[osg-users] VT MÄKannounces the release of VR-Vantage FreeView!
Dear OSG user, VT MÄK is pleased to announce the release of VR-Vantage FreeView, our new FREE terrain and model viewer built using OpenSceneGraph! VR-Vantage FreeView is Terrain Agile and can be used to inspect your terrains, examine your 3D models, or even connect to Open Streaming Terrain servers, like our VR-TheWorld Server. It's the perfect solution whenever you need to quickly view any terrain or model. You can also compose visually rich terrains directly from source data using VR-Vantage FreeView. You don't need any special licenses to run VR-Vantage FreeView. Just download it from here: Download VR-Vantage FreeView<http://www.mak.com/products/vr-vantage-freeview-download_l_OSG.html> I thought that this would be particularly interesting to the OSG user community because VR-Vantage FreeView is built on OpenSceneGraph and demonstrates integration with lot's of 3rd party products like Sundog's Silverlining and IDV's SpeedTree. Also check out the VR-Vantage Toolkit<http://mak.com/products/vr-vantage-toolkit_l_OSG.html> to see how we've integrated even more 3rd party products like Boston Dynamics's DI-Guy and DiSTI's GL Studio. Thanks, Brett -- Brett Wiesner Director of Visualization Products VT MÄK www.mak.com 617-359-1157 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Demo Contest!
Dear OSG community, There's less than two months left in the VR-Vantage Innovation Contest! Submit a cool OSG based demo and you can win! As you may know, VT MÄK is the vendor of the VR-Vantage visualization product line, which is based on OSG. We would like to invite you, the members of the OSG community, to participate in a visualization innovation contest that we are sponsoring. We are offering cash prizes of up to $1,500 for the winners! http://www.mak.com/vrvcontest/ All you have to do is build something that demo’s well! It could be code that you’ve written or a 3rd party nodekit that you’ve integrated, or a cool terrain and scenario… Just build a cool demo using VR-Vantage and you could win! In order to be eligible, your demo must run within the VR-Vantage framework that we've built on top of OSG. We will provide free temporary runtime and developer licenses of VR-Vantage to those who intend to participate in the contest, along with some basic support to help you understand how to fit your OSG-based code, models or simulation in. Entries must be submitted by Oct 31st, 2010 (before 11:59pm). Winners will be announced to the OSG mailing list (and at the IITSEC Tradeshow) on Nov 29th, 2010. Here are the details: 1) By submitting an entry, you are agreeing to allow MAK and our sales distributors to use and promote your work - to show it at tradeshows, reference it on our web site, capture and show video and screenshots, etc. The idea is that we want to be able to demonstrate what's possible using VR-Vantage, and in particular demonstrate that OSG-based code can be easily incorporated into VR-Vantage-based applications. 2) All you need to provide is an executable, plug-in (source code is optional but preferred) or configuration files (with instructions). VR-Vantage runs on both Windows and Linux platforms. Obviously, you also need to include any data that is required for us to run your demo. 3) The contest will be judged by a panel of simulation experts. Entries will be judged based on creativity, visual quality, and on how well they meet our goal of demonstrating what's possible in a VR-Vantage-based application. 4) If there are three or more entries that we decide are compelling enough to use in our marketing efforts, we will pay three prizes: Winner:$1,500 (USD) 2nd place: $1,000 3rd place: $500 The first place winner will also receive a permanent VR-Vantage developer’s license. 5) If we do use your work, we will always give proper attribution. We don't want to take credit for your work! 6) Please make sure that you are only submitting work that you own, or that you have the legal right to distribute. If you want to participate, please visit http://www.mak.com/vrvcontest/ for download links and entry submission instructions. For official rules, see http://www.mak.com/vrvcontest/contest-rules.php Good luck! Brett Wiesner Product Manager, Visualize Products VT MAK www.mak.com == The VR-Vantage product line includes: - VR-Vantage Stealth - an OSG-based battlefield visualization tool - VR-Vantage IG - a CIGI-compliant, commercial, OSG-based IG - VR-Vantage XR - provides a combined 2D/3D Common Operating Picture - VR-Vantage Toolkit - a powerful application-level SDK built on top of OSG, that includes built-in distributed rendering, game-like navigation interface, a Qt-based GUI framework, DI-Guy Human Characters, SpeedTree vegetation, GL-Studio HUDs and cockpit displays, SilverLining atmosphere and volumetric clouds, streaming terrain through osgEarth, built-in DIS/HLA networking, and a rich set of high-quality 3D visual models from companies like Simthetiq and RealDB. For more information about VR-Vantage, please see www.vr-vantage.com. == ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Microsoft Flight Simulator X terrain in OSG?
Hi, Has anyone tried gotten a microsoft flight simulator X terrain database into OSG? What was the conversion path? Thanks, Brett -- Brett Wiesner Product Manager, Visualize Products VT MAK www.mak.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Programming Contest!
Dear OSG community, As you may know, VT MÄK is the vendor of the VR-Vantage visualization product line, which is based on OSG. We would like to invite you, the members of the OSG community, to participate in a visualization innovation contest that we are sponsoring. We are offering cash prizes of up to $1,500 for the winners! http://www.mak.com/vrvcontest/ All you have to do is build something that demo’s well! It could be code that you’ve written or a 3rd party nodekit that you’ve integrated, or a cool terrain and scenario… Just build a cool demo using VR-Vantage and you could win! In order to be eligible, your demo must run within the VR-Vantage framework that we've built on top of OSG. We will provide free temporary runtime and developer licenses of VR-Vantage to those who intend to participate in the contest, along with some basic support to help you understand how to fit your OSG-based code, models or simulation in. Entries must be submitted by Oct 31st, 2010 (before 11:59pm). Winners will be announced to the OSG mailing list (and at the IITSEC Tradeshow) on Nov 29th, 2010. Here are the details: 1) By submitting an entry, you are agreeing to allow MAK and our sales distributors to use and promote your work - to show it at tradeshows, reference it on our web site, capture and show video and screenshots, etc. The idea is that we want to be able to demonstrate what's possible using VR-Vantage, and in particular demonstrate that OSG-based code can be easily incorporated into VR-Vantage-based applications. 2) All you need to provide is an executable, plug-in (source code is optional but preferred) or configuration files (with instructions). VR-Vantage runs on both Windows and Linux platforms. Obviously, you also need to include any data that is required for us to run your demo. 3) The contest will be judged by a panel of simulation experts. Entries will be judged based on creativity, visual quality, and on how well they meet our goal of demonstrating what's possible in a VR-Vantage-based application. 4) If there are three or more entries that we decide are compelling enough to use in our marketing efforts, we will pay three prizes: Winner:$1,500 (USD) 2nd place: $1,000 3rd place: $500 The first place winner will also receive a permanent VR-Vantage developer’s license. 5) If we do use your work, we will always give proper attribution. We don't want to take credit for your work! 6) Please make sure that you are only submitting work that you own, or that you have the legal right to distribute. If you want to participate, please visit http://www.mak.com/vrvcontest/ for download links and entry submission instructions. For official rules, see http://www.mak.com/vrvcontest/contest-rules.php Good luck! Brett Wiesner Product Manager, Visualize Products VT MAK www.mak.com == The VR-Vantage product line includes: - VR-Vantage Stealth - an OSG-based battlefield visualization tool - VR-Vantage IG - a CIGI-compliant, commercial, OSG-based IG - VR-Vantage XR - provides a combined 2D/3D Common Operating Picture - VR-Vantage Toolkit - a powerful application-level SDK built on top of OSG, that includes built-in distributed rendering, game-like navigation interface, a Qt-based GUI framework, DI-Guy Human Characters, SpeedTree vegetation, GL-Studio HUDs and cockpit displays, SilverLining atmosphere and volumetric clouds, streaming terrain through osgEarth, built-in DIS/HLA networking, and a rich set of high-quality 3D visual models from companies like Simthetiq and RealDB. For more information about VR-Vantage, please see www.vr-vantage.com. == ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on when the next stable "even" release will be?
Thanks Robert. Looking forward to 3.0! Robert Osfield wrote: Hi Brett, On Mon, Jun 14, 2010 at 3:48 PM, Brett Wiesner wrote: Do you have any thoughts on when a next stable "even" number release will be? I still plan to push to get shader composition into svn/trunk before going for 3.0. I've been bug fixing for much of the last month, with a bit of merging of submission and bespoke dev work thrown in so haven't had a chance to dive back into shader composition. This week I'll be merging the pending submissions and looking a bug in osgTerrain and then will tag 2.9.8, then I'll be back on the shader composition case. I'm expecting shader composition to take at least two weeks pretty focused work, which pushed out into at least end of June, early July. Once we have all the features in place it'll be a case of lots of testing and rapid succession of dev releases and finally to 3.0 itself. End of July might be possible if all things going really smoothly. August being a much safer bet. Prior to this it might be possible to get another 2.8.x series release out, but I don't have any plans for this personally. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Brett Wiesner Product Manager, Visualize Products VT MAK www.mak.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Thoughts on when the next stable "even" release will be?
Robert, Do you have any thoughts on when a next stable "even" number release will be? Thanks Brett -- Brett Wiesner Product Manager, Visualize Products VT MAK www.mak.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release: Last call for changes
Paul, One more... There are a feature added to PagedLOD that lets users specify options similar to the osgDB options. This lets users say something like use "dds_flip" for node under this PagedLOD which is useful if you have a paged terrain that has "backwards" dds textures. Thanks, Brett Paul Martz wrote: Hi all -- I'm running slightly ahead of schedule on getting the 2.8 branch ready for the 2.8.3 release, so I thought I'd ping the list once more for change requests. If you know of any bug fixes for issues present in the 2.8.2 release, please cite the svn trunk revision number that fixed the bug, and I'll try to merge it onto the 2.8 branch. Likewise, I've found that backporting plugins is pretty trivial, so if there is a plugin that's been updated on trunk that you'd like to see in 2.8.3, let me know. I imagine DDS is a candidate, anyone else agree? Stephan Huber has tentatively volunteered to attempt to generate XCode files for the 2.8.3 release, but if there's anyone else willing to help out with this, please step forward. Barring further changes, I'll start to focus on generating the wrappers. Once that's done, and XCode files are updated, then we can go for a release candidate. Please test on the 2.8 branch and report any issues. Lots of info on the release can be found here: http://www.openscenegraph.org/projects/osg/wiki/Support/283release Thanks! -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Brett Wiesner Product Manager, Visualize Products VT MAK www.mak.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release: Last call for changes
Paul, Were there any database pager fixes that could be backported to 2.8.3? I believe there were some serious bugs concerning the release of paged tiles. Thanks, Brett Paul Martz wrote: Hi all -- I'm running slightly ahead of schedule on getting the 2.8 branch ready for the 2.8.3 release, so I thought I'd ping the list once more for change requests. If you know of any bug fixes for issues present in the 2.8.2 release, please cite the svn trunk revision number that fixed the bug, and I'll try to merge it onto the 2.8 branch. Likewise, I've found that backporting plugins is pretty trivial, so if there is a plugin that's been updated on trunk that you'd like to see in 2.8.3, let me know. I imagine DDS is a candidate, anyone else agree? Stephan Huber has tentatively volunteered to attempt to generate XCode files for the 2.8.3 release, but if there's anyone else willing to help out with this, please step forward. Barring further changes, I'll start to focus on generating the wrappers. Once that's done, and XCode files are updated, then we can go for a release candidate. Please test on the 2.8 branch and report any issues. Lots of info on the release can be found here: http://www.openscenegraph.org/projects/osg/wiki/Support/283release Thanks! -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Brett Wiesner Product Manager, Visualize Products VT MAK www.mak.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?
Everyone, I appreciate this feedback. It's a good start. If I receive a "positive" response from this survey, my company (MAK, who attends these conferences regularly) will organize (broadcast invitations), setup (get a room/ food), and chair (provide a basic agenda) these meetings at both conferences. We feel that there is a substantial number of OSG developers and users of OSG products in this industry, and we are very interested in building momentum, gathering partners, strengthening the community. So... if you are planning on going and haven't responded... lemme know! Thanks, Brett Brett Wiesner wrote: Hey everyone, I know a lot of OSG users are building things in the ModSim space and I know that two of the bigger industry conferences are ITEC (Europe) and I/ITSEC (USA). I was wondering how many people from this list go to either of those and if there is any interest in a OSG Users Group meeting? I was thinking it would be a great opportunity to meet other OSG users. Perhaps everyone can speak a little about what they are building with OSG and share some of their experiences. So, the questions are: 1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one) 2) Would you go to a OSG Users Group Meeting? Thanks, Brett Wiesner -- Product Manager, VR-Vantage OSG Based Battlefield Information Station, Desktop IG and SDK http://www.VR-Vantage.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?
J-S, That's great! I've been meaning to talk to you guys about a possible VR-Vantage/ Vortex integration. I'll be sure to talk to Arnold at ITEC. Thanks, Brett Jean-Sébastien Guay wrote: Hi Brett, I know a lot of OSG users are building things in the ModSim space and I know that two of the bigger industry conferences are ITEC (Europe) and I/ITSEC (USA). I was wondering how many people from this list go to either of those and if there is any interest in a OSG Users Group meeting? I was thinking it would be a great opportunity to meet other OSG users. Perhaps everyone can speak a little about what they are building with OSG and share some of their experiences. So, the questions are: 1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one) We'll be at both ITEC and I/ITSEC. Not me, but our VP of Business Development, Arnold Free, will be there. 2) Would you go to a OSG Users Group Meeting? Arnold would attend, sure, and he could talk about some of the things we've been working on. We're going to have a nice demo on the show floor as well if people would like to check it out. :-) J-S -- Product Manager, VR-Vantage OSG Based Battlefield Information Station, Desktop IG and SDK http://www.VR-Vantage.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?
Hey everyone, I know a lot of OSG users are building things in the ModSim space and I know that two of the bigger industry conferences are ITEC (Europe) and I/ITSEC (USA). I was wondering how many people from this list go to either of those and if there is any interest in a OSG Users Group meeting? I was thinking it would be a great opportunity to meet other OSG users. Perhaps everyone can speak a little about what they are building with OSG and share some of their experiences. So, the questions are: 1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one) 2) Would you go to a OSG Users Group Meeting? Thanks, Brett Wiesner -- Product Manager, VR-Vantage OSG Based Battlefield Information Station, Desktop IG and SDK http://www.VR-Vantage.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fast Intersections?
Hi, I'm wondering what people are using if they need to do fast intersections with OSG? Is anyone running a simulation using the scenegraph as the terrain representation? If so, how did you organize it and are you using special intersection classes? How does that work with streaming terrain, pageable terrain and procedurally generated terrain? Thanks, Brett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLOD & DatabasePager crash
Robert, Here is a sample program that crashes when loading earth.ive the second time. I'm using OSG 2.8.2. Thanks, Brett main() { std::string modelPath = "earth.ive"; // create a scene graph (and keep it around). osg::ref_ptr modelNode = osgDB::readNodeFile(modelPath); // create viewer1 and set the scene graph data. osgViewer::Viewer* viewer1 = new osgViewer::Viewer; viewer1->setUpViewOnSingleScreen(0); viewer1->setSceneData(modelNode.get()); viewer1->setCameraManipulator(new osgGA::TrackballManipulator()); // render a frame viewer1->realize(); while(!viewer1->done()) { viewer1->frame(); } // delete viewer1. delete viewer1; viewer1 = 0; // create viewer2 and set the scene graph data. osgViewer::Viewer* viewer2 = new osgViewer::Viewer; viewer2->setUpViewOnSingleScreen(0); viewer2->setSceneData(modelNode.get()); viewer2->setCameraManipulator(new osgGA::TrackballManipulator()); // render a frame viewer2->realize(); while(!viewer2->done()) { viewer2->frame(); } // check that it has textures. // delete viewer2. delete viewer2; viewer2 = 0; } Robert Osfield wrote: Hi Colin, You make no mention of which version of the OSG you are using. The DatabasePager and manage of GL objects when destroying contexts has improved significantly over the past year so the problems you are seeing may well be already resolved. Robert. On Thu, Jan 14, 2010 at 5:00 PM, Colin Branch wrote: Greetings, Here's my steps: I'm creating a compositeViewer with one or more views. I'm loading a paged database. While the database is paging, I delete the compositeViewer (thus taking the context down with it as well as the database pager). I then create a new compositeViewer and attempt to render the sane database (same nodes). I'm getting a crash in the database pager, specifically it crash in the requestNodeFile function due to crashing on accessing invalid memory. The problem seems to step from the PagedLOD having a ref_ptr to a DatabasePager::DatabaseRequest. The databaseRequest has a raw pointer to a RequestQueue. The RequestQueue is invalid (as it is a referenced member of the original database pager, and thus is already deleted, but the DB request stayed alive). There appears to be no way of clearing the databaseRequest which is referenced in the PagedLOD node. This appears to be a problem with how OSG handles database paging, probably a bug. No obvious solution pops out, mainly due to the low level nature of the problem. This is an important issue since it affects one of our customers. I welcome any comments/suggestions/workarounds. Thank you and best regards, Colin Branch -- Colin Branch VT MAK work: (617) 876-8085 Ext. 159 email: cbra...@mak.com ___ 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] problem with recycled context id's and OPTIMIZE_TEXTURE_SETTINGS
Hi, Problem: Using OSG 2.4.0 I have built an app that dynamically creates composite viewers that have one of more views. The scene graph is kept around as a ref pointer during the course of multiple viewers. When I delete a composite viewer and create another one and then use the original root node of the scene graph, textures are gone (ie, everythings white). I've tracked the problem down to this. If you optimize your scene graph using the OPTIMIZE_TEXTURE_SETTINGS setting, then recycle the context id, textures are missing. I'm honestly not sure what the optimizer option OPTIMIZE_TEXTURE_SETTINGS does but I can reproduce the bug. I've included sample code below to reproduce the bug. Thanks, Brett // This method reads in a flt file and writes it out optimized using the "troublesome" flag. writeOutModelAsIveOptimized() { std::string modelPath = testDataDir(); modelPath += "testTree\\Test_tree.flt"; std::string modelPathOut = testDataDir(); modelPathOut += "testTree\\Test_tree_optimized.ive"; // create a scene graph (and keep it around). osg::ref_ptr modelNode = osgDB::readNodeFile(modelPath); osgUtil::Optimizer op; op.optimize(modelNode.get(),osgUtil::Optimizer::OPTIMIZE_TEXTURE_SETTINGS); osgDB::writeNodeFile(*modelNode.get(), modelPathOut); } // This method reads in a flt file and writes it out unoptimized. Please substitute any flt file you have. writeOutModelAsIve() { std::string modelPath = testDataDir(); modelPath += "testTree\\Test_tree.flt"; std::string modelPathOut = testDataDir(); modelPathOut += "testTree\\Test_tree_unoptimized.ive"; // create a scene graph (and keep it around). osg::ref_ptr modelNode = osgDB::readNodeFile(modelPath); osgDB::writeNodeFile(*modelNode.get(), modelPathOut); } // This method creates a scene graph and keeps it around after the destruction of a viewer. // Then it creates a viewer and loads the model. You try this with both the unoptimized ive and the // optimized one. It runs the viewer waits for you to look at the model and then hit esc to quit. // Then it destroys the viewer, and creates another one using the same scene graph. // You'll notice that the scene no longer has textures. TEST(test_osgKeepSceneGraphAround) { std::string modelPath = testDataDir(); modelPath += "testTree\\Test_tree_optimized.ive"; // create a scene graph (and keep it around). osg::ref_ptr modelNode = osgDB::readNodeFile(modelPath); // create viewer1 and set the scene graph data. osgViewer::Viewer* viewer1 = new osgViewer::Viewer; viewer1->setUpViewOnSingleScreen(0); viewer1->setSceneData(modelNode.get()); viewer1->setCameraManipulator(new osgGA::TrackballManipulator()); // render viewer1->realize(); while(!viewer1->done()) { viewer1->frame(); } // delete viewer1. delete viewer1; viewer1 = 0; // create viewer2 and set the scene graph data. osgViewer::Viewer* viewer2 = new osgViewer::Viewer; viewer2->setUpViewOnSingleScreen(0); viewer2->setSceneData(modelNode.get()); viewer2->setCameraManipulator(new osgGA::TrackballManipulator()); // render viewer2->realize(); while(!viewer2->done()) { viewer2->frame(); } // delete viewer2. delete viewer2; viewer2 = 0; } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] pagedLOD question
> > Yes, that should do work. > > If you already have the LowRes LODs loaded, you could also do: > > osg::pagedLOD* pagedLod0 = new osg::pagedLOD; > pagedLod0->addChild(pagedLod0LowResChild); > pagedLod0->setFilename(1, pagedLod3Child0Filename); > group->addChild(pagedLod0); > Thanks Bryan. That method probably wouldn't work for me. Let's say you're trying to load a very large terrain. You wouldn't want to load all the pieces as child nodes. You'd want to only load the lowest LODs then page in higher and higher resolution LODs as needed. My next question, is how does the pagedLOD node know when page in/ page out its child node? In my code I was only setting filenames, not min, max ranges... osg::pagedLOD* pagedLod0 = new osg::pagedLOD; pagedLod0->setFilename(0, pagedLod0LowResFilename); pagedLod0->setFilename(1, pagedLod0Child0Filename); group->addChild(pagedLod0); ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] pagedLOD question
> > Brett, > > PagedLod is similar to ProxyNode in that you can set the filenames for > the child nodes and they will be loaded as needed, but it has added > support for unloading them, too. > So how should someone construct this scenegraph: Group PagedLOD child 0 -> local tile geometry at low resolution child 1 -> external file reference PagedLOD child 0 -> local tile geometry at low resolution child 1 -> external file reference PagedLOD child 0 -> local tile geometry at low resolution child 1 -> external file reference PagedLOD child 0 -> local tile geometry at low resolution child 1 -> external file reference Would this work? osg::group* group = new osg::group; osg::pagedLOD* pagedLod0 = new osg::pagedLOD; pagedLod0->setFilename(0, pagedLod0LowResFilename); pagedLod0->setFilename(1, pagedLod0Child0Filename); group->addChild(pagedLod0); osg::pagedLOD* pagedLod1 = new osg::pagedLOD; pagedLod1->setFilename(0, pagedLod1LowResFilename); pagedLod1->setFilename(1, pagedLod1Child0Filename); group->addChild(pagedLod1); osg::pagedLOD* pagedLod2 = new osg::pagedLOD; pagedLod2->setFilename(0, pagedLod2LowResFilename); pagedLod2->setFilename(1, pagedLod2Child0Filename); group->addChild(pagedLod2); osg::pagedLOD* pagedLod3 = new osg::pagedLOD; pagedLod3->setFilename(0, pagedLod3LowResFilename); pagedLod3->setFilename(1, pagedLod3Child0Filename); group->addChild(pagedLod3); Thanks, Brett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] pagedLOD question
Robert Osfield wrote: On Wed, May 14, 2008 at 1:54 PM, Brett Wiesner <[EMAIL PROTECTED]> wrote: Thanks Robert. By "external file reference" you mean a proxyNode correct? No, I mean the files referenced from the PagedLOD Hmmm So are you saying the scenegraph should actually load the files into memory (as child nodes)? Does this mean that the child files won't be loaded "as needed" but will always be in memory? Perhaps, I'm confusing paging with something else. Thanks, Brett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] pagedLOD question
Thanks Robert. By "external file reference" you mean a proxyNode correct? Robert Osfield wrote: HI Brett, What I have done VirtualPlanetBuilder is to have a quad tree scene graph structure like: Group PagedLOD child 0 -> local tile geometry at low resolution child 1 -> external file reference PagedLOD child 0 -> local tile geometry at low resolution child 1 -> external file reference PagedLOD child 0 -> local tile geometry at low resolution child 1 -> external file reference PagedLOD child 0 -> local tile geometry at low resolution child 1 -> external file reference Each externals file reference is .ive file that contains a Group at the root and four children in the same structure as above. The nice thing about this structure is that there are always tiles available as fallback so there is never any holes in your terrain while you are waiting of the high res tiles to page in. Robert. On Mon, May 12, 2008 at 11:58 PM, Brett Wiesner <[EMAIL PROTECTED]> wrote: Hi, I have a set of terrain files that represent LODs for a terrain that I'd like to have OSG load and page. It's a quad tree where the first tile is the low res LOD 0. The next LOD is four tiles of medium resolution and the LOD after is 16 tiles of high resolution terrain. My question is, how do I construct the scenegraph? Should I just put each tile under a osg::PagedLOD node and put all the pagedLOD nodes under a group node? Or should preserve the hierarchy so that the lowest level PagedLOD node has the the pagedLOD nodes of its children under it, and so on. Thanks, Brett ___ 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] pagedLOD question
Hi, I have a set of terrain files that represent LODs for a terrain that I'd like to have OSG load and page. It's a quad tree where the first tile is the low res LOD 0. The next LOD is four tiles of medium resolution and the LOD after is 16 tiles of high resolution terrain. My question is, how do I construct the scenegraph? Should I just put each tile under a osg::PagedLOD node and put all the pagedLOD nodes under a group node? Or should preserve the hierarchy so that the lowest level PagedLOD node has the the pagedLOD nodes of its children under it, and so on. Thanks, Brett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Sample TerraPage terrain?
Hi, I've got 3 TerraPage terrains that don't show up when I load them in osgViewer.exe. Also no useful error messages show up. I'm using OSG 2.4.0. I was wondering if anyone knows I can get a sample TerraPage terrain that works with OSG 2.4.0 that I can use as a control for my tests. Thanks, Brett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Custom stats?
Robert, I already have a custom drawable; in fact that's what I want to view the stats of. For example, in the drawable is some openGL code which produces some billboards, and I want to know show how many billboards it's drawing. When I toggle the stats on and off, I'd like to see something like "Billboards: 2040" along with the framerate info etc. I've looked at the stats handler and traced the code around. Here's what it seems like I need to do... Please correct me if I'm wrong. 1. Add attributes to osg::Stats for the things I care about. (ie: "Billboards") 2. Derive from osg::statsHandler to get at those attributes and draw them. I'm a little confused here about the link between stats and statistics but it seems like I also need to... 3. Derive from osg::Statistics (BillBoardStatistics) and add members for things I care about ("ie: myNumBillboards"). 4. Add an "accept" method to my custom drawable class so that when the osg::statsvisitor visits I can get at my derived BillBoardStatistics class and update it with info about the number of billboards. Like I said, I'm confused about the connection between osg::stats and osg::statistics. Is there a connection? How does it work? Am I just way off here? Thanks, Brett Robert Osfield wrote: > HI Brett, > > Just have a look how the present stats are done via the StatsHandler, > it should tell you the various things that can be done to get things > renderered and updated - there should be no need for custom drawables > as it can all be done with standard OSG objects. > > Robert. > > On Thu, Mar 6, 2008 at 6:24 PM, Brett Wiesner <[EMAIL PROTECTED]> wrote: > >> Hi, >> >> I'd like to display some custom stats every frame. For example, I have a >> custom drawable which I'd like to display some information about. What's >> the best way to go about doing this? >> >> Thanks, >> Brett >> ___ >> 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] Custom stats?
Hi, I'd like to display some custom stats every frame. For example, I have a custom drawable which I'd like to display some information about. What's the best way to go about doing this? Thanks, Brett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Test
Test ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Optimizer, proxyNodes, and names
Hi, I've written something that replaces certain proxy nodes with other nodes based on their file name. If I save the scene out as an .ive file then load it up again the proxy nodes aren't there. I've tried two things and there's a problem with each. 1) I've changed the optimizer settings to leave proxy nodes alone. What it does is create an .ive file for the referenced file (which is fine). However, the proxy node's filename list contains the referenced .ive file as an absolute file path! I tried moving the files and everything loads fine (however the proxy nodes filename still references the .ive file at the old location). Should the proxy node's filename list contain the referenced .ive file as a relative path to the referencing .ive file? 2) This is what I tried first actually. I created another visitor that searches nodes for names/ descriptions of the old proxy node but nothing came up. Is the name/ description of the removed proxy node stored in the group node that replaced it somewhere? Thanks, Brett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] glPushAttrib(GL_ALL_ATTRIB_BITS) vs. pushStateSet(), apply(), popStateSet()
Hi, I have a custom drawable that makes calls to some openGL code in the drawImplementation() method (much like the osgTeapot example). The code is from a 3rd party vendor and they obviously make calls that change some openGL attributes because things like the stats handler stop working after this drawable is added to the scene. I've fixed the problem by pushing/ poping the openGL attributes like so: MyDrawable::drawImplementation( osg::RenderInfo& ri) const { glPushAttrib(GL_ALL_ATTRIB_BITS); // do third party drawing code glPopAttrib(); } I have two questions. First, is there a way to use osg::state to do this? Would this work? MyDrawable::drawImplementation( osg::RenderInfo& ri) const { osg::state* state = ri.getState(); state->pushStateSet(getStateSet()); // do third party drawing code state->popStateSet(); } Second, if I could figure out what attributes the 3rd party code sets, would I be better off setting the stateSet of the drawable in the CTOR? Thanks, Brett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org