Re: [osg-users] [osgPlugins] OSGT does not read nodemask

2012-08-24 Thread Johannes Scholz
Hi,

ok, got it. Posting fix to osgSubmission.

Actually only the std::showbase and std::noshowbase where missing in the 
osgDB::PropByValSerializer


Code:
if ( _useHex ) os  std::hex  std::showbase;
os  value;
if ( _useHex ) os  std::dec  std::noshowbase;




Thank you!

Cheers,
Johannes[/code]


---
Johannes Scholz
Software Engineer
P3 Voith Aerospace GmbH, Bremen, Germany

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49487#49487





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Trying to make Qt HUD inside OSG scene

2012-08-24 Thread Alistair Baxter
I had a certain amount of bother messing about with this code last week. In the 
end, I found out that the OpenSceneGraph Cookbook example set up its 
InteractiveImageHandler for a 2D overlaid widget with just

new osgViewer::InteractiveImageHandler(widgetImage.get());

rather than

new osgViewer::InteractiveImageHandler(widgetImage.get(), texture, camera);

as the bundled OSG example does. The latter was automatically resizing stuff 
and causing all manner of trouble.

-Original Message-
From: Robert Osfield
Hi Max,

Just place the OSG/Qt widget subgraph below an orthographic Camera to create 
the HUD effect you are after.  See the osghud example.

Robert.

On 16 August 2012 09:26, Max Sergeev sergeev.m...@gmail.com wrote:
 Hello!

 I'm kind of newbie in both OSG and Qt, still I'm trying to make Qt HUD upon 
 my OSG window, what I want is Qt interface elements fixed inside OSG scene, 
 not spinning with the model. The thing is, I need Qt elements INSIDE osg 
 scene, not OSG scene inside Qt window (like in OSGviewerQt example).

 What I've got yet is OSGQtWidgets example with --useWidgetImage --fullscreen 
 arguments, which shows fixed Qt controls ontop of OSG Model. The thing is, it 
 creates new (FIXED) camera for qt element ontop of OSG model -- because of 
 that, user cannot spin and move OSG model because camera is not transparent.

 So the question is: is there a way to make transparent camera with useable Qt 
 elements in it? Or is there some other way to achieve my goals?

 Thank you in advance!

 Cheers,
 Max
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to do culling with shader tranformed geometry?

2012-08-24 Thread Alexej Fink
Hello Sebastian.


Sebastian Messerschmidt wrote:
 For this i used the setComputeBoundingBoxCallback on the geometry in
 question to set it to the correct bounding box.
 Maybe you could use this on your first-class Node?
 


Hm, maybe.
Unfortunately the documentation to 
Drawable::setComputeBoundingBoxCallback(..) does not say anything about how 
often this callback is called and what is the tirgger (if called on demand).
I thought this callback is desired for dynamic geometry, which can change 
(nearly) per frame.


I still think the idea of one or more independent cull-camera(s) and separate 
draw-camera is not that bad.
Does anyone know: Is possible to realize that using build in OSG tools?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49490#49490





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to do culling with shader tranformed geometry?

2012-08-24 Thread Sebastian Messerschmidt

Am 24.08.2012 11:42, schrieb Alexej Fink:

Hello Sebastian.


Sebastian Messerschmidt wrote:

For this i used the setComputeBoundingBoxCallback on the geometry in
question to set it to the correct bounding box.
Maybe you could use this on your first-class Node?



Hm, maybe.
Unfortunately the documentation to 
Drawable::setComputeBoundingBoxCallback(..) does not say anything about how often this 
callback is called and what is the tirgger (if called on demand).
I thought this callback is desired for dynamic geometry, which can change 
(nearly) per frame.
The callback will be called if the bounds are marked as dirty. (i.e. if 
a new PrimitiveSet is added).
In my use case I simple set the callback, called getBounds once on the 
parent and then removed the callback after loading and before attaching 
the node to the scenegraph. I can do this safely as I know that the 
instanced geometry set is not changed in any way.


cheers
Sebastian



I still think the idea of one or more independent cull-camera(s) and separate 
draw-camera is not that bad.
Does anyone know: Is possible to realize that using build in OSG tools?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49490#49490





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Last frames modelview matrix

2012-08-24 Thread Sebastian Messerschmidt

Hello,

I'm trying to implement per object motion blur in my deferred pipeline.
In order to get this right, I need the modelview matrix from the 
previous frame per node.
To get it I was thinking about using an updateCallback per node that 
should contribute to the motion blur. Unfortunately I think this will 
get too expensive, as I have to compute the local to world per call.
Also is the updateCallback called if the camera moves? If not I have to 
install an callback that is called per frame ..

Any suggestions how to get the last frames modelview matrix?

cheers
Sebastian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to do culling with shader tranformed geometry?

2012-08-24 Thread Alexej Fink

Sebastian Messerschmidt wrote:
 The callback will be called if the bounds are marked as dirty. (i.e. if 
 a new PrimitiveSet is added).
 In my use case I simple set the callback, called getBounds once on the 
 parent and then removed the callback after loading and before attaching 
 the node to the scenegraph. I can do this safely as I know that the 
 instanced geometry set is not changed in any way.
 
 cheers
 Sebastian
 


Thanks, this sounds reasonable.

One more point. I really don't care about culling on the Drawable-instances 
level.
Can I setup the bboxes just for the parent grouping nodes and have nothing at 
the drawable level, is it possible?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49492#49492





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Last frames modelview matrix

2012-08-24 Thread Sergey Polischuk
Hi, Sebastian

you can get (already computed by cullvisitor) modelview matrix in cull 
callback. But i think you are overcomplicating things with this approach.

Cheers,
Sergey.

24.08.2012, 14:07, Sebastian Messerschmidt sebastian.messerschm...@gmx.de:
 Hello,

 I'm trying to implement per object motion blur in my deferred pipeline.
 In order to get this right, I need the modelview matrix from the
 previous frame per node.
 To get it I was thinking about using an updateCallback per node that
 should contribute to the motion blur. Unfortunately I think this will
 get too expensive, as I have to compute the local to world per call.
 Also is the updateCallback called if the camera moves? If not I have to
 install an callback that is called per frame ..
 Any suggestions how to get the last frames modelview matrix?

 cheers
 Sebastian
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2012-08-24 Thread Robert Osfield
Hi Garret,

On 23 August 2012 19:28, Garrett Cope garrett.cope@simcen.usuhs.edu wrote:
 Attached are two screen shots. 'shadow_before' is the base state with a box 
 casting a perfectly fine shadow. 'shadow_after' is where I have rotated the 
 camera such that the box has moved out of view to the right. In this image 
 you can see another clipping edge beginning at the bottom of the shadow that 
 moves relatively vertically as the box continues to rotate to the right of 
 the viewing window.

Thanks for the screenshots, unfortunately it doesn't quite provide
enough clues to know what might be amiss.

Could you output a small model that using the osgshadow example can be
used to recreate the issue?

You can record a camera path with osgshadow by pressing 'z' to start
and 'Z' to finish, this then writes out a file saved_animation.path,
you can then replay this in osgviewer/osgshadow using the command line
option -p saved_animation.path.

 As with the LiSPSM implementation, if I comment out the clipping section 
 (here in adjustPerspectiveShadowMapCameraSettings(..) function), it looks 
 fine but of course is then not clipped at all.

It sounds like the light space extents isn't being fitted properly, or
there is an error in the adjustment of the shadow map projection
matrix for the light space extents.  Debugging these issues requires
models that can recreate the issue though, there isn't really anything
I can do without being able to reproduce the problem.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Last frames modelview matrix

2012-08-24 Thread Sebastian Messerschmidt

Hi Sergey,

Hi, Sebastian

you can get (already computed by cullvisitor) modelview matrix in cull 
callback. But i think you are overcomplicating things with this approach.
Okay, I hadn't thought of this. So you propose adding a cull-callback to 
all the nodes that should contribute?
And surely I felt that the approach was too complicated, thats why I was 
asking ;-)



cheers
Sebastian


Cheers,
Sergey.

24.08.2012, 14:07, Sebastian Messerschmidt sebastian.messerschm...@gmx.de:

Hello,

I'm trying to implement per object motion blur in my deferred pipeline.
In order to get this right, I need the modelview matrix from the
previous frame per node.
To get it I was thinking about using an updateCallback per node that
should contribute to the motion blur. Unfortunately I think this will
get too expensive, as I have to compute the local to world per call.
Also is the updateCallback called if the camera moves? If not I have to
install an callback that is called per frame ..
Any suggestions how to get the last frames modelview matrix?

cheers
Sebastian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to do culling with shader tranformed geometry?

2012-08-24 Thread Sebastian Messerschmidt

Am 24.08.2012 12:09, schrieb Alexej Fink:

Sebastian Messerschmidt wrote:

The callback will be called if the bounds are marked as dirty. (i.e. if
a new PrimitiveSet is added).
In my use case I simple set the callback, called getBounds once on the
parent and then removed the callback after loading and before attaching
the node to the scenegraph. I can do this safely as I know that the
instanced geometry set is not changed in any way.

cheers
Sebastian



Thanks, this sounds reasonable.

One more point. I really don't care about culling on the Drawable-instances 
level.
Can I setup the bboxes just for the parent grouping nodes and have nothing at 
the drawable level, is it possible?
I've tried this via setCullingActive(false) on the Node, but I'm not 
quite sure if this the correct way to do this. Following documentation 
it should disable small feature/frustum culling.

Maybe Robert can give some insights here.

Cheers
Sebastian


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49492#49492





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to do culling with shader tranformed geometry?

2012-08-24 Thread Glenn Waldron
On Fri, Aug 24, 2012 at 6:09 AM, Alexej Fink dk...@gmx.net wrote:


 Sebastian Messerschmidt wrote:
  The callback will be called if the bounds are marked as dirty. (i.e. if
  a new PrimitiveSet is added).
  In my use case I simple set the callback, called getBounds once on the
  parent and then removed the callback after loading and before attaching
  the node to the scenegraph. I can do this safely as I know that the
  instanced geometry set is not changed in any way.
 
  cheers
  Sebastian
 


 Thanks, this sounds reasonable.

 One more point. I really don't care about culling on the
 Drawable-instances level.
 Can I setup the bboxes just for the parent grouping nodes and have nothing
 at the drawable level, is it possible?


No, you need to apply it on the drawables, otherwise they will still get
culled.

I created some utilities to support DrawInstanced usage in osgEarth,
including a visitor that will apply the static bounding box to drawables.
Perhaps it would be useful to you:

http://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstancedhttps://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpp
http://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpphttps://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpp

Glenn Waldron / Pelican Mapping / @glennwaldron
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to do culling with shader tranformed geometry?

2012-08-24 Thread Alexej Fink

gwaldron wrote:
 
 No, you need to apply it on the drawables, otherwise they will still get 
 culled.
 
 
 I created some utilities to support DrawInstanced usage in osgEarth, 
 including a visitor that will apply the static bounding box to drawables. 
 Perhaps it would be useful to you:
 
 
 http://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced 
 (https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpp)
 http://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpp
  
 (https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpp)
  
 


Do I understand your approach right: That you set the same static bbox for 
each drawable by setting the same calcBBox callback for a group of Drawable 
instances?

If so. Although this is an other interesting work around. It still does not 
reduce the culling effort visiting each Drawable instance, which I would like 
to avoid, since it is meaningless in my setup -- culling on the parent group 
node would be sufficient. Can I use some cull-callback to prevent the culling 
visitor to go deeper to the single Drawables and cull based only on the group 
node bbox?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49499#49499





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to do culling with shader tranformed geometry?

2012-08-24 Thread Sergey Polischuk
Hi

Can I use some cull-callback to prevent the culling visitor to go deeper to 
the single Drawables and cull based only on the group node bbox?

there are problem: cullvisitor grabbing drawables for later drawing, and if you 
dont go deeper, nothing would be drawed
Cheers.

24.08.2012, 17:24, Alexej Fink dk...@gmx.net:
 gwaldron wrote:

  No, you need to apply it on the drawables, otherwise they will still get 
 culled.

  I created some utilities to support DrawInstanced usage in osgEarth, 
 including a visitor that will apply the static bounding box to drawables. 
 Perhaps it would be useful to you:

  http://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced 
 (https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpp)
  http://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpp
  
 (https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpp)

 Do I understand your approach right: That you set the same static bbox for 
 each drawable by setting the same calcBBox callback for a group of Drawable 
 instances?

 If so. Although this is an other interesting work around. It still does not 
 reduce the culling effort visiting each Drawable instance, which I would like 
 to avoid, since it is meaningless in my setup -- culling on the parent group 
 node would be sufficient. Can I use some cull-callback to prevent the culling 
 visitor to go deeper to the single Drawables and cull based only on the group 
 node bbox?

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=49499#49499

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to do culling with shader tranformed geometry?

2012-08-24 Thread Glenn Waldron
On Fri, Aug 24, 2012 at 9:24 AM, Alexej Fink dk...@gmx.net wrote:


 gwaldron wrote:
 
  No, you need to apply it on the drawables, otherwise they will still get
 culled.
 
 
  I created some utilities to support DrawInstanced usage in osgEarth,
 including a visitor that will apply the static bounding box to drawables.
 Perhaps it would be useful to you:
 
 
 
 http://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced(
 https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpp
 )
 
 http://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpp(
 https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpp
 )
 


 Do I understand your approach right: That you set the same static bbox
 for each drawable by setting the same calcBBox callback for a group of
 Drawable instances?

 If so. Although this is an other interesting work around. It still does
 not reduce the culling effort visiting each Drawable instance, which I
 would like to avoid, since it is meaningless in my setup -- culling on the
 parent group node would be sufficient. Can I use some cull-callback to
 prevent the culling visitor to go deeper to the single Drawables and cull
 based only on the group node bbox?


Look at CullVisitor::apply(Geode) to see how it works.

I believe your drawables have to return a valid bound since CV uses that to
calculate near/far clipping planes, renderleaf depth, etc.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2012-08-24 Thread Garrett Cope
Hi Robert,

I haven't been able to reproduce my specific problem with the osgshadow 
example, but I have been able to reproduce all kinds of weird clipping planes. 
Just none that are resolved by commenting out the aforementioned section.

For instance, if I set the default light direction in the example to pretty 
much anything other than 0,0,1 (for instance: 0,-1,1) and then rotate the model 
around with the manipulator, the shadows get clipped along strange lines. 

I will keep trying to reproduce my specific instance of the issue.

Thanks again for the help,
Garrett

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49501#49501





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Texture Questions

2012-08-24 Thread Cary, Karl A.
I have an application that loads several 2048x2048 textures in a
separate thread before passing off to the main to be applied to the
geometry. I am trying to do anything and everything I can to improve
performance on them as the number of textures will increase from several
to quite a lot. So I am looking at every option I can and have run in to
several questions that I was hoping to get some advice on. I am creating
osg::Texture2D and loading them with an osg::Image read in from a jpg
file.

 

1)  Is mipmapping enabled by default? Or do I need to call
allocateMipmapLevels?

2)  If it is enabled, how many levels are created by default?

3)  Would changing the internal format mode to one of the
compression formats actually perform the compression or does that need
to be done manually?

4)  If I do need to do the compression, how can I do it without
applying it to geometry in my separate thread? I have only seen it done
via the CompressTexturesVisitor applied to a node (as in osgconv), would
I have to make some empty node and apply the texture to it to do this?

5)  Is there any way to send a texture down to the graphics card
prior to applying it to geometry?

6)  Any other efficiency things I should be looking at?

 

Karl Cary

SAIC

Software Developer

301-227-5656

 

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to do culling with shader tranformed geometry?

2012-08-24 Thread Alexej Fink

hybr wrote:
 
 there are problem: cullvisitor grabbing drawables for later drawing, and if 
 you dont go deeper, nothing would be drawed
 Cheers.
 


The point is: At the group node it can be already decided, if the underlying 
nodes are visible or not. Thus no need to compare against each single 
Drawable's bbox for refinement.
So I would like to tell the cull-visitor: Take all underlying drawables, if the 
group-node bbox passes (or skip all, if not).

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49503#49503





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Last frames modelview matrix

2012-08-24 Thread Paul Martz
The main problem you'll have with the update callback approach is that it won't 
work in a multi-view mode (where one view is split across multiple 
displays/windows). In a multi-view mode, the view half of the modelview matrix 
is potentially different for each window.


If this is an issue, then the CullVisitor approach (as Sergey suggests) is the 
right thing to do. You'll need to store the modelview matrix in an array indexed 
by the context ID. This gets a little complicated, but it's possible.


If you have a simpler single-window rendering scenario, then using the update 
callback seems like it would be much simpler. The main problem is accessing the 
root Camera node; each update callback needs access to the Camera in order to 
get the view matrix.


Assuming you can solve that small problem, then each update callback would have 
logic like this:

  Take last frame's modelview from member variable,
and set as the value of a Uniform for use by your shader.
  Get current view matrix from Camera
  Get current model matrix (local to world) from NodeVisitor
  Multiply them together to get current frame's modelview matrix
  Store in member variable for use during next frame

Hope that helps.
   -Paul


On 8/24/2012 4:07 AM, Sebastian Messerschmidt wrote:

Hello,

I'm trying to implement per object motion blur in my deferred pipeline.
In order to get this right, I need the modelview matrix from the previous frame
per node.
To get it I was thinking about using an updateCallback per node that should
contribute to the motion blur. Unfortunately I think this will get too
expensive, as I have to compute the local to world per call.
Also is the updateCallback called if the camera moves? If not I have to install
an callback that is called per frame ..
Any suggestions how to get the last frames modelview matrix?

cheers
Sebastian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Resetting OSG state when managing own context

2012-08-24 Thread Neil Clayton
Hi All,

I've a question or two regarding rendering contexts. While the usage is OSX 
specific, the question is not.

I'm rendering into a CAOpenGLLayer (I can't render directly to a NSOpenGLView 
because I'm also using CALayer objects within the view - and these conflict 
with the NSOpenGLView, at least in my experience). 

In essence this means I manage the OpenGL context, create an osg::Viewer and 
use the setupViewerAsEmbeddedInWindow method. I have no problem using the 
context created by CAOpenGLLayer (I'm basing my code on the existing 
CocoaViewer which essentially does the same thing), I do have problems when the 
context which OSG is now using needs to be reset.

In CAOpenGLLayer, a context reset can be caused by (for example) a user moving 
the window to another screen.  In this case the context might be recreated 
because CAOpenGLLayer wants to use either a different graphics card or a 
different pixel format.

From what I can gather, while I'm managing the real OpenGL context myself, OSG 
is managing it's own texture ID's (and I presume other scene OpenGL 
resources). When the real OpenGL context is reset, OSG still believes all of 
it's existing resources to be valid, because I've not explicitly told it 
otherwise.

From this I have two questions:
a) How do I tell OSG to throw away it's managed resources (texture ID's, etc), 
such that they are recreated at the next render pass?  Can I do this? Is it 
even wise? Or should I be looking to throw away the viewer and recreate it?

b) Instead of the above, should I rather have OSG manage it's own context and 
then after each OSG render pass copy the rendered result to the layer?

For (b) I was considering rendering to a texture backed FBO, then DMA'ing that 
texture to RAM.  I'd then DMA that back into the CAOpenGLLayer context.  Thus 
OSG wouldn't have to be concerned at all with what the layer is with it's 
context, nor context resets.  This (to me) sounds like a reasonable idea. It'd 
keep the OSG engine separated from the CAOpenGLLayer side of things, and would 
allow OSG to manage everything about it's rendering pipeline. The only part I 
don't like is the additional texture-copy to get the result into another 
context.

p.s: The scene being drawn is small, with only many hundreds of vertices and 
100 textures.


Thank you!

Cheers,
Neil

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49506#49506





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Resetting OSG state when managing own context

2012-08-24 Thread Neil Clayton
Hi All,

I've a question or two regarding rendering contexts. While the usage is OSX 
specific, the question is not.

I'm rendering into a CAOpenGLLayer (I can't render directly to a NSOpenGLView 
because I'm also using CALayer objects within the view - and these conflict 
with the NSOpenGLView, at least in my experience). 

In essence this means I manage the OpenGL context, create an osg::Viewer and 
use the setupViewerAsEmbeddedInWindow method. I have no problem using the 
context created by CAOpenGLLayer (I'm basing my code on the existing 
CocoaViewer which essentially does the same thing), I do have problems when the 
context which OSG is now using needs to be reset.

In CAOpenGLLayer, a context reset can be caused by (for example) a user moving 
the window to another screen.  In this case the context might be recreated 
because CAOpenGLLayer wants to use either a different graphics card or a 
different pixel format.

From what I can gather, while I'm managing the real OpenGL context myself, OSG 
is managing it's own texture ID's (and I presume other scene OpenGL 
resources). When the real OpenGL context is reset, OSG still believes all of 
it's existing resources to be valid, because I've not explicitly told it 
otherwise.

From this I have two questions:
a) How do I tell OSG to throw away it's managed resources (texture ID's, etc), 
such that they are recreated at the next render pass?  Can I do this? Is it 
even wise? Or should I be looking to throw away the viewer and recreate it?

b) Instead of the above, should I rather have OSG manage it's own context and 
then after each OSG render pass copy the rendered result to the layer?

For (b) I was considering rendering to a texture backed FBO, then DMA'ing that 
texture to RAM.  I'd then DMA that back into the CAOpenGLLayer context.  Thus 
OSG wouldn't have to be concerned at all with what the layer is with it's 
context, nor context resets.  This (to me) sounds like a reasonable idea. It'd 
keep the OSG engine separated from the CAOpenGLLayer side of things, and would 
allow OSG to manage everything about it's rendering pipeline. The only part I 
don't like is the additional texture-copy to get the result into another 
context.

p.s: The scene being drawn is small, with only many hundreds of vertices and 
100 textures.


Thank you!

Cheers,
Neil

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49508#49508





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Odd 1286 (GL_INVALID_FRAMEBUFFER_OPERATION_EXT) in my own context during a render update traversal

2012-08-24 Thread Neil Clayton
Thank you!

It turns out that the reason was down to using an NSOpenGLView and CALayer at 
the same time. It. Just. Doesn't Work.

That out the way, it works fine.  I was only going ... slightly insane.

Cheers,
Neil

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49509#49509





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] OSGT does not read nodemask

2012-08-24 Thread Robert Osfield
Thanks Johannes, fix now merged and submitted to svn/trunk.

On 24 August 2012 08:33, Johannes Scholz osg-supp...@vtxtech.net wrote:
 Hi,

 ok, got it. Posting fix to osgSubmission.

 Actually only the std::showbase and std::noshowbase where missing in the 
 osgDB::PropByValSerializer


 Code:
 if ( _useHex ) os  std::hex  std::showbase;
 os  value;
 if ( _useHex ) os  std::dec  std::noshowbase;




 Thank you!

 Cheers,
 Johannes[/code]

 
 ---
 Johannes Scholz
 Software Engineer
 P3 Voith Aerospace GmbH, Bremen, Germany

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=49487#49487





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave

2012-08-24 Thread Frank Kane
Happy to see our stuff on the list! When you get to it, please be sure to grab 
the new 1.5 release of the Triton Ocean SDK and 2.5 of the SilverLining Sky, 
Cloud, and Weather SDK that came out this week. I overhauled the OSG 
integration samples on both to take advantage of separate update / cull / draw 
threads and to get rid of their reliance on an icky projection matrix callback. 
It's a lot cleaner now.

Thanks,
Frank Kane
Founder, Sundog Software,LLC
http://www.sundog-soft.com

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49512#49512





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Texture Questions

2012-08-24 Thread Robert Osfield
Hi Karl,

On 24 August 2012 14:40, Cary, Karl A. karl.a.c...@saic.com wrote:
 I have an application that loads several 2048x2048 textures in a separate
 thread before passing off to the main to be applied to the geometry. I am
 trying to do anything and everything I can to improve performance on them as
 the number of textures will increase from several to quite a lot. So I am
 looking at every option I can and have run in to several questions that I
 was hoping to get some advice on. I am creating osg::Texture2D and loading
 them with an osg::Image read in from a jpg file.

Excatly how many textures are you talking about?

Will of the texture reside in memory and be rendered at the same time?

Do you have an flexibility w.r.t pre-processing the image data into
other file formats?

What pixel format do the textures have?  RGB?

 1)  Is mipmapping enabled by default? Or do I need to call
 allocateMipmapLevels?

By default the osg::Texture* will use trilinear mipmapping, if the
osg::Image doesn't contain the mipmaps then it'll either generate them
on demand in the rendering thread either done by the GL driver or GPU
using OpenGL extensions for generating mipmaps, or on the CPU using
GLU functions when the driver doesn't support the generate mipmap
extensions.

You can switch the mipmapping off by just setting the
texture-setFilter(Texture::MIN_FILTER, Texture::LINEAR);

 2)  If it is enabled, how many levels are created by default?

osg::Texture* will automatically work out how many levels are required
based on the dimensions of the texture.

 3)  Would changing the internal format mode to one of the compression
 formats actually perform the compression or does that need to be done
 manually?

If the source imagery is not in an OpenGL compressed format then the
driver will do the compression for you, however this is an expensive
operation so generally not one you'd during rendering, rather OpenGL
compression is something you'd want to do in pre-processing step.


 4)  If I do need to do the compression, how can I do it without applying
 it to geometry in my separate thread? I have only seen it done via the
 CompressTexturesVisitor applied to a node (as in osgconv), would I have to
 make some empty node and apply the texture to it to do this?

To compress in a background thread you can use the OSG's now support
for compressing textures using NVTT (there is plugin for this when you
compile the OSG when the NVTT SDK is available).  You'll need OSG-3.x
for this.

 5)  Is there any way to send a texture down to the graphics card prior
 to applying it to geometry?

You can pre-compile objects using the IncrementalCompileOperator,
however, this is still done as part of the rendering thread so
depending upon your requirements might not make a difference.

 6)  Any other efficiency things I should be looking at?

Pre-processing data so that it's pre-mipmapped and using OpenGL
compressed texture is the best way if you want to maximize performance
throughput of textures as this reduces how much work the CPU and GPU
need to do to download and use the data.  OpenGL compression is less
aggressive than compression supported by conventional image formats so
the files on disk will be bigger.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to do culling with shader tranformed geometry?

2012-08-24 Thread Robert Osfield
Hi Alexej,

On 24 August 2012 14:41, Alexej Fink dk...@gmx.net wrote:
 The point is: At the group node it can be already decided, if the underlying 
 nodes are visible or not. Thus no need to compare against each single 
 Drawable's bbox for refinement.
 So I would like to tell the cull-visitor: Take all underlying drawables, if 
 the group-node bbox passes (or skip all, if not).

The OSG will automatically stop do the cull tests against the frustum
sides once a frustum side totally encloses a subgraph, so there really
isn't much to be gained by trying to be clever, it's already doing
everything it can to be efficient w.r.t cull tests.

Culling is import even down at the leaf level so there is still
performance to be gained by leaving culling on right down to the leaf
level.

Not only does the OSG using the bounding box of the Drawable for
culling it also uses to help compute the near/far ranges required to
encompass the scene.

So stop trying to be clever, you actually just outwitting yourself
for no reason, you'll end up with crappy solution because you are over
thinking things.  JUST set the bounding box on the Drawable and let
the OSG do it's stuff, it written this way for a reason.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Trouble with LightSpacePerspectiveShadowMap artifacts.

2012-08-24 Thread Robert Osfield
Hi Dario,

The issue looks like one of depth precision of the shadow map such
that the depth test makes an erroneous judgment about whether the
front surface is in shadow or not, this often is a surface self
shadowing itself.  The normal solution is to use a polygon offset in
the shadow map generation so that the surface doesn't shadow itself,
if this polygon offset is too small you still get the self shadowing
artifact if the value is too large you no longer get shadows where you
should see them.

The better the depth precision of the shadow map the lower the polygon
offset will be required, and in your case perhaps it's the ground
layer that is very large and it part of the shadow casting scene to
pushes out the depth range of the shadow map reducing it's precision.
If this is the case then using the Cast/RecivesShadowMask
functionality would be appropriate as this will you could use the mask
to avoid the ground being used in the shadow map generation.

Robert.

On 24 August 2012 14:57, Dario Minieri para...@cheapnet.it wrote:
 Hi,

 I'm using a shadowed scene with LightSpacePerspectiveShadowMapCB technique 
 with a single light. I've seen that in some positions of the camera, the 
 shadows appear artifacts, while in other positions not. See snapshots. Moving 
 the camera in a continuous manner, this results in an annoying shadows 
 flickering on the objects.

 You have some kind of idea for that? GLSL Shadow shader issue? Graphix card 
 issue? Other?

 Thank you!

 Cheers,
 Dario

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=49505#49505




 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to do culling with shader tranformed geometry?

2012-08-24 Thread Sebastian Messerschmidt

Hello Alexej, Robert

I think the reason for Alexej to think that disabling the culling would 
improve render time in any way, is that he measuring the time of the 
cull traversal.
Indeed the cull traversal time is culling + preparing the drawing of the 
geometries. I've fallen for this in the beginning.
So maybe the problem lies with the number of drawables (i.e. there are 
too many too small batches). So being clever at this point would rather 
mean to make bigger yet fewer sets.


cheers
Sebastian

Hi Alexej,

On 24 August 2012 14:41, Alexej Fink dk...@gmx.net wrote:

The point is: At the group node it can be already decided, if the underlying 
nodes are visible or not. Thus no need to compare against each single 
Drawable's bbox for refinement.
So I would like to tell the cull-visitor: Take all underlying drawables, if the 
group-node bbox passes (or skip all, if not).

The OSG will automatically stop do the cull tests against the frustum
sides once a frustum side totally encloses a subgraph, so there really
isn't much to be gained by trying to be clever, it's already doing
everything it can to be efficient w.r.t cull tests.

Culling is import even down at the leaf level so there is still
performance to be gained by leaving culling on right down to the leaf
level.

Not only does the OSG using the bounding box of the Drawable for
culling it also uses to help compute the near/far ranges required to
encompass the scene.

So stop trying to be clever, you actually just outwitting yourself
for no reason, you'll end up with crappy solution because you are over
thinking things.  JUST set the bounding box on the Drawable and let
the OSG do it's stuff, it written this way for a reason.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Using VBOs to provide data to vertex shader

2012-08-24 Thread Abraham Schneider
Hi all,

As an experiment, I've created a heightfield whose tessellated geometry is 
created on the CPU side (i.e. the (x, y) coordinates), but height is determined 
by a vertex shader. I use a FloatArray to specify the height of each vertex, 
and then call geom-setVertexAttribArray() to pass it to the shader.

Here's the code I'm using:

Code:

geom = new osg::Geometry;

// vertices and indices are pre-computed
geom-setVertexArray(vertices);
geom-setPrimitiveSet(indices);

osg::VertexBufferObject *heightMapVBO = new osg::VertexBufferObject;
heightMapVBO-setUsage(GL_DYNAMIC_DRAW);

heightMap = new osg::FloatArray(vertexCount);
heightMap-setVertexBufferObject(heightMapVBO);

// zero out heightMap
for (int i = 0; i  vertexCount; i++) (*heightMap)[i] = 0;

// attach array to be used on a per-vertex manner
geom-setVertexAttribArray(1, heightMap);
geom-setVertexAttribBinding(1, osg::Geometry::BIND_PER_VERTEX);

// set vertex and fragment shaders





This code works perfectly when the heightmap remains static. However, if I try 
changing the values of the heightmap,  the rendered geometry doesn't reflect 
those changes. Here is the code I use to alter the heightmap:


Code:

void addHeight(int x, int y, float inc) {
  (*heightMap)[x + y*width] += inc;
  heightMap-dirty();
}





Looking through the forums, I found osggpumorph, which uses the VBOs 
automatically managed by geom instead. I altered my code accordingly:

Code:

geom = new osg::Geometry;
geom-setUseDisplayList(false);
geom-setUseVertexBufferObjects(true);

geom-setVertexArray(vertices);
geom-setPrimitiveSet(indices);

osg::VertexBufferObject *heightMapVBO = geom-getOrCreateVertexBufferObject();
heightMapVBO-setUsage(GL_DYNAMIC_DRAW);

heightMap = new osg::FloatArray(vertexCount);
heightMap-setDataVariance(osg::Object::DYNAMIC);

// ...




with the addHeight function changing to:

Code:

void addHeight(int x, int y, float inc) {
  (*heightMap)[x + y*width] += inc;

  // copy a new array over each time (this seems a little inefficient, but 
maybe it's ok?)
  geom-setVertexAttribArray(1, heightMap.get());
  heightMap-dirty();
}





But I still don't see any changes in the heightmap. I can verify the shaders 
are correct, because when I alter the heightmap the first time, everything is 
drawn correctly. It just appears the updating the VBOs (CPU - GPU) isn't 
working correctly.

Any suggestions on what I might be doing wrong would be greatly appreciated!



Thanks,

Abe[/code]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49517#49517





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Texture Questions

2012-08-24 Thread Cary, Karl A.
I do have the ability to pre-process. The question is, what file formats
support openGL compression and how do I take them from jpeg to these
formats? As for mipmapping, you mentioned that it can be done CPU side.
How do I initiate this? Since the texture load is happening in a
separate thread, I can afford CPU time to do this rather than pushing
more on to the GPU. I can test out to see if it is worthwhile.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, August 24, 2012 11:40 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Texture Questions

Hi Karl,

On 24 August 2012 14:40, Cary, Karl A. karl.a.c...@saic.com wrote:
 I have an application that loads several 2048x2048 textures in a 
 separate thread before passing off to the main to be applied to the 
 geometry. I am trying to do anything and everything I can to improve 
 performance on them as the number of textures will increase from 
 several to quite a lot. So I am looking at every option I can and have

 run in to several questions that I was hoping to get some advice on. I

 am creating osg::Texture2D and loading them with an osg::Image read in
from a jpg file.

Excatly how many textures are you talking about?

Will of the texture reside in memory and be rendered at the same time?

Do you have an flexibility w.r.t pre-processing the image data into
other file formats?

What pixel format do the textures have?  RGB?

 1)  Is mipmapping enabled by default? Or do I need to call
 allocateMipmapLevels?

By default the osg::Texture* will use trilinear mipmapping, if the
osg::Image doesn't contain the mipmaps then it'll either generate them
on demand in the rendering thread either done by the GL driver or GPU
using OpenGL extensions for generating mipmaps, or on the CPU using GLU
functions when the driver doesn't support the generate mipmap
extensions.

You can switch the mipmapping off by just setting the
texture-setFilter(Texture::MIN_FILTER, Texture::LINEAR);

 2)  If it is enabled, how many levels are created by default?

osg::Texture* will automatically work out how many levels are required
based on the dimensions of the texture.

 3)  Would changing the internal format mode to one of the
compression
 formats actually perform the compression or does that need to be done 
 manually?

If the source imagery is not in an OpenGL compressed format then the
driver will do the compression for you, however this is an expensive
operation so generally not one you'd during rendering, rather OpenGL
compression is something you'd want to do in pre-processing step.


 4)  If I do need to do the compression, how can I do it without
applying
 it to geometry in my separate thread? I have only seen it done via the

 CompressTexturesVisitor applied to a node (as in osgconv), would I 
 have to make some empty node and apply the texture to it to do this?

To compress in a background thread you can use the OSG's now support for
compressing textures using NVTT (there is plugin for this when you
compile the OSG when the NVTT SDK is available).  You'll need OSG-3.x
for this.

 5)  Is there any way to send a texture down to the graphics card
prior
 to applying it to geometry?

You can pre-compile objects using the IncrementalCompileOperator,
however, this is still done as part of the rendering thread so depending
upon your requirements might not make a difference.

 6)  Any other efficiency things I should be looking at?

Pre-processing data so that it's pre-mipmapped and using OpenGL
compressed texture is the best way if you want to maximize performance
throughput of textures as this reduces how much work the CPU and GPU
need to do to download and use the data.  OpenGL compression is less
aggressive than compression supported by conventional image formats so
the files on disk will be bigger.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Using VBOs to provide data to vertex shader

2012-08-24 Thread Abraham Schneider
It occurred to me that it's must simpler to simply use the vertices (since they 
contain a z-component anyways) rather than involve another data structure for 
the height.

After switching to the new method, and fixing a bug (I forgot to divide by the 
space between the vertices), it now works properly.

Here's the relevant code:

Code:

// basic geometry setup
geom = new osg::Geometry;
geom-setUseDisplayList(false);
geom-setUseVertexBufferObjects(true);

// fill values of geometry
geom-setVertexArray(vertices);
geom-addPrimitiveSet(indices);

osg::VertexBufferObject *vbo = geomgetOrCreateVertexBufferObject();
vbo-setUsage(GL_DYNAMIC_DRAW);




with the new addHeight:

Code:

void addHeight(int x, int y, float inc) {
  unsigned pos = x/xspace + (y/yspace)*width;
  if (pos  vertexCount) {
 (*vertices)[pos].z() += inc;
 vertices-dirty();
   }
}




I still need to go back and check to see if I can get it work with using the 
vertex attributes instead (with the possible overriding memory causing the 
strange behavior I saw before).

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49520#49520





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Possibility of an OSG bot

2012-08-24 Thread Sterling Somers
Just so nobody works wastes time on it (ha), I have solved how to draw bounding 
boxes around each (unique) drawable that is intersected.  What I realize from 
doing this is that each object is a MatrixTransform of an external subgraph. By 
using Geode-containsNode(someNode), it excludes duplicate Nodes that have been 
MatrixTransformed somewhere else in the scene.  So, for example, a chair that 
is MatrixTransformed multiple times to populate the scene, is only getting one 
bounding box.  

I'm going to try to compare worldcoordinates and see if that makes sense.


Sterling

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49521#49521





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Trouble with LightSpacePerspectiveShadowMap artifacts.

2012-08-24 Thread Dario Minieri
Hi

Thanks robert for your suggestion, yes this seems the case, the terrain is very 
very large. I wiil try your suggestion soon. Thanks! Bye!


robertosfield wrote:
 Hi Dario,
 
 The issue looks like one of depth precision of the shadow map such
 that the depth test makes an erroneous judgment about whether the
 front surface is in shadow or not, this often is a surface self
 shadowing itself.  The normal solution is to use a polygon offset in
 the shadow map generation so that the surface doesn't shadow itself,
 if this polygon offset is too small you still get the self shadowing
 artifact if the value is too large you no longer get shadows where you
 should see them.
 
 The better the depth precision of the shadow map the lower the polygon
 offset will be required, and in your case perhaps it's the ground
 layer that is very large and it part of the shadow casting scene to
 pushes out the depth range of the shadow map reducing it's precision.
 If this is the case then using the Cast/RecivesShadowMask
 functionality would be appropriate as this will you could use the mask
 to avoid the ground being used in the shadow map generation.
 
 Robert.
 
 On 24 August 2012 14:57, Dario Minieri  wrote:
 
  Hi,
  
  I'm using a shadowed scene with LightSpacePerspectiveShadowMapCB technique 
  with a single light. I've seen that in some positions of the camera, the 
  shadows appear artifacts, while in other positions not. See snapshots. 
  Moving the camera in a continuous manner, this results in an annoying 
  shadows flickering on the objects.
  
  You have some kind of idea for that? GLSL Shadow shader issue? Graphix card 
  issue? Other?
  
  Thank you!
  
  Cheers,
  Dario
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=49505#49505
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49522#49522





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Maps DTED data

2012-08-24 Thread Michael W. Hall
I downloaded osgEarth and build.  It is working.  Now I need to dig into
it.

Thanks,
Michael

On Tue, 2012-08-21 at 15:31 -0400, Glenn Waldron wrote:
 Michael,
 
 
 osgEarth is a C++ terrain rendering SDK. It is built on top of OSG. It
 renders 3D terrains from elevation, imagery, and vector data sources,
 and it provides a ton of other geospatial tools and functionality as
 well.
 
 
   Main site: http://osgearth.org
   Source code: http://github.com/gwaldron/osgearth
   Forums: http://forum.osgearth.org/
  
 Glenn Waldron / Pelican Mapping / @glennwaldron
 
 
 On Tue, Aug 21, 2012 at 3:13 PM, Michael Hall hal...@att.net wrote:
 Yes, I have heard of it and have actually downloaded it.  I
 don't think I have installed it on my new Laptop I am using.
 I am not sure exactly its purpose.  I know it says something
 about terrains.  Is it library like OSG?  I will have to look
 at it this evening.  Any more info would be great.
  
 Thanks,
 Michael
 
 
 
 __
 From: Chris Hanson xe...@alphapixel.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Sat, August 18, 2012 7:25:56 PM
 Subject: Re: [osg-users] Maps  DTED data
 
 On Fri, Aug 17, 2012 at 3:59 PM, Michael Hall hal...@att.net
 wrote:
 I have a little alpplication I am doing to learn OSG.
 I have also read the OSG 3.0 for Beginners book.  It
 has been helpful in learning more about how OSG works.
 I have generated an earth.ive database from the BMNG
 east and west tifs.  I can display this database in my
 application.  I would like to now associate DTED data
 on that and then overlay maps.  What is the best way
 to do this? Would also like to display the lat/long of
 where the mouse is in the status bar of my
 application.  Any tips or suggestions are appreciated.
 
 
 
   You're getting into the realm (multiple data layers) where
 osgEarth significantly makes your life easier. Have you
 considered using it?
  
 
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
 Training • Consulting • Contracting
 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3
 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
 Digital Imaging • GIS • GPS • Telemetry • Cryptography •
 Digital Audio • LIDAR • Kinect • Embedded • Mobile •
 iPhone/iPad/iOS • Android
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Maps DTED data

2012-08-24 Thread Michael W. Hall
My application uses Qt.  Currently I have it just reading a .ive file
when it starts.  This .ive was generated from the BMNG.  I would like to
keep using this for the app, and apply my maps to it.

I would like to have a menu option to allow users to import maps into
the application.  Importing the maps would be handled by a Map Data
Manager.  This would also allow the user to see the coverage they have
imported by selecting that type and the Map Data Manager would highlight
the maptiles in a specified color.

That is my main goal for now.  I am doing this as a way to learn maps
and OSG and 3D programming.  I have always been interested in maps and
want to do this to create a program that maybe useful to people.

I have downloaded some SRTM data that is in DTED format.  I would like
to get this on my .ive earth on the fly.  If some people can point me in
the right direction on how I can utilize osgEarth to help that would be
great.  I am looking at the osgEarth Documentation as I type.  Looks
like more research.

Thanks,
Michael



On Tue, 2012-08-21 at u15:31 -0400, Glenn Waldron wrote:
 Michael,
 
 
 osgEarth is a C++ terrain rendering SDK. It is built on top of OSG. It
 renders 3D terrains from elevation, imagery, and vector data sources,
 and it provides a ton of other geospatial tools and functionality as
 well.
 
 
   Main site: http://osgearth.org
   Source code: http://github.com/gwaldron/osgearth
   Forums: http://forum.osgearth.org/
  
 Glenn Waldron / Pelican Mapping / @glennwaldron
 
 
 On Tue, Aug 21, 2012 at 3:13 PM, Michael Hall hal...@att.net wrote:
 Yes, I have heard of it and have actually downloaded it.  I
 don't think I have installed it on my new Laptop I am using.
 I am not sure exactly its purpose.  I know it says something
 about terrains.  Is it library like OSG?  I will have to look
 at it this evening.  Any more info would be great.
  
 Thanks,
 Michael
 
 
 
 __
 From: Chris Hanson xe...@alphapixel.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Sat, August 18, 2012 7:25:56 PM
 Subject: Re: [osg-users] Maps  DTED data
 
 On Fri, Aug 17, 2012 at 3:59 PM, Michael Hall hal...@att.net
 wrote:
 I have a little alpplication I am doing to learn OSG.
 I have also read the OSG 3.0 for Beginners book.  It
 has been helpful in learning more about how OSG works.
 I have generated an earth.ive database from the BMNG
 east and west tifs.  I can display this database in my
 application.  I would like to now associate DTED data
 on that and then overlay maps.  What is the best way
 to do this? Would also like to display the lat/long of
 where the mouse is in the status bar of my
 application.  Any tips or suggestions are appreciated.
 
 
 
   You're getting into the realm (multiple data layers) where
 osgEarth significantly makes your life easier. Have you
 considered using it?
  
 
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
 Training • Consulting • Contracting
 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3
 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
 Digital Imaging • GIS • GPS • Telemetry • Cryptography •
 Digital Audio • LIDAR • Kinect • Embedded • Mobile •
 iPhone/iPad/iOS • Android
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Maps DTED data

2012-08-24 Thread Chris Hanson
On Fri, Aug 24, 2012 at 6:56 PM, Michael W. Hall hal...@att.net wrote:

 My application uses Qt.  Currently I have it just reading a .ive file
 when it starts.  This .ive was generated from the BMNG.  I would like to
 keep using this for the app, and apply my maps to it.


  If you still have the BMNG data around, osgEarth can consume it directly,
and not need your .IVE.

  Alternately, you can feed it a VPB IVE as well. I don't know how well it
can merge terrain from a VPB IVE with additional SRTM data.

I would like to have a menu option to allow users to import maps into
 the application.  Importing the maps would be handled by a Map Data
 Manager.  This would also allow the user to see the coverage they have
 imported by selecting that type and the Map Data Manager would highlight
 the maptiles in a specified color.


  That's all UI that's up to you.


 I have downloaded some SRTM data that is in DTED format.  I would like
 to get this on my .ive earth on the fly.  If some people can point me in
 the right direction on how I can utilize osgEarth to help that would be
 great.  I am looking at the osgEarth Documentation as I type.  Looks
 like more research.


http://osgearth.org/wiki/DevelopersGuide

// Add an elevationlayer (SRTM from a local GeoTiff file)
{
GDALOptions gdal;
gdal.url() = c:/data/srtm.tif;
ElevationLayer* layer = new ElevationLayer( SRTM, gdal );
map-addElevationLayer( layer );
}


One of the sample .earth files provided with osgEarth might illustrate this
as well.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Maps DTED data

2012-08-24 Thread Michael W. Hall
The DTED data I have has the .dt2 extension.  Can osgEarth load that or
do you have to modify it somehow?

On Fri, 2012-08-24 at 19:32 -0600, Chris Hanson wrote:
 On Fri, Aug 24, 2012 at 6:56 PM, Michael W. Hall hal...@att.net
 wrote:
 My application uses Qt.  Currently I have it just reading
 a .ive file
 when it starts.  This .ive was generated from the BMNG.  I
 would like to
 keep using this for the app, and apply my maps to it.
 
 
   If you still have the BMNG data around, osgEarth can consume it
 directly, and not need your .IVE. 
 
 
   Alternately, you can feed it a VPB IVE as well. I don't know how
 well it can merge terrain from a VPB IVE with additional SRTM data.
 
 
 I would like to have a menu option to allow users to import
 maps into
 the application.  Importing the maps would be handled by a
 Map Data
 Manager.  This would also allow the user to see the coverage
 they have
 imported by selecting that type and the Map Data Manager would
 highlight
 the maptiles in a specified color.
 
 
   That's all UI that's up to you.
  
 I have downloaded some SRTM data that is in DTED format.  I
 would like
 to get this on my .ive earth on the fly.  If some people can
 point me in
 the right direction on how I can utilize osgEarth to help that
 would be
 great.  I am looking at the osgEarth Documentation as I type.
  Looks
 like more research.
 
 
 http://osgearth.org/wiki/DevelopersGuide
 
 
 // Add an elevationlayer (SRTM from a local GeoTiff file)
 {
 GDALOptions gdal;
 gdal.url() = c:/data/srtm.tif;
 ElevationLayer* layer = new ElevationLayer( SRTM, gdal );
 map-addElevationLayer( layer );
 }
 
 
 One of the sample .earth files provided with osgEarth might illustrate
 this as well.
 
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
 Training • Consulting • Contracting
 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 •
 OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
 Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio
 • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Maps DTED data

2012-08-24 Thread Chris Hanson
On Fri, Aug 24, 2012 at 8:27 PM, Michael W. Hall hal...@att.net wrote:

 The DTED data I have has the .dt2 extension.  Can osgEarth load that or
 do you have to modify it somehow?


  This is DTED, level 2. According to GDAL, which osgEarth uses:
http://www.gdal.org/frmt_dted.html

  it should work fine. But you'll just have to try to make sure.


-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org