Re: [osg-users] ViewDependentShadowMap

2012-04-16 Thread Mike Connell
On 11 April 2012 15:35, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:

  Hi all

 ** **

 Somehow I feel pretty alone out here working with VDSM… ** **

 I have a huge paged terrain, and shadow looks awesome unless that as soon
 as I change my viewpoint (move camera), the shadows start to flicker and
 fuzz. I need somehow to limit the shadow distance… similar to
 MinimalShadowMap where you can set min max clip plane. I tried to modify
 computeShadowCameraSettings method by setting the xyzMinMax values fort he
 projectionMatrix to fix values, but this didn’t bring much success.

 ** **

 Does anybody have a modified or advanced version of VDSM with a clipping
 limit ?

 ** **

 Regards

 Daniel

 ** **

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Hi Daniel

I replied to you on the forum last week but I see my post never got through.

I have done this, although I don't have a copy against the current VDSM
source. I haven't tested this code, but it was working for me when I used
it, so what you want to do is certainly possible. What I did was to
override the VDSM::cull method and then after the first scenegraph
traversal I had code like this:

// 1. Traverse main scene graph
cv.pushStateSet( _shadowRecievingPlaceholderStateSet.get() );

osg::ref_ptrosgUtil::StateGraph decoratorStateGraph =
cv.getCurrentStateGraph();

cullShadowReceivingScene(cv);

cv.popStateSet();

if (cv.getComputeNearFarMode()!=osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
{
OSG_INFOJust done main subgraph traversakstd::endl;
// make sure that the near plane is computed correctly so that any
projection matrix computations are all done correctly.
cv.computeNearPlane();
}

maxZFar=osg::minimum( maxZFar , (double)_maxFarDistance ); // -- The
change
Frustum frustum(cv, minZNear, maxZFar);


Where _maxFarDistance was my cutoff value.

I'm currently playing with Wang Rui's updates which look good - at least
the PSSM implementation works well, but VSM is failing for me atm. We still
have major clipping problems with directional lights so are using
positional instead.

best wishes
Mike
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Re: [osg-users] osgWidget examples dataset

2012-04-16 Thread Marko Srebre
Did you ever use png themes? I am trying to use 66x66 pngs for theming  with 
osgWidget::Frame::createSimpleFrameFromTheme(), but the corners/borders of the 
frame are not displayed correctly. There is a one pixel wide gap at corners of 
the frame. This also happens with stock theme-2.png that's included in the osg 
dataset.

Does anyone know how this should work?

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[osg-users] stutter while loading new scenery

2012-04-16 Thread Wolfgang Rostek
Hi,

I'm fighting with some stutter issues using Flightgear (2.6 and OSG 3.0.1).
In my scenario I can reproduce it and it seems to be related to tile loading.
The frame rate is above 50 Hz but in one frame cycle it takes 678 msec.

I extended OSG notify with a [usec][thread id] prefix and run it with DEBUG_FP
level. Below the long lasting frame cycle. It starts at line 21.

Up to line 246 it consumes 139 msec. The Create new ... TextureObjects lines 
up to 257 consume another 543 msec.

Is this log showing something I can improve?

Why is the time consuming part on the draw() thread (1818)? I would assume this
could be done somehow in the background (I'm using DrawThreadPerContext).

Thanks in advance
Wolfgang R.


 
  1...
  2[1334570577612543][1817] cull() got SceneView 0x12e6f20
  3[1334570577612702][1817] end cull() 0x12d9b90
  4[1334570577612854][1817] 
 DatabasePager::requestNodeFile(3546378.stg) updating already assigned.
  5[1334570577619390][1818] end draw() 0x12d9490
  6[1334570577619564][1818] draw() 0x12d9360
  7[1334570577619652][1818] draw() got SceneView 0x12df9c0
  8[1334570577620805][1818] end draw() 0x12d9360
  9[1334570577621001][1818] draw() 0x12d9b90
 10[1334570577621117][1818] draw() got SceneView 0x12e6f20
 11[1334570577623045][1818] end draw() 0x12d9b90
 12[1334570577624246][1817] PrecipitationEffect::update()
 13[1334570577624423][1818] draw() 0x12d9490
 14[1334570577624550][1817] Cell size X=20
 15[1334570577624839][1817] Cell size Y=20
 16[1334570577624995][1817] Cell size Z=5
 17[1334570577625140][1817] PrecipitationEffect::update()
 18[1334570577625239][1817] Cell size X=20
 19[1334570577625326][1817] Cell size Y=20
 20[1334570577625532][1817] Cell size Z=5
 21[1334570577632117][1817] cull() 
= new frame
 22[1334570577632320][1817] cull() got SceneView 0x12d9fb0
 23[1334570577633588][1817] Doing add
 24[1334570577634477][1817] Doing add
 25[1334570577634573][1817] Doing add
 26[1334570577634693][1817] Doing add
 27[1334570577634779][1817] Doing add
 28[1334570577635150][1817] Doing add
 29[1334570577635280][1817] Doing add
 30[1334570577635403][1817] Doing add
 31[1334570577635489][1817] Doing add
 32[1334570577635627][1817] Doing add
 33[1334570577635751][1817] Doing add
 34[1334570577635948][1817] Doing add
 35[1334570577636053][1817] Doing add
 36[1334570577636225][1817] In 
 DatabasePager::requestNodeFile(/flightgear/fg26/install/fgfs/scenery/Terrain/e030n20/e036n26/LIME_hangarsemicircular.ac)
 37[1334570577636362][1817] In 
 DatabasePager::requestNodeFile(/flightgear/fg26/install/fgfs/scenery/Terrain/e030n20/e036n26/LIME_hangarsemicircular.ac)
 38[1334570577636493][1817] In 
 DatabasePager::requestNodeFile(/flightgear/fg26/install/fgfs/scenery/Terrain/e030n20/e036n26/LIME_hangarsemicircular.ac)
 39[1334570577638329][1818] draw() got SceneView 0x12d9fb0
 40[1334570577638390][1817] end cull() 0x12d9490
 41[1334570577638482][1817] cull()
 42[1334570577638611][1817] cull() got SceneView 0x12e05c0
 43[1334570577639351][1817] end cull() 0x12d9360
 44[1334570577639440][1817] cull()
 45[1334570577639642][1817] cull() got SceneView 0x12e7740
 46[1334570577639822][1817] end cull() 0x12d9b90
 47[1334570577639947][1817] 
 DatabasePager::requestNodeFile(3546378.stg) updating already assigned.
 48[1334570577644473][1818] Created new 0x4db9620 TextureObject, 
 _numOfTextureObjects 6
 49[1334570577654321][1819] 
 itr='/flightgear/fg26/install/fgfs/fgdata26'
 50[1334570577655443][1819] FindFileInPath() : trying 
 /flightgear/fg26/install/fgfs/fgdata26/Models/Buildings/cow-stable.osg ...
 51[1334570577655824][1819] 
 itr='/flightgear/fg26/install/fgfs/fgdata26'
 52[1334570577656695][1819] FindFileInPath() : trying 
 /flightgear/fg26/install/fgfs/fgdata26/cow-stable.osg ...
 53[1334570577657007][1819] 
 itr='/flightgear/fg26/install/fgfs/fgdata26'
 54[1334570577658216][1819] FindFileInPath() : trying 
 /flightgear/fg26/install/fgfs/fgdata26/Models/Buildings/cow-stable.ac ...
 55[1334570577658401][1819] FindFileInPath() : USING 
 /flightgear/fg26/install/fgfs/fgdata26/Models/Buildings/cow-stable.ac
 56[1334570577658480][1819] osgDB ac3d reader: starting reading 
 /flightgear/fg26/install/fgfs/fgdata26/Models/Buildings/cow-stable.ac
 57

Re: [osg-users] stutter while loading new scenery

2012-04-16 Thread Mathias Fröhlich

Hi,

On Monday 16 April 2012, Wolfgang Rostek wrote:
 I'm fighting with some stutter issues using Flightgear (2.6 and OSG 3.0.1).
 In my scenario I can reproduce it and it seems to be related to tile
 loading. The frame rate is above 50 Hz but in one frame cycle it takes 678
 msec.

 I extended OSG notify with a [usec][thread id] prefix and run it with
 DEBUG_FP level. Below the long lasting frame cycle. It starts at line 21.

 Up to line 246 it consumes 139 msec. The Create new ... TextureObjects
 lines up to 257 consume another 543 msec.

 Is this log showing something I can improve?

 Why is the time consuming part on the draw() thread (1818)? I would assume
 this could be done somehow in the background (I'm using
 DrawThreadPerContext).

You are using the nvidia binary driver?

This one is known to be extremely bad with computing mipmapping together with 
texture compression.

Can you give the following command line

fgfs --prop:/sim/rendering/texture-compression=off

a try?
This will switch off the use of forced texture compression which might help in 
this situation.
Please tell me if ths works for you.

Thanks

Mathias

-- 
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Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
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Chairman of the Supervisory Board:
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Re: [osg-users] stutter while loading new scenery

2012-04-16 Thread Wolfgang Rostek
Hi Mathias,

that was an incredible helpful response after 11min   :D 

I was hunting for a couple of weeks to track it down. My first test shows no 
longer any stutter above my test threshold of 100msec.

thanks and greetings from Munich
Wolfgang R.

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Re: [osg-users] stutter while loading new scenery

2012-04-16 Thread Mathias Fröhlich

Hi,

On Monday 16 April 2012, Wolfgang Rostek wrote:
 that was an incredible helpful response after 11min   :D

 I was hunting for a couple of weeks to track it down. My first test shows
 no longer any stutter above my test threshold of 100msec.

Thanks for the response.

It's probably because you will find my name on plenty of the commit messages 
in flightgear. :)
So the problem is known and we are thinking about workarounds to that long 
standing problem that is more or less only visible with nvidia.
In the end it's really about mipmapping. And one method to get around that is 
precomputing the mipmaps in the database pager thread. That's on my todo list 
for some time. But well, as flightgear is not my day job, this might also 
take some time.

And yes, it's really nice to see where flightgear is used today. Just last 
week we visited some extremely exciting VR and training devices at the MPI in 
Tübingen where we could see flightgear running.

For interrest, what are you using flightgear for?
... can you tell that?

Greetings

Mathias

-- 
Dr. Mathias Fröhlich, science + computing ag, Software Solutions
Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
-- 
Vorstandsvorsitzender/Chairman of the board of management:
Gerd-Lothar Leonhart
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Michael Heinrichs, 
Dr. Arno Steitz, Dr. Ingrid Zech
Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
Philippe Miltin
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart
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[osg-users] osgWidget performances

2012-04-16 Thread Vincent Bourdier

Hi all,

I'm currently trying to find a performance improvement in osgWidget due 
to some lag we have in our application : We use osgWidget to manage some 
things at runtime, but we realized that performances were dropping in 
big scenes.
Using profiler  co, I found that the osgWidget::WindowManager::pickAtXY 
function is very expensive in time...


Here is my question : this method is called on every event, specially on 
mouse move and click, event if the mouse is not over Widgets... Is there 
any reason to make this ? Can this be improved, for example doing it 
only if the mouse is over the widgets, using a simple XY square test...


Thanks for your answers.

Regards,
   Vincent.

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[osg-users] problem getting texture image from a model

2012-04-16 Thread Andrey Ibe
Hi everyone.

I'm experiencing an issue with texture images. I am using line segment 
intersectors in a manner similar to picking. With a couple of models, the 
texture retrieving algorithm works fine, however, with one model it fails. This 
is the extract of the code:
Code:

osg::Drawable *collisionDrawable = intersection.drawable.get();
osg::StateSet *collisionStateSet = collisionDrawable ? 
collisionDrawable-getStateSet() : null;
osg::Geometry *collisionGeometry = collisionDrawable ? 
collisionDrawable-asGeometry() : null;
...
osg::Texture* texture = dynamic_castosg::Texture* 
(collisionStateSet-getTextureAttribute(0, osg::StateAttribute::TEXTURE));
osg::Image *textureImage = texture ? texture-getImage(osg::Material::FRONT) : 
null;


the textureImage equals to NULL after this sequence, while the texture does 
not. so why does the texture-getImage() method not return expected texture ? I 
checked the model, it seems to be all right. this is an example 

Code:
...
Geode {
   ...
num_drawables 1
Geometry {
  DataVariance STATIC
  StateSet {
DataVariance STATIC
   ...
  textureUnit 0 {
  GL_TEXTURE_2D ON
  Texture2D {
file .\\textures\\102.jpg
wrap_s REPEAT
wrap_t REPEAT
wrap_r CLAMP
min_filter LINEAR_MIPMAP_LINEAR
mag_filter LINEAR
maxAnisotropy 1
borderColor 0 0 0 0
borderWidth 0
useHardwareMipMapGeneration TRUE
unRefImageDataAfterApply TRUE
internalFormatMode USE_IMAGE_DATA_FORMAT
resizeNonPowerOfTwo TRUE
shadowComparison FALSE
shadowCompareFunc GL_LEQUAL
shadowTextureMode GL_LUMINANCE
  }
  TexEnv {
UniqueID TexEnv_4
mode MODULATE
  }
}
  }



the other model, where it works, looks alike, when exported to osg format. so 
why is it, that for this model, the algorithm fails ? can anyone tell?

Thank you very much, and i mean it, for anything useful!

Cheers,
Andrey

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Re: [osg-users] osgWidget performances

2012-04-16 Thread Kim Bale
Whilst I haven't used osgWidget, I know we had a similar performance issue
with picking when we didn't use an appropriate node mask for picking so
that only the pickable objects in the scene are considered.

I wonder if osgWidget has implemented one in it's pick handler.

Regards,

Kim.


On 16 April 2012 16:19, Vincent Bourdier vincent.bourd...@gmail.com wrote:

 Hi all,

 I'm currently trying to find a performance improvement in osgWidget due to
 some lag we have in our application : We use osgWidget to manage some
 things at runtime, but we realized that performances were dropping in big
 scenes.
 Using profiler  co, I found that the osgWidget::WindowManager::**pickAtXY
 function is very expensive in time...

 Here is my question : this method is called on every event, specially on
 mouse move and click, event if the mouse is not over Widgets... Is there
 any reason to make this ? Can this be improved, for example doing it only
 if the mouse is over the widgets, using a simple XY square test...

 Thanks for your answers.

 Regards,
   Vincent.

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Re: [osg-users] stutter while loading new scenery

2012-04-16 Thread Wolfgang Rostek

Mathias Fröhlich wrote:
 Hi,
 ...
 So the problem is known and we are thinking about workarounds to that long 
 standing problem that is more or less only visible with nvidia.
 

I'm running Nvidia for test only (GTX560) but my main workstations have
ATI. We need to connect several screens to each board. I'll test on these
machines tomorrow. The stutter there was similar and I hope this switch
will fix it as well.

For this summer I'm looking forward to switch over to GTX680.


 
 In the end it's really about mipmapping. And one method to get around that is 
 precomputing the mipmaps in the database pager thread. That's on my todo list 
 for some time. But well, as flightgear is not my day job, this might also 
 take some time.
 

No idea what you're talking about ;) I'm just at the beginning to understand 
what 
OSG is doing actually. I hope I can spend some more time during the next months
to become more familiar with it.


 
 And yes, it's really nice to see where flightgear is used today. Just last 
 week we visited some extremely exciting VR and training devices at the MPI in 
 Tübingen where we could see flightgear running.
 
 For interrest, what are you using flightgear for?
 ... can you tell that?
 
 

We are working on a cockpit prototyping tool. FG is mainly used for the outside
view only. The instruments and even the HUD is done in its own way.

My personal interest is to enhance the quality of the outside view part. That 
means
a mandatory = 60fps and maximum resolution.

In other departments we run flight simulators with COTS components as well. It
seems that they scale sometimes better by throwing more HW on it (more cores,
multiple GPUs). But as I read within the discussions here that seems to be a not
so simple topic.

From my user point of view it is most disturbing to see the framerate. I would
prefer to have this fix and in high resolution areas the LOD should drop. I did
a short comparison to GenesisRT and their fixed framerate seems more natural
to me.

But anyway I like FG and saw a bunch of excelent features (property tree, IPC) 
to learn from.

regards
Wolfgang R.

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[osg-users] [osgPlugins] How to use extensible file formats?

2012-04-16 Thread Nick Jones
Hi,

I'm looking for someone to point me in the right direction regarding using 
extensible file formats such as .osgx. Can someone please help? I have looked 
around on the OSG website for any documentation but so far the fruits of my 
labor have been rather... fruitless. If there is a tutorial website or some 
documentation, that would be a really great help to my project.

Thank you!

Cheers,
Nick

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Re: [osg-users] Android OSG SVN version

2012-04-16 Thread Jan Ciger

On 04/14/2012 07:09 PM, Jorge Izquierdo Ciges wrote:

Well I'll save you some headaches... DO NOT use the function draw me
the camera frame now it changes some OpenGL states and screws the
drawing of OSG. You can start from the example where they bind the
texture and draw it... the extrange is that even so OSG doesn't draw
EXCEPT if you remove the glDisables... then it works perfectly. It took
me some time compiling and recompiling once and again and again until i
found the troublesome lines. I need to check if the Nvidia Pack has a
trully functional OpenGL call inspector to understand what is happening.


Arg, thanks for the heads up.

We may finally end up not using QCAR  because of the intrusive 
phone-home behaviour (big no go when you have confidentiality agreement 
with customer in place) and the onerous license  - e.g. they explicitly 
forbid linking with GPL/LGPL code (the Android build is static, so it 
likely matters) and there are some patent-related clauses that could be 
a large headache, but I am not a lawyer to be able to judge that 
properly. The QCAR EULA is one of the worst piece of legalese I ever had 
the bad luck to read - even the Microsoft's one is more readable.


Regarding the state mess-up - I think that this is in fact documented in 
the QCAR doc, they say what state is modified. You can probably save the 
OpenGL state, then execute QCAR and then restore  - that is how I 
integrated OSG with Qt before. Not pretty and also quite slow, but works.


Regards,

Jan

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