[osg-users] osgmovie seek/jump

2012-11-27 Thread DavidHornung

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

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[osg-users] how about high quality transparency in OSG?

2012-11-27 Thread Gianluca Natale
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

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[osg-users] OSG + Mesa3D

2012-11-27 Thread Mike Krus
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

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Re: [osg-users] how about high quality transparency in OSG?

2012-11-27 Thread Christian Buchner
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
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Re: [osg-users] OSG + Mesa3D

2012-11-27 Thread Robert Osfield
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


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Re: [osg-users] OSG + Mesa3D

2012-11-27 Thread Mike Krus
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

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Re: [osg-users] how about high quality transparency in OSG?

2012-11-27 Thread Chris Hanson
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


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Re: [osg-users] OSG + Mesa3D

2012-11-27 Thread Mathias Buhr
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
 
 
 
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[osg-users] Non-typical Stereo Usage

2012-11-27 Thread Randall Hand
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
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[osg-users] problem with shader loader

2012-11-27 Thread Peterakos
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.
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