Re: [osg-users] Hello OSG

2011-07-05 Thread Alberto Luaces
Donn Washburn writes:

 This is my first time to join in on OSGs email.

 The main purpose was to notify of a error I am getting on a SVN
 version on two different OS versions.  It shows up on
 ffmpeg/FFmpegDecoder.cpp which is at about 99% and states depreciated
 causing OSG to fail.  I do have it saved so if this is the correct
 place to ask I can send it.

Hi Donn,

Yes, it should be helpful that you provide the exact error you are
getting and your ffmpeg version.

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Re: [osg-users] Question about osgAnimation Bezier curves

2011-07-05 Thread Mohamed Alji
Hi arjdan,

You are making mistakes on the computation of the ControlPoint In  the 
ControlPoint Out of the Bezier Curve.

Assume you have several points (knots) and that your path will pass throw some 
points V(i), the Vec3 CubicBezier Keyframe are calculated as follow :

the p is your V(i), but the Control Points In  Out are supposed to be computed 
check the algorithm in the article Draw a Smooth Curve through a Set of 2D 
Points with Bezier Primitives.  


I understand this response may come a little bit late but it may help 
someone

Cheers


Mohamed ALJI


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[osg-users] Building OpenThreads with Qt Support: Any benefits?

2011-07-05 Thread George Bekos
Hello again guys! :D

I want to ask you about this BUILD_OPENTHREADS_WITH_QT CMake flag when you 
build OSG. From what I saw the only thing this flag does is to use the Qt 
Threading library for OpenThreads. Are there any benefits from using Qt 
Threading library over for example Win32 threads or pThreads? I understand that 
Qt Threading library acts as an extra layer on top of some other library 
(Win32threads,pThreads etc) depending on the platform.
In our main application we use Qt Framework a lot for the GUI. Building 
OpenThreads with Qt Thread support makes it any safer? Are there evidence that 
I might have threading issues when I use OSG with Qt Framework without 
OpenThreads Qt support enabled? 

Thanks in advance guys!

Cheers,
George

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[osg-users] PagedLOD for shared nodes

2011-07-05 Thread Sebastian Messerschmidt

Hi,

I have a very big OpenFlight based database in which I've converted the 
ProxyNodes for terrain-tiles into PagedLOD nodes.

The general layout of the database looks like this:


master
|PagedLOD (flight_0_0)
|
|-PagedLOD(tree1)
|-PagedLOD(tree1)
|-PagedLOD(tree1)
|-PagedLOD(tree2)
|-PagedLOD(tree2)
|-PagedLOD(house1)
|-PagedLOD(house1)
...
|PagedLOD (flight_12_1)
|-PagedLOD(tree1)
|-PagedLOD(tree1)
|-PagedLOD(tree1)
|-PagedLOD(tree2)
|-PagedLOD(tree2)
|-PagedLOD(house1)
|-PagedLOD(house1)


As you can see I've converted referenced external objects (former 
ProxyNodes) which have LODs themselves to PagedLOD nodes. All paged LODs 
(flight terrain tiles and references models such as tree1 .. treeN are 
single ive files)
All ive files are exported noLoadExternalReferenceFiles and 
noTexturesInIVEFile to make sharing of textures and sub-externals possible

With this setup I encounter a problem.
It seems like referencing e.g. tree1 multiple times in the graph creates 
multiple render instances instead of sharing the node. So loading the 
master.ive almost certainly consumes all available memory.
Is there an error in my thinking, that the nodes for tree1 ... treeN can 
be shared whilst being under a pagedLOD?



cheers
Sebastian
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[osg-users] [osgPPU] UnitOut trunk and image readback

2011-07-05 Thread Luciano Pica

Hi,

I am using osgPPU (0.4.0) in a distributed environment and thus rely on
the image readback functionality through camera attachments to be able
to send rendered/postprocessed images over the network. Since OSG 3.0
seems to require the osgPPU trunk version and i could also use the new
resize functionality of osgPPU i tried to migrate to the newer version.
Unfortunately since the update i only get clear color read back instead
of the UnitOut output. The updated API doc says that UnitOut disables
the FBO which i am using, but switching the camera implementation from
FBO to simple FB leads to the same results. Are there any other changes
in that regard i need to be aware of? And what is the correct way to use
UnitOut now if i want to use camera attachments?

Debug output looks ok, the only thing differing between 0.4.0 and trunk
is the additional line output: 0. According to the source this line
was caught by an if-phrase before and thus omitted. PipelineResult is a
UnitOut, color is a UnitTexture for input and BlurX an instance of
UnitInOut:

BEGIN FRAME EffectNode osgPPU::Processor
color run in thread 0
 vp 0x21300f0 (ref 0): 0 0 512 512
 program: 0x212d4a0
 input:  0:0x1f1c690-attr (512x512)
 output:  0x1f1c690 (512x512 )
BlurX run in thread 0
 vp 0x3f4fbe0 (ref 0): 0 0 512 512
 program: 0x7fa474019f10
radius : 15
sigma : 15
 input:  0:0x1f1c690-attr (512x512)
 output:  0x3f50370 (512x512 )
PipelineResult run in thread 0
 vp 0x3f51160 (ref 0): 0 0 512 512
 program: 0x2130c80
 input:  0:0x3f50370-attr (512x512)
 output:  0
END EffectNode osgPPU::Processor



Regards,
Luciano
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[osg-users] [vpb] VPB LOG GeoExtent_Constraint

2011-07-05 Thread Peter Zhu
Hi,

Everybody,I got some problem in the terrainmodeling by VPB.
1,I find many code likelog(osg::INFO,SourceData::readShapeFile) in the 
VPB's source,I wonder if i can output the log's data into a file when I use the 
osgDEM,so I can track what's done during the modeling process.
2,If I want to get the terrain model of just exactly the area in a polygon,for 
example,300m within the centerline of a highway,while the part that is outside 
of the polygon is not necessary and is not generated to improve the rendering 
performance. How can I achieve it,just set the DEM value to NoData for the 
useless area,or rewrite some important function in the DestinationTile or 
somewhere.

3,are them compatible between the VPB's latest version and OSG3.0.


Thank you All!Any suggestion is appreciated!

Cheers,
Lei

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[osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models

2011-07-05 Thread Garthy Dee
Hi! :)

Due to some recent positive experiences working on a visualisation tool that 
indirectly (via Delta3D) used OpenSceneGraph, I am investigating the viability 
of integrating OpenSceneGraph into another project in place of an existing 
rendering engine.

One major difference between the projects is that the one I am looking at it 
now is *heavily* reliant on animated skeletal models (the other project just 
used static models), and potentially being the most difficult problem to solve, 
I am looking at tackling this problem first.

Experimenting with osganimationviewer with nathan.osg on Linux and Windows 
with both OSG 3.0.0 and 2.8.5 suggests that it is indeed possible to do what I 
am after (load models with pre-existing animations and blend multiple 
animations together easily), and by going through that example I can probably 
figure out what I need to do to get it working on the OSG side.

What I am unsure about is the most reliable way is to load pre-existing 
animated skeletal models into an OSG-based program.

Using UltimateUnwrap3D (a commercial texture mapping tool with a set of 
well-written import/export plugins), I can export to a number of formats that 
OSG supports, and attempt to load them up with osganimationviewer. Note that 
UU3D does not presently export osg, ive, or OpenFlight models, so I can't use 
that. I am using a set of purchased models that come in a variety of formats, 
including UU3D.

Unfortunately, for every format and model I have tried, in both OSG 3.0.0 and 
2.8.5, whilst osganimationviewer is capable of loading the exported model (with 
varying degrees of success), problems occur when you hit the next animation 
button. On Linux, it stops and drops core with a floating point error; on 
Windows (via VirtualBox), it just hangs. Basically, I can (generally) load 
models and view them, but I've never been able to play animations.

Now my OSG 2.8.5 and 3.0.0 builds were fairly minimal, so not all of the 
plugins were built. I have a reasonable set of models to draw from, and there 
are countless export options for UU3D. Unfortunately, the search space for 
finding a working solution is gigantic, so I'm looking to narrow it down a bit.

Based on the present state of OpenSceneGraph, its animation support, and 
loaders, is there a particular path that is reasonably well supported, known to 
work, and *should* work (in an ideal world), that I could concentrate on first? 
Which loaders are considered the most mature and reliable with respect to 
animations? Which formats are most suitable for use with OSG-based programs? 
Should I be using something apart from osganimationviewer to test? Should I be 
converting to osg/ive format first- and how? Would I best be starting off with 
the recent 3.0.0 release (congrats btw!), or stick with 2.8.5?

Advice, suggestions, and stories of working pipelines most welcomed and 
appreciated. :)

PS. I'm hoping I've posted this to the right place. This is my first post to 
the OSG forums, please be gentle. :)

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Re: [osg-users] Hello OSG

2011-07-05 Thread Donn Washburn

On 07/05/2011 03:31 AM, Alberto Luaces wrote:

Donn Washburn writes:


This is my first time to join in on OSGs email.

The main purpose was to notify of a error I am getting on a SVN
version on two different OS versions.  It shows up on
ffmpeg/FFmpegDecoder.cpp which is at about 99% and states depreciated
causing OSG to fail.  I do have it saved so if this is the correct
place to ask I can send it.


Hi Donn,

Yes, it should be helpful that you provide the exact error you are
getting and your ffmpeg version.


Ok will do!  osg.err

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[ 96%] Built target osgdb_txp
[ 96%] Built target osgdb_xine
[ 96%] Building CXX object 
src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoder.o
In file included from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegHeaders.hpp:12:0,
 from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegClocks.hpp:10,
 from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.hpp:9,
 from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.hpp:5,
 from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:2:
/usr/include/libavcodec/avcodec.h:528:27: warning: attribute ignored in 
declaration of �enum AVLPCType� [enabled by default]
/usr/include/libavcodec/avcodec.h:528:27: warning: attribute for �enum 
AVLPCType� must follow the �enum� keyword [enabled by default]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp: In 
member function �bool osgFFmpeg::FFmpegDecoder::open(const string, 
osgFFmpeg::FFmpegParameters*)�:
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:57:26: 
warning: �AVFormatParameters::channel� is deprecated (declared at 
/usr/include/libavformat/avformat.h:251) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:57:26: 
warning: �AVFormatParameters::channel� is deprecated (declared at 
/usr/include/libavformat/avformat.h:251) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:58:26: 
warning: �AVFormatParameters::standard� is deprecated (declared at 
/usr/include/libavformat/avformat.h:252) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:58:26: 
warning: �AVFormatParameters::standard� is deprecated (declared at 
/usr/include/libavformat/avformat.h:252) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:60:26: 
warning: �AVFormatParameters::width� is deprecated (declared at 
/usr/include/libavformat/avformat.h:248) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:60:26: 
warning: �AVFormatParameters::width� is deprecated (declared at 
/usr/include/libavformat/avformat.h:248) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:61:26: 
warning: �AVFormatParameters::height� is deprecated (declared at 
/usr/include/libavformat/avformat.h:249) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:61:26: 
warning: �AVFormatParameters::height� is deprecated (declared at 
/usr/include/libavformat/avformat.h:249) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:66:26: 
warning: �AVFormatParameters::time_base� is deprecated (declared at 
/usr/include/libavformat/avformat.h:245) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:66:26: 
warning: �AVFormatParameters::time_base� is deprecated (declared at 
/usr/include/libavformat/avformat.h:245) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:67:26: 
warning: �AVFormatParameters::time_base� is deprecated (declared at 
/usr/include/libavformat/avformat.h:245) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:67:26: 
warning: �AVFormatParameters::time_base� is deprecated (declared at 
/usr/include/libavformat/avformat.h:245) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:81:25: 
warning: �int av_open_input_file(AVFormatContext**, const char*, 
AVInputFormat*, int, AVFormatParameters*)� is deprecated (declared at 
/usr/include/libavformat/avformat.h:1094) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:81:106: 
warning: �int av_open_input_file(AVFormatContext**, const char*, 
AVInputFormat*, int, AVFormatParameters*)� is deprecated (declared at 
/usr/include/libavformat/avformat.h:1094) 

[osg-users] Passing different textures using GLSL

2011-07-05 Thread Linda Lee
Hi,

I need to develop an application to pass streams and lots of different textures 
into GPU for processing.  An I suppose to use glTexSubImage2D?  If so how do 
i used it and if there is any sample code I could refer to?

Thank you!

Cheers,
Linda

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Re: [osg-users] Hello OSG

2011-07-05 Thread Ryan Pavlik
On Tue, Jul 5, 2011 at 8:03 AM, Donn Washburn n5...@comcast.net wrote:

 On 07/05/2011 03:31 AM, Alberto Luaces wrote:

 Donn Washburn writes:

  This is my first time to join in on OSGs email.

 The main purpose was to notify of a error I am getting on a SVN
 version on two different OS versions.  It shows up on
 ffmpeg/FFmpegDecoder.cpp which is at about 99% and states depreciated
 causing OSG to fail.  I do have it saved so if this is the correct
 place to ask I can send it.


 Hi Donn,

 Yes, it should be helpful that you provide the exact error you are
 getting and your ffmpeg version.

  Ok will do!  osg.err



So the deprecation warnings you mention aren't actually the problem strictly
speaking - those are warnings, not errors.  The errors are better hidden -
here they are without the warnings around them:

[ 96%] Building CXX object
src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoder.o
In file included from
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegHeaders.hpp:12:0,
 from
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegClocks.hpp:10,
 from
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.hpp:9,
 from
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.hpp:5,

from
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:2:

/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:
In member function �void osgFFmpeg::FFmpegDecoder::findAudioStream()�:
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:211:64:
error: �CODEC_TYPE_AUDIO� was not declared in this scope
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:
In member function �void osgFFmpeg::FFmpegDecoder::findVideoStream()�:

/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:229:64:
error: �CODEC_TYPE_VIDEO� was not declared in this scope


What version of ffmpeg and linux are you using?

Ryan

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Re: [osg-users] small memory leak in SceneCache?

2011-07-05 Thread Chris Denham
Hi Robert,
Sorry to dredge this one up again, but I think there may be a flaw in the logic 
of  osgViewer::Scene destructor. The intention of the code seems clear, i.e. to 
remove the Scene being destroyed from the scene cache.
For me at least (on Windows  VC 2005) the removal *NEVER* happens.
The reason for this appears to be that the code itr-get() returns NULL when 
itr refers to the object currently being destroyed. Which is logical, since if 
itr is observing 'this' and 'this' is being destroyed, then there must be no 
remaining ref_ptrs to 'this', and therefore the observer_ptr get function, 
quite correctly, returns NULL.
I think this means that the scene cache vector will continually grow as new 
scenes are constructed, but not emptied until program termination destroys the 
static instance of the cache.

I'm not quite sure of the best solution to this is, but the current code is 
definately not working for me.

Cheers.

Chris.


Code:
Scene::~Scene()
{
OpenThreads::ScopedLockOpenThreads::Mutex lock(getSceneCacheMutex());
for(SceneCache::iterator itr = getSceneCache().begin();
itr != getSceneCache().end();
++itr)
{
Scene* scene = itr-get();
if (scene==this)
{
getSceneCache().erase(itr);
break;
}
}
}



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Re: [osg-users] Hello OSG

2011-07-05 Thread J.P. Delport

Hi all,

I've recently fixed some of these in our own code.
See here:
http://code.google.com/p/flitr/source/detail?r=34

It was for ffmpeg on Debian sid:
apt-cache policy ffmpeg
ffmpeg:
  Installed: 5:0.8-0.1

It should give some hints on where to start. I'm too busy to help currently.

cheers
jp

On 05/07/11 16:04, Ryan Pavlik wrote:



On Tue, Jul 5, 2011 at 8:03 AM, Donn Washburn n5...@comcast.net
mailto:n5...@comcast.net wrote:

On 07/05/2011 03:31 AM, Alberto Luaces wrote:

Donn Washburn writes:

This is my first time to join in on OSGs email.

The main purpose was to notify of a error I am getting on a SVN
version on two different OS versions.  It shows up on
ffmpeg/FFmpegDecoder.cpp which is at about 99% and states
depreciated
causing OSG to fail.  I do have it saved so if this is the
correct
place to ask I can send it.


Hi Donn,

Yes, it should be helpful that you provide the exact error you are
getting and your ffmpeg version.

Ok will do!  osg.err



So the deprecation warnings you mention aren't actually the problem
strictly speaking - those are warnings, not errors.  The errors are
better hidden - here they are without the warnings around them:

[ 96%] Building CXX object 
src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoder.o
In file included from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegHeaders.hpp:12:0,
  from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegClocks.hpp:10,
  from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.hpp:9,
  from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.hpp:5,

from
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:2:

/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp: In 
member function �void osgFFmpeg::FFmpegDecoder::findAudioStream()�:
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:211:64: 
error: �CODEC_TYPE_AUDIO� was not declared in this scope
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp: In 
member function �void osgFFmpeg::FFmpegDecoder::findVideoStream()�:

/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:229:64:
error: �CODEC_TYPE_VIDEO� was not declared in this scope


What version of ffmpeg and linux are you using?

Ryan

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Iowa State University

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Re: [osg-users] Hello OSG

2011-07-05 Thread Donn Washburn

On 07/05/2011 09:04 AM, Ryan Pavlik wrote:



On Tue, Jul 5, 2011 at 8:03 AM, Donn Washburn n5...@comcast.net
mailto:n5...@comcast.net wrote:

On 07/05/2011 03:31 AM, Alberto Luaces wrote:

Donn Washburn writes:

This is my first time to join in on OSGs email.

The main purpose was to notify of a error I am getting on a SVN
version on two different OS versions.  It shows up on
ffmpeg/FFmpegDecoder.cpp which is at about 99% and states
depreciated
causing OSG to fail.  I do have it saved so if this is the
correct
place to ask I can send it.


Hi Donn,

Yes, it should be helpful that you provide the exact error you are
getting and your ffmpeg version.

Ok will do!  osg.err



So the deprecation warnings you mention aren't actually the problem
strictly speaking - those are warnings, not errors.  The errors are
better hidden - here they are without the warnings around them:

[ 96%] Building CXX object 
src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoder.o
In file included from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegHeaders.hpp:12:0,
  from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegClocks.hpp:10,
  from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.hpp:9,
  from 
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.hpp:5,
from
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:2:

/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp: In 
member function �void osgFFmpeg::FFmpegDecoder::findAudioStream()�:
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:211:64: 
error: �CODEC_TYPE_AUDIO� was not declared in this scope
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp: In 
member function �void osgFFmpeg::FFmpegDecoder::findVideoStream()�:

/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:229:64:
error: �CODEC_TYPE_VIDEO� was not declared in this scope

What version of ffmpeg and linux are you using?

Ryan
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I see you are in Iowa - hope you are dry.  If needed send the water here.


OpenSuSE 12.1 rc2 and A very current CVS/GIT version of ffmpeg.  Because 
openSuSE version of devel. was not being found.



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Re: [osg-users] Boundary Representations

2011-07-05 Thread Ryan Pavlik
I would be interested in this, including perhaps collaborating and
contributing. Would you be able to develop this publicly somewhere like
github?

If you are looking at OpenCASCADE, you might consider this community-run
friendly fork, which seems much more accessible:
https://github.com/tpaviot/oce

Furthermore, when it comes to file-format support or perhaps a design model,
you might consider the COLLADA spec - COLLADA 1.5 added (what seems to be) a
fairly complete B-Rep specification. At the very least, it seems to be
pretty comparable in what it can express to the XT-Brep capabilities of the
Jt file format (and thus the brep capabilities of the parasolid XT format).
Links: COLLADA: http://www.khronos.org/collada/  and the XT-Brep spec:
http://www.plm.automation.siemens.com/en_us/products/open/jtopen/technology/index.shtml
(right-hand
side links)

Ryan

On Sat, Jul 2, 2011 at 5:41 PM, Simon Hammett s.d.hamm...@googlemail.comwrote:

 No, but you might want to look at:

 http://www.opencascade.org/

 that's got all sorts of stuff in it.


 On 2 July 2011 22:36, Daniel Peraza danielper...@gmail.com wrote:

 Hi, I'd like to know if OSG has any class for handling Boundary
 Representations before writing one by myself.

 I'm working with orthogonal pseudo polyhedra.

 ...
 Thank you!

 Cheers,
 Daniel

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Re: [osg-users] Hello OSG

2011-07-05 Thread Alberto Luaces
Donn Washburn writes:

 OpenSuSE 12.1 rc2 and A very current CVS/GIT version of ffmpeg.
 Because openSuSE version of devel. was not being found.

Do you require the ffmpeg plugin? If not, you could blank out the ffmpeg
entries in CMake in order for it not to get compiled and finish the
build.

-- 
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Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models

2011-07-05 Thread Chris 'Xenon' Hanson
  I've seen the best luck (originating in Lightwave 3D) with the FBX or COLLADA 
file
formats. Did you build and try those? They can be tricky to build.
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Re: [osg-users] Building OpenThreads with Qt Support: Any benefits?

2011-07-05 Thread Chris 'Xenon' Hanson
On 7/5/2011 4:03 AM, George Bekos wrote:
 Hello again guys! :D
 I want to ask you about this BUILD_OPENTHREADS_WITH_QT CMake flag when you 
 build OSG. From what I saw the only thing this flag does is to use the Qt 
 Threading library for OpenThreads. Are there any benefits from using Qt 
 Threading library over for example Win32 threads or pThreads? I understand 
 that Qt Threading library acts as an extra layer on top of some other library 
 (Win32threads,pThreads etc) depending on the platform.
 In our main application we use Qt Framework a lot for the GUI. Building 
 OpenThreads with Qt Thread support makes it any safer? Are there evidence 
 that I might have threading issues when I use OSG with Qt Framework without 
 OpenThreads Qt support enabled? 

  I'm interested in this answer too.

  I seem to recall that Qt's threading library doesn't expose a CPU affinity 
mask, which
OSG kind of likes. Is any of this true?

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Re: [osg-users] PagedLOD for shared nodes

2011-07-05 Thread Chris 'Xenon' Hanson
On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote:
 Hi,
 It seems like referencing e.g. tree1 multiple times in the graph creates 
 multiple render
 instances instead of sharing the node. So loading the master.ive almost 
 certainly consumes
 all available memory.
 Is there an error in my thinking, that the nodes for tree1 ... treeN can be 
 shared whilst
 being under a pagedLOD?

  For some reason I thought there was already some sort of object-loader 
sharing cache.


-- 
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http://www.alphapixel.com/
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[osg-users] ModelView/Projection Matrices From Camera

2011-07-05 Thread Jeremy Moles
Hey guys, I have a really quick question. I'm trying to debug a piece of
code and what I need is access to the current MV/Proj matrices as
affected by the Viewer's active camera.

I see that they can both be queried from an osg::State object, though
I've never had to interface directly with this.

Does anyone have any quick tricks?

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Re: [osg-users] ModelView/Projection Matrices From Camera

2011-07-05 Thread Glenn Waldron
I usually pull them from the CullVisitor/CullStack during the cull
traversal.

Glenn Waldron / Pelican Mapping / @glennwaldron


On Tue, Jul 5, 2011 at 12:01 PM, Jeremy Moles jer...@emperorlinux.comwrote:

 Hey guys, I have a really quick question. I'm trying to debug a piece of
 code and what I need is access to the current MV/Proj matrices as
 affected by the Viewer's active camera.

 I see that they can both be queried from an osg::State object, though
 I've never had to interface directly with this.

 Does anyone have any quick tricks?

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Re: [osg-users] Hello OSG

2011-07-05 Thread Donn Washburn

On 07/05/2011 09:56 AM, Alberto Luaces wrote:

Donn Washburn writes:


OpenSuSE 12.1 rc2 and A very current CVS/GIT version of ffmpeg.
Because openSuSE version of devel. was not being found.


Do you require the ffmpeg plugin? If not, you could blank out the ffmpeg
entries in CMake in order for it not to get compiled and finish the
build.



Thanks for the replies.

It really looks like an ffmpeg file.h problem.  So if I find out I will 
let everyone know.  Of course it maybe a something else problem that is 
why I asked.


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Re: [osg-users] ModelView/Projection Matrices From Camera

2011-07-05 Thread Paul Martz

On 7/5/2011 10:10 AM, Glenn Waldron wrote:

I usually pull them from the CullVisitor/CullStack during the cull traversal.


Right -- During cull you can access these from the CullVisitor:
osg::RefMatrix* view = cv-getModelViewMatrix();
const osg::Camera* cam = cv-getCurrentCamera();
const osg::Matrix proj = cam-getProjectionMatrix();
const osg::Viewport* vp = cam-getViewport();

If you're trying to get these during draw, you need to get them from osg::State:
const osg::State* state = renderInfo.getState();
const osg::Matrix view = getModelViewMatrix();
const osg::Matrix proj = getProjectionMatrix();
const Viewport* vp = getCurrentViewport();

   -Paul




Glenn Waldron / Pelican Mapping / @glennwaldron


On Tue, Jul 5, 2011 at 12:01 PM, Jeremy Moles jer...@emperorlinux.com
mailto:jer...@emperorlinux.com wrote:

Hey guys, I have a really quick question. I'm trying to debug a piece of
code and what I need is access to the current MV/Proj matrices as
affected by the Viewer's active camera.

I see that they can both be queried from an osg::State object, though
I've never had to interface directly with this.

Does anyone have any quick tricks?

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[osg-users] Fwd: [FFmpeg-user] Fwd: Re: several git version of ffmpeg

2011-07-05 Thread Donn Washburn

Info only about recent upgrades to ffmpeg

 Original Message 
Subject: [FFmpeg-user] Fwd: Re:  several git version of ffmpeg
Date: Tue, 05 Jul 2011 12:00:55 -0500
From: Donn Washburn n5...@comcast.net
Reply-To: FFmpeg user questions and RTFMs ffmpeg-u...@ffmpeg.org
To: ffmpeg Users elist ffmpeg-u...@ffmpeg.org

Information from ffmpeg about the problem.  Unfortunately,  I am not a
code person (other than HAM Morse code  and Electronic color code
person).  If I knew how, I would attempt to fix it.


On date Tuesday 2011-07-05 11:21:53 -0500, Donn Washburn encoded:

Hello Group;

I have been trying to complie a version of OpenSceneGraph for Flightgear.
The cmake app, and ccmake app show it found ffmpeg so I was going
with it because I remember from past years old version of ffmpeg
coming from ffmpeg.  I think a header file is the problem.  Included
is the OSG output from 98 percent to Error.

Is this problem a ffmpeg or osg problem

[ 96%] Built target osgdb_txp
[ 96%] Built target osgdb_xine
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:269:17: 
warning: �int url_ferror(AVIOContext*)� is deprecated (declared at 
/usr/include/libavformat/avio.h:298) [-Wdeprecated-declarations]
/mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:269:48: 
warning: �int url_ferror(AVIOContext*)� is deprecated (declared at 
/usr/include/libavformat/avio.h:298) [-Wdeprecated-declarations]


You need to update the OSG code, it is using an old define which was
deprecated and removed since the last major bump (CODEC_TYPE_* =
AVMEDIA_TYPE_*). Or you can simply add some evil define for
re-introducing the old symbols.
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Re: [osg-users] PagedLOD for shared nodes

2011-07-05 Thread Sebastian Messerschmidt

Am 05.07.2011 17:42, schrieb Chris 'Xenon' Hanson:

On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote:

Hi,
It seems like referencing e.g. tree1 multiple times in the graph creates 
multiple render
instances instead of sharing the node. So loading the master.ive almost 
certainly consumes
all available memory.
Is there an error in my thinking, that the nodes for tree1 ... treeN can be 
shared whilst
being under a pagedLOD?

   For some reason I thought there was already some sort of object-loader 
sharing cache.


Okay, sorry for the noise. I've found a topic which already covers this 
topic.
For sharing nodes you'll have to setup the viewer  to explicitly use 
shared nodes.

This way I've managed to display a huge database with some hotspots

Thanks anyways
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[osg-users] Shadow mapping using different scene graph for mapping

2011-07-05 Thread Sebastian Messerschmidt

Hi,

Currently I'm trying to improve performance regarding shadow mapping.
So far I've managed to get reasonable results for large outdoor scenes 
using LightSpacePerspectiveMaps.
In order to improve performance further, I did come up with the 
following idea:
As my scene-graph consists of many objects, I'd like to set up a special 
graph which skips all materials and textures not using alpha masking.
I know that I can skip complete nodes using the traversal mask. The 
question is: how to use a graph which omits most of heavy state changing 
objects to actually change the state.
E.g. I have a couple of buildings, each using ~200 different state sets 
per individual building type. I'd like to reduce this overload, by 
presenting a optimized graph not performing this state changes during 
shadow traversal. In other words, I want to render the shadow casting 
graph with a lower footprint.


So, is there some mechanism to present a different scene graph to the 
ShadowTechniques for shadow casting than for actual rendering?



Cheers
Sebastian
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[osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-05 Thread John F. Richardson
Hello,

37 days till OpenScengraph BOF at SIGGRAPH 2011.

10 AM Wed 10 Aug 2011.

Anyone thinking of presenting at the BOF? Slots are 5 to 20 minutes.

John F. Richardson


smime.p7s
Description: S/MIME cryptographic signature
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Re: [osg-users] ModelView/Projection Matrices From Camera

2011-07-05 Thread Jeremy Moles
On Tue, 2011-07-05 at 10:38 -0600, Paul Martz wrote:
 On 7/5/2011 10:10 AM, Glenn Waldron wrote:
  I usually pull them from the CullVisitor/CullStack during the cull 
  traversal.
 
 Right -- During cull you can access these from the CullVisitor:
  osg::RefMatrix* view = cv-getModelViewMatrix();
  const osg::Camera* cam = cv-getCurrentCamera();
  const osg::Matrix proj = cam-getProjectionMatrix();
  const osg::Viewport* vp = cam-getViewport();
 
 If you're trying to get these during draw, you need to get them from 
 osg::State:
  const osg::State* state = renderInfo.getState();
  const osg::Matrix view = getModelViewMatrix();
  const osg::Matrix proj = getProjectionMatrix();
  const Viewport* vp = getCurrentViewport();
 
 -Paul

Thanks Paul and Glenn. I have a cool example coming demonstrating Signed
Distance Field rendering, particularly as it pertains to text (inspired
by an e-mail from a fellow named John Smith. It's exceptionally cool
stuff, I'm just having trouble understanding the relationship between
the current ViewMatrix and and the algorithm's idea of scale.

I get decent results with a 1:1 ratio, but there's more to it than that.
Much reading shall take place!

 
  Glenn Waldron / Pelican Mapping / @glennwaldron
 
 
  On Tue, Jul 5, 2011 at 12:01 PM, Jeremy Moles jer...@emperorlinux.com
  mailto:jer...@emperorlinux.com wrote:
 
  Hey guys, I have a really quick question. I'm trying to debug a piece of
  code and what I need is access to the current MV/Proj matrices as
  affected by the Viewer's active camera.
 
  I see that they can both be queried from an osg::State object, though
  I've never had to interface directly with this.
 
  Does anyone have any quick tricks?
 
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[osg-users] Forcing buffer objects to recompile

2011-07-05 Thread Roger James
Hi,

I am trying to use buffer objects in  my application.  So I call 
setUseVertexBufferObjects on the relevant geometry. However for other reasons I 
cannot set up the tex coords and texture image until a few more frames have 
elapsed. This means that I have somehow got to force the buffers to recompile 
on that object. I have copied the code from setUseVertexBuffersObjects into a 
function in my app and modified it to set the buffers dirty instead of 
allocating them, and then I set the compileOnNextDraw flag in the renderer. But 
this does not appear to work.

What is the correct way to go about this?

Thank you!

Cheers,
Roger

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Re: [osg-users] Forcing buffer objects to recompile

2011-07-05 Thread Paul Martz

On 7/5/2011 2:42 PM, Roger James wrote:

Hi,

I am trying to use buffer objects in  my application.  So I call 
setUseVertexBufferObjects on the relevant geometry. However for other reasons I 
cannot set up the tex coords and texture image until a few more frames have 
elapsed. This means that I have somehow got to force the buffers to recompile 
on that object. I have copied the code from setUseVertexBuffersObjects into a 
function in my app and modified it to set the buffers dirty instead of 
allocating them, and then I set the compileOnNextDraw flag in the renderer. But 
this does not appear to work.

What is the correct way to go about this?


I searched for the word 'dirty' in the osg/Array header and found this:

/** Dirty the primitive, which increments the modified count, to force 
buffer objects to update. */

inline void dirty() { ++_modifiedCount; if (_vbo.valid()) 
_vbo-dirty(); }

   -Paul
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Re: [osg-users] PagedLOD for shared nodes

2011-07-05 Thread Luigi Calori

On 05/07/2011 20.32, Sebastian Messerschmidt wrote:

Am 05.07.2011 17:42, schrieb Chris 'Xenon' Hanson:

On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote:

Hi,
It seems like referencing e.g. tree1 multiple times in the graph 
creates multiple render
instances instead of sharing the node. So loading the master.ive 
almost certainly consumes

all available memory.
Is there an error in my thinking, that the nodes for tree1 ... treeN 
can be shared whilst

being under a pagedLOD?
   For some reason I thought there was already some sort of 
object-loader sharing cache.



Okay, sorry for the noise. I've found a topic which already covers 
this topic.
For sharing nodes you'll have to setup the viewer  to explicitly use 
shared nodes.

This way I've managed to display a huge database with some hotspots

Interesting... do you mind sharing the option / setup needed?
we could have similar problems

Thanks


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[osg-users] assignment of context ID in osgViewer::GraphicsWindowEnbedded

2011-07-05 Thread David Glenn
Greetings,

I was just wondering!
My co worker just found out that if your going to set up and close a set if 
windows that uses osgViewer::GraphicsWindowEnbedded that you better make sure 
that it has a unique context ID in it or strage things start to happen with 
textures. 

after we decared the varible Exp:

_gw = new  osgViewer::GraphicsWindowEnbedded(0,0,width,height);

we added:

_gw-getState()-setContextID(someIntNumber++);

and it fixed our problem. The thing I'm wondering is why I have to do this in 
the first place? I figured that you had this handeled in the osgViewer init 
code someware becose I've never seen anyting about this in any of the example 
code that I've seen so far! Maybe we have a bug?

... 
D Glenn


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] Building OpenThreads with Qt Support: Any benefits?

2011-07-05 Thread Wang Rui
Hi George and Chris,

The QThread support was submitted initially for the further migrating
to Symbian and Meego. AFAIK, the Meego version of OSG is already
workable in a Chinese lab. But I don't have a clear plan of when and
how to merge it to the trunk version at present.

And yes, until the 4.7 release, Qt doesn't support setting CPU
affinity so far. And I'm not sure if Qt's threading model is safer or
not. But at least, it should be a good start for porting OSG to
another few mobile platforms. :-)

Wang Rui


2011/7/5 Chris 'Xenon' Hanson xe...@alphapixel.com:
 On 7/5/2011 4:03 AM, George Bekos wrote:
 Hello again guys! :D
 I want to ask you about this BUILD_OPENTHREADS_WITH_QT CMake flag when you 
 build OSG. From what I saw the only thing this flag does is to use the Qt 
 Threading library for OpenThreads. Are there any benefits from using Qt 
 Threading library over for example Win32 threads or pThreads? I understand 
 that Qt Threading library acts as an extra layer on top of some other 
 library (Win32threads,pThreads etc) depending on the platform.
 In our main application we use Qt Framework a lot for the GUI. Building 
 OpenThreads with Qt Thread support makes it any safer? Are there evidence 
 that I might have threading issues when I use OSG with Qt Framework without 
 OpenThreads Qt support enabled?

  I'm interested in this answer too.

  I seem to recall that Qt's threading library doesn't expose a CPU affinity 
 mask, which
 OSG kind of likes. Is any of this true?

 --
 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] Reliable OpenSceneGraph asset import pipeline for animated skeletal models

2011-07-05 Thread Garthy Dee
Thanks for the fast reply and the suggestions. :)

I've actually got an update to my original post with respect to FBX, but I 
wasn't quite fast enough in posting it- the forum topic was enabled at 1am this 
morning my time (cursed timezone differences!), and I couldn't post a follow-up 
until it was enabled.

Anyway, I just gave DAE another shot, and the behaviour differs from the 
scenario I described above- it actually crashes the viewer on load under 
Windows, as opposed to loading and crashing on button press. It turns out that 
I had also inadvertently skipped it under Linux (argh, my mistake). I think 
this came about as I'd tried Windows first, and under Linux I just ran the 
various formats through one after the other, skipping the ones that didn't 
load. As the DAE plugin hadn't built on the Linux side, I skipped it. I also 
noticed an error message in the log (Windows) when loading it under Windows 
(ChooseMatchingPixelFOrmat()- Unable to choose the requested pixel format) 
that might have contributed. It might be worth my digging into the DAE plugin a 
bit more based on this. Thankyou for the suggestion. :)

Re FBX, this one turned out to be quite interesting. :) Originally, I hadn't 
tried it (not part of the default build), but on a recommendation, I had a look 
at it specifically. I took the time to get it to build correctly (Windows), and 
used it. With this plugin, it was possible load a test animated model correctly 
with osganimationviewer, and I could browse through the resultant animations. I 
could also convert the model with osgconv to osg format and load the result. 
This is using OSG 3.0.0. So, success, so far! :)

I'm wondering if it is a reasonable assumption to make that the FBX plugin is a 
bit more mature then the others, or better suited to the purpose, with respect 
to animated skeletal models? At the very least, I suspect that I'm on the right 
track now. :)

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Re: [osg-users] Forcing buffer objects to recompile

2011-07-05 Thread Roger James

Paul Martz wrote:
 On 7/5/2011 2:42 PM, Roger James wrote:
 
  Hi,
  
  I am trying to use buffer objects in  my application.  So I call 
  setUseVertexBufferObjects on the relevant geometry. However for other 
  reasons I cannot set up the tex coords and texture image until a few more 
  frames have elapsed. This means that I have somehow got to force the 
  buffers to recompile on that object. I have copied the code from 
  setUseVertexBuffersObjects into a function in my app and modified it to set 
  the buffers dirty instead of allocating them, and then I set the 
  compileOnNextDraw flag in the renderer. But this does not appear to work.
  
  What is the correct way to go about this?
  
 
 I searched for the word 'dirty' in the osg/Array header and found this:
 
 /** Dirty the primitive, which increments the modified count, to force 
 buffer objects to update. */
 inline void dirty() { ++_modifiedCount; if (_vbo.valid()) _vbo-dirty(); }
 
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Thanks Paul
I started looking at the code from the bottom up. Looks like I missed upping 
the modified count. I'll try that tomorrow.

Roger

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Re: [osg-users] assignment of context ID in osgViewer::GraphicsWindowEnbedded

2011-07-05 Thread Paul Martz
Now, that's a coincidence. We just discussed this about 8 days ago. See the 
thread setContextID comment block. I don't think it answers your question, but 
there might be some good info there.

   -Paul


On 7/5/2011 5:40 PM, David Glenn wrote:

Greetings,

I was just wondering!
My co worker just found out that if your going to set up and close a set if windows that 
uses osgViewer::GraphicsWindowEnbedded that you better make sure that it has 
a unique context ID in it or strage things start to happen with textures.

after we decared the varible Exp:

_gw = new  osgViewer::GraphicsWindowEnbedded(0,0,width,height);

we added:

_gw-getState()-setContextID(someIntNumber++);

and it fixed our problem. The thing I'm wondering is why I have to do this in 
the first place? I figured that you had this handeled in the osgViewer init 
code someware becose I've never seen anyting about this in any of the example 
code that I've seen so far! Maybe we have a bug?

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

2011-07-05 Thread Christiansen, Brad
Hi,

Firstly a tip from building large databases myself, make sure you source 
imagery has been optimised as much as possible. I have found ecw files are much 
faster to process than other formats due to their exceptional speed in creating 
arbitrary overviews. If you are using GeoTiffs make sure you have created 
'overviews' (I cant think of the correct name) for them (basically a set of 
mipmaps stored inline). This make a big difference to generation speed.
I would also suggest you look pay attention to what output format you use for 
your imagery. I have found that compressing the output imagery takes the 
greatest amount of CPU time of the build process. If you use no compression, 
the output will be massive. I use these settings:
--compressed-dxt1a (of dxt1 if my data completely covers the area being 
generated or I am using layer inheritance).
--compression-quality-fastest (I honestly cant see a visible difference 
compared to the high quality mode, but runs almost an order of magnitude faster)
--compressor-nvtt-nocuda (I run on a machine with no or poor graphics card)


Now on to your question regarding options:

--layer-inheritance [Lowest/Nearest/No]
This comes in to play when the source data for a tile does not cover the full 
extents of the tile. This option determines what you see in the 'empty space'.
When set to 'No', the empty space is left empty. If your output format doesn't 
include an alpha channel, the 'empty' space will be black, if your output 
format does support alpha, the empty space will be transparent.
When 'Lowest' is specified, the lowest resolution data available for the area 
if used to fill the gaps.
When Nearest is specified, the nearest resolution data available for the area 
if used to fill the gaps.

Note that when you use optional layers, it really only makes sense to use 'No'.

--set setname
used by itself, I haven't been able to figure out what effect this has.
--optional-set setname
When used in conjunction with --set (i.e. specify both with the same value: 
--set MySet --optional-set MySet) you imagery layer is stored in an external 
(i.e. not in the .ive or .osgb file) directory structure. This allows a tile to 
be loaded without having to load all the optional images associated with it.

--optional-image-layout [inline/external-set-dir/external-local-dir]
--optional-elevation-layout [inline/external-set-dir/external-local-dir]
This determines how optional layers will be written to disk. Using inline 
stores the optional layers within the .ive/.osgb file. These seems to defeat 
the purpose of optional layers but I am probably just missing the use case for 
this.
From my experience both external-set-dir/external-local-dir produce the same 
output, but this may have changed since I last played with these options. I 
think the intention was that external-set-dir places files for each optional 
layer in a folder named after the set, while external-local-dir places all the 
optional layers in a single directory structure. This needs to be confirmed 
though.


 How does the idea of optional layers work? I assume it is possible to plug 
 in optional layers for DEM and for textures independent?
It is, though I haven't personally tried optional elevation data.

 Do I need a special terrain technique to use such a database with optional 
 layers, or can I use the standard osgViewer?
I have written my own terrain technique to control the display of optional 
layers (a sub-class of GeometryTechnique) but I think you can access up to 
three optional layers via a MultiTextureControl node used to decorate the 
generated scene though I haven't used this myself. I am pretty sure the default 
osgViewer doesn't provide access to this functionality though. 
You should also look at the osgTerrain::TerrainTile::setTileLoadedCallback() 
method and the default implementation WhiteListTileLoadedCallback which can be 
used to control the loading of optional layers (I have also implemented my own 
call-back).


I will also add a couple of comments not directly related your questions:

I would suggest you look closely at creating your own TerrainTechnique. 
Subclassing GeometryTechneque is pretty easy and will give you a lot more 
control. While this was quite a bit of work, I have managed to dynamically 
merge the output of multiple VPB databases at runtime. This provides a lot more 
flexibility to 'mix and match' different datasets and greatly simplifies the 
process of adding a bit of new data.

As a side note, once you generate a large database moving it about is very 
painful due to the huge number of small files it creates. To help with this I 
place my databases into an archive format (I think the largest archive I have 
created is ~150gig), though this is probably not practical when your output 
will be several terabytes. If you decide to look into this, a couple of 
pointers / warnings:
- you will need to convert the relative file names for optional layers into 
filenames relative