Re: [osg-users] OSG BOF at SIGGRAPH 2019 in Los Angeles

2019-07-22 Thread David Glenn
Greetings John!

I will be there! 

I didn't have anything to present this year. I've been digging myself out of 
the Ridgecrest Earthquake so I can get back to work.  I will bring my AV gear 
that you need.

If anyone has an issue messing around with the ".earth" files for OSGEarth I 
could give a brief guidance on that - given that I've been messing around on 
that stuff for a spell now!

... 

Thank you!

Cheers,
David

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[osg-users] Osing OpenXR in OSG

2019-06-24 Thread David Glenn
Greetings!

I guess that I'm going to gripe on this subject like I did a year ago!
I know that OpenXR is at least in Open Bata and I was wondering what progress 
anyone has made incorporating it in OSG. 

While I was in GDC I did see Khronos make some progress in this area and I even 
got to see someone do a demo of a VR display using HTC Vive. I challenged the 
group that worked on that and never heard from them again.

I think one of the holdbacks was the interactive controls was not set yet, but 
from my perspective, they could have worked at the visual. 

I know that if I had the time and resources that I would hack this out, but one 
of the sad drawbacks of having a job is not having the time. It must be that 
most people still see this technology as a flash in the pan, but I think it’s 
taking on traction.  


... 

Thank you!

David Glenn.


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Re: [osg-users] Unbounded growth in OpenFlight ReaderWriter

2018-07-31 Thread David Glenn


robertosfield wrote:
> On Tue, 31 Jul 2018 at 15:40, Chris Hanson <> wrote:
> 
> > I think Brede Johansson wrote that loader once upon a time. I'm hoping to 
> > connect with him in Oslo this week. Maybe I'll ask him about this if I do.
> > 
> 
> Brede's original OpenFlight plugin back in fall of 2000 was our first
> major community submission and probably one of the most important in
> the history of the OpenSceneGraph project.
> 
> Being able to load OpenFlight models made it possible for the vis-sim
> market to quickly evaluate the OSG and solidify it as a serious
> contender.  Brede's work and his companies willingness to donate it to
> the open source community is something we should all celebrate :-)
> 
> Robert.
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Your not going to get any argument from me on that one Robert! I have leaned so 
much about and from the open flight format by creating models  and useing them 
in my OSG projects. Hands down, it's still my faveret format for Sim models - 
dispight me being pushed into using FBX and OBJ formats by my handlers. Cheers 
to Brede Johansson!


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Re: [osg-users] Twenty one (21) days till the OpenScenegrapg BOF in Vancouver

2018-07-24 Thread David Glenn
Greetings John!

As you know, I'm all set for siggraph. If there is anything you what me to 
bring let me know asap so I can pack accordingly! 

... 

Thank you!

Cheers,
David


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[osg-users] OSG BOF at SIGGRAPH 2018

2018-06-19 Thread David Glenn
Greetings All!
I was just wondering if there is any plans to have the OSG BOF at SIGGRAPH 2018?


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[osg-users] So what is the status of VR camera to be used in OSG in 2018?

2018-04-09 Thread David Glenn
So what is the status of VR camera to be used in OSG in 2018?
I know that Khonos has the OpenXR project that as far as I know is taking over 
the OpenVR idea. 

I don't think anything has been established in terms of a SDK for it yet, but I 
could be wong! 

The way I see it: it would be a self motivated double camera for a start. Add 
the controlers after that for ancer points for hands + plus a call back for 
contol actions later. 

For somthing like OSG, you what to keep it low level and simple for maximum 
flexibility. 

So, does anyone got anything like that I can Play with and make some proof of 
concept demo?

Time to shine!  

D Glenn


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Re: [osg-users] first attempts with PagedLODs

2017-01-24 Thread David Glenn
Hi,
I assume that you have looked at the virtual Planet builder? That is how I 
learned about how Paged LOD's work. 

If you overlap maps made with VPB, you have to make sure you use the same data 
and even then your going to have some Z fighting that might look odd.


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Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2017-01-20 Thread David Glenn
Greetings Robert!

Just to let you know! I'm getting that message.  Goggle it and I wound up here! 
So, I guess that you all chose to ignore it or I'm doing something wrong and 
the men in black are going to take me away! Bye!

... 

Thank you!

Cheers,
David


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Re: [osg-users] OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!

2017-01-20 Thread David Glenn

Jan Ciger wrote:
> Hello,
> 
> On Tue, Dec 13, 2016 at 4:18 AM, Ran Ling < ()> wrote:
> 
> > Hi, Jan, I've used osgopenvrviewer too.
> > I have some troubles when I try to get a complete mirror on computer 
> > screen, not divided by left eye and right eye.Because main camera has been 
> > overwritten by the swap texture.
> > Do you have any ideas about this? or any better choice?
> > Thank you!
> > 
> 
> 
> I am not quite sure what you are trying to achieve - the HMD needs the split 
> left/right image, so if you are mirroring that, that's what you will get. If 
> you want a non-split image, you may have to add an extra camera. 
> 
> 
> Otherwise, for Rift there is the 
> https://github.com/bjornblissing/osgoculusviewer 
> (https://github.com/bjornblissing/osgoculusviewer) which works quite well. 
> 
> 
> Regards,
> 
> 
> J.
> 
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Hay J!
in that OSG Oculus Viewer,  have they gotten the chance to try or add the Touch 
Controllers Yet?

Just wondering!


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[osg-users] OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!

2016-11-28 Thread David Glenn
Greetings All!
I'm just wondering what is the status for doing OpenVR or anything else VR in 
OSG! 

I've been so tied up in the Game Engine stuff lately that I haven't given the 
chance to give it much thought. All I know is that some of you have been 
working on adding the Oculus display to OSG. 

Oh! and I got a little home sick and thought I would drop buy and ask how 
things are coming along! :)

Any Progress?
...


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[osg-users] SCaLE 14x and LAVR Winter Conference

2016-01-22 Thread David Glenn
Hi,
I don't know who is in the LA area and is attending SCaLE 14x or going to 
attend LAVR Winter Conference this weekend, but I'm planning to be at both one 
way or another. If your attending, I might see you there!

Cheers!
...


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Re: [osg-users] Anyone Experimenting with OSVR

2016-01-14 Thread David Glenn

dimi christop wrote:
> I also just got my Unit.
> The say that the HDK 1.3 hav superior lenses compared to the DK2.
> OSG support should be possible taking the osvrtrackviewer code as a starting 
> point . They use side-side split screen stereo.
> 
> 
> Dimi
> 
> 
> 
> 
> 
> 
> 
> On Tuesday, December 8, 2015 8:50 PM, David Glenn <> wrote:
> 
> 
> 
> Greetings All!
> 
> Got my OSVR HDKv1.3 last week! I had to wait till the weekend to really try 
> it out and there are still parts of it that I have not tried out yet (like 
> the IR camera). So far most of the effort has been testing what works and 
> what is a work in progress. One thing that I noticed off the bat is that the 
> screen is only at an HD level. 
> 
> Also, I'm evaluating it using game development software. So I'm going off the 
> deep end right out of the box. I feel comfortable doing this given that I 
> have already been dabbling in Oculus Rift from the start, so I can compare 
> and contrast. So far, I have dealt with Dev Kit 1 and have dabbled with DK2 
> and other demos and this is just another notch in the belt for me, but most 
> of this has been done using Unity because it more geared to what my handlers 
> expect me to develop to theses days. 
> 
> However, I am always looking at subjects that I can learn and give talks 
> about and I'm getting a little sick of talking terrain. VR has a little more 
> meat on bones and it would be nice to get something working in VR for the 
> next SIGGRAPH BOF. 
> 
> Oh, and it looking at it, there seems to be at least one OSVR test app that 
> uses OSG, but it's not a VR Demo as it is just a way to test head tracking 
> movement. 
> 
> ... 
> 
> Thank you!
> 
> Cheers,
> David
> 
> 
> David Glenn
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So far I have only tried the IR camera once with limited success! The internal 
accelerometer seems to work well enough for me so I've just been using that 
alone for now. They have a Unity plug-in and it has it's own version of the 
server that I've been using. I have made some Unity test Demos using that and 
it has been working well. 

I'm going to whip up some simulation demo and attach OSVR (and later Oculus 
Rift) to it. Maybe John will let me demo it at one of his BOF's at Siggraph 
this year. I may give a pretention at one of the fan cons - like at Dragon Con. 
 

I'm almost putting the PowerPoint presentation together as I speak.

Using this stuff, I'm reminded of the tracking stuff that I used to do when was 
working in immersive simulation. Especially the tracking! I used to use that 
tracking hardware that InterSense made long ago! I know that it's exactly like 
the good old days, but it surprisingly close - even better in some ways! :)


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Re: [osg-users] Anyone Experimenting with OSVR

2015-12-08 Thread David Glenn
Greetings All!

Got my OSVR HDKv1.3 last week! I had to wait till the weekend to really try it 
out and there are still parts of it that I have not tried out yet (like the IR 
camera). So far most of the effort has been testing what works and what is a 
work in progress. One thing that I noticed off the bat is that the screen is 
only at an HD level. 

Also, I'm evaluating it using game development software. So I'm going off the 
deep end right out of the box. I feel comfortable doing this given that I have 
already been dabbling in Oculus Rift from the start, so I can compare and 
contrast. So far, I have dealt with Dev Kit 1 and have dabbled with DK2 and 
other demos and this is just another notch in the belt for me, but most of this 
has been done using Unity because it more geared to what my handlers expect me 
to develop to theses days. 

However, I am always looking at subjects that I can learn and give talks about 
and I'm getting a little sick of talking terrain. VR has a little more meat on 
bones and it would be nice to get something working in VR for the next SIGGRAPH 
BOF. 

Oh, and it looking at it, there seems to be at least one OSVR test app that 
uses OSG, but it's not a VR Demo as it is just a way to test head tracking 
movement. 

... 

Thank you!

Cheers,
David


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Re: [osg-users] Anyone Experimenting with OSVR

2015-11-19 Thread David Glenn
Greetings All!

I've been messing with Rift at work for some time now but mostly on Unity, so I 
wanted to get a feel of how others are out there and I did get a taste of OSVR 
at the razor booth at GDC. So when it came to getting one for my own 
experimentation, I decided to try the HDK out! I Figure that it might not be at 
the level of Crescent Bay, but it can't be any worse than DK1. 

That's about the level that I've been able to study at in given that I'm not a 
AAA game developer. 

FYI: My lone game credit in my resume was WWII-online!


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[osg-users] Anyone Experimenting with OSVR

2015-11-09 Thread David Glenn
Greetings All!

Is anyone experimenting with OSVR yet?

I know that there is some Oculus stuff that people have tried with some limited 
success, but just wondering if anyone looked at it from the OSVR standpoint!  

... 

Thank you!

Cheers,
David


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Re: [osg-users] OSG BOF at SIGGRAPH was a SUCCESS

2015-10-19 Thread David Glenn
Greetings all!

Just to let you all know that I got some interest in showing how to add 
excursions (a.k.a. buildings like the Boston demo that Pelican wiped up).
I know that there was a lot of questions that I had in the BOF on this and I 
did a similar map for someone else's demo and I would like to do an illustrated 
how-to video on YouTube if there is any interest in that subject! 

For others that don't know, I have done a how-to for Virtual Planet Builder 
that included how to compile the code in MS Windows using Visual Studio Express 
2010. 

... 

Thank you!

Cheers,
David


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Re: [osg-users] OSG BOF at SIGGRAPH was a SUCCESS

2015-08-19 Thread David Glenn
Greetings!

If you what, I have three YouTube videos:

One is the Boston Demo that Pelican Mapping did:
its only a demonstration of the boston.earth file  to show off what osgEarth 
can do! Later, I would like to do a breakdown of what is being displayed and 
how to do it, but that is for another talk down the road or anther video.

Boston Demo https://youtu.be/Z_7afNznnRs

Next is one that I made up from two examples that is part of the test set of 
xml files provided in the source. It shows nexrad data on top of Open Street 
Map. 

Nexrad on OSM https://youtu.be/ctdNF5wHpMk

BTW: If anyone out there has used wms data other than the source example I 
used, please let me know, I'm trying to find other weather radar sources to try 
out and I'm by no means an expert of this stuff.

Finally I did a mixture of something old and something new. I mixed some of the 
data that I used to make the Virtual Planet Builder map and mixed it in with 
Open Street Map. 

VPB data on OSM https://youtu.be/Mh7Yd6bh0BQ

I also have other files from the Pelican Mapping that I will post as soon as I 
can get myself settled down from all this travel - I've been away from home for 
nearly two weeks.  

Sorry for any mistakes or misspellings I made.

Hopefully the YouTube videos that I plan to make will cover all the questions 
that you just can't cover in a BOF. 

Using osgEarth is a lot of fun and I have found to be very useful!
... 

Thank you!

D Glenn


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Re: [osg-users] OSG BOF at SIGGRAPH 2015 is 6 weeks away

2015-07-08 Thread David Glenn
Greetings!

I was hoping to work on osgEarth this year, but most of my efforts has been 
diverted due to the demands of my handlers.  
Mostly VR and Unity related stuff!
But I will be at SIGGRAPH this year!

D Glenn


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Re: [osg-users] Thoughts on Vulkan

2015-04-14 Thread David Glenn
Well Chris, I don't think that anyone has ruled out using Vulkan on OSG, it 
just that the verdict is out about adoption. Besides, as I have learned from my 
resent VR experience, sometimes early adoption is not the wise course of 
action. 

As for me, I will adopt Vulkan when I have a good understanding of how it works 
and the standards are stable. It took awhile before the standards for GLSL to 
be ironed out. I'm worried about it being the same way for Vulkan.   

D Glenn


Chris Hanson wrote:
 Personally, my thought on Vulkan is that it present an opportunity to solve a 
 number of long-standing problems that history has shown OpenGL now has as a 
 result of graphics software and hardware evolving.
 
 
 OpenGL was intended as standardized moderately high-level abstraction layer. 
 Today, applications want to be able to choose and customize their high level 
 abstraction (which is what scene graphs like OSG and game engines like Unity 
 are) and those engines want a lower-level  of the actual hardware. Vulkan 
 seeks to address this change.
 
 
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere.  http://www.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
 Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain 
 • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • 
 Android
 @alphapixel (https://twitter.com/alphapixel) facebook.com/alphapixel 
 (http://facebook.com/alphapixel) (775) 623-PIXL [7495]
 
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Re: [osg-users] Thoughts on Vulkan

2015-04-13 Thread David Glenn
Greetings!

Neil Trevett has made it clear that OpenGL is in its prime and not going away, 
so I'm not rushing to buy my Vulkan red book just yet - like there is any! 

I see Vulkan as something that is geared to a gaming engines for the short 
term! Over time, who knows! Valve, Unity and Epic are going to be the early 
adopters from what I understand. I will see how that goes as I'm in the middle 
of researching VR for Simulation, raping my brain around the Time Warp function 
and taking notes!

D Glenn


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

2015-04-06 Thread David Glenn
Thanks Bjorn! I'll have to give that a try!

I know that I make unreasonable demands of myself!
I think that I should proses the Spontaneity of Robin Williams and the voice of 
one of those movie trailer announcers! Instead you get this geek that can't 
make half a sentence at times, but I try. 

Cheers All!

D Glenn



bbjorn wrote:
 
 dglenn wrote:
  Also, in the version of C++ that I used there is a problem in the linker 
  when you compile the VPB.DLL that I experienced in VS2010 and VS2012 and it 
  was a Microsoft bug (or so I was told) and if it was, I am curious if they 
  fixed it in later VS versions.
 
 
 Hi David,
 
 I recently submitted a fix to VPB which resolves this linker bug for all VS 
 versions. 
 
 See: http://forum.openscenegraph.org/viewtopic.php?t=14756
 
 Great job with the videos BTW!
 
 Best regards
 Björn



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

2015-04-02 Thread David Glenn
Thanks for the pointers Arthur!

At the moment I'm trying to bang some shape files into a wireframe of Europe 
and I'm using QGIS. I'm also looking at G-Dal functions directly. I know that 
there is got to be a way to make little geo-referenced tiff cubes because 
Europe is so darn large. Oh, I forgot that it has so many little countries in 
it - I got to take the time and visit them some day! 

Anyway, I thank you for the notes you gave me. 

I wasn't planning anything too technical for the VPB video at least for the 
first round. I'm waiting to get the viewer started on a basic level first. Then 
he might be inspired to research and learn the finer points of developing 
better maps later on.

In video 2 I added annotations to allow viewers to skip over parts and to get 
to a section to study. Later on, if I get the time, I might add links to more 
advanced topics in a section of study, like G-Dal topics or more places to get 
data and the like. 

Right now, I'm tied up in Unity 5 and Oculus VR research. Oh, and just toss in 
SteamVR and OSVR on top of that as well while you at it. My plate runneth over 
right now! 

Anyway, I hope that the first video helps you! I didn't see any big problems 
other than getting the proper G-Dal build for the Visual Studio C++ compiler 
and was also compatible with some of the other tools I use like Open Flight 
Creator that also uses G-Dal and will crash if you get versions mixed up! 

Also, in the version of C++ that I used there is a problem in the linker when 
you compile the VPB.DLL that I experienced in VS2010 and VS2012 and it was a 
Microsoft bug (or so I was told) and if it was, I am curious if they fixed it 
in later VS versions.

Anyway that all that I can think of for the moment!

Have Fun!!
D Glenn



kingarthur10 wrote:
 Hello David,
 
 It's nice to see other people getting familiar with VPB.  It's a great tool, 
 and I find it to be nice and responsive for datasets that are going to be 
 baked together (imagery and elevation).
 
 
 I'm especially happy that you have provided a Windows build tutorial, as all 
 my experience building applications is under Linux.
 
 
 A quick flag that you may want to use in the future if you're needing to 
 limit the amount of space you are using or if I/O bottlenecking is a concern:
 
 
 -O Compressor=zlib
 
 
 This will compress the .osgb files using zlib, and it can make a marked 
 reduction in the final dataset size.  It also tends to speed up LOD loads 
 when hitting physical hard disks.
 
 
 Also, when preparing your data, I highly recommend that you use gdaladdo to 
 create overviews using the averaging method.  This will avoid some of the 
 artifacts that you see with the nearest neighbor technique.
 
 
 One final note: vpbmaster will greatly speed up database generation over 
 osgdem.  You can manually specify the number of threads to run, or you can 
 allow all available cores to be used.
 
 
 
 
 Something else you may want to look further into is the power of GDAL.  
 Specifically, gdal allows you to create an internally tiled geotiff coupled 
 with external tiled overviews.  In this case, you would typically have four 
 files:
 
 
 1. topography (use 16 or 32 pixel block sizes and compress it using DEFLATE 
 or LZW predictor level 2)
 2. topography overviews (again, tile these and compress them)
 3. Imagery (use 256 pixel blocks typically and compress as above to a geotiff)
 4. Imagery overviews (compress these using JPEG)
 
 
 If you are using an application like osgEarth or your own implementations, 
 tiled, compressed geotiffs can provide vastly superior performance to 
 monolithic tiff files.  When used properly, the speed of gdal can provide 
 nearly the performance of osgdem.
 
 
 Anyway, I look forward to seeing more of your work and putting your 
 compilation video to use on my Windows box.
 
 
 Arthur
 
 
 On Mon, Mar 30, 2015 at 1:33 PM, David Glenn  () wrote:
 
  Greetings All,
  Sorry that I haven't posted I've been very busy lately!
  I've been meaning to post the location of the YouTube videos that I made 
  based the presentation I gave at SIGGRAPH last year, but I've been 
  stretched for time with my added duties working on some Unity 5 stuff.
  
  I don't remember if I posted the links for you all and you may have found 
  this stuff already, but just in case:
  
  The first video is basically how to compile Open Scene Graph in MS Windows 
  using Visual Studio Express as well as compile Virtual Planet Builder. I 
  try to go through the process step by step and it is long on time, but in 
  the end you get a compiled version of Open Scene Graph and Virtual Planet 
  Builder. For most of you, you can skip this part as it purely how to 
  compile code, but I believe in showing how to do things from the ground up 
  and so the reasoning for the first video.
  
  Here is the Link for video 1: https://youtu.be/b2fW9d590lk 
  (https://youtu.be/b2fW9d590lk)
  
  The second video is the meat

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

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

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

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

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

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

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

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

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

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

Enjoy All!
... 

D Glenn


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---
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Re: [osg-users] Probems with compiling osg3.2.0 in debug vs. release in Windows.

2014-05-28 Thread David Glenn

cbuchner1 wrote:
 I have had other virus scanners also flag some of the osg samples as viruses. 
 Instructing the virus scanner to always ignore a particular file or folder 
 will help. Sort of a whitelisting approach.
 
 If your virus scanner doesn't have that option, consider switching products.
 
 
 
 
 
 
 2014-05-27 22:05 GMT+02:00 David Glenn  ():
 
  Greetings All!
  
  I know I have been working with Linux for a few years and maybe I've been 
  away from Windows too long, and this may seem silly to some but here it 
  goes!
  
  I've been moving some of my stuff to windows and everything ports over very 
  well, thank you, but one thing that I had to test on two systems to verify!
  
  When I compile osg core libraries using VS2010 or VS2012, in debug mode, 
  when I get to compiling the osgPlugins DLL's my Norton 360 kicks in and 
  Quarantines some of my osgPlugins DLL's.
  
  Out of frustration, I told Norton about this but they give me the same line 
  about it and I say but I just compiled it, I've been playing with this 
  code for years and there is nothing wrong with it, but thats another story 
  for anothr fourm.
  
  Well, moving along! When I compile the same stuff in Release mode, it 
  compiles o.k. and Norton doesn’t smash it!
  
  So, for now I'm working with core libraries that are compiled in release 
  for now and I'm wondering what work around I'm missing to get the stuff to 
  compile in Debug w/o setting off the False Alarm Bells on my system!
  
  ...
  
  Thank you!
  
  
  David Glenn
  ---
  D Glenn 3D Computer Graphics Entertainment.
  www.dglenn.com (http://www.dglenn.com)
  
  --
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I had thought about that! Norton has been trying to get me to go to their 
enterprise software that I know will not detect this stuff as a false positive, 
but I'm thinking, I really don't want to dump Norton 360 (or at least not Yet) 
and I don't what to give in to their extortion to buy enterprise just because I 
do some software development. 

Note::Notion has been bugging me to move to enterprise for about a year now 
since I have been expanding my lab network to 8 systems now!


David Glenn
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www.dglenn.com

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[osg-users] Probems with compiling osg3.2.0 in debug vs. release in Windows.

2014-05-27 Thread David Glenn
Greetings All!

I know I have been working with Linux for a few years and maybe I've been away 
from Windows too long, and this may seem silly to some but here it goes!

I've been moving some of my stuff to windows and everything ports over very 
well, thank you, but one thing that I had to test on two systems to verify!

When I compile osg core libraries using VS2010 or VS2012, in debug mode, when I 
get to compiling the osgPlugins DLL's my Norton 360 kicks in and Quarantines 
some of my osgPlugins DLL's.  

Out of frustration, I told Norton about this but they give me the same line 
about it and I say but I just compiled it, I've been playing with this code 
for years and there is nothing wrong with it, but thats another story for 
anothr fourm.

Well, moving along! When I compile the same stuff in Release mode, it compiles 
o.k. and Norton doesn’t smash it! 

So, for now I'm working with core libraries that are compiled in release for 
now and I'm wondering what work around I'm missing to get the stuff to compile 
in Debug w/o setting off the False Alarm Bells on my system!

... 

Thank you!


David Glenn
---
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www.dglenn.com

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Re: [osg-users] OpenSceneGraph BOF at SIGGRAPH 2014

2014-05-21 Thread David Glenn
Greetings John!

Right now I've been tied up with three projects I'm working on my off time from 
home, but one of them is a set of YouTube videos that show how to compile and 
use OSG and Virtual Planet Builder in Windows using VS2010 express. 

I'll have some sides for the videos that I can whip up for a presentation if 
you like! 

I'm currently tied up in a Unity Game Engine animation demo for A-Kon 25 in 
Dallas, but after that raps-up in early June, I will be working on the OSG 
YouTube stuff almost exclusively.


David Glenn
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[osg-users] SIGGRAPH OSG BOF for 2014

2014-04-29 Thread David Glenn
Greetings All!

My apogees in advance for asking, but I just set my plans for SIGGRAPH in 
Vancouver this year and was wondering if there was going to be an OSG BOF this 
year as before?  


I had to ask, just in case that John need me to hold the Karaoke mic agein as I 
did last year!  |-) 

...


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Re: [osg-users] [vpb] Windows and weird error messages

2014-04-17 Thread David Glenn
Greetings All!

I just went through the same thing! It would be good to make note of it some 
ware in a readme about it! I had to search though the forum to figure it out 
and I'm not sure I like the fix, but I can't find any better idea to work 
around it, but it works. 

The only other advice I have is to make sure you preinstall G-Dal and test it 
before you compile Open Scene Graph and VPB to them. I used G-Dal 1.10.1 that 
has installs and prebuilt lib’s  and include that worked well for me.

I used Visual Studio 2010 Professional with Service Pack 1 added. 

The only other suggestion I have is to add a command line shell that you can 
use to run VPB properly. I hacked mine using the shell that I found on the 
G-Dal core install and modified it so it can see all the g-dal stuff.

I learned by antialiasing Q-GIS that the best way to do OSG anything in Windows 
is to have all the lib and executables in a single directory and use it from 
there.  

I moved all the binary’s to a single directory starting with the OSG binary 
stuff I compiled plus the plug-ins and adding the VPB stuff on top of that! I 
make sure that I added that to my path environmental variable.  

I open up the vpb command line shell, cd to the directory that I what to build 
my stuff and let her rip! No complaints yet!!


David Glenn
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www.dglenn.com

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Re: [osg-users] [build] Problems compiling OSG 3.2 with QT 5.1

2013-11-15 Thread David Glenn

Ale wrote:
 Hi,
 
 I am trying to build OSG 3.2 with Qt 5.1 with cmake.
 QT 5 is not recognized. Any suggestions?
 
 
 Thank you!
 
 Cheers,
 Ale


Well, I've had the same problems under Linux. I had to compile Qt 5.1.1 under 
open source and install it. I haven't had a chance to test it out but under 
Linux cmake is far happier when thing are in their proper place in “/usr/local/ 
QT5.1.1” than it is when you try to access libraries in a folder in your home 
directory. By default Qt likes you to compile to your home directory but I like 
it to be globally accessible and apparently cmake like that too.

other than that, my first steps to building the osg Qt viewer under Qt 5.1 has 
not worked out too well in RH 6.2 (64bit). Qt 4.8.5 has been better, but I have 
yet to test some of the stuff I have, so the verdict is still out!


David Glenn
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Re: [osg-users] [forum] what happened to khronos.org?

2013-10-29 Thread David Glenn

Nathan Mielcarek wrote:
 http://www.downforeveryoneorjustme.com/http://www.khronos.org/ 
 (http://www.downforeveryoneorjustme.com/http://www.khronos.org/)
 
 
 
 On Wed, Oct 23, 2013 at 9:27 AM, David Glenn  () wrote:
 
   Greetings All!
  Has anyone noticed that khronos.org (http://khronos.org) is down or is it 
  me?
  
  Thank you!
  
  D Glenn
  
  
  David Glenn
  ---
  D Glenn 3D Computer Graphics Entertainment.
  www.dglenn.com (http://www.dglenn.com)
  
  --
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Nope Nathan! That didn't work ether; I know that the DOD is in the habit blocks 
websites for what might be some strange reasons! That might be the case with 
this link you gave me and maybe khronos I guess!


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Re: [osg-users] [forum] what happened to khronos.org?

2013-10-29 Thread David Glenn

Nathan Mielcarek wrote:
 http://www.downforeveryoneorjustme.com/http://www.khronos.org/ 
 (http://www.downforeveryoneorjustme.com/http://www.khronos.org/)
 
 
 
 On Wed, Oct 23, 2013 at 9:27 AM, David Glenn  () wrote:
 
   Greetings All!
  Has anyone noticed that khronos.org (http://khronos.org) is down or is it 
  me?
  
  Thank you!
  
  D Glenn
  
  
  David Glenn
  ---
  D Glenn 3D Computer Graphics Entertainment.
  www.dglenn.com (http://www.dglenn.com)
  
  --
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Nope Nathan! That didn't work ether; I know that the DOD is in the habit blocks 
websites for what might be some strange reasons! That might be the case with 
this link you gave me and maybe khronos I guess!


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

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[osg-users] [forum] what happened to khronos.org?

2013-10-23 Thread David Glenn
Greetings All!
Has anyone noticed that khronos.org is down or is it me? 

Thank you!

D Glenn


David Glenn
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[osg-users] migration from 32 bit OSG 2.8.1 to OSG current 64 bit release on RHTE 6

2013-09-26 Thread David Glenn
Greetings All!

Well, the hard work is over! I've tossed all remaining remnants of the old SGI 
based code and now my project is now a %100 OSG project!!
Yey!!

What I have resisted until now to do was to migrate to the current version of 
OSG and move to 64bit mode until I finished development. Now a required move to 
a 64bit RHTE 6 OS has made that a necessity and I'm thinking of moving to the 
newest stable release. I'm currently using 2.8.1 so I know there was a change 
in native OSG model formats and about Qt.

My question is what problems should I expect along the way (if any) and what is 
the best version to move to?   
... 

Thank you in advance!

D Glenn


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Re: [osg-users] Three Weeks until the Openscenegraph BOF at Siggraph

2013-07-18 Thread David Glenn
You know that one of colleges gets to vacation in Barcelona next week; you just 
got back from Spain! I'm spending my working vacation at SIGGRAPH! 

Humm...something wrong here!  :?  I should be in Hawaii in pace of hobnobbing 
with Mickey Mouse in Anaheim – my former employer BTW!


robertosfield wrote:
 Hi John and David et. al,
 
 I am now back from my family holiday to Spain, we had a great time and I was 
 even lucky enough to meet some the OSG community that live and work in 
 Velentia ;-)
 
 Now I'm back I'll be working through my email and submission backlog and of 
 course getting reading to try out Google hangout.  I'm still busy unpacking 
 and clearing my immediate work backlog so won't be able to test out Google 
 hangout today, but tomorrow I will be able to set aside some time to set it 
 up and test out.  I'm guessing that mid afternoon UK/European time would be 
 best as this would overlap with American morning.
 
 If you have already testing things out let me know what worked well/what to 
 look out for when setting things up.
 
 Cheers,
 Robert.
 
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Re: [osg-users] Three Weeks until the Openscenegraph BOF at Siggraph

2013-07-09 Thread David Glenn
Sorry John!

I was tied up from Wed through Sun last weekend 
at another conference for the Anime Industry in Los Angles.
I was volentered in an emergency as a backup for a someone that was a  no-show. 
So I kind of fell out of contact until yesterday morning when I recoved from 
the experance.

If you what to do another test I should e-mail you my work and cell
numbers in case you what to do another test. 

D Glenn
 

John Richardson wrote:
 David,
 
 I'll be testing this weekend. Maybe we can arrange a test.
 
 Will coordinate offline if you are interested.
 
 John F. Richardson
 
 -Original Message-
 From:  [mailto:] On Behalf Of David Glenn
 Sent: Wednesday, July 03, 2013 8:37 AM
 To: 
 Subject: Re:  Three Weeks until the Openscenegraph BOF at Siggraph
 
 Greetings John and Robert!
 
 If I don't get kidnapped at Comic Con I will be there!
 
 I have some experience with Google Hangout so if John needs some help I'm 
 happy to volunteer if needed! I've even done some hangouts from my laptop 
 that I always carry with me! All I need is internet! 
 Note: Haven’t tested it with my iPhone hotspot yet!
 
 ... 
 
 Thank you!
 D Glenn
 
 
 David Glenn
 ---
 D Glenn 3D Computer Graphics Entertainment.
 www.dglenn.com
 
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Re: [osg-users] Three Weeks until the Openscenegraph BOF at Siggraph

2013-07-03 Thread David Glenn
Greetings John and Robert!

If I don't get kidnapped at Comic Con I will be there!

I have some experience with Google Hangout so if John needs some help I'm happy 
to volunteer if needed! I've even done some hangouts from my laptop that I 
always carry with me! All I need is internet! 
Note: Haven’t tested it with my iPhone hotspot yet!

... 

Thank you!
D Glenn


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Re: [osg-users] AlphaPixel Whitepaper on VirtualPlanetBuilder/OSGDEM

2013-05-20 Thread David Glenn

Chris Hanson wrote:
 As promised last week:
 
 
 http://alphapixel.com/content/openscengraph-virtual-planet-builder-osgdem 
 (http://alphapixel.com/content/openscengraph-virtual-planet-builder-osgdem)
 
 
 
 
 
 Feedback welcomed.
 
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere.  http://www.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 • osgEarth • Terrain • Telemetry • Cryptography • 
 Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
 @alphapixel (https://twitter.com/alphapixel) facebook.com/alphapixel 
 (http://facebook.com/alphapixel) (775) 623-PIXL [7495]
 
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Greetings Chris!

I just learned about it this week so I got a copy to review. 

As far as I can tell, there are not many papers (if any) on this subject and 
VPB is a remarkable tool. 

It's nice to understand the Terrain Theory that the bases to how this works. 

I must admit that most of the other paging schemes that I had to deal with in 
the past did not go as far as this and did not do as well.  Mostly because they 
where hacks using preexisting terrain elements that where clearly not made for 
paging. This makes much more sense to me.


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Re: [osg-users] Converting .ive model to .osg - including textures

2013-04-11 Thread David Glenn
Greetings!

Pardon me, but can you also convert .dds using the Gimp?

... 
D Glenn


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[osg-users] SGI: Performer licensesing Ends!

2013-03-25 Thread David Glenn
Greetings All!

For anyone who is sentimental, SGI has announced that issuance of Performer 
licenses will end as of 06/30/2013.

Good thing that I now use OpenSceneGraph!
... 
David Glenn - D Glenn 3D Computer Graphic Entertainment!


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www.dglenn.com

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Re: [osg-users] SGI: Performer licensesing Ends!

2013-03-25 Thread David Glenn

S2LR wrote:
 SGI? I didn't know they were still around...;^)
 
 -Original Message-
 From: 
 [mailto:] On Behalf Of David
 Glenn
 Sent: Monday, March 25, 2013 3:54 PM
 To: 
 Subject:  SGI: Performer licensesing Ends!
 
 Greetings All!
 
 For anyone who is sentimental, SGI has announced that issuance of
 Performer licenses will end as of 06/30/2013.
 
 Good thing that I now use OpenSceneGraph!
 ... 
 David Glenn - D Glenn 3D Computer Graphic Entertainment!
 
 
 David Glenn
 ---
 D Glenn 3D Computer Graphics amp; Media Systems.
 www.dglenn.com
 
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I it exists but it's nothing like the SGI I used to know! Mostly an IT company 
now - Graphices in name only!


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Re: [osg-users] [vpb] Quesions about LOD in VPB

2012-11-08 Thread David Glenn
Greetings Robert!

I've been remerging around the code on VPB and I noticed that there is no way 
to set the PagedLOD range mode to PIXEL_SIZE_ON_SCREEN and of course do the 
setRange calculations for that. 

Is there any reason why or was was not added (sice it's part of PagedLOD) or 
there just no call to do that?

I needed to change that because the Display program that I'm working on uses 
the viewing area  (a.k.a the zoom) rather than moving the camera closer the 
terrain. It worked out very well.  

D Glenn


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Re: [osg-users] [vpb] Quesions about LOD in VPB

2012-11-05 Thread David Glenn
Greetings Robert!

This thing started out as a how-to paper that was only for my own consumption. 
Then my bean counter counterpart in the lab got a hold of it (as a per-review) 
and he escalated it! Now they are talking gee why not make it a paper?   

So, I'm going to have to nail them down this week and see if they really what 
me to do that! 

D Glenn


robertosfield wrote:
 Hi David,
 
 
 On 2 November 2012 23:30, David Glenn  () wrote:
 
   Greetings All!
  
  I did some analytical research on the files that VPB makes and confirmed 
  that the software builds a map to a LOD that is equal to the resolution of 
  the texture being used and stops at that point. I also discovered that if 
  add two different types of textures shay one that has 15 meters of 
  resolution per pixel and another texture that has say 1 meter of resolution 
  per pixel
  that it process all areas up to the point that the 15 meter data is exposed 
  then continue on only the areas that only the 1 meter data is exposed.
  
  That’s very cool! :)
  
  The Question I have is the question that I know I'm going to get asked, is 
  what the function that does this is? How does it determine where to stop 
  relative to the size that makes up the area of the terrain? Maybe easier to 
  ask, is there any paper that explains how this works?
  
 
 The way it works is to keep descending the quad tree LODs level till a LOD 
 level matches or exceeds the resolution of the source data (imagery or DEM) 
 that covers that particular tile.   The -l command option will provide a 
 maximum number of level to descend down to so if this is less than what is 
 required then you will not get the full resolution required.
 
 
 
 I haven't written a paper on VPB's algorithms.  Will you be publishing 
 yours?  Perhaps myself and others can help edit/make suggestion 
 clarifications.
 
 Robert,
 
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Re: [osg-users] [vpb] Quesions about LOD in VPB

2012-11-02 Thread David Glenn
Greetings All!

I did some analytical research on the files that VPB makes and confirmed that 
the software builds a map to a LOD that is equal to the resolution of the 
texture being used and stops at that point. I also discovered that if add two 
different types of textures shay one that has 15 meters of resolution per pixel 
and another texture that has say 1 meter of resolution per pixel 
that it process all areas up to the point that the 15 meter data is exposed 
then continue on only the areas that only the 1 meter data is exposed. 

That’s very cool! :) 

The Question I have is the question that I know I'm going to get asked, is what 
the function that does this is? How does it determine where to stop relative to 
the size that makes up the area of the terrain? Maybe easier to ask, is there 
any paper that explains how this works?

... 
Thank you!
D Glenn


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Re: [osg-users] [vpb] Quesions about LOD in VPB

2012-10-31 Thread David Glenn
O.K. Then the -l command sets the limit of the LOD you can have and not how 
many LOD's your terrain is going to have! By default it maxes out at 30 and the 
only reason to use it is to limit the LOD's (and detail) of your terrain, Right?

D Glenn


declic creation wrote:
 Hi David,
 
 If osgdem get to the level where the texture resolution is the highest it 
 stops, even if it's before the max number of levels you specified.
 So L11 might be the last level with the highest resolution texture for your 
 database.
 
 
 -- 
 Christophe 
 
 
 2012/10/30 David Glenn  ()
 
   
  robertosfield wrote:
  
   Hi David,
   
   I can't recall all the options off the top of my head so with the help
   of osgdem --help and grep I get:
   
   $ osgdem --help | grep LOD
   --LOD             Create a LOD'd database.
   --PagedLOD        Create a PagedLOD'd database.
   --subtile LOD X Y
   -l numOfLevels  Specify the number of PagedLOD levels to generate.
   
   So the last one is the one you want, so just add a -l 5 or something
   similar to your osgdem or vpbmaster command line.
   
   Robert.
   
   
   
   On 5 September 2012 23:44, David Glenn  wrote:
   
   
Greetings All!

I'm just getting the time to do some real study on VPB and I had some 
questions about LOD and controlling it!

First of all, I'm going to reverence a tool that I know “Terra Vista” 
for an example. If you don't know about this tool, I understand and try 
to explain in more detail.

One of the tricks you can do in Terra Vista is that you can limit the 
amount of LOD's you can use in a given area over others. This allows 
you to build terrain that has higher level of detail in some areas 
(where it matters ) and allows other areas to max out at a lower level 
of detail. This in the end would make the terrain take up less space 
than of all of the terrain was at a high level of detail.

I managed to get a group of satellite data at 1 meter resolution and it 
works fine, but it's taking up over 50 gigs of Hard disk space. I like 
to cut it back a bit so I can at lease maybe get it on a double layer 
DVD, if not , a blue ray disk.  I figure that if I can cut back on the 
resolution in areas that I don’t need to be at 1 meter resolution, I 
can cut the size in whole of the terrain to something more manageable.

Dglenn


David Glenn
---
D Glenn 3D Computer Graphics amp; Media Systems.
www.dglenn.com (http://www.dglenn.com)

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  Well, I have made some headway on Paged LOD's and made some terrains files, 
  but I also found something interesting and I was wondering is someone can 
  explain this to me!
  
  When I make a terrain with -l set to 20, I get a bunch of files titled with 
  the name, level of detail number, the X location in the grid and a Y 
  location on the grid fallowed with _subtile! I figured that I would find 
  at least 19 sets of files listed from L0 up to L19 or L20 but what I get is 
  12 sets listed from L0 to L11. Can anyone explain this to me? I'm in the 
  middle of writing a paper on this and after reviewing code and files, I 
  thought I knew what was going on, but now I'm confused!!   :?
  
  
  David Glenn
  ---
  D Glenn 3D Computer Graphics amp; Media Systems.
  www.dglenn.com (http://www.dglenn.com)
  
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Re: [osg-users] [vpb] Quesions about LOD in VPB

2012-10-31 Thread David Glenn
This is nice but what I'm using this for is something like a Google map. You 
see it from a high view and it you can close in on an area in the terrain. So I 
don't mind using the full range of level of detail. 

I was under the impression that you had to set the level of detail get the most 
detail from the data, but if VPB does that all the better for me. 

I would just like to understand this because I also have to explain how this 
works if anyone is going to have any confidence in the data it makes. That is 
why I'm doing the paper on it!

The only other thing was that we had to make a tool that changed the range mode 
on the PagedLOD node from distance to Pixel Size on Screen. As far as I could 
tell there was no command setting for this in VPB.

We also did a pruning tool that allows us to cut back LOD on all but a given 
areas of the terrain. The sole reason is there are some areas on the terrain 
that require higher levels of detail than others so we can prune all but these 
areas down to a lower detail. This cuts down on the massive size of the terrain 
that makes it difficult to transport to other systems.

Basically if we don't use the prune tool, a chunk of terrain can take up about 
58 gigs of hard drive disk space on an average. But after using the prune tool, 
the same terrain is shunk down to a disk footprint of only 8 Gigs without any 
real loss of data - given that the data that is pruned out is redundant. This 
makes the terrain more practical to distribute. 

It's a little pricy from a logistical standpoint to be handing out USB bricks 
when compared to handing out a double layered DVD.  

D Glenn


declic creation wrote:
 Yes, I think so.There is also this command which may be interesting for you :
 --levels begin_level end_level Specify the range of levels that the 
 next source Texture or DEM will contribute to.
 
 
 http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/CommandLineOptions
  
 (http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/CommandLineOptions)
 
 
 
 
 
 
 
 
 --
 Christophe 
 
 
 2012/10/31 David Glenn  ()
 
   O.K. Then the -l command sets the limit of the LOD you can have and not 
  how many LOD's your terrain is going to have! By default it maxes out at 30 
  and the only reason to use it is to limit the LOD's (and detail) of your 
  terrain, Right?
  
  D Glenn
  
  
  declic creation wrote:
  
   Hi David,
   
   If osgdem get to the level where the texture resolution is the highest it 
   stops, even if it's before the max number of levels you specified.
   So L11 might be the last level with the highest resolution texture for 
   your database.
   
   
   -- 
   Christophe
   
   
   
  
  
   2012/10/30 David Glenn  ()
   
   

robertosfield wrote:


 Hi David,
 
 I can't recall all the options off the top of my head so with the help
 of osgdem --help and grep I get:
 
 $ osgdem --help | grep LOD
 --LOD             Create a LOD'd database.
 --PagedLOD        Create a PagedLOD'd database.
 --subtile LOD X Y
 -l numOfLevels  Specify the number of PagedLOD levels to generate.
 
 So the last one is the one you want, so just add a -l 5 or something
 similar to your osgdem or vpbmaster command line.
 
 Robert.
 
 
 
 On 5 September 2012 23:44, David Glenn  wrote:
 
 
 
  Greetings All!
  
  I'm just getting the time to do some real study on VPB and I had 
  some questions about LOD and controlling it!
  
  First of all, I'm going to reverence a tool that I know “Terra 
  Vista” for an example. If you don't know about this tool, I 
  understand and try to explain in more detail.
  
  One of the tricks you can do in Terra Vista is that you can limit 
  the amount of LOD's you can use in a given area over others. This 
  allows you to build terrain that has higher level of detail in some 
  areas (where it matters ) and allows other areas to max out at a 
  lower level of detail. This in the end would make the terrain take 
  up less space than of all of the terrain was at a high level of 
  detail.
  
  I managed to get a group of satellite data at 1 meter resolution 
  and it works fine, but it's taking up over 50 gigs of Hard disk 
  space. I like to cut it back a bit so I can at lease maybe get it 
  on a double layer DVD, if not , a blue ray disk.  I figure that if 
  I can cut back on the resolution in areas that I don’t need to be 
  at 1 meter resolution, I can cut the size in whole of the terrain 
  to something more manageable.
  
  Dglenn
  
  
  David Glenn
  ---
  D Glenn 3D Computer Graphics amp; Media Systems.
  
 

   
  
  
   

 
  www.dglenn.com (http://www.dglenn.com) (http://www.dglenn.com 
  (http://www.dglenn.com

Re: [osg-users] [vpb] Quesions about LOD in VPB

2012-10-30 Thread David Glenn

robertosfield wrote:
 Hi David,
 
 I can't recall all the options off the top of my head so with the help
 of osgdem --help and grep I get:
 
 $ osgdem --help | grep LOD
 --LOD Create a LOD'd database.
 --PagedLODCreate a PagedLOD'd database.
 --subtile LOD X Y
 -l numOfLevels  Specify the number of PagedLOD levels to generate.
 
 So the last one is the one you want, so just add a -l 5 or something
 similar to your osgdem or vpbmaster command line.
 
 Robert.
 
 
 
 On 5 September 2012 23:44, David Glenn  wrote:
 
  Greetings All!
  
  I'm just getting the time to do some real study on VPB and I had some 
  questions about LOD and controlling it!
  
  First of all, I'm going to reverence a tool that I know “Terra Vista” for 
  an example. If you don't know about this tool, I understand and try to 
  explain in more detail.
  
  One of the tricks you can do in Terra Vista is that you can limit the 
  amount of LOD's you can use in a given area over others. This allows you to 
  build terrain that has higher level of detail in some areas (where it 
  matters ) and allows other areas to max out at a lower level of detail. 
  This in the end would make the terrain take up less space than of all of 
  the terrain was at a high level of detail.
  
  I managed to get a group of satellite data at 1 meter resolution and it 
  works fine, but it's taking up over 50 gigs of Hard disk space. I like to 
  cut it back a bit so I can at lease maybe get it on a double layer DVD, if 
  not , a blue ray disk.  I figure that if I can cut back on the resolution 
  in areas that I don’t need to be at 1 meter resolution, I can cut the size 
  in whole of the terrain to something more manageable.
  
  Dglenn
  
  
  David Glenn
  ---
  D Glenn 3D Computer Graphics amp; Media Systems.
  www.dglenn.com
  
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  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=49791#49791
  
  
  
  
  
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Well, I have made some headway on Paged LOD's and made some terrains files, but 
I also found something interesting and I was wondering is someone can explain 
this to me! 

When I make a terrain with -l set to 20, I get a bunch of files titled with the 
name, level of detail number, the X location in the grid and a Y location on 
the grid fallowed with _subtile! I figured that I would find at least 19 sets 
of files listed from L0 up to L19 or L20 but what I get is 12 sets listed from 
L0 to L11. Can anyone explain this to me? I'm in the middle of writing a paper 
on this and after reviewing code and files, I thought I knew what was going on, 
but now I'm confused!!   :?


David Glenn
---
D Glenn 3D Computer Graphics amp; Media Systems.
www.dglenn.com

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[osg-users] [vpb] Quesions about LOD in VPB

2012-09-05 Thread David Glenn
Greetings All!

I'm just getting the time to do some real study on VPB and I had some questions 
about LOD and controlling it!

First of all, I'm going to reverence a tool that I know “Terra Vista” for an 
example. If you don't know about this tool, I understand and try to explain in 
more detail.

One of the tricks you can do in Terra Vista is that you can limit the amount of 
LOD's you can use in a given area over others. This allows you to build terrain 
that has higher level of detail in some areas (where it matters ) and allows 
other areas to max out at a lower level of detail. This in the end would make 
the terrain take up less space than of all of the terrain was at a high level 
of detail. 

I managed to get a group of satellite data at 1 meter resolution and it works 
fine, but it's taking up over 50 gigs of Hard disk space. I like to cut it back 
a bit so I can at lease maybe get it on a double layer DVD, if not , a blue ray 
disk.  I figure that if I can cut back on the resolution in areas that I don’t 
need to be at 1 meter resolution, I can cut the size in whole of the terrain to 
something more manageable. 

Dglenn


David Glenn
---
D Glenn 3D Computer Graphics amp; Media Systems.
www.dglenn.com

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Re: [osg-users] OpenScenegraph Siggraph 2012 BOF Final Call for Presentations

2012-08-10 Thread David Glenn
Greetings eveyone that attened the OSG BOF for SIGGRAPH 2012

Had a good time at the BOF, look forward to next year. 

Thank you!


David Glenn
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www.dglenn.com

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Re: [osg-users] AlphaPixel (and OSG?) swag and apparel?

2012-07-03 Thread David Glenn
Will the UK site ship to the US of A?

there is no OpenSceneGraph at the US site that I can find!



robertosfield wrote:
 Hi Chris,
 
 You do know we already have a cafepress entry for OpenSceneGraph:
 
 http://www.cafepress.co.uk/openscenegraph
 
 Robert.
 
 On 26 June 2012 02:01, Chris Hanson  wrote:
 
    Hey, I just finished setting up a CafePress store for AlphaPixel apparel
  and logo stuff (mostly so I could make myself some).
  
  http://www.cafepress.com/alphapixel
  
    I set the margins down really low, so I think I get about 50 cents of
  profit on typical items, but if any of you want to show your support for
  AlphaPixel, go buy yourself some stuff. Maybe I'll earn enough to buy myself
  a few more shirts.
  
  
    It occurred to me when I was done that I could set up a similar set of
  customized logo stuff for the OpenSceneGraph logo.
  
    Would anyone want that sort of thing?
  
    Would anyone be offended if I did so? I don't recall exactly what license
  the OSG logo is under, but I don't want to step on any toes here.
  
  
  --
  Chris 'Xenon' Hanson, omo sanza lettere. 
  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
  
  
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Re: [osg-users] 139.com Spam

2012-06-12 Thread David Glenn

kcbale wrote:
 Is anyone else getting these Chinese emails quoting the subject of a post 
 made to osg-users? 
 
 I've had a few now and I have no idea where they're coming from. 
 
 
 K.
 
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I've been getting them as resently as yesterday it seems to apper after they 
send out the list of forum subbitions to e-mail and it targets, prople that 
post messages on the boards - that's the only time I've been hit. 

I've reported it to my handlers and took other corrective action.
That's all I can do! 

You might consiter adding this guy to your spam filter - if you have one!


David Glenn
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Re: [osg-users] Reset my account

2012-06-11 Thread David Glenn
Well, it sent me an e-mail to fix it! Think I'm up and running agein! Sorry for 
the bother!!

D Glenn


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[osg-users] SIGGRAPH 2012: OpenSceneGraph BOF

2012-06-06 Thread David Glenn
Greetings All!

I assume that we are going to have a BOF this year, since I just went over the 
SIGGRAPH conference schedule and there is a listing with John's name on it 
hosting. 

See you there!

David Glenn - D Glenn


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Re: [osg-users] Why no games with OSG?

2012-05-23 Thread David Glenn
Greetings!

For what it worth, They where trying to port WWII- Online over at Corner Rat 
Software. I wasn't involved directly in that effort at the time (our Mac 
Programmer was at the time I was there), I was too busy on the current game 
effort making sure the infantry move right and to deal with other smoke-n- 
mirror stuff. I left CRS before they finished anything to work with the DOD 
again. I don't recall if they fished it!

I'm in the process of doing a Dancing Anime Girl on Stage - Hatsune Miku. I've 
been so tied up on other off work projects, so the effort keeps getting pushed 
off!



michael kapelko wrote:
 Hi.
 I'm new to OSG. I use OGRE for my game currently, but due to various
 issues I would like to switch to OSG.
 I coudn't find any info on games made with OSG, no pictures in OSG
 Forum - Album - Games, no Google results, only some simulations and
 other non-game stuff. The only game I found is FlightGear.
 I wonder why are there no games on OSG? Or am I missing something?
 Thanks.
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[osg-users] Adding texture layers in OSG.

2012-04-09 Thread David Glenn
Greetings,

I was wondering if they where any way to combine multiple textures on a object 
that I can change on demand? I saw a way to do up to four layers of trxtures 
combined in OpenGL, but for some reason its limited to four and I'm looking for 
a need to combine up to six layers at a time. I've been told that I can do it 
in GLSL but I'm not that smart of Shaders. 

Anyone has any ideas?  

D Glenn


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Re: [osg-users] Text Class Sizing Issue!

2012-04-02 Thread David Glenn

robertosfield wrote:
 Hi David,
 
 On 29 March 2012 17:34, David Glenn  wrote:
 
  Well, since it not a submission per say. Here is the sample source code 
  that John wanted me to so you all.
  
 
 The program doesn't compile for me, I presume because it has been
 updated to compile against recent OSG versions.
 
 Might I suggest that one tries a recent version of the OSG to see if
 that problem still exists.
 
 Robert.
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Hi Robert! Right now we are stuck in OSG 2.8.1 because in the long development 
cycle we have here at or lab! 

We will move to the newest stable release after the end of this development 
cycle, or if it fills a requirement that we need bad enough to upgrade. So far, 
nether event has happened. 

I Know that John did visualy compare the code and he told me that it does 
address an issue that is current in the present OSG 3.0.1 as we know it, and 
that the exampe code should be compatable in most cases. However, becouse we 
are not current on or own development systems at this time, one of us will have 
to set up on another box for testing the code under the current stable OSG 
version. 
I can do this when we can devote the time and resorces to do so in the future. 

Oh! For what its worth, we test things using QT develoment GUI. It makes it 
much faster to build quick makefiles though I dont recall any QT stuff being 
used in this example. 

Also, we did not try this under Windows OS, I'm not sure of the behaver there! 
In fact, I'm not doing any Windows OS development with OSG at the moment!


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Re: [osg-users] Text Class Sizing Issue!

2012-03-29 Thread David Glenn
Well, since it not a submission per say. Here is the sample source code that 
John wanted me to so you all. 


Enjoy! Comments welcome!!
... 

Laters!

D Glenn


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// Suggested Revisions to osgText::Text class.
// John Markano 3/21/2012
//
// The code below includes suggested fixes for two problems in osgText::Text
// in the OpenSceneGraph 2.8.1 release:
// (1) Text in object coordinates may be rendered with the wrong size.
// If an application requests a font resolution that the font doesn't
// support, OpenSceneGraph uses the closest supported
// resolution. osgText::Text does not handle this situation properly.
// It uses the requested resolution in some calculations where the
// actual resolution is more appropriate.
// (2) Text in screen coordinates may not be scaled properly when a
// perspective projection is specified. In particular, the displayed text
// size may vary with the field of view when it should remain constant
// relative to the screen.
//
// A class TextImproved is defined below to correct these problems. This class
// inherits osgText::Text and replaces three virtual functions in the parent
// class:
// - computeLastCharacterOnLine (for the first issue above)
// - computeGlyphRepresentation (for the first issue above)
// - computePositions (for the second issue above)
//
// Each of these functions includes suggested changes to the original code.
// The original code is also left in place for comparison. The preprocessor
// variable USE_ORIGINAL_CODE can be set to a non-zero value to compile the
// original code instead of the improved code.
//
// An example program is also provided below to provide a before-and-after
// illustration of these changes. This example program splits the screen
// into four quadrants, where
// - The upper left quadrant contains black text generated by osgText::Text
//   with screen coordinates specified. It changes size with the field of
//   view, but its size should be fixed.
// - The upper right quadrant contains black text generated by the
//   TextImproved class defined below. This text should, and does, appear
//   with a constant height of around 100 pixels. (No reference scale is
//   provided.)
// - The lower left quadrant contains red text generated by osgText::Text
//   with object coordinates specified. It should be one unit tall, but
//   its actual size varies depending on what the active font supports.
//   In this example, it's less than half as tall as the requested size
//   because the default font resolution of 32 is much higher than the
//   supported (by DefaultFont) resolution of 12.
// - The lower right quadrant contains red text generated by the TextImproved
//   class. It displays closer to the correct height of one unit.
//
// The example program allows the user to increase or decrease the field
// of view using keystrokes. Type '+' to increase the field of view, or '-'
// to decrease the field of view. The camera position is fixed, so this
// is the only available viewing parameter control.
//
// This code was developed and tested using Red Hat Enterprise Linux 5.5,
// Qt 4.5.2 and OpenSceneGraph 2.8.1.
//
// This fix uses an uppercase E to find the available font size. This is
// a kludge that is inappropriate for many fonts. A suggested
// improvement would be to add a function to osgText::Font (and the
// DefaultFont subclass) to return the supported font resolution that is
// closest to the requested resolution.

#include osg/Camera
#include osg/Geode
#include osg/Geometry
#include osg/GL
#include osg/Group
#include osg/Math
#include osg/Matrix
#include osg/Notify
#include osg/Vec3
#include osg/Vec3d
#include osgGA/GUIEventHandler
#include osgText/Text
#include osgViewer/Viewer

#define USE_ORIGINAL_CODE (0)

using namespace osg;
using namespace osgText;

class TextImproved : public osgText::Text
{
protected:

String::iterator computeLastCharacterOnLine(osg::Vec2 cursor, String::iterator 
first,String::iterator last)
{
Font* activefont = getActiveFont();
if (!activefont) return last;

#if USE_ORIGINAL_CODE
float hr = _characterHeight/getFontHeight();
#else
// Use an upper case E to determine which font size is available
// near the requested font resolution.
// Then compute a scale factor to scale the font to the requested
// character height. Include a factor of 0.7 to allow lower
// case characters to drop below the base of capital letters.
Font::Glyph* glyphGenericUpper = activefont-getGlyph(_fontSize, 'E');
float hr = 0.7 * (glyphGenericUpper
? _characterHeight/glyphGenericUpper-t()
: _characterHeight/getFontHeight());
#endif
float wr = hr/_characterAspectRatio;

bool kerning = true;
unsigned int

[osg-users] Text Class Sizing Issue!

2012-03-26 Thread David Glenn
Greetings!

One of the issues that were brought up by my partner out here John Markano was 
that when the text is set to screen mode, the tendency is that the text stays 
static in zoom in and then it will reach a point that it will start to shrink. 
My understanding is that is not supposed to happen. He handed me a test program 
that uses the existing way to play text and a new way - that doesn’t have that 
problem.

John has expressed to me that he would like me to share the code for this if 
you all like! I studied it over and it works for me!

... 

D Glenn


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Re: [osg-users] [forum] Is the main OSG website up?

2012-03-08 Thread David Glenn

robertosfield wrote:
 Hi Glenn,
 
 I'm afraid the whole university network is down right now.  We'll need
 to wait till that get things back online.
 
 Robert.
 
 On 7 March 2012 23:23, David Glenn  wrote:
 
  Greetings!
  
  Is the main OSG website up?
  
  Tried to get on without any seccess!
  
  D Glenn
  
  
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At a University? All this time I thought that since OSG is so user involved in 
its development, I figured that it was controlled through some backwoods Linux 
server some ware in Europe.  Shows you how much I keep up with things out here!


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Re: [osg-users] [forum] Is the main OSG website up?

2012-03-08 Thread David Glenn

robertosfield wrote:
 Hi David,
 
 On 8 March 2012 16:28, David Glenn  wrote:
 
  At a University? All this time I thought that since OSG is so user involved 
  in its development, I figured that it was controlled through some backwoods 
  Linux server some ware in Europe.  Shows you how much I keep up with things 
  out here!
  
 
 Hosting is currently provided by the Polytechnic University of Valencia:
 
 http://www.openscenegraph.org/projects/osg/wiki/About/Hosting
 
 So it's virtual linux server in Europe (Spain) so you aren't too far off.
 
 With funding cut backs the situation at the Uni isn't so favourable
 these days so the plan is to migrate server and services to another
 host.  This is one of my objectives for March.
 
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Well good luck Robert!

Believe it or not my webpage at dglenn.com got its start and was hosted on 
the first web server at csusb.edu.  It was known as “www.csusb.edu/dglenn” at 
the time. This came about when I got selected to be one of the lucky CS 
students ether install, co-manage or publish materal on the first web server on 
campus. This under the direction of Dr. Murphy who chared CS at the time. 

It was the first public webpage at that University campus and it was only meant 
to be a test for the server for a short time. However, I got to keep the result 
of my efforts on-line for two years before it was closed. By that time I gotten 
my own domain dglenn.com and I just copied my old stuff to there and moved on 
with my life. 

Oh, yea! The latest version of the webpage is under reconstruction right now as 
it’s been for nearly six months now. I guess it will be finished when I can – 
I’m so tied up with other stuff! However there still might be some remits of 
the original webpage from Cal State kicking around some ware in a neglected 
folder, I’m not sure where anymore! maybe some things are best left unfounded! 
:)


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[osg-users] osg::text Question on character size when set to SCREEN_COORDS mode

2012-03-08 Thread David Glenn
Greetings!

Just wondering:
We had always assumed that if you set your setCharacterSize in the 
SCREEN_COORDS mode that you set it the size of pixels (as told to me originally 
by a friend) and the height in meters if you are in OBJECT_COORDS mode. I 
assume Right?

D Glenn


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[osg-users] [forum] Is the main OSG website up?

2012-03-07 Thread David Glenn
Greetings!

Is the main OSG website up?

Tried to get on without any seccess!

D Glenn


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Re: [osg-users] Sony Move.me

2012-01-10 Thread David Glenn
Greetings! Well, since no one reponded to my question, I assume that the answer 
is no - or they are too buzy hacking Kinects.

Thanks!

D Glenn


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[osg-users] Sony Move.me

2012-01-03 Thread David Glenn
Greetings All!

I was wondering if anyone has done anything about developing a Camera 
manipulator for the Sony Move.me software.

I have been experimenting with this on an unrelated project and engine and I 
was wondering if anyone out there was doing any experimentation with OSG?

... 

D Glenn


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Re: [osg-users] Single scene, multiple viewers : problem with texture

2011-11-28 Thread David Glenn

Aurelien wrote:
 Hi,
 
 I've got a problem when viewing the same scene from two different viewers :
 
 - Viewer A with Camera A
 - Viewer B with Camera B
 
 I load a node with : 
 
 
 Code:
 osg::ref_ptrosg::Node pNode = osgDB::readNodeFile(...);
 
 
 
 Then I do :
 
 
 Code:
 p_viewerA-setCamera(p_cameraA);
 p_viewerA-setSceneData(pNode);
 
 p_viewerB-setCamera(p_cameraB);
 p_viewerB-setSceneData(pNode);
 
 
 
 
 Everything works fine, but when viewer B is deleted, pNode's textures are no 
 more rendered in viewer A (geometry is still rendered correctly).
 
 Is there anything special to do to share data between two viewer ?
 
 Thank you!
 
 Cheers,
 Aurelien


Well, I would look at it differently (like using slave cameras), but in this 
case, have you tried dynamically linking the node?

D Glenn


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[osg-users] maya OBJ files - getting the unit settings

2011-11-22 Thread David Glenn
Greetings All!

Pardon me for asking dumb questions agein, but I was wondering if OSG's Obj 
plugin can read the unit format that is in a Maya OBJ file and how.


Thanks!
... 

D Glenn C.G.E.


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Re: [osg-users] NVIDIA Driver Problem?

2011-11-14 Thread David Glenn

paul1492 wrote:
 Can somebody do a test for me? I'm using OSG 3.0.0 and this works with NVIDIA 
 Driver (Linux) 260.19.21 but doesn't seem to work with newer versions of the 
 driver (e.g. 275.31 beta) with no other changes being made. I've been in 
 contact with NVIDIA with this problem and they seem to think that it is an 
 OSG problem.
 
 I'm having trouble when I create an osgViewer, destroy it, restart the X 
 server and then create the osgViewer.  I've boiled my problem down to a small 
 test case in the attached file which is a slightly modified version of 
 osgviewer. 
 
 I know this test case is somewhat convoluted but bare with me. Our 
 application is required to restart the X server before starting to display an 
 image.
 
 Normally, osgviewer would do the following:
 1) osgViewer::Viewer viewer(arguments);
 2) viewer.setSceneData( loadedModel.get() );
 3) viewer.realize();
 4) viewer.run();
 5) exit(0);
 
 I have modified it to do the following:
 
 Code:
 
 while (forever) 
 {
 {  // Define a scope of the osgViewer::Viewer
   osgViewer::Viewer viewer(arguments);
   viewer.setSceneData( loadedModel.get() );
   viewer.realize();
   viewer.run();
 }  // osgViewer::Viewer scope has ended and its destructor called.
 sleep(2);
 system(“/usr/sbin/gdm-restart”);
 sleep(20);
 }
 
 
 
 Compile and run this program. Since this program restarts the X server (with 
 the gdm-restart command) and attempts to display an image, you will need use 
 two machines (a remote machine and a target machine). Running this using one 
 machine will cause the program to be killed when the X server is restarted. 
 To run this program, do the following:
 
  a. On the console of the target machine, login normally.  Open a terminal 
  window and type “xhost +”
  b. From a remote computer login to your target machine and “setenv DISPLAY 
  :0.0” to keep the display on the remote machine.
  c. From this remote computer window, run the attached version of osgviewer 
  as “osgviewer cow.osg”.
  d. Hit the escape key on the target machine to dismiss the cow being 
  displayed. 
  e. At this point, the target machine X server will restart. IMMEDIATELY 
  after the X server has restarted, login to the target machine again from 
  its console. Open a terminal window and select “xhost +” again.  It you 
  don't do this last part, you will not have permissions to display an image 
  on the target machine from the remote machine. The program will give you 20 
  second before it attempts to display an image on on the target machine.
  f. At this point, you should see a cow image on the display but with this 
  new driver, we’ve been seeing a totally black image.  
 
 When I run this program, instead of seeing the cow image the second time, I'm 
 seeing a black screen. I didn't see this problem with earlier version of the 
 NVIDIA driver (also using OSG 3.0.0).
 
 Is anybody else having this problem?
 
 Paul P.


Greetings! 

Since your so lucky to try out one of NVidea Beta Drivers, have you ran this 
across the NVidia test team first? Also, I didn't get what Graphics Card you 
are using! 

That is where I would go with this! OSG works on top of OpenGL other than that 
it is doing nothing directly with the card. 

If your using beta, I would look towards the fact that it may be still buggy! 
Also, it has been my experience with NVidia that newer drivers in Linux, don't 
necessary mean that it's an improvement. I have had to backtrack on drivers 
even on my OpenGL code stuff because Nividia broke something in the process. 
They are more concerned over a Windows driver than Linux I think!


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Re: [osg-users] NVIDIA Driver Problem?

2011-11-14 Thread David Glenn

D.J. Caldwell wrote:
 Paul,
  
 Have you done a search in this mailing list/forum for nvidia 275?  Follow 
 some of the threads you find, and see if any help you track down or fix your 
 problem.
  
 Due to previous discussions on the topic, I have been careful to generally 
 avoid this specific driver.
  
 I hope this helps...
  
 D.J.
 
 
 On Mon, Nov 14, 2011 at 5:08 PM, Paul Palumbo  () wrote:
 
  
  dglenn wrote:
  
   
   Greetings!
   
   Since your so lucky to try out one of NVidea Beta Drivers, have you ran 
   this across the NVidia test team first? Also, I didn't get what Graphics 
   Card you are using!
   
   That is where I would go with this! OSG works on top of OpenGL other than 
   that it is doing nothing directly with the card.
   
   If your using beta, I would look towards the fact that it may be still 
   buggy! Also, it has been my experience with NVidia that newer drivers in 
   Linux, don't necessary mean that it's an improvement. I have had to 
   backtrack on drivers even on my OpenGL code stuff because Nividia broke 
   something in the process. They are more concerned over a Windows driver 
   than Linux I think!
   
   
  
  
   Sorry that's about all I can help you at this point!
   
  
  I was given this Beta driver by NVIDIA to fix another problem. That other 
  problem seems to have been fixed but then two other problems showed up. One 
  I found a work around for and this is the other. As I said in my earlier 
  post, my Point-Of-Contact at NVIDIA seems to dismiss the new problem as an 
  OSG problem even though the problem showup with only a drive change. I've 
  tried new non-beta drivers and I believe I have the same problem.
  
  FYI: I'm using a Quadro 5000.
  
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Wow I knew that NVidia has been known to make a dud or two, but 275.33.x was a 
turkey! What can I say about it but I rest my case! 

I would try to use, maybe a 260.19.44 driver. I using that on a Quatro 4000 in 
my lab right now and it works very well! 

I do get rather irritated when a company can't fess-up to their mistakes and 
use the Not My Problem excuse!


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[osg-users] [forum] Lightwave 11 Prerelease is now available

2011-11-14 Thread David Glenn
Greetings All!

For:  anyone that wants to know !

Just to let you know that Newtek has announced the prerelease of their 
Lightwave Product Version 11 that you can get online at their website. This is 
a prelease only! The full release will be available by the end of the year. If 
you are a Lightwave 10 or 10.1 user, you have to buy the prerelease version as 
an upgrade to the full Lightwave 11.

Note:  
One of the new features of Lightwave 11 is the new interoperability between 
itself and other products including Unity.  

Anyway, Enjoy All!


David Glenn
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Re: [osg-users] 3D models used in OSG ?

2011-11-01 Thread David Glenn
Greetings!

The biggest issue that I have had with tools outside of Creator is Hierarchy!
In simulation, you need to be able to control the model by using switching, 
level of detail, etc. 

I haven't seen that much in open source that addresses that issue! I'm not sure 
if they have addressed that in Blinder or have come up with some other way 
other than passing it through Creator or maybe Remo 3D to finish it! 

The only other way I can think of off hand is to convert a set or elements of a 
model to OSG format and hand jam a Hierarchy in a text editor.  That is out of 
reach for most of the casual or intermediate modelers out there that I know of 
that has had exposure to Creator.   

... 
D Glenn


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Re: [osg-users] Open Flight characteristic not reflected in the current OSG

2011-10-11 Thread David Glenn
Greetings Paul!

Yea, I came to the same conclusion also! That is why I went to the second 
choice. 

Oh! I goofed when I gave you that last corrected code segment. It should be:


Code:

colors-push_back(osg::Vec4(_PrimaryColor.r(), _PrimaryColor.g(), 
_PrimaryColor.b(), 1.0 - getTransparency()));




Thank you!

David


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Re: [osg-users] Open Flight characteristic not reflected in the current OSG

2011-10-06 Thread David Glenn
Greetings Paul!

I tested the second method just about every way I can think of and it meets our 
requirements, so I'm going with it unless you can come up with a better answer 
(I can always change it). So check it when you have the time.  

Thanks!

David.


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Re: [osg-users] Open Flight characteristic not reflected in the current OSG

2011-09-29 Thread David Glenn
Greetings Paul:

Managed to test your patch on OSG 2.8.1 and OSG 3.0.1 before I called it the 
week and on both it works fine! 

Thanks! Good Job Paul!

... 

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Re: [osg-users] Open Flight characteristic not reflected in the current OSG

2011-09-29 Thread David Glenn
Greetings Paul:

I thought I was going to get a break, but I guess that there is no rest for the 
weary. Good news is that I have this guy that on-board that's on top of that. 

Turns out that what you did worked but if you looked at the object that I gave 
you, it's solid ( its suppose to be transparent) The transparency is set at a 
node that is labeled WATER that introduces the transparency to the face 
(Primary) color. So my partner (John Markano) looked at GeometryRecords.cpp 
around some ware after line 431 (OSG 3.0.1) or 331 (OSG 2.8.1) he added the 
line:

Code:

_PrimaryColor.a() = 1.0 - getTransparency(); 



Then he thought this would have unwanted side effects (even though I didn't see 
any) and adopted a change in the same file but at line 257 (OSG 3.0.1) or 157 
(OSG 2.8.1) change the code:


Code:

colors-push_back(_PrimaryColor);



 
to the line :


Code:

colors-push_back(osg::Vec4(_PrimaryColor.r(), (_PrimaryColor.g(), 
(_PrimaryColor.b(), 1.0 - getTransparency())); 




Both seem to work in my perspective, but I was wondering what you thought or 
you had a better idea!

... 
David Glenn – D Glenn Computer Graphics  Media Systems


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[osg-users] Open Flight characteristic not reflected in the current OSG

2011-09-27 Thread David Glenn
Greetings All:

Something I found that is interesting in Creator 3.4 (Open Flight) that is not 
reflected in OSG. 

In Creator Face Attributes, under the Drawing tab, If your set the Shade to 
Gouraud, you are shading at the vector level, hence you usually set the colors 
at the vector points. What I found interesting is that if you don't set a 
vector color (leave the index color set to -1), since it is undefended, in 
Creators view it defaults to the Face color (or Primary Color). 

This does not happen in the Open Flight plug-in in either 2.8.1 or the latest 
I've tested 3.0.1 .

I know this is not a documented feature, but maybe we need to cover this in the 
Open Flight Plug-in anyway so we are computable to that standard.  It would be 
better than trying to explain to some of these modelers why they have to brake 
old habits when from their perspective, it only happens on OSG.

... 

Thank you!

David Glenn - D Glenn 3D Computer Graphics  Media Systems.


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Re: [osg-users] Open Flight characteristic not reflected in the current OSG

2011-09-27 Thread David Glenn

Paul Martz wrote:
 On 9/27/2011 10:55 AM, David Glenn wrote:
 
  Greetings All:
  
  Something I found that is interesting in Creator 3.4 (Open Flight) that is 
  not reflected in OSG.
  
  In Creator Face Attributes, under the Drawing tab, If your set the Shade to 
  Gouraud, you are shading at the vector level, hence you usually set the 
  colors at the vector points. What I found interesting is that if you don't 
  set a vector color (leave the index color set to -1), since it is 
  undefended, in Creators view it defaults to the Face color (or Primary 
  Color).
  
 
 Do you have a small reproducer model that could be added to the regression 
 suite 
 at osgfltexport.googlecode.com?
 
 
  This does not happen in the Open Flight plug-in in either 2.8.1 or the 
  latest I've tested 3.0.1 .
  
 
 Can you describe what OSG does and how it's different from the expected 
 behavior?
 -Paul
 
 
  
  I know this is not a documented feature, but maybe we need to cover this in 
  the Open Flight Plug-in anyway so we are computable to that standard.  It 
  would be better than trying to explain to some of these modelers why they 
  have to brake old habits when from their perspective, it only happens on 
  OSG.
  
  ...
  
  Thank you!
  
  David Glenn - D Glenn 3D Computer Graphics  Media Systems.
  
  
  D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!
  
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Quick answers 

1) Yes, Ill make a reproduction you can use, as soon as I can get some free 
time to make one and to test it to verify the results - just in case! 

2) Any elements that appear colored in Creator 3.4 display, appear as white in 
OSG 2.8.1 and OSG 3.0.1 that I tested.

I post something here when I send it there or have any problems.

David Glenn - D Glenn 3D Computer Graphics  Media Systems.


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Re: [osg-users] Wiki pollution

2011-08-26 Thread David Glenn

Jorge Izquierdo Ciges wrote:
 I don't know how if the wiki is down.
 
 2011/8/25 Chris 'Xenon' Hanson  ()
 
    Spammers seem to have found the wiki:
  http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets
   
  (http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets)
  http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling
   
  (http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling)
  
  --
  Chris 'Xenon' Hanson, omo sanza lettere.  http://www.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
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must have sliped it in just before and/or might be the reasion its down!
Spammers, Grumble Grumble! I hate Spammers, Grumble Grumble!


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Re: [osg-users] SIGGRAPH 2011 OpenSceneGraph BOF

2011-08-22 Thread David Glenn
Hay John.

Maybe next year I can get my Miku Miku Dance port to OSG done and I can 
entertain the crowd with a singing, dancing figure as a demo. Or would that be 
a bit over the top for a technical audience?


D Glenn


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Re: [osg-users] SIGGRAPH 2011 OpenSceneGraph BOF

2011-08-16 Thread David Glenn
Greetings all who attended!

I had allot of fun and got allot of my 3.0 questions cleared up.
Thanks for attending J-S and thanks for John for M.C.ing  this BOF and the 
simulation BOF that I tried to attend before I got interrupted.
 
Nice to see you all and putting a face on some of you on the Forum.

I hope you all come to SIGGRAPH next year in my neighborhood! L.A. is a fun 
town to visit! 

FYI: Vancouver was allot of fun too in it's own way! I loved Tim Hortons - 
better than McDees! 
... 

Thank you!

D Glenn


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Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-29 Thread David Glenn
Hi John!

Looks Like I will be at SIGGRAPH this year after all. It won't be at the 
request of the NAVY, but under my moolighting position as rep from D Glenn 3D 
Computer Graphic Systems. So if I can get in there in time, I will be there!

... 
David Glenn


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Re: [osg-users] ATI FirePro M8900

2011-07-15 Thread David Glenn
Greetings!

I have to admit that I've seen issues with laptops, but not like this!

I have a desktop at home with two Radon 5800 crossfired tougher and used my 
software on that without any problem, then take it to a Laptop with what I 
thought was a higher speed mobile graphics card only to have it come to a 
screeching halt.

One of the things you have to look out for is that Laptops are built for power 
conservation and to not to be a Lap Heater. Both the Operating system and Video 
card driver are set from the factory in a conservation mode that you have to 
disable to get any performance from the darn thing!
Oh, don't think, Oh I'll just put it in performance mode and think you’ll get 
buy. You may also have to remove some of the background software components 
that were installed for convince sake of a laptop – like that thingy that you 
use with your finger to log-in to your computer. 

You may have already thought of this, but I thought I'd bring it up anyway for 
those who haven’t. I've had too many people bang on my head because they can't 
get my software to run on their laptops and after looking into their system, 
finding all this hidden background crap that was holding things up. 
 
Oh, and Linux users, don't think that since you’re not using WinDozze that you 
out of the woods either. I've seen my share of crap on laptops using Linux as 
well. 


D Glenn.


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Re: [osg-users] assignment of context ID in osgViewer::GraphicsWindowEnbedded

2011-07-11 Thread David Glenn
Greetings!

A bit of correction on the code:


After we declared the variable Exp:

osg::ref_ptr osg::osgViewer::GraphicsWindowEnbedded _gw; 

_gw = new osgViewer::GraphicsWindowEnbedded(0,0,width,height); 

we should add: 

_gw-getState()-setContextI(osg::GraphicContext::createNewContextID()); 

Anyway, I'm still wondering if this is something to add or it should have been 
called be default (hence it’s a bug)!

Laters!
-
D Glenn


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Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-07 Thread David Glenn
Greetings!

I woun't be there! I didn't get my pasport in time for the debrefing I now have 
to do! I may be at SIGGRAPH AISA this year if I can gather the $5K it will take 
for me to traval there! Maybe there is a BOF there for OSG!

D Glenn


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Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-07-07 Thread David Glenn
Well, that sounds dull! Oh Well! 

D Glenn


John F. Richardson wrote:
 Hello,
 
 There are no BOF's at SIGGRAPH Asia according to their website.
 
 John F. Richardson
 
 -Original Message-
 From: 
 [mailto:] On Behalf Of David Glenn
 Sent: Thursday, July 07, 2011 10:25 AM
 To: 
 Subject: Re:  33 days till OpenScengraph BOF at SIGGRAPH 2011
 
 Greetings!
 
 I woun't be there! I didn't get my pasport in time for the debrefing I now
 have to do! I may be at SIGGRAPH AISA this year if I can gather the $5K it
 will take for me to traval there! Maybe there is a BOF there for OSG!
 
 D Glenn
 
 
 D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!
 
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[osg-users] assignment of context ID in osgViewer::GraphicsWindowEnbedded

2011-07-05 Thread David Glenn
Greetings,

I was just wondering!
My co worker just found out that if your going to set up and close a set if 
windows that uses osgViewer::GraphicsWindowEnbedded that you better make sure 
that it has a unique context ID in it or strage things start to happen with 
textures. 

after we decared the varible Exp:

_gw = new  osgViewer::GraphicsWindowEnbedded(0,0,width,height);

we added:

_gw-getState()-setContextID(someIntNumber++);

and it fixed our problem. The thing I'm wondering is why I have to do this in 
the first place? I figured that you had this handeled in the osgViewer init 
code someware becose I've never seen anyting about this in any of the example 
code that I've seen so far! Maybe we have a bug?

... 
D Glenn


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Re: [osg-users] Performace issue with nVidia 400 series

2011-05-24 Thread David Glenn

mrohn wrote:
 Hi,
 
 now we discovered that the fps drop down is related to the two sided 
 lightning. If we disable the support for the two sided lightning we have the 
 expected performance.
 
 But this is not a really good solution for us.
 
 Is there any assumption why this happens?
 
 ... 
 
 Thank you!
 
 Cheers,
 Michael

Greetings:

Well, I checked the code and unless it is changed someware else by defalt the 
setting for dubble sided lighting in LightModel.ccp is set to false. 

Any arguments to the contrary?

D Glenn


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Re: [osg-users] Performace issue with nVidia 400 series

2011-05-19 Thread David Glenn

hybr wrote:
 Hi, David,
 
 4xx series slow specifically on readback from framebuffer\FBO to 
 texture\PBO\host memory (in GL, dunno about cuda\opencl). That is what all 
 people talking about. If you dont use this features much you will have no 
 problems whatsoever.
 
 Cheers, Sergey.
 
 19.05.2011, 03:27, David Glenn :
 
  Jason Daly wrote:
  
  
    On 05/18/2011 05:14 AM, Fred Smith wrote:
   
 Hi,

 The only problem that I personally heard about is about the slow 
transfer speed to/from GPU memory on Fermi cards. DMA transfers are 
said to be slower than on GTX 2xx hardware. I haven't seen anything 
related to computing.

    I think it's specifically GPU-host memory transfers that are slow.  The
    other direction is OK, as is the computation speed.  The thread on the
    OpenGL forums has the details, and someone posted a small program that
    does timing tests and illustrates the issue pretty well.
   
    http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=284065page=1
   
    --J
   
  
  I looked at the link you gave and downloaded the program that was the (the 
  4th revision of it) and tried on my GTX 460 and an old 8800 GT and compared 
  it to the results that was posted and something does not add up with the 
  test program!
  
  Before I learned of all of this, I ran some other tests using a stress 
  program and gDEBugger and found that the GTX 460 was much faster than 8800 
  GT (about 10 times faster under stress). I also tested it on most of my 
  high end terrain and it ran much faster (about the biggest texture based 
  thing I have) even though I don't have figures for it yet.
  
  I'm not saying that there is not a problem, but I'm a bit confused when one 
  test I do contadicted  by another and that the numbers for that other test 
  and the conclusion seem spect to me!
  
  D Glenn
  
  
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Well I'm using a far chunk of terrain that is very texture based and I haven't 
seen any issues. Maybe I'm making a mistake getting the 460's and sould try the 
GTX 280.


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Re: [osg-users] Performace issue with nVidia 400 series

2011-05-19 Thread David Glenn

Jason Daly wrote:
 On 05/19/2011 12:07 PM, David Glenn wrote
 
  Well I'm using a far chunk of terrain that is very texture based and I 
  haven't seen any issues. Maybe I'm making a mistake getting the 460's and 
  sould try the GTX 280.
  
 
 By texture-based do you mean you're reading the texture image from the 
 GPU back into your application, or you're just using the texture data on 
 the GPU for rendering.  Unless you're reading the texture data back from 
 the GPU (glReadPixels(), glGetTextureImage(), PBO in READ mode), you 
 won't see the problem.
 
 --J
 
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Not unless OSG is doing that at some point!  I'm not adding any drawables or 
changing much of the OSG code at this point.  At least not yet! Grin!

The only other stuff that I found that GTX460 have some issues with some of the 
AMD base motherboard stuff that can jam performance of the card, to the point 
that some textures might not appear in some OGL based games – exp: Mafia 2. But 
you might have already heard of that! 

D Glenn


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Re: [osg-users] Performace issue with nVidia 400 series

2011-05-18 Thread David Glenn
Greetings!

Well, given what I've been told by NVIDIA, that there is a Quadro group that if 
you develop with that card series that they will be at my bacon call and there 
is the GForce Group that lives in the nether regions. 

Getting help for Quadro is easy since it built only by PNY and they work 
closely with them. 

Getting help for GForce is a pain as they refer you to the other companies that 
usually don't want to deal with you! Never mind the fact that I represent a 
navy lab that is buying 200 of their cards, you’re still a second class citizen 
to them. 

EVGA (for example), I tried to get help configuring there card for Linux Box 
and I got you have to go and check your bios on your EVGA motherboard to fix 
the problem.  I replied that I had a graphics card and not a motherboard and 
get the same response.  

I guess that this is the punishment that I get for not going with Quadro!
... 

D Glenn


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Re: [osg-users] Performace issue with nVidia 400 series

2011-05-18 Thread David Glenn

Jason Daly wrote:
 On 05/18/2011 05:14 AM, Fred Smith wrote:
 
  Hi,
  
  The only problem that I personally heard about is about the slow transfer 
  speed to/from GPU memory on Fermi cards. DMA transfers are said to be 
  slower than on GTX 2xx hardware. I haven't seen anything related to 
  computing.
  
 
 I think it's specifically GPU-host memory transfers that are slow.  The 
 other direction is OK, as is the computation speed.  The thread on the 
 OpenGL forums has the details, and someone posted a small program that 
 does timing tests and illustrates the issue pretty well.
 
 http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=284065page=1
 
 --J
 


I looked at the link you gave and downloaded the program that was the (the 4th 
revision of it) and tried on my GTX 460 and an old 8800 GT and compared it to 
the results that was posted and something does not add up with the test program!

Before I learned of all of this, I ran some other tests using a stress program 
and gDEBugger and found that the GTX 460 was much faster than 8800 GT (about 10 
times faster under stress). I also tested it on most of my high end terrain and 
it ran much faster (about the biggest texture based thing I have) even though I 
don't have figures for it yet.

I'm not saying that there is not a problem, but I'm a bit confused when one 
test I do contadicted  by another and that the numbers for that other test and 
the conclusion seem spect to me! 

D Glenn


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Re: [osg-users] Node Nomals effecting color in line Primitives

2011-03-30 Thread David Glenn

robertosfield wrote:
 Hi David,
 
 On Tue, Mar 29, 2011 at 11:33 PM, David Glenn
  wrote:
 
  I checked and I have display list set to False, VBO set to True and Data 
  Verince is set to DYNAMIC.
  
 
 You could try setting VBO to False as well as the display list.  I
 wouldn't expect this to make a difference but then what you are
 describing as a problem doesn't make much sense either so you have to
 start clutching at straws.
 
 Another thing you could try is to switch of lighitng for the line.
 
 Robert.
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Yea! The only way is to create a segment of code that is simuler to what I have 
and post it, and that will take alittle time - given that i've had very little 
of that to spare lately!  :( 

Oh Yea, I have tryed turning off the Lighting for the line before - Nada! No 
Effect!


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Re: [osg-users] Node Nomals effecting color in line Primitives

2011-03-29 Thread David Glenn

robertosfield wrote:
 Hi David,
 
 On Tue, Mar 29, 2011 at 1:51 AM, David Glenn  wrote:
 
  The staff here has run into an interesting problem! It seems that if you 
  draw a long line with many vector points in, that the only way that I can 
  properly control the color is to define the node array as a double, then 
  use a number other than zero. It can be 0.0001 or -0.0001 but not 0. I know 
  that my feeble mind can’t figure it out  :|  and you all, full of wisdom, 
  would Know why  - Right?   ;)
  ...
  
 
 It's hard to guess what might be wrong as you don't provide enough
 information about the nature of line and how it is presently coloured
 or light.  I don't know what you mean be number other than zero, are
 you talking vertices, normals or colours here?
 
 Robert.
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Well, security has been a real pain lately, (it takes an act of congress to 
drag out a snippet code for you to see) so I just have to explain it the best I 
can.

I have a line trail that I make as the object moves along the screen.
The line is determined by the user but can have 100 to 200 points that make it 
up that can be many kilometers long.

Every cycle I add a new length to the line and tale one away. I do this by 
adjusting the vertex array that I added to the geometry at the start. After I 
make the changes to that, I call the dirty bit to refresh that. I also have a 
color array that I have set to a color. I grab that array and reset the color 
for that array (at the 0 point where I first set it) and I call a dirty bit on 
that. I also do the same for the Normal array but I use a saved setting of the 
normal (the normal never gets changed) and I call a dirty bit on that. 

All this changes the position of the line and the line snakes happily along the 
path of the object.

The problem was that the color had issues changing! If a changed the color to 
black( 0.0,0.0,0.0,1.0) or white (1.0,1.0,1.0,1.0) it’s OK, but if I do a gray 
(0.6,0.6,0.6,1.0) I would get a white. If a force the normal array to be a 
double and use something like (0.01f,0.01,1.0f) and the color is set to gray I 
would get that color.


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Re: [osg-users] Node Nomals effecting color in line Primitives

2011-03-29 Thread David Glenn

robertosfield wrote:
 Hi David,
 
 Are you seeing precision issues on the data?
 
 

Not off hand the trails seem to be as stable as everything else! What should I 
looking for? I may be missing what ever it is!


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Re: [osg-users] Node Nomals effecting color in line Primitives

2011-03-29 Thread David Glenn
Greetings Robort!

I checked and I have display list set to False, VBO set to True and Data 
Verince is set to DYNAMIC.

... 

D Glenn


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[osg-users] Node Nomals effecting color in line Primitives

2011-03-28 Thread David Glenn
Greeting All! It's been a spell!

The staff here has run into an interesting problem! It seems that if you draw a 
long line with many vector points in, that the only way that I can properly 
control the color is to define the node array as a double, then use a number 
other than zero. It can be 0.0001 or -0.0001 but not 0. I know that my feeble 
mind can’t figure it out  :|  and you all, full of wisdom, would Know why  - 
Right?   ;) 
... 

Thank you!

D Glenn


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Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-16 Thread David Glenn
I'm a bit confused here! Was there supposed to be a 3.0 release at some time, 
or was that the development release? 

Whatever became of that? 

I’m still using 2.8.2 because of requirement placed on me by my client but I 
somehow got lost out on the deference’s between the release and the what has 
been in development in the past 6 months. 

I kind of figured that a stable version of that development code would be the 
new released code by now, why not?

... 

D Glenn


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Re: Marching Cube Example?

2011-02-16 Thread David Glenn

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!
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Re: Marching Cube Example?

2011-02-15 Thread David Glenn
Greetings!

As far as I know, there are no Voxel algorithms in Open Scene Graph - unless 
they have been added Hipper-Voxels in a plug-in like what is used in the 
Lightwave lately and they didn’t tell me!  If there was one, it would be 
wrapped around OGL’s Nerb rendering (I figure) and/or involve a shadier or two. 

Marching Cube was based in a Siggraph paper that (I think) is in the public 
domain. meny companies have written their own algorithms for it (NewTek has 
Hipper-Voxels for example) but the concept is not Copyrighted as far as I know. 

Note: I'm not a Patent attorney, just a son of one!

... 

D Glenn


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Re: Marching Cube Example?

2011-02-15 Thread David Glenn

Sergey Kurdakov wrote:
 Hello David and Nan,
 
 1) please prefix posts to osg list with  in subject
 2) marching cubes is not patented as of now ( patents are not forever
 but for time period - and it is expired for this algo )
 3) for example of marching cubes and osg see
 http://www.cs.jhu.edu/~misha/Code/PoissonRecon/
 
 Regards
 Sergey
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Well, I think the question was is there any examples of OSG doing that kind of 
stuff and I don't recall anything! In fact I've seen one exaple that even 
segest the usage of nerbs and only a token segestion of using shaders in OSG!

  :x  Somthing they need to work on, or so I think! 

D Glenn.


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Re: Marching Cube Example?

2011-02-15 Thread David Glenn

Skylark wrote:
 Hi David,
 
 
  Well, I think the question was is there any examples of OSG doing that kind 
  of stuff and I don't recall anything! In fact I've seen one exaple that 
  even segest the usage of nerbs and only a token segestion of using shaders 
  in OSG!
  
  :x  Somthing they need to work on, or so I think!
  
 
 NURBS are not that useful in real-time 3D for now, graphics cards 
 concentrate on polygon rendering and OSG focuses this as well. OpenGL 
 (actually GLU) has some evaluators that allow specifying curves and 
 surfaces which it will internally tessellate into polygons, but I think 
 this is not that efficient. If you want such functionality, I think 
 osgModeling (an external library built on top of OSG) provides it.
 
 As for shaders, I think you haven't looked that hard, there are many 
 examples in the OSG sources and the examples of using shaders in OSG.
 
 Hope this helps,
 
 J-S
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Well, to get to the point, last I checked the Lightwave file loader did a 
pretty sad job on my figure model Aurora (see my icon button for example) .  
Most of that was done using voxels (they call Hipper-Voxels).  

Maybe I need to revised this, but even some third party renders have been able 
to render lightwave's models (including the Hipper-voxels) and I don't think I 
have had any luck in OSG - mind the fact that I've mostly used 2.8.2 and not 
the development version much.

Oh Yea!  As for shaders, One of the things that came up in one of the BOF 
meetings at Siggreagh was that OSG didn't embrace shaders that well and with 
the advent of OGL 4.1 that it would be an issue - but for me it's not a big 
deal as least for work projects are concerned.

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Re: [osg-users] Generating multitouch events

2011-02-07 Thread David Glenn
Greetings Paul!

Well, if you only have to deal with three mouse points with Kinect that should 
be much easier than Smart board. Last year at NAB, I talked to the designer and 
he told me that you have to look over eight mouse points at any given time - 
that I can remember!

... 
D Glenn


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