Re: [osg-users] Texture problem on Android With GLES1 (Not Environmental mapping)

2012-09-11 Thread Koduri Lakshmi
Hi Rafa,

Thank you for the nice help.

I did as you said. But still textures are not displayed.

These are the things what I did

1) I added  -losgdb_jpeg under LOCAL_LDFLAGS in Android.mk file
2) I added ljpeg under LOCAL_LDLIBS in Android.mk file
3) I added USE_OSGPLUGIN(jpeg) to OsgMainApp.hpp file.
4) The JPEG is in Image folder only. The Image directory is in my mobile SD 
card (/mnt/sdcard/OSG/images).
5) The libosgdb_jpeg.a file is located in both install/obj/local/armeabi 
and /install/obj/local/armeabi-v7a directories.

JPEG library is already installed in my system. When I gave locate jpeg.so 
then I got the following 


Code:
/usr/lib/ImageMagick-6.6.9/modules-Q16/coders/jpeg.so
/usr/lib/i386-linux-gnu/libjpeg.so.8
/usr/lib/i386-linux-gnu/libjpeg.so.8.0.2
/usr/lib/i386-linux-gnu/gdk-pixbuf-2.0/2.10.0/loaders/libpixbufloader-jpeg.so
/usr/lib/i386-linux-gnu/gstreamer-0.10/libgstjpeg.so
/usr/lib/i386-linux-gnu/qt4/plugins/imageformats/libqjpeg.so
/usr/lib/jvm/java-6-openjdk-i386/jre/lib/i386/libjpeg.so
/usr/lib/strigi/strigiea_jpeg.so



I exported the path of the libjpeg.so.8 as export 
LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib/i386-linux-gnu


Can you please help me why the texture are not loading?






... 

Thank you!

Cheers,
Koduri

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Re: [osg-users] Texture problem on Android With GLES1 (Not Environmental mapping)

2012-09-11 Thread Rafa Gaitan
Hi Koduri,

I did as you said. But still textures are not displayed.

 These are the things what I did

 1) I added  -losgdb_jpeg under LOCAL_LDFLAGS in Android.mk file
 2) I added ljpeg under LOCAL_LDLIBS in Android.mk file
 3) I added USE_OSGPLUGIN(jpeg) to OsgMainApp.hpp file.
 4) The JPEG is in Image folder only. The Image directory is in my mobile
 SD card (/mnt/sdcard/OSG/images).
 5) The libosgdb_jpeg.a file is located in both
 install/obj/local/armeabi and /install/obj/local/armeabi-v7a directories


I think you need to upload your texture to the device and if necessary
change the path in the .osg file, if not, for sure it will not be able to
find it. Did you try to convert your model to .osgb or .ive with embedded
textures?, I think for android is better to work with binary formats with
textures inside.


 .

 JPEG library is already installed in my system. When I gave locate
 jpeg.so then I got the following


 Code:
 /usr/lib/ImageMagick-6.6.9/modules-Q16/coders/jpeg.so
 /usr/lib/i386-linux-gnu/libjpeg.so.8
 /usr/lib/i386-linux-gnu/libjpeg.so.8.0.2

 /usr/lib/i386-linux-gnu/gdk-pixbuf-2.0/2.10.0/loaders/libpixbufloader-jpeg.so
 /usr/lib/i386-linux-gnu/gstreamer-0.10/libgstjpeg.so
 /usr/lib/i386-linux-gnu/qt4/plugins/imageformats/libqjpeg.so
 /usr/lib/jvm/java-6-openjdk-i386/jre/lib/i386/libjpeg.so
 /usr/lib/strigi/strigiea_jpeg.so



 I exported the path of the libjpeg.so.8 as export
 LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib/i386-linux-gnu




If you are working on android, then your system libraries are useless in
this case, you need to build all the stuff in your android binary
statically.

Cheers,
Rafa.


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CTO at Mirage Technologies S.L - http://www.mirage-tech.com
gvSIG3D Developer - http://gvsig3d.blogspot.com
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Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-09-11 Thread Sergey Polischuk
Hi

functionally it is about same as osgPPU as far as i can tell, but more 
straightforward and easy to use. I like it :)
Was missing ogre-like materials and compositiors when working with osg, tyvm 
for your work.

10.09.2012, 18:57, Wang Rui wangra...@gmail.com:
 Hi all,

 Just to announce that the material system is still in progress and
 I've just made the first version for myself to test and use. An
 optimized version with a complete deferred shading pipeline (XML
 files) will be submitted if it could fit most requirements.

 As to share my current work with anyone who are also interested in
 this idea and implementations, I'd like to attach the source files
 along with this mail instead of submitting it in full fling. If you do
 have better ideas, think the work is misdirected or needs to be fixed
 in some parts, please don't hesitate to tell me. A second version with
 more test files and a detailed XML file introduction will be updated
 soon after some days.

 Thanks,

 Wang Rui

 2012/6/21 Wang Rui wangra...@gmail.com:

  Hi Robert, hi all,

  During the past few days, I was thinking of implementing a resource system,
  as well as a rendering structure which could support both forward and
  deferred rendering for OSG. This could help developers design complex
  materials and effects, test cutting-edge GPU techniques, and implement
  multi-pass / deferred rendering pipelines with user-friendly interfaces or
  even a readable script format. Similar work were already done in some game
  engines like Ogre3D, CryEngine and Unreal, and I now plan to work out
  something with the same power and can fit our OSG users much better. :-)

  My initial thoughts are:
  1. A resource system records all the resource used in the rendering
  pipeline, including textures, state attributes, shaders, uniforms, camera
  parameters, and semantics (not used in GLSL, but very useful IMHO). Resource
  can be referred by other resource, or obtained from APIs to be altered. It
  can be recorded in an XML-based format for reading/writing, and external
  uses.
  2. A rendering framework uses one or more techniques, passes, and connect
  their inputs/outputs for complex render work. It can also be recorded by the
  resource system and is implemented as a group node in the scene graph, which
  performs actual forward/deferred rendering work.
  3. Some in-built techniques and passes can help implement some complex
  effects on customized scene quickly. Common ones I planned include HDR,
  SSDO, godrays, depth of field, motion blur, lensflare, color grading and
  FXAA. A benchmark could be developed first to show how the framework works.
  4. Reader/writers could be developed then to convert DAE, CGFX, or even
  other game engine scripts into OSG native rendering pipelines, which will
  greatly help migrations from other engines.

  The resource system itself is actually abstract and can be extended to
  contain whole scene information later, so it could be placed in the osgDB
  library. And the new rendering pipeline, which can totally replace current
  osgFX functionlities, can be placed in osgFX and rendering resource
  management will be done here, too.

  I'm glad to work with others who has interests in such an idea, and hope an
  initial version could be finished before OSG 3.2. For the first stage I will
  borrow some code from the osgPostEffects library in my experimental osgXI
  project, to quickly build the low-level APIs of the framework. But anyone
  who have better ideas, or could contribute some code or effects will be
  really appreciated.

  Cheers,

  Wang Rui

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[osg-users] [vpb] Building Virtual Planet Builder in Linux

2012-09-11 Thread Nav Joseph
I saw that installing OSG on Linux would be easy, so gave it a shot on RHEL6.x.
OSG built without any problems, and I set the paths mentioned in this page 
(http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted).

But when I created a git clone of virtualplanetbuilder and typed the 
./configure of VPB, it gave me this error:

Code:
[root@static-104 vpb]# ./configure 
-- Could NOT find osgDB (missing:  OSGDB_LIBRARY OSGDB_INCLUDE_DIR) 
-- Could NOT find osgFX (missing:  OSGFX_LIBRARY OSGFX_INCLUDE_DIR) 
-- Could NOT find osgUtil (missing:  OSGUTIL_LIBRARY OSGUTIL_INCLUDE_DIR) 
-- Could NOT find osgSim (missing:  OSGSIM_LIBRARY OSGSIM_INCLUDE_DIR) 
-- Could NOT find osgTerrain (missing:  OSGTERRAIN_LIBRARY 
OSGTERRAIN_INCLUDE_DIR) 
-- Could NOT find osgViewer (missing:  OSGVIEWER_LIBRARY OSGVIEWER_INCLUDE_DIR) 
-- Could NOT find osgGA (missing:  OSGGA_LIBRARY OSGGA_INCLUDE_DIR) 
-- Could NOT find osgText (missing:  OSGTEXT_LIBRARY OSGTEXT_INCLUDE_DIR) 
-- Could NOT find osg (missing:  OSG_LIBRARY OSG_INCLUDE_DIR) 
-- Could NOT find OpenThreads (missing:  OPENTHREADS_LIBRARY 
OPENTHREADS_INCLUDE_DIR) 
CMake Error at /usr/local/share/cmake-2.8/Modules/FindOpenSceneGraph.cmake:226 
(message):
  ERROR: Missing the following osg libraries: osgDB osgFX osgUtil osgSim
  osgTerrain osgViewer osgGA osgText osg OpenThreads.

  Consider using CMAKE_PREFIX_PATH or the OSG_DIR environment variable.  See
  the /usr/local/share/cmake-2.8/Modules/FindOpenSceneGraph.cmake for more
  details.
Call Stack (most recent call first):
  CMakeLists.txt:174 (FIND_PACKAGE)

-- Configuring incomplete, errors occurred!




My main question is what can I do to solve this kind of error. I looked at the 
CMake lists but that does not seem to be the problem.

Additional info: 
Although osg had built without any problems, I'm not able to render anything 
with the viewer.

Code:
[root@static-104 osg]# export PATH={$PATH}:/home/nav/osg/osg/bin
[root@static-104 osg]# export OSG_FILE_PATH=/home/nav/osg/osgdata
[root@static-104 osg]# osgviewer cow.osg
Warning: Could not find plugin to read objects from file cow.osg.
osgviewer: No data loaded


Did I miss something?

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Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux

2012-09-11 Thread Tassilo Glander
Hi Nav,

sounds like the libraries are not found at the usual places, both for the 
plugins (that is why the cow is not loading) and for the configuration of VPB. 
Did you do the sudo make install?
Also sometimes I had to do ldconfig when I installed new libraries for the 
first time.

I am not too familiar with linux, these are just ideas until the experts join :)

Thank you!

Cheers,
Tassilo

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Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux

2012-09-11 Thread Jordi Torres
Hi Nav,



2012/9/11 Nav Joseph nk...@tatapowersed.com

 I saw that installing OSG on Linux would be easy, so gave it a shot on
 RHEL6.x.
 OSG built without any problems, and I set the paths mentioned in this page
 (http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted).

 But when I created a git clone of virtualplanetbuilder and typed the
 ./configure of VPB, it gave me this error:

 Code:
 [root@static-104 vpb]# ./configure
 -- Could NOT find osgDB (missing:  OSGDB_LIBRARY OSGDB_INCLUDE_DIR)
 -- Could NOT find osgFX (missing:  OSGFX_LIBRARY OSGFX_INCLUDE_DIR)
 -- Could NOT find osgUtil (missing:  OSGUTIL_LIBRARY OSGUTIL_INCLUDE_DIR)
 -- Could NOT find osgSim (missing:  OSGSIM_LIBRARY OSGSIM_INCLUDE_DIR)
 -- Could NOT find osgTerrain (missing:  OSGTERRAIN_LIBRARY
 OSGTERRAIN_INCLUDE_DIR)
 -- Could NOT find osgViewer (missing:  OSGVIEWER_LIBRARY
 OSGVIEWER_INCLUDE_DIR)
 -- Could NOT find osgGA (missing:  OSGGA_LIBRARY OSGGA_INCLUDE_DIR)
 -- Could NOT find osgText (missing:  OSGTEXT_LIBRARY OSGTEXT_INCLUDE_DIR)
 -- Could NOT find osg (missing:  OSG_LIBRARY OSG_INCLUDE_DIR)
 -- Could NOT find OpenThreads (missing:  OPENTHREADS_LIBRARY
 OPENTHREADS_INCLUDE_DIR)
 CMake Error at
 /usr/local/share/cmake-2.8/Modules/FindOpenSceneGraph.cmake:226 (message):
   ERROR: Missing the following osg libraries: osgDB osgFX osgUtil osgSim
   osgTerrain osgViewer osgGA osgText osg OpenThreads.

   Consider using CMAKE_PREFIX_PATH or the OSG_DIR environment variable.
  See
   the /usr/local/share/cmake-2.8/Modules/FindOpenSceneGraph.cmake for more
   details.
 Call Stack (most recent call first):
   CMakeLists.txt:174 (FIND_PACKAGE)

 -- Configuring incomplete, errors occurred!



Use the environment variable OSG_DIR before configuring (export
OSG_DIR=/path_to_osg_install_dir/). If you have compiled and installed osg
without problems you should have the subfolders include/ lib/ share/ bin/
in your installation folder.





 My main question is what can I do to solve this kind of error. I looked at
 the CMake lists but that does not seem to be the problem.

 Additional info:
 Although osg had built without any problems, I'm not able to render
 anything with the viewer.

 Code:
 [root@static-104 osg]# export PATH={$PATH}:/home/nav/osg/osg/bin
 [root@static-104 osg]# export OSG_FILE_PATH=/home/nav/osg/osgdata
 [root@static-104 osg]# osgviewer cow.osg
 Warning: Could not find plugin to read objects from file cow.osg.
 osgviewer: No data loaded


In linux you must export LD_LIBRARY_PATH to the osg/lib/ dir to make
visible this dynamic libraries to the osgviewer application. Search the
archives for similar topics (Could not find plugin to read objetcs ).

Cheers.



 Did I miss something?

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Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux

2012-09-11 Thread Jordi Torres
2012/9/11 Jordi Torres jtorresfa...@gmail.com

 Hi Nav,



 2012/9/11 Nav Joseph nk...@tatapowersed.com

 I saw that installing OSG on Linux would be easy, so gave it a shot on
 RHEL6.x.
 OSG built without any problems, and I set the paths mentioned in this
 page (
 http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted).

 But when I created a git clone of virtualplanetbuilder and typed the
 ./configure of VPB, it gave me this error:

 Code:
 [root@static-104 vpb]# ./configure
 -- Could NOT find osgDB (missing:  OSGDB_LIBRARY OSGDB_INCLUDE_DIR)
 -- Could NOT find osgFX (missing:  OSGFX_LIBRARY OSGFX_INCLUDE_DIR)
 -- Could NOT find osgUtil (missing:  OSGUTIL_LIBRARY OSGUTIL_INCLUDE_DIR)
 -- Could NOT find osgSim (missing:  OSGSIM_LIBRARY OSGSIM_INCLUDE_DIR)
 -- Could NOT find osgTerrain (missing:  OSGTERRAIN_LIBRARY
 OSGTERRAIN_INCLUDE_DIR)
 -- Could NOT find osgViewer (missing:  OSGVIEWER_LIBRARY
 OSGVIEWER_INCLUDE_DIR)
 -- Could NOT find osgGA (missing:  OSGGA_LIBRARY OSGGA_INCLUDE_DIR)
 -- Could NOT find osgText (missing:  OSGTEXT_LIBRARY OSGTEXT_INCLUDE_DIR)
 -- Could NOT find osg (missing:  OSG_LIBRARY OSG_INCLUDE_DIR)
 -- Could NOT find OpenThreads (missing:  OPENTHREADS_LIBRARY
 OPENTHREADS_INCLUDE_DIR)
 CMake Error at
 /usr/local/share/cmake-2.8/Modules/FindOpenSceneGraph.cmake:226 (message):
   ERROR: Missing the following osg libraries: osgDB osgFX osgUtil osgSim
   osgTerrain osgViewer osgGA osgText osg OpenThreads.

   Consider using CMAKE_PREFIX_PATH or the OSG_DIR environment variable.
  See
   the /usr/local/share/cmake-2.8/Modules/FindOpenSceneGraph.cmake for more
   details.
 Call Stack (most recent call first):
   CMakeLists.txt:174 (FIND_PACKAGE)

 -- Configuring incomplete, errors occurred!



 Use the environment variable OSG_DIR before configuring (export
 OSG_DIR=/path_to_osg_install_dir/). If you have compiled and installed osg
 without problems you should have the subfolders include/ lib/ share/ bin/
 in your installation folder.





 My main question is what can I do to solve this kind of error. I looked
 at the CMake lists but that does not seem to be the problem.

 Additional info:
 Although osg had built without any problems, I'm not able to render
 anything with the viewer.

 Code:
 [root@static-104 osg]# export PATH={$PATH}:/home/nav/osg/osg/bin
 [root@static-104 osg]# export OSG_FILE_PATH=/home/nav/osg/osgdata
 [root@static-104 osg]# osgviewer cow.osg
 Warning: Could not find plugin to read objects from file cow.osg.
 osgviewer: No data loaded


 In linux you must export LD_LIBRARY_PATH to the osg/lib/ dir to make
 visible this dynamic libraries to the osgviewer application. Search the
 archives for similar topics (Could not find plugin to read objetcs ).



Missed to say this is in case you are installing OSG in a custom directory.


 Cheers.



 Did I miss something?

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 http://forum.openscenegraph.org/viewtopic.php?p=49915#49915





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 http://gvsig3d.blogspot.com
 Instituto de Automática e Informática Industrial
 http://www.ai2.upv.es




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Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux

2012-09-11 Thread Nav Joseph
Thanks Jordi; 
I have 'lib', 'bin' and 'include' in my osg folder, but no 'share' directory.
Viewer is working now! :-) 
I had to type 

Code:
./osgviewer cow.osg



I was getting an error of a cannot open display and the viewer not being able 
to create a window, but that was because I was the root user. Running viewer as 
an ordinary user made it work.

Framerate is surprisingly low, at just 6.1fps.

VPB found all the plugins it was earlier unable to find (except gdal, which 
I'll be installing now). Thanks so much! :-)

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Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux

2012-09-11 Thread Jordi Torres
2012/9/11 Nav Joseph nk...@tatapowersed.com

 Thanks Jordi;
 I have 'lib', 'bin' and 'include' in my osg folder, but no 'share'
 directory.


Yes, the 'share' directory appears when you compile and install the osg
examples.


 Viewer is working now! :-)
 I had to type

 Code:
 ./osgviewer cow.osg




 I was getting an error of a cannot open display and the viewer not being
 able to create a window, but that was because I was the root user. Running
 viewer as an ordinary user made it work.

 Framerate is surprisingly low, at just 6.1fps.


Maybe you didn't install your graphic card drivers OK. Check if you have
direct rendering  and your drivers are ok with the command glxinfo.



 VPB found all the plugins it was earlier unable to find (except gdal,
 which I'll be installing now). Thanks so much! :-)


You might need to recompile osg with Gdal library.

Cheers.


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[osg-users] Understanding draggers - and a possible bug in OSG 3.1 dev branch?

2012-09-11 Thread Christian Buchner
in the osgmanipulator.cpp sample (using OpenSceneGraph 3.1.2 dev release):

Why is the gray cylinder not moving with the TabPlaneDragger ? I can
only move the dragger frame around, but the object linked to it does
not respond. Is that a bug or a feature? Are composite draggers
broken?

How would I use the object's own geometry of the object as the
clickable hot spot? I don't really want to see arrows or handles in
the Translate2DDragger, but instead I would like to click on the
object itself and move it around on the plane.

Christian
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Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph

2012-09-11 Thread Lucas SART
Thanks a lot, with your tip it works !


Alistair Baxter wrote:
 -Original Message-
 
  From:  [mailto:] On Behalf Of Lucas SART
  Sent: 07 September 2012 11:08
  To: 
  Subject: Re:  OSG + QT and QTabWidget: Disappearing scene graph
  
  Hi, 
  
  I had looking for why it doesn't work. It seems that the first tab camera 
  projection 
  matrix and view matrix are not valid (components = -1.#IND) and 
  I 
  don't know why. I tryed to look into OSG code but I don't found what is 
  wrong... 
  If someone have an idea it would be great !
  
 
 Oddly, I think I just encountered this problem yesterday.
 
 If the QT widget ever gets resized to zero (as can happen sometimes during 
 setup and intermediate layout stages), and osgQt::GLWidget::resizeEvent is 
 called with width and height equal to zero, the camera projection matrix gets 
 screwed up due to divide-by-zeroes, and never recovers because resizing 
 always takes into account the existing camera matrix.
 
 I solved the problem by preventing osgQt::GLWidget::resizeEvent being called 
 by my GLWidget subclass if either dimension was zero. But I suppose it would 
 probably be better if a fix was made inside the osgQt library.
 
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Re: [osg-users] Understanding draggers - and a possible bug in OSG 3.1 dev branch?

2012-09-11 Thread Christian Buchner
Hi all,

a quick followup. The TabPlaneDragger seems to work fine in OSG 3.0.1,
so it appears the problem is limited to the current development
branch.

Christian
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Re: [osg-users] OpenSceneGraph Newbie: PErformance question

2012-09-11 Thread Randall Hand
Ah, seems you're right.. I
 just tweaked it to load an oBJ I've been using for testing (company 
logo graphic) and now I'm up at 200fps in each of my 2 viewers, much 
better.

Can I get a quick run-down on what exactly kicks it off the "fast path"?
 Or is this documented on the Wiki somewhere?


   	   
   	Chris Hanson  
  September 10, 
2012 11:26 PM
   
 Yes. Virtually everything about that geometry will kick you off the 
fast path.  Unless your ultimate application 
purpose involves rendering teapots, you need to try using a better 
example model. cow.osg or cessna.osg I think are better samples.

-- Chris 'Xenon' 
Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/

Training • Consulting • Contracting3D
 • 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

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   	Randall Hand  
  September 10, 
2012 11:04 PM
  hrm.. Well, I'm using the 
osgteapot example code ( http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgteapot/osgteapot.cpp
 ), that i modified to use basic front/back emissive materials instead 
of textures.
--Randall Handhttp://www.vizworld.com


  
   	   
   	Chris Hanson  
  September 10, 
2012 10:32 PM
  It's better, but still slower than I'ld expect. 
Hovers now around 100-110fps. 
 Something in the back of my mind makes me think the Teapot is using a 
really poor geometry representation that forces OSG onto old, slow 
OpenGL code paths. I didn't actually see the vertices or polygons in the
 OSG file above, so I can't say for sure.

 -- Chris
 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/

Training • Consulting • Contracting3D • 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

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   	Randall Hand  
  September 10, 
2012 10:29 PM
  It's better, but still slower 
than I'ld expect. Hovers now around 100-110fps.--Randall
 Handhttp://www.vizworld.com


  
   	   
   	Chris Hanson  
  September 10, 
2012 10:10 PM
  On 
Mon, Sep 10, 2012 at 8:35 PM, Randall Hand randall.h...@gmail.com
 wrote:
I'm experimenting with OpenScenegraph for a new project, and I've build a
 simple application that opens 2 viewer windows, and places 3 teapots in
 them (using the teapot object from the osgteapot example), translating 
them into different positions.  My resulting scene graph (saved as an 
osg) looks like this:  
Pretty basic.. However, I'm only getting about 60-70fps (in each of my 2
 viewers).  I've already set the vsync=false in my Stateset for the 
viewer (if I run with _nothing_ in my Scene Graph I get over 1000fps).  
Is this typical performance? I really expected to still be getting 
100+fps easy with such trivial geometry.
   
 I didn't really dissect your graph structure, but it would seem like it
 could perform better.

  How does it perform with only one window, especially one window 
with two teapots in it? It could be that some adverse effect of how you 
have set up your two windows is hurting your performance. 

-- Chris 'Xenon' 
Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/

Training • Consulting • Contracting3D
 • 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

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http://www.yeraze.com






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Re: [osg-users] Understanding draggers - and a possible bug in OSG 3.1 dev branch?

2012-09-11 Thread Robert Osfield
Hi Christian,

On 11 September 2012 12:35, Christian Buchner
christian.buch...@gmail.com wrote:
 in the osgmanipulator.cpp sample (using OpenSceneGraph 3.1.2 dev release):

 Why is the gray cylinder not moving with the TabPlaneDragger ? I can
 only move the dragger frame around, but the object linked to it does
 not respond. Is that a bug or a feature? Are composite draggers
 broken?

Curious... I've just tested

osgmanipulator --dragger TabPlaneDragger cow.osg

And it works fine, but when I just try osgmanipualtor and move the
TabPlaneDragger it doesn't drag the grey cylinder.   This will be a
bug, but I don't have any idea why the dragger works in once way but
not the other.

 How would I use the object's own geometry of the object as the
 clickable hot spot? I don't really want to see arrows or handles in
 the Translate2DDragger, but instead I would like to click on the
 object itself and move it around on the plane.

I don't recall seeing any support for this in osgManipulator, feel
free to do a code review and see if you can enable yourself.

Robert.
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Re: [osg-users] OpenSceneGraph Newbie: PErformance question

2012-09-11 Thread Sergey Polischuk
Hi you can take a look at Geometry::computeFastPathsUsed() source and check yourself. As a general rule you are going to be slow, if your geometry uses separate indices in osg::Geometry for vertex attribs (not those in DrawElements*** primitive sets, but those set with osg::Geometry::set***Indices() ) or if binding for any vertex attribute is set to BIND_PER_PRIMITIVE.Not "fast path"  is basically glBegin glEnd style stuff, so it supposed to be slow for high-poly geometries.Cheers.11.09.2012, 17:23, "Randall Hand" randall.h...@gmail.com:Ah, seems you're right.. I just tweaked it to load an oBJ I've been using for testing (company logo graphic) and now I'm up at 200fps in each of my 2 viewers, much better.  Can I get a quick run-down on what exactly kicks it off the "fast path"? Or is this documented on the Wiki somewhere?  Chris HansonSeptember 10, 2012 11:26 PM  Yes. Virtually everything about that geometry will kick you off the fast path.  Unless your ultimate application purpose involves rendering teapots, you need to try using a better example model. cow.osg or cessna.osg I think are better samples.-- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/Training • Consulting • Contracting3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCLDigital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Randall HandSeptember 10, 2012 11:04 PMhrm.. Well, I'm using the osgteapot example code ( http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgteapot/osgteapot.cpp), that i modified to use basic front/back emissive materials instead of textures.--Randall Handhttp://www.vizworld.com  Chris HansonSeptember 10, 2012 10:32 PMIt's better, but still slower than I'ld expect. Hovers now around 100-110fps.  Something in the back of my mind makes me think the Teapot is using a really poor geometry representation that forces OSG onto old, slow OpenGL code paths. I didn't actually see the vertices or polygons in the OSG file above, so I can't say for sure. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/Training • Consulting • Contracting3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCLDigital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Randall HandSeptember 10, 2012 10:29 PMIt's better, but still slower than I'ld expect. Hovers now around 100-110fps.--Randall Handhttp://www.vizworld.com  Chris HansonSeptember 10, 2012 10:10 PMOn Mon, Sep 10, 2012 at 8:35 PM, Randall Hand randall.h...@gmail.com wrote:I'm experimenting with OpenScenegraph for a new project, and I've build a simple application that opens 2 viewer windows, and places 3 teapots in them (using the teapot object from the osgteapot example), translating them into different positions.  My resulting scene graph (saved as an osg) looks like this:  Pretty basic.. However, I'm only getting about 60-70fps (in each of my 2 viewers).  I've already set the vsync=false in my Stateset for the viewer (if I run with _nothing_ in my Scene Graph I get over 1000fps).  Is this typical performance? I really expected to still be getting 100+fps easy with such trivial geometry.   I didn't really dissect your graph structure, but it would seem like it could perform better.  How does it perform with only one window, especially one window with two teapots in it? It could be that some adverse effect of how you have set up your two windows is hurting your performance. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/Training • Consulting • Contracting3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCLDigital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android___
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Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-09-11 Thread Jeremy Moles
On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
 Hi Jeremy,
 
 Thanks for the tests and feedback. I'm focusing on creating a material
 system which may be a little similar to the Ogre one but will be very
 easy to integrate with OSG scenes. I'd like to also have a benchmark
 including a complete deferred shading pipeline in the near future to
 show others how OSG produces realistic worlds. :-)
 
 Your requirement could be easiliy implemented with one forward pass
 rendering the scene to a texture, and two deferred passes doing the
 blur work with the texture as input. A final compositing pass will
 make use of the outputs of the blur passes and output to a new
 texture. You can get and use the new texture then in the scene for
 your own purpose instead of direct displaying them on screen. I'd like
 to upload a DOF effect file and an updated example some days later to
 demonstrate how these work.

Are there ever cases, when doing sophisticated layering of rendering
like this, that you'd want to manually kick off the EffectCompositor
for just a single frame and update the texture only once? (For example,
by setting the NodeMask to 0xF for one frame, then back to 0x0 when
you're done updating the View).

Is there a term for this kind of approach, and would it make sense to
also support this model of rendering directly or should it be left up to
the user?

 Thanks,
 
 Wang Rui
 
 2012/9/11 Jeremy Moles cubic...@gmail.com:
  On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
  This looks really cool so far. I'd be really interested to know if it
  supports the following (and would be willing to create examples if
  you're willing to help)...
 
  Scenario: I want to render an entire subgraph to an FBO texture once,
  then apply 2 or more completely different shaders in some order, then
  put the final result into a last texture to be used somewhere in the
  scene. I'm doing a guassian blur, which typically applies two different
  shaders for x and y.
 
  I have this working in osgPPU, but I think you already have enough to do
  it here, I just couldn't put the pieces together. :)
 
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Re: [osg-users] Understanding draggers - and a possible bug in OSG 3.1 dev branch?

2012-09-11 Thread Christian Buchner
Here's my shot at using a subclassed Translate2DDragger to move actual
objects on a plane (without displaying any handles).

They key is to make the movable object a child of the dragger, and to
disallow the dragger to override the color of that child.

See attachment.

Christian
/* OpenSceneGraph example, osgmanipulator.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the Software), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include osgViewer/Viewer
#include osgManipulator/Translate2DDragger

#include osg/ShapeDrawable
#include osg/MatrixTransform
#include osg/Geometry
#include osg/Material
#include osgGA/TrackballManipulator

/**
 * Dragger for performing 2D translation using the dragged object's own geometry.
 * For this to work, make the object a child of the dragger.
 */
class My2DDragger : public osgManipulator::Translate2DDragger
{
public:
My2DDragger();
My2DDragger(osg::Node *node);
My2DDragger(osg::Node *node, const osg::Plane plane);
META_OSGMANIPULATOR_Object(osgManipulator,My2DDragger)
void setupDefaultGeometry();

protected:
virtual ~My2DDragger();
};

My2DDragger::My2DDragger() : osgManipulator::Translate2DDragger() { setHandleEvents(true); }
My2DDragger::My2DDragger(osg::Node *node) : osgManipulator::Translate2DDragger() { addChild(node); setHandleEvents(true); }
My2DDragger::My2DDragger(osg::Node *node, const osg::Plane plane) : osgManipulator::Translate2DDragger(plane) { addChild(node); setHandleEvents(true); }
My2DDragger::~My2DDragger() { }
void My2DDragger::setupDefaultGeometry() {}


/**
 * create a scene with a mouse-movable cylinder object
 */
osg::Node* createDemoScene() {
 
osg::Group* root = new osg::Group;

osg::ref_ptrosg::Geode geode_cylinder = new osg::Geode;

const float radius = 0.8f;
const float height = 1.0f;
osg::ref_ptrosg::TessellationHints hints = new osg::TessellationHints;
hints-setDetailRatio(2.0f);
osg::ref_ptrosg::ShapeDrawable shape;

shape = new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(0.0f, 0.0f, 0.0f), radius, height), hints.get());
shape-setColor(osg::Vec4(1.0f, 0.3f, 0.3f, 1.0f));
geode_cylinder-addDrawable(shape.get());

// cylinder's material
osg::ref_ptrosg::Material material = new osg::Material;
material-setColorMode(osg::Material::DIFFUSE);
material-setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
material-setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
material-setShininess(osg::Material::FRONT_AND_BACK, 64.0f);

// don't let the dragger object change our material settings
root-getOrCreateStateSet()-setAttributeAndModes(material.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);

root-addChild(new My2DDragger( geode_cylinder.get(), osg::Plane(osg::Z_AXIS, 0.0f)));
return root;
}

int main( int argc, char **argv )
{
// construct the viewer.
osgViewer::Viewer viewer;
osg::ref_ptrosg::Node loadedModel = createDemoScene();
viewer.setSceneData(loadedModel.get());
viewer.setCameraManipulator(new osgGA::TrackballManipulator);
viewer.realize();

osgGA::CameraManipulator *cam = viewer.getCameraManipulator();
cam-setHomePosition(osg::Vec3f(0.0f, -10.0f, 5.0f), osg::Vec3f(0.0f, 0.0f, 0.0f), osg::Z_AXIS);
cam-home(0);

return viewer.run();
}
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Re: [osg-users] Opengl 3

2012-09-11 Thread Peterakos
Hello.

In the example you mention the is this text:

Add the path to GL3/gl3.h to the CMake compiler flags, CMAKE_CXX_FLAGS and
CMAKE_CXX_FLAGS_DEBUG (for release and debug builds; others if you use other
build configurations). The text to add should look something like this:
/I “C:\GLHeader”
The folder GLHeader should contain a subfolder GL3, which in turn
contains gl3.h.

But Cmake doesnt create any entries with these names
(CMAKE_CXX_FLAGS, CMAKE_CXX_FLAGS_DEBUG).
Do i have to create them or is it ok if i add the opengl path in the
parameter CMAKE_INCLUDE_PATH ?

thank you.


On 11 September 2012 04:58, Paul Martz pma...@skew-matrix.com wrote:

 On 9/10/2012 10:34 AM, Peterakos wrote:

 Hello.

 I face a problem trying to compile open scene graph using open gl 3.

 I get errors like these:

 error C3861: 'glLoadMatrixf': identifier not found
 error C3861: 'glMultMatrixf': identifier not found
 error C3861: 'glLoadMatrixd': identifier not found
 error C3861: 'glMultMatrixd': identifier not found


 Hm. Both v3.0.1 and also svn trunk r13140 seem to build fine for me, so
 I'm not sure why you'd encounter these errors.


  In CMake i have disabled everything that have the prefix OSG_GL
 except OSG_GL3_AVAILABLE.


 I build for GL3 using the instructions found in the osgsimplegl3.cpp
 example source code comment block.


  I also want to ask if i will be able to run the osg examples if i fully
 convert
 open scene graph in opengl 3.


 I doubt that any example other than osgsimplegl3 would work.
-Paul


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[osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Janna Terde
Hi,

I have a scene containing several mirrors but I would only like to enable RTT 
camera if the node representing a mirror is visible. I am trying to check  if 
the specific Drawable was culled or not but so far I was not getting the 
results I wanted. 
Before getting into details on how I am trying to do it, I wonder if someone 
can suggest me a simple way to do such check?

Thank you very much! :)

Cheers,
Janna

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Re: [osg-users] OpenSceneGraph Newbie: PErformance question

2012-09-11 Thread Jason Daly

On 09/11/2012 09:41 AM, Sergey Polischuk wrote:

Hi
you can take a look at Geometry::computeFastPathsUsed() source and 
check yourself. As a general rule you are going to be slow, if your 
geometry uses separate indices in osg::Geometry for vertex attribs 
(not those in DrawElements*** primitive sets, but those set with 
osg::Geometry::set***Indices() ) or if binding for any vertex 
attribute is set to BIND_PER_PRIMITIVE.
Not fast path  is basically glBegin glEnd style stuff, so it 
supposed to be slow for high-poly geometries.


In this case, the teapot example is using calls to glMap* and glEval*, 
which takes spline curve data and converts it into vertices, normals, 
and texture coordinates (on the CPU side), before passing the mesh data 
on to the rest of the pipeline (using glBegin/glEnd-style calls).


I'd guess that this is about as slow path as you can get  :-)

--J

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Re: [osg-users] NodeTrackerManipulator

2012-09-11 Thread Gianni Ambrosio
Hi Robert,
if I understand correctly 
NodeTrackerManipulator::performMovementMiddleMouseButton method is basically 
not implemented so computeNodeCenterAndRotation call could be avoided.
The same for NodeTrackerManipulator::performMovementRightMouseButton since the 
actual implementation of computeNodeCenterAndRotation does not change local 
members.

Regards,
Gianni

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Re: [osg-users] NodeTrackerManipulator

2012-09-11 Thread Gianni Ambrosio
In addition NodeTrackerManipulator::performMovementLeftMouseButton calls 
computeNodeCenterAndRotation() but maybe it is useless also in this case.

Gianni

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Re: [osg-users] OpenSceneGraph Newbie: PErformance question

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Are you on Windows or Linux? 

If Windows, are you running with debug OSG libs? If so, release OSG libs
are much faster.

Just a thought...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Randall
Hand
Sent: Monday, September 10, 2012 8:35 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OpenSceneGraph Newbie: PErformance question

I'm experimenting with OpenScenegraph for a new project, and I've build
a simple application that opens 2 viewer windows, and places 3 teapots
in them (using the teapot object from the osgteapot example),
translating them into different positions.  My resulting scene graph
(saved as an osg) looks like this: 


Group {
  UniqueID Group_0
  nodeMask 0x
  cullingActive TRUE
  num_children 3
  Group {
UniqueID Group_1
nodeMask 0x
cullingActive TRUE
StateSet {
  UniqueID StateSet_2
  DataVariance STATIC
  rendering_hint DEFAULT_BIN
  renderBinMode USE
  binNumber 50
  binName RenderBin
}
num_children 1
MatrixTransform {
  nodeMask 0x
  cullingActive TRUE
  referenceFrame RELATIVE
  Matrix {
1 0 0 0
0 1 0 0
0 0 1 0
0 -50 0 1
  }
  num_children 1
  Geode {
UniqueID Geode_3
nodeMask 0x
cullingActive TRUE
StateSet {
  UniqueID StateSet_4
  DataVariance STATIC
  rendering_hint DEFAULT_BIN
  renderBinMode INHERIT
  Material {
ColorMode OFF
ambientColor 0.2 0.2 0.2 1
diffuseColor 0.8 0.8 0.8 1
specularColor 0 0 0 1
emissionColor FRONT 0 1 0 1
emissionColor BACK  1 0 0 1
shininess 0
  }
  LightModel {
ambientIntensity 0.2 0.2 0.2 1
colorControl SINGLE_COLOR
localViewer FALSE
twoSided TRUE
  }
}
num_drawables 1
  }
}
  }
  Group {
UniqueID Group_5
nodeMask 0x
cullingActive TRUE
Use StateSet_2
num_children 1
MatrixTransform {
  nodeMask 0x
  cullingActive TRUE
  referenceFrame RELATIVE
  Matrix {
1 0 0 0
0 1 0 0
0 0 1 0
-10 -50 0 1
  }
  num_children 1
  Use Geode_3
}
  }
  Group {
UniqueID Group_6
nodeMask 0x
cullingActive TRUE
Use StateSet_2
num_children 1
MatrixTransform {
  nodeMask 0x
  cullingActive TRUE
  referenceFrame RELATIVE
  Matrix {
1 0 0 0
0 1 0 0
0 0 1 0
10 -50 0 1
  }
  num_children 1
  Use Geode_3
}
  }
}


Pretty basic.. However, I'm only getting about 60-70fps (in each of my 2
viewers).  I've already set the vsync=false in my Stateset for the
viewer (if I run with _nothing_ in my Scene Graph I get over 1000fps).
Is this typical performance? I really expected to still be getting
100+fps easy with such trivial geometry.


-- 
Randall Hand
http://www.yeraze.com


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[osg-users] LineSegmentIntersector question...

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a couple of questions regarding LineSegmentIntersector. 

 

I noticed that for a given line segment, it currently computes and
returns ALL intersections with a given geometry in the scene.

 

My questions are:

 

1)  Does it support a feature of detecting a hit and then
returning without the need to compute all the intersections? This would
be sort of like a visibility test.

2)  Does it have the ability to find the closest intersection
without the need to compute all the intersections? In other words, does
it step along from the starting point of the line segment until an
intersection is found and then bail out?

3)  If it doesn't support these features, is it possible to modify
the LineSegmentIntersector to support these?

 

I would think that having this capability would improve performance
where applicable.

 

Thanks for any input in advance...

 

-Shayne

 

 

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Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Farshid Lashkari
Hi Shayne,

The base osgUtil::Intersector class supports setting the limits on
intersection results, using the setIntersectionLimit() method. The current
options are NO_LIMIT, LIMIT_ONE_PER_DRAWABLE, LIMIT_ONE, LIMIT_NEAREST.

On Tue, Sep 11, 2012 at 9:47 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:

 **1)  **Does it support a feature of detecting a “hit” and then
 returning without the need to compute all the intersections? This would be
 sort of like a visibility test.

Set the intersection limit to LIMIT_ONE

 

 **2)  **Does it have the ability to find the closest intersection
 without the need to compute all the intersections? In other words, does it
 step along from the starting point of the line segment until an
 intersection is found and then bail out?

Set the intersection limit to LIMIT_NEAREST. This mode could be optimized
more, but it will currently reject a subgraph if the nearest point of the
bounding sphere is further than the nearest hit. So it can still provide
significant savings in computation time.

Cheers,
Farshid


 

 **3)  **If it doesn’t support these features, is it possible to
 modify the LineSegmentIntersector to support these?

 ** **

 I would think that having this capability would improve performance where
 applicable.

 ** **

 Thanks for any input in advance…

 ** **

 -Shayne

 ** **

 ** **

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Re: [osg-users] Real3D on LG Optimus with OpenSceneGraph 3.0.0

2012-09-11 Thread Oren Fromberg
Thanks Robert and Rafa,

Looks I had set the display settings on the viewer correctly but I was not 
actually rendering with the main camera in the scene graph, I only had an 
ortho2d camera rendering a HUD underneath the root node.
Once I had placed some geometry underneath the root node to be rendered by the 
perspective camera, the stereoscopic display worked properly.
When I set the display settings for the ortho2d camera to do stereo, it still 
did not work. Is that because ortho cameras do not support stereo? thinking 
about it hurts my head a bit, since ortho does not have a focal point...
I ended up creating another camera for the HUD that simply renders everything 
into the other half of the viewport.

Thanks

-Oren

Ps. Thanks Rafa for referring me to your interesting project, I will definitely 
check out!

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Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Farshid,

Thanks much for the input and addressing my questions. That is good news
that the support is there.

I'm assuming the default is NO_LIMIT. Is this true?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid
Lashkari
Sent: Tuesday, September 11, 2012 11:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector question...

Hi Shayne,

The base osgUtil::Intersector class supports setting the limits on
intersection results, using the setIntersectionLimit() method. The
current options are NO_LIMIT, LIMIT_ONE_PER_DRAWABLE, LIMIT_ONE,
LIMIT_NEAREST.

On Tue, Sep 11, 2012 at 9:47 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:

1)  Does it support a feature of detecting a hit and then
returning without the need to compute all the intersections? This would
be sort of like a visibility test.

Set the intersection limit to LIMIT_ONE



2)  Does it have the ability to find the closest
intersection without the need to compute all the intersections? In other
words, does it step along from the starting point of the line segment
until an intersection is found and then bail out?

Set the intersection limit to LIMIT_NEAREST. This mode could be
optimized more, but it will currently reject a subgraph if the nearest
point of the bounding sphere is further than the nearest hit. So it can
still provide significant savings in computation time.

Cheers,
Farshid
 



3)  If it doesn't support these features, is it possible to
modify the LineSegmentIntersector to support these?

 

I would think that having this capability would improve
performance where applicable.

 

Thanks for any input in advance...

 

-Shayne

 

 


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Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just a follow on question to my previous email...

Is this functionality of setting limits on intersection results only
found in later versions of OSG? I'm currently using OSG 2.9.11 and I
can't find any support for this. I guess this would explain why I asked
the questions in the first place.

If true, I need to upgrade to a later version like 3.0.1...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, September 11, 2012 11:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector question...

Farshid,

Thanks much for the input and addressing my questions. That is good news
that the support is there.

I'm assuming the default is NO_LIMIT. Is this true?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid
Lashkari
Sent: Tuesday, September 11, 2012 11:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector question...

Hi Shayne,

The base osgUtil::Intersector class supports setting the limits on
intersection results, using the setIntersectionLimit() method. The
current options are NO_LIMIT, LIMIT_ONE_PER_DRAWABLE, LIMIT_ONE,
LIMIT_NEAREST.

On Tue, Sep 11, 2012 at 9:47 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:

1)  Does it support a feature of detecting a hit and then
returning without the need to compute all the intersections? This would
be sort of like a visibility test.

Set the intersection limit to LIMIT_ONE



2)  Does it have the ability to find the closest
intersection without the need to compute all the intersections? In other
words, does it step along from the starting point of the line segment
until an intersection is found and then bail out?

Set the intersection limit to LIMIT_NEAREST. This mode could be
optimized more, but it will currently reject a subgraph if the nearest
point of the bounding sphere is further than the nearest hit. So it can
still provide significant savings in computation time.

Cheers,
Farshid
 



3)  If it doesn't support these features, is it possible to
modify the LineSegmentIntersector to support these?

 

I would think that having this capability would improve
performance where applicable.

 

Thanks for any input in advance...

 

-Shayne

 

 


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Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Farshid Lashkari
Hi Shayne,

Yes, the default is NO_LIMIT. I'm using it in version 2.9.12, but I think I
might have backported it from a newer version. Sounds like you'll need to
do an upgrade to get this feature.

Cheers,
Farshid

On Tue, Sep 11, 2012 at 10:25 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:

 Just a follow on question to my previous email...

 Is this functionality of setting limits on intersection results only
 found in later versions of OSG? I'm currently using OSG 2.9.11 and I
 can't find any support for this. I guess this would explain why I asked
 the questions in the first place.

 If true, I need to upgrade to a later version like 3.0.1...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 Sent: Tuesday, September 11, 2012 11:13 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] LineSegmentIntersector question...

 Farshid,

 Thanks much for the input and addressing my questions. That is good news
 that the support is there.

 I'm assuming the default is NO_LIMIT. Is this true?

 Thanks,
 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid
 Lashkari
 Sent: Tuesday, September 11, 2012 11:08 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] LineSegmentIntersector question...

 Hi Shayne,

 The base osgUtil::Intersector class supports setting the limits on
 intersection results, using the setIntersectionLimit() method. The
 current options are NO_LIMIT, LIMIT_ONE_PER_DRAWABLE, LIMIT_ONE,
 LIMIT_NEAREST.

 On Tue, Sep 11, 2012 at 9:47 AM, Tueller, Shayne R Civ USAF AFMC 519
 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:

 1)  Does it support a feature of detecting a hit and then
 returning without the need to compute all the intersections? This would
 be sort of like a visibility test.

 Set the intersection limit to LIMIT_ONE



 2)  Does it have the ability to find the closest
 intersection without the need to compute all the intersections? In other
 words, does it step along from the starting point of the line segment
 until an intersection is found and then bail out?

 Set the intersection limit to LIMIT_NEAREST. This mode could be
 optimized more, but it will currently reject a subgraph if the nearest
 point of the bounding sphere is further than the nearest hit. So it can
 still provide significant savings in computation time.

 Cheers,
 Farshid




 3)  If it doesn't support these features, is it possible to
 modify the LineSegmentIntersector to support these?



 I would think that having this capability would improve
 performance where applicable.



 Thanks for any input in advance...



 -Shayne






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 g




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Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Farshid,

Thank you for your help...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid
Lashkari
Sent: Tuesday, September 11, 2012 11:28 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector question...

Hi Shayne,

Yes, the default is NO_LIMIT. I'm using it in version 2.9.12, but I
think I might have backported it from a newer version. Sounds like
you'll need to do an upgrade to get this feature.

Cheers,
Farshid


On Tue, Sep 11, 2012 at 10:25 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


Just a follow on question to my previous email...

Is this functionality of setting limits on intersection results
only
found in later versions of OSG? I'm currently using OSG 2.9.11
and I
can't find any support for this. I guess this would explain why
I asked
the questions in the first place.

If true, I need to upgrade to a later version like 3.0.1...


-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of

Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, September 11, 2012 11:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector question...

Farshid,

Thanks much for the input and addressing my questions. That is
good news
that the support is there.

I'm assuming the default is NO_LIMIT. Is this true?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Farshid
Lashkari
Sent: Tuesday, September 11, 2012 11:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector question...

Hi Shayne,

The base osgUtil::Intersector class supports setting the limits
on
intersection results, using the setIntersectionLimit() method.
The
current options are NO_LIMIT, LIMIT_ONE_PER_DRAWABLE, LIMIT_ONE,
LIMIT_NEAREST.

On Tue, Sep 11, 2012 at 9:47 AM, Tueller, Shayne R Civ USAF AFMC
519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:

1)  Does it support a feature of detecting a hit
and then
returning without the need to compute all the intersections?
This would
be sort of like a visibility test.

Set the intersection limit to LIMIT_ONE



2)  Does it have the ability to find the closest
intersection without the need to compute all the intersections?
In other
words, does it step along from the starting point of the line
segment
until an intersection is found and then bail out?

Set the intersection limit to LIMIT_NEAREST. This mode could be
optimized more, but it will currently reject a subgraph if the
nearest
point of the bounding sphere is further than the nearest hit. So
it can
still provide significant savings in computation time.

Cheers,
Farshid




3)  If it doesn't support these features, is it
possible to
modify the LineSegmentIntersector to support these?



I would think that having this capability would improve
performance where applicable.



Thanks for any input in advance...



-Shayne






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[osg-users] Using glDrawElements causes crash with osg::Stats

2012-09-11 Thread Cary, Karl A.
I have a situation that is requiring me to use raw gl commands in the
drawImplementation of an osg::Drawable. I have a double buffer that is
not updated fully until draw time as opposed to update time and I am not
at liberty to change this. Currently in the drawImplementation, I get
the current buffer, then perform glVertex and glNormal commands on the
list of vertices in the buffer. This works just fine and there are no
problems other than it can slow down the scene do to the number of
verts. I was attempting to convert this to a glDrawElements call as a
quick improvement and saw a noticeable performance increase. Everything
is drawing just fine and I haven't found any slow downs or stability
issues, with one exception. If I enable osg::Stats, it crashes
immediately and I have no idea why. I was hoping someone might have some
insight for me. Here is the drawImplementation code:

 

{

//get the current active buffer

VertBuffer buffer = getCurBuffer();

 

//set up the client state

glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT); //crashes immediately
without this

glEnableClientState(GL_VERTEX_ARRAY);

glEnableClientState(GL_NORMAL_ARRAY);

 

//set up arrays

glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)pmCoords);

glNormalPointer(GL_FLOAT, 0, (GLvoid*)pmNormals);

 

//draw

if (buffer.vertexList.size()  0)

{

glDrawElements(GL_TRIANGLES,
buffer.vertexList.size(), GL_UNSIGNED_INT, (buffer.vertexList)[0]);

}

 

//disable client state

glDisableClientState(GL_VERTEX_ARRAY);

glDisableClientState(GL_NORMAL_ARRAY);

glPopClientAttrib();

}

 

In this, VertBuffer, is just a structure that holds a
std::vectorunsigned int of the vertices to draw (vertexList), and some
other info that is not used during the draw. pmCoords and pmNormals are
lists of all available coordinates and their normals. The vertexList is
just a list of indices in these coordinates to draw at this time.

 

As I said, everything works fine if the draw is as follows instead:

 

glBegin(GL_TRIANGLES);

for (int ii = 0; ii  buffer.vertexList.size(); ii+= 3)

{

 
glNormal3fv(pmNormals[buffer.vertexList[ii]];

 
glVertex3fv(pmCoords[buffer.vertexList[ii]];

glNormal3fv(pmNormals[buffer.vertexList[ii+1]];

glVertex3fv(pmCoords[buffer.vertexList[ii+1]];

glNormal3fv(pmNormals[buffer.vertexList[ii+2]];

glVertex3fv(pmCoords[buffer.vertexList[ii+2]];

}

glEnd();

 

I've tried copying the data locally from the buffer and that did nothing
different. I even tried to create a small array locally that contained
the same data. If I only drew 1 triangle it was fine, but if I tried to
draw more, it would sometimes work and sometimes crash.

 

Karl Cary

SAIC

Software Developer

301-227-5656

 

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Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Jeremy Moles
On Tue, 2012-09-11 at 16:52 +0200, Janna Terde wrote:
 Hi,
 
 I have a scene containing several mirrors but I would only like to enable RTT 
 camera if the node representing a mirror is visible. I am trying to check  if 
 the specific Drawable was culled or not but so far I was not getting the 
 results I wanted. 
 Before getting into details on how I am trying to do it, I wonder if someone 
 can suggest me a simple way to do such check?

If I'm not mistaken, this is already the default behavior. In fact, I
was under the impression that the recommended way to even disable RTT
in the first place was to simply have it automatically culled via it's
NodeMask.

What would you be doing differently in order to enable/disable RTT?

P. S. This is just what I think. I could be wrong, and hopefully
someone will chime in and prevent me spreading misinformation if I
am. :)

 Thank you very much! :)
 
 Cheers,
 Janna
 
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Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Janna Terde
Hi Jeremy,

I can cull the RTT camera using its cull mask or node mask however I need to 
know when should I do it. I would like to cull the camera when the node 
representing the mirror (Geode) is culled so when it is outside of the viewing 
frustum. This is what I am trying to do, I've tried to use CullVisitor and 
isCulled function and also tried to construct the Polytope from main camera but 
still did not get the correct behavior.   :(

So I am wondering if there is something I don't know since it seems to be very 
common thing to do and should be simple to do. 

Cheers,
Janna

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[osg-users] strange behavior with NodeMasks and camera CullMasks

2012-09-11 Thread Louis Bouchard
Hi,

I am trying to setup 2 cameras viewing the same scene but with different cull 
masks.  Some nodes have nodemask 0x1, others 0x2.

It only seems to work if I use 0x2 as a cullmask for one of the two cameras, 
and the other camera doesn't see anything unless i set it's cullmask to 0xf.  
but I want it to see only the nodes with nodemask 0x1.

here is the graph setup:

Code:


[camera1]-[group]--[scene]
. . . . . . . . . . . \-[camera2]/




Camera1 is the main viewer's camera.  (a CompositeViewer with only one view, if 
that matters).  It's CullMask is set to 0x1.

Camera2 is a RTT camera with CullMask set to 0x2.

Both cameras have their inheritanceMask set to( 
osg::CullSettings::ALL_VARIABLES  ~osg::CullSettings::CULL_MASK )

In the scene, there are nodes with NodeMasks set to either 0x1 or 0x2.

There is a shader on the main camera that takes the resulting buffers for 
camera1 and 2 and sends them to the red and green channels respectively...  but 
I don't *think* that has anything to do with the problem.


Just to be clear, lets say we have node1 (mask=0x1) and node2 (mask=0x2)

a camera with cull mask 0x1 doesn't seen anything (bad!)
a camera with cull mask 0x2 sees node2 (good)
a camera with cull mask 0xf sees nodes 1 and 2. (also good)

what I don't understand, is that I have done something identical in a test 
program and it works fine, and I really can't see what is different in my 
current program.

are there pitfalls that I should know about?  there isn't much information 
about the subject out there.

Cheers,
Louis

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Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Jeremy Moles
On Tue, 2012-09-11 at 20:36 +0200, Janna Terde wrote:
 Hi Jeremy,
 
 I can cull the RTT camera using its cull mask or node mask however I need to 
 know when should I do it. I would like to cull the camera when the node 
 representing the mirror (Geode) is culled so when it is outside of the 
 viewing frustum. This is what I am trying to do, I've tried to use 
 CullVisitor and isCulled function and also tried to construct the Polytope 
 from main camera but still did not get the correct behavior.   :(

OH RIGHT. Good point, a kind of chicken-and-egg problem. :)

Try this, and I'll try it to as soon as I can: create a CullCallback
that calls isCullingActive(); if so, set NodeMask to something wonky.
Attach the CullCallback to your Geode.

(This is just from a cursory look at the API and from experience, I'll
try it soon...)

 So I am wondering if there is something I don't know since it seems to be 
 very common thing to do and should be simple to do. 
 
 Cheers,
 Janna
 
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 http://forum.openscenegraph.org/viewtopic.php?p=49946#49946
 
 
 
 
 
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[osg-users] AntTweakBar with Opengl 3.2

2012-09-11 Thread Peterakos
Hello.

Has anyone managed to make AntTweakBar work with OpengGL 3.2 and the usage
of shaders in the models ?

Thnx.
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Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Farshid Lashkari
Hi Janna,

From my understanding there is no built-in and simple way of
accomplishing this, but it is possible. I have a similar feature working in
my application that does the following:

-  I attach a custom cull callback to the drawable I am interested in. This
cull callback simply records the frame number from the cull visitor.

- I then attach another cull callback to the RTT camera node. This cull
callback compares the current frame number to the last recorded frame
number in the drawable cull callback. If the frame numbers don't match,
then the drawable has been culled and the cull callback will disable the
RTT node.

- An important note about this technique is that it depends on the
traversal order of the drawable and RTT node. For this to work, the RTT
node must be traversed AFTER the drawable node. So make sure the drawable
appears before the RTT node in the scene graph.

Hope this is helpful.

Cheers,
Farshid

On Tue, Sep 11, 2012 at 11:36 AM, Janna Terde brja...@gmail.com wrote:

 Hi Jeremy,

 I can cull the RTT camera using its cull mask or node mask however I need
 to know when should I do it. I would like to cull the camera when the node
 representing the mirror (Geode) is culled so when it is outside of the
 viewing frustum. This is what I am trying to do, I've tried to use
 CullVisitor and isCulled function and also tried to construct the Polytope
 from main camera but still did not get the correct behavior.   :(

 So I am wondering if there is something I don't know since it seems to be
 very common thing to do and should be simple to do.

 Cheers,
 Janna

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Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Janna Terde
Hi,

I think I got it to work using Polytope like this:


Code:

osg::Polytope frustum; 
frustum.setToUnitFrustum(); 
frustum.transformProvidingInverse(mMainCamera-getViewMatrix() * 
mMainCamera-getProjectionMatrix() ); 

bool isNotCulled = frustum.contains(boundingBox);




Cheers,
Janna

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Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Janna Terde
Hi Farshid,

Your method is interesting. Before I've tried to use isCulled from CullVisitor 
but I was getting inconsistent results and did not figure out why.
So I've tried to manually do the test using Polytope for the frustum check and 
it seems to be working fine so I think I will go with it for now.  

Thanks for your suggestion though! :)

Cheers,
Janna

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Re: [osg-users] OpenSceneGraph Newbie: PErformance question

2012-09-11 Thread Randall Hand
OSX


   	   
   	Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC 
   September 11, 
2012 11:33 AM
  Are you on Windows or 
Linux? If Windows, are you running with debug OSG libs? If so, 
release OSG libsare much faster.Just a thought...-Shayne-Original
 Message-From: osg-users-boun...@lists.openscenegraph.org[mailto:osg-users-boun...@lists.openscenegraph.org]
 On Behalf Of RandallHandSent: Monday, September 10, 2012 8:35 
PMTo: osg-users@lists.openscenegraph.orgSubject: [osg-users] 
OpenSceneGraph Newbie: PErformance questionI'm experimenting 
with OpenScenegraph for a new project, and I've builda simple 
application that opens 2 viewer windows, and places 3 teapotsin them
 (using the teapot object from the osgteapot example),translating 
them into different positions.  My resulting scene graph(saved as an
 osg) looks like this: Group {  UniqueID Group_0  
nodeMask 0x  cullingActive TRUE  num_children 3  
Group {UniqueID Group_1nodeMask 0x
cullingActive TRUEStateSet {  UniqueID StateSet_2   
   DataVariance STATIC  rendering_hint DEFAULT_BIN  
renderBinMode USE  binNumber 50  binName RenderBin  
  }num_children 1MatrixTransform {  nodeMask 
0x  cullingActive TRUE  referenceFrame RELATIVE
  Matrix {1 0 0 00 1 0 00 0 1 0
0 -50 0 1  }  num_children 1  Geode {
UniqueID Geode_3nodeMask 0x
cullingActive TRUEStateSet {  UniqueID 
StateSet_4  DataVariance STATIC  rendering_hint 
DEFAULT_BIN  renderBinMode INHERIT  Material {
ColorMode OFFambientColor 0.2 0.2 0.2 1 
   diffuseColor 0.8 0.8 0.8 1specularColor 0 0 0
 1emissionColor FRONT 0 1 0 1
emissionColor BACK  1 0 0 1shininess 0  }
  LightModel {ambientIntensity 0.2 0.2 0.2 1
colorControl SINGLE_COLORlocalViewer FALSE
twoSided TRUE  }}
num_drawables 1  }}  }  Group {UniqueID 
Group_5nodeMask 0xcullingActive TRUEUse 
StateSet_2num_children 1MatrixTransform {  
nodeMask 0x  cullingActive TRUE  referenceFrame 
RELATIVE  Matrix {1 0 0 00 1 0 0
0 0 1 0-10 -50 0 1  }  num_children 1
  Use Geode_3}  }  Group {UniqueID Group_6
nodeMask 0xcullingActive TRUEUse StateSet_2
num_children 1MatrixTransform {  nodeMask 0x
  cullingActive TRUE  referenceFrame RELATIVE  
Matrix {1 0 0 00 1 0 00 0 1 0   
 10 -50 0 1  }  num_children 1  Use Geode_3
}  }}Pretty basic.. However, I'm only getting 
about 60-70fps (in each of my 2viewers).  I've already set the 
vsync=false in my Stateset for theviewer (if I run with _nothing_ in
 my Scene Graph I get over 1000fps).Is this typical performance? I 
really expected to still be getting100+fps easy with such trivial 
geometry.
   	   
   	Randall Hand  
  September 10, 
2012 9:35 PM
  

I'm experimenting with OpenScenegraph for a new project, and I've build a
 simple application that opens 2 viewer windows, and places 3 teapots in
 them (using the teapot object from the osgteapot example), translating 
them into different positions. My resulting scene graph (saved as an 
osg) looks like this: 
  
  Group

 {
 UniqueID Group_0
 nodeMask 0x
 cullingActive TRUE
 num_children 3
 Group {
 UniqueID Group_1
 nodeMask 0x
 cullingActive TRUE
 StateSet {
 UniqueID StateSet_2
 DataVariance STATIC
 rendering_hint 
DEFAULT_BIN
 renderBinMode USE
 binNumber 50
 binName RenderBin
 }
 num_children 1
 MatrixTransform {
 nodeMask 0x
 cullingActive TRUE
 referenceFrame RELATIVE
 Matrix {
 1 0 0 0
 0 1 0 0
 0 0 1 0
 0 -50 0 1
 }
 num_children 1
 Geode {
 UniqueID Geode_3
 nodeMask 0x
 cullingActive TRUE
 StateSet {
 UniqueID StateSet_4
 DataVariance STATIC
 rendering_hint 
DEFAULT_BIN
 renderBinMode 
INHERIT
 Material {
 ColorMode OFF
 ambientColor 0.2 
0.2 0.2 1
 diffuseColor 0.8 
0.8 0.8 1
 specularColor 0 0 0
 1
 emissionColor 
FRONT 0 1 0 1
 emissionColor 
BACK 1 0 0 1
 shininess 0
 }
 LightModel {
 ambientIntensity 
0.2 0.2 0.2 1
 colorControl 
SINGLE_COLOR
 localViewer FALSE
 twoSided TRUE
 }
 }
 num_drawables 1
 }
 }
 }
 Group {
 UniqueID Group_5
 nodeMask 0x
 cullingActive TRUE
 Use StateSet_2
 num_children 1
 MatrixTransform {
 nodeMask 0x
 cullingActive TRUE
 referenceFrame RELATIVE
 Matrix {
 1 0 0 0
 0 1 0 0
 0 0 1 0
 -10 -50 

Re: [osg-users] strange behavior with NodeMasks and camera CullMasks

2012-09-11 Thread Louis Bouchard
false alarm ... someone had put a 0x2 node mask on the initial scene group 
node.  Everything works now.

Moderators, feel free to delete this thread.

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[osg-users] Multiple Buffers on Multiple viewers

2012-09-11 Thread Randall Hand
I've done this in raw OpenGL before, but I can't for the life of me get
it working in OpenSceneGraph.  I need to render a scene and then display
the result in 2 separate windows: One showing the Color Buffer, one
SHowing the Depth Buffer (and eventually a 3rd showing the STencil
Buffer).  I've tried all day and got varying results, but nothing
approaching success.  CAn someone tell me what I'm doing wrong?

Relevant code below.. Don't laugh too hard, I've been googling and
reading the examples and cut-n-pasting code snippets all day, and I'm
relatively sure that at least 50% of this is unnecessary..  Right now
it's in a state of opening my windows  showing _a_ texture, but it's
all black (except for the red border I allowed just to see if this code
is doing anything at all).  The closest I got was using about 4 cameras
(a Main camera, a Depth FBO camera, then 2 separate cameras for the 2
final screen-aligned quads), which would render my geometry on screen
but nothing into the Depth or Color buffer textures.

. Initialization stuff up here, nothing to do with OpenSceneGraph ...
there's a global global osgViewer::CompositeViewer compViewer

viewerColor = new osgViewer::View();
viewerDepth = new osgViewer::View();
{
std::cout  ** Initializing depth  color texture   std::endl;
// Now setup the Depth Texture
__depthTexture = new osg::Texture2D();
__depthTexture-setTextureSize(width, height);
__depthTexture-setInternalFormat(GL_DEPTH_COMPONENT);
   
__depthTexture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);

   
__depthTexture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);


__colorTexture = new osg::Texture2D();
__colorTexture-setTextureSize(width, height);
__colorTexture-setInternalFormat(GL_RGBA);
   
__colorTexture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);

   
__colorTexture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);


osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
traits-x = xPos + 0;
traits-y = yPos + 0;
traits-width = width;
traits-height = height;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-vsync = false;
osg::ref_ptrosg::GraphicsContext gc =
osg::GraphicsContext::createGraphicsContext(traits.get());

std::cout  ** Initializing prime camera  std::endl;
__camera = new osg::Camera();
__camera-setGraphicsContext(gc.get());
__camera-setViewport(new osg::Viewport(0,0, traits-width,
traits-height));
   
__camera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
__camera-setProjectionMatrixAsPerspective(70,1.0, 1,200);
__camera-setClearDepth(1.0);
__camera-setViewMatrixAsLookAt( osg::Vec3(0,0,0),
osg::Vec3(0,100,0), osg::Vec3(0,0,1) );
GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;
__camera-setDrawBuffer(buffer);
__camera-setReadBuffer(buffer);
   
__camera-getOrCreateStateSet()-setRenderBinDetails(50,RenderBin);
//__camera-setRenderOrder(osg::Camera::NESTED_RENDER);
__camera-setRenderOrder(osg::Camera::PRE_RENDER);
   
__camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
__camera-attach(osg::Camera::DEPTH_BUFFER, __depthTexture);
__camera-attach(osg::Camera::COLOR_BUFFER, __colorTexture);

std::cout  ** Attaching cmaeras to viewer   std::endl;
// add this slave camera to the viewer, with a shift left of the
projection matrix
if (__Side == leftview) {
//viewerColor-addSlave(__depthCamera,
osg::Matrixd::translate(-0.8,0,0), osg::Matrixd());
viewerColor-addSlave(__camera.get(),
osg::Matrixd::translate(-0.8,0,0), osg::Matrixd());
} else if (__Side == rightview) {
//viewerColor-addSlave(__depthCamera,
osg::Matrixd::translate(+0.8,0,0), osg::Matrixd());
viewerColor-addSlave(__camera.get(),
osg::Matrixd::translate(0.8,0,0), osg::Matrixd());
} else {
//viewerColor-addSlave(__depthCamera, osg::Matrixd(),
osg::Matrixd(),false);
viewerColor-addSlave(__camera.get(), osg::Matrixd(),
osg::Matrixd());
}
std::cout   Planar Depth   std::endl;
osg::Camera* camPtr = PlanarQuad(xPos, yPos, width,height, gc,
true, buffer,__depthTexture);
viewerDepth-addSlave(camPtr, osg::Matrixd(), osg::Matrixd(),
false);

std::cout   Planar color   std::endl;
 camPtr = PlanarQuad(xPos, yPos, width,height, gc,
false,buffer,__colorTexture);
viewerColor-addSlave(camPtr, osg::Matrixd(), osg::Matrixd(),
false);
}
std::cout  ** Initializing viewerColor   std::endl;
// Initialize the variables we'll need for this

compViewer-addView(viewerColor);

Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-09-11 Thread Jean-Sébastien Guay

Hi Jeremy,

Is there a term for this kind of approach? Well impostors comes to 
mind. That's where you would replace a complex mesh by a quad with a 
texture representing the complex mesh. Then when some criteria changes 
significantly (orientation of the view to the object, light source 
position, etc) you would re-render the texture once to fit the new 
criteria. This can be useful for far away meshes, for example trees 
where a close mesh is used, then lower and lower LODs, and eventually 
just a quad with a texture. Impostors are used so that the texture is 
still dynamic, instead of just a static billboard (which tend to look 
obviously like static billboards).


Hope this helps,

J-S


On 11/09/2012 10:19 AM, Jeremy Moles wrote:

On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:

Hi Jeremy,

Thanks for the tests and feedback. I'm focusing on creating a material
system which may be a little similar to the Ogre one but will be very
easy to integrate with OSG scenes. I'd like to also have a benchmark
including a complete deferred shading pipeline in the near future to
show others how OSG produces realistic worlds. :-)

Your requirement could be easiliy implemented with one forward pass
rendering the scene to a texture, and two deferred passes doing the
blur work with the texture as input. A final compositing pass will
make use of the outputs of the blur passes and output to a new
texture. You can get and use the new texture then in the scene for
your own purpose instead of direct displaying them on screen. I'd like
to upload a DOF effect file and an updated example some days later to
demonstrate how these work.

Are there ever cases, when doing sophisticated layering of rendering
like this, that you'd want to manually kick off the EffectCompositor
for just a single frame and update the texture only once? (For example,
by setting the NodeMask to 0xF for one frame, then back to 0x0 when
you're done updating the View).

Is there a term for this kind of approach, and would it make sense to
also support this model of rendering directly or should it be left up to
the user?


Thanks,

Wang Rui

2012/9/11 Jeremy Moles cubic...@gmail.com:

On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
This looks really cool so far. I'd be really interested to know if it
supports the following (and would be willing to create examples if
you're willing to help)...

Scenario: I want to render an entire subgraph to an FBO texture once,
then apply 2 or more completely different shaders in some order, then
put the final result into a last texture to be used somewhere in the
scene. I'm doing a guassian blur, which typically applies two different
shaders for x and y.

I have this working in osgPPU, but I think you already have enough to do
it here, I just couldn't put the pieces together. :)


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Re: [osg-users] Opengl 3

2012-09-11 Thread Paul Martz
I'm not sure I understand Pererakos' question, as the errors he was getting 
concern deprecated GL1/2 commands such as glLoadMatrixf(), which should not be 
part of the OSG build if CMake was properly configured for GL3. I believe his 
build is already finding the gl3.h header file.


I suspect he has not set up CMake properly for a GL3 build, which is why I 
directed him to review the comments in the osgsimplegl3 example.


OSG_GL_MATRICES_AVAILABLE should be off, for example. Below, he says he has 
already switched this off, but I don't know what else would allow matrix 
functions to be accessed.

   -Paul


On 9/11/2012 3:01 PM, Preet wrote:

If you're using cmake-gui, make sure you tick the 'advanced' checkbox
to see those flags.

On Tue, Sep 11, 2012 at 10:44 AM, Peterakoshay...@gmail.com  wrote:

Hello.

In the example you mention the is this text:

Add the path toGL3/gl3.h  to the CMake compiler flags, CMAKE_CXX_FLAGS and
CMAKE_CXX_FLAGS_DEBUG (for release and debug builds; others if you use other
build configurations). The text to add should look something like this:
/I “C:\GLHeader”
The folder GLHeader should contain a subfolder GL3, which in turn contains
gl3.h.

But Cmake doesnt create any entries with these names (CMAKE_CXX_FLAGS,
CMAKE_CXX_FLAGS_DEBUG).
Do i have to create them or is it ok if i add the opengl path in the
parameter CMAKE_INCLUDE_PATH ?

thank you.


On 11 September 2012 04:58, Paul Martzpma...@skew-matrix.com  wrote:


On 9/10/2012 10:34 AM, Peterakos wrote:


Hello.

I face a problem trying to compile open scene graph using open gl 3.

I get errors like these:

error C3861: 'glLoadMatrixf': identifier not found
error C3861: 'glMultMatrixf': identifier not found
error C3861: 'glLoadMatrixd': identifier not found
error C3861: 'glMultMatrixd': identifier not found



Hm. Both v3.0.1 and also svn trunk r13140 seem to build fine for me, so
I'm not sure why you'd encounter these errors.



In CMake i have disabled everything that have the prefix OSG_GL
except OSG_GL3_AVAILABLE.



I build for GL3 using the instructions found in the osgsimplegl3.cpp
example source code comment block.



I also want to ask if i will be able to run the osg examples if i fully
convert
open scene graph in opengl 3.



I doubt that any example other than osgsimplegl3 would work.
-Paul


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Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-09-11 Thread Wang Rui
Hi Jeremy,

I will add a setEnable() method for each technique and pass of the
compositor so we can control the forward/deferred rendering work more
accurately. A texture which is attached with certain pass won't be
updated if the pass is disabled, and will become activated when the
pass is enabled again. I may upload the new version this weekend and
hope it will help achieve your goal.

Wang Rui

2012/9/11 Jeremy Moles cubic...@gmail.com:
 On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
 Are there ever cases, when doing sophisticated layering of rendering
 like this, that you'd want to manually kick off the EffectCompositor
 for just a single frame and update the texture only once? (For example,
 by setting the NodeMask to 0xF for one frame, then back to 0x0 when
 you're done updating the View).

 Is there a term for this kind of approach, and would it make sense to
 also support this model of rendering directly or should it be left up to
 the user?

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Re: [osg-users] AntTweakBar with Opengl 3.2

2012-09-11 Thread Wang Rui
Hi Peterakos,

Sorry for a little late to reply the same question on GitHub.

The AntTweakBar example currently use a camera draw callback to render
UI elements. This may not be suitable for some practical uses, as draw
callbacks won't keep its own state sets. Thus when you apply shaders
to scene graph, the state will affect the AntTweakBar calls and make
the final results invalid.

A good idea to solve this is to reimplement this example using a
custom drawable which render AntTweakBar in the drawImplementation()
method. I will consider rewrite this example soon. And you are
welcomed to contribute. :-)

Thanks,

Wang Rui

2012/9/12 Peterakos hay...@gmail.com:
 Hello.

 Has anyone managed to make AntTweakBar work with OpengGL 3.2 and the usage
 of shaders in the models ?

 Thnx.

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

2012-09-11 Thread michael kapelko
I've just recalled that there also exist gameswf project which allows
for Flash UI inside games.
http://tulrich.com/textweb.pl?path=geekstuff/gameswf.txt

Would be nice to see this one integrated. Would make a lot of hype
with some easy flash demos :P
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Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave

2012-09-11 Thread Wang Rui
Oh, you mean GameSWF. Yes it is in my TODO list. But in fact GameSWF
doesn't handle AS3 so it may not be enough for Flash UI needs. I was
interested in Vektrix before, which provides a better framework for
Flash and AS3 (using Tamarin), but it seems inactivated now.

Thanks for the notification,

Wang Rui


2012/9/12 michael kapelko korn...@gmail.com:
 I've just recalled that there also exist gameswf project which allows
 for Flash UI inside games.
 http://tulrich.com/textweb.pl?path=geekstuff/gameswf.txt

 Would be nice to see this one integrated. Would make a lot of hype
 with some easy flash demos :P
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