[osg-users] osgmovie seek/jump
Hello, I am playing around with the osgmovie with ffmpeg example and was not able to seek with '' or to increase/decrease the speed with +/- in the osgmovie examle from version 3.0.1 from July. I would like to know if it is possible now to jump to a specific position of videofile by an exact time value ? Thank You David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how about high quality transparency in OSG?
Hi all. I took a (very quick) look at OSG 3.0.1 APIs, to see if there is some technique for high quality transparency implemented, but I couldn't find anything. So, is there anything already implemented for such stuff? I mean, something like the order independent depth peeling, or the more expensive triangle sorting? Thanks, Gianluca ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG + Mesa3D
Hi we've been having issues with running our application with OSG via Remote Desktop on Windows, resulting in crashes in Microsoft Software OpenGL driver when encountering large meshes (as in more than a couple thousand triangles). Messages on this list suggest using Mesa3D. Compiling from source on Windows seems non trivial, and I was wondering if someone had precompiled version of Mesa3D they would be willing to share? Need Windows 32 and 64 bits versions, built with MS VS 2010 SP1. Cheers, Mike Mike Krus (PhD) - Principal Software Engineer Midland Valley Exploration 144 West George Street Glasgow G2 2HG, UK Tel: +44 141 332 2681 Fax: +44 141 332 6792 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how about high quality transparency in OSG?
There's definitely sample code for depth peeling available (osgdepthpeeling) Sorting of geodes by distance is also implemented as a render bin feature - but sorting at geode level may be a bit too coarse. Transparency has been an issue in many forum/mailing list topics - because it's hard and non-trivial. Maybe try searching for those threads. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + Mesa3D
Hi Mike, I don't have any experience with using Mesa under Windows so can't help with this. A more general suggestion I have is that perhaps rendering the image on the remote system and then returning this image to the client would be the more robust way to handle this type of usage rather than relying upon remote desktop. This approach would require more work at the application level but would avoid passing large amounts of vertex and texture data across the network and not be limited to specific versions of software drives - the MS OpenGL driver supports very few modern OpenGL features so is best avoided. Robert. On 27 November 2012 09:36, Mike Krus m...@mve.com wrote: Hi we've been having issues with running our application with OSG via Remote Desktop on Windows, resulting in crashes in Microsoft Software OpenGL driver when encountering large meshes (as in more than a couple thousand triangles). Messages on this list suggest using Mesa3D. Compiling from source on Windows seems non trivial, and I was wondering if someone had precompiled version of Mesa3D they would be willing to share? Need Windows 32 and 64 bits versions, built with MS VS 2010 SP1. Cheers, Mike Mike Krus (PhD) - Principal Software Engineer Midland Valley Exploration 144 West George Street Glasgow G2 2HG, UK Tel: +44 141 332 2681 Fax: +44 141 332 6792 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + Mesa3D
Hi consensus seems to be that RDP is not an option for modern 3D graphics anyway. There's a few alternatives around though, so I don't think we'll be implementing anything specific on our side. Just a matter of providing recommended solutions for our customers Thanks, Mike On 27 Nov 2012, at 11:16, Robert Osfield wrote: A more general suggestion I have is that perhaps rendering the image on the remote system and then returning this image to the client would be the more robust way to handle this type of usage rather than relying upon remote desktop. This approach would require more work at the application level but would avoid passing large amounts of vertex and texture data across the network and not be limited to specific versions of software drives - the MS OpenGL driver supports very few modern OpenGL features so is best avoided. Mike Krus (PhD) - Principal Software Engineer Midland Valley Exploration 144 West George Street Glasgow G2 2HG, UK Tel: +44 141 332 2681 Fax: +44 141 332 6792 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how about high quality transparency in OSG?
OpenGL 4.x also has extensions which permit an A-buffer implementation: http://blog.icare3d.org/2010/07/opengl-40-abuffer-v20-linked-lists-of.html I've tested this example (and fixed some of the source), but I have not tried to implement it in OSG. The technique does work, and works well, if rock-solid transparency is you primary goal and you're willing to accept the other costs that come with this technique. On Tue, Nov 27, 2012 at 3:55 AM, Christian Buchner christian.buch...@gmail.com wrote: There's definitely sample code for depth peeling available (osgdepthpeeling) Sorting of geodes by distance is also implemented as a render bin feature - but sorting at geode level may be a bit too coarse. Transparency has been an issue in many forum/mailing list topics - because it's hard and non-trivial. Maybe try searching for those threads. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + Mesa3D
Hi Mike, may I ask what the alternatives are (for remote rendering)? I'm interested in this topic too. Regards, Mathias On 11/27/2012 04:10 PM, Mike Krus wrote: Hi consensus seems to be that RDP is not an option for modern 3D graphics anyway. There's a few alternatives around though, so I don't think we'll be implementing anything specific on our side. Just a matter of providing recommended solutions for our customers Thanks, Mike On 27 Nov 2012, at 11:16, Robert Osfield wrote: A more general suggestion I have is that perhaps rendering the image on the remote system and then returning this image to the client would be the more robust way to handle this type of usage rather than relying upon remote desktop. This approach would require more work at the application level but would avoid passing large amounts of vertex and texture data across the network and not be limited to specific versions of software drives - the MS OpenGL driver supports very few modern OpenGL features so is best avoided. Mike Krus (PhD) - Principal Software Engineer Midland Valley Exploration 144 West George Street Glasgow G2 2HG, UK Tel: +44 141 332 2681 Fax: +44 141 332 6792 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Non-typical Stereo Usage
I need to write an application to use Stereo support (120hz, quad buffered 60hz) to render stuff out to a display, but it's not your typical left-right stereo. In addition, I have a regular viewer showing typical 3D stuff at 60hz (regular double-buffer). In fact, the two views are completely unrelated as special hardware on the output will be processing them. With OpenScenegraph, is there a way to construct a view where i can directly access the Left Right buffers like this? -- Randall Hand http://www.yeraze.com I ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem with shader loader
Hello. Inside OpenSceneGraph-Data i have create a folder with name mydata. Even though the line: ref_ptrNode node = osgDB::readNodeFile(mydata/model.dae); loads the model, i cannot load shader files from the same directory. The call shader-loadShaderSourceFromFile(fileName) fails. The same happens with osganimationhardware example. It finds nathan.osg, but not shaders/skinning.vert. Do i do something wrong ? Never had any problem loading models from openscenegraph-data. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org