[osg-users] [3rdparty] Frame Rate Decay w/ SilverLining Integration

2011-05-06 Thread Frank Sullivan
Greetings,

Sorry for the wall-of-text. I am working on a really thorny issue, and I want 
to include as much information as possible.

I am not sure that this is necessarily an OSG-related bug, but I was wondering 
if there is anyone here who can provide some insight anyway, because I can get 
the bug to appear/disappear by changing certain OSG settings, but I have no 
idea why.

Basically, we have an OSG-based app (v. 2.8.3) that is integrated with 
SilverLining for all of our atmospheric stuff. The problem is that, on some 
computers, we are seeing a frame rate decay. That is, the frame rate will 
start off high (180fps or so), and the steadily decrease at a rate of about 
2fps/sec. So after 30 seconds, it's running at 120fps. After a minute, it's 
running at 60fps. And so on. 

Note: this is only happening on a couple of computers. We've had an opportunity 
to test this app on 6 different computers. So far, the problem has shown up on 
2 of them.

On those two computers, the problem only shows up under the following 
conditions:

1. I'm using SilverLining, AND
2. I'm using the SingleThreaded model, OR the app uses render-to-texture.

(the render-to-texture is done by attaching an osg::Texture2D to an 
osg::Camera, set to PRE_RENDER with a FRAME_BUFFER_OBJECT render target 
implementation, which is then added to the scene graph)

So, if I remove the SilverLining integration, the problem goes away. However, 
SilverLining in of itself is not a sufficient cause. I know this because I can 
run a simple app, like the OSG 2.x sample that ships with the SilverLining SDK, 
and the problem does not appear.

However, if I add a simple RTT camera to that sample, the problem shows up. 
Also, if I set the threading model to SingleThreaded, the problem shows up 
whether there's any RTT in the scene or not.

In our own app, the problem goes away if I use a non-SingleThreaded model AND I 
disable any features that use RTT (osgShadow, mirrors, etc.).

There might be other conditions that cause the problem to show up, but if so, I 
haven't found them. And again, this only happens on two of the computers, out 
of the six that we've had an opportunity to try (we'll have an opportunity to 
test on more computers soon). Part of what makes this bug so devious is that it 
doesn't happen on every computer, and I'm guessing that reduces my chance of 
finding someone who has already encountered it and solved it. =P

Another interesting fact is, if I change the threading model at runtime (using 
the 'm' key, thanks to the ThreadingHandler), the frame rate Resets, and then 
starts decaying again. In other words, the app will start at 180fps or so, and 
then decay (after a minute or so) to 30fps. Then, if I hit the 'm' key to 
change to a different threading model (doesn't matter which), the frame rate 
shoots back up to 180fps and then starts decaying again. I can do this over and 
over again by hitting the 'm' key.

Tomorrow, I'll try to delve into the depths of the OSG and SilverLining code to 
see if I can find the problem. In the meantime, I would feel silly if I didn't 
at least throw a couple of messages out there and ask if someone else has 
already encountered this.

Thank you!

Cheers,
Frank

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Re: [osg-users] [vpb] Flat Database Generation in Meters really shocked me when i load it to my osg application..!!!

2011-05-06 Thread Atilla Selem
Hi Shayne, 
Hi Glenn,
Thanks for ur kind replies..

Shayne,
As you know MyTerrain.tif file projection info was;
Geographic ( Latitude / Longitude ) 
[N:36, E128] [N:38, E130] is in Utm Zone 52
Datum : WGS84
Unit : Arc degrees.

i tried to reproject MyTerrain.tif file using ur gdalwarp command like this..
gdalwarp -s_srs proj=latlong +datum=WGS84 -t_srs proj=utm +zone=52 
+datum=WGS84 MyTerrain.tif MyTerrainUtm.tif

command prompt displayed such an error;
ERROR 1 : Translating source or target SRS failed:
proj=latlong +datum=WGS84

Is gdalwarp command true in terms of parameters?
And one more question.. Should i run gdalwarp command for each of my dted-2 
files which have Geographic projection before using osgdem?

Thanks a lot,
Atilla.


S2LR wrote:
 Try using the following to reproject your data...
 
 gdalwarp -s_srs proj=latlong +datum=WGS84 -t_srs proj=utm +zone=11 
 +datum=WGS84 infile outfile
 
 Do this before using osgdem on your data files. UTM zone selection will be 
 dependent upon where your lat/lon is...
 
 -Shayne
 
 -Original Message-
 From:  [mailto:] On Behalf Of Atilla Selem
 Sent: Thursday, May 05, 2011 11:09 AM
 To: 
 Subject: Re:  [vpb] Flat Database Generation in Meters reallyshocked me when 
 i load it to my osg application..!!!
 
 Hi Glenn,
 Thanks for the tip.. but i really need to know,
 
 Where should i do reprojection? In my dted-2 files and/or in my GeoTiff.file 
 (since their projections are both Geographic - Lat/Lon) before executing 
 osgdem?
 Or should i do re-scaling or whatever after i load terrain in osg application?
 And What tool or command option should i use to reproject to UTM?
 
 thanks in advance..
 
 Atilla.
 
 
 
 Glenn Waldron wrote:
 
  Atilla,osgdem is creating your model in what's called a plate carre 
  projection -- in which degrees are simply reinterpreted as meters. That is 
  why your 2x2 degree cell is appearing as 2x2 meters.
  
  
  You need to reproject into a proper projected spatial reference system 
  (like UTM) to get the correct extents.
  
  
  Check the bottom of this page for tips:
  http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem 
  (http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem)
  
  
  Glenn Waldron / Pelican Mapping / @glennwaldron
  
  
  On Thu, May 5, 2011 at 12:25 PM, Atilla Selem  () wrote:
  
  
   Hi,
   
   i have tried to generate a terrain (.ive) database using osgdem 
   commandline options in order to buid a flat database where coordinates 
   are in meters. After successfull generation i put that terrain in my osg 
   application and really shocked! Before telling you what i saw as the 
   output let me tell you my inputs.
    - i have four Dted-2 elevation file,
    - i have one GeoTiff image which is successfully mapped on dted files.
    - Dteds are starting (from 36N, 128E to 38N, 130E). So there are 4 1x1 
   degree cells [ Total size is 2x2].
    - GeoTiff image also extends from 36N, 128E to 38N, 130E. So it covers 
   [2x2] elevation file without no problem.
   
   Dted and Image Coordinate Systems are:
   Geographic ( Latitude / Longitude )
   Datum : WGS84
   Unit : Arc degrees.
   
   after putting dteds and image in seperate folders ( MyDted, MyImage ) i 
   executed the following vpb command to generate my flat database.
   
   - osgdem -t MyDted -d MyImage -l 8 -v 0.1 -o MyTerrain_Flat.ive
   
   after executig above line and loading Terrain_Flat.ive on my osg 
   application it was really difficult to find where is MyTerrain_Flat.ive 
   on my view.
   When i zoom in What i saw was a 2x2 meter flat database in osg size. 
   !!!It was located on x = 128 , y = 36 on my view according to ( 0,0,0) of 
   my scene!!!
   Real size of Dteds of Image was 178 km in Easting and 221 km in 
   Northing.. i have checked size and everythings was ok with Dted and Image.
   
   Now the question is
   1 - Is there a problem with vpb when creating flat database in meters?
   2- Have i missed a command line option?
   3- Why is the generated terrain covers 2x2 meters although it is 178 x 
   221 km in real size?
   4- Why it is located in x = 128 , y = 36 ? Those were Lower Left Lat/Lon 
   coordinates of dteds and image file?
   4- Isn't it possible to generate real size flat terrains in meters in 
   x,y,z using vpb?
   
   Any help is really appreciated...
   
   ...
   
   Thank you!
   
   Cheers,
   Atilla
   
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Re: [osg-users] [3rdparty] Frame Rate Decay w/ SilverLining Integration

2011-05-06 Thread Torben Dannhauer
Hi Knarf,

what Silverlining do you use? the most vurrent ( 2.15) ?
What is your system? Especially your graphics hardware? Nvidia oder AMD?

I use Silverlining in osgVisual and do not have your described problem. Maybe 
look at my silverlining integration and at the important integration parts 
(initialize, sky_drawable and cloud_drawable);


Good luck!

Cheers,
Torben

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
  Hi,

On Fri, May 6, 2011 at 3:24 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 This can actually be handled automatically with the right usage of FindOSG.
 But I agree that it's not always obvious how to do that. When you start
 writing tons of ifs for each configuration, it's a clear sign that you're
 not using CMake to its full potential.

  Yes. That is *exactly* the point  :)

 I'll have a look at it tomorrow morning.

  Thank you very much. I really appreciate it.


-- 
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[osg-users] lazy readNodeFile

2011-05-06 Thread Gianni Ambrosio
Hi All,
I implemented a class that embeds an osg::Group. The real graphics for my 
object is loaded from a file with a readNodeFile() call and the resulting node 
is set as child of the osg:Group. Now I would like the readNodeFile() is called 
just when it is needed, that means when the viewer shows the object.

Is there something ready in the osg libs to do so?

Regards
Gianni

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Re: [osg-users] lazy readNodeFile

2011-05-06 Thread Vincent Bourdier

Hi,

Maybe the ReadNodeFileCallback can help you.
It is used by the DatabasePager, so you can manage what is done for each 
readNodeFile call.


Or maybe making your own node node as PagedLOD which load the file only 
when requested...

Or playing with UpdateCallback...

Sorry this is not a real answer but maybe it can help you.

Regards,
Vincent.

Le 06/05/2011 09:45, Gianni Ambrosio a écrit :

Hi All,
I implemented a class that embeds an osg::Group. The real graphics for my 
object is loaded from a file with a readNodeFile() call and the resulting node 
is set as child of the osg:Group. Now I would like the readNodeFile() is called 
just when it is needed, that means when the viewer shows the object.

Is there something ready in the osg libs to do so?

Regards
Gianni

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Re: [osg-users] stats issue with svn

2011-05-06 Thread Martin Naylor
Hi Tom,
I have no idea I am afraid, I have seen the jumping as you describe.
One thing to try is when its jumping or the framerate is choppy, press m and
change the threading mode, does the choppiness go away?
It could be the stats are showing correct and there is something tying up
the GPU when first launched, its out my league though :)
My system is quite quick so it's hard to tell if it's actually tying up the
GPU or just a stats computation issue.

Regards

Martin Naylor




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tom Pearce
Sent: 05 May 2011 17:40
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] stats issue with svn

Martin, J-S,

Do you happen to know if this issue occurs only when the stats are enabled,
or if it also occurs in the viewer without the stats displayed?  I ask
because I've never actually used the stats functionality, but sometimes when
we launch our application, the graphics appear lower quality (as in
occasional jumpiness) but other times this problem is gone or at least
barely noticeable.  I'm just curious if this might be the same issue.

Cheers,
Tom

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Re: [osg-users] lazy readNodeFile

2011-05-06 Thread Gianni Ambrosio
Thanks Vincent for the fast reply. I  give a look at what you suggested.

Gianni

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Re: [osg-users] lazy readNodeFile

2011-05-06 Thread Torben Dannhauer
Hi,

maybe also ProxyNode is what you need..

Cheers,
Torben

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Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Riccardo Corsi
Hi All,

Paul, I think I've done some of the benchmark you're referring to on my end
right before starting this thread =)
In my example I replicate the same geometric primitive many times.
The geometric object is a little cube counting 40 vertex and 66 triangles
all rendered as a single drawElements in batch.
I'm using a very basic toon shader to render them, passing vertices, normals
and a vec4 attribute array.

Here's what I got when I test with 20.000 instances of the primitive when
they are all in the view frustum,
my box is Win7, i7 920 processor, nVidia 285GTX:

1) 20.000 separate drawables, each with its own VBO assigned.
CULL: 11ms, DRAW: ~40ms, GPU: ~37ms
Stats are very unstable with this scenario, even when I don't move and with
all of the threading models.


2) 20.000 separate drawables, sharing underneath the same VBO and EBO (at
least I hope I'm doing it the right way, check the code in my previous post)

CULL: ~8ms, DRAW: ~36ms, GPU: ~35ms


3) A single geode+geometry in which I combine all of the instances, rendered
in a single VBO + EBO
CULL: 0.04ms, DRAW: 0.18ms, GPU: ~4.5ms
Stats very stable, no differences among threading models.
With this scenario the fragment opeations becomes the bottleneck when I look
at the scene from a viewpoint that cause all the geometries to be rendered
almost back to front, so that nothing  is culled nor discarded by z test.

So scenario 3 provides a huge boost as expected, while the difference
between 1 and 2 is not as evident as I had hoped...

I'll see if I'm able to to patch the osg code to achive what Robert
suggests.

Thanks,
Ricky





On Thu, May 5, 2011 at 20:47, Robert Osfield robert.osfi...@gmail.comwrote:

 HI All,


 Current the OSG does unbind VBO's at the end of
 osg::Geometry::drawImplementation(..) so that VBO and EBO state
 doesn't leak into adjoining Drawables.  If an implementation is known
 to only use VBO's, with no display lists then potentially we could not
 bother with the unbind at the end of Geometry::drawImplemenation() and
 use lazy state updating.

 Robert.
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Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Robert Osfield
Hi Ricky,

Given you have 20,000 instances their will and cull and draw dispatch
bottleneck.  Sharing VBO's won't really share this much.  The big
elephant in the room is the number of seperate objects to traverse in
the cull and draw traversals and the number of seperate GL calls that
will have to be made.  As you've found batching the data ovoids these
bottlenecks and is certainly the way forward.

Robert.

On Fri, May 6, 2011 at 9:49 AM, Riccardo Corsi
riccardo.co...@kairos3d.it wrote:
 Hi All,

 Paul, I think I've done some of the benchmark you're referring to on my end
 right before starting this thread =)
 In my example I replicate the same geometric primitive many times.
 The geometric object is a little cube counting 40 vertex and 66 triangles
 all rendered as a single drawElements in batch.
 I'm using a very basic toon shader to render them, passing vertices, normals
 and a vec4 attribute array.

 Here's what I got when I test with 20.000 instances of the primitive when
 they are all in the view frustum,
 my box is Win7, i7 920 processor, nVidia 285GTX:

 1) 20.000 separate drawables, each with its own VBO assigned.
 CULL: 11ms, DRAW: ~40ms, GPU: ~37ms
 Stats are very unstable with this scenario, even when I don't move and with
 all of the threading models.


 2) 20.000 separate drawables, sharing underneath the same VBO and EBO (at
 least I hope I'm doing it the right way, check the code in my previous post)
 CULL: ~8ms, DRAW: ~36ms, GPU: ~35ms


 3) A single geode+geometry in which I combine all of the instances, rendered
 in a single VBO + EBO
 CULL: 0.04ms, DRAW: 0.18ms, GPU: ~4.5ms
 Stats very stable, no differences among threading models.
 With this scenario the fragment opeations becomes the bottleneck when I look
 at the scene from a viewpoint that cause all the geometries to be rendered
 almost back to front, so that nothing  is culled nor discarded by z test.

 So scenario 3 provides a huge boost as expected, while the difference
 between 1 and 2 is not as evident as I had hoped...

 I'll see if I'm able to to patch the osg code to achive what Robert
 suggests.

 Thanks,
 Ricky





 On Thu, May 5, 2011 at 20:47, Robert Osfield robert.osfi...@gmail.com
 wrote:

 HI All,


 Current the OSG does unbind VBO's at the end of
 osg::Geometry::drawImplementation(..) so that VBO and EBO state
 doesn't leak into adjoining Drawables.  If an implementation is known
 to only use VBO's, with no display lists then potentially we could not
 bother with the unbind at the end of Geometry::drawImplemenation() and
 use lazy state updating.

 Robert.
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Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Riccardo Corsi
Hi Robert,

thank you for your advice, but I used 20.000 only for benchmarking purposes,

I'll balance better the scenegraph in the real application.

Even so, with the scenario number 2, I was hoping to achieve performances
closer to scenario 3 than 1,
as the stats scale quite in linear way with smaller number of drawables.
Do you think the approach you suggest, avoiding explicit buffer unbind,
would provide some benefit?

I also have another question: when assigning vertex attributes and using
VBO,
I've met some issues using methods Geometry::setNormal/ColorArray and
retrieving the related attributes with gl_Normal/Color in shaders,
while everything works smooth if I assign and bind specific attribute
indices.
What is the reason behind it?

Thank you,
Ricky


On Fri, May 6, 2011 at 11:29, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Ricky,

 Given you have 20,000 instances their will and cull and draw dispatch
 bottleneck.  Sharing VBO's won't really share this much.  The big
 elephant in the room is the number of seperate objects to traverse in
 the cull and draw traversals and the number of seperate GL calls that
 will have to be made.  As you've found batching the data ovoids these
 bottlenecks and is certainly the way forward.

 Robert.

 On Fri, May 6, 2011 at 9:49 AM, Riccardo Corsi
 riccardo.co...@kairos3d.it wrote:
  Hi All,
 
  Paul, I think I've done some of the benchmark you're referring to on my
 end
  right before starting this thread =)
  In my example I replicate the same geometric primitive many times.
  The geometric object is a little cube counting 40 vertex and 66 triangles
  all rendered as a single drawElements in batch.
  I'm using a very basic toon shader to render them, passing vertices,
 normals
  and a vec4 attribute array.
 
  Here's what I got when I test with 20.000 instances of the primitive when
  they are all in the view frustum,
  my box is Win7, i7 920 processor, nVidia 285GTX:
 
  1) 20.000 separate drawables, each with its own VBO assigned.
  CULL: 11ms, DRAW: ~40ms, GPU: ~37ms
  Stats are very unstable with this scenario, even when I don't move and
 with
  all of the threading models.
 
 
  2) 20.000 separate drawables, sharing underneath the same VBO and EBO (at
  least I hope I'm doing it the right way, check the code in my previous
 post)
  CULL: ~8ms, DRAW: ~36ms, GPU: ~35ms
 
 
  3) A single geode+geometry in which I combine all of the instances,
 rendered
  in a single VBO + EBO
  CULL: 0.04ms, DRAW: 0.18ms, GPU: ~4.5ms
  Stats very stable, no differences among threading models.
  With this scenario the fragment opeations becomes the bottleneck when I
 look
  at the scene from a viewpoint that cause all the geometries to be
 rendered
  almost back to front, so that nothing  is culled nor discarded by z test.
 
  So scenario 3 provides a huge boost as expected, while the difference
  between 1 and 2 is not as evident as I had hoped...
 
  I'll see if I'm able to to patch the osg code to achive what Robert
  suggests.
 
  Thanks,
  Ricky
 
 
 
 
 
  On Thu, May 5, 2011 at 20:47, Robert Osfield robert.osfi...@gmail.com
  wrote:
 
  HI All,
 
 
  Current the OSG does unbind VBO's at the end of
  osg::Geometry::drawImplementation(..) so that VBO and EBO state
  doesn't leak into adjoining Drawables.  If an implementation is known
  to only use VBO's, with no display lists then potentially we could not
  bother with the unbind at the end of Geometry::drawImplemenation() and
  use lazy state updating.
 
  Robert.
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[osg-users] Manual perspective distortion?

2011-05-06 Thread Alexander Dieterle
Dear OSG Forum readers,

as we recently installed a multi-projector-based viewing screen I am currently 
working on its calibration. I managed to fix most of the displaying issues so 
far; however, one issue remains that I am quite unsure of how to approach it. 

Due to the mounting of the projectors in relation to the viewing screen, the 
projected image is distorted in a way that the projected image no longer 
resembles a rectangele but a trapezium. To give you a better understanding of 
the situation, I made a small sketch to visualise the problem (compare 
attachment).

The grey area is the projection area, while the blue frame resembles the area 
displayed by the projector. As can be seen in the image, whilst the left and 
bottom corners are quite well aligned, the upper right corner flees the 
projection area. 

Since the mounting of the projectors cannot be changed or adjusted further, I 
have to solve the problem on software side. I was thinking of somehow manually 
creating a perspective distortion matrix, such that I can move that corner so 
it fits in the projection area. However, I am a bit lost how to do that.

Is there anyone who could point me into the direction of how such a matrix 
could be created and what matrix to use at all? Intuitively, I've searched a 
bit in the direction of a projetion matrix, but couldn't quite find the right 
way to do it yet!

Anyways, thank you very much in advance for reading :)

Best regards,

Alexander

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Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Fred Smith
You usually want to create GL batches that are as large as possible. 10 draw 
calls of 100 elements will be slower than 1 draw call of 1000 elements.
Something else I have noticed a little while ago was that the stateset 
processing engine of OSG might be slow. One thing I have been surprised with 
was the performance with a scene graph containing just empty statesets on 
drawables vs. no stateset at all. Just having empty statesets decreases perf 
quite a bit, eg. just by calling getOrCreateStateSet.

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Re: [osg-users] lazy readNodeFile

2011-05-06 Thread Gianni Ambrosio
I gave a look at PagedLOD and ProxyNode classes and the second one seems what I 
need. But unfortunately I don't understand the logic behind the loading. 
Moreover even if I set LoadingExternalReferenceMode the to LOAD_IMMEDIATELY the 
file is not really loaded immediately. Which are the events that cause the 
file loading? Is here a way to force the loading?

Basically my scenario is as follows.
A piece of code should be able to create instances of my class setting also the 
external file for the real graphic but I don't want the graphic to be loaded at 
this point. In fact the code should only generate an object herarchy to be 
stored in an xml file. Another piece of code that reads the xml is able 
visualize the graphic, and so load it first.

Maybe playing with the UpdateCallback would be more appropriate in this case?

Gianni

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Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Robert Osfield
Hi Ricccardo,

On Fri, May 6, 2011 at 10:53 AM, Riccardo Corsi
riccardo.co...@kairos3d.it wrote:
 Do you think the approach you suggest, avoiding explicit buffer unbind,
 would provide some benefit?

It's unlikely to make a big difference as it's only one small part of
all the operations being done in the draw traversal.


 I also have another question: when assigning vertex attributes and using
 VBO,
 I've met some issues using methods Geometry::setNormal/ColorArray and
 retrieving the related attributes with gl_Normal/Color in shaders,
 while everything works smooth if I assign and bind specific attribute
 indices.
 What is the reason behind it?

No clue what might be amiss, there is far too little information to go
on to know.  I haven't personally seen problems
with using setNormalArray/setColorArray when using shaders, perhaps
there is somethin unusual you are doing.

Robert.
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Re: [osg-users] Compile osg in 32 Bit

2011-05-06 Thread Martin Haffner
Hi,

Unfortunately there is no file flags.make in my OpenSceneGraph folder:/

Thank you!

Cheers,
Martin

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Re: [osg-users] Compile osg in 32 Bit

2011-05-06 Thread Alberto Luaces
Martin Haffner writes:

 Hi,

 Unfortunately there is no file flags.make in my OpenSceneGraph folder:/

Not in the OSG source folder, but in your build folder. Anyway, just
compile with the VERBOSE environment variable to see how it is going.

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Re: [osg-users] [vpb] Flat Database Generation in Meters really shocked me when i load it to my osg application..!!!

2011-05-06 Thread Atilla Selem
Hi Glenn,
i have reprojected MyTerrainImage.tif from GCS ( Geographic coordinate system ) 
to UTM using GlobalMapper successfully,
Should i re-project Dted-2 Elevation files to UTM projection as well?
İf so;
Should i use osgdem command like this;

osgdem --cs +proj=utm +zone=52 -d MyDteds - MyImage -o...
or without --cs and projection info ( since they are already projected)

osgdem -d MyDteds - MyImage -o...

???

thx,
atilla.




Glenn Waldron wrote:
 I recommend reprojecting them first. You can use gdalwarp, or a tool like 
 Global Mapper.
 
 You may also want to investigate osgEarth as an alternative approach to doing 
 terrain with OSG.
 Glenn Waldron / Pelican Mapping / @glennwaldron
 
 
 On Thu, May 5, 2011 at 1:08 PM, Atilla Selem  () wrote:
 
   Hi Glenn,
  Thanks for the tip.. but i really need to know,
  
  Where should i do reprojection? In my dted-2 files and/or in my 
  GeoTiff.file (since their projections are both Geographic - Lat/Lon) before 
  executing osgdem?
  Or should i do re-scaling or whatever after i load terrain in osg 
  application?
  And What tool or command option should i use to reproject to UTM?
  
  thanks in advance..
  
  Atilla.
  
  
  
  Glenn Waldron wrote:
  
   Atilla,osgdem is creating your model in what's called a plate carre 
   projection -- in which degrees are simply reinterpreted as meters. That 
   is why your 2x2 degree cell is appearing as 2x2 meters.
   
   
   You need to reproject into a proper projected spatial reference system 
   (like UTM) to get the correct extents.
   
   
   Check the bottom of this page for tips:
   
  
  
   http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem 
   (http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem)

   (http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem

   (http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem))
   
   
   Glenn Waldron / Pelican Mapping / @glennwaldron
   
   
   
  
  
  
   On Thu, May 5, 2011 at 12:25 PM, Atilla Selem  () wrote:
   
   
 Hi,

i have tried to generate a terrain (.ive) database using osgdem 
commandline options in order to buid a flat database where coordinates 
are in meters. After successfull generation i put that terrain in my 
osg application and really shocked! Before telling you what i saw as 
the output let me tell you my inputs.
 - i have four Dted-2 elevation file,
 - i have one GeoTiff image which is successfully mapped on dted files.
 - Dteds are starting (from 36N, 128E to 38N, 130E). So there are 4 1x1 
degree cells [ Total size is 2x2].
 - GeoTiff image also extends from 36N, 128E to 38N, 130E. So it covers 
[2x2] elevation file without no problem.

Dted and Image Coordinate Systems are:
Geographic ( Latitude / Longitude )
Datum : WGS84
Unit : Arc degrees.

after putting dteds and image in seperate folders ( MyDted, MyImage ) i 
executed the following vpb command to generate my flat database.

- osgdem -t MyDted -d MyImage -l 8 -v 0.1 -o MyTerrain_Flat.ive

after executig above line and loading Terrain_Flat.ive on my osg 
application it was really difficult to find where is MyTerrain_Flat.ive 
on my view.
When i zoom in What i saw was a 2x2 meter flat database in osg size. 
!!!It was located on x = 128 , y = 36 on my view according to ( 0,0,0) 
of my scene!!!
Real size of Dteds of Image was 178 km in Easting and 221 km in 
Northing.. i have checked size and everythings was ok with Dted and 
Image.

Now the question is
1 - Is there a problem with vpb when creating flat database in meters?
2- Have i missed a command line option?
3- Why is the generated terrain covers 2x2 meters although it is 178 x 
221 km in real size?
4- Why it is located in x = 128 , y = 36 ? Those were Lower Left 
Lat/Lon coordinates of dteds and image file?
4- Isn't it possible to generate real size flat terrains in meters in 
x,y,z using vpb?

Any help is really appreciated...

...

Thank you!

Cheers,
Atilla

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Re: [osg-users] Compile osg in 32 Bit

2011-05-06 Thread Rafa Gaitan
Hi Martin,

As far as I know is more a gcc + cmake problem that OSG problem
itself. What I do when I want build with cmake and 32 bits in my 64
bits box is:

$ cd osg-svn
$ mkdir build
$ cd build
$ export CFLAGS=-m32
$ export CXXFLAGS=-m32
$ cmake .. -D (whatever you need here)

If you already have an out-of-source build (or in-source) you need to
delete CMakeCache.txt and redo cmake. CMake automatically will check
exported CFLAGS and CXXFLAGS.

The problem once you have 32bits building is to have all OSG
dependencies you need in 32 bits.. this could be a little bit pain.

Hope this helps.
Rafa.



2011/5/6 Alberto Luaces alua...@udc.es:
 Martin Haffner writes:

 Hi,

 Unfortunately there is no file flags.make in my OpenSceneGraph folder:/

 Not in the OSG source folder, but in your build folder. Anyway, just
 compile with the VERBOSE environment variable to see how it is going.

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Re: [osg-users] Manual perspective distortion?

2011-05-06 Thread Torben Dannhauer
Hi Alexander

In our 3-channel setup we use a per pixel distortion. In a rgb image we store 
the distortion. It is stored for every pixel encoded in the R,G and B value.
You can take a look on my solution on osgvisual.org

If you have a solution for your analytic distortion, please let me know.


Thank you!

Cheers,
Torben

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Re: [osg-users] OSGExp: CMake build

2011-05-06 Thread Jean-Sébastien Guay

Hi Farshid,


Thanks, I will go ahead and add these to the trunk.


Thanks for that.


I am going to keep
the existing Visual Studio projects though. The existing projects can be
used for both 32 and 64-bit builds. I even wrote a Python script in the
Setup folder that automates building the Visual Studio projects for
each version/platform and creates the installer.


It's very easy to do the same with the CMake-generated projects. You 
just generate projects for both architectures (can also be done from a 
batch file or script) and build both from the script the same way you 
build the current solution files.


I think keeping one set of build files is simpler in maintenance, but 
it's up to you.


J-S
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Re: [osg-users] [vpb] Need Efficient mesh data structures

2011-05-06 Thread Yonas Sahlemariam
Hi,

I have used Triangle, a thin C++ library for generating TINs in 2D. I used it 
when I develop Pathfinding algorithm in Hierarchical graphs. It generates 
constrained/non-constrained Delaunay triangles, ...


Thank you!

Cheers,
Yonas

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[osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Robert Osfield
Hi All,

I would like to make another dev release, if possible today, that
wraps up various submissions and my work on resolving code issues
reported by Coverity.  I've tested Linux, so probably don't need to
much testing here, but Windows and OSX it'd be very useful to have
feedback on.

Thanks in advance,
Robert.
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Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Paul Martz

On 5/6/2011 4:05 AM, Fred Smith wrote:

You usually want to create GL batches that are as large as possible. 10 draw 
calls of 100 elements will be slower than 1 draw call of 1000 elements.
Something else I have noticed a little while ago was that the stateset 
processing engine of OSG might be slow. One thing I have been surprised with 
was the performance with a scene graph containing just empty statesets on 
drawables vs. no stateset at all. Just having empty statesets decreases perf 
quite a bit, eg. just by calling getOrCreateStateSet.


osgWorks.google.com contains the CountStateSets visitor, which will remove empty 
StateSets, just for this reason.

   -Paul

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Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Torben Dannhauer
Hi Robert, 

in about 1-1.5 hours I can start to compile OSG and report back to you.
I'll do compile testing (what else ;)) and simple osgViewer testing.

Cheers,
Torben

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Re: [osg-users] Fine-grained render ordering

2011-05-06 Thread Craig S. Bosma
Sergey,

Thanks, that's been very helpful. I have some other questions though: suppose 
you have a graph with camera C, a child of sibling cameras A  B, e.g.

A - C
B - C

Will C be rendered twice? If so, how would one make C render first, then render 
each of A, B with the output textures of C? Would it work to make C a child of 
A only, with A PRE_RENDER and B POST_RENDER?

Thanks,
Craig
On Tuesday, May 3, 2011 at 2:30 AM, Sergey Polischuk wrote: 
 Sent incomplete message by accident :)
 
 Example : camera1 - camera2(prerender) - camera4(prerender)
 - camera3(postrender)
 
 render order will be camera4 (rendered first), camera2, camera3, 
 camera1(rendered last)
 
 Cheers, Sergey.
 
 03.05.2011, 11:28, Sergey Polischuk pol...@yandex.ru:
  Hi, Craig
  
  When you have nested cameras they work like nested render stages. All 
  cameras under another camera node will render just before or just after 
  (depending on render order set on camera) rendering parent camera. With 
  that in mind you can build hierarchy that suits your purposes.
  
  Example : camera1 - camera2
  
  
  
  02.05.2011, 16:17, Craig S. Bosma craig.bo...@gmail.com;:
   Will the same technique work with a third camera C?
   
   Sent from my iPhone
   
   On Apr 28, 2011, at 11:06 AM, Sergey Polischuk pol...@yandex.ru wrote:
   
   Hi, Craig
In your example, put camera A as child of B with render order on camera 
A set to prerender.

Cheers, Sergey.


27.04.2011, 18:38, Craig S. Bosma craig.bo...@gmail.com:
 Robert,
 
 Thanks for pointing out the TraversalOrderBin, I wasn't aware of 
 that. However, I'm still a little unclear on how that might help for 
 my use. Suppose I have a scene with with a root Group node and two 
 child Camera Nodes, A and B. Suppose both render to a texture via 
 FBO, and that B needs A's texture output. If I put the root node in 
 the TraversalOrderBin, would that guarantee that camera A is 
 rendered completely before camera B? What if A instead were a child 
 of B?
 
 Thanks,
 Craig
 On Tuesday, April 26, 2011 at 5:01 AM, Robert Osfield wrote:
  Hi Craig,
  
  The best way to manage render bin is vis 
  State::setRenderBinDetails(),
  and in the 2.9.x dev series you can now select a render bin that 
  sorts
  on traversal order of a subgrpah which makes some techniques easier 
  -
  use the RenderBin string TraversalOrderBin to select this bin.
  
  If you want to create and chain RenderStages then using an 
  osg::Camera
  in the scene graph is often one of the best ways to do this, and use
  the Camera::setRenderOrder(..) to control the order. You can also 
  use
  a custom cull traversal callback to create RenderStage/RenderBin and
  assign these to the rendering backend, but this does require a 
  greater
  knowledge of the internals of the rendering backend.
  
  Robert.
  
  On Fri, Apr 22, 2011 at 9:52 PM, Craig S. Bosma 
  craig.bo...@gmail.com wrote:
   Hi,
   I'm working on a shader-driven graphics pipeline for an OSG-based 
   app, and I
   want to better understand how I can better control the rendering 
   order. I
   want to render my initial scene to several texture targets, with 
   opaque and
   transparent objects handled separately. Currently I do this using 
   node
   masks, but from this thread
   (http://forum.openscenegraph.org/viewtopic.php?t=2374) it seems 
   like it
   would be better to use renderbin/renderstages. I have several more
   post-processing stages to follow, so I'm convinced that's the way 
   to go for
   me to have full control over the pipeline.
   I've dug into the source for SceneView, RenderBin, RenderStage, 
   etc. but
   it's not obvious to me how to shift objects from one bin to 
   another (aside
   from setRenderBinDetails), or how to add stages that form a 
   dependency
   chain. If anyone has examples or general advice on where to look, 
   I'd be
   glad to hear it.
   Thanks,
   Craig
   
   
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Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Chris 'Xenon' Hanson
On 5/6/2011 7:20 AM, Robert Osfield wrote:
 Hi All,
 I would like to make another dev release, if possible today, that
 wraps up various submissions and my work on resolving code issues
 reported by Coverity.  I've tested Linux, so probably don't need to
 much testing here, but Windows and OSX it'd be very useful to have
 feedback on.

  Would it be helpful for me to post links to the OSX and Win binary builds 
that started
at midnight Colorado time?

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Contracting.
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[osg-users] Add A Function getRefFromObjectCache(const std::string fileName) ?

2011-05-06 Thread xll
HI,all

 When writing a osgDB::ReadFileCallback, We 
need know if therewas someobject existed in the Registry's object 
cacheonsometime. 
Usualy, We call 
osgDB::Registry::instance()-getFromObjectCache to do this. 
Example:
 osg::Object * obj = 
osgDB::Registry::instance()-getFromObjectCache ();
 if(obj) 
{
 doSomething();
}
else 
{
doOtherthing();
}

When using this in multithread environment , it 
is not thread safe: obj maybebe deleted before getFromObjectCache 
return.

So , Do We needadd a function 
osg::refOjbect getRefFromObjectCache(conststd::stringfileName ) 
for osgDB::Registry?

 
Thankyou!

Cheers,

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay

Hi Farshid,


OK. The different ways you mention above, are they all currently
supported by OSGExp? Meaning, the material name is exported? The
object properties field is exported as descriptions you say? (I
haven't gone through the code to OSGExp yet)


Yes, all the methods I described are supported by the existing exporter.


Question then, where do I go in Max to set these kinds of tags? Can you
give me an example of what your artist would do to say that a given
object (or a given material) has a normal map?


Have you perhaps not seen this question? I would like to take the same 
approach as you as much as possible...


Thanks,

J-S
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Kim Bale
Just jumping into this thread, I admit that I haven't read it all the way
through, so hopefully this is relevant.

What I have done to support things like specular maps and bump maps in
models exported from Maya is to modify the dae loader found to support the
extra tags that are added to the Collada file from OpenCollada exporter

The OpenCollada exporter will add a bump tag to the dae file and also
export a spec map to the specular material. Obviously this doesn't export
shaders etc, so there still a bit of manual setup but it's a start.

If you'd like the source changes I'm happy to let you have them.

K.

On 6 May 2011 15:11, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.comwrote:

 Hi Farshid,


  OK. The different ways you mention above, are they all currently
 supported by OSGExp? Meaning, the material name is exported? The
 object properties field is exported as descriptions you say? (I
 haven't gone through the code to OSGExp yet)


 Yes, all the methods I described are supported by the existing exporter.


 Question then, where do I go in Max to set these kinds of tags? Can you
 give me an example of what your artist would do to say that a given
 object (or a given material) has a normal map?


 Have you perhaps not seen this question? I would like to take the same
 approach as you as much as possible...

 Thanks,


 J-S
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[osg-users] Animate a 3D model using osg::Animation and bvh plugin

2011-05-06 Thread Andrea Martini
Hi,
I would like to use osg_bvh plugin and osg:animation to animate a 3D model that 
has DOFTransform nodes. But i don't understand how use osgAnimation::Skeleton, 
osgAnimation::Animation, osgAnimation::BasicAnimationManager, 
osgAnimation::Bone.
To animate a single DofTransform nodes inside model (i.e. head) i traverse 3D 
model, but how can i get information by bvh?

I use :

osg::Node* loadedModel = osgDB::readNodeFile(SimpleWalk.bvh);

but i don't know how to get information about head rotation.


Moreover, if i don't use osgAnimation Classes, i can set hpr bvh info to each 
DofTransform ... but it could be an hard work. I suppose that it could be more 
simpler using osganimation. 
Could you give me some suggestions?

Thank you!

Cheers,
Andrea

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Re: [osg-users] [vpb] Flat Database Generation in Meters reallyshocked me when i load it to my osg application..!!!

2011-05-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Try omitting the s_srs portion of the gdalwarp command to see if that makes any 
difference.

I believe dted files will need to be reprojected as well since VPB builds the 
database using the source data coordinate system.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Atilla Selem
Sent: Friday, May 06, 2011 12:39 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Flat Database Generation in Meters reallyshocked 
me when i load it to my osg application..!!!

Hi Shayne, 
Hi Glenn,
Thanks for ur kind replies..

Shayne,
As you know MyTerrain.tif file projection info was;
Geographic ( Latitude / Longitude ) 
[N:36, E128] [N:38, E130] is in Utm Zone 52
Datum : WGS84
Unit : Arc degrees.

i tried to reproject MyTerrain.tif file using ur gdalwarp command like this..
gdalwarp -s_srs proj=latlong +datum=WGS84 -t_srs proj=utm +zone=52 
+datum=WGS84 MyTerrain.tif MyTerrainUtm.tif

command prompt displayed such an error;
ERROR 1 : Translating source or target SRS failed:
proj=latlong +datum=WGS84

Is gdalwarp command true in terms of parameters?
And one more question.. Should i run gdalwarp command for each of my dted-2 
files which have Geographic projection before using osgdem?

Thanks a lot,
Atilla.


S2LR wrote:
 Try using the following to reproject your data...
 
 gdalwarp -s_srs proj=latlong +datum=WGS84 -t_srs proj=utm +zone=11 
 +datum=WGS84 infile outfile
 
 Do this before using osgdem on your data files. UTM zone selection will be 
 dependent upon where your lat/lon is...
 
 -Shayne
 
 -Original Message-
 From:  [mailto:] On Behalf Of Atilla Selem
 Sent: Thursday, May 05, 2011 11:09 AM
 To: 
 Subject: Re:  [vpb] Flat Database Generation in Meters reallyshocked me when 
 i load it to my osg application..!!!
 
 Hi Glenn,
 Thanks for the tip.. but i really need to know,
 
 Where should i do reprojection? In my dted-2 files and/or in my GeoTiff.file 
 (since their projections are both Geographic - Lat/Lon) before executing 
 osgdem?
 Or should i do re-scaling or whatever after i load terrain in osg application?
 And What tool or command option should i use to reproject to UTM?
 
 thanks in advance..
 
 Atilla.
 
 
 
 Glenn Waldron wrote:
 
  Atilla,osgdem is creating your model in what's called a plate carre 
  projection -- in which degrees are simply reinterpreted as meters. That is 
  why your 2x2 degree cell is appearing as 2x2 meters.
  
  
  You need to reproject into a proper projected spatial reference system 
  (like UTM) to get the correct extents.
  
  
  Check the bottom of this page for tips:
  http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem 
  (http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem)
  
  
  Glenn Waldron / Pelican Mapping / @glennwaldron
  
  
  On Thu, May 5, 2011 at 12:25 PM, Atilla Selem  () wrote:
  
  
   Hi,
   
   i have tried to generate a terrain (.ive) database using osgdem 
   commandline options in order to buid a flat database where coordinates 
   are in meters. After successfull generation i put that terrain in my osg 
   application and really shocked! Before telling you what i saw as the 
   output let me tell you my inputs.
    - i have four Dted-2 elevation file,
    - i have one GeoTiff image which is successfully mapped on dted files.
    - Dteds are starting (from 36N, 128E to 38N, 130E). So there are 4 1x1 
   degree cells [ Total size is 2x2].
    - GeoTiff image also extends from 36N, 128E to 38N, 130E. So it covers 
   [2x2] elevation file without no problem.
   
   Dted and Image Coordinate Systems are:
   Geographic ( Latitude / Longitude )
   Datum : WGS84
   Unit : Arc degrees.
   
   after putting dteds and image in seperate folders ( MyDted, MyImage ) i 
   executed the following vpb command to generate my flat database.
   
   - osgdem -t MyDted -d MyImage -l 8 -v 0.1 -o MyTerrain_Flat.ive
   
   after executig above line and loading Terrain_Flat.ive on my osg 
   application it was really difficult to find where is MyTerrain_Flat.ive 
   on my view.
   When i zoom in What i saw was a 2x2 meter flat database in osg size. 
   !!!It was located on x = 128 , y = 36 on my view according to ( 0,0,0) of 
   my scene!!!
   Real size of Dteds of Image was 178 km in Easting and 221 km in 
   Northing.. i have checked size and everythings was ok with Dted and Image.
   
   Now the question is
   1 - Is there a problem with vpb when creating flat database in meters?
   2- Have i missed a command line option?
   3- Why is the generated terrain covers 2x2 meters although it is 178 x 
   221 km in real size?
   4- Why it is located in x = 128 , y = 36 ? Those were Lower Left Lat/Lon 
   coordinates of dteds and image file?
   4- Isn't it possible to generate real size flat terrains in meters in 
   x,y,z using vpb?
   
   Any help is really appreciated...
   
   ...
   
   Thank you!
   

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Robert Osfield
Hi Chris,

On Fri, May 6, 2011 at 3:03 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
  Would it be helpful for me to post links to the OSX and Win binary builds 
 that started
 at midnight Colorado time?

If you have nightly build running could you possible set them up to
post build reports to cdash.openscenegraph.org, I can then monitor the
builds.  Yesterday I checked in one change that broke the build and an
overnight build posted to cdash highlighted this problem which I fixed
first thing this morning, so it's a system that is pretty effective.

Robert.
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Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Chris 'Xenon' Hanson
On 5/6/2011 10:14 AM, Robert Osfield wrote:
 If you have nightly build running could you possible set them up to
 post build reports to cdash.openscenegraph.org, I can then monitor the
 builds.  Yesterday I checked in one change that broke the build and an
 overnight build posted to cdash highlighted this problem which I fixed
 first thing this morning, so it's a system that is pretty effective.

  We're working towards that goal, but we don't have CDash reporting done yet.

  I can tell you it appears that the builds went fine last night, but I didn't 
look to see
when they ran versus when you last checked in code.

 Robert.

-- 
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. - 
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Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Chris 'Xenon' Hanson
On 5/6/2011 10:16 AM, Chris 'Xenon' Hanson wrote:
   I can tell you it appears that the builds went fine last night, but I 
 didn't look to see
 when they ran versus when you last checked in code.

  Actually, I'm wrong:


12D:\OSG\trunk_vs10_x64_debug\src\OSG\trunk\build\product\include\osgDB/Serializer(700):
error C2664: 'osgDB::TemplateSerializerP::TemplateSerializer(const
osgDB::TemplateSerializerP )' : cannot convert parameter 1 from 'const char 
*' to
'const osgDB::TemplateSerializerP '
12  with
12  [
12  P=osg::ClipNode::ClipPlaneList
12  ]
12  Reason: cannot convert from 'const char *' to 'const
osgDB::TemplateSerializerP'
12  with
12  [
12  P=osg::ClipNode::ClipPlaneList
12  ]
12  No constructor could take the source type, or constructor overload 
resolution
was ambiguous
12
D:\OSG\trunk_vs10_x64_debug\src\OSG\trunk\build\product\include\osgDB/Serializer(699)
 :
while compiling class template member function
'osgDB::ListSerializerC,P::ListSerializer(const char *,const std::vector_Ty 
(__cdecl
osg::ClipNode::* )(void) const,void (__cdecl osg::ClipNode::* )(const P ))'
12  with
12  [
12  C=MyClass,
12  P=osg::ClipNode::ClipPlaneList,
12  _Ty=osg::ref_ptrosg::ClipPlane
12  ]
12  ClipNode.cpp(11) : see reference to class template instantiation
'osgDB::ListSerializerC,P' being compiled
12  with
12  [
12  C=MyClass,
12  P=osg::ClipNode::ClipPlaneList
12  ]

This is happening with both VS2008 and VS2010.


  Is this what you already saw and fixed?

 Robert.

-- 
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
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Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Robert Osfield
Hi Chris,

That's the build problem that I spotted from cdash and fixed this morning ;-)

Cheers,
Robert.

On Fri, May 6, 2011 at 5:35 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 On 5/6/2011 10:16 AM, Chris 'Xenon' Hanson wrote:
   I can tell you it appears that the builds went fine last night, but I 
 didn't look to see
 when they ran versus when you last checked in code.

  Actually, I'm wrong:


 12D:\OSG\trunk_vs10_x64_debug\src\OSG\trunk\build\product\include\osgDB/Serializer(700):
 error C2664: 'osgDB::TemplateSerializerP::TemplateSerializer(const
 osgDB::TemplateSerializerP )' : cannot convert parameter 1 from 'const 
 char *' to
 'const osgDB::TemplateSerializerP '
 12          with
 12          [
 12              P=osg::ClipNode::ClipPlaneList
 12          ]
 12          Reason: cannot convert from 'const char *' to 'const
 osgDB::TemplateSerializerP'
 12          with
 12          [
 12              P=osg::ClipNode::ClipPlaneList
 12          ]
 12          No constructor could take the source type, or constructor 
 overload resolution
 was ambiguous
 12
 D:\OSG\trunk_vs10_x64_debug\src\OSG\trunk\build\product\include\osgDB/Serializer(699)
  :
 while compiling class template member function
 'osgDB::ListSerializerC,P::ListSerializer(const char *,const 
 std::vector_Ty (__cdecl
 osg::ClipNode::* )(void) const,void (__cdecl osg::ClipNode::* )(const P ))'
 12          with
 12          [
 12              C=MyClass,
 12              P=osg::ClipNode::ClipPlaneList,
 12              _Ty=osg::ref_ptrosg::ClipPlane
 12          ]
 12          ClipNode.cpp(11) : see reference to class template instantiation
 'osgDB::ListSerializerC,P' being compiled
 12          with
 12          [
 12              C=MyClass,
 12              P=osg::ClipNode::ClipPlaneList
 12          ]

 This is happening with both VS2008 and VS2010.


  Is this what you already saw and fixed?

 Robert.

 --
 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
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay

Hi Kim,


Just jumping into this thread, I admit that I haven't read it all the
way through, so hopefully this is relevant.


Of course, jump in whenever you want :-)


What I have done to support things like specular maps and bump maps in
models exported from Maya is to modify the dae loader found to support
the extra tags that are added to the Collada file from OpenCollada
exporter

The OpenCollada exporter will add a bump tag to the dae file and also
export a spec map to the specular material. Obviously this doesn't
export shaders etc, so there still a bit of manual setup but it's a start.


I had considered Collada, but I'd prefer to avoid using it because it's 
just another intermediate format that may be interpreted one way or 
another. I need to support the same content pipeline coming from either 
Maya or 3DSMax, and both the stock and the OpenCollada exporters for 
these software give different results (not only the extra tags are 
different but other things as well). Combined with the fact that OSG's 
Collada reader is involved in getting the data into OSG, it'll be hard 
to get the same results.


I'm currently working on both the Maya and Max exporters to OSG format. 
It's 2 plugins to maintain, but if I can get the same results from both, 
at least I won't have an intermediate format and an import plugin to 
worry about, the data will be in native OSG format straight out of the 
content creation tool (Maya or Max).


Still, thanks for your input,

J-S
--
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Re: [osg-users] Add A Function getRefFromObjectCache(const std::string fileName) ?

2011-05-06 Thread Robert Osfield
Hi Lilinx,

Have a osg::ref_ptrosg::Object
Registry::getRefFromObjectCache(std::sring) method is a reasonable
request, now added and checked into svn/trunk.  I also added a
getRefFromArchiveCache() as well.

For older versions of the OSG you can simply use a ref_ptrObject in
your own code rather than a C pointer.  This still leaves potential
for an object to go out of scope while being passed back, but this
condition will be a very small window that is unlikely to trip apps up
too readily.

Robert.

On Fri, May 6, 2011 at 3:08 PM, xll lil...@21cn.com wrote:

  HI,all

When writing a osgDB::ReadFileCallback, We need know if there was
 someobject existed in the Registry's object cache  on sometime.
 Usualy, We call osgDB::Registry::instance()-getFromObjectCache to do this.
 Example:
osg::Object * obj =
 osgDB::Registry::instance()-getFromObjectCache ();
if(obj)
 {
   doSomething();
 }
 else
 {
   doOtherthing();
 }

 When using this in multithread  environment , it is not thread safe: obj
 maybe be deleted before getFromObjectCache return.

 So ,  Do We need add a function  osg::refOjbect
 getRefFromObjectCache(const std::string fileName )  for osgDB::Registry?


 Thank you!
 Cheers,

 lilinx

 ---
 卡巴斯基,价值非凡的安全保护

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Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Rafa Gaitan
Hi Robert,

Building now for MacOSX and for Android(ndk-r5b).. I will tell you
something if I find any problem.

Cheers,
Rafa.


2011/5/6 Robert Osfield robert.osfi...@gmail.com:
 Hi Chris,

 That's the build problem that I spotted from cdash and fixed this morning ;-)

 Cheers,
 Robert.

 On Fri, May 6, 2011 at 5:35 PM, Chris 'Xenon' Hanson
 xe...@alphapixel.com wrote:
 On 5/6/2011 10:16 AM, Chris 'Xenon' Hanson wrote:
   I can tell you it appears that the builds went fine last night, but I 
 didn't look to see
 when they ran versus when you last checked in code.

  Actually, I'm wrong:


 12D:\OSG\trunk_vs10_x64_debug\src\OSG\trunk\build\product\include\osgDB/Serializer(700):
 error C2664: 'osgDB::TemplateSerializerP::TemplateSerializer(const
 osgDB::TemplateSerializerP )' : cannot convert parameter 1 from 'const 
 char *' to
 'const osgDB::TemplateSerializerP '
 12          with
 12          [
 12              P=osg::ClipNode::ClipPlaneList
 12          ]
 12          Reason: cannot convert from 'const char *' to 'const
 osgDB::TemplateSerializerP'
 12          with
 12          [
 12              P=osg::ClipNode::ClipPlaneList
 12          ]
 12          No constructor could take the source type, or constructor 
 overload resolution
 was ambiguous
 12
 D:\OSG\trunk_vs10_x64_debug\src\OSG\trunk\build\product\include\osgDB/Serializer(699)
  :
 while compiling class template member function
 'osgDB::ListSerializerC,P::ListSerializer(const char *,const 
 std::vector_Ty (__cdecl
 osg::ClipNode::* )(void) const,void (__cdecl osg::ClipNode::* )(const P ))'
 12          with
 12          [
 12              C=MyClass,
 12              P=osg::ClipNode::ClipPlaneList,
 12              _Ty=osg::ref_ptrosg::ClipPlane
 12          ]
 12          ClipNode.cpp(11) : see reference to class template instantiation
 'osgDB::ListSerializerC,P' being compiled
 12          with
 12          [
 12              C=MyClass,
 12              P=osg::ClipNode::ClipPlaneList
 12          ]

 This is happening with both VS2008 and VS2010.


  Is this what you already saw and fixed?

 Robert.

 --
 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
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Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
http://gvsig3d.blogspot.com
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
  Hi J-S,

On Fri, May 6, 2011 at 3:49 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:

 Here are the changes I have made to maya2osg.

 1. I have modified the CMake config so it will use the OSG release and debug
 versions correctly.
 2. I made the Maya install directory user-visible because it might not be in
 Program Files... It is settable at install time.
 3. I set the debug, release with debug info and min size release postfixes
 to empty so that you can compile/install either version and Maya will load
 it correctly (by default they are d, rd and s).
 4. I removed the CONFIG_PROJECT macro since it was now being used only for
 OpenGL (since FindOSGHelper does all the work for OSG).
 5. I aded the possibility for parallel building on MSVC. On my 8 core it
 builds much quicker :-)
 6. The only code change is that I added .get() where needed so the plugin
 would compile when OSG is built with OSG_REF_PTR_IMPLICIT_CONVERSION
 disabled.

  Thank you very much. They are submitted to svn/trunk. Now the CMake
script works like a charm. I hope to port it to Linux next monday. Now
in VS debug mode works like a charm, did you finally manage to debug
Maya and Maya2OSG from VS?

 I noticed that you've made changes to fix the normal mapping, but for me the
 plugin seems to make Maya crash when I press the Export button. I tried to
 debug the crash, but the plugin built in debug doesn't crash... And in
 release with debug symbols, the crash doesn't seem to happen in the plugin
 itself, because I don't get a coherent stack trace. I'm assuming you tested
 your change and it doesn't crash for you, so it's probably something
 specific to my setup. I'll let you know when I have more information.

  Actually, I didn't change anything there yet. It was Peter who
submitted some changes related with the bumpmapping problems we
detected. It was an UI option that accidentally disappeared that
allowed to enable/disable bumpmapping export.

  I also noticed a bug in this code that make the plug-in crash when
the bump texture cannot be loaded. It is already fixed, but I don't
think it is the same problem you're finding. I am still working on all
these and haven't reviewed yet all the changes in the last months that
could cause the bump problems.

  However, if you can send me the scene that is crashing on your
system, in case it is not too complex, I can test directly with it.


  Regards,

-- 
Javier Taibo
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay

Hi all,


Here it is.


Argh, I didn't realize how big that was. I got a message from the list 
saying it awaited moderator approval, you can safely refuse it, I'll 
send it to Javier directly.


Sorry,

J-S
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
  Hi J-S,

On Fri, May 6, 2011 at 7:02 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:

 1. Named the osg::Light according to the MFnLight/MFnSpotLight name (i.e. if
 the light's MatrixTransform is directionalLight1, then the osg::Light will
 be directionalLightShape1)

 2. Blinn materials will be shaded like Phong, with an empirical conversion
 of the eccentricity to an OpenGL shininess value. I haven't found any good
 online sources on converting the value (and the Maya doc was no help
 either), so I came up with my own conversion after a bit of experimentation
 in a spreadsheet... Seems to give roughly the right curve in specular
 highlight. If we can get a better conversion later I'm all for it.

 3. The file connected to a Bump2d node would be converted to a tangent space
 normal map with the bump2normal() function. Our normal map textures are
 already tangent space normal maps, so they need no conversion (and
 converting them gave really bad results). The Bump2d node has a setting
 called Use As: Bump / Tangent Space Normals / Object Space Normals. I think
 that if the setting is not set to Bump, there should be no conversion done.
 So I did that, I hope you agree (or if there's some other way to do that let
 me know).

  Thank you for the changes. They are already submitted to svn/trunk.

  The Blinn shader was something in my to-do list. I wanted to do some
research to discover what computations does Maya for it. Now we have a
first approximation :)  However, I don't know if it is working

 I saw your change in bump2normal.cpp, but it didn't help. I'm still getting
 a crash only in release build of the plugin, after pressing Export. I'll
 probably put in some prints to try and track it down, since the debug
 version of the plugin doesn't crash. Don't worry about it.

  By the way, I tested the file you sent me with tangent space normal
maps, and worked OK. At least nobody crashed. The mapping is a bit
weird however, but I suppose it is just a test to see if it is
working. I can send you a snapshot if you want.


  Regards,

-- 
Javier Taibo
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
On Fri, May 6, 2011 at 7:41 PM, Javier Taibo javier.ta...@gmail.com wrote:
 research to discover what computations does Maya for it. Now we have a
 first approximation :)  However, I don't know if it is working
   ^
  Please, ignore this line. It should not be there  X-D


-- 
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Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Rafa Gaitan
Hi Robert,

Builds and works fine with my application on MacOSX, The build is also
fine on android.

Rafa.


2011/5/6 Rafa Gaitan rafa.gai...@gmail.com:
 Hi Robert,

 Building now for MacOSX and for Android(ndk-r5b).. I will tell you
 something if I find any problem.

 Cheers,
 Rafa.


 2011/5/6 Robert Osfield robert.osfi...@gmail.com:
 Hi Chris,

 That's the build problem that I spotted from cdash and fixed this morning ;-)

 Cheers,
 Robert.

 On Fri, May 6, 2011 at 5:35 PM, Chris 'Xenon' Hanson
 xe...@alphapixel.com wrote:
 On 5/6/2011 10:16 AM, Chris 'Xenon' Hanson wrote:
   I can tell you it appears that the builds went fine last night, but I 
 didn't look to see
 when they ran versus when you last checked in code.

  Actually, I'm wrong:


 12D:\OSG\trunk_vs10_x64_debug\src\OSG\trunk\build\product\include\osgDB/Serializer(700):
 error C2664: 'osgDB::TemplateSerializerP::TemplateSerializer(const
 osgDB::TemplateSerializerP )' : cannot convert parameter 1 from 'const 
 char *' to
 'const osgDB::TemplateSerializerP '
 12          with
 12          [
 12              P=osg::ClipNode::ClipPlaneList
 12          ]
 12          Reason: cannot convert from 'const char *' to 'const
 osgDB::TemplateSerializerP'
 12          with
 12          [
 12              P=osg::ClipNode::ClipPlaneList
 12          ]
 12          No constructor could take the source type, or constructor 
 overload resolution
 was ambiguous
 12
 D:\OSG\trunk_vs10_x64_debug\src\OSG\trunk\build\product\include\osgDB/Serializer(699)
  :
 while compiling class template member function
 'osgDB::ListSerializerC,P::ListSerializer(const char *,const 
 std::vector_Ty (__cdecl
 osg::ClipNode::* )(void) const,void (__cdecl osg::ClipNode::* )(const P ))'
 12          with
 12          [
 12              C=MyClass,
 12              P=osg::ClipNode::ClipPlaneList,
 12              _Ty=osg::ref_ptrosg::ClipPlane
 12          ]
 12          ClipNode.cpp(11) : see reference to class template 
 instantiation
 'osgDB::ListSerializerC,P' being compiled
 12          with
 12          [
 12              C=MyClass,
 12              P=osg::ClipNode::ClipPlaneList
 12          ]

 This is happening with both VS2008 and VS2010.


  Is this what you already saw and fixed?

 Robert.

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
 http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
 Contracting.
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 Universidad Politécnica de Valencia




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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay

Hi Javier,


   Thank you for the changes. They are already submitted to svn/trunk.


Great, thanks. Can you please replace the filetexture.cpp by this one as 
it's the behavior I think we want - if the Use As: field is anything 
OTHER than Bump, don't convert bump2normal.



   The Blinn shader was something in my to-do list. I wanted to do some
research to discover what computations does Maya for it. Now we have a
first approximation :)


Yep, and we can easily replace the calculation I did with anything else.


   By the way, I tested the file you sent me with tangent space normal
maps, and worked OK. At least nobody crashed. The mapping is a bit
weird however, but I suppose it is just a test to see if it is
working. I can send you a snapshot if you want.


No, I know the mapping is weird, I didn't do anything for that (I just 
wanted to have something to test with).


Weird (good) that it doesn't crash for you. I'll continue testing...

J-S
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Re: [osg-users] [3rdparty] Frame Rate Decay w/ SilverLining Integration

2011-05-06 Thread Frank Sullivan
Hi Zonk,

The basic configuration for the two computers that are having this problem are:

1) Intel Xeon 5405 2.0GHz CPU, 4GB RAM, Nvidia GeForce X260 GPU 896MB
2) Intel Core i7 2.79GHz, 4GB RAM, Nvidia 9800GT 512MB 

I'm personally running on a machine with an Intel Xeon 5410 (2.33GHz), 4GB RAM, 
NVIDIA GeForce 9800 GT 512MB. However, the problem doesn't show up on my 
computer. So, I'm not sure if the video card is to blame, because I use the 
same video card as one of the problem computers.

Zonk, do you have RTT in your demo by chance? If so, would you mind if I took a 
look at it?

Thank you!

Cheers,
Frank

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay

Hi Javier,


Great, thanks. Can you please replace the filetexture.cpp by this one as
it's the behavior I think we want - if the Use As: field is anything
OTHER than Bump, don't convert bump2normal.


Sorry I forgot the file, here it is.

BTW, it's fine to leave my e-mail in the AUTHORS file.

J-S
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/**
Maya2OSG - A toolkit for exporting Maya scenes to OpenSceneGraph
Copyright (C) 2010 Javier Taibo javier.ta...@gmail.com

This file is part of Maya2OSG.

Maya2OSG is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Maya2OSG is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Maya2OSG.  If not, see http://www.gnu.org/licenses/.
*/
#include filetexture.h
#include shadingnetwork.h
#include bump2normal.h
#include ../texture.h
#include ../shader.h
#include ../config.h
#include ../common.h

#include maya/MFnDependencyNode.h
#include maya/MPlugArray.h

#include osgDB/FileNameUtils

#include sstream


/**
 *  Constructor
 */
FileTexture::FileTexture( const MObject shading_node, ShadingNetwork 
shading_network ) :
ShadingNode( shading_node, shading_network )
{
}


/**
 *  Get the GLSL Codeblock for a plug
 */
ShadingNode::CodeBlock FileTexture::getCodeBlock( const std::string plug_name )
{
CodeBlock code_block;

std::string variable_name;
MFnDependencyNode dn(_mayaShadingNode);
std::string maya_tex_name = dn.name().asChar();

// Check the plug name. Supported ones: outColor, outTransparency, outAlpha

if ( plug_name == outColor ||
 plug_name == outTransparency ||
 plug_name == outAlpha )
{
std::string maya_tex_name_clean = maya_tex_name;
hygienizeName( maya_tex_name_clean );
variable_name = sn_filetexture_ + maya_tex_name_clean + _output;

MPlugArray remote_plugs;
Shader::getPlugConnectedFromChannel(_mayaShadingNode, plug_name, 
remote_plugs);
bool is_bump = false;
bool convert_bump = false;
if ( Config::instance()-getEnableBumpMapping() ) {
for ( int i=0 ; !is_bump  i  remote_plugs.length() ; 
i++ ) {
std::string remote_plug_name = 
remote_plugs[i].partialName(false, false, false, false, false, true).asChar();
bool has_Fn_kBump = 
remote_plugs[i].node().hasFn(MFn::kBump);
if ( remote_plug_name == bumpValue  
has_Fn_kBump )
{
is_bump = true;

// If the bump used is already a tangent space normal map, 
no conversion is needed.
MFnDependencyNode bumpNode(remote_plugs[i].node());
MPlug plug_bumpInterp;
plug_bumpInterp = bumpNode.findPlug(bumpInterp);
// bumpInterp values: 0 = Bump, 1 = Tangent Space Normals, 
2 = Object Space Normals
int bumpInterp = 0;
plug_bumpInterp.getValue(bumpInterp);
convert_bump = (bumpInterp == 0);   // Convert only if 
used as Bump

break;
}
}
}
std::string filename_nm;
if ( is_bump  convert_bump) {
MPlug plug_filename;
MString texname;
plug_filename = dn.findPlug(fileTextureName);
plug_filename.getValue(texname);
// This texture is used as a bump (height) map, we should convert 
it to a normal map
std::string filename_orig = texname.asChar();

// Convert bump map (height map) to normal map
filename_nm = bump2Normal( filename_orig );
}

// If variable not available, we compute them
if ( ! variableIsAvailable(variable_name) ) {

int tc_set_unit = _shadingNetwork.getTexturingConfig().getTCSet( 
maya_tex_name );
int texture_unit = 
_shadingNetwork.getTexturingConfig().getTextureUnit( maya_tex_name );

std::stringstream ss_sampler_name;
ss_sampler_name  tex  texture_unit  _  
maya_tex_name_clean;
std::string sampler_name = ss_sampler_name.str();

// Set the texture in the stateset
osg::ref_ptrosg::Texture2D tex;
if ( is_bump 

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Robert Osfield
Hi Rafa,

On Fri, May 6, 2011 at 6:57 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:
 Builds and works fine with my application on MacOSX, The build is also
 fine on android.

That's great to hear.  It'll take me a while to come to terms with
build is also fine on Android...
never thought in the early days of the OSG that it'd run in such a
small form factor ;-)

Robert.
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Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Torben Dannhauer
Hi Robert,

it compiles and works great on win7 64b bit, VS2008 Sp1, Qt 4.7.2 in 32 and 64 
bit.

Four your information, I got the following compile warnings:

Warnung 1   warning C4611: Interaktion zwischen '_setjmp' und 
C++-Objektlöschung ist nicht portabel 
d:\OpenSceneGraph\OpenSceneGraph-2.9.14_x86\src\osg\glu\libtess\tess.cpp
505 osg
Warnung 122 warning C4996: 'fileno': The POSIX name for this item is 
deprecated. Instead, use the ISO C++ conformant name: _fileno. See online help 
for details.
d:\OpenSceneGraph\OpenSceneGraph-2.9.14_x86\src\osgPlugins\zip\unzip.cpp
191 Plugins zip
Warnung 123 warning C4996: 'getcwd': The POSIX name for this item is 
deprecated. Instead, use the ISO C++ conformant name: _getcwd. See online help 
for details.
d:\OpenSceneGraph\OpenSceneGraph-2.9.14_x86\src\osgPlugins\zip\unzip.cpp
3931Plugins zip





Thank you!

Cheers,
Torben

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Re: [osg-users] [3rdparty] Frame Rate Decay w/ SilverLining Integration

2011-05-06 Thread Torben Dannhauer
Hi knarf,

yes I have RTT because I apply a distortion on the rendred texture before the 
final output.

osgVisual is open source, take a look at osgvisual.org, the modul is called 
sky_silverlining


Cheers,
Torben

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Re: [osg-users] Manual perspective distortion?

2011-05-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If I understand you correctly, you want to tweak the viewing frustum?

You should be able to rotate and scale (move in and out) the clipping planes of 
an asymmetric viewing frustum (projection matrix) so that the four sides of 
intersection with the near clipping plane form a general quadrilateral. This 
should allow you to tune to the area of projection that you're interested in.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alexander 
Dieterle
Sent: Friday, May 06, 2011 3:59 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Manual perspective distortion?

Dear OSG Forum readers,

as we recently installed a multi-projector-based viewing screen I am currently 
working on its calibration. I managed to fix most of the displaying issues so 
far; however, one issue remains that I am quite unsure of how to approach it. 

Due to the mounting of the projectors in relation to the viewing screen, the 
projected image is distorted in a way that the projected image no longer 
resembles a rectangele but a trapezium. To give you a better understanding of 
the situation, I made a small sketch to visualise the problem (compare 
attachment).

The grey area is the projection area, while the blue frame resembles the area 
displayed by the projector. As can be seen in the image, whilst the left and 
bottom corners are quite well aligned, the upper right corner flees the 
projection area. 

Since the mounting of the projectors cannot be changed or adjusted further, I 
have to solve the problem on software side. I was thinking of somehow manually 
creating a perspective distortion matrix, such that I can move that corner so 
it fits in the projection area. However, I am a bit lost how to do that.

Is there anyone who could point me into the direction of how such a matrix 
could be created and what matrix to use at all? Intuitively, I've searched a 
bit in the direction of a projetion matrix, but couldn't quite find the right 
way to do it yet!

Anyways, thank you very much in advance for reading :)

Best regards,

Alexander

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
On Fri, May 6, 2011 at 8:29 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Javier,

 Great, thanks. Can you please replace the filetexture.cpp by this one as
 it's the behavior I think we want - if the Use As: field is anything
 OTHER than Bump, don't convert bump2normal.

 Sorry I forgot the file, here it is.

  Updated!

  Now bump mapping seems to be working fine again, btw...

  And I must apologize, I absolutely lied to you in the other message.
Your scene crashes in Release mode. Just tested it on Debug only. My
mistake!  I don't know where the problem is... I'm taking a look at
it. If I discover something I'll let you know...



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Re: [osg-users] OSGExp: CMake build

2011-05-06 Thread Farshid Lashkari
Thanks!

On Fri, May 6, 2011 at 6:58 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Farshid,


  Thanks, I will go ahead and add these to the trunk.


 A small change to make finding the OpenGL library cleaner.


 Thanks,

 J-S
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Re: [osg-users] Manual perspective distortion?

2011-05-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just as a follow up, these links may also help you solve your problem.
The last one may be of particular interest to your application...

http://www.opengl.org/resources/code/samples/sig99/advanced99/notes/node
33.html

http://catarina.udlap.mx/u_dl_a/tales/documentos/dsc/mora_l_ma/capitulo3
.pdf

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Friday, May 06, 2011 1:54 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Manual perspective distortion?

If I understand you correctly, you want to tweak the viewing frustum?

You should be able to rotate and scale (move in and out) the clipping
planes of an asymmetric viewing frustum (projection matrix) so that the
four sides of intersection with the near clipping plane form a general
quadrilateral. This should allow you to tune to the area of projection
that you're interested in.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Alexander Dieterle
Sent: Friday, May 06, 2011 3:59 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Manual perspective distortion?

Dear OSG Forum readers,

as we recently installed a multi-projector-based viewing screen I am
currently working on its calibration. I managed to fix most of the
displaying issues so far; however, one issue remains that I am quite
unsure of how to approach it. 

Due to the mounting of the projectors in relation to the viewing screen,
the projected image is distorted in a way that the projected image no
longer resembles a rectangele but a trapezium. To give you a better
understanding of the situation, I made a small sketch to visualise the
problem (compare attachment).

The grey area is the projection area, while the blue frame resembles the
area displayed by the projector. As can be seen in the image, whilst the
left and bottom corners are quite well aligned, the upper right corner
flees the projection area. 

Since the mounting of the projectors cannot be changed or adjusted
further, I have to solve the problem on software side. I was thinking of
somehow manually creating a perspective distortion matrix, such that I
can move that corner so it fits in the projection area. However, I am
a bit lost how to do that.

Is there anyone who could point me into the direction of how such a
matrix could be created and what matrix to use at all? Intuitively, I've
searched a bit in the direction of a projetion matrix, but couldn't
quite find the right way to do it yet!

Anyways, thank you very much in advance for reading :)

Best regards,

Alexander

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Peter Wrobrl
Hi J-S, 

jumping in to say hello, and sorry that I coudn't answer your post earlier. I'm 
student, and as Javier mentioned my time is very limitted these days and for 
the next two months. At Holiday time I contribute frequently, and I think this 
won't cahnge  too soon. So for now this is it, I'll join discussions about 
topics regarding Animation/Character Export and the current Polygon Export.

Cheers,
PP

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Peter Wrobrl
Hi,

about the crash, I tried the file and it crashes on my system as well in 
release mode. The polygon Export creates a Log nemad Maya2OSG_Write.log, stored 
in the same directory of exported file. This might help a little. It exports 
the mesh as geometry, but than creashes. I guss in Shading stage, hope this 
helps a little, but can't dive deeper.

Thank you!

Cheers,
Peter

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Farshid Lashkari
On Fri, May 6, 2011 at 7:11 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Question then, where do I go in Max to set these kinds of tags? Can you
 give me an example of what your artist would do to say that a given
 object (or a given material) has a normal map?


 Have you perhaps not seen this question? I would like to take the same
 approach as you as much as possible...


 Sorry, I must have missed the question. Regarding the various tagging
approaches:

1) Adding prefix/suffix to image filename. I believe this is the easiest
method. The filename will be applied to the exported osg::Image object. For
example, you can append _[normal] to all normal map images.

2) Adding tags to the material name. Using the Material Editor in Max, you
can set the name of a material to any arbitrary string. The name will be
applied to the corresponding osg::StateSet and osg::Drawable object. I'm
thinking of changing this so it is only applied to the osg::StateSet object.
Using the previous example, you can append _[normal] to the material name
to flag that it contains a normal map.

3) Modifying the object properties. I wouldn't recommend this technique for
material related settings. We use it for node related settings. Right-click
an object in the scene and select Object Properties. Select the User
Defined tab and enter any mult-line string within the textbox. This gets
exported as a description string of the corresponding osg::Node object.

Let me know anything is unclear.

Cheers,
Farshid
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay

Hi Javier,


   Now bump mapping seems to be working fine again, btw...


Yes, I agree, when I run the plugin in Debug and get an output file as a 
result it works well. Thanks.



   And I must apologize, I absolutely lied to you in the other message.
Your scene crashes in Release mode. Just tested it on Debug only. My
mistake!  I don't know where the problem is... I'm taking a look at
it. If I discover something I'll let you know...


Good, pardon the negativism but it's a relief that you're seeing the 
crash too now, at least it's not something totally trivial on my side :-)


I've gotten pretty far debugging this in release with debug symbols. 
First it looked as if adding the shading node to the map 
(ShadingNetwork::registerShadingNode()) was causing it, but I debugged 
deeper and it's not that. If I comment out shadingnode.cpp line 67:


plug.codeBlock = plug.connectedShadingNode-getCodeBlock( rp_name );

it doesn't crash anymore. In release with debug symbols it seems like 
the debugger sometimes gives bad information (for example sometimes the 
call stack looks whack, or a pointer will look invalid but will be ok) 
but it looks as if when rp_name is outColor it will crash shortly 
after. I'm sure that line is not the cause but the symptom, but maybe 
this info will help you debug it.


So in short, if you place a breakpoint at the line I said above 
(shadingnode.cpp line 67), you'll be close to the site of the crash.


Thanks in advance for looking into this,

J-S
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Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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