group-addChild(geo);

     // set the scene to render
     viewer.setSceneData(group.get());

     return viewer.run();

 }



 Thank you!

 Cheers,
 Andrew

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Re: [osg-users] How to do a videostreaming

2011-02-24 Thread Mourad Boufarguine
Hi Nagore,

You can get prebuilt ffpmeg libs for Windows here
http://ffmpeg.arrozcru.org/autobuilds/.

Your question is not clear : do you want to read and render video streams in
osg or do you want to stream osg rendered frames over network ?

The first can be done using ffmpeg or directshow plugins (look at osgmovie
example or at osgviewer --movie).
The last is not implemented in osg, and you have to code it yourself using
for example ffmpeg libs and/or Live555 libs.

Mourad


On Thu, Feb 24, 2011 at 8:55 AM, Nagore Barrena nagore.barr...@tecnalia.com
 wrote:

  Hi,

 First, thank you for yours help!

 I have some problems to compile FFmpeg in Windows. I'm going to try with
 directshow.

 Do you know any example of stream with dshow in OSG?



 Thanks in advance!

 Cheers,
 Nagore

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[osg-users] SetScale and AnimationPathCallback PB

2011-02-24 Thread vincent sauvage
Hi,

i scaled one node et associated an animationPatchCallBack to it.
It seems that AnimationPathCallback cancels the scaling since the node (a pat) 
is transformed by the CB but is not scaled anymore. ?

...
ref_ptrAnimationPathCallback apCallBack = new osg::AnimationPathCallback( 
animationPath.get() );
noeud-setUpdateCallback( apCallBack.get() );
...
noeud-setScale(Vec3d(2,2,0.5));
noeud-getOrCreateStateSet()-setMode(GL_NORMALIZE, osg::StateAttribute::ON);   



Thank you!

Cheers,
vincent

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Re: [osg-users] How to compute the coordinates of specific point ?

2011-02-24 Thread Mr Alji
Thank you for answering, not really what I am looking for but it already
helped
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Re: [osg-users] OSG 2.9.10 on iOS

2011-02-24 Thread Dani Devesa
Hi,

Thank you for the quick reply. As Stephan says i'm using the iPhone predefined 
project because the advantages hi says but I will try to use CMake as well. I 
will try it again too with the new version of the project at the git repository 
and post how it goes. You are doing a great job!

Thank you!

Cheers,
Dani

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Re: [osg-users] [osgPlugins] Michael Platings

2011-02-24 Thread Michael Platings
As you're using OpenSceneGraph 2.8.3 I think (but I'm not certain) you'll
need the 2010.2 FBX SDK
Once you've installed that, run CMake and select File/Delete Cache. Click
Configure and the FBX_... properties should be filled in for you
automatically.

On 23 February 2011 18:09, Josue Hernandez osgfo...@tevs.eu wrote:

 which file are fbx_library and fbx_library_debug

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Re: [osg-users] Can I increment the gl_FragData?

2011-02-24 Thread Martin Großer
Hello Juan,

I am pleased to say that the ping pong version works very good. Really! It is 
fast (on a plane with a 1024x1024 texture I have around 4300 FPS) and it looks 
well. So, this is a complete success. I think that is all what I need. However, 
I will try the EXT_shader_image_load_store version, because I want to help you 
to integrate this in OSG and I want to evaluate this (compare ping pong and the 
extension).

Best regards,

Martin


 Original-Nachricht 
 Datum: Wed, 23 Feb 2011 12:03:38 +0100
 Von: Juan Hernando jherna...@fi.upm.es
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] Can I increment the gl_FragData?

 On 23/02/11 11:54, Martin Großer wrote:
  Ok, I didn't understood that. So, either way I need the ping pong
  process. I am writing the ping pong version at the moment. I hope
  this works but more about that later. :-)
 In the blending case you don't need ping-pong if you use 
 NV_texture_barrier 
 http://developer.download.nvidia.com/opengl/specs/GL_NV_texture_barrier.txt
 as Sergey pointed out. I forgot about that.
 
 Cheers,
 Juan
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Re: [osg-users] How to compute the coordinates of specific point ?

2011-02-24 Thread J.P. Delport

Hi,

sorry for sending a one-liner and being so blunt...

I think you will get more help if you read up a bit on transformations 
and then ask your question again with more detail provided.


rgds
jp

On 24/02/11 11:48, Mr Alji wrote:

Thank you for answering, not really what I am looking for but it already
helped



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Re: [osg-users] [osgOcean] Shader again.

2011-02-24 Thread Bawenang Rukmoko
Hi,

I've tried meddling around and put 
camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); on 
both the cameras of OceanScene::renderToTexturePass() and 
OceanScene::glareCombinerPass(). 

The results are: 
1. If I put it on the RTT method, it will cause the glare to be disabled and no 
glare rendered.
2. If I put it on the glareCombinerPass method, the screen would turn black 
like the one I experienced.
3. Furthermore, I think I know what causes the models' (ships in this case) 
color to be changed erratically if the camera angle is changed. I think it is 
because of the above water fog's calculation that has gone wrong if I use  
camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

So now I've got a situation here. If I don't use  
camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);, 
the front of the ship will be culled and displays wrongly. But if do, the whole 
shaders from osgOcean will be corrupted. Any other idea to solve this guys? I'm 
so lost right now. :(


Thank you!

Fare Thee Well,
Bawenang

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Re: [osg-users] Using tesla for scene rendering

2011-02-24 Thread Thomas Hogarth
Hi Alex

Again more info on your setup would be required to really help, but at least
now we know you are on windows :). This post I found makes it sound like you
can't create GL Contexts on a tesla in windows environments

http://forums.nvidia.com/index.php?showtopic=159159

Do you have the option of switching to linux?

Cheers
Tom



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Re: [osg-users] Replace Drawable With Actual Geomtry (how to)??

2011-02-24 Thread Sanat Talmaki
Hi Chris,

Thanks for the link. I'll take a look. Seems very promising. 

Thanks
Sanat.

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Re: [osg-users] SetScale and AnimationPathCallback PB

2011-02-24 Thread vincent sauvage
Hi,

maybe was it obvious ... maybe not,? so i share a solution ...
(i found after  reading AnimationPathCallback source code)

i used ControlPoint constructor with 3 parameter (third is scale) even if scale 
doesen't hange from one control point to another :

for each control point i :
ControlPoint cp_i = ControlPoint ( 
pos_i,
quat_i, 
((PositionAttitudeTransform*)noeud)-getScale() )) 



Cheers,
vincent

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Re: [osg-users] turn off stereo in osgQt

2011-02-24 Thread Andreas Roth
Hi,

i figured out what was wrong with the Qt viewer.
The problem with the viewerQt was simple that all created cameras  do not have 
a draw buffer assigned. They will use GL_NONE, which causes the trouble. 
When i set the draw buffer to GL_BACK everything works fine.

Cheers,
Andreas

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Re: [osg-users] How to do a videostreaming

2011-02-24 Thread Nagore Barrena
Hi

thanks for your help!

My case is the second one. I want to stream osg rendered frames over network.

So, I have to install ffmpeg libs. But, Must I install Live555? Or if I use 
ffmpeg it will be enought? What is your recomendation? 

Thanks!

Cheers,
Nagore

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Re: [osg-users] Draw Order/Culling with OpenFlight and Transparency

2011-02-24 Thread Tomlinson, Gordon
Hi Murray

 

 

In my experience this looks like a classic transparency sorting
issue/problem when you have objects that have transparency and their
objects bounding volumes intersect,( I would also say this has little to
do with you using open flight)

 

This happens because for efficiency scene graphs sort transparent object
at a geode level and not at a polygonal level, you find this has been
discussed many time in many places

 

If you look at you model its likely that you Rotors are in one object
and then the windows/glass in another ( you might have more), is you the
think of their 2 bounding spheres they will be intersecting, so as you
view changes then how that are possibly sorted will change hence you get
the punch through effect you see.

 

One way to try to minimize this is to try and ensure when you create a
model you don't create overlap transparency that overlap, this can be
challenging to do depending on what you are modeling

(you also have to watch for optimizers in Scenegraphs that try to chunk
like materials and texturing in to one group  as this can artificially
introduce overlaps)

 

You can also try to use a an opaque texture to represent windows/port
holes (do you really need them to be transparent?) to help.

 

You can create you own render bin that sorts at the triangle level for
these models

 

 

 

Gordon Tomlinson

3D Technology

System Engineering Consultant

Overwatch(r)

An Operating Unit of Textron Systems

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laws are subject to severe civil, criminal and administrative
penalties.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Murray
G. Gamble
Sent: Wednesday, February 23, 2011 2:37 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Draw Order/Culling with OpenFlight and
Transparency

 

Thanks for the suggestion, Chuck.

 

I've tried this, and do not observe any appreciable improvement in
rendering.  I should point out that while the images I provided
highlight the main rotor disc as the offending geometry, there are
numerous other geometry elements (e.g., windows) that cause similar
issues when viewed from various angles.  

 

I've stepped through the OpenFlight loader in debug mode and have
observed that the rotors and windows are both being caught by the tests
therein for translucent images and transparent materials, respectively.
These tests result in the state sets being set as you've suggested, so
it appears that OpenFlight loader is treating these nodes correctly. 

 

Any other ideas?

 

Murray

 

On 2011-02-23, at 1:57 PM, Chuck Seberino wrote:





Murray,

Your rotor is being placed in the Opaque render bin, which is causing
all of the geometry behind it to be culled out.  You need to make sure
it is in the transparent bin.  You should add these to the stateSet of
the rotors:

 stateSet-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
 stateSet-setMode(GL_BLEND, osg::StateAttribute::ON);

HTH,
Chuck

On Feb 23, 2011, at 10:53 AM, Murray G. Gamble wrote:




Hi All,

 

We have an OpenFlight model of a helicopter that exhibits some
undesirable rendering behaviour in OSG.  Specifically, various parts of
the helicopter geometry are being culled and/or rendered in the wrong
order.  We do not observe this behaviour when rendering the same model
using Vega Prime.  I've attached a couple of screen captures that
exemplify the issues.

 

Can users with similar experiences provide any suggestions as to
how to avoid these rendering artifacts? Does the model
component/geometry hierarchy need to be modified and/or are there
programmatic things that can be done within our OSG application to
remedy the situation?

 

I'm using OSG 2.8.0.

 

Many thanks,

 

Murray

 

CH149-OSG.jpgCH149-VP.jpg

 

 

 

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[osg-users] Loading shaders - internal corruption?

2011-02-24 Thread Jean-Sébastien Guay

Hi all,

When loading and applying shaders in my app, I sometimes get error 
messages like this:


glLinkProgram DustParticleProgram FAILED
Program DustParticleProgram infolog:
Fragment info
-
(0) : error C: syntax error, unexpected $end at token EOF
(0) : error C0501: type name expected at token null atom
(0) : error C9000: internal corruption, aborting

I've debugged into OSG when it compiles the shader and links the 
program, and the fragment shader has proper source. But it looks as if 
the GLSL compiler isn't getting this source correctly, it thinks it's 
empty or something. I don't know what could cause this kind of problem.


This only happens sometimes, but once it starts happening I can try and 
reload the shader as many times as I want, it'll keep on giving that 
error (and always on the same shader/program!). Restarting the 
application, the error doesn't show up anymore (at least not at the 
start). But it's the same shader!


Has anyone seen something like this before? Perhaps it's a driver bug? 
I'm already at the most recent version. If anyone has any ideas about 
this I'd appreciate any info you have.


Thanks in advance,

J-S
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Re: [osg-users] How to do a videostreaming

2011-02-24 Thread Mourad Boufarguine



 My case is the second one. I want to stream osg rendered frames over
 network.

 So, I have to install ffmpeg libs. But, Must I install Live555? Or if I use
 ffmpeg it will be enought? What is your recomendation?


Hi,

Ok, it is more clear now.
Well, it should be possible to use only ffmpeg, but I think it is difficult
with Windows :)
FFmpeg distrib contains a streaming server application (ffserver). I didn't
hear of someone who succedded to build and make ffserver work on a Windows
machine. I didn't also find a Windows port of this program.

Anyways, the big steps to stream rendered frames, is to encode them (using
ffmpeg) and then stream them (ussing ffserver or Live555).
Encoding the frames is not difficult to do. At least you should be able to
save the rendered frames in a video file following the output-example.c
sample shipped with ffmpeg sources (
http://ffmpeg.org/doxygen/trunk/output-example_8c-source.html). At the osg
part, you can do reder-to-texture to get the raw rendered frames.

The streaming part is more challenging. If you manage to make ffserver work,
it would be straightforward. all you need to do would be to write the output
of the encoded frames into a ffserver feed (like in this
http://www.mygeekproject.com/?tag=ffserver)
Otherwise, you can use live555 for streaming. The problem with that is there
is no concrete documentation on ffmpeg/live555 integration, but, it is
feasable. The main difficulty is to choose a working combination of a ffmpeg
encoder and a live555 streaming container and to configure them accordingly.

Mourad
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Re: [osg-users] Loading shaders - internal corruption?

2011-02-24 Thread Robert Osfield
Hi J-S,

I rather sounds like a driver bug to me.  One way to double check that
the OSG is passing the right data to OpenGL would be capture the
shaders output and pointers to a file and see if they remain valid.

Also running the application in a memory tracking tool would be a useful step.

Finally trying a different driver or different shaders to see if that
has any influence.

Robert.

On Thu, Feb 24, 2011 at 3:55 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi all,

 When loading and applying shaders in my app, I sometimes get error messages
 like this:

 glLinkProgram DustParticleProgram FAILED
 Program DustParticleProgram infolog:
 Fragment info
 -
 (0) : error C: syntax error, unexpected $end at token EOF
 (0) : error C0501: type name expected at token null atom
 (0) : error C9000: internal corruption, aborting

 I've debugged into OSG when it compiles the shader and links the program,
 and the fragment shader has proper source. But it looks as if the GLSL
 compiler isn't getting this source correctly, it thinks it's empty or
 something. I don't know what could cause this kind of problem.

 This only happens sometimes, but once it starts happening I can try and
 reload the shader as many times as I want, it'll keep on giving that error
 (and always on the same shader/program!). Restarting the application, the
 error doesn't show up anymore (at least not at the start). But it's the same
 shader!

 Has anyone seen something like this before? Perhaps it's a driver bug? I'm
 already at the most recent version. If anyone has any ideas about this I'd
 appreciate any info you have.

 Thanks in advance,

 J-S
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Re: [osg-users] How to do a videostreaming

2011-02-24 Thread Cedric Pinson
Hi Mourad
Dont know if you are interested by this solution, But if you are on
linux, I have done this a year ago with gstreamer.
I wrote on the mailing list to explain how to do it. With a quick search
you should be able to find it. Dont hesitate to ask if you want to try
this path.

Cedric

On Thu, 2011-02-24 at 17:13 +0100, Mourad Boufarguine wrote:
 
 
 My case is the second one. I want to stream osg rendered
 frames over network.
 
 So, I have to install ffmpeg libs. But, Must I install
 Live555? Or if I use ffmpeg it will be enought? What is your
 recomendation? 
 
 
 
 
 
 Hi,
 
 
 Ok, it is more clear now.
 Well, it should be possible to use only ffmpeg, but I think it is
 difficult with Windows :)
 FFmpeg distrib contains a streaming server application (ffserver). I
 didn't hear of someone who succedded to build and make ffserver work
 on a Windows machine. I didn't also find a Windows port of this
 program.
 
 
 Anyways, the big steps to stream rendered frames, is to encode them
 (using ffmpeg) and then stream them (ussing ffserver or Live555).
 Encoding the frames is not difficult to do. At least you should be
 able to save the rendered frames in a video file following the
 output-example.c sample shipped with ffmpeg sources
 (http://ffmpeg.org/doxygen/trunk/output-example_8c-source.html). At
 the osg part, you can do reder-to-texture to get the raw rendered
 frames.
 
 
 The streaming part is more challenging. If you manage to make ffserver
 work, it would be straightforward. all you need to do would be to
 write the output of the encoded frames into a ffserver feed (like in
 this http://www.mygeekproject.com/?tag=ffserver)
 Otherwise, you can use live555 for streaming. The problem with that is
 there is no concrete documentation on ffmpeg/live555 integration, but,
 it is feasable. The main difficulty is to choose a working combination
 of a ffmpeg encoder and a live555 streaming container and to configure
 them accordingly.
 
 
 Mourad 
 
 
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Re: [osg-users] How to compute the coordinates of specific point ?

2011-02-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Perhaps you can be a bit more specific on your problem mathematically.
Your original post was somewhat vague on what you're trying to
accomplish...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mr Alji
Sent: Thursday, February 24, 2011 2:48 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] How to compute the coordinates of specific
point ?

Thank you for answering, not really what I am looking for but it already
helped 

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Re: [osg-users] Loading shaders - internal corruption?

2011-02-24 Thread Jean-Sébastien Guay

Hi Robert,


I rather sounds like a driver bug to me.  One way to double check that
the OSG is passing the right data to OpenGL would be capture the
shaders output and pointers to a file and see if they remain valid.

Also running the application in a memory tracking tool would be a useful step.


I'll run in gDEBugger to see if I can reproduce the error and if it can 
give me more info.



Finally trying a different driver or different shaders to see if that
has any influence.


As I said, between runs of the program the same shader might cause the 
error or might not. But perhaps it's a combination of factors, I've got 
many other shaders going on at the same time.


Thanks for your input,

J-S
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[osg-users] ANN: osgEarth 2.0 released

2011-02-24 Thread Glenn Waldron
osgEarth 2.0 is here!

Many thanks to everyone in the community who has supported the project and
helped us to make it a success.

osgEarth is an on-demand terrain rendering toolkit for OSG. It's goals are
to

 * render terrain on the fly with little or no preprocessing
 * support imagery, DEMs, and vectors from web mapping services as well as
local data sources
 * make it as easy as possible to get a global terrain model up and running

Some highlights of Version 2.0:

 * Shader composition framework - integrate your own shader code with
osgEarth's terrain shaders with no copy-n-paste
 * Overlay decorator - new flexible mechanism for draping geometry on the
terrain
 * GPU compositing - render imagery using texture arrays, multitexturing, or
multipass
 * SkyNode - sun, stars, and atmospheric lighting

And now some links:

 * Release notes: http://www.osgearth.org/wiki/ReleaseNotes20
 * osgEarth wiki: http://osgearth.org
 * GitHub repository: https://github.com/gwaldron/osgearth
 * Support forum: http://forum.osgearth.org
 * Press release: http://pelicanmapping.com/?p=136

Enjoy!


Glenn Waldron : Pelican Mapping : twitter.com/glennwaldron
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Re: [osg-users] ANN: osgEarth 2.0 released

2011-02-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Impressive...

Thank you.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Thursday, February 24, 2011 10:02 AM
To: OpenSceneGraph Users
Subject: [osg-users] ANN: osgEarth 2.0 released

osgEarth 2.0 is here!

Many thanks to everyone in the community who has supported the project
and helped us to make it a success.

osgEarth is an on-demand terrain rendering toolkit for OSG. It's goals
are to

 * render terrain on the fly with little or no preprocessing
 * support imagery, DEMs, and vectors from web mapping services as well
as local data sources
 * make it as easy as possible to get a global terrain model up and
running

Some highlights of Version 2.0:

 * Shader composition framework - integrate your own shader code with
osgEarth's terrain shaders with no copy-n-paste
 * Overlay decorator - new flexible mechanism for draping geometry on
the terrain
 * GPU compositing - render imagery using texture arrays,
multitexturing, or multipass
 * SkyNode - sun, stars, and atmospheric lighting

And now some links:

 * Release notes: http://www.osgearth.org/wiki/ReleaseNotes20
 * osgEarth wiki: http://osgearth.org
 * GitHub repository: https://github.com/gwaldron/osgearth
 * Support forum: http://forum.osgearth.org
 * Press release: http://pelicanmapping.com/?p=136

Enjoy!


Glenn Waldron : Pelican Mapping : twitter.com/glennwaldron

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Re: [osg-users] ANN: osgEarth 2.0 released

2011-02-24 Thread Tomlinson, Gordon
Congratulation Glenn and to y'alls team

 

Nice Job

 

Gordon Tomlinson

3D Technology

System Engineering Consultant

Overwatch(r)

An Operating Unit of Textron Systems

__
WARNING: Documents that can be viewed, printed or retrieved from this
E-Mail may contain technical data whose export is restricted by the Arms
Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export
Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et
seq. and which may not be exported, released or disclosed to non-U.S.
persons (i.e. persons who are not U.S. citizens or lawful permanent
residents [green card holders]) inside or outside the United States,
without first obtaining an export license.  Violations of these export
laws are subject to severe civil, criminal and administrative
penalties.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Thursday, February 24, 2011 12:02 PM
To: OpenSceneGraph Users
Subject: [osg-users] ANN: osgEarth 2.0 released

 

osgEarth 2.0 is here!

 

Many thanks to everyone in the community who has supported the project
and helped us to make it a success.

 

osgEarth is an on-demand terrain rendering toolkit for OSG. It's goals
are to

 

 * render terrain on the fly with little or no preprocessing

 * support imagery, DEMs, and vectors from web mapping services as well
as local data sources

 * make it as easy as possible to get a global terrain model up and
running

 

Some highlights of Version 2.0:

 

 * Shader composition framework - integrate your own shader code with
osgEarth's terrain shaders with no copy-n-paste

 * Overlay decorator - new flexible mechanism for draping geometry on
the terrain

 * GPU compositing - render imagery using texture arrays,
multitexturing, or multipass

 * SkyNode - sun, stars, and atmospheric lighting

 

And now some links:

 

 * Release notes: http://www.osgearth.org/wiki/ReleaseNotes20

 * osgEarth wiki: http://osgearth.org

 * GitHub repository: https://github.com/gwaldron/osgearth

 * Support forum: http://forum.osgearth.org

 * Press release: http://pelicanmapping.com/?p=136

 

Enjoy!

 

 

Glenn Waldron : Pelican Mapping : twitter.com/glennwaldron

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Re: [osg-users] ANN: osgEarth 2.0 released

2011-02-24 Thread Chris 'Xenon' Hanson
On 2/24/2011 10:01 AM, Glenn Waldron wrote:
 osgEarth 2.0 is here!

  Awesome.

  Can't wait to check it out. Just have to finish my work work than I can do 
play work. ;)

-- 
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http://www.alphapixel.com/
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Contracting.
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Re: [osg-users] ANN: osgEarth 2.0 released

2011-02-24 Thread Robert Osfield
 osgEarth 2.0 is here!

Congrats Glenn + Jason :-)
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Re: [osg-users] ANN: osgEarth 2.0 released

2011-02-24 Thread Neil Neilson
Hi Glenn

Very Good!

And thanks again for including  --run-on-demand

Neil

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Re: [osg-users] Draw Order/Culling with OpenFlight and Transparency

2011-02-24 Thread Andreas Ekstrand

Hi Murray,

I agree with Gordon, this seems to be a classical transparent sorting 
issue. You could try using the preserveFace or preserveObject 
keywords in the option string to the OpenFlight loader, in order to sort 
them separately and not merging into fewer drawables. This may be bad 
for performance if you have many helicopters in your scene, but it might 
solve your sorting issue.


Regards,
Andreas

*__*
*Andreas Ekstrand*
*CEO / Co-founder*
Phone: +46 708 490697
Fax: +46 13 9913093
andreas.ekstr...@remograph.com mailto:andreas.ekstr...@remograph.com

*Remograph AB*
Norrbergavägen 58
SE-590 54 Sturefors
SWEDEN
www.remograph.com http://www.remograph.com/


On 2011-02-24 15:40, Tomlinson, Gordon wrote:


Hi Murray

In my experience this looks like a classic transparency sorting 
issue/problem when you have objects that have transparency and their 
objects bounding volumes intersect,( I would also say this has little 
to do with you using open flight)


This happens because for efficiency scene graphs sort transparent 
object at a geode level and not at a polygonal level, you find this 
has been discussed many time in many places


If you look at you model its likely that you Rotors are in one object 
 and then the windows/glass in another ( you might have more), is you 
the think of their 2 bounding spheres they will be intersecting, so as 
you view changes then how that are possibly sorted will change hence 
you get the punch through effect you see.


One way to try to minimize this is to try and ensure when you create a 
model you don't create overlap transparency that overlap, this can be 
challenging to do depending on what you are modeling


(you also have to watch for optimizers in Scenegraphs that try to 
chunk like materials and texturing in to one group  as this can 
artificially  introduce overlaps)


You can also try to use a an opaque texture to represent windows/port 
holes (do you really need them to be transparent?) to help.


You can create you own render bin that sorts at the triangle level for 
these models


*/Gordon Tomlinson/*

*/3D Technology/**//*

*/System Engineering Consultant/*

*/Overwatch®/*

*/An Operating Unit of Textron Systems/**//*

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of these export laws are subject to severe civil, criminal and 
administrative penalties.


*From:*osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] *On Behalf Of 
*Murray G. Gamble

*Sent:* Wednesday, February 23, 2011 2:37 PM
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] Draw Order/Culling with OpenFlight and 
Transparency


Thanks for the suggestion, Chuck.

I've tried this, and do not observe any appreciable improvement in 
rendering.  I should point out that while the images I provided 
highlight the main rotor disc as the offending geometry, there are 
numerous other geometry elements (e.g., windows) that cause similar 
issues when viewed from various angles.


I've stepped through the OpenFlight loader in debug mode and have 
observed that the rotors and windows are both being caught by the 
tests therein for translucent images and transparent materials, 
respectively.  These tests result in the state sets being set as 
you've suggested, so it appears that OpenFlight loader is treating 
these nodes correctly.


Any other ideas?

Murray

On 2011-02-23, at 1:57 PM, Chuck Seberino wrote:



Murray,

Your rotor is being placed in the Opaque render bin, which is causing 
all of the geometry behind it to be culled out.  You need to make sure 
it is in the transparent bin.  You should add these to the stateSet of 
the rotors:


 stateSet-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
 stateSet-setMode(GL_BLEND, osg::StateAttribute::ON);

HTH,
Chuck

On Feb 23, 2011, at 10:53 AM, Murray G. Gamble wrote:


Hi All,

We have an OpenFlight model of a helicopter that exhibits some
undesirable rendering behaviour in OSG.  Specifically, various
parts of the helicopter geometry are being culled and/or rendered
in the wrong order.  We do not observe this behaviour when
rendering the same model using Vega Prime.  I've attached a couple
of screen captures that exemplify the issues.

Can users with similar experiences provide any suggestions as to
how to avoid these rendering artifacts? Does the model

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-24 Thread Josue Hernandez
ok, i generate using cmake, now what?, where were the plugins?

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Re: [osg-users] [vpb] coordinate system in terrain

2011-02-24 Thread Vijeesh Theningaledathil
Hi Shayne
Thanks. But still I cannot make out how to differentiate between flat earth and 
ECEF. Is there anything we can check to identify?
 


Thank you!

Cheers,
Vijeesh

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Re: [osg-users] [vpb] coordinate system in terrain

2011-02-24 Thread Ralf Stokholm
Hi Vijeesh

Is it the source data or your generated terrain you wish to id?

If its your source data you can use gdalinfo.exe it will output information
on the projection of your source data, your generated terrain will be in the
same projection unless you specify something else.

If you generate a ive binary terrain you can use osgconv to convert the root
terrain file to .osg you can then inspect this using a text editor. the root
file contains a coordinate system node detailing the coordinate system the
terrain is using.

brgs

Ralf

On 25 February 2011 07:56, Vijeesh Theningaledathil vije...@nal.res.inwrote:

 Hi Shayne
 Thanks. But still I cannot make out how to differentiate between flat earth
 and ECEF. Is there anything we can check to identify?



 Thank you!

 Cheers,
 Vijeesh

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Re: [osg-users] ANN: osgEarth 2.0 released

2011-02-24 Thread J.P. Delport

Hi Glenn,

thanks for the great work you guys are doing.

cheers
jp

On 24/02/11 19:01, Glenn Waldron wrote:

osgEarth 2.0 is here!

Many thanks to everyone in the community who has supported the project
and helped us to make it a success.

osgEarth is an on-demand terrain rendering toolkit for OSG. It's goals
are to

  * render terrain on the fly with little or no preprocessing
  * support imagery, DEMs, and vectors from web mapping services as well
as local data sources
  * make it as easy as possible to get a global terrain model up and running

Some highlights of Version 2.0:

  * Shader composition framework - integrate your own shader code with
osgEarth's terrain shaders with no copy-n-paste
  * Overlay decorator - new flexible mechanism for draping geometry on
the terrain
  * GPU compositing - render imagery using texture arrays,
multitexturing, or multipass
  * SkyNode - sun, stars, and atmospheric lighting

And now some links:

  * Release notes: http://www.osgearth.org/wiki/ReleaseNotes20
  * osgEarth wiki: http://osgearth.org
  * GitHub repository: https://github.com/gwaldron/osgearth
  * Support forum: http://forum.osgearth.org
  * Press release: http://pelicanmapping.com/?p=136

Enjoy!


Glenn Waldron : Pelican Mapping : twitter.com/glennwaldron
http://twitter.com/glennwaldron



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Re: [osg-users] [vpb] coordinate system in terrain

2011-02-24 Thread Vijeesh Theningaledathil
Hi,

Thanks Mr. Ralf. But from the output of gdalinfo, how can i say that it is flat 
earth or round earth. In my first post i had pasted the output of gdalinfo for 
the source files. My problem is I'm not able to render the terrain generated 
from the above source files using any of the IG(subrscene, delta3d). Can you 
tell me which IG is best suitable to render the terrain.
And I need to know the origin lat lon if its a flat earth. I used osgdem to 
generate my terrain with --geocentric option.


Thank you!

Cheers,
Vijeesh

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