Re: [osg-users] custom vertex attribut, using BIND_OVERALL
Hi, sorry, I was wrong. It really seems the same in terms of state changes. A use case for a BIND_OVERALL attribute is probably that you have different types of geometry with and without individual attributes (for example color) in your scene that you want to render using the same shader. Thank you! Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50759#50759 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] custom vertex attribut, using BIND_OVERALL
Hi Daniel, you are right, with BIND_OVERALL and just one element in the array, OSG should apply the single attribute to all vertices of the geometry. You can check this behavior in Geometry.cpp searching for BIND_OVERALL. Also there is the createTexturedQuadGeometry() function which does setup a geometry like you want, so check it out if you do it the same way. If it does not work, try to put a breakpoint into Geometry.cpp and debug to see what happens. As you say, setting Uniforms requires a state change, while with an attribute the rendering is done at the GPU completely. Thank you! Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50751#50751 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Memory leak notify handler
OSG uses smart pointers to manage memory (and release it if the last pointer is destroyed). The handler created with new in your cited code is stored in a smart pointer variable (see Notify.cpp) osg::ref_ptr _handler; (if the cast is a NotifyStreamBuffer). So I guess a memory leak could occur, if a StreamBuffer different than NotifyStreamBuffer is used. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50090#50090 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Merging geometry data
Hi Kirill, can you post source code and maybe the *.osgfile? Is it a static scene (300 positions do not change)? If yes, merging should work and accelerate the rendering sufficiently. Did you try optimizing with ALL_OPTIMIZATIONS (replicates geometry subnodes and applies transformations)? BTW, did you look at the examples provided by osg, especially osgforest and osgdrawinstanced? They both show different methods to draw the same geometry a number of times... Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50044#50044 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Merging geometry data
Hi Kirill, the Optimizer class has some code to aggregate geometry to reduce the number of separate drawcalls. You can try if it works in your case by running your *.osg file with the osgconv application and look at the output file with osgViewer. Also play with the optimizer options that you can set in the environment variable (osgconv explains its usage), there are some explicit merge options. I do not know which of them are part of the default optimizations. In the code of osgConv you can see how the Optimizer is used (two lines of code). However this is just a quick shot. If it does not improve the performance maybe a manual optimization is needed. Then you have to provide more details: what is the size of the model (vertices), what kind of instancing did you try? Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50041#50041 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Anyone knows how to load CityGML files in OSG?
Hi Fan, I do not see something wrong in this moment. I would try a few things: * Do you get commandline output while loading? (libcitygml usually puts out something text while loading) * You could check that something is loaded with a debugger to check what is returned or add some code to see if a node is returned. * You could try to load another model that is known to work, like the cow.osg model * Do you have only one osg on your machine? Might be that when you try osgviewer you actually use another version... Cheers, Tassilo[/list] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49986#49986 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Anyone knows how to load CityGML files in OSG?
Hi Fan, can you post a code snippet of what you tried? And some details about how it failed? Because it should work with the readNodeFIle method, for example like this: osg::Node* n = osgDB::readNodeFile("pathToCityGMLFile"); osgViewer::Viewer viewer; // add model to viewer. viewer.setSceneData( n); return viewer.run(); This is independent from the data you try to load (CityGML, 3ds, obj, ...), as long as a plugin exists it will be loaded. Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49984#49984 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Anyone knows how to load CityGML files in OSG?
Hi Fan, not sure what you mean with "load citygml files with codes". You want to access the citygml semantics and attributes in addition to just see the graphical model? Then you have to take a look at the reader in libcitygml to see how it stores the citygml nodes and maybe write your own. Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49981#49981 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux
Hi Nav, sounds like the libraries are not found at the usual places, both for the plugins (that is why the cow is not loading) and for the configuration of VPB. Did you do the "sudo make install"? Also sometimes I had to do "ldconfig" when I installed new libraries for the first time. I am not too familiar with linux, these are just ideas until the experts join :) Thank you! Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49917#49917 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linux: Compile nvtt with cuda
Hi, I remember I also had these compiler errors. I finally went on using the 2.0 version from the SVN svn checkout http://nvidia-texture-tools.googlecode.com/svn/branches/2.0/ nvidia-texture-tools-read-only Also check out this guide: http://www.osgvisual.org/projects/osgvisual/wiki/OsgVpbBuildEnvLinux Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48909#48909 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] CPack'ing OSG broken (VS2008)
Hi everone, did anyone recently try out the packaging on Windows with VS2008? I get an error message when I build the package project, e.g. CPack Error: Problem creating temporary directory: [code] D:/Tassilo/Lib/osg/buildGLES/_CPack_Packages/ZIP/libopenscenegraph-3.1.3-win64-x86-vc90-$(OutDir)D:/Tassilo/Lib/INSTALL_GLES2 [/code] It looks like there are two problems: - a Visual Studio variable $(OutDir) is appended to the file name without being expanded into, e.g., Release or Debug - the Cmake install variable is appended (which contains directory separators "/") With some experimenting in OsgCPackConfig.cmake.in I found that if line 49 is commented [code] #SET(CPACK_PACKAGING_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}") [/code] the zip file is created, though with "$(OutDir)" as part of the name: [code] 1>CPack: - package: D:/Tassilo/Lib/osg/buildGLES/libopenscenegraph-3.1.3-win64-x86-vc90-$(OutDir).zip generated. [/code] I think this got introduced in revision 12230 (Alan Dickinson). I will look into it further, but if there are any ideas, I am glad to hear them. Thank you! Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48106#48106 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Uniform array naming problem
Hi Robert, I encountered the same problem (Win7 64 Bit, nVidia current driver 280.26), while it does not occur on older versions (like 266.58). The solution of McKay Davis (http://forum.openscenegraph.org/viewtopic.php?t=1828) works around this. Code: // Strip [0] from uniform array name to work around driver bugs const int len = strlen(name); if (len >= 3 && name[len-1] == ']') name[len-3] = 0; Apparently uniform arrays are not used so widely, hence there are just few complaints about this. Anyway, I would support McKay and Glenn. I understand your reluctance to support particular platforms / drivers, but in this case the fix would be still according to the standard to query the location of the array without brackets. So no need to change it back for future drivers, as far as I can see. Thank you! Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42211#42211 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New version of 3rdParty Package
Hey Torben, thanks for this great package, it really simplifies developing with OSG (on Windows). One small thing that occurred: the gdal_vrt.h header file is missing in the x64 folder (it does exist in the x86 folder). While it's not needed by OSG, osgEarth does need it and it is handy to use the same 3rdParty folder. Best regards, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41325#41325 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] integrating tessellation shaders into osg
Hi Waldemar, I found the samples pack on g-truc very instructing for opengl 4 related stuff, including tessellation shaders: http://www.g-truc.net/post-0333.html Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32939#32939 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Error when loading DirectX .x files
Hi all, as the bug is still in the reader, I would like to submit a fix that deals with 2 more cases of how to format the material names. The current version crashes when encountering materials as mentioned by Judy. I think, the format supported in the current version of mesh.cpp is not correct, as the DirectX-Viewer included in DirectX-SDK (August 2009) cannot read model files refering to materials without curly brackets. I would be happy, if someone could try the patch with other models. Thank you! Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30800#30800 Attachments: http://forum.openscenegraph.org//files/fix_x_plugindiff_312.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org