[osg-users] Intel graphics poll...

2015-03-30 Thread Mattias Helsing
 Hej all,
I just wanted to ask if anybody have tried to run OSG applications on
Intel GPU on linux lately. I haven't heard anything about intel in
this forum for some time and one of our suppliers is offering a
ruggedized computer, but currently it only comes with intel hd4600. I
immediately puked a little in my mouth, but then I thought I could at
least hear if someone has had any success with intel gpus, OpenGL and
linux.

Anyone?

/Mattias
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Re: [osg-users] iOS: flickering problem when changing orientation and using AutoLayout

2015-03-30 Thread Alessandro Terenzi
I came across this issue...again.

What I found out this time is that when the OSG view is resized (because of 
Auto Layout trying to enforce some constraints), that UIView is resized 
correctly but it also has a subview (created by OSG automatically I guess) that 
keeps the original size and is displayed behind the first view... in some 
cases, in order to avoid the problem, one has to change the viewport to match 
the 'original' size and not the new one but this does not work in every case of 
course.

This is particularly annoying when using Size Classes.

Anyone had the same issue? Any suggestion/workaround?

Thanks.
Alessandro

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[osg-users] Uning Virtual Planet Builder in MS Windows!

2015-03-30 Thread David Glenn
Greetings All,
Sorry that I haven't posted I've been very busy lately!
I've been meaning to post the location of the YouTube videos that I made based 
the presentation I gave at SIGGRAPH last year, but I've been stretched for time 
with my added duties working on some Unity 5 stuff. 

I don't remember if I posted the links for you all and you may have found this 
stuff already, but just in case:

The first video is basically how to compile Open Scene Graph in MS Windows 
using Visual Studio Express as well as compile Virtual Planet Builder. I try to 
go through the process step by step and it is long on time, but in the end you 
get a compiled version of Open Scene Graph and Virtual Planet Builder. For most 
of you, you can skip this part as it purely how to compile code, but I believe 
in showing how to do things from the ground up and so the reasoning for the 
first video.

Here is the Link for video 1: https://youtu.be/b2fW9d590lk

The second video is the meat and potatoes of how to use Virtual Planet Builder 
to build a basic terrain for your OSG Project. I go over a bit about G-Dal 
given that I use it to prepare my data at times. I also show how I use QGIS and 
point out some sources for data and how to put it all together.

Here is the Link for video 2: https://youtu.be/gcDSQ0t1Fd8

In the end I built a nice 3D map of the Humble town of Hemet Ca. using data 
that I got from the USGS.

If you what to post this stuff any ware your welcome to do so! 

As I said before: I'm sorry for getting this stuff to you so late. I'm also 
working on some training stuff for Unity 5 and I still thinking about doing 
something on some other OSG stuff. Maybe osgEarth!
 
Hope to see you all later! Hope you all are doing well!

Enjoy All!
... 

D Glenn


David Glenn
---
D Glenn 3D Computer Graphics Entertainment.
www.dglenn.com

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Re: [osg-users] Uning Virtual Planet Builder in MS Windows!

2015-03-30 Thread Arthur Bogard
Hello David,

It's nice to see other people getting familiar with VPB.  It's a great
tool, and I find it to be nice and responsive for datasets that are going
to be baked together (imagery and elevation).

I'm especially happy that you have provided a Windows build tutorial, as
all my experience building applications is under Linux.

A quick flag that you may want to use in the future if you're needing to
limit the amount of space you are using or if I/O bottlenecking is a
concern:

-O Compressor=zlib

This will compress the .osgb files using zlib, and it can make a marked
reduction in the final dataset size.  It also tends to speed up LOD loads
when hitting physical hard disks.

Also, when preparing your data, I highly recommend that you use gdaladdo to
create overviews using the averaging method.  This will avoid some of the
artifacts that you see with the nearest neighbor technique.

One final note: vpbmaster will greatly speed up database generation over
osgdem.  You can manually specify the number of threads to run, or you can
allow all available cores to be used.


Something else you may want to look further into is the power of GDAL.
Specifically, gdal allows you to create an internally tiled geotiff coupled
with external tiled overviews.  In this case, you would typically have four
files:

1. topography (use 16 or 32 pixel block sizes and compress it using DEFLATE
or LZW predictor level 2)
2. topography overviews (again, tile these and compress them)
3. Imagery (use 256 pixel blocks typically and compress as above to a
geotiff)
4. Imagery overviews (compress these using JPEG)

If you are using an application like osgEarth or your own implementations,
tiled, compressed geotiffs can provide vastly superior performance to
monolithic tiff files.  When used properly, the speed of gdal can provide
nearly the performance of osgdem.

Anyway, I look forward to seeing more of your work and putting your
compilation video to use on my Windows box.

Arthur


On Mon, Mar 30, 2015 at 1:33 PM, David Glenn da...@dglenn.com wrote:

 Greetings All,
 Sorry that I haven't posted I've been very busy lately!
 I've been meaning to post the location of the YouTube videos that I made
 based the presentation I gave at SIGGRAPH last year, but I've been
 stretched for time with my added duties working on some Unity 5 stuff.

 I don't remember if I posted the links for you all and you may have found
 this stuff already, but just in case:

 The first video is basically how to compile Open Scene Graph in MS Windows
 using Visual Studio Express as well as compile Virtual Planet Builder. I
 try to go through the process step by step and it is long on time, but in
 the end you get a compiled version of Open Scene Graph and Virtual Planet
 Builder. For most of you, you can skip this part as it purely how to
 compile code, but I believe in showing how to do things from the ground up
 and so the reasoning for the first video.

 Here is the Link for video 1: https://youtu.be/b2fW9d590lk

 The second video is the meat and potatoes of how to use Virtual Planet
 Builder to build a basic terrain for your OSG Project. I go over a bit
 about G-Dal given that I use it to prepare my data at times. I also show
 how I use QGIS and point out some sources for data and how to put it all
 together.

 Here is the Link for video 2: https://youtu.be/gcDSQ0t1Fd8

 In the end I built a nice 3D map of the Humble town of Hemet Ca. using
 data that I got from the USGS.

 If you what to post this stuff any ware your welcome to do so!

 As I said before: I'm sorry for getting this stuff to you so late. I'm
 also working on some training stuff for Unity 5 and I still thinking about
 doing something on some other OSG stuff. Maybe osgEarth!

 Hope to see you all later! Hope you all are doing well!

 Enjoy All!
 ...

 D Glenn

 
 David Glenn
 ---
 D Glenn 3D Computer Graphics Entertainment.
 www.dglenn.com

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=63231#63231





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Re: [osg-users] The OSG SIGGRAPH BOF train is leaving the station

2015-03-30 Thread John Richardson
The A/V audio component is a karaoke boombox

So, just let me know how many ounces it takes to get you to sing after the
BOF...:-)

John

-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
Behalf Of Robert Osfield
Sent: Saturday, March 28, 2015 3:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] The OSG SIGGRAPH BOF train is leaving the station

Hi John,

Thanks for organizing the Siggraph once again.

On 27 March 2015 at 20:20, John Richardson richa...@spawar.navy.mil wrote:

 However, his spirit will be there...:-)


No one had mentioned to me there would be a Single Malt Whisky to sample
:-)

If I'm in the US around the time of Siggraph then I'll try to make to
Siggraph.  Making the trip for just Siggraph would be a rather expensive
round trip to make from Scotland though.  Costs are similar to taking my
whole family on holiday for a week, I'm not sure they'd appreciate me
ditching them and going on my own geeky holiday while they all stay at home!

Cheers,
Robert

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