Re: [osg-users] 3DLabs ShaderGen

2008-04-01 Thread Richard S. Wright Jr.
I have a copy I've put it here for you temporarily:

http://www.starstonesoftware.com/files/ShaderGen-3.0.exe

Richard

On Apr 1, 2008, at 2:31 PM, Jean-Sébastien Guay wrote:

 Hi all,

 I was looking for the ShaderGen program which 3DLabs made a while ago.
 I'm looking to make some shaders to emulate the fixed pipeline and  
 would
 be interested in seeing this program. However, it doesn't seem to be
 available on 3DLabs' website anymore.

 http://www.3dlabs.com/downloads/shadergen/index.htm
 http://developer.3dlabs.com/downloads/shadergen/

 Both are dead.

 I was wondering if anyone would have a copy somewhere (mew  
 maybe? :-) ).
 Or if someone knows of some other program that does the same thing,  
 I'd
 be interested. I know about RenderMonkey et al, but that's not what  
 I'm
 after. I'm more curious than anything else.

 Thanks in advance,

 J-S
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 http://whitestar02.webhop.org/
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Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread Richard S. Wright Jr.
lots of in depth best practice advice?

I didn't realize it was that complicated a question, I'm sorry. If  
someone asked for some general performance tips for using OpenGL, I  
could probably spout off about 10 or so cold. I didn't realize OSG was  
so complicated that you needed a training class. I just wanted to know  
if the way I was loading the terrain was typical or not, and if not  
how other people are doing it. My 'clue' that my approach was perhaps  
naive was that I thought the performance could be better, and I might  
have overlooked something obvious. I apologize if my first message was  
unclear, I'm not trying to focus on the performance per-se, I realize  
no one can do performance tuning via e-mail.

This is how everyone load's terrain in OSG. The lower rez terrains  
render quite fast, and for higher rez terrains is might be slow on  
some systems. Specific performance tuning is something of a black art.  
I did not miss anything obvious, that's just the way it is. I can  
accept that as an answer.

Richard

On Jan 25, 2008, at 10:22 AM, Robert Osfield wrote:

 Hi Richard,

 I'm afraid you're best to go to a training course if want lots of in
 depth best practice advice.

 As for why things are going slow, well the high draw time is great
 place to start, sounds very much likely a driver the OpenGL badly
 optimized for the type of data the OSG is throwing at it.

 If you have another machine/OS available try the same data there.

 Robert.

 On Jan 25, 2008 2:20 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 Robert,

 I didn't give all those details because I'm looking for more of a
 best practices type of advice. Just loading the terrain just
 works, but is this the typical usage scenario for most users? What
 are some of the common ways to speed up a terrain database created
 with osgdem in this way? When I created the database with osgdem, I
 made it to level 10.

 My specific case is just terrain and imagery. It's made from a ten
 meter DEM of the island of Oahu. The osga file is just shy of a gig.
 I'm not-impressed with performance because from looking at what is
 on screen, I've seen way better performance from my hardware (MacBook
 Pro w/ATI x1600  a Mac Pro w/ATI 2400). The window is small and not
 fill limited.

 Basically, I'm not looking for a detailed analysis of my particular
 situation, but wanted to know if there is something obvious that
 everyone else knows about for loading these types of files that I had
 missed.

 Bringing it into the Cocoa viewer, I get 1.03fps from an elevated  
 view
 looking down on the Island. Timeing stats are:

 Event:  0.02
 Update: 0.04
 Cull: 0.41
 Draw: 932.81

 So... doing the math, looks like rendering is taking a pretty long
 time ;-)  I'm thinking there is some utility node or flag that most
 people turn on that I have overlooked.


 Richard


 On Jan 25, 2008, at 4:56 AM, Robert Osfield wrote:

 Hi Richard,

 Way too little information to be able to know what is up with
 performance, so lets start with a few questions to get the  
 information
 needed to guide you in the right direction:

 What platform are you working on?

 What hardware?

 Did you compile a release build?

 What performance did you get?

 What is the update, cull, draw, GPU stats like?

 How big is the database?  Is it terrain, imagery, terrain+imagery?
 Other cultral data in there???

 Robert.

 On Jan 25, 2008 3:54 AM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:


 I'm loading a terrain set created with osgdem (.osga) via something
 like
 this:


  pTerrain = osgDB::readNodeFile(oahu-10.osga);




 Easy as pie. However, for a really dense terrain, the performance
 is a bit
 lack-luster. I wonder if everybody knows a trick that I haven't
 discovered
 yet for speeding this up a bit. Some standard optimization node
 configuration or setting that a newbie might have missed that can
 make a big
 difference.




 Richard



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Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread Richard S. Wright Jr.
Robert,

I didn't give all those details because I'm looking for more of a  
best practices type of advice. Just loading the terrain just  
works, but is this the typical usage scenario for most users? What  
are some of the common ways to speed up a terrain database created  
with osgdem in this way? When I created the database with osgdem, I  
made it to level 10.

My specific case is just terrain and imagery. It's made from a ten  
meter DEM of the island of Oahu. The osga file is just shy of a gig.  
I'm not-impressed with performance because from looking at what is  
on screen, I've seen way better performance from my hardware (MacBook  
Pro w/ATI x1600  a Mac Pro w/ATI 2400). The window is small and not  
fill limited.

Basically, I'm not looking for a detailed analysis of my particular  
situation, but wanted to know if there is something obvious that  
everyone else knows about for loading these types of files that I had  
missed.

Bringing it into the Cocoa viewer, I get 1.03fps from an elevated view  
looking down on the Island. Timeing stats are:

Event:  0.02
Update: 0.04
Cull: 0.41
Draw: 932.81

So... doing the math, looks like rendering is taking a pretty long  
time ;-)  I'm thinking there is some utility node or flag that most  
people turn on that I have overlooked.


Richard

On Jan 25, 2008, at 4:56 AM, Robert Osfield wrote:

 Hi Richard,

 Way too little information to be able to know what is up with
 performance, so lets start with a few questions to get the information
 needed to guide you in the right direction:

 What platform are you working on?

 What hardware?

 Did you compile a release build?

 What performance did you get?

 What is the update, cull, draw, GPU stats like?

 How big is the database?  Is it terrain, imagery, terrain+imagery?
 Other cultral data in there???

 Robert.

 On Jan 25, 2008 3:54 AM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:


 I'm loading a terrain set created with osgdem (.osga) via something  
 like
 this:


   pTerrain = osgDB::readNodeFile(oahu-10.osga);




 Easy as pie. However, for a really dense terrain, the performance  
 is a bit
 lack-luster. I wonder if everybody knows a trick that I haven't  
 discovered
 yet for speeding this up a bit. Some standard optimization node
 configuration or setting that a newbie might have missed that can  
 make a big
 difference.




 Richard



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Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread Richard S. Wright Jr.
Ok, before we get anymore bad blood here let me just say I did not  
frame my original question properly, which has lead to a  
misunderstanding and elevated blood pressures. I basically got my  
answer (and then some), but I did not mean to cause a goading war.

Richard

On Jan 25, 2008, at 4:38 PM, Robert Osfield wrote:

 Hi Richard,

 You shouldn't have to do any performance tuning with VPB dataset, they
 are supposed to built well balanced in the first place.  If there is a
 problem then its not a general problem but something very specific
 about your system and the way you've set things up - from the little
 stats its clearly a hardware/driver issue particular to your system
 OS.  Its utterly pointless talking about giving you a full lesson in
 the general topic of paging when there is something really specific
 wrong with your setup, something I'm completely not partial to.  I am
 human not omnipotent.

 As for complexity, hell yes, real-time computer graphics is hard,
 multi-threading is hard, the OSG strives to make it easy, but in the
 end its a big big hard topic.  Its takes years to master, and yes
 taking courses really does help, you shouldn't expect others to teach
 you everything you need to know.

 If I ask a question of what's happening at your its because it needs
 there is NO way I can answer you question without more information.
 If I have to ask extra questions its because you have failed to
 provide the info in the first place, I don't ask questions for the fun
 of it and a way of avoiding answering a question, I try to get the
 point as quickly as possible to avoid wasting mine and your time.

 Perhaps I should just totally ignore posts that don't provide enough
 info to answer sensible?  Why should I waste my time if people don't
 care to invest their own time in asking sensible questions.

 Robert.

 On Jan 25, 2008 9:23 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 lots of in depth best practice advice?

 I didn't realize it was that complicated a question, I'm sorry. If
 someone asked for some general performance tips for using OpenGL, I
 could probably spout off about 10 or so cold. I didn't realize OSG  
 was
 so complicated that you needed a training class. I just wanted to  
 know
 if the way I was loading the terrain was typical or not, and if not
 how other people are doing it. My 'clue' that my approach was perhaps
 naive was that I thought the performance could be better, and I might
 have overlooked something obvious. I apologize if my first message  
 was
 unclear, I'm not trying to focus on the performance per-se, I realize
 no one can do performance tuning via e-mail.

 This is how everyone load's terrain in OSG. The lower rez terrains
 render quite fast, and for higher rez terrains is might be slow on
 some systems. Specific performance tuning is something of a black  
 art.
 I did not miss anything obvious, that's just the way it is. I can
 accept that as an answer.

 Richard


 On Jan 25, 2008, at 10:22 AM, Robert Osfield wrote:

 Hi Richard,

 I'm afraid you're best to go to a training course if want lots of in
 depth best practice advice.

 As for why things are going slow, well the high draw time is great
 place to start, sounds very much likely a driver the OpenGL badly
 optimized for the type of data the OSG is throwing at it.

 If you have another machine/OS available try the same data there.

 Robert.

 On Jan 25, 2008 2:20 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 Robert,

 I didn't give all those details because I'm looking for more of a
 best practices type of advice. Just loading the terrain just
 works, but is this the typical usage scenario for most users? What
 are some of the common ways to speed up a terrain database created
 with osgdem in this way? When I created the database with osgdem, I
 made it to level 10.

 My specific case is just terrain and imagery. It's made from a ten
 meter DEM of the island of Oahu. The osga file is just shy of a  
 gig.
 I'm not-impressed with performance because from looking at what  
 is
 on screen, I've seen way better performance from my hardware  
 (MacBook
 Pro w/ATI x1600  a Mac Pro w/ATI 2400). The window is small and  
 not
 fill limited.

 Basically, I'm not looking for a detailed analysis of my particular
 situation, but wanted to know if there is something obvious that
 everyone else knows about for loading these types of files that I  
 had
 missed.

 Bringing it into the Cocoa viewer, I get 1.03fps from an elevated
 view
 looking down on the Island. Timeing stats are:

 Event:  0.02
 Update: 0.04
 Cull: 0.41
 Draw: 932.81

 So... doing the math, looks like rendering is taking a pretty long
 time ;-)  I'm thinking there is some utility node or flag that most
 people turn on that I have overlooked.


 Richard


 On Jan 25, 2008, at 4:56 AM, Robert Osfield wrote:

 Hi Richard,

 Way too little information to be able to know what is up with
 performance, so lets start with a few

[osg-users] Terrain (.osga) optimization tips

2008-01-24 Thread Richard S. Wright Jr.


I'm loading a terrain set created with osgdem (.osga) via something  
like this:


   pTerrain = osgDB::readNodeFile(oahu-10.osga);

Easy as pie. However, for a really dense terrain, the performance is a  
bit lack-luster. I wonder if everybody knows a trick that I haven't  
discovered yet for speeding this up a bit. Some standard  
optimization node configuration or setting that a newbie might have  
missed that can make a big difference.


Richard

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[osg-users] XCode-Framework-osg BrainFart

2008-01-24 Thread Richard S. Wright Jr.
After merrily going along my way using OSG on my Mac laptop for a few  
months, I got a new MacPro and started setting everything up fresh.

No matter how I install OSG (download prebuild frameworks, or make  
them myself), when I add them to an XCode project I get a linking  
error framework not found osg. All the OSG frameworks including  
OpenThreads give me this error when I add them to the project. No  
other frameworks do this, just the OSG frameworks. I'm building on  
Leopard.

Yes, I know something is fu-barred, I never had this problem on my  
MacBook Pro and I have built OSG many times. This is some sort  
esoteric Xcode problem and/or tangentially related to how OSG is  
built. OSG apps build on my MacBook Pro run fine on the MacPro, so the  
frameworks really are there...

Any Mac/OSG/XCoders run into this before?  I'm using GLUT, and the  
XCode project included (I'm using OSG 2.2 from source) that builds OSG  
works, but I cannot find any compiler or linker settings in that  
project that when transported to the other do the trick.

Richard

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Re: [osg-users] osg in Visual C++ Express Edition 2008

2007-12-31 Thread Richard S. Wright Jr.
I can state with full confidence that OpenGL is most certainly not  
emulated by DirectX on Windows Vista. There is a direct3D wrapper for  
OpenGL 1.4 only, and it is only enabled when certain games are  
detected by Microsoft. Both ATI and NVidia have real ICD OpenGL  
drivers for Windows Vista. You must however download and install these  
drivers after installing Vista.


As for CMake on Windows... I have no standing ;-)

For further reference on OpenGL on Vista, see this article:

http://www.opengl.org/pipeline/article/vol003_7/

Richard

On Dec 31, 2007, at 3:51 PM, Percy Camilo Triveño Aucahuasi wrote:

Windows vista uses directx to emulate opengl calls, so the develop  
of any software related to osg on that plataform isn't the best  
idea, is much better to develop on *nix (basd, linux or even  
macOS), and if you have a good drivers (to linux or bsd for  
instance) then is more convenient.


Greetings

pd: By the way i think is a good idea to use windows xp , the .Net  
framework 3 works on XP and there isn't any emulation of opengl  
here. That is my case :P, i had to uninstall windows vista ... any  
way this is only a tip ;)


Happy new year :P

2007/12/31, Wojciech Lewandowski [EMAIL PROTECTED]:
I have not done it myself so I am not 100 % sure but from what I've  
heard CMAKE simply does not find your VS 2008 installation on  
standard predefined paths. Workaround is to run cmake from VS 2008  
command prompt. This is what I've heard. If this does not help ask  
again in new year. My collegues who use 2008 with OSG will be back I  
am sure they will know the answer...


Linking apllication built with VS 2008  against VS 2005 or VS 2003  
libs is bad idea. There will be a conflict between OSG runtime and  
your program runtime libs (crashes and exceptions). So the only  
option is to get CMAKE work and rebuild whole OSG. Other option  
would be to go back to VS 2005 but I would rather wait few days ;-)

Happy New Year,
Wojtek


- Original Message -
From: Sashidhar Guntury
To: OpenSceneGraph Users
Sent: Monday, December 31, 2007 4:01 PM
Subject: [osg-users] osg in Visual C++ Express Edition 2008

Hi

   I've been using osg in linux this far. Today I tried  
installing it in windows vista with VC++ express edition 2008. I  
also downloaded the latest cmake from their site and religiously  
followed the instructions given in the wiki, but when I tried to  
configure it, it says visual studio 8.0 was not found. Could anybody  
please tell me where am I going wrong?


  Since the building wasn't working, I downloaded the  
binaries and installed them. But now wierd things keep happening. A  
very simple code of just loading a model and displaying it doesn't  
seem to work. It gives an error like this --


   Unhandled exception at 0x00a10017 in  
CameraControl.exe: 0xC005: Access violation writing location  
0x004205b8.


I tried both the debug as well the release build, but the same error  
is given. Please help me... :(


 thanks and happy new year to all the guys  
at osg :)


bye
Sashidhar


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Re: [osg-users] osg in Visual C++ Express Edition 2008

2007-12-31 Thread Richard S. Wright Jr.

Performance-wise, developers can expect a decrease of
around 10-15% on Windows as compared to
Windows XP.


Sometimes it's even worse ;-)

XP drivers are basically highly evolved Windows NT drivers... the  
vendors have had a lot of years to tune them into oblivion... with  
Vista, they basically had to start over (at least this is what one  
NVidia engineer told me). Developers will also find a whole new set of  
driver bugs to contend with.


Richard

On Dec 31, 2007, at 4:24 PM, Percy Camilo Triveño Aucahuasi wrote:


Nice info, thank you, i read the link and find this:

Performance-wise, developers can expect a decrease of
around 10-15% on Windows as compared to
Windows XP.

So i think the people to try to develop on vista have to follow a  
few tips of this interesting article.


Greetings


2007/12/31, Richard S. Wright Jr. [EMAIL PROTECTED]:
I can state with full confidence that OpenGL is most certainly not  
emulated by DirectX on Windows Vista. There is a direct3D wrapper  
for OpenGL 1.4 only, and it is only enabled when certain games are  
detected by Microsoft. Both ATI and NVidia have real ICD OpenGL  
drivers for Windows Vista. You must however download and install  
these drivers after installing Vista.


As for CMake on Windows... I have no standing ;-)

For further reference on OpenGL on Vista, see this article:

http://www.opengl.org/pipeline/article/vol003_7/

Richard

On Dec 31, 2007, at 3:51 PM, Percy Camilo Triveño Aucahuasi wrote:

Windows vista uses directx to emulate opengl calls, so the develop  
of any software related to osg on that plataform isn't the best  
idea, is much better to develop on *nix (basd, linux or even  
macOS), and if you have a good drivers (to linux or bsd for  
instance) then is more convenient.


Greetings

pd: By the way i think is a good idea to use windows xp , the .Net  
framework 3 works on XP and there isn't any emulation of opengl  
here. That is my case :P, i had to uninstall windows vista ... any  
way this is only a tip ;)


Happy new year :P

2007/12/31, Wojciech Lewandowski [EMAIL PROTECTED] :
I have not done it myself so I am not 100 % sure but from what I've  
heard CMAKE simply does not find your VS 2008 installation on  
standard predefined paths. Workaround is to run cmake from VS 2008  
command prompt. This is what I've heard. If this does not help ask  
again in new year. My collegues who use 2008 with OSG will be back  
I am sure they will know the answer...


Linking apllication built with VS 2008  against VS 2005 or VS 2003  
libs is bad idea. There will be a conflict between OSG runtime and  
your program runtime libs (crashes and exceptions). So the only  
option is to get CMAKE work and rebuild whole OSG. Other option  
would be to go back to VS 2005 but I would rather wait few days ;-)

Happy New Year,
Wojtek


- Original Message -
From: Sashidhar Guntury
To: OpenSceneGraph Users
Sent: Monday, December 31, 2007 4:01 PM
Subject: [osg-users] osg in Visual C++ Express Edition 2008

Hi

   I've been using osg in linux this far. Today I tried  
installing it in windows vista with VC++ express edition 2008. I  
also downloaded the latest cmake from their site and religiously  
followed the instructions given in the wiki, but when I tried to  
configure it, it says visual studio 8.0 was not found. Could  
anybody please tell me where am I going wrong?


  Since the building wasn't working, I downloaded the  
binaries and installed them. But now wierd things keep happening. A  
very simple code of just loading a model and displaying it doesn't  
seem to work. It gives an error like this --


   Unhandled exception at 0x00a10017 in  
CameraControl.exe: 0xC005: Access violation writing location  
0x004205b8.


I tried both the debug as well the release build, but the same  
error is given. Please help me... :(


 thanks and happy new year to all the guys  
at osg :)


bye
Sashidhar


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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.3.1 dev release

2007-12-21 Thread Richard S. Wright Jr.
Checked out the latest trunk on Leopard OSX10.5.1. Using XCode 3.0  
(gcc 4.01)


./configure
make

Errors in src/osgUtil/Tessellator.cpp (lines 44,45,46, 47, 48)

I fixed this by making a different typdef:

typedef GLvoid (*CallBack)();

And replacing (GLU_TESS_CALLBACK) with (Callback)

Same in src/osgPlugins/low/Tessellator (lines 49, 50, 51, 52).

again in src/osgPlugins/dw/ReadWritterDW (lines 757, 758, 759, 769, 761)

Finallly at 99% I get:

ld: cycle in dylib re-exports with /usr/X11R6/lib/libGL.dylib
collect2: ld returned 1 exit status
make[2]: *** [lib/osgPlugins-2.3.0/osgdb_freetype.so] Error 1
make[1]: *** [src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/ 
all] Error 2

make: *** [all] Error 2


This is not so obvious to me how to fix myself.

Richard


On Dec 21, 2007, at 9:20 AM, Robert Osfield wrote:


Hi All,

I've just checked in a bevy of additions/bug fixes to the OSG, to wrap
these all up I'm about to do a dev release.

Could users do an svn update and build and let me know of any problems
that arise, or successes.

Cheers,
Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.3.1 dev release

2007-12-21 Thread Richard S. Wright Jr.
OK, thanks on the tesselator issue. I can see this could be a thorny  
problem to try and just fix in the source code. What about the other  
error:

 ld: cycle in dylib re-exports with /usr/X11R6/lib/libGL.dylib
 collect2: ld returned 1 exit status
 make[2]: *** [lib/osgPlugins-2.3.0/osgdb_freetype.so] Error 1
 make[1]: *** [src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/ 
 all]
 Error 2
 make: *** [all] Error 2

What could be causing this? I'm sorry if this is obvious to everyone  
else... I'm still cutting my teeth on 'nix style building.

Richard


On Dec 21, 2007, at 10:40 AM, Robert Osfield wrote:

 Hi Richard,

 The Tesslleator error is a known problem that comes and goes under OSX
 using the CMake build.  A work around is checked in the the CMake
 system to allow you to toggle on/off the type of parameters used in
 the tesselator calls.  Run ccmake . and have a browse through the
 options.

 Robert.

 On Dec 21, 2007 3:21 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 Checked out the latest trunk on Leopard OSX10.5.1. Using XCode 3.0  
 (gcc
 4.01)

 ./configure
 make

 Errors in src/osgUtil/Tessellator.cpp (lines 44,45,46, 47, 48)

 I fixed this by making a different typdef:


 typedef GLvoid (*CallBack)();

 And replacing (GLU_TESS_CALLBACK) with (Callback)

 Same in src/osgPlugins/low/Tessellator (lines 49, 50, 51, 52).

 again in src/osgPlugins/dw/ReadWritterDW (lines 757, 758, 759, 769,  
 761)

 Finallly at 99% I get:


 ld: cycle in dylib re-exports with /usr/X11R6/lib/libGL.dylib
 collect2: ld returned 1 exit status
 make[2]: *** [lib/osgPlugins-2.3.0/osgdb_freetype.so] Error 1
 make[1]: *** [src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/ 
 all]
 Error 2
 make: *** [all] Error 2


 This is not so obvious to me how to fix myself.

 Richard




 On Dec 21, 2007, at 9:20 AM, Robert Osfield wrote:


 Hi All,

 I've just checked in a bevy of additions/bug fixes to the OSG, to  
 wrap
 these all up I'm about to do a dev release.

 Could users do an svn update and build and let me know of any  
 problems
 that arise, or successes.

 Cheers,
 Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.3.1 dev release

2007-12-21 Thread Richard S. Wright Jr.
Thanks, that hit's the nail right on the head. For Mac OSX builds  
(Leopard) then, the following needs to be added to the command line:


-dylib_file \
/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/ 
libGL.dylib:\
/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/ 
libGL.dylib

Robert... shouldn't this go in the make system then?

Richard

On Dec 21, 2007, at 12:25 PM, Jean-Sébastien Guay wrote:


Hello Richard,


ld: cycle in dylib re-exports with /usr/X11R6/lib/libGL.dylib
collect2: ld returned 1 exit status
make[2]: *** [lib/osgPlugins-2.3.0/osgdb_freetype.so] Error 1
make[1]: *** [src/osgPlugins/freetype/CMakeFiles/ 
osgdb_freetype.dir/

all]
Error 2
make: *** [all] Error 2


What could be causing this? I'm sorry if this is obvious to everyone
else... I'm still cutting my teeth on 'nix style building.


I remember reading about this on the MacOS X Platform Specifics pages
on the OSG wiki. I don't have a Mac myself, mind you :-) The page in
question is:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/MacOSX10.5

See the section X11 Link problems: (or search for cycle on the  
page).


Hope this helps,

J-S
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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-19 Thread Richard S. Wright Jr.
I rather like the idea of community donated white papers, with two  
pro's editing and compiling them. It seems this would be quick,  
and bring together a wide range of experiences.

I'd be happy to do the chapter OSG for Dummies... I'll throw in a  
bonus section on mailing list etiquette ;-)

Richard

A man who is silent appears wise...
The fool who speaks removes all doubt.


On Dec 19, 2007, at 10:46 AM, Paul Martz wrote:

 Thanks for the enjoyable discussion. Bob and I will meet in about 2  
 weeks
 and future documentation plans will be a topic of discussion.

 Some random thoughts follow.

 Free documentation... I charge for documentation I develop, just  
 like I
 charge for software I develop. I don't think this is unreasonable.  
 If you
 sincerely believe that OSG documentation should be free, contract  
 with Bob
 and I and pay us to write it. Then it's yours, and you can give it  
 away
 free, just like CGSD/Andes did with the Quick Start Guide.

 For those of you wishing there was more documentation available, rest
 assured Bob and I do not intend to stop where we are. However, know  
 that OSG
 is large, and documenting all of it will take time. I think we've  
 made good
 progress so far.

 Without contracts to develop documentation, Bob and I squeeze in
 documentation development around our (better paying) contractual  
 software
 development obligations. This environment prohibits any large-scale
 dedicated documentation projects, and means that documentation will  
 have to
 come out in small bits and pieces.

 The idea of writing separate whitepapers on various topics is quite
 appealing. I see two different approaches here:

 1) Bob and I write them all, release them as they are completed, and  
 after
 we reach some critical mass, we assemble them into the OSG  
 Programming
 Guide and release that as a book.

 2) Members of the OSG community all write articles on various  
 aspects of OSG
 and submit them to Bob and I. We edit and assemble them and release  
 the OSG
 Gems book.

 So I really see those as two different projects. Both seem doable,  
 but the
 Gems book implicitly assumes community contribution, and past  
 experience
 indicates the odds for this happening are quite small. (To be fair,  
 having
 Bob and I write whitepapers implicitly assumes we'll have time to do  
 it -- I
 think we will, but the papers might not appear as fast as we'd all  
 like.)

 However, I like the idea of a community-written OSG Gems book, and  
 I don't
 want to underestimate the community's willingness to contribute. So,  
 I'll
 give this some thought, look into other Gems-style books' business  
 models,
 and see if I can find a way to make this work (time-wise, as an  
 editor).
 Initial thought: rather than here's how to use some feature in OSG  
 type of
 articles, it might be better to have here's how I did this really  
 cool
 thing using OSG or here's how my company is using OSG, if you  
 know what I
 mean. I think this is more in line with other Gems books I've read.

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 303 859 9466


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Re: [osg-users] DepthPartitionNode, was: Really Big Scenes and clipping

2007-12-19 Thread Richard S. Wright Jr.
Paul,

Thanks for the tip on the pseudoloaders!  As it turned out, my  
assumption about the malfunctioning depth partition had nothing to do  
with the actual size of the model. It was correctly accounting for  
my matrix scale after all. Someone else on the list pointed to a minor  
tweak to some tolerance values that did the trick.

Richard

On Dec 19, 2007, at 1:47 PM, Paul Martz wrote:

 Hi Richard --

 There doesn't appear (I have looked
 through the reference guide... of course that doesn't mean
 the info isn't there ;-)

 The Reference Manual is a start, and so far it documents only the  
 three core
 libraries: osg, osgUtil, and osgDB. Plugins aren't covered. Plugin  
 features
 are almost completely undocumented and very inconsistent between  
 plugins.
 It'll be a bear to document.

 to be a way to scale the actual
 model data on load (which would be nice as I would not have
 to involve the artist again).

 One thing you should know about are the pseudoloaders. These are  
 plugins
 that use another plugin under the hood to load the model, then  
 parent the
 loaded scene graph to an additional decorator node to achieve some  
 effect.
 For example, you can do the following:
  readNodeFile( foo.3ds.4,4,4.scale );

 This invokes the scale pseudoloader. It parses the file name to  
 determine
 what file to load and how to scale the loaded model. In this case,  
 it uses
 the 3ds plugin under the hood to load the model, then parents it to a
 MatrixTransform containing a uniform scale transformation of 4 units  
 in x,
 y, and z.

 Note that you could just as easily do this yourself by loading the  
 3ds file
 as usual without the pseudoloader, and then creating your own
 MatrixTransform to scale the model. In your case, you'd have to  
 write code
 either way. Where the pseudoloaders really come in handy is as  
 command line
 arguments to osgviewer. For example, compare these two commands:
  osgviewer cow.osg axes.osg
  osgviewer cow.osg.10,0,0.trans axes.osg

 Hope that helps.
   -Paul

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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-19 Thread Richard S. Wright Jr.
Yikes... I'm already loosing sleep about all the work I have ahead  
because of OpenGL 3.0 ;-)

Richard

On Dec 19, 2007, at 2:39 PM, Paul Martz wrote:

 I'd be happy to do the chapter OSG for Dummies...

 We were counting on you for OSG SuperBible! :-)
   -Paul

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Re: [osg-users] Really Big Scenes and clipping

2007-12-18 Thread Richard S. Wright Jr.
Robert,

Yes, mastery of a new technology certainly is a long term investment ;-)

Thanks for this explanation, it is a valuable insight. As I continue  
to grok more of the OSG philosophy, I'm sure more of this will  
become more intuitive to me. I have now found three different  
solutions to my original problem that all work, so I feel I have moved  
another rung or two up the ladder ;-)

I will also look at the examples you recommended for further insights.

Richard

On Dec 18, 2007, at 4:16 AM, Robert Osfield wrote:

 Hi Richard,

 The OSG supports high level and low control over draw order via the
 StateSet::RenderBinDetails.  Basically the rendering backend is
 constructed as a graph of what is called RenderStage(s) and
 RenderBin(s), the StateSet::RenderBinDetails tells the cull traversal
 how to build this graph, both the type of RenderBin to create/use and
 what order it should drawn in.  Its a very powerful feature, but its
 is one of the more advanced and complex to understand ones so you'll
 need to be patient and steadily bite into rather than diving straight
 in the deep end and expect understand it all right away.

 To learn about making a subgraph draw first have a look at the
 osghangglide example - it has a skydome that it renders first, and you
 can switch off depth testing for it.  The osgvertexprogram example
 also has a skybox that is view dependant.

 For general rendering order control have a browse through the
 osgreflect example.

 The osgprerender example also provides another example, this time
 using render to texture cameras.

 Robert.

 On Dec 17, 2007 11:22 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 Robert,

 Thanks, yes I have used the Fog approach before, it is especially
 effective for underwater scenes.

 However, I need to be able to see quite a ways distant (flight sim).
 If I was NOT using a scene graph, I would draw the sky dome as a unit
 sphere, and just rotate it by the camera transform, but not translate
 it (thus, appearing infinitely distant). I would draw it first, and
 not write to the depth buffer.

 Here's where the OSG newbie kicks in... doesn't the scene graph
 reorder the nodes at will (ok, I know it's not random, but you get my
 point)? Is there a way I have missed to say this node must always be
 drawn first? If so, I can easily manipulate the matrix of the sky
 dome to get the effect I want, and I bet I can turn off depth writing
 using the state mechanism. I have however, missed the  draw me  
 first
 flag ;-)

 Richard



 On Dec 17, 2007, at 11:19 AM, Robert Osfield wrote:

 Hi Richard,

 You could play multi-pass tricks like done in the osgdepthpartion
 example, or just manage the visible distance so that the furthest
 distance is never too far away.  For instance a common trick is to  
 use
 Fog to make far objects fade away until eventually nothing beyond a
 certain distance can be seen - so you simply cull it and this pull  
 in
 the far plane.  The skydome could also be computed dynamically to  
 just
 fits the size of the scene required for that frame instead of the
 whole model.

 Robert.

 On Dec 17, 2007 1:17 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 I'm working on my first OSG project (so be gentle ;-) I'm using OSG
 2.2 on
 OS X (Leopard).

 I have a terrain in a .osga file, a skydome, and some .3ds models.
 Everything loads fine, and I have a flight sequence working that
 takes off
 and lands on an aircraft carrier.

 There are lots of samples that made this part pretty easy to figure
 out
 (just load and move objects around). I'm a little lost however as
 to how OSG
 is handling the near and far clipping planes, and object scale.
 Actually,
 OSG seems to be monkeying with these settings in a manner that is
 probably a
 nice feature once I understand how to best make use of it.

 The terrain is really big, the skybox is really big, and the models
 are
 really small in comparison. OSG seems to recomputing the near and  
 far
 clipping planes depending on the objects in view. For example, on
 the deck
 of the carrier, all is well. If I turn so that the terrain is also
 in view
 (off in the distance), the near clipping plane seems to be changed
 and parts
 of the carrier disappear (the same happens with the large  
 skydome...)
 apparently to accommodate the display of the much larger model that
 is now
 in view.

 I did find an old message that says this:


 Camera-

 setComputeNearFarMode 
 (osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);

 prevents this... however, then I need a giant frustum to hold
 everything and
 we all know what a bucket of z-fighting joy that brings. It is not
 clear to
 me how to arrange these objects correctly to make this rescaling
 of the
 scenes objects work correctly. Currently, the terrain database, the
 skydome,
 and the ship models are all hanging off the root of the scene graph
 with
 just a transform that scales, translates and rotates them as
 necessary

Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-18 Thread Richard S. Wright Jr.
Apparently I ran on and on and tried to be too clever and should have  
just stayed quiet. I did not intend to further the debate, but perhaps  
capture the nature of open source and community driven projects for  
those who can't understand why OSG isn't as easy to pick up as say Qt.  
This nature is not suitable for all developers, but it is still quite  
useful to many (myself included).  Sometimes I enjoy playing devils  
advocate a little too much ;-)

I do not think that OSG is worthless without documentation (to me). I  
also greatly appreciate the efforts of everyone on this list  
(including you if I'm not mistaken) to help the newbies, and create  
the tutorials and sample code for OSG.

I do think the level of documentation is sufficient for my needs, but  
could always be better (I really got quite the head start via Paul's  
great book). Mailing lists such as these can be more valuable than  
many books. In fact in a previous posting weeks ago, I stated that I  
found OSG to be quite refreshing in that it has more tutorials and  
documentation than most other open source projects I have encountered.  
I haven't changed my mind. But I am an experienced developer who  
understands (and was trying to convey in a long winded way) that  
mastery of a new technology is a significant investment.

I was simply (oh, no I suppose there was nothing simple about it)  
saying, this other gentleman has a valid point... but shouldn't whine  
about it.

I think he probably expected the reference guide to be something like  
the MSDN reference, or Qt's Assistant. You can't go to Amazon and find  
several books on OSG, etc. Many people really need this level of  
support to pick up a new API.

 no one in the not enough docs camp
 steps up to change that.


I have written one or two sample programs and tutorials in my time...  
when I graduate from newbie, I promise to contribute something back  
myself.

 So can we just agree to disagree?


I'm not sure what we disagree on. I see both sides of the argument is  
all. I haven't been following the thread, and probably should not have  
just jumped in at the end.

I think we can both agree that I haven't gotten enough sleep lately  
and have probably OD'd on caffeine.

I promise to shut up for a while ;-)

Richard


On Dec 18, 2007, at 8:43 PM, Jean-Sébastien Guay wrote:

 Hello Richard,

 Warning... I'm in rare form tonight ;-)

 Yeah... Well... I don't really see your point in continuing this
 debate. No one willingly says Hey, you know what? We don't need
 documentation. You want to pay for it? Why bother!. I think this
 subject is on the top-5 (maybe even top-2) list of beating a dead
 horse subjects on this mailing list.

 On the one hand, you're saying the OSG is worthless without
 documentation. We all agree with the principle, but the fact of the
 matter is that a large number of people find what little documentation
 exists is sufficient to get started, and once you're rolling,
 everything comes easily. So either your argument is too white or
 black, or OSG is a counter-example to your argument. I suspect a
 little of both.

 See the documentation and tutorials sections on the wiki for great
 documentation that is not only free, but was also contributed freely
 by members of the community. See Paul Martz's books for great
 documentation in the more traditional sense. See the examples in the
 source code for short, to-the-point code samples.

 Of course, there can never be enough (and even less too much)
 documentation. But the debate in itself does not help, since we all
 have our take on the subject and no one in the not enough docs camp
 steps up to change that. So can we just agree to disagree?

 J-S
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[osg-users] Really Big Scenes and clipping

2007-12-17 Thread Richard S. Wright Jr.
I'm working on my first OSG project (so be gentle ;-) I'm using OSG  
2.2 on OS X (Leopard).


I have a terrain in a .osga file, a skydome, and some .3ds models.  
Everything loads fine, and I have a flight sequence working that takes  
off and lands on an aircraft carrier.


There are lots of samples that made this part pretty easy to figure  
out (just load and move objects around). I'm a little lost however as  
to how OSG is handling the near and far clipping planes, and object  
scale. Actually, OSG seems to be monkeying with these settings in a  
manner that is probably a nice feature once I understand how to best  
make use of it.


The terrain is really big, the skybox is really big, and the models  
are really small in comparison. OSG seems to recomputing the near and  
far clipping planes depending on the objects in view. For example, on  
the deck of the carrier, all is well. If I turn so that the terrain is  
also in view (off in the distance), the near clipping plane seems to  
be changed and parts of the carrier disappear (the same happens with  
the large skydome...) apparently to accommodate the display of the  
much larger model that is now in view.


I did find an old message that says this:

Camera- 
setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);


prevents this... however, then I need a giant frustum to hold  
everything and we all know what a bucket of z-fighting joy that  
brings. It is not clear to me how to arrange these objects correctly  
to make this rescaling of the scenes objects work correctly.  
Currently, the terrain database, the skydome, and the ship models are  
all hanging off the root of the scene graph with just a transform that  
scales, translates and rotates them as necessary.


Is there a 'standardized' technique for this (it can't be that  
unusual), none of the example programs seem to have this kind of  
configuration.


Richard

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Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Richard S. Wright Jr.
Robert,

Thanks, yes I have used the Fog approach before, it is especially  
effective for underwater scenes.

However, I need to be able to see quite a ways distant (flight sim).  
If I was NOT using a scene graph, I would draw the sky dome as a unit  
sphere, and just rotate it by the camera transform, but not translate  
it (thus, appearing infinitely distant). I would draw it first, and  
not write to the depth buffer.

Here's where the OSG newbie kicks in... doesn't the scene graph  
reorder the nodes at will (ok, I know it's not random, but you get my  
point)? Is there a way I have missed to say this node must always be  
drawn first? If so, I can easily manipulate the matrix of the sky  
dome to get the effect I want, and I bet I can turn off depth writing  
using the state mechanism. I have however, missed the  draw me first  
flag ;-)

Richard


On Dec 17, 2007, at 11:19 AM, Robert Osfield wrote:

 Hi Richard,

 You could play multi-pass tricks like done in the osgdepthpartion
 example, or just manage the visible distance so that the furthest
 distance is never too far away.  For instance a common trick is to use
 Fog to make far objects fade away until eventually nothing beyond a
 certain distance can be seen - so you simply cull it and this pull in
 the far plane.  The skydome could also be computed dynamically to just
 fits the size of the scene required for that frame instead of the
 whole model.

 Robert.

 On Dec 17, 2007 1:17 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 I'm working on my first OSG project (so be gentle ;-) I'm using OSG  
 2.2 on
 OS X (Leopard).

 I have a terrain in a .osga file, a skydome, and some .3ds models.
 Everything loads fine, and I have a flight sequence working that  
 takes off
 and lands on an aircraft carrier.

 There are lots of samples that made this part pretty easy to figure  
 out
 (just load and move objects around). I'm a little lost however as  
 to how OSG
 is handling the near and far clipping planes, and object scale.  
 Actually,
 OSG seems to be monkeying with these settings in a manner that is  
 probably a
 nice feature once I understand how to best make use of it.

 The terrain is really big, the skybox is really big, and the models  
 are
 really small in comparison. OSG seems to recomputing the near and far
 clipping planes depending on the objects in view. For example, on  
 the deck
 of the carrier, all is well. If I turn so that the terrain is also  
 in view
 (off in the distance), the near clipping plane seems to be changed  
 and parts
 of the carrier disappear (the same happens with the large skydome...)
 apparently to accommodate the display of the much larger model that  
 is now
 in view.

 I did find an old message that says this:


 Camera- 
  
 setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);

 prevents this... however, then I need a giant frustum to hold  
 everything and
 we all know what a bucket of z-fighting joy that brings. It is not  
 clear to
 me how to arrange these objects correctly to make this rescaling  
 of the
 scenes objects work correctly. Currently, the terrain database, the  
 skydome,
 and the ship models are all hanging off the root of the scene graph  
 with
 just a transform that scales, translates and rotates them as  
 necessary.

 Is there a 'standardized' technique for this (it can't be that  
 unusual),
 none of the example programs seem to have this kind of configuration.

 Richard


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Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Richard S. Wright Jr.
Being able to render something last... that could be useful. But I'm  
thinking I want to render the skydome _first_, using a painters  
algorithm and drawing everything else in front of it. It seems this  
would also be the best approach for a rendering a night time sky using  
point sprites for the stars, etc.

Richard

On Dec 17, 2007, at 6:41 PM, Thrall, Bryan wrote:

 Richard S. Wright Jr. wrote on Monday, December 17, 2007 5:22 PM:
 Robert,

 Thanks, yes I have used the Fog approach before, it is especially
 effective for underwater scenes.

 However, I need to be able to see quite a ways distant (flight sim).
 If I was NOT using a scene graph, I would draw the sky dome as a unit
 sphere, and just rotate it by the camera transform, but not translate
 it (thus, appearing infinitely distant). I would draw it first, and
 not write to the depth buffer.

 Here's where the OSG newbie kicks in... doesn't the scene graph
 reorder the nodes at will (ok, I know it's not random, but you get my
 point)? Is there a way I have missed to say this node must always be
 drawn first? If so, I can easily manipulate the matrix of the sky
 dome to get the effect I want, and I bet I can turn off depth writing
 using the state mechanism. I have however, missed the  draw me  
 first
 flag ;-)

 To have the skydome always rendered last, give it a StateSet and call
 setRenderBinMode(USE_RENDERBIN_DETAILS) and setRenderBinNumber(3).  
 Most
 stuff uses RenderBin 0, (or 1 and 2 if there's transparent stuff), so
 this should force it to be last (you can certainly set a higher number
 if needed). Nested cameras and anywhere else you don't use the default
 StateSet RenderBinMode will complicate things, though (RenderBins can
 nest, and the numbers are relative order within the current  
 RenderBin).

 HTH!

 On Dec 17, 2007, at 11:19 AM, Robert Osfield wrote:

 Hi Richard,

 You could play multi-pass tricks like done in the osgdepthpartion
 example, or just manage the visible distance so that the furthest
 distance is never too far away.  For instance a common trick is to
 use Fog to make far objects fade away until eventually nothing
 beyond a certain distance can be seen - so you simply cull it and
 this pull in the far plane.  The skydome could also be computed
 dynamically to just fits the size of the scene required for that
 frame instead of the whole model.

 Robert.

 On Dec 17, 2007 1:17 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 I'm working on my first OSG project (so be gentle ;-) I'm using OSG
 2.2 on
 OS X (Leopard).

 I have a terrain in a .osga file, a skydome, and some .3ds models.
 Everything loads fine, and I have a flight sequence working that
 takes off and lands on an aircraft carrier.

 There are lots of samples that made this part pretty easy to figure
 out (just load and move objects around). I'm a little lost however
 as
 to how OSG
 is handling the near and far clipping planes, and object scale.
 Actually, OSG seems to be monkeying with these settings in a manner
 that is probably a nice feature once I understand how to best make
 use of it.

 The terrain is really big, the skybox is really big, and the models
 are really small in comparison. OSG seems to recomputing the near
 and far clipping planes depending on the objects in view. For
 example, on the deck of the carrier, all is well. If I turn so that
 the terrain is also in view (off in the distance), the near
 clipping plane seems to be changed and parts of the carrier
 disappear (the same happens with the large skydome...) apparently
 to accommodate the display of the much larger model that is now in
 view.

 I did find an old message that says this:


 Camera-


 setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);

 prevents this... however, then I need a giant frustum to hold
 everything and we all know what a bucket of z-fighting joy that
 brings. It is not clear to me how to arrange these objects
 correctly to make this rescaling of the scenes objects work
 correctly. Currently, the terrain database, the skydome, and the
 ship models are all hanging off the root of the scene graph with
 just a transform that scales, translates and rotates them as
 necessary.

 Is there a 'standardized' technique for this (it can't be that
 unusual), none of the example programs seem to have this kind of
 configuration.

 -- 
 Bryan Thrall
 FlightSafety International
 [EMAIL PROTECTED]
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Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Richard S. Wright Jr.
Doh!! Thanks!

Richard

On Dec 17, 2007, at 8:46 PM, Jason Daly wrote:

 Richard S. Wright Jr. wrote:
 Being able to render something last... that could be useful. But I'm
 thinking I want to render the skydome _first_, using a painters
 algorithm and drawing everything else in front of it. It seems this
 would also be the best approach for a rendering a night time sky  
 using
 point sprites for the stars, etc.


 Negative numbers also work for render bins.  You can use -10, for
 example, to get it drawn first.


 --J

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Re: [osg-users] stencil buffer

2007-11-27 Thread Richard S. Wright Jr.
There is one little gottcha everyone should watch for on the stencil  
buffer. On Windows, ATI hardware/drivers, all pixelformats have  
stencil, rather you asked for it or not. This nabbed me once when I  
had working code on an ATI machine suddenly fail on NVidia machines...  
only to find it was because I had never requested a stencil buffer (it  
actually should not have worked at all ;-).

Richard

On Nov 27, 2007, at 11:58 AM, Robert Osfield wrote:

 On Nov 27, 2007 4:27 PM, Frédéric SPEISSER  
 [EMAIL PROTECTED] wrote:
 You were right : Stencil buffer is disabled per default in Qt  
 (strange !?)

 Its actually normal, stencil buffer aren't normally enabled by default
 by most windowing toolkits.  osgViewer internal windowing support
 autodetects the need for stencil buffer but even this requires the
 scene data to be set before the windows are opened, otherwise it just
 defaults to assuming stencil buffer is not needed.

 So in constructor of the QGLWidget must be specified
 const QGLFormat  format = QGLFormat(StencilBuffer)

 Note : Accumulation buffer and alpha channel are disabled per  
 default too.

 Again pretty normal state of the play.

 Robert.
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[osg-users] Christmas cash for Hawaii.osga anyone?

2007-11-27 Thread Richard S. Wright Jr.
I'm somewhat new to OSG, and up until about a week ago, I was enjoying  
learning the API and coming up to speed relatively quickly. Now I'm  
learning more about GIS systems than I really have any long term need  
to know, and am spending way too much time trying to build a decent  
database using dozens of different tools, file formats, etc. On the  
Virtual Terrain site, I found a good source for Hawaii, 10 meter data,  
and a high resolution landsat image. Using osgdem and other tools, I  
should be able to splice together a 10 meter database of the main  
island of Hawaii for a flight simulator project.

This is taking too much time and I would much rather go back to  
learning OSG ;-)

I estimate that someone who knows what they are doing (and thus not a  
learning experience) can probably do this in a day, if they haven't  
already. I'm pretty much done with trial and error and am ready to do  
this this the old fashioned way. Pay someone else ;-)

So, I have a flight sim project that I'm using to learn OSG. This is a  
single installation, not a big commercial project. Does someone on  
this list either:

a. Have a ready to roll Hawaii database that I can use already made?
b. Have a day to put this together for me?

Yes, I am willing to pay a few bucks for your time or previous hard  
work. It seems this might be useful for a lot of other people as a  
learning or sample resource as well. I'm also willing to fund the  
project and just make it publicly available as a demo OSG terrain  
database. All of this of course assumes I'm not totally off my rocker  
and this isn't a month long project. I'm thinking this is trivial for  
someone who has been there, done that.


Richard S. Wright Jr.
Starstone Software Systems, Inc.
Where Science Rocks
http://www.starstonesoftware.com
[EMAIL PROTECTED]



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Re: [osg-users] Christmas cash for Hawaii.osga anyone?

2007-11-27 Thread Richard S. Wright Jr.
Um... just in case I wasn't clear. I am NOT looking for someone to  
build a flight simulator in a day ;-)

I'm just wanting the terrain database

Richard

On Nov 28, 2007, at 12:20 AM, Richard S. Wright Jr. wrote:

 I'm somewhat new to OSG, and up until about a week ago, I was enjoying
 learning the API and coming up to speed relatively quickly. Now I'm
 learning more about GIS systems than I really have any long term need
 to know, and am spending way too much time trying to build a decent
 database using dozens of different tools, file formats, etc. On the
 Virtual Terrain site, I found a good source for Hawaii, 10 meter data,
 and a high resolution landsat image. Using osgdem and other tools, I
 should be able to splice together a 10 meter database of the main
 island of Hawaii for a flight simulator project.

 This is taking too much time and I would much rather go back to
 learning OSG ;-)

 I estimate that someone who knows what they are doing (and thus not a
 learning experience) can probably do this in a day, if they haven't
 already. I'm pretty much done with trial and error and am ready to do
 this this the old fashioned way. Pay someone else ;-)

 So, I have a flight sim project that I'm using to learn OSG. This is a
 single installation, not a big commercial project. Does someone on
 this list either:

 a. Have a ready to roll Hawaii database that I can use already made?
 b. Have a day to put this together for me?

 Yes, I am willing to pay a few bucks for your time or previous hard
 work. It seems this might be useful for a lot of other people as a
 learning or sample resource as well. I'm also willing to fund the
 project and just make it publicly available as a demo OSG terrain
 database. All of this of course assumes I'm not totally off my rocker
 and this isn't a month long project. I'm thinking this is trivial for
 someone who has been there, done that.


 Richard S. Wright Jr.
 Starstone Software Systems, Inc.
 Where Science Rocks
 http://www.starstonesoftware.com
 [EMAIL PROTECTED]



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Re: [osg-users] I need more accuracy !

2007-11-12 Thread Richard S. Wright Jr.
Stephane,

I am fairly new to OSG, but I understand your problem quite well. I  
developed (and continue to maintain) a commercial solar system  
simulator. The scale runs from far flung trans-neptunian objects, to  
flying up and almost touching the ISS. Even without going to the  
stars, you simply cannot achieve this level of detail in a single  
coordinate system with OpenGL, regardless of your calculated  
precision. Instead of a brute force approach, you will need to  
partition your universe by scale. When flying between stars, you do  
not need the same frustum as when you are orbiting a planet. When  
visiting the space shuttle, you do not use the same frustum as when  
drawing the planet. Render the large scale universe first (but scale  
it down to smaller numbers). Then the intermediate, etc.

I've done this myself manually... I would be interested in hearing  
how to achieve this with OSG from other members. I imagine you will  
need to create more than one scene graph and superimpose them.

Richard

On Nov 12, 2007, at 4:55 AM, Stephane Lamoliatte wrote:

 Dear mister Osfield,

 I currently develop a space simulator working with very hight dynamic
 range data.
 During the development I met multiple floatting point number precision
 problems.

 For now, I try to solve one of these that come from OpenSceneGraph :
 For my scene, I need to use Matrices, Vectors and Quaternions with a
 very big accuracy. (I detail an exemple of osg accuracy problem  
 below).
 I wrote a Matrixr, a matrix of real, wich is a Matrix using the GMP  
 library.
 The problem is that I can't simply replace all matrices in the code of
 OpenSceneGraph by my Matrixr.
 I try to change the typedef Matrixd Matrix by typedef Matrixr  
 Matrix
 in osg/Matrix, but It does not work because some class don't use the
 Matrix but Matrixd or Matrixf.
 Another solution would be to develop new osg::Transform and
 osg::MatrixTransform using the real type and the Matrixr class. But I
 don't know how to make osg considers them as transform node without
 inherit them from the original osg::Transform node.
 By the way, I want to know if someone have already try to do this kind
 of thing, and/or if there is an accuracy node kit in development to  
 help me.

 Best regard.




 Here is a detailed example of my problem :
 There is a star far far away from the center of the universe.
 For some reasons I MUST have this scene graph :
 [rootNode : osg::Group] - [starTransform : osg::MatrixTransform] -
 [starModel : osg::Geode] - ...
 The Matrix in the osg::MatrixTransform is a Matrixd that contains a  
 very
 big translation vector, for example at (x=10^20, y=0, z=0) from the
 center of the universe.
 I want to move in the universe, close to this star at (x=10^5, y=0,  
 z=0)
 from the star and then at (x=10^20 + 10^5, y=0, z=0) from the center  
 of
 the universe.
 To compute the MODELVIEW matrix, osg implicitly compute (x=10^20 +  
 10^5,
 y=0, z=0) - (x=10^20, y=0, z=0) .
 But in fact, osg works like if the camera is in the center of the
 universe at (x=0, y=0, z=0).
 Why ? Because osg computes matrix transforms with float and double
 values. In double : 10^20 + 10^5 = 10^20.
 So I can't freely move in my universe using Matrixd and that's why I
 need more accuracy.



 --
 Lamoliatte Stephane.
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Re: [osg-users] I need more accuracy !

2007-11-12 Thread Richard S. Wright Jr.
Thanks for the tip! I knew this couldn't be that unusual of a problem  
and that someone probably had thought of this with OSG. I forgot to  
mention depth buffer tricks in the previous post, but yeah, that can  
get messy too ;-)


Richard

On Nov 12, 2007, at 9:17 AM, Serge Lages wrote:

On Nov 12, 2007 2:48 PM, Richard S. Wright Jr. [EMAIL PROTECTED] 
 wrote:

Stephane,

I am fairly new to OSG, but I understand your problem quite well. I
developed (and continue to maintain) a commercial solar system
simulator. The scale runs from far flung trans-neptunian objects, to
flying up and almost touching the ISS. Even without going to the
stars, you simply cannot achieve this level of detail in a single
coordinate system with OpenGL, regardless of your calculated
precision. Instead of a brute force approach, you will need to
partition your universe by scale. When flying between stars, you do
not need the same frustum as when you are orbiting a planet. When
visiting the space shuttle, you do not use the same frustum as when
drawing the planet. Render the large scale universe first (but scale
it down to smaller numbers). Then the intermediate, etc.

I've done this myself manually... I would be interested in hearing
how to achieve this with OSG from other members. I imagine you will
need to create more than one scene graph and superimpose them.

Richard



Hi Richard, take a look at the DepthPartition example to have an  
idea on how doing this automatically. In our project we also have  
such problems to solve, but I've found that doing the partition  
manually depending on the object's scale, and using some tricks with  
the depth buffer is more reliable for us.


--
Serge Lages
http://www.tharsis-software.com  
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Re: [osg-users] I need more accuracy !

2007-11-12 Thread Richard S. Wright Jr.
Yes, that's me ;-) I took a look at OSG some years ago and just came  
back for a second look recently. It has come a long way, and I'm  
adopting it as part of my developer arsenal. I haven't traditionally  
be a huge fan of Open Source projects (no flames please ;-). OSG  
however seems to be the best documented and well supported project of  
it's kind (better than at least one commercial engine I've licensed in  
the past). There is a rich set of sample code, real (in my book,  
that just means support for OS X instead of just Linux ;-) multi- 
platform support, and plenty of reasonably well written Wiki entries  
and tutorials. For a total newbie, I've been able to boot strap myself  
pretty quickly.

As for the Bible... yeah, I get a lot of that too. Way way back in  
the day, there was a whole series of Bibles from Waite Group press.  
They were regurgitated SDK documents... The Super Bibles were  
reference plus a tutorial. Of all the SuperBibles of 10-15 years ago,  
only mine remains, and is now in the Addison Wesley camp (for which I  
feel somewhat humbled).  I have also encountered at least one  
individual who thought the book was about accounting!

Paul Martz by-the-way from this list was one of my tech reviewer's  
last time around, and really did a lot to raise the quality of the  
fourth edition. I also had two excellent co-authors who contributed  
heavily to the New Testament section.

Richard

On Nov 12, 2007, at 9:37 AM, Jeremy L. Moles wrote:

 Aren't you the author of the OpenGL SuperBible? :) Welcome to OSG,  
 woot.
 I bet a great deal of us own that book...

 Anyways, a funny story:

 A few years ago when I still lived at home my grandmother saw my  
 copy of
 that book and got real suspicious. She's very religious and thought  
 that
 OpenGL was some kind of cult I was in, since the title contained the
 word bible in it. :) Funny stuff...

 On Mon, 2007-11-12 at 08:48 -0500, Richard S. Wright Jr. wrote:
 Stephane,

 I am fairly new to OSG, but I understand your problem quite well. I
 developed (and continue to maintain) a commercial solar system
 simulator. The scale runs from far flung trans-neptunian objects, to
 flying up and almost touching the ISS. Even without going to the
 stars, you simply cannot achieve this level of detail in a single
 coordinate system with OpenGL, regardless of your calculated
 precision. Instead of a brute force approach, you will need to
 partition your universe by scale. When flying between stars, you do
 not need the same frustum as when you are orbiting a planet. When
 visiting the space shuttle, you do not use the same frustum as when
 drawing the planet. Render the large scale universe first (but scale
 it down to smaller numbers). Then the intermediate, etc.

 I've done this myself manually... I would be interested in hearing
 how to achieve this with OSG from other members. I imagine you will
 need to create more than one scene graph and superimpose them.

 Richard

 On Nov 12, 2007, at 4:55 AM, Stephane Lamoliatte wrote:

 Dear mister Osfield,

 I currently develop a space simulator working with very hight  
 dynamic
 range data.
 During the development I met multiple floatting point number  
 precision
 problems.

 For now, I try to solve one of these that come from OpenSceneGraph :
 For my scene, I need to use Matrices, Vectors and Quaternions with a
 very big accuracy. (I detail an exemple of osg accuracy problem
 below).
 I wrote a Matrixr, a matrix of real, wich is a Matrix using the GMP
 library.
 The problem is that I can't simply replace all matrices in the  
 code of
 OpenSceneGraph by my Matrixr.
 I try to change the typedef Matrixd Matrix by typedef Matrixr
 Matrix
 in osg/Matrix, but It does not work because some class don't use the
 Matrix but Matrixd or Matrixf.
 Another solution would be to develop new osg::Transform and
 osg::MatrixTransform using the real type and the Matrixr class.  
 But I
 don't know how to make osg considers them as transform node without
 inherit them from the original osg::Transform node.
 By the way, I want to know if someone have already try to do this  
 kind
 of thing, and/or if there is an accuracy node kit in development to
 help me.

 Best regard.




 Here is a detailed example of my problem :
 There is a star far far away from the center of the universe.
 For some reasons I MUST have this scene graph :
 [rootNode : osg::Group] - [starTransform : osg::MatrixTransform] -
 [starModel : osg::Geode] - ...
 The Matrix in the osg::MatrixTransform is a Matrixd that contains a
 very
 big translation vector, for example at (x=10^20, y=0, z=0) from the
 center of the universe.
 I want to move in the universe, close to this star at (x=10^5, y=0,
 z=0)
 from the star and then at (x=10^20 + 10^5, y=0, z=0) from the center
 of
 the universe.
 To compute the MODELVIEW matrix, osg implicitly compute (x=10^20 +
 10^5,
 y=0, z=0) - (x=10^20, y=0, z=0) .
 But in fact, osg works like if the camera