Re: [osg-users] [vpb] Speed of first frame rendering

2012-08-29 Thread Robert Osfield
Hi Boon Wah,

On 29 August 2012 03:18, Boon Wah boon...@gmail.com wrote:
 My terrain database is about 3GB in size, and measures about 3 by 
 5 pixels just for the textures alone.

 I have written a single frame renderer based on the OSG Viewer code base. 
 The load time for first frame rendering takes close to 10s for the DEM 
 terrain database. My each tile size is around 8MB. For the flat terrain 
 database, the load time is almost instantaneous (  1s ).

You must be using extreme values of tile size to get a tile that is
8MB in size.  50k to 200k would the normal range.  Please just use
defaults, the result will be a much better balanced scene graph.

FYI, 3GB is rather small for what VPB and database paging can handle.
VPB allows you to build multi-terrabyte databases and the database
paging allows you to rendering them at a solid 60Hz.  All you need to
do is trust in the defaults.

Robert.
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Re: [osg-users] [forum] Site web down

2012-08-29 Thread Jordi Torres
Hi Tom et al,

Openscenegraph.org is up again. I will try to closely monitor the state of
the server and I apologize for the inconveniences.


Regarding that I did make a few pages in the Platform specifics section
 which i've set to 'Awaiting Review'. If you flag them as ok I'll try set
 aside some time to start migrating more pages.


I only can review the website style, as I am not a native english speaker
(you know this...hehe) and I am not a windows user. I think you know more
than enough about osg to review your own articles :). The only
inconsistence I've found is about the attachements and the part of the
collada plugin. I think is a good idea to avoid links to the old website. I
am going to upload the attachements to new website, and if you feel ok you
can update the links to the collada plugin part once it is migrated. So
i've set to completed the two firsts articles and to need to update links
to the third article.

Thank you for your efforts.


 Thanks again
 Tom

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

2012-08-29 Thread Wojciech Lewandowski
Hi, Dario

0: Ops I was sure these methods are available Thats awkward ommission
considering how old this technique is. We probably should add them. But as
a temporal workoaround you can derive your own class from LispSM and add
proper setter and getter for polygon offset...

1: Yes closed was not a stric term but you got it right: cube is closed
in this definition and single quad is not.

2: Yes you can. Assuming the vertices are oriented properly and it not
change how it looks of course.

Cheers,
WL

2012/8/28 Dario Minieri para...@cheapnet.it

 Hi,

 Thanks for your reply. Yes, I see now the polygonoffsetfactor and
 polygonoffsetunits variables even if there are no methods to set them (osg
 3.0.0), they are setted as attribute camera StateSet because shadow map
 generation. I can try to tweak these values in some way. You speaks about
 two stuffs which I would to discuss:

 1. You say that the model must be closed, but what do you means precisely?
 Closed in term of vertex mesh or closed in terms of shape? For example
 a cube is a closed model, my truck obviously not...

 2. I can set the cull faces on my objects stateset via GL_CULL_FACE, do
 you means that?

 Many thanks

 Thank you!

 Cheers,
 Dario

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Re: [osg-users] Error while loading OSG model on Android

2012-08-29 Thread Koduri Lakshmi
Hello Jordi Torres,

Thank you very much for the help.

I added OSG macros and got loaded models. 

But when I say viewer-frame i am getting only blew screen. I am not able to 
see model.

Here is my code

Code:


  if(mload)
  {
  
LOG(Init);   
  int x=0;
  int y=0;

  int width=screenWidth;
  int height=screenHeight;
 
  _viewer = new osgViewer::Viewer();
_viewer-setUpViewerAsEmbeddedInWindow(x, y, width, height);
 _root = new osg::Group();

_viewer-realize();
_state = _root-getOrCreateStateSet();
_state-setMode(GL_LIGHTING, osg::StateAttribute::ON);
_state-setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
_state-setMode(GL_CULL_FACE, osg::StateAttribute::ON);

//_viewer-setSceneData(_root.get());

//_viewer-addEventHandler(new osgViewer::StatsHandler);
   // _viewer-addEventHandler(new 
osgGA::StateSetManipulator(_viewer-getCamera()-getOrCreateStateSet()));
//_viewer-addEventHandler(new osgViewer::ThreadingHandler);
   // _viewer-addEventHandler(new osgViewer::LODScaleHandler);
_viewer-getViewerStats()-collectStats(scene, true);

trans=new osg::MatrixTransform();


LOG(Load Model);
  osg::ref_ptrosg::Node loadedModel = 
osgDB::readNodeFile(/mnt/sdcard/OSG/lz.osg);
  if (loadedModel == 0) {
LOG(Model not loaded);
} else {
LOG(Model loaded);


loadedModel-setName(/mnt/sdcard/OSG/lz.osg);
   // _root-addChild(loadedModel);
trans-addChild(loadedModel.get());
}

  _root-addChild(trans.get());

_viewer-setSceneData(NULL);
_viewer-setSceneData(_root.get());
 _viewer-home();

_viewer-getDatabasePager()-clear();
_viewer-getDatabasePager()-registerPagedLODs(_root.get());
_viewer-getDatabasePager()-setUpThreads(3, 1);
_viewer-getDatabasePager()-setTargetMaximumNumberOfPageLOD(2);
_viewer-getDatabasePager()-setUnrefImageDataAfterApplyPolicy(true, true);
mload=false;
  }

 modelViewMatrix =  Tool::convertPose2GLMatrix(trackable-getPose());//Pose 
Matrix

osg::Matrix mat;


mat.set(modelViewMatrix.data[0],modelViewMatrix.data[1],modelViewMatrix.data[2],modelViewMatrix.data[3],

modelViewMatrix.data[4],modelViewMatrix.data[5],modelViewMatrix.data[6],modelViewMatrix.data[7],

modelViewMatrix.data[8],modelViewMatrix.data[9],modelViewMatrix.data[10],modelViewMatrix.data[11],

modelViewMatrix.data[12],modelViewMatrix.data[13],modelViewMatrix.data[14],modelViewMatrix.data[15]);


trans-setMatrix(mat);
trans-preMult(osg::Matrix::scale(osg::Vec3(3,3,3)));//With out 
this also no model

 _viewer-frame();



Can you please help me why the model is not displayed.

I am doing it for AR application. 
When I run application I got only blue screen. How can I show the camera image 
as background instead of blue screen?





... 

Thank you!

Cheers,
Koduri

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Re: [osg-users] Error while loading OSG model on Android

2012-08-29 Thread Jordi Torres
Hi Koduri,

Maybe you are not getting the correct matrix transformation of your
trackable, so try first to get the model shown without any transformation.
In the other hand _viewer-frame() has to be called every frame you want to
get, not once in your code. Pay attention to the method draw() in
osgMainApp, it's called each osgNativeLib step.

About the camera stream as image background it depends on which AR toolkit
you are using and there are several approximations to accomplish this task.
One of them (it does not mean that this is the best for your case) is to
render the GLSurface with a transparent color and then draw the camera
stream.

Cheers.

2012/8/29 Koduri Lakshmi ankiredd...@gmail.com

 Hello Jordi Torres,

 Thank you very much for the help.

 I added OSG macros and got loaded models.

 But when I say viewer-frame i am getting only blew screen. I am not
 able to see model.

 Here is my code

 Code:


   if(mload)
   {

 LOG(Init);
   int x=0;
   int y=0;

   int width=screenWidth;
   int height=screenHeight;

   _viewer = new osgViewer::Viewer();
 _viewer-setUpViewerAsEmbeddedInWindow(x, y, width, height);
  _root = new osg::Group();

 _viewer-realize();
 _state = _root-getOrCreateStateSet();
 _state-setMode(GL_LIGHTING, osg::StateAttribute::ON);
 _state-setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
 _state-setMode(GL_CULL_FACE, osg::StateAttribute::ON);

 //_viewer-setSceneData(_root.get());

 //_viewer-addEventHandler(new osgViewer::StatsHandler);
// _viewer-addEventHandler(new
 osgGA::StateSetManipulator(_viewer-getCamera()-getOrCreateStateSet()));
 //_viewer-addEventHandler(new osgViewer::ThreadingHandler);
// _viewer-addEventHandler(new osgViewer::LODScaleHandler);
 _viewer-getViewerStats()-collectStats(scene, true);

 trans=new osg::MatrixTransform();


 LOG(Load Model);
   osg::ref_ptrosg::Node loadedModel =
 osgDB::readNodeFile(/mnt/sdcard/OSG/lz.osg);
   if (loadedModel == 0) {
 LOG(Model not loaded);
 } else {
 LOG(Model loaded);


 loadedModel-setName(/mnt/sdcard/OSG/lz.osg);
// _root-addChild(loadedModel);
 trans-addChild(loadedModel.get());
 }

   _root-addChild(trans.get());

 _viewer-setSceneData(NULL);
 _viewer-setSceneData(_root.get());
  _viewer-home();

 _viewer-getDatabasePager()-clear();
 _viewer-getDatabasePager()-registerPagedLODs(_root.get());
 _viewer-getDatabasePager()-setUpThreads(3, 1);
 _viewer-getDatabasePager()-setTargetMaximumNumberOfPageLOD(2);
 _viewer-getDatabasePager()-setUnrefImageDataAfterApplyPolicy(true,
 true);
 mload=false;
   }

  modelViewMatrix =
  Tool::convertPose2GLMatrix(trackable-getPose());//Pose Matrix

 osg::Matrix mat;


 mat.set(modelViewMatrix.data[0],modelViewMatrix.data[1],modelViewMatrix.data[2],modelViewMatrix.data[3],

 modelViewMatrix.data[4],modelViewMatrix.data[5],modelViewMatrix.data[6],modelViewMatrix.data[7],

 modelViewMatrix.data[8],modelViewMatrix.data[9],modelViewMatrix.data[10],modelViewMatrix.data[11],

 modelViewMatrix.data[12],modelViewMatrix.data[13],modelViewMatrix.data[14],modelViewMatrix.data[15]);


 trans-setMatrix(mat);

 trans-preMult(osg::Matrix::scale(osg::Vec3(3,3,3)));//With out this also
 no model

  _viewer-frame();



 Can you please help me why the model is not displayed.

 I am doing it for AR application.
 When I run application I got only blue screen. How can I show the camera
 image as background instead of blue screen?





 ...

 Thank you!

 Cheers,
 Koduri

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http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
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[osg-users] osgText stateset

2012-08-29 Thread Filip Arlet
Hi,

I have problem with osgText::Text and stateset, osgText is drawable, why isn't 
pushed my custom StateSet attached to it to StateSet stack in osg::State when 
rendering ?

Thank you

Cheers,
Filip

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Re: [osg-users] osgText stateset

2012-08-29 Thread Robert Osfield
HI Filip,

osgText::Text assigns it's StateSet from the Font's StateSet that
provides the textures required for the text.

If you want to provide your own StateSet attach it to the Geode above
the Text drawable.

Robert.

On 29 August 2012 13:37, Filip Arlet fili...@seznam.cz wrote:
 Hi,

 I have problem with osgText::Text and stateset, osgText is drawable, why 
 isn't pushed my custom StateSet attached to it to StateSet stack in 
 osg::State when rendering ?

 Thank you

 Cheers,
 Filip

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[osg-users] Best way of adding more models?

2012-08-29 Thread Akilan Thangamani
Hi

I was trying an application which renders some models on android phone using 
osg. The application requires more number of models to be loaded. As the number 
of models increases the rendering gets slowed down drastically as expected. The 
way I do is that under a group node all other nodes are added as children. As 
all the nodes need to be displayed in all levels(range), I was thinking not to 
use PagedLOD. Is there any better way to organize the structure for better the 
rendering? Grouping the nodes will do better any how??


Thanks

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Re: [osg-users] Best way of adding more models?

2012-08-29 Thread Robert Osfield
Hi Akilan,

What you will need to do work out what the bottlenecks are then
address what you find rather than go looking at solutions before you
understand the problem.

So have a look at the update, cull and draw dispatch and draw GPU
stats as you load more models.  There might be certain combinations go
geometry or state that are most problematic for the hardware and
drivers you are working on so you'll need to explore these.


Robert.

On 29 August 2012 18:12, Akilan Thangamani akilan.thangam...@gmail.com wrote:
 Hi

 I was trying an application which renders some models on android phone using 
 osg. The application requires more number of models to be loaded. As the 
 number of models increases the rendering gets slowed down drastically as 
 expected. The way I do is that under a group node all other nodes are added 
 as children. As all the nodes need to be displayed in all levels(range), I 
 was thinking not to use PagedLOD. Is there any better way to organize the 
 structure for better the rendering? Grouping the nodes will do better any 
 how??


 Thanks

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

2012-08-29 Thread Dario Minieri
Hi

Yes, polygonoffset methods are presents in ShadowMap class only, but I use a 
technique derived from StandardShadowMap which redefines the polygonoffset 
variables and here we have no methods to set.

However, I've tried polygonoffset tweak and the final result is much better 
even if not perfect in all scenes. Thanks for your suggestions. However I 
will try the new robert's technique also in next days. I still have to try the 
the GL_CULL_FACE option in my models...

Best Regards


Wojtek wrote:
 Hi, Dario
 
 0: Ops I was sure these methods are available Thats awkward ommission 
 considering how old this technique is. We probably should add them. But as a 
 temporal workoaround you can derive your own class from LispSM and add proper 
 setter and getter for polygon offset...
 
 
 1: Yes closed was not a stric term but you got it right: cube is closed in 
 this definition and single quad is not. 
 
 
 2: Yes you can. Assuming the vertices are oriented properly and it not change 
 how it looks of course.
 
 
 Cheers,
 WL
 
 2012/8/28 Dario Minieri  ()
 
   Hi,
  
  Thanks for your reply. Yes, I see now the polygonoffsetfactor and 
  polygonoffsetunits variables even if there are no methods to set them (osg 
  3.0.0), they are setted as attribute camera StateSet because shadow map 
  generation. I can try to tweak these values in some way. You speaks about 
  two stuffs which I would to discuss:
  
  1. You say that the model must be closed, but what do you means precisely? 
  Closed in term of vertex mesh or closed in terms of shape? For example 
  a cube is a closed model, my truck obviously not...
  
  2. I can set the cull faces on my objects stateset via GL_CULL_FACE, do you 
  means that?
  
  Many thanks
  
  Thank you!
  
  Cheers,
  Dario
  
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[osg-users] Shadow size dont change when i change model size in vertex shader

2012-08-29 Thread Umid Shahmaliyev
Hi,

Hi all. I have some problem with shadow. I have 2 models in scene whith shadow. 
And when i change model size in vertex shader nothing happens with shadow. Are 
there any way to do this?

... 

Thank you!

Cheers,
Umid

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