[osg-users] osgText on Android
Dear All I am trying to display a simple text on Android device using osgText. No matter what I do I can't get to display the text out on the screen. I am using GLES2 build. Attached is the code. I have debugged and verified that the font is loaded. The text would just not appear. In the following function i create some 2D text and add that to the scenegraph. text <- _overlayGeode <- _overlayCamera <- _rootNode. namespace { static const char gTextVertexShader[] = "varying vec4 VertexColor; \n" "varying mediump vec2 TexCoord0; \n" "uniform vec4 MaterialColor; \n" "void main() \n" "{ \n" "gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n" "VertexColor = MaterialColor; \n" "TexCoord0 = gl_MultiTexCoord0.xy; \n" "} \n"; static const char gTextFragmentShader[] = "varying vec4 VertexColor; \n" "varying mediump vec2 TexCoord0; \n" "uniform sampler2D GlyphTexture; \n" "void main() { \n" " gl_FragColor = texture2D(GlyphTexture,TexCoord0); \n" "} \n"; } // end of unnamed namespace void TerrainApp::initTextOverlays() { _overlayCamera = new osg::Camera; _rootNode->addChild(_overlayCamera.get()); _overlayCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); _overlayCamera->setProjectionMatrixAsOrtho2D( 0, vfui::Global::instance()->getTrueWidth(), 0, vfui::Global::instance()->getTrueHeight() ); _overlayCamera->setViewMatrix(osg::Matrix::identity()); _overlayCamera->setClearMask(GL_DEPTH_BUFFER_BIT); _overlayCamera->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF); _overlayCamera->setCullingActive(false); _overlayCamera->getOrCreateStateSet()->setAttribute(new osg::Depth(osg::Depth::LESS, 0.0f, .0001f)); _overlayGeode = new osg::Geode; _overlayCamera->addChild(_overlayGeode.get()); osg::Shader * vshader = new osg::Shader(osg::Shader::VERTEX, gTextVertexShader ); osg::Shader * fshader = new osg::Shader(osg::Shader::FRAGMENT, gTextFragmentShader ); osg::Program * prog = new osg::Program; prog->addShader ( vshader ); prog->addShader ( fshader ); osg::ref_ptr textColor = new osg::Uniform("MaterialColor",osg::Vec4(0,1,1,1)); osg::ref_ptr textTexture = new osg::Uniform("GlyphTexture",0); //set a sample text overlay. osg::ref_ptr text = TerrainApp::s_createText(osgText::String("Testing"), _datapath); osg::StateSet *ss = text->getOrCreateStateSet(); ss->addUniform(textColor); ss->addUniform(textTexture); ss->setAttributeAndModes(prog, osg::StateAttribute::ON); _overlayGeode->addDrawable(text.get()); } osgText::Text* TerrainApp::s_createText(const osgText::String& str, const std::string& datapath) { // text geometry std::string textStr("Hello World"); // replace this with str. osgText::Text* myText = new osgText::Text; std::string font_filename = datapath + "/fonts/androidnation.ttf"; osgText::Font* font = osgText::readFontFile(font_filename); myText->setFont(font); myText->setCharacterSize(100.0f); myText->setText(textStr); myText->setPosition(osg::Vec3(500.0f, 500.0f, 0.0f)); return myText; } Any thing that I have done that is not correct? I am cracking my head. I found a couple of examples / tutorials of osgText on Android using GLES2. All of them dont seem to work. By right setting up text should be very simple. Any help or advice will be greatly appreciated. regards Shamim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroid - Deploying and Debugging
Hi Rafa I am sorry that I couldnt reply to this email earlier. I was away and couldnt check my emails for a couple of weeks. Yes, I could do that. I will reply to your email next week after going through the changes again. I started working on the Android example. I have made a few changes to the working sample osgAndroidExampleGLES1 for my convenience. I have made the sample to be in fullscreen and added some overlay nodes for user interfaces. Strangely i found another issue. For all PUSH events when i get -1 for getXmin as well as getYmin where as +1 for getXmax and getYmax. However getX returns a value which which is correct coordinate. Hence all the getXnormalized and getYnormalized values returned are wrong. This is what i did: Create a simple event handler and added this to using osgViewer::Viewer::addEventHandler method. class LayerManagerEventHandler : public osgGA::GUIEventHandler { public: LayerManagerEventHandler(LayerManager& layer) : osgGA::GUIEventHandler(), _layerManager(layer) {} virtual ~LayerManagerEventHandler() {} bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa) { // *** here ea.getXmin, ea.getYmin, getXmax and getYmax return -1,-1,1,1 respectively. // however getX return 897 and getY return 324 which is correct. } LayerManager& _layerManager; }; // This causes all the manipulators to fail. Did anyone observe this behavior? Am i doing something wrong? regards Shamim On Thu, Oct 1, 2015 at 2:48 PM, Rafa Gaitan <rafa.gai...@gmail.com> wrote: > Hi Shamim, > > I'm glad you made it work, but I'm concerned about the osgsimple sample in > osgAndroid not working for you. Could you tell me if the logcat says > something?, maybe the model you tried to load is not in the expected path? > > If you have any improvements to the OSG sample you can send a submission > using the osg-submissions list. If you have any modification to osgAndroid, > just send a pull request in github and I'll review the changes and merge > them. > > Regards, > Rafa > > El mié., 30 sept. 2015 a las 12:24, Akhtar Shamim (<sham...@gmail.com>) > escribió: > >> Hi >> >> Just an update. >> >> I managed to make osgAndroidExampleGLES1 work based on the Android.mk >> settings for osgSimple and am able to load cessna.osg or any other osg >> models. However, i am still not able to make osgSimple work based on the >> predefined setting. >> >> If anyone is interested then I can provide a complete step by step guide >> for making osgAndroid compile and run the osgAndroidExampleGLES1 example on >> an Android device (with development environment on both Windows 10 and >> Ubuntu 14.0.4) >> >> regards >> Shamim >> >> On Tue, Sep 29, 2015 at 3:12 PM, Akhtar Shamim <sham...@gmail.com> wrote: >> >>> Hi Rafa >>> >>> Thank you for the pointer. I managed to compile and run the application >>> in an Android device successfully. >>> I have also managed to compile and run the osgAndroidExampleGLES1 on my >>> mobile device. I can see the blue background for the example together with >>> three buttons. >>> >>> However, now when i try to load a model (cessna.osg) it shows error: >>> dlopen failed: library osgPlugins-3.4.0/osgdb_osg.so" not found. >>> DynamicLibrary::failed loading "osgPlugins-3.4.0/osgdb_osg.so". It is >>> strange because the build is static build yet it is looking for .so file. >>> >>> I am not too sure why this is happening. Any pointer will be very >>> helpful. >>> >>> regards >>> Shamim >>> >>> >>> On Mon, Sep 28, 2015 at 5:08 PM, Rafa Gaitan <rafa.gai...@gmail.com> >>> wrote: >>> >>>> Hi Shamim, >>>> >>>> I added glustl_shared to be loaded dynamically before loading any >>>> osgAndroid jni library, because linking it statically was giving a lot of >>>> problems. >>>> >>>> I don't recall having problems before, but I usually work on linux or >>>> mac when I have to develop in android and OSG. Maybe is something related >>>> to the r10e NDK?. >>>> >>>> Anyway, could you check if you have in your >>>> org.openscenegraph.android/libs/armeabi/ the library libgnustd_shared.so?, >>>> if not, probably you need to copy it there from the NDK. >>>> >>>> I don't recall if I copied it by myself that or it's automated somehow >>>> by the NDK build system. But if you have it there along the >>>> libjni-osggles*.so libraries it will be
Re: [osg-users] osgAndroid - Deploying and Debugging
Hi Just an update. I managed to make osgAndroidExampleGLES1 work based on the Android.mk settings for osgSimple and am able to load cessna.osg or any other osg models. However, i am still not able to make osgSimple work based on the predefined setting. If anyone is interested then I can provide a complete step by step guide for making osgAndroid compile and run the osgAndroidExampleGLES1 example on an Android device (with development environment on both Windows 10 and Ubuntu 14.0.4) regards Shamim On Tue, Sep 29, 2015 at 3:12 PM, Akhtar Shamim <sham...@gmail.com> wrote: > Hi Rafa > > Thank you for the pointer. I managed to compile and run the application in > an Android device successfully. > I have also managed to compile and run the osgAndroidExampleGLES1 on my > mobile device. I can see the blue background for the example together with > three buttons. > > However, now when i try to load a model (cessna.osg) it shows error: > dlopen failed: library osgPlugins-3.4.0/osgdb_osg.so" not found. > DynamicLibrary::failed loading "osgPlugins-3.4.0/osgdb_osg.so". It is > strange because the build is static build yet it is looking for .so file. > > I am not too sure why this is happening. Any pointer will be very helpful. > > regards > Shamim > > > On Mon, Sep 28, 2015 at 5:08 PM, Rafa Gaitan <rafa.gai...@gmail.com> > wrote: > >> Hi Shamim, >> >> I added glustl_shared to be loaded dynamically before loading any >> osgAndroid jni library, because linking it statically was giving a lot of >> problems. >> >> I don't recall having problems before, but I usually work on linux or mac >> when I have to develop in android and OSG. Maybe is something related to >> the r10e NDK?. >> >> Anyway, could you check if you have in your >> org.openscenegraph.android/libs/armeabi/ the library libgnustd_shared.so?, >> if not, probably you need to copy it there from the NDK. >> >> I don't recall if I copied it by myself that or it's automated somehow by >> the NDK build system. But if you have it there along the libjni-osggles*.so >> libraries it will be deployed within the apk. >> >> Regards, >> Rafa. >> >> >> El lun., 28 sept. 2015 a las 9:34, Akhtar Shamim (<sham...@gmail.com>) >> escribió: >> >>> Hi >>> >>> Recently we had a requirement to build OSG for Android and load a >>> OpenFlight MetaFight file. This is what I did: >>> >>> - Checkout the 3.4.0 stable release of OSG >>> - Installed Android NDK, SDK and Eclipse. >>> - Used the toolchain to compile OSG for GLES1 >>> - Downloaded OSGAndroid from GitHub >>> - Imported to Eclipse >>> - Build all the four projects >>> >>> So far there is no problem at all. Everything went smooth. >>> >>> However, when I am trying to deploy the osgsimple application using >>> eclipse or trying to debug the application it throws an error saying: >>> >>> "Couldn't load gnustl_shared from loader dalvik.system.PathClassLoader". >>> >>> This is what I did: >>> - Modified Android.mk to have the correct OSG_SDK path >>> - Modified Android.mk to have the correct plugins (osgPlugins-3.4.0) >>> >>> Note: >>> >>> (a) No other changes made to any files downloaded from GitHub for >>> osgAndroid. >>> (b) The command used to configure cmake is <<< >>> >>> > set ANDROID_NDK=C:\Android\android-ndk-r10e >>> > "c:\Program Files (x86)\CMake 2.8\bin\cmake.exe" .. -G"MinGW >>> Makefiles" -DANDROID_NDK=C:/Android/android-ndk-r10e >>> -DCMAKE_TOOLCHAIN_FILE=../PlatformSpecifics/Android/android.toolchain.cmake >>> -DCMAKE_MAKE_PROGRAM="%ANDROID_NDK%\prebuilt\windows-x86_64\bin\make.exe" >>> -DOPENGL_PROFILE="GLES1" -DDYNAMIC_OPENTHREADS=OFF >>> -DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NATIVE_API_LEVEL=15 >>> -DANDROID_ABI=armeabi -DCMAKE_INSTALL_PREFIX=C:/Android/OSG_ES1-3.4.0 >>> >>> > make -j 8 >>> > make install >>> >>> >>>> >>> >>> I tried the above in Windows 10. >>> >>> Any help to get this resolved will be greatly appreciated. >>> >>> regards >>> Shamim >>> >>> >>> >>> >>> >>> >>> >>> ___ >>> 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroid - Deploying and Debugging
Hi Rafa Thank you for the pointer. I managed to compile and run the application in an Android device successfully. I have also managed to compile and run the osgAndroidExampleGLES1 on my mobile device. I can see the blue background for the example together with three buttons. However, now when i try to load a model (cessna.osg) it shows error: dlopen failed: library osgPlugins-3.4.0/osgdb_osg.so" not found. DynamicLibrary::failed loading "osgPlugins-3.4.0/osgdb_osg.so". It is strange because the build is static build yet it is looking for .so file. I am not too sure why this is happening. Any pointer will be very helpful. regards Shamim On Mon, Sep 28, 2015 at 5:08 PM, Rafa Gaitan <rafa.gai...@gmail.com> wrote: > Hi Shamim, > > I added glustl_shared to be loaded dynamically before loading any > osgAndroid jni library, because linking it statically was giving a lot of > problems. > > I don't recall having problems before, but I usually work on linux or mac > when I have to develop in android and OSG. Maybe is something related to > the r10e NDK?. > > Anyway, could you check if you have in your > org.openscenegraph.android/libs/armeabi/ the library libgnustd_shared.so?, > if not, probably you need to copy it there from the NDK. > > I don't recall if I copied it by myself that or it's automated somehow by > the NDK build system. But if you have it there along the libjni-osggles*.so > libraries it will be deployed within the apk. > > Regards, > Rafa. > > > El lun., 28 sept. 2015 a las 9:34, Akhtar Shamim (<sham...@gmail.com>) > escribió: > >> Hi >> >> Recently we had a requirement to build OSG for Android and load a >> OpenFlight MetaFight file. This is what I did: >> >> - Checkout the 3.4.0 stable release of OSG >> - Installed Android NDK, SDK and Eclipse. >> - Used the toolchain to compile OSG for GLES1 >> - Downloaded OSGAndroid from GitHub >> - Imported to Eclipse >> - Build all the four projects >> >> So far there is no problem at all. Everything went smooth. >> >> However, when I am trying to deploy the osgsimple application using >> eclipse or trying to debug the application it throws an error saying: >> >> "Couldn't load gnustl_shared from loader dalvik.system.PathClassLoader". >> >> This is what I did: >> - Modified Android.mk to have the correct OSG_SDK path >> - Modified Android.mk to have the correct plugins (osgPlugins-3.4.0) >> >> Note: >> >> (a) No other changes made to any files downloaded from GitHub for >> osgAndroid. >> (b) The command used to configure cmake is <<< >> >> > set ANDROID_NDK=C:\Android\android-ndk-r10e >> > "c:\Program Files (x86)\CMake 2.8\bin\cmake.exe" .. -G"MinGW Makefiles" >> -DANDROID_NDK=C:/Android/android-ndk-r10e >> -DCMAKE_TOOLCHAIN_FILE=../PlatformSpecifics/Android/android.toolchain.cmake >> -DCMAKE_MAKE_PROGRAM="%ANDROID_NDK%\prebuilt\windows-x86_64\bin\make.exe" >> -DOPENGL_PROFILE="GLES1" -DDYNAMIC_OPENTHREADS=OFF >> -DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NATIVE_API_LEVEL=15 >> -DANDROID_ABI=armeabi -DCMAKE_INSTALL_PREFIX=C:/Android/OSG_ES1-3.4.0 >> >> > make -j 8 >> > make install >> >> >>>> >> >> I tried the above in Windows 10. >> >> Any help to get this resolved will be greatly appreciated. >> >> regards >> Shamim >> >> >> >> >> >> >> >> ___ >> 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgAndroid - Deploying and Debugging
Hi Recently we had a requirement to build OSG for Android and load a OpenFlight MetaFight file. This is what I did: - Checkout the 3.4.0 stable release of OSG - Installed Android NDK, SDK and Eclipse. - Used the toolchain to compile OSG for GLES1 - Downloaded OSGAndroid from GitHub - Imported to Eclipse - Build all the four projects So far there is no problem at all. Everything went smooth. However, when I am trying to deploy the osgsimple application using eclipse or trying to debug the application it throws an error saying: "Couldn't load gnustl_shared from loader dalvik.system.PathClassLoader". This is what I did: - Modified Android.mk to have the correct OSG_SDK path - Modified Android.mk to have the correct plugins (osgPlugins-3.4.0) Note: (a) No other changes made to any files downloaded from GitHub for osgAndroid. (b) The command used to configure cmake is <<< > set ANDROID_NDK=C:\Android\android-ndk-r10e > "c:\Program Files (x86)\CMake 2.8\bin\cmake.exe" .. -G"MinGW Makefiles" -DANDROID_NDK=C:/Android/android-ndk-r10e -DCMAKE_TOOLCHAIN_FILE=../PlatformSpecifics/Android/android.toolchain.cmake -DCMAKE_MAKE_PROGRAM="%ANDROID_NDK%\prebuilt\windows-x86_64\bin\make.exe" -DOPENGL_PROFILE="GLES1" -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NATIVE_API_LEVEL=15 -DANDROID_ABI=armeabi -DCMAKE_INSTALL_PREFIX=C:/Android/OSG_ES1-3.4.0 > make -j 8 > make install I tried the above in Windows 10. Any help to get this resolved will be greatly appreciated. regards Shamim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Need help with OSG Image.
Hi, I am facing a problem with OSG Image and would like to seek some advice from the community. I have a model exported in IVE format. This model is just a quad with a texture mapped onto it. I want to retrieve the original image from osg::Image object and convert it to JPG/PNG or any other format. Seems simple, but I am not sure what is causing the problem. The image when loaded using osgviewer looks perfectly fine. But when I debug and look at the contents of the osg::Image object I find that both the InternalTextureFormat and the PixelFormat are invalid. _internalTextureFormat33776int _pixelFormat33776unsigned int The pixel size is 4 bits per pixel. I tried using osg::writeImageFile with extension as JPG, TGA and PNG. Nothing works. With extension as RGB the image is saved but is incorrect. I think it is because of the fact that the image is 4 bits per pixel. So, what I did is to use ImageMagick to convert the image data buffer to a common format (JPG, PNG or TGA). However I am unable to do the conversion from the 4 bit per pixel to a 24 bit per pixel. Any help here would be greatly appreciated. My mechanism for conversion from a 4 BPP to a 24 BPP is as follows: unsigned int total_size_in_bytes = image-getTotalSizeInBytes(); unsigned int row_size_in_bytes = image-getRowSizeInBytes(); unsigned int image_size_in_bytes = image-getImageSizeInBytes(); unsigned char* ptr = image-data(); unsigned int size = w*h; unsigned char* writePtr = new unsigned char[size]; memset(writePtr, 0, size); // i convert to byte array (not sure if this is the correct way to do) for(unsigned int i = 0; i size; i+=2) { writePtr[i] = (ptr[i/2] 4); writePtr[i+1] = (ptr[i/2] 0x0F); } // now i have the byte array and i set to imagemagick for (unsigned int y = 0; y h; y++) { for (unsigned int x = 0; x w; x++) { unsigned char c = writePtr[x+y*w]; Magick::PixelPacket* curMagickPix = 0; curMagickPix = magickPixels + (y*w + x); curMagickPix-red = c; curMagickPix-green = c; curMagickPix-blue = c; } } delete [] writePtr; I tried to attach the IVE file but the email bounced. So I am putting it up for download. The URL is: http://68.168.137.66/osguser/Ceiling_1LightingMap.ive Regards, Shamim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Static OSG compilation
Hi All, I am trying to compile OSG as a static library. I am using the latest updates (as of 29th June, 2010) from SVN. I used CMAKE to create the Visual Studio solution file. I think all the setups are fine. However, I am unable to compile one file which is GLStaticLibrary.cpp. It can't find any of the function declarations, like glActiveTexture and the rest. Did anyone else face this problem? If yes, how do I solve it? Regards, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and streamed video
Hi Stephen, I am using Darwin Video Streamer instead of QuickTime. I think both should work fine. I created a playlist and started streaming. Using QuickTime i can view the stream by accessing the URL (rtsp://127.0.0.1/sample.sdphttp://127.0.0.1/mystream.sdp ). However, i am not able to use osgmovie to load the video. I am a bit confused. The extension support for the ReaderWriterQT doesnt show *sdp* as a supported extension. I am also confused with *.live* and devices as extension and filename. How to test the .live extension? Any pointers to make my osgmovie play the streamed file will be much appreciated. Regards Shamim On Fri, Dec 18, 2009 at 2:49 AM, Akhtar Shamim sham...@gmail.com wrote: Hi Stephen, Thanks for your reply.I will try the broadcaster. By the way VLC should work just fine. Isnt it? Regards, On Thu, Dec 17, 2009 at 7:48 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi, I haven't tried streaming from VLC, I tried only the QT-Broadcaster (available here: http://www.apple.com/quicktime/broadcaster/ ) which worked fine. osgmovie rtsp://127.0.0.1/mystream.sdp cheers, Stephan Akhtar Shamim schrieb: I am using QuickTime plugin with OpenSceneGraph. Compiled and tested. Works fine with standard mov files. However, I am not able to make the live streamed video to work out. I have problems in the following two areas: 1. Streaming the video: For testing, I am using VLC to stream out the video. The settings that i am using are: (a) Encapsulation:MP4/MOV (b) Video Codec: MPEG-4 with bitrate 800kb/s (c) Audio Codec: MPEG-4 Audio with 128kb/s (d) Protocol: HTTP I have also tried few other settings and tried playing the streamed video using VLC itself. 2. Running the osgmovie example with the file extension as http://127.0.0.1:8080. Nothing seems to play. I also tried http://127.0.0.1:8080.live (as I saw that the plugin checks for .live extension). I am not sure what the input to the command line should be. It will be very helpful if anyone could explain to me how to get the live video streaming work with OSG. Best regards, Shamim Akhtar ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG and streamed video
Hi, I am using QuickTime plugin with OpenSceneGraph. Compiled and tested. Works fine with standard mov files. However, I am not able to make the live streamed video to work out. I have problems in the following two areas: 1. Streaming the video: For testing, I am using VLC to stream out the video. The settings that i am using are: (a) Encapsulation:MP4/MOV (b) Video Codec: MPEG-4 with bitrate 800kb/s (c) Audio Codec: MPEG-4 Audio with 128kb/s (d) Protocol: HTTP I have also tried few other settings and tried playing the streamed video using VLC itself. 2. Running the osgmovie example with the file extension as http://127.0.0.1:8080. Nothing seems to play. I also tried http://127.0.0.1:8080.live (as I saw that the plugin checks for .live extension). I am not sure what the input to the command line should be. It will be very helpful if anyone could explain to me how to get the live video streaming work with OSG. Best regards, Shamim Akhtar ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and streamed video
Hi Stephen, Thanks for your reply.I will try the broadcaster. By the way VLC should work just fine. Isnt it? Regards, On Thu, Dec 17, 2009 at 7:48 PM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi, I haven't tried streaming from VLC, I tried only the QT-Broadcaster (available here: http://www.apple.com/quicktime/broadcaster/ ) which worked fine. osgmovie rtsp://127.0.0.1/mystream.sdp cheers, Stephan Akhtar Shamim schrieb: I am using QuickTime plugin with OpenSceneGraph. Compiled and tested. Works fine with standard mov files. However, I am not able to make the live streamed video to work out. I have problems in the following two areas: 1. Streaming the video: For testing, I am using VLC to stream out the video. The settings that i am using are: (a) Encapsulation:MP4/MOV (b) Video Codec: MPEG-4 with bitrate 800kb/s (c) Audio Codec: MPEG-4 Audio with 128kb/s (d) Protocol: HTTP I have also tried few other settings and tried playing the streamed video using VLC itself. 2. Running the osgmovie example with the file extension as http://127.0.0.1:8080. Nothing seems to play. I also tried http://127.0.0.1:8080.live (as I saw that the plugin checks for .live extension). I am not sure what the input to the command line should be. It will be very helpful if anyone could explain to me how to get the live video streaming work with OSG. Best regards, Shamim Akhtar ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance issue with Database Pager Terra Vista Files
Hi Will, Thank you very much for the suggestion. I will try this out ASAP and will let you know if it works. By the way, is NVidia aware of this problem? If they are then they should be fixing this problem. Best regards, Shamim On Nov 14, 2007 1:09 PM, Will Dicharry [EMAIL PROTECTED] wrote: Hi, For the 7900 card, the driver version that fixed the slow down was 83.91. For the 8800 GTX card, I have not been able to find a driver version to fix it. However, after hearing that it happened on another dual core machine, I was able to find others with the problem. It appears that it is an Nvidia bug. There are a couple of possible solutions. In the Nvidia control panel you may have a setting called Threaded Optimization. One of our computers has that setting available, but for some reason it doesn't appear on another. If you do have that setting, turning it off appears to fix the problem. If you don't have the setting, you can still turn it on or off in the registry. The path to the value is HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Video\[your GUID here]\ if you have the value OGL_ThreadControl, set it to DWORD:0002. If you don't have it, you can add it. I did this on my dual core machine and that seemed to fix the problem. This setting apparently controls the driver threading, and there are a number of people that have reported the problem on dual core machines. This site: http://forums.nvidia.com/lofiversion/index.php?t9875.html has some information about the problem. I hope this works for you, let me know how it turns out. Good luck, Will On Nov 12, 2007 10:59 PM, Akhtar Shamim [EMAIL PROTECTED] wrote: Thanks very much Charles and Will for your support. Very much appreciated. Best regards, Shamim On Nov 13, 2007 12:52 AM, Will Dicharry [EMAIL PROTECTED] wrote: I don't have access to the machine that I was able to fix it on right now, so I don't know the exact version of the drivers. For the 7900 card, all I had to do was install the vendor drivers that came with the card. I believe the vendor on that one was EVGA. I will be able to check the version tomorrow. I've had the problem on two 8800 GTX cards, one an Asus, the other an Evga. I have not been able to fix it on the Evga card yet. On the Asus card, there is an option in the Nvidia control panel under the 3d settings about threading that doesn't appear on the Evga machine. I have no idea why that is. That option fixed the problem on the Asus card. I will be able to check the exact name and setting of that option tomorrow. I will send another email tomorrow after I check the driver version and the extra setting to give you more information. Will On Nov 11, 2007 7:36 PM, Akhtar Shamim [EMAIL PROTECTED] wrote: Hi Will, Is it possible for you to link me to the driver which solves the problem? That will be very helpful to me. Regards, Shamim On Nov 12, 2007 9:02 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Thanks for your replies. Robert, I am using windows XP Pro with service pack 2. The problem happens with GeForce 8800 GTX cards. Will, is there any solution to this or do I need to change my graphics cards? Regards, Shamim On Nov 12, 2007 5:53 AM, Will Dicharry [EMAIL PROTECTED] wrote: Hi, I am not sure if this is the same problem, but I have an application that uses large paged databases and have seen a slow down on a higher end machine with a GeForce 7900 The slow down was only on Windows, Linux ran fine. After tracking it down, I found out that the bottleneck was actually in the graphics drivers. After installing an older version of the drivers, the performance went back up again. I've also seen the same behavior on a machine with a GeForce 8800 GTX. Unfortunately, I cannot find an older version of the drivers for that card. Again, I don't know if this is the same problem, but the performance loss on a higher end machine rang a bell in my head. Will On Nov 10, 2007 12:31 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers ( i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT
Re: [osg-users] Performance issue with Database Pager Terra Vista Files
Thanks very much Charles and Will for your support. Very much appreciated. Best regards, Shamim On Nov 13, 2007 12:52 AM, Will Dicharry [EMAIL PROTECTED] wrote: I don't have access to the machine that I was able to fix it on right now, so I don't know the exact version of the drivers. For the 7900 card, all I had to do was install the vendor drivers that came with the card. I believe the vendor on that one was EVGA. I will be able to check the version tomorrow. I've had the problem on two 8800 GTX cards, one an Asus, the other an Evga. I have not been able to fix it on the Evga card yet. On the Asus card, there is an option in the Nvidia control panel under the 3d settings about threading that doesn't appear on the Evga machine. I have no idea why that is. That option fixed the problem on the Asus card. I will be able to check the exact name and setting of that option tomorrow. I will send another email tomorrow after I check the driver version and the extra setting to give you more information. Will On Nov 11, 2007 7:36 PM, Akhtar Shamim [EMAIL PROTECTED] wrote: Hi Will, Is it possible for you to link me to the driver which solves the problem? That will be very helpful to me. Regards, Shamim On Nov 12, 2007 9:02 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Thanks for your replies. Robert, I am using windows XP Pro with service pack 2. The problem happens with GeForce 8800 GTX cards. Will, is there any solution to this or do I need to change my graphics cards? Regards, Shamim On Nov 12, 2007 5:53 AM, Will Dicharry [EMAIL PROTECTED] wrote: Hi, I am not sure if this is the same problem, but I have an application that uses large paged databases and have seen a slow down on a higher end machine with a GeForce 7900 The slow down was only on Windows, Linux ran fine. After tracking it down, I found out that the bottleneck was actually in the graphics drivers. After installing an older version of the drivers, the performance went back up again. I've also seen the same behavior on a machine with a GeForce 8800 GTX. Unfortunately, I cannot find an older version of the drivers for that card. Again, I don't know if this is the same problem, but the performance loss on a higher end machine rang a bell in my head. Will On Nov 10, 2007 12:31 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers (i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT++) the performance is very poor and quite unpredictable. I looked at the CPU usages and found that the CPU usage is below 20 % for most of the CPUs. The application crawls at less than 6-7 Hz. However, if I change the BIOS setting to use only one CPU the application is back to normal and runs at constant 60 Hz. It seems to me that the database pager isnt working perfectly with multiple CPUs and gets deadlocked. I am very confused with this situation. For our deployment we have all new machines with dual and quad core CPUs and latest graphics cards. I would be very happy to hear suggestion/advice on how to solve this performance issue. To be honest I am quite stuck with the problem. I have tried compiling our application with OSG 1.2 and OSG 2.0. The phenomenon is the same. Best regards. ___ 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 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance issue with Database Pager Terra Vista Files
Thanks for your replies. Robert, I am using windows XP Pro with service pack 2. The problem happens with GeForce 8800 GTX cards. Will, is there any solution to this or do I need to change my graphics cards? Regards, Shamim On Nov 12, 2007 5:53 AM, Will Dicharry [EMAIL PROTECTED] wrote: Hi, I am not sure if this is the same problem, but I have an application that uses large paged databases and have seen a slow down on a higher end machine with a GeForce 7900 The slow down was only on Windows, Linux ran fine. After tracking it down, I found out that the bottleneck was actually in the graphics drivers. After installing an older version of the drivers, the performance went back up again. I've also seen the same behavior on a machine with a GeForce 8800 GTX. Unfortunately, I cannot find an older version of the drivers for that card. Again, I don't know if this is the same problem, but the performance loss on a higher end machine rang a bell in my head. Will On Nov 10, 2007 12:31 AM, Akhtar Shamim [EMAIL PROTECTED] wrote: Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers (i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT++) the performance is very poor and quite unpredictable. I looked at the CPU usages and found that the CPU usage is below 20 % for most of the CPUs. The application crawls at less than 6-7 Hz. However, if I change the BIOS setting to use only one CPU the application is back to normal and runs at constant 60 Hz. It seems to me that the database pager isnt working perfectly with multiple CPUs and gets deadlocked. I am very confused with this situation. For our deployment we have all new machines with dual and quad core CPUs and latest graphics cards. I would be very happy to hear suggestion/advice on how to solve this performance issue. To be honest I am quite stuck with the problem. I have tried compiling our application with OSG 1.2 and OSG 2.0. The phenomenon is the same. Best regards. ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Performance issue with Database Pager Terra Vista in multi CPU machines.
Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers (i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT++) the performance is very poor and quite unpredictable. I looked at the CPU usages and found that the CPU usage is below 20 % for most of the CPUs. The application crawls at less than 6-7 Hz. However, if I change the BIOS setting to use only one CPU the application is back to normal and runs at constant 60 Hz. It seems to me that the database pager isnt working perfectly with multiple CPUs and gets deadlocked. I am very confused with this situation. For our deployment we have all new machines with dual and quad core CPUs and latest graphics cards. I would be very happy to hear suggestion/advice on how to solve this performance issue. To be honest I am quite stuck with the problem. I have tried compiling our application with OSG 1.2 and OSG 2.0. The phenomenon is the same. Best regards. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Performance issue with Database Pager Terra Vista Files
Dear All, Lately I had been seeing a very obscure problem with our OSG application. The application uses a very large Terra Vista paged terrain. I see the following two phenomena: 1. With all our old computers (i.e. computers having a single core CPU, 1 GB or less RAM and with graphics card NVidia 6600) the application gives a constant update rate of 60 Hz. No problem with any refresh rate issues. 2. However, when I try the same application on a high end machine (Dual Core CPU or Quad Core CPU and with graphics card 7800 GT++) the performance is very poor and quite unpredictable. I looked at the CPU usages and found that the CPU usage is below 20 % for most of the CPUs. The application crawls at less than 6-7 Hz. However, if I change the BIOS setting to use only one CPU the application is back to normal and runs at constant 60 Hz. It seems to me that the database pager isnt working perfectly with multiple CPUs and gets deadlocked. I am very confused with this situation. For our deployment we have all new machines with dual and quad core CPUs and latest graphics cards. I would be very happy to hear suggestion/advice on how to solve this performance issue. To be honest I am quite stuck with the problem. I have tried compiling our application with OSG 1.2 and OSG 2.0. The phenomenon is the same. Best regards. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org