Re: [osg-users] Using tesla for scene rendering
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37075#37075 ___ 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] Rendering order/traversal question
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37072#37072 ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] How to do a videostreaming
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37074#37074 ___ 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] SetScale and AnimationPathCallback PB
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37081#37081 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37082#37082 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37038#37038 ___ 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] Can I increment the gl_FragData?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Schon gehört? GMX hat einen genialen Phishing-Filter in die Toolbar eingebaut! http://www.gmx.net/de/go/toolbar ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to compute the coordinates of specific point ?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Shader again.
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37087#37087 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using tesla for scene rendering
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Replace Drawable With Actual Geomtry (how to)??
Hi Chris, Thanks for the link. I'll take a look. Seems very promising. Thanks Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37089#37089 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SetScale and AnimationPathCallback PB
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37091#37091 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] turn off stereo in osgQt
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37094#37094 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to do a videostreaming
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37095#37095 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Draw Order/Culling with OpenFlight and Transparency
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 __ 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 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g -- Murray G. Gamble, CMSP Director of Modeling Simulation
[osg-users] Loading shaders - internal corruption?
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to do a videostreaming
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading shaders - internal corruption?
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 -- __ Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to do a videostreaming
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to compute the coordinates of specific point ?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading shaders - internal corruption?
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgEarth 2.0 released
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgEarth 2.0 released
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgEarth 2.0 released
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. ;) -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgEarth 2.0 released
osgEarth 2.0 is here! Congrats Glenn + Jason :-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgEarth 2.0 released
Hi Glenn Very Good! And thanks again for including --run-on-demand Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37110#37110 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Draw Order/Culling with OpenFlight and Transparency
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/**//* __ 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 *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
ok, i generate using cmake, now what?, where were the plugins? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37113#37113 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] coordinate system in terrain
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37117#37117 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] coordinate system in terrain
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37117#37117 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ralf Stokholm Director RD Email: a...@arenalogic.com Phone: +45 28 30 83 52 Web: www.arenalogic.com This transmission and any accompanying documents are intended only for confidential use of the designated recipient(s) identified above. This message contains proprietary information belonging to Arenalogic Aps. If you have received this message by error, please notify the sender. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgEarth 2.0 released
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] coordinate system in terrain
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37119#37119 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org