Re: [osg-users] Rewriting of the osgt reader (was: Re: Infinite loop at osgt loading)

2011-07-01 Thread Andreas Ekstrand

Hi Wang,

I can confirm that your fix works, with the models in 
OpenSceneGraph-Data-3.0.0 and also with a couple of my own models. I use 
Windows 7 64 bit and VC++ 2008 Express.


Regards,
Andreas


On 2011-07-01 03:36, Wang Rui wrote:

Hi All,

A serious problem was found that some newly added .osgt models
(spaceship, lz and dumptruck) will cause infinite loop while reading.
I've studied into the source code and guessed the reason is that
istream under Windows doesn't handle unget() in an expected way. That
is, the reading buffer may be filled somehow so that unget() will fail
and thus mark the entire stream as 'bad'. The whole loading process
will then be locked and that's what we see currently. The problem can
be located in osgPlugins/osg/AsciiStreamOperator.h,
AsciiInputIterator::matchString() method.

I tried handling the stream in some other ways but couldn't work out a
good one that could put back characters stablely. To avoid opening
another can of worms, finally I decide to rewrite some of the osgt
reader and treat the string to be wrote back as a 'pre-read' string
that would be handled later before the stream. A quick test shows that
these models can be loaded successfully after the modification.

Could you please help test the .osgt reader under Windows and other
platforms to make sure it can work? It will be appreciated if there
are enough feedbacks and bug reports before I could submit the change
with security.

Thanks,

Wang Rui


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[osg-users] osgSim::MultiSwitch in osgt

2011-07-01 Thread Andreas Ekstrand

Hi,

Another problem with osgSim and osgt: When converting the attached 
switch_test.flt to switch_test.osgt with osgconv and then trying it in 
osgviewer, I get the following warnings (even if it loads and shows):


AsciiInputIterator::readProperty(): Unmatched property }, expecting 
SwitchSet
AsciiInputIterator::readProperty(): Unmatched property {, expecting 
SwitchSet
AsciiInputIterator::readProperty(): Unmatched property FALSE, expecting 
SwitchSet
AsciiInputIterator::readProperty(): Unmatched property 3, expecting 
SwitchSet


I don't know if it's the writing or reading that's failing. Maybe it 
would be a good idea to write the line number in these warnings, if it's 
possible.


Regards,
Andreas



switch_test.flt
Description: Binary data
#Ascii Scene 
#Version 80 
#Generator OpenSceneGraph 3.0.0 

osg::Group {
  UniqueID 1 
  Name db 
  UserDataContainer TRUE {
osg::DefaultUserDataContainer {
  UniqueID 2 
}
  }
  Children 1 {
osgSim::MultiSwitch {
  UniqueID 3 
  Name sw1 
  Children 3 {
osg::Group {
  UniqueID 4 
  Name o1 
  UserDataContainer TRUE {
osg::DefaultUserDataContainer {
  UniqueID 5 
  UDC_UserData {
osgSim::ObjectRecordData {
  UniqueID 6 
  Data Flags 0 
  RelativePriority 0 
  Transparency 0 
  EffectID1 0 
  EffectID2 0 
  Significance 0 
}
  }
}
  }
  Children 1 {
osg::Geode {
  UniqueID 7 
  Name p1 
  DataVariance STATIC 
  StateSet TRUE {
osg::StateSet {
  UniqueID 8 
  DataVariance STATIC 
  ModeList 2 {
GL_CULL_FACE ON 
GL_LIGHTING OFF 
  }
  AttributeList 1 {
osg::CullFace {
  UniqueID 9 
}
Value OFF 
  }
}
  }
  Drawables 1 {
osg::Geometry {
  UniqueID 10 
  DataVariance STATIC 
  PrimitiveSetList 1 {
DrawArrays GL_QUADS 0 4 

  }
  VertexData {
Array TRUE ArrayID 1 Vec3fArray 4 {
  -3 0 -1 
  -1 0 -1 
  -1 0 1 
  -3 0 1 
}
Indices FALSE 
Binding BIND_PER_VERTEX 
Normalize 0 
  }
  ColorData {
Array TRUE ArrayID 2 Vec4fArray 1 {
  1 0 0 1 
}
Indices FALSE 
Binding BIND_OVERALL 
Normalize 0 
  }
}
  }
}
  }
}
osg::Group {
  UniqueID 11 
  Name o2 
  UserDataContainer TRUE {
osg::DefaultUserDataContainer {
  UniqueID 12 
  UDC_UserData {
osgSim::ObjectRecordData {
  UniqueID 13 
  Data Flags 0 
  RelativePriority 0 
  Transparency 0 
  EffectID1 0 
  EffectID2 0 
  Significance 0 
}
  }
}
  }
  Children 1 {
osg::Geode {
  UniqueID 14 
  Name p2 
  DataVariance STATIC 
  StateSet TRUE {
osg::StateSet {
  UniqueID 8 
}
  }
  Drawables 1 {
osg::Geometry {
  UniqueID 15 
  DataVariance STATIC 
  PrimitiveSetList 1 {
DrawArrays GL_QUADS 0 4 

  }
  VertexData {
Array TRUE ArrayID 3 Vec3fArray 4 {
  -1 0 -1 
  1 0 -1 
  1 0 1 
  -1 0 1 
}
Indices FALSE 
Binding BIND_PER_VERTEX 
Normalize 0 
  }
  ColorData {
Array TRUE ArrayID 4 Vec4fArray 1 {
  1 1 0 1 
}
Indices FALSE 
Binding BIND_OVERALL 
Normalize 0 
  }
}
  }
}
  }
}
osg::Group {
  UniqueID 16 
  Name o3 
  UserDataContainer TRUE {

[osg-users] Creating a 0.5 TB osgTerrain Database: Best file format?

2011-07-01 Thread Torben Dannhauer
Hi,

I plan to process a osgTerrain database with more than 1 TB source data with 
VPB.

The last version I processed was a .ive database. Now we have the new standard 
file formats osgx, osgt and osgb.

Which would be the best choice regarding runtime performance and regarding size?

My current coice would be osgb but I'm not sure.

Thank you!

Cheers,
Torben

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Re: [osg-users] Creating a 0.5 TB osgTerrain Database: Best file format?

2011-07-01 Thread Wang Rui
Hi Torben,

The osgb format would be good for your requirement. It is a kind of
binary format similar to ive, but supports separated serializer
libraries, and can be extended to support user classes and
compressors.

Cheers,

Wang Rui


2011/7/1 Torben Dannhauer tor...@dannhauer.info:
 Hi,

 I plan to process a osgTerrain database with more than 1 TB source data with 
 VPB.

 The last version I processed was a .ive database. Now we have the new 
 standard file formats osgx, osgt and osgb.

 Which would be the best choice regarding runtime performance and regarding 
 size?

 My current coice would be osgb but I'm not sure.

 Thank you!

 Cheers,
 Torben

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Re: [osg-users] osgSim::MultiSwitch in osgt

2011-07-01 Thread Wang Rui
Hi Andreas,

Ahhh... I'll try to fix it this weekend. It is just another slip of the pen.

Wang Rui


2011/7/1 Andreas Ekstrand andreas.ekstr...@remograph.com:
 Hi,

 Another problem with osgSim and osgt: When converting the attached
 switch_test.flt to switch_test.osgt with osgconv and then trying it in
 osgviewer, I get the following warnings (even if it loads and shows):

 AsciiInputIterator::readProperty(): Unmatched property }, expecting
 SwitchSet
 AsciiInputIterator::readProperty(): Unmatched property {, expecting
 SwitchSet
 AsciiInputIterator::readProperty(): Unmatched property FALSE, expecting
 SwitchSet
 AsciiInputIterator::readProperty(): Unmatched property 3, expecting
 SwitchSet

 I don't know if it's the writing or reading that's failing. Maybe it would
 be a good idea to write the line number in these warnings, if it's possible.

 Regards,
 Andreas


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Re: [osg-users] Creating a 0.5 TB osgTerrain Database: Best file format?

2011-07-01 Thread Torben Dannhauer
Hi Wang,

that was fast!
I have some further questions regarding some VPB features, but I post the in 
the VPB forum.

Thanks for the info! 


Cheers,
Torben

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Re: [osg-users] osgSim::MultiSwitch in osgt

2011-07-01 Thread Andreas Ekstrand
Great, Wang. Thanks for looking into these issues so quickly. Much 
appreciated.


Regards,
Andreas


On 2011-07-01 08:45, Wang Rui wrote:

Hi Andreas,

Ahhh... I'll try to fix it this weekend. It is just another slip of the pen.

Wang Rui


2011/7/1 Andreas Ekstrandandreas.ekstr...@remograph.com:

Hi,

Another problem with osgSim and osgt: When converting the attached
switch_test.flt to switch_test.osgt with osgconv and then trying it in
osgviewer, I get the following warnings (even if it loads and shows):

AsciiInputIterator::readProperty(): Unmatched property }, expecting
SwitchSet
AsciiInputIterator::readProperty(): Unmatched property {, expecting
SwitchSet
AsciiInputIterator::readProperty(): Unmatched property FALSE, expecting
SwitchSet
AsciiInputIterator::readProperty(): Unmatched property 3, expecting
SwitchSet

I don't know if it's the writing or reading that's failing. Maybe it would
be a good idea to write the line number in these warnings, if it's possible.

Regards,
Andreas


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[osg-users] [vpb] Questions regarding setname, optional layers and layer inheritance

2011-07-01 Thread Torben Dannhauer
Hi,

I'm plan to process a large database with more than 1 TB of source data.
Therefore I don't want to include all source data into a single database but 
would like to have a modular database with optional parts.

I browsed the VPB sources and discovered somer options I do not understand, I 
would be glad to get some basic hints..

The unknown options are: 
--layer-inheritance [Lowest/Nearest/No] : What does this option cause?
--set setname, What is a set name? what is the difference to the comment 
string I can add to the topmost node of the database via --comment?

--optional-set setname
--remove-optional-set setname
--optional-image-layout [inline/external-set-dir/external-local-dir]
--optional-elevation-layout [inline/external-set-dir/external-local-dir]

How does the idea of optional layers work? I assume it is possible to plug in 
optional layers for DEM and for textures independent?

What is about the layout (inline/external-set-dir/external-local-dir) Any hint 
wherer to look to learn how that works?

Do I need a special terrain technique to use such a database with optional 
layers, or can I use the standard osgViewer?

As return of investment of your help, I will write a usage example in the VPB 
wiki as soon as I understand how that works.

Thank you!

Cheers,
Torben

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[osg-users] Compute angle betweens two vectors

2011-07-01 Thread Mohamed Alji
Hi,

This is a newbie question ! Is there a way using OSG Math to compute the angle 
between two vectors of osg::Vec3. 

Thank you


Mohamed ALJI


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Re: [osg-users] [3rdparty] Why there are different versions of lib PNG in the 3rd party dependencies?

2011-07-01 Thread George Bekos
Heya!

Nice and simple answer! Thanks dude!

Cheers,
George

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Re: [osg-users] Compute angle betweens two vectors

2011-07-01 Thread Paul Martz

On 7/1/2011 6:04 AM, Mohamed Alji wrote:

This is a newbie question ! Is there a way using OSG Math to compute the angle
between two vectors of osg::Vec3.


No OSG math required. The dot product of two unit vectors is the cosine of their 
angle, so use acos() to get the angle from the dot product.


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Re: [osg-users] Compute angle betweens two vectors

2011-07-01 Thread Mohamed Alji
Thank you for your answer.


Mohamed ALJI


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Re: [osg-users] Rewriting of the osgt reader (was: Re: Infinite loop at osgt loading)

2011-07-01 Thread Ulrich Hertlein
Hi Wang Rui,

On 1/07/11 3:36 , Wang Rui wrote:
 Could you please help test the .osgt reader under Windows and other
 platforms to make sure it can work? It will be appreciated if there
 are enough feedbacks and bug reports before I could submit the change
 with security.

Tested the .osgt models from OpenSceneGraph-Data on OS X and they all work.
/ulrich
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Re: [osg-users] [osgPlugins] readNodeFile() with OBJ files is extremely slow when used in Qt4 app

2011-07-01 Thread Alexey Chernov
Well, I've finally found the problem. It is in Model::readOBJ() method in 
obj.cpp file.

The problem is that sscanf() reads data from *.obj file in default locale.

Qt has the following code inside its QCoreApplication constructor:

Code:
setlocale(LC_ALL, );// use correct char set mapping


Which means setting the entire default locale 
(http://www.cplusplus.com/reference/clibrary/clocale/setlocale/). Given that, 
sscanf starts to interpret '.' character as alphabetic in some locales 
(including mine, ru_RU.UTF-8 where floats are divided by ',' symbol). So it 
reads values (for instance, vertex coordinates) until the first '.' appears. 
Now it stops, x coord gets integer part of float and the rest y and z gets 0. 
Then, duplicate search in TriStripifyVisitor finds many, many duplicate and 
only 100 or so unique vertices. As a result, stripify() function works 
extremely slow with such an input data.

I think it should be set C locale before reading *.obj file in readOBJ as 
*.obj format is so restrictive and not dependent of current user locale.

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Re: [osg-users] [osgPlugins] readNodeFile() with OBJ files is extremely slow when used in Qt4 app

2011-07-01 Thread Ulrich Hertlein
On 1/07/11 16:19 , Alexey Chernov wrote:
 I think it should be set C locale before reading *.obj file in readOBJ as 
 *.obj
 format is so restrictive and not dependent of current user locale.

Rather than setting the global locale, maybe we set the 'C' locale on the I/O 
streams only:

ios_base::imbue(locale::classic())

/ulrich
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[osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0

2011-07-01 Thread George Bekos
Hello everyone! :D

We are porting our application from OSG 2.9.8 to OSG 3.0.0 but the 
osgText::Text is not working properly. I am creating an osgText::Text with 
SCREEN axis alignment and SCREEN_COORDS character size mode, but it does not 
show up. In order to make it show up I have to create a random drawable 
(drawables with zero size eg. sphere with zero radius won't work) and add it to 
the osgText::Text's Geode. At the start I thought I was doing something wrong. 
So, I stripped down the osgText Example and I realized that the example has the 
same problem. If you trip down everything but 'text5' text, and  remove the 
sphere that is attached on the 'text5' text's geode, then you won't be able to 
see the text. Now, If you  take this code and compile it using OSG 2.9.8 the 
text will be visible!
Am I missing something?
Here is a simple example of the problem. Ready to compile and run (just add the 
headers):

Code:

osgText::Text* createText( const osg::Vec3 position )
{
osgText::Text* text = new osgText::Text();
text-setColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
text-setCharacterSize(32.0f);
text-setPosition(position);
text-setAxisAlignment(osgText::Text::SCREEN);
text-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
text-setDrawMode(osgText::Text::TEXT | osgText::Text::BOUNDINGBOX);
text-setText(CharacterSizeMode SCREEN_COORDS(size 32.0));
return text;
}

int main( int agc, char** argv )
{
osg::Group* root = new osg::Group;

osgText::Text* text01 = createText( osg::Vec3(0.0f,0.0f,0.0f) );
osg::Geode* text01Geode = new osg::Geode();
text01Geode-addDrawable(text01);
root-addChild(text01Geode);

/// uncomment the following two lines and the text will appear!
//osg::ShapeDrawable* shape = new osg::ShapeDrawable(new 
osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),0.1f));
//text01Geode-addDrawable(shape);

osgViewer::Viewer viewer;
viewer.setSceneData(root);
viewer.setUpViewInWindow(50,50,800,600);
viewer.run();

return EXIT_SUCCESS;
}



Thank you for your time!

Cheers,
George

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Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0

2011-07-01 Thread Sergey Polischuk
Hi, George

We run into same issue yesterday, and as far as i can tell, this changed 
between osg 2.9.9 (all works ok) and 2.9.10(nothing visible). osgText is culled 
when it shouldnt for some reason. For temporary solution you can turn off 
culling on geode with text or add some other drawable as u did.

01.07.2011, 19:00, George Bekos bekos...@live.com:
 Hello everyone! :D

 We are porting our application from OSG 2.9.8 to OSG 3.0.0 but the 
 osgText::Text is not working properly. I am creating an osgText::Text with 
 SCREEN axis alignment and SCREEN_COORDS character size mode, but it does not 
 show up. In order to make it show up I have to create a random drawable 
 (drawables with zero size eg. sphere with zero radius won't work) and add it 
 to the osgText::Text's Geode. At the start I thought I was doing something 
 wrong. So, I stripped down the osgText Example and I realized that the 
 example has the same problem. If you trip down everything but 'text5' text, 
 and  remove the sphere that is attached on the 'text5' text's geode, then you 
 won't be able to see the text. Now, If you  take this code and compile it 
 using OSG 2.9.8 the text will be visible!
 Am I missing something?
 Here is a simple example of the problem. Ready to compile and run (just add 
 the headers):

 Code:

 osgText::Text* createText( const osg::Vec3 position )
 {
 osgText::Text* text = new osgText::Text();
 text-setColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
 text-setCharacterSize(32.0f);
 text-setPosition(position);
 text-setAxisAlignment(osgText::Text::SCREEN);
 text-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
 text-setDrawMode(osgText::Text::TEXT | osgText::Text::BOUNDINGBOX);
 text-setText(CharacterSizeMode SCREEN_COORDS(size 32.0));
 return text;
 }

 int main( int agc, char** argv )
 {
 osg::Group* root = new osg::Group;

 osgText::Text* text01 = createText( osg::Vec3(0.0f,0.0f,0.0f) );
 osg::Geode* text01Geode = new osg::Geode();
 text01Geode-addDrawable(text01);
 root-addChild(text01Geode);

 /// uncomment the following two lines and the text will appear!
 //osg::ShapeDrawable* shape = new osg::ShapeDrawable(new 
 osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),0.1f));
 //text01Geode-addDrawable(shape);

 osgViewer::Viewer viewer;
 viewer.setSceneData(root);
 viewer.setUpViewInWindow(50,50,800,600);
 viewer.run();

 return EXIT_SUCCESS;
 }

 Thank you for your time!

 Cheers,
 George

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Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0

2011-07-01 Thread Jean-Sébastien Guay

Hi George, Sergey,


We run into same issue yesterday, and as far as i can tell, this changed 
between osg 2.9.9 (all works ok) and 2.9.10(nothing visible). osgText is culled 
when it shouldnt for some reason. For temporary solution you can turn off 
culling on geode with text or add some other drawable as u did.


I seem to remember people talking about a bug in the osgText bounds 
computation that causes it to never calculate its bounds, so they always 
stay at the initial value (which is an invalid bounds) and so the text 
is always culled (and thus it can never calculate its bounds, and so on).


Not much to go on but it might be the hint that helps you to fix this...

J-S
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Re: [osg-users] osgText performance

2011-07-01 Thread Sergey Polischuk
HiYour stats measured on release build? With MSVS debug builds tend to be about order of magnitude slower.You can reduce cull time by changing graph structure to quadtree like graph.Some part of cull time comes from autotransforms. You can try to get rid of them and use one ortho projection for all labels, moving them around to correct position on screen. At least you should be able to use one autotransform for each icon + text pair instead of two.Make sure that you dont call setText on osgText::Text each frame with same string, this may causing your update time increase.You can try to move lod nodes higher on graph tree structure, this may save some performance.I dont think you will be able to do much with draw time, you draw lots of drawables, more you get longer it goes.Cheers,Sergey.01.07.2011, 16:04, "Rahul Srivastava" ra...@darshan3d.com:Hi,  Good day to you all.  1 I am trying to render icons and text very similar to what google earth does with placemarks. I have put in about 150 icons and texts in the scene. I get a large drop in performance when rendering text as illustrated in the WithText.png screenshot.  My system configuration is:- CPU - AMD Phenom II X4 955 processor (Quad-Core) GPU - NVIDIA GTS 450 RAM - 4 GB DDR3 OS - Windows 7 64-bit  Is there a method to increase the text rendering performance?  2 I also notice a large increase in event and cull traversals when only the icons are added. My FPS drops from ~280 (WithoutIcons.png) to around ~80(WithoutText.png).  Each node of my icon + text looks like SingleNode.png.   Kindly advise on how to reduce the corresponding times since the   application is required to render a large dataset (in thousands).  Regards, -- 

Rahul Srivastava
ra...@vizexperts.com
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Re: [osg-users] render depth buffer to image for one time

2011-07-01 Thread aaron wetzler
Hi Sergey

I would like to understand exactly how the graphics pipeline works and am 
struggling to figure this out by digging through the code (are there free books 
that deal with OSG and its implementation details in-depth? I dont mean the QSG 
by Paul Martz...). Also, my understanding of OpenGL is lacking in some places 
especially in implementation details so perhaps this will help clear things up 
for me.

In the prerender example we have something like this:

0: camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
1: camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0), 
image);
2: camera-setPostDrawCallback(new MyCameraPostDrawCallback(image));
3: textureRect[tex_to_get]-setImage(0, image); 

As far as I understand this works as follows

0: This generates an FBO which has no data storage until I attach data storage 
to it (next step) ? Is this true? What happens then when I attach a color 
attachment but dont attach a depth buffer attachment? Does OSG automatically 
generate one for me? I ask because in regular OpenGL when you dont attach a 
depth attachment to an FBO then rendering to the FBO using 
glEnable(GL_DEPTH_TEST) produces incorrect results...

1: The image attached to the camera is the data storage for the FBO created in 
step 0. If this is the case then it means the FBO sits in RAM and not on the 
GPU. Is that true? 

2:Here we set a post render callback using the image as our input. As far as I 
understand this means that the image (which is sitting in RAM) is edited in 
place. That means that as long as we dont need the data for actual rendering 
then we are being efficient because we dont copy to the GPU. Which brings up 
the next line...

3: We specify that a texture has the image as its image. I dont entirely 
understand what this means. When we create the original texture then OpenGL 
allocates space on the GPU for that texture. By using setImage(0,image) then 
does that mean that whatever is in that image (which sits on RAM) must always 
be copied to the GPU texture  before the texture can be used at render time? 

All in all I feel quite confused and would like to understand how to do the 
above process efficiently.
Ideally I would like to : pass dynamic geometry to the GPU every frame and have 
that rendered to textures inside the GPU. Occassionally I would like to ask the 
GPU to send the RTT textures back to the CPU, update them on the CPU and then 
send them back to the GPU.
How should I be doing that in the most efficient way possible?



Thank you!

Cheers,
aaron

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Re: [osg-users] Texture2D subload callback gone mad

2011-07-01 Thread Chris 'Xenon' Hanson
On 8/20/2010 7:21 AM, Thomas Hogarth wrote:
 Hi All
 I've been using texture2d subload callbacks for quite a while now to stream 
 video images
 into power of 2 textures. I also have a Texture Rectangle version which runs 
 fine on 80%
 of machines I use so it's not often I run the Texture2D version.
 Any how, yesterday a client was complaining that her screen had gone black and
 upon investigation I found that suddenly my osg::Texture2D::SubloadCallback 
 was calling
 load nearly every frame then calling subload only occasionally. This has also 
 caused my
 memory use to go crazy (ouput looks a bit like the below)
 LOAD TEX
 SUB LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 LOAD TEX
 SUB LOAD TEX
 LOAD TEX
 I know it's something I must have changed but was wondering if anyone could 
 point me to
 specifically what makes load get called instead of subload.
 Cheers
 Tom


  I just wanted to follow up and say that I have started to see this issue now 
that I'm
doing subload on a power-of-two sized texture on trunk code.

  2.8.x does not seem to suffer the problem.

  Did anyone ever find a solution to this, or is there some guidelines for how 
to get
subload to work properly on 2.9.x and 3.x?

-- 
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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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[osg-users] ANN: osgText::TextNode API

2011-07-01 Thread Jeremy Moles
Hello all! In just a few days (I will finish the code over the holidays)
I'm going to be submitting a bit of code to Robert to evaluate for
inclusion into OSG proper. It is a continuation of his experimentation
with a new text interface called TextNode.

TextNode diverges a great deal from what you might be used to with Text
and Text3D objects, but in the end the transition (if Robert accepts
it :)) will be worth it. The API has been cleaned up, internal data is
much easier to get at, and the rendering and layout backends have become
pluggable.

Before I finish up the last bits so that a first beta version can be
submitted and people can begin experimenting with it, I'd like to
solicit some input.

1) I'm dropping all support for the FFP. I mean, c'mon. It makes the
code substantially harder to maintain and understand. If this causes the
code to be rejected (or perhaps results in Text and Text3D staying
around for a bit longer to support FFP), then so be it. :) In lieu of
this, however, I'd like some opinions on which version of GLSL I should
target and how well that version is currently supported by OSG.

2) TextNode (3D) glyph support is working quite well; it wasn't hard,
since most of the code was already there in the backend. Each glyph is
cached based on its Style and Font, put into a PAT, and then finally all
of the text is squished into a top-level MatrixTransform. I continue to
use the setAlignment() and setAxisAlignment() API, but obviously you're
free to do whatever you like. How does this sound to everyone?

3) TextNode (2D) is still going to require a bit of work at the time of
the first submission. In the new API, osg::Geometry objects are
constructed using quads textured with the 2D glyphs and, again, packaged
into a top-level MatrixTransform. A remaining (serious) question is how
to do drop-shadows and outlines?

4) As some of you may know, I am also the author of osgCairo and
osgPango. Both of these nodekits came to be as I was working on
osgWidget, which--combined with getting sick--seriously sidetracked that
project. :) (I haven't forgot about osgWidget though--hang in there!)
This isn't an attempt to plug that software, but rather me posing a
question I've asked before:

4.a) The 2D quality provided by osgPango simply cannot be 
matched by anything any of us could do by hand. This is
partly due to osgPango's massive user base and its main
developers, but it is also due to the fact that the Glyph
rasterizer is Cairo. Now, I won't be so bold as to ask OSG 
to accept osgPango (yet :)), but what I would like to do is
provide a way for Cairo to do the glyph rasterization instead of
doing it manually with Freetype. This is the approach osgPango
takes, and it lets osgPango provide a very powerful glyph
effect API. Let me elaborate below...

In current 2D OSG, you request a string of text. Each
character is iterated over and the backend calls FT_Load_Char
to render each glyph at a particular resolution, at which
point that glyph is put into a texture atlas to be reused
later.

If we supported Cairo as a rasterizing backend, we would instead
be given the glyph information for each character as a vector
path and would have the freedom to do whatever Cairo's drawing
API allows with it. In the most basic case, this would be a
simple fill() operation, but as you can see from the osgPango
screenshots: http://www.jeremymoles.com/osgPango , a lot of
interesting things can be done when you have a vectorized
path of a glyph. :)

Don't misunderstand me though: osgPango isn't going anywhere! The layout
support alone provided by osgPango is incredible, and it is able to
provide additional information to the rasterizer for higher quality
fonts (it also supports more than just Freetype; Atsui and the Windows
font backend, for example). It also understands just about every
language and locale out there, so text is always positioned properly.
But I would like to at least like to pose the idea of using Cairo as the
rasterizer, or at least providing a plugin (since it is the freetype
plugin in the osgPlugins directory that actually is responsible for
building the glyph atlas) to do this. 

---

I TRULY feel like if we can get this UI stuff under control (which is
why I started working on osgWidget, osgCairo, osgPango) we can
absolutely establish OSG as the premiere OpenGL toolkit. Hopefully I can
make enough strides in this area in my freetime so that one day I can do
it FULL TIME for a living. :) If anyone is familiar with Scaleform (and
if you've played any games made in the last 5 years, you can't have
missed it), something of that visual quality and style is what I
envision for OSG one day (minus the Flash absurdity)...



Re: [osg-users] ANN: osgText::TextNode API

2011-07-01 Thread Jeremy Moles
I would also like to quickly top-post myself and say that I see A LOT of
posts on the lists lately about osgText, and the next few months might
be a great time for people to pitch in with TextNode and get their stuff
working. :)

On Fri, 2011-07-01 at 13:19 -0400, Jeremy Moles wrote:
 Hello all! In just a few days (I will finish the code over the holidays)
 I'm going to be submitting a bit of code to Robert to evaluate for
 inclusion into OSG proper. It is a continuation of his experimentation
 with a new text interface called TextNode.
 
 TextNode diverges a great deal from what you might be used to with Text
 and Text3D objects, but in the end the transition (if Robert accepts
 it :)) will be worth it. The API has been cleaned up, internal data is
 much easier to get at, and the rendering and layout backends have become
 pluggable.
 
 Before I finish up the last bits so that a first beta version can be
 submitted and people can begin experimenting with it, I'd like to
 solicit some input.
 
 1) I'm dropping all support for the FFP. I mean, c'mon. It makes the
 code substantially harder to maintain and understand. If this causes the
 code to be rejected (or perhaps results in Text and Text3D staying
 around for a bit longer to support FFP), then so be it. :) In lieu of
 this, however, I'd like some opinions on which version of GLSL I should
 target and how well that version is currently supported by OSG.
 
 2) TextNode (3D) glyph support is working quite well; it wasn't hard,
 since most of the code was already there in the backend. Each glyph is
 cached based on its Style and Font, put into a PAT, and then finally all
 of the text is squished into a top-level MatrixTransform. I continue to
 use the setAlignment() and setAxisAlignment() API, but obviously you're
 free to do whatever you like. How does this sound to everyone?
 
 3) TextNode (2D) is still going to require a bit of work at the time of
 the first submission. In the new API, osg::Geometry objects are
 constructed using quads textured with the 2D glyphs and, again, packaged
 into a top-level MatrixTransform. A remaining (serious) question is how
 to do drop-shadows and outlines?
 
 4) As some of you may know, I am also the author of osgCairo and
 osgPango. Both of these nodekits came to be as I was working on
 osgWidget, which--combined with getting sick--seriously sidetracked that
 project. :) (I haven't forgot about osgWidget though--hang in there!)
 This isn't an attempt to plug that software, but rather me posing a
 question I've asked before:
 
   4.a) The 2D quality provided by osgPango simply cannot be 
   matched by anything any of us could do by hand. This is
   partly due to osgPango's massive user base and its main
   developers, but it is also due to the fact that the Glyph
   rasterizer is Cairo. Now, I won't be so bold as to ask OSG 
   to accept osgPango (yet :)), but what I would like to do is
   provide a way for Cairo to do the glyph rasterization instead of
   doing it manually with Freetype. This is the approach osgPango
   takes, and it lets osgPango provide a very powerful glyph
   effect API. Let me elaborate below...
 
   In current 2D OSG, you request a string of text. Each
   character is iterated over and the backend calls FT_Load_Char
   to render each glyph at a particular resolution, at which
   point that glyph is put into a texture atlas to be reused
   later.
 
   If we supported Cairo as a rasterizing backend, we would instead
   be given the glyph information for each character as a vector
   path and would have the freedom to do whatever Cairo's drawing
   API allows with it. In the most basic case, this would be a
   simple fill() operation, but as you can see from the osgPango
   screenshots: http://www.jeremymoles.com/osgPango , a lot of
   interesting things can be done when you have a vectorized
   path of a glyph. :)
 
 Don't misunderstand me though: osgPango isn't going anywhere! The layout
 support alone provided by osgPango is incredible, and it is able to
 provide additional information to the rasterizer for higher quality
 fonts (it also supports more than just Freetype; Atsui and the Windows
 font backend, for example). It also understands just about every
 language and locale out there, so text is always positioned properly.
 But I would like to at least like to pose the idea of using Cairo as the
 rasterizer, or at least providing a plugin (since it is the freetype
 plugin in the osgPlugins directory that actually is responsible for
 building the glyph atlas) to do this. 
 
 ---
 
 I TRULY feel like if we can get this UI stuff under control (which is
 why I started working on osgWidget, osgCairo, osgPango) we can
 absolutely establish OSG as the premiere OpenGL toolkit. Hopefully I can
 make enough strides in this area in my freetime so 

Re: [osg-users] Texture2D subload callback gone mad

2011-07-01 Thread Paul Martz

On 7/1/2011 11:03 AM, Chris 'Xenon' Hanson wrote:

On 8/20/2010 7:21 AM, Thomas Hogarth wrote:

Hi All
I've been using texture2d subload callbacks for quite a while now to stream 
video images
into power of 2 textures. I also have a Texture Rectangle version which runs 
fine on 80%
of machines I use so it's not often I run the Texture2D version.
Any how, yesterday a client was complaining that her screen had gone black and
upon investigation I found that suddenly my osg::Texture2D::SubloadCallback was 
calling
load nearly every frame then calling subload only occasionally. This has also 
caused my
memory use to go crazy (ouput looks a bit like the below)
LOAD TEX
SUB LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
SUB LOAD TEX
LOAD TEX
I know it's something I must have changed but was wondering if anyone could 
point me to
specifically what makes load get called instead of subload.
Cheers
Tom



   I just wanted to follow up and say that I have started to see this issue now 
that I'm
doing subload on a power-of-two sized texture on trunk code.

   2.8.x does not seem to suffer the problem.

   Did anyone ever find a solution to this, or is there some guidelines for how 
to get
subload to work properly on 2.9.x and 3.x?



Not sure this is related, but the texture object cache feature never made it 
into the 2.8.x series.


--
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   http://www.skew-matrix.com/
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Re: [osg-users] render depth buffer to image for one time

2011-07-01 Thread Sergey Polischuk
Hi aaron

0: osg can manage missing attachments for you if they are needed. This 
behaviour is configurable with env variables and in code. I dont actually 
remember default behaviour, but i think it will attach color and\or depth 
renderbuffers if they needed and missing, not sure about stencil.

1: as far as i remember this works by creating renderbuffer and then using 
glReadPixels from fbo to ram (image data storage). You can use image with pbo 
to make use of asynchronous dma transfers. Render to texture works faster, but 
you dont get your data on cpu side.

2: cant say much because didnt looked at example sources

3: texture-setImage(...) works like initializing gl texture with data stored 
in osg image with glTexImage(...), it will be copied in gpu memory and updated 
by osg if image changes. In this step you could also benefit from using image 
with pbo to get asynchronous copy.

 How should I be doing that in the most efficient way possible?
Depends on data size, frequency of gpu-ram transfers and image processing 
speed on cpu. If you can process your image on gpu i'd stick with that and skip 
cpu processing altogether. Transfers gpu-ram not so fast in any case, though 
pbo usage can help hide latency.

Cheers,
Sergey.

01.07.2011, 19:49, aaron wetzler aaronwetz...@gmail.com:
 Hi Sergey

 I would like to understand exactly how the graphics pipeline works and am 
 struggling to figure this out by digging through the code (are there free 
 books that deal with OSG and its implementation details in-depth? I dont mean 
 the QSG by Paul Martz...). Also, my understanding of OpenGL is lacking in 
 some places especially in implementation details so perhaps this will help 
 clear things up for me.

 In the prerender example we have something like this:

 0: camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
 1: camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0), 
 image);
 2: camera-setPostDrawCallback(new MyCameraPostDrawCallback(image));
 3: textureRect[tex_to_get]-setImage(0, image);

 As far as I understand this works as follows

 0: This generates an FBO which has no data storage until I attach data 
 storage to it (next step) ? Is this true? What happens then when I attach a 
 color attachment but dont attach a depth buffer attachment? Does OSG 
 automatically generate one for me? I ask because in regular OpenGL when you 
 dont attach a depth attachment to an FBO then rendering to the FBO using 
 glEnable(GL_DEPTH_TEST) produces incorrect results...

 1: The image attached to the camera is the data storage for the FBO created 
 in step 0. If this is the case then it means the FBO sits in RAM and not on 
 the GPU. Is that true?

 2:Here we set a post render callback using the image as our input. As far as 
 I understand this means that the image (which is sitting in RAM) is edited in 
 place. That means that as long as we dont need the data for actual rendering 
 then we are being efficient because we dont copy to the GPU. Which brings up 
 the next line...

 3: We specify that a texture has the image as its image. I dont entirely 
 understand what this means. When we create the original texture then OpenGL 
 allocates space on the GPU for that texture. By using setImage(0,image) then 
 does that mean that whatever is in that image (which sits on RAM) must always 
 be copied to the GPU texture  before the texture can be used at render time?

 All in all I feel quite confused and would like to understand how to do the 
 above process efficiently.
 Ideally I would like to : pass dynamic geometry to the GPU every frame and 
 have that rendered to textures inside the GPU. Occassionally I would like to 
 ask the GPU to send the RTT textures back to the CPU, update them on the CPU 
 and then send them back to the GPU.
 How should I be doing that in the most efficient way possible?

 Thank you!

 Cheers,
 aaron

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[osg-users] DOFTransform MultOrder Question

2011-07-01 Thread Scott Wasinger
I've been looking through the on-line documentation and while the 
osgSim::DOFTransform looks fairly straight forward and  additionally there are 
plenty of examples that implement it.  I am still rather curious about the 
MultOrder enumerator and its related functions that get/set it.  I really don't 
have any clear reason of how it maybe used and why.  

Could someone possible give me a abstract scenario where it would be needed.

Thank you!

Sincerely
Scott

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Re: [osg-users] DOFTransform MultOrder Question

2011-07-01 Thread Paul Martz

On 7/1/2011 12:46 PM, Scott Wasinger wrote:

I've been looking through the on-line documentation and while the 
osgSim::DOFTransform looks fairly straight forward and  additionally there are 
plenty of examples that implement it.  I am still rather curious about the 
MultOrder enumerator and its related functions that get/set it.  I really don't 
have any clear reason of how it maybe used and why.

Could someone possible give me a abstract scenario where it would be needed.


Did you check the OpenFlight spec?
http://www.presagis.com/products_services/standards/openflight/more/openflight_specifications/

It's been a while since I read it, but I imagine it covers this aspect of the 
DOF record.

   -Paul
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Re: [osg-users] DOFTransform MultOrder Question

2011-07-01 Thread Scott Wasinger
Hi,

Thank you.  I check it out

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[osg-users] [build] osgWorks Build Error

2011-07-01 Thread Scott Wasinger
I tried to build osgWorks 1.1 and encountered a compile error

Scanning dependencies of target osgwTools
[  2%] Building CXX object 
src/osgwTools/CMakeFiles/osgwTools.dir/CameraConfigObject.cpp.o
~/osgWorks_01_01_00/src/osgwTools/CameraConfigObject.cpp: In member function 
~/osgWorks_01_01_00/src/osgwTools/CameraConfigObject.cpp:104:77: error: 
operands to ?: have different types ‘osg::DisplaySettings*’ and 
‘osg::ref_ptrosg::DisplaySettings’
make[2]: *** [src/osgwTools/CMakeFiles/osgwTools.dir/CameraConfigObject.cpp.o] 
Error 1
make[1]: *** [src/osgwTools/CMakeFiles/osgwTools.dir/all] Error 2
make: *** [all] Error 2

CameraConfigObject::store

original:

Code:

osg::DisplaySettings* ds = masterCamera-getDisplaySettings() != NULL ?
masterCamera-getDisplaySettings() : osg::DisplaySettings::instance();




my mod:

Code:

osg::DisplaySettings* ds = masterCamera-getDisplaySettings();
if(ds == NULL)
ds = osg::DisplaySettings::instance();




Everything worked after this mod

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Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0

2011-07-01 Thread Terry Welsh
I think JS is talking about the problem I was having.  Here's a hacky
fix that worked for me.  I probably should have already sent this to
osg-submissions, but maybe you can validate it first or think of
something better.  Try changing this one line in TextBase.cpp:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-June/052479.html
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com





 Message: 11
 Date: Fri, 01 Jul 2011 11:31:00 -0400
 From: Jean-S?bastien Guay       jean-sebastien.g...@cm-labs.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Strange osgText::Text problem while moving
        from    OSG2.9.8 to OSG 3.0.0
 Message-ID: 4e0de834.40...@cm-labs.com
 Content-Type: text/plain; charset=UTF-8; format=flowed

 Hi George, Sergey,

 We run into same issue yesterday, and as far as i can tell, this changed 
 between osg 2.9.9 (all works ok) and 2.9.10(nothing visible). osgText is 
 culled when it shouldnt for some reason. For temporary solution you can turn 
 off culling on geode with text or add some other drawable as u did.

 I seem to remember people talking about a bug in the osgText bounds
 computation that causes it to never calculate its bounds, so they always
 stay at the initial value (which is an invalid bounds) and so the text
 is always culled (and thus it can never calculate its bounds, and so on).

 Not much to go on but it might be the hint that helps you to fix this...

 J-S
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Re: [osg-users] DOFTransform MultOrder Question

2011-07-01 Thread Scott Wasinger
Paul  

After looking at the DOF record  from the OpenFlight Specifications Doc I now 
think that the enumerator simply changes the order of rotations.

Cheers,
Scott

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Re: [osg-users] [build] osgWorks Build Error

2011-07-01 Thread Paul Martz
Most likely you are using incompatible versions of osgWorks and OSG. Check the 
compatibility matrix:

http://code.google.com/p/osgworks/wiki/CompatibilityMatrix

It looks like you are using osgWorks 1.1, so you should have OSG version = 
2.8.4 (well, okay, = 2.8.5 actually -- the page is slightly out of date).


osgWorks trunk HEAD has support for OSG 2.9.x and 3.0.0, but osgWorks is under 
development at this point and really isn't close to being in a taggable release 
form, so it's hard to say when a formal release compatible with OSG v3.0.0 will 
be available.

   -Paul



On 7/1/2011 1:32 PM, Scott Wasinger wrote:

I tried to build osgWorks 1.1 and encountered a compile error

Scanning dependencies of target osgwTools
[  2%] Building CXX object 
src/osgwTools/CMakeFiles/osgwTools.dir/CameraConfigObject.cpp.o
~/osgWorks_01_01_00/src/osgwTools/CameraConfigObject.cpp: In member function 
~/osgWorks_01_01_00/src/osgwTools/CameraConfigObject.cpp:104:77: error: operands to 
?: have different types ‘osg::DisplaySettings*’ and 
‘osg::ref_ptrosg::DisplaySettings’
make[2]: *** [src/osgwTools/CMakeFiles/osgwTools.dir/CameraConfigObject.cpp.o] 
Error 1
make[1]: *** [src/osgwTools/CMakeFiles/osgwTools.dir/all] Error 2
make: *** [all] Error 2

CameraConfigObject::store

original:

Code:

osg::DisplaySettings* ds = masterCamera-getDisplaySettings() != NULL ?
masterCamera-getDisplaySettings() : osg::DisplaySettings::instance();




my mod:

Code:

osg::DisplaySettings* ds = masterCamera-getDisplaySettings();
if(ds == NULL)
ds = osg::DisplaySettings::instance();




Everything worked after this mod

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=4#4





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--
  -Paul Martz  Skew Matrix Software
   http://www.skew-matrix.com/
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