Re: [osg-users] OSG website unresponsive

2012-01-05 Thread Jose Luis Hidalgo
Hi All,

   We've been trying to upgrade the current server config for a long
time now, and it can not wait any longer. We have to move the
development and the wiki out of the current server, and change
subversion for a distributed control version system by the way,
hopefully it wil make easy to contribute to OSG's development.

   About the current wiki, we are using Trac, which is a disaster
given the use we are making of it, OSG doesn't need any bug
tracker+wiki+source_code_review, we are only using the wiki part so
let's move to a proper wiki (if in the future a bug tracker is needed,
maybe a dedicated bug tracker will do the work better)

  From subversion to Git or mercurial, that's not a problem, as an
open source project we definitely can use one of the free services out
there which are de facto standars for other big open source projects.
That will make easier for other to collaborate with OSG, but we can
also hang a repository on the new server.

  About the new server Robert is already paying an external hosting
solution (Dreamhost) which is just fine, or at least, an improvement
over the current situation, and for a plain wiki it will be just fine.
And moreover, it will be under Robert's control all the time, the
software can be auto-updated, backed up, and so on.

  So here is what I would do, if everybody is fine with it:

 -1st) migrate from subversion to git, probably github, and try to
keep all the history and start there the development.

  -2nd) create a wiki on dreamhost( choose one from the list:
http://wiki.dreamhost.com/Available_One_Click_Installs) and let the
community help migrating the content from the old server to the new
wiki.

   -3rd) Choose people from the community to be wiki administrators
and look after the content.


 There are other services like the CDash, which currently run just
fine right how they are, we could think about them later.

Opinions?

JL.



On Wed, Jan 4, 2012 at 7:16 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 On 1/4/2012 1:35 AM, Norman Vine wrote:
 The Oregon State University Open Source Lab is the home of growing,
 high-impact open source communities. Its world-class hosting services
 http://osuosl.org/services/hosting/
  enable the Linux operating system, Apache web server, the Drupal
  content management system and over 50 other leading open source
 software projects to collaborate with contributors and distribute software
 to millions of users globally.
 http://osuosl.org/
 We migrated mucgh of http://osgeo.org there a while ago and have found
 OSUOSL to be a great outfit to work with  :-)

  That sound promising.

 Cheers
 Norman

 --
 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] OSG website unresponsive

2012-01-05 Thread Arne Kreutzmann
Hi,

 -1st) migrate from subversion to git, probably github, and try to
 keep all the history and start there the development.
There is already a osg git mirror:
https://github.com/openscenegraph

Just to not duplicate work
Arne Kreutzmann

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[osg-users] osgviewerGTK and Windows 7

2012-01-05 Thread Abbing, Arend
Hi,

I encountered some problems with the OSG GTK integration on the Windows 7 (64 
bit) platform which shows up in the osgviewerGTK example as well. I have a few 
observations:

1)  The OSG viewport renders in the entire GTK Window and not just in the 
GtkDrawingarea overwriting the other GTK widgets.

2)  OSG update performance is very poor and unstable.

3)  The same effects show up in 64 and 32 bit builds.

What I used is:

-  Windows 7 64 bit Professional SP1

-  MS Visual Studio 10

-  Gtkmm 2.22

-  OSG 3.0.1

What is wrong and how can we fix this?

Regards,

Arend.


[cid:image0d7f3b.JPG@85b7.48b8ba79][cid:imagec641bb.JPG@cee6ee4e.41befb25]

ing. Arend Abbing


Software Engineer


Maritime Simulation Group




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Re: [osg-users] What callback for setting the viewMatrix of the camera every frame?

2012-01-05 Thread Sebas Walther
Okay, thank you for sharing your idea but this solution isn't the best one for 
my plugin. The main program should change the camera manipulator as it wants. 
All I want is to adept the view if the camera is too far away from the action. 
I think all I need to do is to overwrite the viewmatrix right after the view 
manipulator updates the view matrix but before the frame is rendered, Isn't 
there a updatecallback or something like this?

Thanks again,
Sebas

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[osg-users] MultiTouchTrackballManipulator on windows 7, isMultiTouchEvent() is false

2012-01-05 Thread Hocine Zanzibar
Hi,

I am working with osg 3.0.1 on windows 7, with a dual touch screen. I made a 
modification to the osg example “osgwindows” to use 
MultiTouchTrackballManipulator.

When I step on the code of MultiTouchTrackballManipulator::handle, my touch 
movement isn’t detected because GUIEventAdapter.isMultiTouchEvent() return 
false ie touchData.valid() is false.


Is MultiTouchTrackballManipulator supported on windows ?  Is there any example 
of the correct use of MultiTouchTrackballManipulator ?


Thank you!
Hocine

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[osg-users] Compiling OSG applications on Linux

2012-01-05 Thread Amar Dinsa
Hi,

I'm interested in using OSG for a project but am having difficulty compiling 
the example applications. I am running Ubuntu linux and installed the binaries 
through the package manager and also built the source. I am able to run the 
osgversion command as the OSG Quick Start Guide instructs but cannot compile an 
example program. 

For example, to compile the sample osglogo program, I try running the command:

Code:
g++ -I/usr/local/include/ -L/usr/local/lib/ -losgViewer -losgDB -losgUtil -losg 
osglogo.cpp


Which is what the Quick Start Guide says to do. I do indeed have the osg header 
files in the /usr/local/include/osg* directories and library files in 
/usr/local/lib/libosg*.
I also appended /usr/local/lib to my /etc/ld.so.conf file and ran ldconfig, 
but I am still receiving this lengthy compiler message:

Code:
/tmp/ccQ8pJfi.o: In function `createWing(osg::Vec3f const, osg::Vec3f const, 
osg::Vec3f const, float, osg::Vec4f const)':
osglogo.cpp:(.text+0x1d): undefined reference to `osg::Geometry::Geometry()'
osglogo.cpp:(.text+0x2cb): undefined reference to 
`osg::Geometry::setVertexArray(osg::Array*)'
osglogo.cpp:(.text+0x30e): undefined reference to 
`osg::Geometry::setNormalArray(osg::Array*)'
osglogo.cpp:(.text+0x321): undefined reference to 
`osg::Geometry::setNormalBinding(osg::Geometry::AttributeBinding)'
osglogo.cpp:(.text+0x361): undefined reference to 
`osg::Geometry::setColorArray(osg::Array*)'
osglogo.cpp:(.text+0x374): undefined reference to 
`osg::Geometry::setColorBinding(osg::Geometry::AttributeBinding)'
osglogo.cpp:(.text+0x3c9): undefined reference to 
`osg::Geometry::addPrimitiveSet(osg::PrimitiveSet*)'
osglogo.cpp:(.text+0x3d7): undefined reference to 
`osgUtil::Tessellator::Tessellator()'
osglogo.cpp:(.text+0x3ec): undefined reference to 
`osgUtil::Tessellator::retessellatePolygons(osg::Geometry)'
osglogo.cpp:(.text+0x3fd): undefined reference to 
`osgUtil::Tessellator::~Tessellator()'
osglogo.cpp:(.text+0x47a): undefined reference to 
`osgUtil::Tessellator::~Tessellator()'
/tmp/ccQ8pJfi.o: In function `createTextBelow(osg::BoundingBoxImplosg::Vec3f 
const, std::basic_stringchar, std::char_traitschar, std::allocatorchar  
const, std::basic_stringchar, std::char_traitschar, std::allocatorchar  
const)':
osglogo.cpp:(.text+0x4a2): undefined reference to `osg::Geode::Geode()'
osglogo.cpp:(.text+0x4eb): undefined reference to `osgText::Text::Text()'
osglogo.cpp:(.text+0x524): undefined reference to 
`osgText::TextBase::setFontResolution(unsigned int, unsigned int)'
osglogo.cpp:(.text+0x537): undefined reference to 
`osgText::TextBase::setAlignment(osgText::TextBase::AlignmentType)'
osglogo.cpp:(.text+0x54a): undefined reference to 
`osgText::TextBase::setAxisAlignment(osgText::TextBase::AxisAlignment)'
osglogo.cpp:(.text+0x5ca): undefined reference to 
`osgText::TextBase::setPosition(osg::Vec3f const)'
osglogo.cpp:(.text+0x60b): undefined reference to 
`osgText::TextBase::setColor(osg::Vec4f const)'
osglogo.cpp:(.text+0x61d): undefined reference to 
`osgText::TextBase::setText(std::basic_stringchar, std::char_traitschar, 
std::allocatorchar  const)'
/tmp/ccQ8pJfi.o: In function `createTextLeft(osg::BoundingBoxImplosg::Vec3f 
const, std::basic_stringchar, std::char_traitschar, std::allocatorchar  
const, std::basic_stringchar, std::char_traitschar, std::allocatorchar  
const)':
osglogo.cpp:(.text+0x6be): undefined reference to `osg::Geode::Geode()'
osglogo.cpp:(.text+0x6cc): undefined reference to 
`osg::Node::getOrCreateStateSet()'
osglogo.cpp:(.text+0x6ea): undefined reference to 
`osg::StateSet::setMode(unsigned int, unsigned int)'
osglogo.cpp:(.text+0x730): undefined reference to `osgText::Text::Text()'
osglogo.cpp:(.text+0x769): undefined reference to 
`osgText::TextBase::setFontResolution(unsigned int, unsigned int)'
osglogo.cpp:(.text+0x77c): undefined reference to 
`osgText::TextBase::setAlignment(osgText::TextBase::AlignmentType)'
osglogo.cpp:(.text+0x78f): undefined reference to 
`osgText::TextBase::setAxisAlignment(osgText::TextBase::AxisAlignment)'
osglogo.cpp:(.text+0x7c0): undefined reference to 
`osgText::TextBase::setCharacterSize(float)'
osglogo.cpp:(.text+0x8aa): undefined reference to 
`osgText::TextBase::setPosition(osg::Vec3f const)'
osglogo.cpp:(.text+0x8f1): undefined reference to 
`osgText::TextBase::setColor(osg::Vec4f const)'
osglogo.cpp:(.text+0x903): undefined reference to 
`osgText::TextBase::setText(std::basic_stringchar, std::char_traitschar, 
std::allocatorchar  const)'
osglogo.cpp:(.text+0x916): undefined reference to 
`osgText::Text::setBackdropType(osgText::Text::BackdropType)'
osglogo.cpp:(.text+0x929): undefined reference to 
`osgText::Text::setBackdropImplementation(osgText::Text::BackdropImplementation)'
osglogo.cpp:(.text+0x93d): undefined reference to 
`osgText::Text::setBackdropOffset(float)'
osglogo.cpp:(.text+0x984): undefined reference to 
`osgText::Text::setBackdropColor(osg::Vec4f const)'
osglogo.cpp:(.text+0x997): undefined 

Re: [osg-users] Compiling OSG applications on Linux

2012-01-05 Thread Alberto Luaces
Amar Dinsa writes:

 Hi,

 I'm interested in using OSG for a project but am having difficulty compiling 
 the example applications. I am running Ubuntu linux and installed the 
 binaries through the package manager and also built the source. I am able to 
 run the osgversion command as the OSG Quick Start Guide instructs but cannot 
 compile an example program. 

 For example, to compile the sample osglogo program, I try running the 
 command:

 Code:
 g++ -I/usr/local/include/ -L/usr/local/lib/ -losgViewer -losgDB -losgUtil 
 -losg osglogo.cpp


Be careful — if you installed OSG through Ubuntu's package manager, OSG
headers are installed in /usr/include, and libraries under /usr/lib. No
need to mess with ld.so.conf, nor specify directories at compile
time. Since you have those headers in /usr/local, I guess they are left
from an older compilation from source. Don't mix them!

In your case, you lack some libraries, specially the core one,
-losg. Keep adding libraries -losgText,... until the link errors are gone.


 Which is what the Quick Start Guide says to do. I do indeed have the osg 
 header files in the /usr/local/include/osg* directories and library files in 
 /usr/local/lib/libosg*.
 I also appended /usr/local/lib to my /etc/ld.so.conf file and ran ldconfig, 
 but I am still receiving this lengthy compiler message:

 Code:
 /tmp/ccQ8pJfi.o: In function `createWing(osg::Vec3f const, osg::Vec3f 
 const, osg::Vec3f const, float, osg::Vec4f const)':

[...]

Regards,

-- 
Alberto

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Re: [osg-users] OSG website unresponsive

2012-01-05 Thread Robert Osfield
On 5 January 2012 09:30, Arne Kreutzmann m...@arne-kreutzmann.de wrote:
 There is already a osg git mirror:
 https://github.com/openscenegraph

Does anyone know who is currently the maintainer of github.com/openscenegraph?

Robert.
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Re: [osg-users] OSG website unresponsive

2012-01-05 Thread Robert Osfield
Hi J.L,

I see that openscenegraph.org is back responding so thanks for getting
the present server back on it's feet.

How much time do we have with the current servers before we things
might start to become unmaintainable?  What about your own
availability with helping out with migrations?

  So here is what I would do, if everybody is fine with it:

  -1st) migrate from subversion to git, probably github, and try to
 keep all the history and start there the development.

I'm relatively happy with github, however, right now I don't know
who's the current maintainer of the github/openscenegraph, we'll need
to take over admin of this.

With the migration there are other projects on the openscenegraph.org
subversion that we'd need to migrate as well.

  -2nd) create a wiki on dreamhost( choose one from the list:
 http://wiki.dreamhost.com/Available_One_Click_Installs) and let the
 community help migrating the content from the old server to the new
 wiki.

A question to yourself and everyone else - what wiki's would be best?
Mediawiki?

I don't have much experience with wiki's outside the OSG's website
onces so would very much welcome feedback from others that have
maintained and contributed to other wiki's.

   -3rd) Choose people from the community to be wiki administrators
 and look after the content.

Hands up if you think you can help out?

  There are other services like the CDash, which currently run just
 fine right how they are, we could think about them later.

I guess if needed we could migrate back to using cdash and pay for the
service.  I don't recall the costs/arrangements, does anyone remember
this?

I don't see cdash on the dreamhost list so I'd expect that we wouldn't
be able to provide this.

Robert.

Robert.
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Re: [osg-users] OSG website unresponsive

2012-01-05 Thread Matthew Runo
If we're unable to find the owner of the github account, I'm sure that
Github support could give you control over it... since it's just a
mirror of SVN commits right now I'd think that it would be a nonissue
to give the actual project control over the account to use it..

https://github.com/contact

-Matthew

On Thu, Jan 5, 2012 at 8:42 AM, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi J.L,

 I see that openscenegraph.org is back responding so thanks for getting
 the present server back on it's feet.

 How much time do we have with the current servers before we things
 might start to become unmaintainable?  What about your own
 availability with helping out with migrations?

  So here is what I would do, if everybody is fine with it:

  -1st) migrate from subversion to git, probably github, and try to
 keep all the history and start there the development.

 I'm relatively happy with github, however, right now I don't know
 who's the current maintainer of the github/openscenegraph, we'll need
 to take over admin of this.

 With the migration there are other projects on the openscenegraph.org
 subversion that we'd need to migrate as well.

  -2nd) create a wiki on dreamhost( choose one from the list:
 http://wiki.dreamhost.com/Available_One_Click_Installs) and let the
 community help migrating the content from the old server to the new
 wiki.

 A question to yourself and everyone else - what wiki's would be best?
 Mediawiki?

 I don't have much experience with wiki's outside the OSG's website
 onces so would very much welcome feedback from others that have
 maintained and contributed to other wiki's.

   -3rd) Choose people from the community to be wiki administrators
 and look after the content.

 Hands up if you think you can help out?

  There are other services like the CDash, which currently run just
 fine right how they are, we could think about them later.

 I guess if needed we could migrate back to using cdash and pay for the
 service.  I don't recall the costs/arrangements, does anyone remember
 this?

 I don't see cdash on the dreamhost list so I'd expect that we wouldn't
 be able to provide this.

 Robert.

 Robert.
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Re: [osg-users] osg-users Digest, Vol 54, Issue 23

2012-01-05 Thread Robert Osfield
Hi Ebru,

Could you please send posts directly to
osg-users@lists.openscenegraph.org rather than replying to digest as
doing a reply just includes all the posts from the digest and has
completely irrelevant topic to what you want to talk about.  Put both
things together and the chance of you getting a reply goes down
significantly.

On 22 December 2011 05:12, Ebru Arslan earslan2...@gmail.com wrote:
 How i can load large elevation terrain using with osg . and i have sky box
 problem when i try to load different terrain.
 how i can solve? please give some sample..

You question is rather open ended, there many many ways to do terrain
with the OSG, how you want to go about it will depend on your needs
and the data you have to use.  You don't mention anything about what
you actually what to do so it's rather hard to point you anything
specific.  There is the osgTerrain NodeKit, VirtualPlanetBuilder tool
for generting paged databases, the osgterrain example  Go into
details is pointless as you needs are so unspecific.

Robert.
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Re: [osg-users] [build] [build] building osgAndroidExampleGLES* on Ubuntu 10.04 with android-ndk-r7

2012-01-05 Thread Robert Osfield
Hi Jon,

I haven't tried the building with Android/NDK so can't provide
specific advice.  It might be that we need to expose some extra
variable via CMake to allow you to customize it or have our CMake make
better guess at the settings.  What I can say is that merging changes
that are tailored to a specific users directory on their machine won't
cut it so you diff is inappropriate as it stands.

Robert.

On 19 December 2011 00:10, Jon Bohren m...@jbohren.com wrote:
 I followed the instructions on the wiki for building the android osg 
 examples, but with ndk7 I kept getting linker errors for anything in 
 libstdc++ until I added another libdir 
 (android-ndk/sources/cxx-stl/gnu-libstdc++/libs/armeabi) to the linker flags.

 Is this a known problem / is this the correct solution / should this fix go 
 into trunk?

 See the diff to Android.mk below:


 Code:

 Index: jni/Android.mk
 ===
 --- jni/Android.mk      (revision 12892)
 +++ jni/Android.mk      (working copy)
 @@ -4,7 +4,7 @@

  LOCAL_MODULE    := osgNativeLib
  ### Main Install dir
 -OSG_ANDROID_DIR        :=  type your install directory 
 +OSG_ANDROID_DIR        := /home/jbohren/source/OpenSceneGraph
  LIBDIR                         := $(OSG_ANDROID_DIR)/obj/local/armeabi

  ifeq ($(TARGET_ARCH_ABI),armeabi-v7a)
 @@ -62,6 +62,7 @@
  -losgAnimation \
  -losgUtil \
  -losg \
 --lOpenThreads
 +-lOpenThreads\
 +-L/usr/local/android/android-ndk/sources/cxx-stl/gnu-libstdc++/libs/armeabi

  include $(BUILD_SHARED_LIBRARY)




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Re: [osg-users] OSG website unresponsive

2012-01-05 Thread Chris 'Xenon' Hanson
On 1/5/2012 9:42 AM, Robert Osfield wrote:
  There are other services like the CDash, which currently run just
 fine right how they are, we could think about them later.
 I guess if needed we could migrate back to using cdash and pay for the
 service.  I don't recall the costs/arrangements, does anyone remember
 this?
 I don't see cdash on the dreamhost list so I'd expect that we wouldn't
 be able to provide this.

  If you have a VPS account and your own non-shared IP, you should be able to 
do pretty
much whatever you want.

  I see some indication of people having tried installing CDash on DH, but no 
conclusive
evidence of success.

-- 
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] Writing to the Depth Buffer (Kinect)

2012-01-05 Thread Robert Osfield
Hi Sam,

On 12 December 2011 22:35, Sam Corbett-Davies
samcorbettdav...@gmail.com wrote:
 I am working on an augmented reality project using the Kinect. I am trying to 
 occlude geometry based on the depth image produced by Kinect.
 To do this I thought I'd write the depth image (after scaling the depth 
 values appropriately) to the depth buffer.
 It looks as though I'd use glDrawPixels() with GL_DEPTH_COMPONENT if I was 
 doing it in OpenGL, but how do I achieve this in OSG?

 I'm also open to a better way of using the Kinect to occlude geometry if 
 anyone has any ideas.

Using an osg::Image attached osg::Texture2D, then render this texture
to a full window quad and have a shader read the texture and write the
result to the depth buffer using a shader that sets the gl_FragDepth.

Robert.
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Re: [osg-users] OSG website unresponsive

2012-01-05 Thread Long To
Hi,

I would vote for migrating to mercurial; it's well support on all platforms, 
unlike git is mostly for linux.

Thank you!

Cheers,
Long

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Re: [osg-users] Issues when creating seamless panorama using multiple cameras with arbitrary FOVs

2012-01-05 Thread Robert Osfield
Hi Adam,

The osgViewer library is designed to handle your usage model
seemlessly.  What you describe is a single conceptual view, made up a
series of viewports with a camera assigned to each one.  The way this
is implemented is to have a osgViewer::View with a single master
osg::Camera that controls the overall view direction, then a series of
slave osg::Camera, each with it's own osg::Viewport, each of these
slave Camera can have it's own osg::GraphicsWindow (subclassed from
osg::GraphicsContext) or sharing a single GraphicsWindow between them
if you want them all on the same window.  Each View has it's own
CameraManipulator which manages it's masters Camera::ViewMatrix, but
you can set the ViewMatrix yourself directly if you wish.   The slave
Camera all have a projection and view offset matrix that changes they
view relative to their parent ViewMatrix.   The osgcamera and
osgwindows example illustrates.

For you usage you just need a single View, so using osgViewer::Viewer
is the simplicist thing to use as it inherits directly from
osgViewe::View so provides all the master Camera and slave Camera
functionality that you need.  The offsets of the different slave
Camera then just need to be computed appropriately.  The osgcamera and
osgwindows examples illustrate how you can do this.

Robert.


On 27 December 2011 19:34, Adam Bruce apalan...@gmail.com wrote:
 Hi all,

 I'm (very) new to OSG, though do have some prior graphics experience (which 
 could use brushing up, I'll admit). However, I just can't seem to determine 
 the best solution to this problem.

 I'm working on an application where, in one window, an aircraft HUD view is 
 being rendered. Originally, a single osg::Viewer with one camera was being 
 used, which works fine. However, I'm trying to implement what are essentially 
 peripheral views which are rendered to the same viewport as the same view, 
 on the left and right sides (I'm not using a single camera as these 
 peripheral views will be compressed horizontally and will allow the user to 
 set an arbitrary FOV for these views, stretching up to 180 degrees across all 
 three views).

 There is no issue with this part, per se - the problem arises from the fact 
 that there are jarring issues at the seams between viewports. Objects which 
 are partially drawn on each viewport have slight, though very clear, slight 
 issues in offset and scale, such that when they're crossing the boundary, 
 scale and immersion is broken.

 I've attempted two solutions to compare them. Currently, all views have the 
 same field of view and are drawn with equal size in the viewport. In one 
 method, I add two slave cameras to the viewer, which has its rotation set via 
 a manipulator (this was the implementation before I started the project) with 
 a view offset rotation of +/- main camera's horizontal field of view about 
 the Y-axis (gained by multiplying the vertical FOV by the aspect ratio, all 
 retrieved via getProjectionMatrixAsPerspective()) passed in as an argument. 
 From my understanding, as the main camera's view matrix is post-multiplied by 
 the slave's offset to get the final slave view matrix, this should be a 
 rotation about the local axis and give the correct result. In fact, in this 
 case, not only is there a slight scale/position issue, but there are odd 
 issues with the angle of the horizon getting slightly more off as the roll 
 increases (though the rotation itself seems to be about the correct axis, and 
 tests
  with other axes are proven to be definitely incorrect). I've used both 
 matrix and quaternion rotations in case there are precision/accuracy 
 differences with no change in results. I've taken a look at 
 setUpViewFor3DSphericalDisplay() which seems to use a very similar method 
 (though I don't quite get the rotation about the Z-axis).

 In my other (naive, first) implementation, I use a composite viewer with 
 three identical cameras each with their own manipulator, set each to 
 identical rotations each frame, and calculate pitch and azimuth offsets for 
 the peripheral views based on the aircraft roll which is also calculated each 
 frame. This actually seems to work better than the single viewer solution, 
 but is not what I want and certainly doesn't seem to be the correct 
 solution.

 I'll add code if/when I can (need to clean it up quite a bit, as I've tried 
 this about twenty different ways) and will add information as often as I can.

 Thanks for any help you can give!

 -Adam

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Re: [osg-users] hard-coded application name osgViewer

2012-01-05 Thread Robert Osfield
Hi Thorsten,

This is the first time I've seen mention of this issue, so resource
name and class available to set is not something that we've previously
discussed. One would either need to extend GraphicsContext::Traits to
include the names, or have GraphicsWindowX11 have API for settings
this.  As the looks to be an X11 specific issue I'd suggest doing the
later, but I would imagine that resources is something that other
windowing systems would probably use as well.

I'm open to suggests about how best to resolve this issue,

Robert.

On 31 December 2011 12:01, ThorstenB bre...@gmail.com wrote:
 Hi,

 OSG currently only allows to set the name of a specific window
 (GraphicsWindowX11::setWindowName), but it hard-codes the X11 application
 name to osgViewer. On GNOME3 desktops this results in the main status bar
 always displaying osgViewer whenever any window of an OSG-based
 application is active. Obviously I would like to set and see the actual name
 of my own application instead.

 You can see a screen shot of the issue in the bug report here:
 http://code.google.com/p/flightgear-bugs/issues/detail?id=554

 The name originates from GraphicsWindowX11.cpp:

    // Give window a class so that user preferences can be saved in the
 resource database.
    XClassHint clH;
    clH.res_name = (char *)OSG;
    clH.res_class = (char *)osgViewer;
    XSetClassHint( _display, _window, clH);

 This also means that all OSG-based applications share the same user
 preferences (whatever is saved there). Wouldn't it make sense to make the
 name(s) configurable? At least the application name (osgViewer), maybe
 also the class (OSG)?

 Note that there is a difference between the application name and the name of
 a specific window. The latter is shown in the title bar of the specific
 window itself (I guess every platform/window manager does that). But prior
 to GNOME3 I wasn't aware of places where the actual application name, which
 is shared by all windows of a single application, was displayed. But this
 name is certainly displayed most prominently on latest GNOME desktops.

 Oh, and have happy New Year!

 Thorsten
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Re: [osg-users] OSG on OpenGL 3: Example code and cookbook

2012-01-05 Thread Robert Osfield
Happy New Year  Paul ;-)

On 31 December 2011 22:05, Paul Martz pma...@skew-matrix.com wrote:
 Happy New Year, everyone --

 Attached is source code that demonstrates OSG rendering using an OpenGL 3.x
 context. At the bottom of the source is a comment block describing how to
 build OSG for OpenGL 3.x.

Thanks for this.  Do you feel it'd be appropriate to have this as an
one of the OpenSceneGraph/examples?

Cheers,
Robert.
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Re: [osg-users] StateSet and Text, state sets may be shared inadvertently

2012-01-05 Thread Robert Osfield
Hi Juan,

osgText::Text is a special case in that the way the text is rendered
is using textures and to for best performance and memory usage you
need to share these textures, and also share the rest of the text
state as well.

If you want to decorate the Text with your custom StateSet than it's
best to place it on a Geode above the Text object.

Robert.

On 4 January 2012 17:31, Juan Hernando jherna...@fi.upm.es wrote:
 Dear all,
 Trying to use different StateSet with different osgText::Text objects it
 happens that all text objects transparently may share the same StateSet
 depending on how the state sets are created.
 Image that we have two text objects t1 and t2, then the following calling
 sequences behave as follows:

 Case 1
  t1-getOrCreateStateSet()
  // t2 with the default empty state set
 t1 will have a new StateSet and t2 will inherit it from its parent.

 Case 2
  t1-getOrCreateStateSet()
  t2-getOrCreateStateSet()
 Both texts will use the same state

 Case 3
  t1-setStateSet(a_state)
  t2-getOrCreateStateSet()
 Each object will have its own state.

 Case 4
  t1-getOrCreateStateSet()
  t2-setStateSet(a_state)
 Each object will have its own state.

 Case 5
  t1 // created first no stateset assigned
  t2-getOrCreateStateSet()
 Both texts will use the same state

 While it may make sense, it seems a bit weird to me.
 If this is the expected behaviour I couldn't find where does it say so in
 the reference. Is it actually supposed to work like that and what is the
 reason behind it?

 Thanks and regards,
 Juan

 PS I attach a simple program in case someone wants to verify my statements.

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Re: [osg-users] What callback for setting the viewMatrix of the camera every frame?

2012-01-05 Thread Robert Osfield
Hi Sebas,

If you do want the result of the camera manipulator simply don't
attach one to your viewer and then just set the Camera's ViewMatrix on
each frame. i.e.

 osgViewer viewer;
 viewer.setSceneData(osgDB::readNodeFile(cow.osg));
 viewer.realize();
 while(!viewer.done());
 {
viewer.setViewMatrix(myViewMatrix);
viewer.frame();
 }

Robert.

On 3 January 2012 12:42, Sebas Walther sebas.walt...@googlemail.com wrote:
 Hi,

 I am trying to write a plugin for an osg-based application with an 
 TrackballManipultor for the camera. It is no problem to get und set the 
 camera's viewmatrix of the main application if I do not use a camera 
 manipulator like the TrackballManipulator. But how is it possible to change 
 the viewmatrix every frame WITH an attached camera manipulator?
 I was wondering if this is possible without writing an own camera 
 manipulator. My idea is to change the viewmatrix AFTER the camera manipulator 
 sets the viewmatrix, so that my changed viewmatrix is used for rendering 
 instead of the viewMatrix the camera manipulator sets. Therefore I tried to 
 attach callbacks to the camera. Problem is I am not sure which callback I 
 have to use. I already tried an initialDrawCallback and an updateCallback. 
 Both callbacks are called and they also change the viewMatrix but the 
 cameraManipulator seems to overwrite the viewMatrix every frame. The 
 callbacks are attached to the camera with the methods setUpdateCallback() or 
 setInitialDrawCallback.

 Code:
 ...-getViewerCamera()-setUpdateCallback(new MyNodeCallback());
 ...-getViewerCamera()-setInitilDrawCallback(new MyInitialDrawCallback());



 I am sure that my callbacks are working. Did I try the wrong callbacks? Which 
 callback is the right one for my purpose?

 Thank you very much!
 Cheers,
 Sebas

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Re: [osg-users] OSG website unresponsive

2012-01-05 Thread Stephan Huber
Hi robert,

Am 05.01.12 17:42, schrieb Robert Osfield:
 I'm relatively happy with github, however, right now I don't know
 who's the current maintainer of the github/openscenegraph, we'll need
 to take over admin of this.

If you have a github account, just drop him a message. He's quite
responsive, when the repos was stuck in the past. But I can't recall his
name :)

If you want, i can drop him a message.

cheers,
Stephan
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Re: [osg-users] MultiTouchTrackballManipulator on windows 7, isMultiTouchEvent() is false

2012-01-05 Thread Stephan Huber
Hi,

Am 07.12.11 16:10, schrieb Hocine Zanzibar:
 Is MultiTouchTrackballManipulator supported on windows ?  Is there any 
 example of the correct use of MultiTouchTrackballManipulator ?

AFAIK multitouch support is missing for Win 7. You'll have to add
support for multitouch to GraphicsWindowWin32.

Cheers,
Stephan
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Re: [osg-users] Writing to the Depth Buffer (Kinect)

2012-01-05 Thread Sam Corbett-Davies
Thanks guys, I ended up using a fragment shaders which was a new experience for 
me. Ran into a loss of precision problem as the Kinect produces a 16-bit depth 
image but when stored as GL_DEPTH_COMPONENT each RGB channel only has 8-bits of 
precision in the shader. I ended up having to store it with internal format 
GL_RGB5_A1 and datatype GL_UNSIGNED_SHORT_5_5_5_1 (any other 16-bit 
format/datatype pair would do) and manually unpack it in the shader to get the 
full precision.

Cheers
Sam

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Re: [osg-users] OSG website unresponsive

2012-01-05 Thread Robert Osfield
Hi Stephan,

On 5 January 2012 17:51, Stephan Huber ratzf...@digitalmind.de wrote:
 If you have a github account, just drop him a message. He's quite
 responsive, when the repos was stuck in the past. But I can't recall his
 name :)

 If you want, i can drop him a message.

I don't have an account yet, could you drop him a message and get him
to pitch in with this thread.

Thanks,
Robert.
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Re: [osg-users] Writing to the Depth Buffer (Kinect)

2012-01-05 Thread Robert Osfield
Hi Sam,

On 5 January 2012 19:19, Sam Corbett-Davies samcorbettdav...@gmail.com wrote:
 Thanks guys, I ended up using a fragment shaders which was a new experience 
 for me. Ran into a loss of precision problem as the Kinect produces a 16-bit 
 depth image but when stored as GL_DEPTH_COMPONENT each RGB channel only has 
 8-bits of precision in the shader. I ended up having to store it with 
 internal format GL_RGB5_A1 and datatype GL_UNSIGNED_SHORT_5_5_5_1 (any other 
 16-bit format/datatype pair would do) and manually unpack it in the shader to 
 get the full precision.

Standard OpenGL doesn't have the high precision types so have a look
at the extensions, I'm afraid I don't recall them off the top of my
head so you'll need to go have a look at OpenGL extension docs.

Robert.
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Re: [osg-users] osgviewerQt crash in OSG 3.0.1

2012-01-05 Thread Robert Osfield
Hi Bob,

I don't know if the fix in svn/trunk (applied since 3.0.1) will
address this issue, but it might be worth trying out:

http://www.openscenegraph.org/projects/osg/changeset/12807/OpenSceneGraph/trunk/src/osgQt/GraphicsWindowQt.cpp

Before you test this you could run

  osgviewerQt cow.osg --SingleThreaded

To see if the crash might be related to multi-threading.

Robert.

On 18 December 2011 18:02, GeeKer Wang wwthu...@gmail.com wrote:
 I tried to compile OSG 3.0.1 in Fedora 14, and the Qt version is 4.7.4。
 When I executed osgviewerQt cow.osg,  a window flashed by, and the program
 crashed:

 osgviewerQt: xcb_io.c:140: dequeue_pending_request: Assertion `req ==
 dpy-xcb-pending_requests' failed.
 Aborted (core dumped)

 When debugging osgviewerQtd with gdb, I get another error:

 osgviewerQt: xcb_io.c:559: _XReply: Assertion `(((long) (req-sequence) -
 (long) (dpy-request)) = 0)' failed.

 The backtrace looks like:
 #0  0x00110416 in __kernel_vsyscall ()
 #1  0x00cba2f1 in raise () from /lib/libc.so.6
 #2  0x00cbbd5e in abort () from /lib/libc.so.6
 #3  0x00cb2c08 in __assert_fail () from /lib/libc.so.6
 #4  0x0143e71b in _XReply () from /usr/lib/libX11.so.6
 #5  0x03335b93 in ?? () from /usr/lib/libGL.so.1
 #6  0x033340ad in ?? () from /usr/lib/libGL.so.1
 #7  0x0338fd32 in ?? () from /usr/lib/dri/r300_dri.so
 #8  0x03390a86 in ?? () from /usr/lib/dri/r300_dri.so
 #9  0x03440368 in ?? () from /usr/lib/dri/r300_dri.so
 #10 0x03440554 in ?? () from /usr/lib/dri/r300_dri.so
 #11 0x0339025a in ?? () from /usr/lib/dri/r300_dri.so
 #12 0x0338d628 in ?? () from /usr/lib/dri/r300_dri.so
 #13 0x03334e72 in ?? () from /usr/lib/libGL.so.1
 #14 0x03315e55 in glXMakeCurrentReadSGI () from /usr/lib/libGL.so.1
 #15 0x03315ecc in glXMakeCurrent () from /usr/lib/libGL.so.1
 #16 0x0799a130 in QGLContext::makeCurrent() () from
 /usr/lib/libQtOpenGL.so.4
 #17 0x0792208b in QGLWidget::makeCurrent() () from /usr/lib/libQtOpenGL.so.4
 #18 0x004d423c in osgQt::GraphicsWindowQt::makeCurrentImplementation() ()
    from /home/pkuwwt/Programs/osg301-build/lib/libosgQt.so.80
 #19 0x00958a47 in osg::GraphicsContext::makeCurrent() ()
    from /home/pkuwwt/Programs/osg301-build/lib/libosg.so.80
 #20 0x009629eb in osg::GraphicsThread::run() ()

 It seems that there is something wrong with osgQt,because OSG works fine
 with Qt4.7.4 in OSG2.8.4 without osgQt.
 May be there are some compiling problems. Any advices?

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Re: [osg-users] Shadow Traversal Mask

2012-01-05 Thread Robert Osfield
Hi Sajjadul,

On 21 December 2011 01:43, Sajjadul Islam dosto.wa...@gmail.com wrote:
 I used to know that shadow mapping is view-dependent. You have 
 ViewDependentShadowTechnique as a subclass of the shadow technique and in 
 turn DebugShadowMap subclass of ViewDependentShadowTechnique.

The new ViewDependentShadowMap technique written by is me isn't
related to the older ViewDependentSadowTechnique/DebugShadowMap
collection of classes.

The new ViewDependentShadowMap class inherits directly from
ShadowTechnique.  I would not recommend getting too engrosed in the
old ViewDependentSadowTechnique related classes as they over
complicate things significantly.

Robert.
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Re: [osg-users] computeIntersections performance

2012-01-05 Thread Robert Osfield
Hi Dakota,

Without knowing more about your model we can't say too much about what
is actually causing the performance to be so poor.  KdTree normally
help with intersection performance in a massive way, and will
typically be hundreds or even thousands of times faster depending on
the nature of the model.

Since you aren't getting speed and slow in the first place I can't
help wonder if there isn't something particular about your model that
is causing problem.  Could it be that you have many long thin
triangles in your scene?

Run you model with osgviewer and bring up the on screen stats by
pressing 's' three times - the will list the scene stats.  How many
geometry, primitives and vertices do you have in the scene?

Robert.

On 14 December 2011 09:40, Jen Hunter jenr...@web.de wrote:
 Hi,

 I'm curious about the time it takes to do intersection testing.

 I have roughly 800 Image points that I need to check for intersection with my 
 model.
 My model isn't really complicated, it's basically just a huge box with a few 
 rectangular elements that stand out a bit.
 It was created using Sketchup and is in Collada file format. I use the method 
 computeIntersections. I'm working with OSG 2.8.2.

 However, even with kdtree support it takes about 120 to 190 ms to test for 
 the 800 intersections.
 Without kdtrees it takes up to above 400 ms. I'm confused that it varies so 
 much when the setup of the scene I tested was always the same.

 I am by no means an expert in computer graphics, so I ask you.
 Is it normal that it takes so long even for kdtrees, or is it likely that I 
 do something terribly wrong?

 Thank you!

 Cheers,
 Dakota

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Re: [osg-users] OpenThreads Question: suspending threads

2012-01-05 Thread Robert Osfield
Hi Bart,

OpenThreads doesn't have support for a an external thread suspending
another.  The only way you could implement such a feature would be to
do it co-operatively i.e. have a check for the need for a barrier in
the threads.  You'd only ever get the threads to pause at this
synchronization points, but it would at least give you something close
to the behavior you are after.

Robert.


On 13 December 2011 16:22, bart gallet bartgal...@hotmail.com wrote:
 Howdy all,

 Is there an easy and graceful way to temporarily suspend a selected number of 
 threads, and then resume them some later time?

 I have a have a couple of vehicle simulations running in separate threads 
 that drive various 3D vehicle objects (position and attitude) in the scene 
 graph, and these simulations run at a much higher rate than the rate at which 
 I call viewer::frame().

 Because I am doing a number of off-screen post renders followed by the main 
 viewer's rendering, and its very important that all drawing is performed at 
 the same instant in simulated time, hence I would like to suspend all my 
 simulation threads just before I call viewer::frame(), and then resume them 
 as soon as I return.

 I guess what I need is the opposite of a condition.

 Can I use OpenThreads::Block for this?

 (All my threading objects are derived from OpenThreads::Thread)

 Thank you!

 Cheers,
 bart

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Re: [osg-users] How to create flare or Shining star with OSG

2012-01-05 Thread Robert Osfield
Hi Tolga,

Would a point sprite be sufficient?  See osgpointsprite example.

Robert.

On 9 December 2011 12:19, Tolga Yilmaz tolgam...@hotmail.com wrote:
 Hi,
 I am a newbie to osg and developing a flight simulation. For some reason i 
 have to create a chaff flare just like an F-16 throws. It should be too 
 bright but doesnt has to lighten another objects in the scene. Smoke trail, 
 animation path etc. and other effects are easy to do but the flaring part 
 that i just dont have any idea. How could i do this?

 Thank you!

 Cheers,
 Tolga

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Re: [osg-users] [osgPlugins] TIFF Plugin not threadsafe?

2012-01-05 Thread Robert Osfield
Hi Christian,

Do you come across any discussion online about thread safety of
libtiff?  Have you got any further in resolving this issue?

I have lots of stuff in intray to deal with so can't personally chase
up the issue right away so would appreciate if you can make some
headway on.

Cheers,
Robert.

On 3 December 2011 15:16, Christian Ehrlicher ch.ehrlic...@gmx.de wrote:
 Hello,

 I'm experiencing crashes when I try to read tiff images / textures with osg. 
 When I use other image formats all seems to work fine. Since I'm using a lot 
 of threads I came to the conclusion that there's maybe a threading problem 
 inside ReaderWriterTIFF.cpp. So I wrote a small testcase (see attachment, 
 needs Qt) and valgrind --tool=helgrind gives me thisi answer:

 Code:

 ==20491== Possible data race during read of size 4 at 0x128e6270 by thread #4
 ==20491==    at 0x126E2518: simage_tiff_load(std::istream, int, int, int, 
 unsigned short) (ReaderWriterTIFF.cpp:748)
 ==20491==    by 0x126E3BF4: ReaderWriterTIFF::readImage(std::string const, 
 osgDB::Options const*) const (ReaderWriterTIFF.cpp:793)
 ==20491==    by 0x4EEB3DD: 
 osgDB::Registry::ReadImageFunctor::doRead(osgDB::ReaderWriter) const 
 (Registry.cpp:908)
 ==20491==    by 0x4EE67C8: osgDB::Registry::read(osgDB::Registry::ReadFunctor 
 const) (Registry.cpp:1103)
 ==20491==    by 0x4EE76CA: 
 osgDB::Registry::readImplementation(osgDB::Registry::ReadFunctor const, 
 osgDB::Options::CacheHintOptions) (Registry.cpp:1277)
 ==20491==    by 0x4EE7D44: 
 osgDB::Registry::readImageImplementation(std::string const, osgDB::Options 
 const*) (Registry.cpp:1355)
 ==20491==    by 0x4EDBA30: osgDB::readImageFile(std::string const, 
 osgDB::Options const*) (Registry:231)
 ==20491==    by 0x4019AB: MyThread::run() (in 
 /home/chehrlic/tds/osg-build-desktop-Qt_aus_PATH_Release/osg)
 ==20491==    by 0x68FC024: QThreadPrivate::start(void*) (qthread_unix.cpp:331)
 ==20491==    by 0x4C2A63D: ??? (in 
 /usr/lib64/valgrind/vgpreload_helgrind-amd64-linux.so)
 ==20491==    by 0x6D1BF04: start_thread (in /lib64/libpthread-2.14.1.so)
 ==20491==    by 0x778153C: clone (in /lib64/libc-2.14.1.so)
 ==20491==  This conflicts with a previous write of size 4 by thread #2
 ==20491==    at 0x126E21E1: simage_tiff_load(std::istream, int, int, int, 
 unsigned short) (ReaderWriterTIFF.cpp:652)
 ==20491==    by 0x126E3BF4: ReaderWriterTIFF::readImage(std::string const, 
 osgDB::Options const*) const (ReaderWriterTIFF.cpp:793)
 ==20491==    by 0x4EEB3DD: 
 osgDB::Registry::ReadImageFunctor::doRead(osgDB::ReaderWriter) const 
 (Registry.cpp:908)
 ==20491==    by 0x4EE67C8: osgDB::Registry::read(osgDB::Registry::ReadFunctor 
 const) (Registry.cpp:1103)
 ==20491==    by 0x4EE76CA: 
 osgDB::Registry::readImplementation(osgDB::Registry::ReadFunctor const, 
 osgDB::Options::CacheHintOptions) (Registry.cpp:1277)
 ==20491==    by 0x4EE7D44: 
 osgDB::Registry::readImageImplementation(std::string const, osgDB::Options 
 const*) (Registry.cpp:1355)
 ==20491==    by 0x4EDBA30: osgDB::readImageFile(std::string const, 
 osgDB::Options const*) (Registry:231)
 ==20491==    by 0x4019AB: MyThread::run() (in 
 /home/chehrlic/tds/osg-build-desktop-Qt_aus_PATH_Release/osg)
 ==20491==



 The related piece of code is

 Code:

    currPtr = buffer + (h-1)*w*format;

    tifferror = ERR_NO_ERROR; // line 526

    switch (pack(photometric, config))



 And tifferror is a static variable which is accessed without a mutex (which 
 would also be wrong - the variable needs to be in the TLS).

 Is my observation correct? And If so - can someone fix it for me? ;-)

 /add
 Looks like TiffSetError/WarningHandler needs also a mutex (Line 526 + 527) - 
 at least valgrind complains about a problem there too (inside tiff library).

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Re: [osg-users] Using the FBO to access and potentially modify pixels

2012-01-05 Thread Robert Osfield
Hi Sam,

Can you post processing on the pixels be done entirely on the GPU?  If
so then the best way would be to render the entire scene to a FBO and
then re-render this FBO's texture with your post-processing shader.
This will result in much better performance than if you have to
fallback to using a glReadPixels and doing processing on the CPU as
the later will require a round trip to the GPU and stall the graphics
pipeline in the process.

Robert.

On 30 November 2011 23:47, Sam James itsmike...@verizon.net wrote:
 Hi all,

 I'm fairly new to osg and graphics programming in general, so please bear 
 with me  :)

 I am looking to retrieve the pixels from my scene after everything (except 
 the post processing/overlay stuff) has been rendered. I need to get this 
 every frame to perform some simple image analysis of the scene which then 
 will effect how the final frame is displayed. The main catch is I need this 
 to be fast so that I don't take any major performance hits.

 I plan to use a PostDrawCallback, but does the FBO allow me to avoid calling 
 glReadPixels or speed it up at all? If so how do I set it up to do so? Or are 
 there any other ways to avoid copying to main mem?

 Also, after the PostDrawCallback is it possible to still use a frag shader to 
 modify the scene after I perform my analysis, or do I have to modify the 
 pixels in my callback function?

 Any suggestions or advice is greatly appreciated. Thanks

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Re: [osg-users] Implementing clone() on class derived from osg::Geometry and osg::MatrixTransform

2012-01-05 Thread Robert Osfield
Hi Peter,

I think you question is really about overriding virtual methods in
C++, but I'm not sure.

If call geometry-clone() and the geometry object is an instance of
PiFaceGeometry then the clone method called will be
PiFaceGeometry::clone() even if the geometry pointer you have is of
the parent class osg::Geometry. i.e.

  PiFaceGeometry* myFaceGeometry = new PiFaceGeometry;
  Geometry* geometry = myFaceGeometry;
  geometry-clone(); // will call PiFaceGeometry::clone().

Robert.

On 30 November 2011 12:18, Peter Bako bakopet...@gmail.com wrote:
 Hello guys!
 I have run a search over the topics, but I didn't find an answer for my 
 question, so here it is:

 I have my own derived class called PiFaceGeometry, which is derived from 
 osg::Geometry class, I use this to work with faces of solids - so I have the 
 type of face - cylinder, plane, and other which I store within this class and 
 also some other properties.
 I have a different class called SolidComponent, which is derived from 
 osg::MatrixTransform and represent machinery workpieces and tools.

 The problem is that sometimes I need to clone the SolidComponent (which 
 contains Geode as child with PiFaceGeometries, and can also contain other 
 SolidComponents as children). I think, I need a deep copy, because sometimes 
 I have to change the color of triangles, or am I wrong? The question is, how 
 should I reimplement the clone() function? I looked also into the osg source 
 code but I didn't understand the way, how to do this.

 How can I force the program to call PiFaceGeometry::clone() if this is only a 
 child of object, on which I called clone()?
 I am sorry If this question is silly, I am not a good C++ programmer and I 
 hate C++ :-P.

 Thank you for your responses!

 Cheers,
 Peter
 Code:

 class PiFaceGeometry: public osg::Geometry {
 public:
  osg::ref_ptrosg::IntArray edges;
  PiSurfaceType surfType;
  void changeFaceColor(osg::Vec4 color){...};
  PiFaceGeometry * clone(const osg::CopyOp copyop ){
      //how can I reuse Geometry::Clone(), if it returns a Geometry but I need 
 PiFaceGeometry?
  }
 };




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Re: [osg-users] SharedStateManager usage in Registry

2012-01-05 Thread Robert Osfield
Hi Roccardo,

osgDB::Registry is the low level hooks for all the plugins so doesn't
attempt to wrap up too much high level functionality.  If you wish to
apply the SharedStateManager to all model calls you could write a
custom Registry::ReadFileCallback that loads a model then does the
share on it.

Robert.

On 21 December 2011 14:59, Riccardo Corsi riccardo.co...@kairos3d.it wrote:
 Hi All,

 in the attempt of enabling texture sharing when loading a scene at
 application startup,
 I've tried to use the SharedStateManager class as suggested in other posts,
 creating an instance of it in the Registry via:
 Registry::instance()-getOrCreateSharedStateManager()

 But after checking the code I've realized the SharedStateManager is used
 only by the DatabasePager when merging new subgraphs,
 and not by the Registry itself in methods like readNode()/Image/etc...
 which means that direct calls to load new objects don't make use of the
 state sharing.

 Is this the intended behaviour?
 I'd have expected that installing a sharing manager into the Registry would
 have influenced all calls that load some resource.

 Of course the workaround is to add somewhere an explicit call
 to SharedStateManager-share(),
 but I wanted to understand why the sharing mechanism is not used by the
 Registry automatically.

 Thank you,
 Ricky



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Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2012-01-05 Thread Robert Osfield
Hi Adrian,

Just a little note as I fly through my backlog on osg-users messages.
I still don't have time to dive in with this new technique, please
don't let me forget it though.  I'm likely to be mostly handling my
backlog of osg-submissions and doing office admin work this month as
I've had to put off so much of this work in the last six months due
back to back client work.  I do still have some client work to do this
month, but thankfully not overloaded so far so I'm hopefully of
getting through my backlog, once I have place chase me if I haven't
already dived in.

In the meantime everyone else is welcome to dive in and provide you
with feedback ;-)

Robert.
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Re: [osg-users] computeIntersections performance

2012-01-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I've also seen minimal speedup with KdTree usage (in my case with
terrain). Is there an example where this feature (KdTree usage) is
employed? Perhaps the way it's being used (at least by me) isn't
correct...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, January 05, 2012 1:14 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] computeIntersections performance

Hi Dakota,

Without knowing more about your model we can't say too much about what
is actually causing the performance to be so poor.  KdTree normally
help with intersection performance in a massive way, and will
typically be hundreds or even thousands of times faster depending on
the nature of the model.

Since you aren't getting speed and slow in the first place I can't
help wonder if there isn't something particular about your model that
is causing problem.  Could it be that you have many long thin
triangles in your scene?

Run you model with osgviewer and bring up the on screen stats by
pressing 's' three times - the will list the scene stats.  How many
geometry, primitives and vertices do you have in the scene?

Robert.

On 14 December 2011 09:40, Jen Hunter jenr...@web.de wrote:
 Hi,

 I'm curious about the time it takes to do intersection testing.

 I have roughly 800 Image points that I need to check for intersection
with my model.
 My model isn't really complicated, it's basically just a huge box with
a few rectangular elements that stand out a bit.
 It was created using Sketchup and is in Collada file format. I use the
method computeIntersections. I'm working with OSG 2.8.2.

 However, even with kdtree support it takes about 120 to 190 ms to test
for the 800 intersections.
 Without kdtrees it takes up to above 400 ms. I'm confused that it
varies so much when the setup of the scene I tested was always the same.

 I am by no means an expert in computer graphics, so I ask you.
 Is it normal that it takes so long even for kdtrees, or is it likely
that I do something terribly wrong?

 Thank you!

 Cheers,
 Dakota

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[osg-users] Using custom shaders with osgParticle

2012-01-05 Thread Frank Sullivan
Hi,

I need to render the particles using a custom shader that includes a special 
lighting system that I'm using. If I can just get the Particle System to pay 
attention to the shader that I wrote, I think everything will be dandy. 
However, I am having some trouble with this, and I am hoping for some insight.

In order to test this, I wrote a simple shader program with a fragment shader 
that outputs the color red. There is no vertex or geometry shader. This way, if 
I'm using the shader program correctly, I should see flat red particles. If I'm 
using the shader program incorrectly, depending on the problem, I'll either see 
black particles, or invisible particles, or perhaps particles that look as if 
they're being rendered without shaders (i.e., how they looked before I embarked 
on this task).

The first thing I tried is to simply follow the osgparticleshader example, 
without using my red shader at all, just to see if I could get particles 
working with shaders. Unfortunately, if I call 
setDefaultAttributesUsingShaders, the result is invisible particles. After much 
debugging, I discovered that I can get the particles to come back if I call 
setUseVertexArray(false). So, I think there is something that it doesn't like 
about using vertex arrays (at least in the context of my program).

With vertex arrays disabled, the particle system seems to be using immediate 
mode draw calls, which I don't mind. However, I can't tell if it's actually 
using the shader or not, because the particles look the same either way.

So, I tried adding my red shader program to the state set, and that did not 
help. The particles drew normally, as if it was ignoring my program and using 
the fixed function pipeline instead.

I suppose it's possible that the particle system now had two programs -- the 
one set by setDefaultAttributesUsingShaders and the one set by me. So, to rule 
out such a conflict, I omitted the call to setDefaultAttributesUsingShaders and 
instead replaced it with everything the method does (essentially inlining the 
method myself), with the exception that it uses my red shader program instead 
of the stock one. Still, however, it seemed to ignore my shader.

Can anyone think of what I might be doing wrong? My next step will be to try to 
accomplish this in isolation in a stand-alone program, but I just wanted to 
check and see if there are any ideas.

Thank you!

Cheers,
Frank

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Re: [osg-users] Using custom shaders with osgParticle

2012-01-05 Thread Chris 'Xenon' Hanson
On 1/5/2012 5:55 PM, Frank Sullivan wrote:
 Can anyone think of what I might be doing wrong? My next step will be to try 
 to accomplish this in isolation in a stand-alone program, but I just wanted 
 to check and see if there are any ideas.

  gDebugger might help you halt at the draw command and snoop on the state to 
see if your
shader is installed.

-- 
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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[osg-users] OSG FAQ native formats

2012-01-05 Thread Garth D


Hi all,

The OSG FAQ here:

http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#DoestheOpenSceneGraphhaveanativefileformat

lists osg and ive as the native OSG formats.

Is this still accurate? Should this be listed as osgb for the binary 
format, and osgt for the text format? Or have I got this backward? Or 
is it a bit more complicated than that?


If the FAQ is incorrect, is there somebody I should let know?

Cheers. :)

Garth

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Re: [osg-users] OSG FAQ native formats

2012-01-05 Thread Chris 'Xenon' Hanson
On 1/5/2012 10:37 PM, Garth D wrote:
 lists osg and ive as the native OSG formats.
 Is this still accurate? Should this be listed as osgb for the binary 
 format, and osgt
 for the text format?

  You're correct, those are the new native formats. The old should be noted as 
deprecated
in 3.x.

 If the FAQ is incorrect, is there somebody I should let know?

  I think you can edit it yourself, but I forget who manages logins for the 
Wiki. Perhaps
Jose Luis Hidalgo?

 Cheers. :)
 Garth

-- 
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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. - 
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