Re: [osg-users] Is there any way to preload textures/geometry?
osg::GraphicsOperation *gOp = camera-getRenderer(); ((osgViewer::Renderer *) gOp)-setCompileOnNextDraw(true); -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nick Jones Sent: Monday, August 13, 2012 3:26 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Is there any way to preload textures/geometry? Hello, I am experiencing a performance decrease when OSG culls new objects into view for the first time. My current assumption is that the objects' textures and/or geometry must be pushed down to the GPU before it can be used. Once they are cached in the GPU, the performance returns to normal. Does anyone know of a way I can tell OSG to preload textures and/or geometry to the card during my load time? If I can preload all my data at load time, I won't have any performance decrease at run time. I am working on a real time system and I cannot afford the performance hits that I am getting. Thank you! Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49251#49251 ___ 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] loading to texture memory?
void osgViewer::Renderer::setCompileOnNextDraw(bool flag) -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Akilan Thangamani Sent: Wednesday, April 11, 2012 10:34 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] loading to texture memory? Hi, I have GPU of having 1GB texture memory. I like to load large volume of data into texture memory( using SetImage()), but less than 1GB, and render part by part of the data for every frame. Does OSG contains any function call to transfer only portion of texture memory to the display? To my knowledged, SetImage() in osg::Texture2D is the only call to load data into texture memory directly, I think? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46985#46985 ___ 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] Counting OpenGL Draw calls in Stats
gDEBugger has the ability to view OpenGL Call history. Can't speak on the performance hit. But, sounds like you need it in the app itself. I don't know of an internal mechanism. However, should be able to easily CASE a thin inlined OpenGL layer with metrics embedded. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, February 22, 2012 11:35 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Counting OpenGL Draw calls in Stats Hi, all, I'm interested in determining how many OpenGL draw calls are made during the rendering of a frame (counting and storing them as a Stats variable). I'm sure this is possible, but I wonder if it would be feasible to do without significantly affecting performance. Anyone have any thoughts? --J ___ 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] Counting OpenGL Draw calls in Stats
OpenGL video driver comes to mind. Anything in the spec that facilitates this across platforms? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, February 22, 2012 1:34 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Counting OpenGL Draw calls in Stats Thanks, Bob. I've used gDEBugger for this before, but for this case, I need to get it into the OSG Stats proper. The capability isn't there yet, so I'm looking into adding it. I'm trying to gauge how feasible it would be to add this feature without adversely affecting performance. The current frame Stats don't seem too heavy, but they're mainly taking measurements before and after the frame, not counting events that happen during the frame. --J On 02/22/2012 03:22 PM, Buckley, Bob CTR MDA/DES wrote: gDEBugger has the ability to view OpenGL Call history. Can't speak on the performance hit. But, sounds like you need it in the app itself. I don't know of an internal mechanism. However, should be able to easily CASE a thin inlined OpenGL layer with metrics embedded. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, February 22, 2012 11:35 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Counting OpenGL Draw calls in Stats Hi, all, I'm interested in determining how many OpenGL draw calls are made during the rendering of a frame (counting and storing them as a Stats variable). I'm sure this is possible, but I wonder if it would be feasible to do without significantly affecting performance. Anyone have any thoughts? --J ___ 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] Counting OpenGL Draw calls in Stats
A co-worker sent me this: http://www.opengl.org/sdk/tools/GLIntercept/ It wraps opengl32.dll so that it can log all calls to OpenGL Unfortunately, it appears to be Windows only. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Buckley, Bob CTR MDA/DES Sent: Wednesday, February 22, 2012 2:02 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Counting OpenGL Draw calls in Stats OpenGL video driver comes to mind. Anything in the spec that facilitates this across platforms? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, February 22, 2012 1:34 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Counting OpenGL Draw calls in Stats Thanks, Bob. I've used gDEBugger for this before, but for this case, I need to get it into the OSG Stats proper. The capability isn't there yet, so I'm looking into adding it. I'm trying to gauge how feasible it would be to add this feature without adversely affecting performance. The current frame Stats don't seem too heavy, but they're mainly taking measurements before and after the frame, not counting events that happen during the frame. --J On 02/22/2012 03:22 PM, Buckley, Bob CTR MDA/DES wrote: gDEBugger has the ability to view OpenGL Call history. Can't speak on the performance hit. But, sounds like you need it in the app itself. I don't know of an internal mechanism. However, should be able to easily CASE a thin inlined OpenGL layer with metrics embedded. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, February 22, 2012 11:35 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Counting OpenGL Draw calls in Stats Hi, all, I'm interested in determining how many OpenGL draw calls are made during the rendering of a frame (counting and storing them as a Stats variable). I'm sure this is possible, but I wonder if it would be feasible to do without significantly affecting performance. Anyone have any thoughts? --J ___ 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] How to simulate dam-break process?
Paper by Jim Chen while at The Institute for Simulation and Training/Univ. Central Florida. Real-Time Fluid Simulation in a Dynamic Virtual Environment www.cs.ucf.edu/~vision/papers/rtFluid.pdfhttp://www.cs.ucf.edu/~vision/papers/rtFluid.pdf Not quite the implementation info, but is the underlying theory. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Hanson Sent: Tuesday, February 21, 2012 8:58 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] How to simulate dam-break process? On Mon, Feb 13, 2012 at 6:12 AM, Tiger Woods 95713...@qq.commailto:95713...@qq.com wrote: Hi,All I want to simulate the process of a dam break. i have change data about dam breach in different time . please give me some suggestion about how can i do it ! Thank you! This is really beyond the scope of basic OSG. You might be able to generate multiple VPB terrain models and load and display them in sequence with some sort of fading effect. osgEarth might also be able to help you, by altering the terrain model on the fly in some way. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.commailto:xe...@alphapixel.com http://www.alphapixel.com/ Training * Consulting * Contracting 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL Digital Imaging * GIS * GPS * Telemetry * Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile * iPhone/iPad/iOS * Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Transparency Bin Default Behavior
I just found that the transparency bin does not disable z writes by default. Is there a way to do this via the existing API? Pre-traversal callback? Mode? Attribute? I've been looking thru the archives and see only one reference. Indeed cites it as the solution. Thanks Bob Buckley Raytheon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency Bin Default Behavior
Hey, Jason. Was just down in your neck of the woods, kinda - flying @ Sebring. I got the per state solution. But, I'm looking for fixing the transparency bin. Should be on that bin rather than wasting resources on identifying and setting on all the applicable states - transparent colors and textures. Bob From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Tuesday, November 08, 2011 2:33 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Transparency Bin Default Behavior On 11/08/2011 04:26 PM, Buckley, Bob CTR MDA/DES wrote: I just found that the transparency bin does not disable z writes by default. Is there a way to do this via the existing API? Pre-traversal callback? Mode? Attribute? I've been looking thru the archives and see only one reference. Indeed cites it as the solution. Hi, Bob, Something like this should work... depthAttr = new osg::Depth(); depthAttr-setWriteMask(false); stateSet-setAttributeAndModes(depthAttr, osg::StateAttribute::ON); --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities, gross stupidity, willful blindness, and simple foolishness.
Wow, that's a fascinating read. I took a look at D3D at V1.0 and didn't make it thru Chapter #1. BTW, I still have that book. :O Looked like a bunch of Jr. High kids wrote it - much like most of their API's at the time. Although, I have to say they've 'grown up' as their API's are no longer thoroughly counter intuitive. Thanks, Chris. 'Bwana' Bob Buckley Principal Software Engineer Raytheon Colorado Springs -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Thursday, June 30, 2011 10:03 AM To: OpenSceneGraph Users Subject: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities, gross stupidity, willful blindness, and simple foolishness. I threw in my two cents and pimped OSG in the Reddit comments. http://www.reddit.com/r/programming/comments/icfw3/opengl_vs_direct3d_a_tale_of_missed_opportunities/ -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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] Delighted to announce OpenSceneGraph-3.0.0!
Thank you Robert and Contributors. 'Bwana' Bob Buckley Principal Software Engineer Raytheon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shaders and Nvidia 275.33 drivers problem
Concur. They broke 3DVision (dual OC'd 250's) Transmitter lights up, flashes, then turns off. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Wednesday, June 08, 2011 5:28 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Shaders and Nvidia 275.33 drivers problem The 275.33 Drivers are not good I personally would avoid like the plague, they are causing all sorts of problems for people Gordon Tomlinson System Engineering Consultant Overwatch® An Operating Unit of Textron Systems __ WARNING: Documents that can be viewed, printed or retrieved from this E-Mail may contain technical data whose export is restricted by the Arms Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not be exported, released or disclosed to non-U.S. persons (i.e. persons who are not U.S. citizens or lawful permanent residents [green card holders]) inside or outside the United States, without first obtaining an export license. Violations of these export laws are subject to severe civil, criminal and administrative penalties. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alexander Sinditskiy Sent: Wednesday, June 08, 2011 5:04 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Shaders and Nvidia 275.33 drivers problem Hello I have win7 x64 nvidia video card I found strange problem after update to version 275.33 of nvidia drivers. I see artifacts with shaders, i tried to find why. Part of shader uniform variables are not work correctly. i try to debug it with gdebugger and i noticed non-initialized values in part of uniforms. file src/osg/Program.cpp lines 672-673 Code: _extensions-glGetActiveUniform( _glProgramHandle, i, maxLen, 0, size, type, name ); Later i found that names of array variables coming with [0]. example - %name%[0] i tested with 266.58 they coming without [0] as result in _uniformInfoMap[Uniform::getNameID(reinterpret_castconst char*(name))] = ... we recording values with [0]. file src/osg/Program.cpp lines 213 Code: inline void apply(const Uniform uniform) const { GLint location = getUniformLocation(uniform.getNameID()); if (location=0) and here we can't get right location i fix it, please look patch Code: --- a/OpenSceneGraph/src/osg/Uniform.cpp +++ b/OpenSceneGraph/src/osg/Uniform.cpp @@ -611,13 +611,13 @@ unsigned int Uniform::getNameID(const std::string name) static UniformNameIDMap s_uniformNameIDMap; OpenThreads::ScopedLockOpenThreads::Mutex lock(s_mutex_uniformNameIDMap); -UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name); +UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name.substr(0, name.find([))); if (it != s_uniformNameIDMap.end()) { return it-second; } unsigned int id = s_uniformNameIDMap.size(); -s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name, id)); +s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name.substr(0, name.find([)), id)); return id; } But i don't think that is a good solution. Thank you! Cheers, Alexander -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40201#40201 ___ 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] Supporting multiple frame rates
Overlay buffer comes to mind given the selection and clearing control. But, if I remember right, they are limited to color index mode. Newer hardware of the day may allow RGB mode. We did this type of multiplexing with Performer years ago, but with different windows. We rendered the scene at a full 60 Hz and alternated HUD insets at 30hz. Much easier than trying to do it on the same canvas. Bob Buckley Principal Software Engineer Raytheon -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: Thursday, April 28, 2011 9:40 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Supporting multiple frame rates Hello, We currently have an OSG based application which renders at 30-60+ fps on our development hardware with discrete gpus. Unfortunately we have to be able to deploy on a wide range of hardware including stuff that is significantly less capable (Intel GPUs, etc). On some of these slower platforms we are seeing framerates that are 10-15 fps. This is actually ok for us with one exception, live video. We show live video in the scene graph (for now strictly in the HUD). We have a requirement to make the video render at native speed (~30 fps). I am looking for a way to make the HUD/video render at 30 fps and let the rest of the scene graph render at a floating rate (whatever the machine can handle). How might this be accomplished? Since this is a HUD, obviously it must ultimately render to the same graphics context, however it doesn't really need to respect the depth buffer, etc of the rest of the scene (it should always render on top). PS Should I be thinking about render to texture? Related threads I came across: http://forum.openscenegraph.org/viewtopic.php?t=7858 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-January/006000.html http://forum.openscenegraph.org/viewtopic.php?t=7117 Thanks -Brad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting height data of a terrain(flt file)
Ahhh. Marcus was da man for all us end users. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Weiblen Sent: Thursday, March 03, 2011 8:16 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Getting height data of a terrain(flt file) Hi Bob, (gotta realize that Gordon and I have worked at Multigen-Paradigm, so we have a unique perspective on the Flight format ;-) -- mew On Wed, Mar 2, 2011 at 2:56 PM, Buckley, Bob CTR MDA/DES bob.buckley@mda.mil wrote: Wow, seemed to be pretty straight forward stuff to me. And the specs were always through and complete. It's the versioning I had trouble with. SDK available for it, too: http://www.presagis.com/products_services/standards/openflight/ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Wednesday, March 02, 2011 6:10 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Getting height data of a terrain(flt file) You can get the latest spec for OpenFlight here http://www.presagis.com/products_services/standards/openflight/ Chris I always found a good aged bottle of single Malt stopped me crying when working with OpenFlight or a goo firkin of real ale :) Gordon Tomlinson 3D Technology System Engineering Consultant Overwatch® An Operating Unit of Textron Systems __ WARNING: Documents that can be viewed, printed or retrieved from this E-Mail may contain technical data whose export is restricted by the Arms Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not be exported, released or disclosed to non-U.S. persons (i.e. persons who are not U.S. citizens or lawful permanent residents [green card holders]) inside or outside the United States, without first obtaining an export license. Violations of these export laws are subject to severe civil, criminal and administrative penalties. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Tuesday, March 01, 2011 10:53 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Getting height data of a terrain(flt file) On 3/1/2011 7:54 PM, Mukund Keshav wrote: Hi Robert, Thanks for the reply. Could you please tell where i can find the exact file format for flt files? FLT isn't really an OSG format, it's a MultiGen format. Documentation on it is very poor and sparse. I wouldn't pursue this unless you REALLY need to look into the format. Grown men have been known to be reduced to tears trying to understand FLT. Thanks, Mukund -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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 -- Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/ ___ 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] Getting height data of a terrain(flt file)
Wow, seemed to be pretty straight forward stuff to me. And the specs were always through and complete. It's the versioning I had trouble with. SDK available for it, too: http://www.presagis.com/products_services/standards/openflight/ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Wednesday, March 02, 2011 6:10 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Getting height data of a terrain(flt file) You can get the latest spec for OpenFlight here http://www.presagis.com/products_services/standards/openflight/ Chris I always found a good aged bottle of single Malt stopped me crying when working with OpenFlight or a goo firkin of real ale :) Gordon Tomlinson 3D Technology System Engineering Consultant Overwatch® An Operating Unit of Textron Systems __ WARNING: Documents that can be viewed, printed or retrieved from this E-Mail may contain technical data whose export is restricted by the Arms Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not be exported, released or disclosed to non-U.S. persons (i.e. persons who are not U.S. citizens or lawful permanent residents [green card holders]) inside or outside the United States, without first obtaining an export license. Violations of these export laws are subject to severe civil, criminal and administrative penalties. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Tuesday, March 01, 2011 10:53 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Getting height data of a terrain(flt file) On 3/1/2011 7:54 PM, Mukund Keshav wrote: Hi Robert, Thanks for the reply. Could you please tell where i can find the exact file format for flt files? FLT isn't really an OSG format, it's a MultiGen format. Documentation on it is very poor and sparse. I wouldn't pursue this unless you REALLY need to look into the format. Grown men have been known to be reduced to tears trying to understand FLT. Thanks, Mukund -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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] Marching Cube Example???
FYI, new GPU Text out: 'GPU Computing Gems' Wen-mei W. Hwu, Editor http://www.amazon.com/GPU-Computing-Gems-Emerald-Applications/dp/0123849888/ref=sr_1_1?s=booksie=UTF8qid=1297975998sr=1-1 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Glenn Sent: Wednesday, February 16, 2011 9:34 AM To: osg-users@lists.openscenegraph.org Subject: Re: Marching Cube Example??? dormouse wrote: Hi, thanks everyone here to give me the ideas... I will try matching Cube GPU with OSG. Geomtery shader with OSG i think is the best solution. isn't it? ... Thank you! Cheers, Nan Sounds Cool! If you have any success, It would be nice (if you can) to share it with us! At least I think, we are rather starved for Shader ideas here. Oh Yea, be careful to avoid any Stupid Shader Tricks! :) Laters! -- D Glenn D Glenn (a.k.a David Glenn) - Moving Heaven and Earth! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36742#36742 ___ 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] Jitter problem - OSG Nvidia Physx
What are the magnitudes of coordinates that you're using? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Arif Yetkin Sar?? Sent: Monday, January 24, 2011 2:45 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Jitter problem - OSG Nvidia Physx Hello everyone. We have been using OSG with nvidia physx for a driving simulation and we have jitter problem, where the cars and other objects in the scene (controlled by the physics) jitter annoyingly :). We believe that we update the scenegraph in a wrong way. In our code : There is a physx thread. There is an OSG library thread where we can add new entities, remove them, start rain effects, call an animation of a skeleton character etc. There is an OSG render loop thread, where osgviewer::...frame() is called. Our Nvidia physx thread produces new x y z pitch head roll values for the scene entities at 60Hz (or any other frequency we want). Physx thread calls the updateEntity() function of our OSG library thread. This function simply updates scene entities with matrixtransform::void setMatrix(const Matrix mat). In other words, we move an object with this chunk of code: Code: osg::Matrixd mxT = createTransformMatrix(x,y,z,h,p,r); mt-setMatrix(mx); Here what we tried: 1-we fed OSG lib directly whenever a physx output is produced (every 16.6 ms or so - 60Hz): there is jitter. 2-we maintained a queue of frames on OSG lib, fed OSG at the end of each frame() : there is jitter. 3-we implemented a sampling mechanism on this queue, where OSG requests the interpolated frame from the queue for the current timestamp : there is jitter. 4-we saved a few minutes long log of the physx to a file (many frames). Started a dummy thread, and fed OSG from this log. : there is jitter. When OSG works with 60FPS, and physx thread is running at 60Hz, there seems to be quite low jitter (sometimes unnoticeable) . Thanks in advance for any hints or advices. Arif Yetkin http://www.youtube.com/watch?v=naX3hOkDx8w -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35912#35912 ___ 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] FYI, AMD launch first embedded APU processor
http://www.techeye.net/chips/amd-launch-first-embedded-apu-processor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bones Animation
I picked up a copy of Game Engine Architecture by Jason Gregory at SIGGRAPH. Appears that he covers a huge breadth of the genre, where's he's focused. There's an animation chapter in there that includes skeletons and skinning. I'm about a 3rd the way thru so far and can't comment on that particular chapter. However, I'm betting it's a viable resource - at that level. Probably not good for detailed implementation. Bob -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Thursday, August 26, 2010 12:00 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Bones Animation Bruno Dias wrote: Hi, I'm kind a new in OSG context. I would like to know if someone know or has an sample of how can i move the bones of an .FBX model. I'm trying to develop a virtual hand that you can translate and move your fingers trough some sensors in your real hand. I'm already rendering de .fbx model and translating it in the scene but i'm stucked in the finger bones moving. The .fbx hand sure has bones. If somebody could help me i would appreciate a lot! Hi, Bruno, There are a few examples that deal with skinning and animation (they all have osganimation in their name). You might want to start there. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vsync (UNCLASSIFIED)
Whom at nVidia confirmed this built in latency and for what product line?Inserting a glGet is inducing latency, not something built in. Bob -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bunfield, Dennis AMRDEC/AEgis Sent: Monday, June 28, 2010 12:39 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED) Classification: UNCLASSIFIED Caveats: FOUO Yes we found this through internal testing. Nvidia later confirmed it. This isn't related to double or triple buffering either. The pipeline as explained to me is similar to a break line in a car. Everything works well unless you inject an air bubble into the brake line. This would be similar to doing certain glGet's commands. The driver will tell the GPU to stop it's processing so that it can handle your glGet request. So for real-time programming you really need to be aware of this -- and don't do it --. Depending upon the type of readback you are performing you will introduce a momentary lag in the system because the GPU has to stop everything it is doing to respond back to you. glReadPixels behaves a little differently as long as the pixel format aligns with the frame buffer format where the driver can just dma that framebuffer back to the cpu. If your pixel formats are not aligned you will get bad performance again, because the GPU will have to stop what it is doing and reformat the data to send back. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce Wheaton Sent: Monday, June 28, 2010 12:46 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED) On Jun 23, 2010, at 3:35 PM, Bunfield, Dennis AMRDEC/AEgis wrote: For Nvidia cards there is a built in 2 frames of latency. So even after your sync you won't see the image you updated come out the DVI until 2 render frames later. Where does this information come from Dennis? Where is this delay happening? I doubt it's triple buffering, since the extra memory would have to be accounted for, and it makes tearing mostly impossible (as on the Mac). So you believe the Gl command queue is buffered/delayed somewhere? Doesn't that have huge implications for things like glGet, making them impossible to use without at least halving the frame rate? Bruce ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g Classification: UNCLASSIFIED Caveats: FOUO ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vsync (UNCLASSIFIED)
The sync blocks on a swap buffers call, not on the first OpenGL call (unless by accident it's an actual OpenGL blocking call). Non-blocking OpenGL calls run asynchronous on the back buffer (traditional double buffering). A glGet call is an actual OpenGL blocking call as it forces a pipe flush. Making blocking calls when trying to run real time thoroughly defeats the purpose. Giovanni, what you're seeing is typical behavior when syncing with the vertical retrace. To maintain real-time at 50Hz each frame must be rendered in less than 20ms (1/50). If a frame just happens to take 21ms, then the buffer swap will block for 19ms before actually swapping buffers. Hence, your frame rate is cut completely in half (21ms + 19ms = 40ms = 25Hz). And it also introduces nasty temporal aliasing. I'm not aware of another way to synchronize with such regularity as the monitor retrace. I'm guessing that deterministic hardware is required given the nature of something like OpenSceneGraph on a PC. Although, you can achieve near real-time by things like database tuning and pre-emptive rendering. But, nothing to guarantee actual real time. Extra hardware is not needed to run at multiples of the frame rate. Just set the retrace rate to the desired frame rate and run sync'd. Boom - multiples of the frame rate. BTW, there's something about this alleged '2 frame latency' charge that just doesn't pass the smell test. Mostly - ATI sure the hell wouldn't let 'em! Bob -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bunfield, Dennis AMRDEC/AEgis Sent: Wednesday, June 23, 2010 4:35 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED) Classification: UNCLASSIFIED Caveats: FOUO The sync actually blocks on the first open gl call. So your osg update and cull stages will run then you will block on the draw stage until the vsync. Your problem is actually worse than 20ms w/o you knowing it. For Nvidia cards there is a built in 2 frames of latency. So even after your sync you won't see the image you updated come out the DVI until 2 render frames later. In order for you to do what you want you will need some expensive frame lock hardware with external syncs to run at a multiple of the frame rate. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Giovanni Ferrari Sent: Wednesday, June 23, 2010 3:28 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] OSG and vsync Hi, i'm developing an application that need vsync to avoid tearing but i'm having some problems. Here is the (really simplified) code structure of my application: Code: ... while ( !mViewer-done() ) { mGraph-Update(...); mViewer-frame(); } I've noticed frame() function is blocking when vsync is enabled. This means that i call the frame function, i stay blocked for something like 20ms (50hz PAL), and then i must terminate the Update call in the vsync period otherwise i won't be able to draw a new frame ( the graphic card draw the old content of frame buffer without changes performed in the update function. Changes will be performed in the next frame ). As you can immagine this is a big problem for real-time applications cause i'm introducing 20ms of retard. Is there a way to syncronize frame call without using vsync ? or can i scompose the frame function to be able to separate functions that operate on the graph from those that perform the rendering ? The second solution could help me cause i would be able to operate on the graph with mGraph-Update(...) even if the frame part that write the frameBuffer is blocked. I hope i've explained my problem clearly. Thank you! Cheers, Giovanni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29295#29295 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g Classification: UNCLASSIFIED Caveats: FOUO ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vsync (UNCLASSIFIED)
I'm talking traditional/typical double buffering, not special cases. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lilith Bryant Sent: Thursday, August 05, 2010 5:27 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED) My own research indicates that the timing rules are: The first opengl call will block if the back buffer is not available at that point. The swapbuffers will block if there is already a pending swap queued (by the last call to swapbuffers) So, depending on the circumstances, both can block. Lilith On 2010-08-06 11:15:14 AM, Buckley, Bob CTR MDA/DES wrote: The sync blocks on a swap buffers call, not on the first OpenGL call (unless by accident it's an actual OpenGL blocking call). Non-blocking OpenGL calls run asynchronous on the back buffer (traditional double buffering). A glGet call is an actual OpenGL blocking call as it forces a pipe flush. Making blocking calls when trying to run real time thoroughly defeats the purpose. Giovanni, what you're seeing is typical behavior when syncing with the vertical retrace. To maintain real-time at 50Hz each frame must be rendered in less than 20ms (1/50). If a frame just happens to take 21ms, then the buffer swap will block for 19ms before actually swapping buffers. Hence, your frame rate is cut completely in half (21ms + 19ms = 40ms = 25Hz). And it also introduces nasty temporal aliasing. I'm not aware of another way to synchronize with such regularity as the monitor retrace. I'm guessing that deterministic hardware is required given the nature of something like OpenSceneGraph on a PC. Although, you can achieve near real-time by things like database tuning and pre-emptive rendering. But, nothing to guarantee actual real time. Extra hardware is not needed to run at multiples of the frame rate. Just set the retrace rate to the desired frame rate and run sync'd. Boom - multiples of the frame rate. BTW, there's something about this alleged '2 frame latency' charge that just doesn't pass the smell test. Mostly - ATI sure the hell wouldn't let 'em! Bob -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bunfield, Dennis AMRDEC/AEgis Sent: Wednesday, June 23, 2010 4:35 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED) Classification: UNCLASSIFIED Caveats: FOUO The sync actually blocks on the first open gl call. So your osg update and cull stages will run then you will block on the draw stage until the vsync. Your problem is actually worse than 20ms w/o you knowing it. For Nvidia cards there is a built in 2 frames of latency. So even after your sync you won't see the image you updated come out the DVI until 2 render frames later. In order for you to do what you want you will need some expensive frame lock hardware with external syncs to run at a multiple of the frame rate. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Giovanni Ferrari Sent: Wednesday, June 23, 2010 3:28 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] OSG and vsync Hi, i'm developing an application that need vsync to avoid tearing but i'm having some problems. Here is the (really simplified) code structure of my application: Code: ... while ( !mViewer-done() ) { mGraph-Update(...); mViewer-frame(); } I've noticed frame() function is blocking when vsync is enabled. This means that i call the frame function, i stay blocked for something like 20ms (50hz PAL), and then i must terminate the Update call in the vsync period otherwise i won't be able to draw a new frame ( the graphic card draw the old content of frame buffer without changes performed in the update function. Changes will be performed in the next frame ). As you can immagine this is a big problem for real-time applications cause i'm introducing 20ms of retard. Is there a way to syncronize frame call without using vsync ? or can i scompose the frame function to be able to separate functions that operate on the graph from those that perform the rendering ? The second solution could help me cause i would be able to operate on the graph with mGraph-Update(...) even if the frame part that write the frameBuffer is blocked. I hope i've explained my problem clearly. Thank you! Cheers, Giovanni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29295#29295 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g Classification
Re: [osg-users] source for 3d glasses?
http://www.3dstereo.com/ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell Sent: Tuesday, March 09, 2010 9:29 AM To: OpenSceneGraph Users Subject: [osg-users] source for 3d glasses? Just wondering if anybody had a good source for anaglyphic glasses? There are some on eBay for about $10 per pair. Is that reasonable? Cory ___ 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] Lego Augmented Reality
FYI, Web Strategy by Jeremiah Owyang Breakdown: Lego's Digital Box, an Augmented Reality Kiosk http://www.web-strategist.com/blog/2009/11/16/video-augmented-reality-at-lego-store-digital-box/ Metaio in Munich, Germany, developed the Digital Box. They have their own SDK called The Unifeye http://www.metaio.com/products/ This type of Alternate Reality is called Augmented Virtuality. http://en.wikipedia.org/wiki/Mixed_reality Blair MacIntyre, Associate Professor at Georgia Tech, is doing this type of work, but mostly on handhelds (i.e., Zune). Horst Bischof, Professor at Graz University of Technology, is doing this type of real-time computer vision ... and then some! They were both keynote speakers at last falls nVidia GPU Conference. Important Trends in Visual Computing (General Session) https://nvidiagtc.wingateweb.com/scheduler/schedule/eventDayView.jsp Check out the video for a kewl real-time real world tire and a virtual rim with shading based on a real-time real world light source Blair was also involved in www.ismar09.org SmartScene - one of the 2 engineers (way early on) ended up going to work for Lego in Denmark. He did VR research work for them at their Corporate Headquarters. I don't know if that effort turned into a product or not. He hasn't been with them for some time now. Bob -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Monday, February 15, 2010 11:36 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Lego Augmented Reality As to who, I would say this would be their internal Software/RD group, I was interested in joining that group a few years ago especially when I was still involved with Mulitgen and Smartscene, they had a really cool virtual Lego land demo in Smartscene. SmartScene was a great concept which just arrived way to early for the technology especially at the consumer level Gordon Tomlinson Product Manager 3d Technology Future Products Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Monday, February 15, 2010 11:22 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Lego Augmented Reality On 2/15/2010 9:08 AM, Jason Daly wrote: Very cool. I'm wondering how they're doing the tracking (I don't see any fiducials or anything). I wondered that too. They are obviously recognizing the boxcover image somehow too, so they must be running against a database of potential boxcover images and then using THAT at the fiducial rectangle. Rather nice work. Gonna have to go visit my local Lego store and see if THEY have it. --J -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ 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] This month in IEEE Computer Graphics and Applications
DT: now THAT's nice to hear!!! 'Bwana' Bob -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Friday, February 12, 2010 12:50 PM To: OpenSceneGraph Users Subject: Re: [osg-users] This month in IEEE Computer Graphics and Applications Jean-Sébastien Guay wrote: Hi all, I just wanted to mention that unless I'm mistaken, there's a pretty good OSG presence in the January/February issue of IEEE Computer Graphics and Applications. Two articles have been co-authored by members of this list: Dynamic Terrain for Multiuser Real-Time Environments Christopher Ellis, Pavel Babenko, Brian Goldiez, *Jason Daly* and Glenn A. Martin, University of Central Florida. We All Live in a Virtual Submarine Paul Chapman, Glasgow School of Art; *Kim Bale*, University of Hull; Pierre Drap, Laboratoire des Sciences de l'Information et des Systèmes, Marseille. Now, I'm not 100% sure that in the first one, the Jason Daly is the same as on this list (I think so but I may be wrong), but the second article talks about the VENUS project so I'm 100% sure Kim Bale is the same one :-) Congrats to Jason (if I'm not mistaken) and Kim, both are excellent articles. There's even a mention of OpenSceneGraph and some screenshots of osgOcean in there :-) Hi, J-S, Yeah, that's me, thanks for the spotlight :-) I ported some work we did back in the early 90's from Performer to OSG and got it to run on our big cluster (though just on one node so far). We're hoping to take it farther and handle dynamic terrain updates to much larger terrain databases and large numbers of entities using multiple cluster nodes. The paper was mainly about the architecture we designed for this work. Hopefully, the funding will hold up for the full implementation and testing :-) --J ___ 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